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Roleplaying feats! Feats that depend on your character's circumstances and actions. These feats are intended to be very powerful, in exchange for being tricky to obtain and/or use.

Alcoholism:
Prerequisites: You must have drunk at least 25 beers in the last five days. Or the equivalent in alcohol content.
Congrats, you're an alcoholic! Gain +2 to Fortitude saves, +4 while inebriated, +6 while drunk. Some will find your drinking cool and sexy (+4 to all social skills while openly drinking) others will find it unpleasant and pitiful (-2 to all social skills while openly drinking) at the GM's discretion. Or roll percentage die or something. You also lose 5-20 years off your lifespan, but who keeps track of that?

Blind Faith:
Prerequisites: At least one level in a divine casting class, absolute faith in your god.
Your complete, mindless devotion makes it difficult for enemies to penetrate your mind. Gain +4 to Will saves while in combat. Any effect, magical or mundane, that creates doubt in your faith disables this feat.

Expert Inciter:
Prerequisite: Survive angering a ruler, deity, head of government, or direct superior at least five times.
You have a knack for angering your betters. Gain +3 to all attempts to annoy someone, and if goaded target must make a (DC 10 + half level + Cha) Will Save or gain a -2 penalty to all attack rolls and skill checks for 1d6 minutes. If target makes the save you cannot use this ability on them again for 24 hours.

Fight Another Day:
Prerequisite: Flee from ten different encounters successfully (combat is over).
You are very good at being very bad at combat. When you fall below a quarter of your maximum hit points, you gain a +2 Dodge bonus to AC and CMD and gain 5 ft of base movement speed.

Nightmare Fetishist:
Prerequisite: Willingly keep in close contact with one of the following creature subtypes: demons, daemons, devils, aberrations, vermin, monstrous humanoids, fire, or undead for 1 week. (Each specific type must be noted.) 7 ranks in one Knowledge skill.
What others may find disturbing, you enjoy with a grotesque appreciation. You gain +2 to Will saves against fear effects and a +2 Insight bonus to AC, CMD, and skill checks against the creature subtypes you've encountered.

Paragon:
Prerequisite: 5 skill ranks in any one skill, help other characters level up fifteen times.
You are talented at bringing out the best in others by example. Whenever you make a skill check, your allies gain a +4 morale bonus to the same skill check if you succeeded. Whenever you successfully attack or use a combat maneuver against a target, your allies gain +2 to attack and CMB against that target until the next round.

Premiere Hostage:
Prerequisite: Get taken hostage three times.
You are the world's expert on being taken hostage. Gain +3 to Bluff, Stealth, Escape Artist, and Diplomacy with your captors, increased to +6 if trained. You can also adjust your ransom, if any, up or down by 50%.

Vengeful Fury:
Prerequisite: Have a friendly character who you've known for at least a month die.
You become enraged when you lose a friend. After a party member who you have known well dies, you may enter a Rage state (like the Barbarian class feature) for 3 rounds. This duration is refreshed if another friend dies. Great with disposable pets.

Xenophobic:
Prerequisite: Kill another sentient being solely due to its race, species, or origin.
Racism or Racial Hatred or whatever you call it. Gain +2 to attack and damage against a particular race, species, or demographic that is not your own.

Any ideas?


We've all heard the common complaints about shields, useless, crippled DPR, yadda yadda. Here are some possible fixes. Keep in mind that not all of these are meant to be implemented at once, so please don't complain about "OMG BONUS TO REF AND FORT SO OP >=("

1. Add shield bonus to Reflex saves.

2. Double all inherent shield bonuses.

3. Bucklers add another +1 to AC if you are not being flanked.

4. Non-Buckler shields add another +1 to AC if flanked.

5. Add all/half shield bonus to touch AC.

6. Add shield bonus to number of Attacks of Opportunity per round.

Any/All/Some of these sound good?


I wanted to convert Dark Stalkers into a race. It seemed like a fascinating concept.

Dark Stalkers are the descendants of a tribe of humans who retreated underground after some cataclysmic event. There, they formed pacts with strange aberrations and dark gods, and underwent many magical transformations and experiments, until what emerged centuries later could not be recognizably human.

Physical Description: Dark Stalkers have distinctive pale, almost bloodless-looking skin and large, invariably black irises. They stand taller than most elves, and most have a slight build. Their limited gene pool creates very little variance of their physical form, so it is common for them to mark themselves in other ways. Strange hairstyles or adornments, tattoos or piercings, and even self-inflicted scars are common.

Society: Generations later, Dark Stalker society has forgotten their predecessors, and they live in large communal groups led by meritocracy. Their struggle to survive has created a cultural disapproval of special treatment. They understand the concept of friendship, but they are raised to treat everyone as equally as possible. This homogenous society has very little sentimental value, and it is common for a Dark Stalker to not know his family, for everyone is to be treated as their "family." They prefer to call themselves the Adlivun, but most do not truly care what the other races call them.

For years, Dark Stalkers believed themselves to be the only beings in the cold darkness. When their outcasts returned, raving about the light and the surface, they were skeptical. When they confirmed the existence of other races with their own eyes, they were very split. Some wanted to stay in their ancestral homes, safe in the dark, while others wished to reap the surface's plentiful resources. The two groups eventually split into separate communities, but strong political ties still connect them.

Relations: Dark Stalkers view all races as strange. They do not understand the sheer variety of other races, even within their own species. As such, they tend to treat every individual as a random variable. They are also baffled at the idea of wasting resources, bringing them into conflict with the more whimsical gnomes and halflings. Humans are as much of a curiosity to them as they are to humans. Half-elves and half-orcs are treated as no different from the seemingly endless ever-changing multitudes of their kind. Dark Stalkers perhaps get along best with elves, whom they can form mutually beneficial trade relations, and dwarves, who they view as spiritual cousins, of sorts.

