Raistlin

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Add me on Skype Yoishan, if you wish to see these documents or are interested further by the subject


Honestly how pathfinder and fantasy zombies seem to work, powered by negative energy I dont think a Void Zombie would be considered undead though it would be very zombish. Because from the description it sounds more like a coprse being manipulated like a puppet by the parasite within instead of a undead being fueled by negative energy.

Just me though, it would ultimately be up to the DM.


Update: Currently have a Drada Paladin

An example list of races are
Drada
Dragoon
Dwarf
Forest Elf
Shadow Elf
Sunstar Elf
Wind Elf
Elvar
Humans
Goliath
Lycos
Alpha Orcs
Mountain Orcs
Jungle Orcs
Vipra

IF anyone has any questions about the races just ask.


Shanosuke wrote:

Just a few questions

Where do you have info on races and the world? For example: What locations so our characters hail from? What deities are there? What Traits are there?

I have races and deities both on word documents, the races is mostly completed. I have a map i need to upload but i believe i can insert the basic description into the intro of the race document.

Honestly last time i didn't use traits and haven't stated out any of my own.

What i haven't written down i can probably just respond back simply.


Okay lets try this again I will explain a bit more! I am gonna be hosting a game on wednesday nights at 10 pm est to whenever online, this will be done perferably through voice chat like a ventrilo or skype. I have used them before and it works great feels like an actual sessions but distance isn't an issue.

The game will allow any class presented in Pathfinder Core, Advanced Players Guide, or Ultimate Magic. Races used are my own the rules for humans, dwarves, half-elves, and half orcs though bascially used the core rule books templates, humans are the exact same.

I have written up a pretty big document that houses the races of my world, currencies, and other interesting info and game play features such as feats and alternate magic systems. Its still in beta so in essence this is a playtest. I really love the pathfinder system so ya :)

Rules: 20 Point By, Average Starting Gold

Alright down to the main dish the story!

Story

Spoiler:
The tensions between the Vipra and the Forest Elves have reach the boiling point, border conflicts on Alandora River have turned into blood baths on each side, vipra even raiding settlements leaving none alive. The Queen wishes to seek help from any who would send it, promising to reward those who serve the Life Mother graciously both in honor and "human" coin. Any who seek such help should find passage to the City of Blackgrass on the Verdant Lake and there speak to Guardian Drazith.

Any other questions just ask and I will happy to answer!

PS: A computer with ventrilo or skype, and a mic are required, dice are useful though not needed.


Shodkavots wrote:
I've been looking for a late night VoIP game for a while now and would love to get involved. Wednesdays are good, but I'm not available until 11 or 12 CST. So if thats too late I understand. But if that will work, let me know and I'll shoot you an email about character stuff.

Yeah that might be a bit to late, for sorry. The game probably be half way through or near end by then.


Though I do love doing games live, with friends moving away and people never seeming to make it to one location I wanted to try something slightly new for me. I tried online, it worked well for two of my games, but the first game collapsed between two not showing up and the other having his deployment moved up another month it kind of killed that game.

So since my wed night game died I am hoping to start one, and hoping to meet some new friends in the process.

Requirements:
1. Computer
2. Mic
3. Ventrilo, or Skype
4. Character sheet/pencil
5. Wednesday Time 10pm EST +

Optional:
1. Dice

Now this is an online game and is set in the world of Dranda, my world. No offense Paizo I just haven't read up on theirs, so I just use mine. This there will be custom races, deities, land, and some additional goodies.

If anyone is interested please post in this forum and Ill try to answer any questions. If you want to join please send me an email, with a possible class ud like to play.

Cannot think of anything else
-Yoishan


I really loved the Ultimate Magic guide, it had great options for all the classes. Though alot of back and forth about witches in here I think alot of the new hexes are pretty cool and not every ability has to be purely offensive and a smart player will be able to think of new ways to use an ability in cool ways. Heck the Child Scent can be used for a good witch who helps lost children, find their way home... or something like that.

What I was slightly disappointed about was the lack of no new oracle curses, was pretty sure they said their would be :(


Update: Drawbacks

Arcane Stress (Ex): At 1st level an Ancson’s body is placed under great strains due to the magical energies that dwell, within, this affects them in a number of ways. The number of hours required to gain the benefits of a normal 8 hours is increased by 2 hours, they take -2 on will saves due to their volatile consciousness, they require twice the amount of food as a normal creature their size per day, and when exhausted they receive a 25% arcane spell failure chance this cannot be suppressed until the condition is removed and stacks with the failure associated with armor.

This seems to be a nice start and isn't as heavy of a hit as a Con penalty. Its mostly based on the fact that Ancsons weild great power but require much rest and food to keep it fueled aswell as the toll exhasution can have on them. Half seem RP based and the other half gameplay based.


Scott Andrews wrote:
+1, like the concept, although balancing things with a con hit seems a littke iffy.

Yes I was wondering for some feedback on alternatives, con negative does seem a