Alignment and Religion: The practical nature of most Dark Stalkers drive them to be Neutral. Their lack of tradition and history, along with their strong emphasis on community, cause them to worship gods of home, family, and the earth, with which they feel a spiritual connection.

Adventurers: Most Dark Stalker adventurers are the mavericks and the outcasts, the ones who, perhaps inspired by tales of great individuals among the other races, go off alone to explore the world which seems far more vast then before. However, a group of Dark Stalkers seeking to begin a new colony on the surface are not uncommon. As such, most oddball Dark Stalkers become mercenaries (fighters), travelers (bards), or seekers of peace in nature (Druids). The more practical Dark Stalkers, perhaps sent on a mission for the benefit of the community, become seekers of knowledge (wizards), integrate themselves into another order, whether of honor, thievery, or religion.

Racial Traits

+2 Strength, +2 Intelligence, -2 Constitution: Dark Stalkers are frail, but surprisingly strong and analytical.

Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Dark Stalkers have a base speed of 30 feet.

Darkvision: Dark Stalkers can see in the dark up to 90 feet.

Adlivun Magic: Dark Stalkers add +1 to the DC of any of their spells with the Darkness descriptor.

Also, Dark Stalkers with an Intelligence score of 11 or higher have access to the following spell-like ability: They can create a 20-foot radius shroud of darkness, centered within 20 feet. This shroud lowers the current light level by two levels. This shroud can last up to three minutes plus one more minute per the Dark Stalker’s Intelligence bonus. These minutes do not have to be consecutive, but must be in one-minute increments.

A moderate wind (11+ mph) disperses the shroud in 4 rounds; a strong wind (21+ mph) disperses the shroud in 1 round.

Light Blindness: Dark Stalkers are blinded for one round by abrupt exposure to bright light, and are dazzled as long as they remain in a brightly-lit area.

Poison Use: Dark Stalkers are skilled in the use of poison and never risk accidentally poisoning themselves.

Ambidextrous: A Dark Stalker reduces the penalties for attacking with two weapons by -1. (This also includes unarmed strikes with IUS)

Sickly: A Dark Stalker’s malformed physiology renders it especially vulnerable to attacks on the body. They get a -2 penalty on their Fortitude saving throws against poison and disease and death effects.


According to the Combat page on PFSRD, when making a combat maneuver in place of a melee attack, you replace your normal attack bonus with your CMB.

In other words, you can give up your weakest attack with a much more effective combat maneuver. Am I missing something?


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I Don't Understand What You're Talking About
Prerequisites: 7 or less Int, or 7 or less Cha.
The DC to intimidate or bluff you is increased by +6.

Derpy
Prerequisites: 7 or less Wis or Dex, or 8 and no higher Wis and Dex.
Any roll of 2 or 3 or 4 is treated like a natural 1. Instead of fumbling, an extra-disastrous effect happens (See the chart below). A roll of 19 is treated as a natural 20. A natural 20 automatically confirms the crit and does x4 crit, or is treated like a roll of 30, or the next save is an automatic success without a roll.

Consult this list. Roll 1d20 whenever you roll a natural 1/2/3/4.

1: You hit yourself with your weapon.
2: You take double damage on the next strike that hits you.
3: You get a -10 penalty on your next d20 roll.
4: You roll 2 dice for your next d20 roll and take the worse result.
5: You trip and fall prone.
6: You instantly sunder the nearest object, or if there are no objects within reach, your clothing, your magic items, the floor of a ship, etc. Pick the worst possible result.
7: You faint and fall unconscious for 1 minute. Takes a DC 10 Heal check to revive you.
8: You becomes sickened.
9: You lose one of your spells. Player must pick one of their highest level spells.
10: Your next diplomacy roll is counted as a roll of -10.
11: Lightning strikes you for 5d6 damage. Or if that is not possible, a piece of the ceiling drops on you for 5d6 damage.
12: You become flat-footed for one round.
13: Your roll counts as a natural 20.
14: You hit an ally within reach. If that is not possible, you hit an enemy within reach. The attack is automatically an critical hit.
15: You drop whatever you're holding.
16: You cramp your leg and are treated as if in difficult terrain for one round.
17: You cramp both your legs and become staggered for one round, along with the effect for 16.
18: Your roll is treated as if it was the actual number the die landed on. A 2, 3, etc.
19: Nothing happens.
20: You roll twice and take both results.


I decided that speed needs more love. It seems too useless as it is. Only good for positioning or scouts.

Improved Charge
Prerequisite: Base Speed 35 ft.
Charging grants a +4 bonus to attack instead of the usual +2. AC penalty remains unchanged.

Devastating Charge
Prerequisite: Base Speed 40 ft.
Charging grants +2 to damage. Increases by +1 for every 20 ft of movement.

Blur of Speed
Prerequisite: Base Speed 40 ft.
Character gains +4 to AC against AoOs for movement.

Quick Attack
Prerequisite: Base Speed 45 ft.
When making a single attack, can full attack instead with a -4 penalty. Can be used on a charge, on a readied action, literally any time you are making a single attack. Any precision damage or extra damage on that specific attack does not apply to the other attacks.

So you can't use Vital Strike to effectively double your damage.

Yeah, the last one is powerful. But you either need to burn 4 feats on Fleet, be a barbarian and get fleet, or be a monk.

Does anyone have any ideas of their own? I'd be interested in seeing other speed-related feats, or feedback.


The Switch Hitter knows that each weapon has its strengths and weaknesses. Rather then specializing, the Switch Hitter asks, “Why not both?”

Versatility:
The Switch Hitter can stow his current weapon and draw another one as a free action. This can only be done with one-handed and light weapons. At 6th level, this can be done with two-handed weapons and non-ammunition ranged weapons (like the bow).

This replaces the bonus feat at 1st level.

Fast Swap:
At second level, the Switch Hitter receives a +1 dodge bonus to AC against Attacks of Opportunity when he stows or draws a weapon. This bonus increases by +1 for every four levels after second.

This replaces Bravery.

Unison Training:
At sixth level, the Switch Hitter selects two weapons to gain a +1 bonus to attack and damage rolls. This bonus increases by +1 for every four levels after fifth. In addition, any feats that designated a single weapon are treated like they affect both weapons.

Weapon Focus: X will also affect Weapon Y, and eventually Z.

In addition, one can also select an improvised weapon instead. This way, a polearm user can use the butt of his polearm, or an archer can use his weapon like a club. Still eats the -4 penalty for improv.

This replaces Weapon Training 1-4.

Improved Unison Training:

At 7th level, the Switch Hitter can select another weapon to gain the benefits of his Unison Training.

This replaces Armor Training 3-5.

Switch Mastery:

At 19th level, a Switch Hitter no longer provokes when swapping weapons. Also, he can change weapons as an intermediate action.

This replaces Armor Mastery.

Sum of Parts:

At 20th level, a Switch Hitter must select Weapons X, Y, and Z for his Weapon Masteries.

This was basically my attempt at an inverse of a typical archetype; rather than specializing, it spreads its focus out.


Currently, COG only works on a disarmed opponent. I think this is silly.

New and Improved Catch Off Guard:

You do not suffer any penalties for using an improvised melee weapon. During the surprise round or round you first use your improvised weapon, your opponents are flat=footed against any attacks you make with that weapon.

I think this suits the 'spirit' of the feat more nicely. While you can't potentially use it repeatedly like the old version, this one is more universal.

The one thing I am split on is how this will apply to multiple improvised weapons. Should a guy who breaks off a table leg, smashes a guy over the head with it, then picks up a meat cleaver and attacks with it, receive the bonus?


Does the combination of a readied Vital Strike with the Deadshot line do enough to justify using it?

My character is a Fighter sniper who gets a pretend Sneak Attack by using the vital strike line with Improved Deadshot. He seems to be doing okay, but I'm wondering if I'm gimping my team by choosing a less-than-stellar option.


A stone golem is created with a stone copy of a quarterstaff in his hand. Is this a natural or manufactured weapon? Does he get multiple attacks if it is a natural?


This is an attempt to define what players can and cannot do while jumping. Especially when it comes to strength.

Yan Zhi Cheng holds the unofficial record for the highest jump with both legs, reaching about 8 feet. This is assuming he had above-average strength and dexterity, so I will assign him a score of 18 for each.

A character with 10 Str can jump 1 foot. Every point in Str increases the height of his vertical jump by 1 foot. Jumping horizontally is used with Acrobatics, as normal.

So basically, feel free to have your Fighter with 26 Str and a belt of Giant's Str jump like freaking Superman. :)

I swear to all the gods, if one more person makes a snide comment on how its 'just a RPG,' not real life, I will find a way to make them pay.


Exactly What it Says on the Tin. And I know you've probably read a ton of threads like this, but hear me out.

1. Crossbows don't provoke when firing. Simple as that.

Explanation:
Unlike regular bows, when you reload a crossbow, its ready to fire. All you have to do is aim and pull the trigger. If a guy with a longsword is in your face, with a bow, you have to notch the arrow and pull before the aiming and firing, while with a X-bow, you just have to pull the damn trigger.

Saves a feat and allows non-fighters to get ranged attacks in melee.

2. Crossbows do 1d10/1d12 damage. For light/heavy, respectively.

More on Damage:
Bows still win on the damage department, I'm afraid. A regular bow simply is more efficient at transferring force from the frame to the projectile. But the higher die value will be more appealing to a lower level character.

3. Crossbows get -3 as their range penalty. Simple physics. Most bows were shot in an arc, while crossbow bolts are designed to have a straighter trajectory. That is also why crossbows are simple weapons.

A Note:
I think it is indeed possible for a sufficiently trained shooter to use his crossbow in an arc, but that training already exists in the Far Shot feat.

4. Lying prone while firing a crossbow grants +2 to attack, and if sniping with Stealth, reduces the penalty by -10.

There. The crossbow isn't entirely superior to the bow. It is a tool, to be used in certain situations.


Logically, shouldn't faster characters be more effective when charging? A guy who runs 60 feet in 6 seconds is going to do less damage than a person who runs 90 feet in 6 seconds.


Basically, I am confounded by the simplicity of the Dirty Trick combat maneuver. I want to make it a combat maneuver that any class could use, regardless of feats. I mean, come on, does it take any special training to throw gravel at someone's eyes? To spit in someone's face?

I can see how shoving someone while avoiding their flailing takes skill. Ditto for disarming and stealing and the others. But kicking a guy in the nuts is really more like a normal attack, rather than some complicated and risky action.

Oh, and I also came up with a condition that represents a state of visual impairment less severe than complete blindness but more severe than dazzled.

Distracted:
Target gets a -2 penalty to attack rolls, Reflex saves, dexterity-based skill checks, initiative, and visual Perception checks.

Major Changes:
- Dirty Tricks can be performed without provoking, as a standard action. Removing the condition requires a standard action. The condition lasts 1 round + 1 round by every 5 your CMB result exceeds the target's CMD.
- Improved version adds +2 to CMB and CMD for it. Also, it can be used in place of a melee attack once per round.
- Greater version adds +2 to CMB and CMD. Removing the condition requires a Heal check as a standard action that provokes.
The DC of the Heal check is 10 + 1/2 level + Str/Dex modifier*
* Depends if player has Agile Maneuvers or not.
Naturally, the flexible nature of the Dirty Trick may cause need for on-the-fly readjustments for DCs and actions.

Minor Changes:
- Dirty Tricks that target the eyes no longer blind the targets, but Distract them instead. The exception is for those who are already distracted, who are blinded instead. For example, if a guy trips into a mud pit, he is distracted, since he had mud all over his face. Throwing shards of glass at his eyes will turn a distraction into blindness.
- List of Conditions that Dirty Tricks can cause: Distracted, Dazzled, Entangled, Deafened, Shaken, Sickened.


The Staff Magus seems like a meaningless archtype. The main selling point of the magus, the ability to crit with spells, doesn't synergize at all with the quarterstaff's x2 crit.

Actually, let's just take a look at what you get:

- ability to use the staff one-handed.
- ability to use the staff normally, which prevents casting
- earlier Weapon Specialization: Quarterstaff
- Shield bonus to AC using the staff's enhancement bonus.
- Staves are treated as quarterstaffs at level 10.
- Ability to recharge staves at a pretty high cost.

No one is going to use the staff as a double weapon if they want to cast. Using a quarterstaff anyway is a terrible idea. The weapon specialization is nice, but nothing mind-blowing. The shield bonus is the only real positive I can see about the thing. As for the enchanced staves, well, you're still better off getting a real quarterstaff and enhancing it.

Now, here is what you give up:
- Weapon proficiencies, and heavy and medium armor proficiencies. Nasty, but the Quarterstaff Defense makes up for it, somewhat.
- FIGHTER TRAINING. Say goodbye to GWF and GWS.
- Ability to reliably hit with crit spells, aka most of your damage.

Conclusion: You nerf your damage output, in multiple ways, for some slightly higher defense.

I think this needs a fix. Here's my idea:

Staff Magus 2.0:

Staff Casting
A Staff Magus can use the Quarterstaff as a double weapon or use a two-handed grip, but is still able to cast spells. The Magus can also enhance both ends of his staff as a single swift action.Less spell damage for more weapon damage. Besides, the image of a guy in robes beating a dragon to death with a big stick is freaking hilarious.

Staff Flexibility
At first level, the Magus can use the quarterstaff as a one-handed weapon. As a swift action, the magus can adjust his grip on the staff (which doesn't provoke) to treat it as a reach weapon, or to shift it back. This is the SM's main shtick, having reach with melee touch attacks.

Weapon and Armor Proficiency
The Magus is proficient with light armor and doesn't have the arcane spell failure chance while wearing it. This replaces the normal armor and weapon proficiencies of the Magus. Less defense for offense.

Staff Defense
At 7th level, the Magus gains a dodge bonus to his AC equal to his staff's enhancement bonus. This replaces his normal armor proficiencies. This is supposed to represent parrying with the staff, which is why it's a dodge bonus. Apparently, magic is magnetic, and like deflects like.

Staff Channel
The Magus can channel his ranged touch attack through his staff, adding the staff's enhancement bonus to his attack roll. Come on, you see wizards channel spells through their staffs all the time in literature and other stuff.


This is not a balance issure, this is a list of quirky effects that one could apply to a weapon. It is not intended to be balanced, but interesting.

Flaming: Player gets Energy Resist Fire 5.

Frost: Player gets Energy Resist Cold 5.

Corrosive: +1 to damage on metal foes, and +1 to CMB and damage when sundering a metal object.

Shock: +1 to hit against foes wearing metal armor. Another stackable +1 if the foe is wet. Add another +1 if the fluid is especially conductive, like seawater.

Agile: Since the weapon itself seems to be unusually nimble, the holder gets +1 to CMD against that weapon. Disarm, Sunder, etc.

Keen: Extra-sharp? Player can use the weapon as a surgical instrument, emergency boning knife, shaving razor, mandolin, etc...

Other ideas?


Idea: Fighters should get good Will saves. Also, they should be able to choose between good Reflex or good Fort saves (So 2 good save total).

Reasoning: Fighting something requires focus. And while the wizard can sit back and summon something to take care of the problem, the martial classes have to concentrate on the fight while some really weird stuff happens. They have to keep fighting, even when they get stabbed, zapped, turned inside out, etc. There are plenty of real-life soldiers who have had something awful happen to them in the middle of combat, shrugged it off, and kept fighting. I think that is the definition of willpower.

Also, this bit is admittedly less concrete, but I think that most soldiers, back in the 17th century (dawn of the musket) were either used to taking blows or avoiding them. Its pretty logical that one who has been dodging blows his entire life would be terrible at taking them, and vice-versa.

Anyway, that's my two cents.


Concise Mode:

1. The goal of a RL slashing weapon is A) touch an exposed area; and B) drag along that area while applying forward pressure to cut flesh.

2. This makes those weapons terrible at chopping, which is why you never see anyone using a cutlass as a machete.

3. RL bludgeoning weapons use momentum, aided by the weapon's heft, to damage flesh through brute force, rather than, say, cutting open a vein and letting someone bleed to death.

4. Bludgeoning weapons are effective against skeletons, since slashing weapons, in theory, are ineffective against harder materials like bone.

5. Certain slashing weapons, like the machete, rely on their heft to chop rather than slice. This makes a butcher's cleaver, a knife, good at chopping through bone.

6. Shouldn't weapons like the greataxe be able to penetrate DR/bludgeoning?


I was brainstorming for some ideas, when I looked at the vigor and wounds system that Paizo offered, and I got a weird idea.

It's this: Every class has a pool of Effort(need help with the name) points, which is made of half their total hit die plus their Con modifier.

It's Con because this represents physical exhaustion.

This pool represents the effort it takes for the character to take blows, or roll with them, etc. Basically, the first points of damage drain from the Effort Points, not regular HP. Once that is gone, they start receiving hit point damage as normal. However, unlike normal hit points, the class regenerates a number of Effort points equal to their Con modifier, minimum +1 of course. I guess I should tweak that number, maybe make up a feat or something that gives you a larger pool, or speeds up the regenerating. Let's move on.

For the martial classes, this pool won't really matter; basically being an extra bunch of hit points that replenish themselves. It gets more interesting when you apply it to casters.

Casting a spell will drain points from the caster (Because I am a firm believer that casting a spell should take some freaking effort, and the thin-as-a-stick elf shouldn't lift 500+ lbs rocks without breaking a sweat). It will drain as much points as the effective spell level. This hopefully will prevent casters from going nova, and force them to conserve spells in battle.

Apologies, but I couldn't find a better way to explain this part without an example.

If someone has 2 Effort points left, and he is hit for 15 damage, he receives 13 points of damage and the pool is completely drained.

Also, if a caster would cast a spell that would bring his pool down to negatives, he receives twice that spell's effective level in nonlethal damage and becomes fatigued. He can continue to strain himself until he falls unconscious. If he repeats this, he becomes exhausted. Again, and he falls unconscious.

Level 5 wizard with 14 con has a pool of 4. He can cast 2 third level spells, in two rounds without hurting himself.

If we go with this system, it is also possible to add little balancing tweaks, such as sorcerers not spending as much points (representing their natural talent) or maybe certain classes adding other modifiers, like the Monk adding his Wis to the points replenished each round.

So how does it look? Stupid? Pointless? Complicated? Please let me know.


I'm wondering if the Overrun combat maneuver is worth using. You can't use it with a weapon, so weapon focus and magic bonuses are out*. You can't even Power Attack with it(which does make me wonder why it's a prerequisite). And the effect, knocking someone prone, isn't very useful either, compared to grappling them or tripping them, which can at least be done with a weapon from a distance.

Is it worth investing in?

*I dare you to show me a way to push someone aside with a weapon.


This isn't a new race or anything; I'm just inserting an idea. Both the 3.5 and Pathfinder rules agree that sorcerers are simply people born with an innate talent for magic. Therefore, shouldn't this really be a race?

Why would a person with talent for magic be a class in itself? Are [u]rangers[/u] born with an animal companion by their side? Are all monks raised in a monastery?

I don't know how to fix this (yes, I am saying there is a problem. A logical problem). But I think it should be at least open to discussion. Here are my suggestions:

- Sorcerers are like half-something templates, in that they replace some racial traits with their own.

- No matter what class they choose, the sorcerer should have some access to magic. It could be as simple as a cantrip.

- Sorcerers should (obviously) have bonuses to their magic.

- Some kind of penalty to offset these changes. Maybe have them get something like a curse, like the oracle, or maybe have them pick a stat they have to suck in, like the opposite of a human's +2 bonus.

- Alternatively, make them slightly overpowered. It's just for fun, after all.

- To keep some vestige of the original class, why not have them be able to substitute Cha for Int/Wis for caster classes?

- Spontaneous casting: No idea.

How's it look?


Firstly, I'd like to thank those who helped me refine my base class. Now, onward!

The Paragon

Role: The Paragon's main purpose is to support her allies. She uses her force of will and personality to rally her allies and bring fear to her enemies. While she is not a caster nor the greatest melee combatant, she can still kick ass and take names, but her true strength comes forward when she fights with her allies.

Alignment: Any.

Starting Wealth: 4d6 x 10 (average 140 gp).

Hit Die: d8.

Skill Points Per Level: 5 + Int Modifier*

Base Attack Bonus: Medium progression.

Good Saves: Will, Reflex.

Not-So-Good Saves: Fortitude.

Proficiencies: The Paragon is proficient in all armors and simple and martial weapons. The Paragon is proficient with all shields with the exception of tower shields.

Class Skills: The Paragon’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Dungeoneering (Int), Knowledge: History (Int), Knowledge: Local (Int), Perception (Wis), Perform (Cha), Ride(Dex), Survival (Wis).

Class Features

Bonus Feats:
From 1st level, and every 4 levels after (5,9,13,17) the Paragon receives a free combat or teamwork feat.

Note: This is half as many bonus feats as the Fighter.

Battle Cry:
Starting at 1st level, the Paragon can give out one of her battle cries during combat. Each battle cry gives certain bonuses, starting at +1 at first level, and rising by +1 for every four paragon levels she obtains. All battle cries affect those who can hear, see, and understand the Paragon(this is a sound and language dependent effect). The Paragon can give a number of battle cries each day equal to 3 + her charisma bonus. All battle cries last a number of rounds equal to the Paragon's Charisma bonus + the number of allies affected at the start of the battle cry or her Cha bonus*, whatever is higher. Only one battle cry can be in effect at a time. Activating one ends the previous one.

*Aka x2 her Cha bonus.

Synchronized Attack:
Starting at third level, the Paragon can coordinate an attack with an ally to aid both. The Paragon readies one attack at the highest BAB to strike at the same time as an ally. Both her and her ally receive a +1 bonus to their attack rolls, which rises to +2 at 6th level, and every four levels after (+3 at 10th, +4 at 14th, etc). Note: this can be done with any attack roll.

If the Paragon multiclassed to wizard, her Acid Splash will work as well as a crossbow shot.

Fighter Training:
Starting at 3rd level, the Paragon’s paragon levels count as fighter levels for the purpose of obtaining feats.

Paragon Powers:
As a Paragon gains experience, she learns certain techniques and tricks to defend her party. Starting at 2nd level, a Paragon gains one Paragon Power. She gains an additional Paragon Power for every 2 levels of Paragon attained after 2nd level. A Paragon cannot select an individual power more than once.

Intercept Attack:
At 7th level, the Paragon can take a five foot step into an adjacent ally’s square as an intermediate action (provoking no Attack of Opportunity) to grant the ally cover, but giving her AC a -4 penalty as long as she is in that ally's square. Both the Paragon and her ally do not incur squeeze penalties for this movement. This movement counts at 10 ft for her movement next round.

List of the Paragon’s Battle Cries

Rallying Shout:
The Paragon gives an inspirational shout of some sort (Protect the princess! For Dead Guy! Make us rich, men!). This is a move action that provokes an Attack of Opportunity. The Paragon and her allies receive temporary hit points equal to their 1d8 + the Paragon’s class levels + her Cha bonus. They also receive a morale bonus to their will saves(equal to the Battle cry’s bonus).

War Cry:
The Paragon gives a fearsome cry after doing something intimidating (killing an enemy, desecrating a corpse, or something else, or during the surprise round) as a swift action.* The Paragon makes an Intimidate check, with a penalty equal to the number of enemies affected. All affected enemies make a will save, DC equal to the results of the Intimidate check. Those who fail their saves are shaken for 1 round. In addition, the Paragon and her allies receive a morale bonus on their attack rolls and reflex saves.

Clarification: This fear effect does not stack with other conditions to create a more severe one. Also, the prerequisites for this Battle Cry can be a standard action, a move action, whatever. Killing someone may be part of a full round action, bashing your sword against your shield might be a move action, or hell, if your character is particularly disturbing(or under an illusion making her look like a demon), drawing back your hood and screaming as a free action might do the trick. But in the end, it’s the GM’s call. So a typical War Cry would go like this: execute prisoner as a standard action + swift action War Cry.

*Depending on personal preference, the GM can make this a standard action. I recommend you still allow it for free (in terms of time, not uses) during the surprise round.

Fearless Laugh:
Whether because of mockery, triumph, or genuine mirth, this brief bit of levity motivates the Paragon and her allies. The Paragon can laugh as a free action. All allies affected can re-roll their will saves once against a fear or compulsion effect. In addition, the Paragon and her allies receive a bonus to all caster level checks, concentration checks, and ranged attack rolls.

List of Paragon Powers
The ones without prerequisites have none. Also, unless otherwise specified, all bonuses count as morale bonuses.

Prerequisite: Dex 14; Evasion:
Like the Rogue Class Feature.

Strong Lungs:
The Paragon can give an additional 3 battle cries per day.

Inspiring Charge:
The Paragon can give a free battle cry during a charge. Also, if the player makes a Princess Bride quote, he must eat his character sheet.

Defending Paragon:
The Paragon adds her shield bonus, if any, to all adjacent allies when fighting defensively. Also, those with the Two-Weapon Defense feat receive an additional +1 shield bonus. This bonus cannot exceed the Paragon’s battle cry bonus. Fighting defensively only gives a -2 penalty to the attack roll.

Swiftstriking Paragon:
The Paragon gains an additional attack with her off-hand weapon during an attack of opportunity. She incurs the normal penalties for this attack.

Prerequisite: Paragon 8, Weapon Focus: Ranged Weapon; Sharpshooting Paragon:
The Paragon threatens an additional 10 feet with her ranged weapon. This stacks with the Snap Shot line of feats.

Prerequisites: 10 ranks in Spellcraft; Spellbreaking Paragon:
When an enemy casts defensively in your threatened area, the Paragon can make a Spellcraft check in a similar manner to counterspelling. If the Paragon’s check succeeds, he can make an attack of opportunity.

Reasoning-so-I’m-not-burnt-at-the-stake: This is another way of saying, character level 10 and minus 10 skill points as a prereq. I figured that was a decent enough prerequisite, as well as a level cap. If this ability still seems too overpowered, I’d like to know.

Formation Fighting:
During a battle cry, the Paragon can select one of her teamwork feats. All of her allies affected by her battle cry are treated as if they possess that feat.

Prerequisite: Paragon 6; Steadfast Ally:
The Paragon can give herself DR 5/- as an immediate action for a number of rounds equal to her Con bonus. These rounds do not have to be consecutive.

Prerequisite: Paragon 6, Evasion; Reactive Ally:
The Paragon can grant one of her adjacent allies Evasion as an immediate action a number of times equal to her Dex bonus.

Clarification: If the Paragon and her ally are attacked by a Fireball spell, then a dragon’s acid line in the same round, it counts as two separate “times.”

Prerequisite: Paragon 6; Relentless Ally:
The Paragon can move an additional 10 feet per round for a number of rounds equal to her Str modifier. This is an immediate action, and the rounds do not have to be consecutive.

Prerequisite: Paragon 6; Swift Intercept:
The Paragon can move up to 10 feet when using her Intercept Attack ability. This still counts as 10 feet of movement.

Prerequisite: Paragon 4; Battle Fury:
The Paragon can spend a use of her battle cry to rage like the Barbarian class ability. This rage lasts a number of rounds equal to the Paragon’s Cha modifier. The Paragon cannot activate another battle cry or end her [i][rage/i] as long as she is [i][raging./i]

Another Bonus Feat:
Do you really need an explanation? Another combat or teamwork feat.

Prerequisite: Paragon 8; Inspiring Laugh:
The Paragon and her allies affected by the her Fearless Laugh gain a bonus to their fortitude saves as well.

Prerequisite: Paragon 8; Vicious War Cry:
The Paragon and her allies who are affected by her War Cry gain a bonus to their rolls to confirm critical hits, and can choose to receive the bonus to their attack or damage rolls.

Prerequisite: Paragon 8; Surging Rally:
The Paragon and her allies affected by her Rallying Shout gain a morale bonus to their AC as well.

Soul Caller:
The Paragon’s Rallying Shout affects unconscious allies as well.

Force of Will:
The Paragon can spend two uses of her battle cries as a free action to ignore any mind-effecting effects, difficult terrain, the stun and staggered conditions, and being fatigued or exhausted for one round. Rounds spent count towards the duration of any spells or spell-like effects.

Prerequisite: Defending Paragon; Defender of the Fallen:
The Paragon receives a bonus equal to her Cha modifier to AC, attack and damage rolls, and CMD when she is adjacent to an unconscious ally. This effect lasts a number of rounds equal to her Cha modifier.

Willpower:
The Paragon can spend a use of her battle cry as an intermediate action when sent to negative HP. She automatically stabilizes and remains conscious and isn’t staggered for a number of rounds equal to her Cha bonus.

Clarification: The Paragon still dies when sent under negative HP equal to her Con value. She is still vulnerable to bleed effects and other forms of constant damage.

So...what do you think? Too overpowered? Did I miss anything like BAB? Please read and review.

*One lower than the Bard, one higher than what the Fighter should have.


Is the pickaxe worthless?


Right-O, I want some help in fine-tuning my homebrew base class. Please keep in mind that this is not a discussion thread. I want criticism and advice, not well-wishing and compliments. And with that out of the way, here it is:

The Paragon

Role: Paragons aren't casters. They don't have the raw DPR of other classes. What they excel in is support and keeping their allies alive. Paragons can be the backbone of an adventuring party, raising morale, rallying them to battle, and defending them from attack.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 x 10 (average 140 gp).

Proficiencies: The Paragon is proficient in all armors and simple and martial weapons. She is also proficient with all shields (including tower shields).

Class Skills: The Paragon’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Dungeoneering (Int), Knowledge: History (Int), Knowledge: Local (Int), Perception (Wis), Perform (Cha), Ride(Dex), Survival (Wis).

Skill Ranks Per Level: 5 + Int modifier.

Class Abilities

Bonus Feats: From 1st level, and every 4 levels after (5,9,13,17) the Paragon receives a free combat or teamwork feat.

Battle Cry: Starting at 1st level, the Paragon can give out one of her battle cries during combat. Each battle cry gives certain bonuses, starting at +1 at first level, and rising by +1 for every four paragon levels she obtains. All battle cries affect those who can hear, see, and understand the Paragon(this is a sound and language dependent effect). The Paragon can give a number of battle cries each day equal to any physical bonus + her charisma bonus. All battle cries last a number of rounds equal to the Paragon's Charisma bonus + the number of allies affected. Only one battle cry can be in effect at a time. Beginning another before the end of the first's duration ends the first one.

Synchronized Attack: Starting at third level, the Paragon can coordinate an attack with an ally to aid both. The Paragon readies one attack at the highest BAB to strike at the same time as an ally. Both her and her ally receive a +1 bonus to their attack rolls, which rises to +2 at 6th level, and every four levels after (+3 at 10th, +4 at 14th, etc). Note: this can be done with any attack roll. If the Paragon multiclassed to wizard, her Acid Splash will work as well as a crossbow shot.

Fighter Training: Starting at 3rd level, the Paragon's levels are treated as fighter levels for the purpose of obtaining certain feats.

Paragon Power: As a Paragon gains experience, she learns certain techniques and tricks to defend her party. Starting at 2nd level, a Paragon gains one Paragon Power. She gains an additional Paragon Power for every 2 levels of Paragon attained after 2nd level. A Paragon cannot select an individual power more than once.

Intercept Attack: At 7th level, the Paragon can take a five foot step into an adjacent ally’s square as an intermediate action (provoking no Attack of Opportunity) to grant the ally cover, but giving her AC a -4 penalty as long as she is in that ally's square. This movement counts at 10 ft for her movement next round.

List of the Paragon's battle cries

Rallying Shout:
The Paragon gives an inspirational shout of some sort (Protect the princess! For Dead Guy! Make us rich, men!). This is a move action that provokes an Attack of Opportunity. The Paragon and her allies receive temporary hit points equal to their individual hit die (d6=6, d8=8, etc) + their Con modifier + 1/2 of her Paragon levels + the Paragon’s Charisma modifier. These hit points gained cannot exceed their maximum health.They also receive a morale bonus to their will saves(equal to the Battle cry’s bonus).

War Cry:
The Paragon gives a fearsome cry after doing something intimidating (killing an enemy, desecrating a corpse, or something else, or during the surprise round) as a swift action. The Paragon makes an Intimidate check. All affected enemies make a will save, DC equal to the results of the Intimidate check. Those who fail their saves are shaken for 1d4 rounds. In addition, the Paragon and her allies receive a morale bonus on their damage rolls and reflex saves.

Fearless Laugh:
Whether because of mockery, triumph, or genuine mirth, this brief bit of levity motivates the Paragon and her allies. The Paragon can laugh as a free action. All allies affected can re-roll their will saves against a fear or compulsion effect. In addition, the Paragon and her allies receive a bonus to all caster level checks, concentration checks, and ranged attack rolls.

List of Paragon Powers
The ones without prerequisite have none.

Prerequisite: Dex 14; Evasion:
This is kind of self-explanatory. Functions like the rogue ability.

Strong Lungs:
The Paragon can give an additional three battle cries a day.

Inspiring Charge:
The Paragon can give a free battle cry during a charge. In addition, she can run up to three times her speed during a charge.

Defending Paragon:
The Paragon adds her shield bonus, if any, to all adjacent allies when fighting defensively. Also, those with TWD receive an additional +1 shield bonus. Fighting defensively only gives a -2 penalty to the attack roll.

Prerequisites: One or more Teamwork Feats; Formation Fighting:
During a War Cry, all of a Paragon's allies are considered to have the teamwork feats as the Paragon.

Prerequisites: Con 15; Steadfast Ally:
The Paragon can give himself DR 5/- as an intermediate action for a number of rounds equal to her Con modifier. These rounds do not have to be consecutive.

Prerequisites: Dex 15; Reactive Ally:
The Paragon can grant one of her adjacent allies Evasion a number of times(read: separate spells) equal to her Dex modifier.

Prerequisites: Str 15; Unyielding Ally:
The Paragon can add her Str bonus to her and an adjacent ally's CMD and CMB. The Paragon can do this a number of rounds equal to her Str modifier.

Swift Intercept:
The Paragon can now move up to 10 feet for her Intercept Attack class ability. This additional movement does not provoke Attacks of Opportunity.

Prerequisites: 6 ranks in any Knowledge Check; Inspiration:
A note: This is very, very subject to the GM's discretion. Some may not want to allow this ability.

As a standard action that provokes Attacks of Opportunity, the Paragon can attempt a Knowledge check by analyzing her surroundings to gain a bonus to her next, well, pretty much anything. GM sets DC and bonus.

Example: Susie the Paragon is trying to persuade a king to invade. She makes a knowledge: nobility (or local, I suppose) check, and she learns that King Steve's family has a history of suicides. She then uses that information to better manipulate the king, gaining a +2 circumstantial bonus on her Diplomacy check. In a completely unrelated incident, Susie is being chased by some soldiers on a plain for tricking the King, apparently. She makes a knowledge: geography check, and knows that the plains of Moria are covered in divots(common to such plains) covered by tall grass. She gains a +2 bonus on her CMB to Bull Rush/Trip a guard into such a divot hole, and knocks him prone as well.

Final Note: I like to give this ability to all PCs at my table, because I think its ridiculous how underused knowledge checks are, and to give PCs an actual incentive to put ranks in this other than religion and arcana.

Battle Fury:
The Paragon can rage like the Barbarian class ability for a number of rounds equal to her Cha modifier. The Paragon cannot end her rage until the battle ends or all of her rage rounds are spent. The Paragon can rage a number of rounds per day equal to her Str or Con + Cha modifier.

Another Bonus Feat

Prerequisite: 7 ranks in Perform; Inspiring Laugh:
The Paragon and her allies affected by the her Fearless Laugh gain a bonus to their fortitude saves as well.

Prerequisite: 7 ranks in Intimidate; Vicious War Cry:
The Paragon and her allies who are affected by her War Cry gain a bonus to their attack rolls as well. Enemies are affected for an additional 1d4 rounds.

Prerequisite: 7 ranks in Heal; Surging Rally:
The Paragon and her allies affected by her Rallying Shout gain a morale bonus to their AC as well.

Soul Caller:
The Paragon's Rallying Shout affects unconscious allies as well.

Force of Will:
The Paragon can spend two uses of her battle cries as a free action to ignore any mind-effecting effects, difficult terrain, the stun and staggered conditions, and being fatigued or exhausted for one round. Rounds spent count towards the duration of any spells or spell-like effects.

Prerequisite: Defending Paragon; Defender of the Fallen:
The Paragon receives a bonus equal to her Cha modifier to AC, attack and damage rolls, and CMD when she is adjacent to an unconscious ally. This effect lasts a number of rounds equal to her Cha modifier.

Prerequisite: Two-Weapon Fighting Feat; Swiftstriking Paragon:
The Paragon gains an additional attack with her off hand weapon during an attack of opportunity.

Prerequisite: Weapon Focus: Ranged Weapon; Sharpshooting Paragon:
The Paragon threatens an additional 10 feet with her ranged weapon. This stacks with the Snap Shot and Improved Snap Shot feats.

Prerequisite: 10 ranks in UMD or Spellcraft; Spellbreaking Paragon:
Spellcasting always provokes an attack of opportunity from the Paragon. Casters add +4 to the DC to maintain their spell.

Willpower:
The Paragon remains conscious but staggered for a number of rounds equal to her Cha modifier after reaching negative HP.

So please tell me what you think could be improved, or if something is too underpowered or overpowered. Thanks for reading this huge wall of text.


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This post mainly concerns the axes, hammers, kukri, machete, pick, flail, and other "top heavy" weapons.

I'm scrolling through the SRD weapon list (ignoring the exotic and eastern weapons for now), and I thought that some of the weapons have some unfair representations.

Take, for example, the greatsword versus the greataxe. Statistically speaking, the greatsword is a superior weapon due to its consistent damage. Everyone who makes a great-axe-wielding character is going to have to accept that he is giving up some of his damage potential. Supposedly, this is because a greataxe is more difficult to wield than a greatsword, but it really tears people apart with a good blow, represented by the x3 crit multiplier. I feel that there should be a patch that would make great-axes and other such weapons worth playing without overshadowing the greatsword (or dagger, etc).

Ever look at a picture of a cutlass? Why don't you google one right now. The blade ends in a tip, and gets wider as it gets closer to the hilt. Most of the blade's weight is closer to the middle of the blade than it is to the tip. Now compare that to a machete. See how the blade widens as it gets close to the tip, before tapering off to a point? Most of the weight is on the top of the blade, making it a heck of a lot easier to chop through brush.

The techniques in using them are also a bit different. Anyone who's ever cut meat will know what I'm talking about. You are, in general, much more efficient when you add horizontal movement to downward force. This is the technique used for many swords. They don't chop, they cut. To help visualize this, make a karate chop to your palm. Then stiffen your hand, and stab your palm with it. A cleaver (or axe), on the other hand, doesn't use any perpendicular force, and simply cleaves through food in a single downward blow. It is a lot easier to cut through bone with a meat cleaver than a chef's knife. (Sorry for the food-related crap, but I'm really hungry right now.)

I hope to reflect this distinction with a slight modification to "top heavy" weapons. Any weapon with a noticeable distribution of weight away from the hand holding it receives a better strength modifier in the series below:

x1/2-->x1-->x1.5-->x2

However, to balance this, the weapon also receives an attack bonus penalty equal to the weapon's crit modifier. (This probably screws up balance again, but I needed a way to prevent the buff from being too op and I couldn't think of anything better.)

So Betty the Fighter with 18 Str would deal 2d6+6 (avg 13*) damage with her greatsword. Meanwhile, Garry the Barbarian (18 Str) with a greataxe would deal 1d12+8(avg 14.5*), albeit with a -3 attack bonus penalty. But Kazmuk the evil cleric, with 14 Str, will deal 1d8+4(avg 8.5*) with his heavy mace, but only with a -2 to his attack roll.

So basically, the new Greataxe vs Greatsword is still similar to the old one. The greatsword is more reliable, but the greataxe deals consistently higher damage (not consistent damage). I think, eventually, as stats get higher the heavy weapons would win out, but at least both sides will be an option for a while (I hope).

The last problem is what the quality will be called. It can't be "chop," because some bludgeoning weapons apply. I don't like "cleave" due to the association with the feat. Maybe...weighted? Please let me know what you think!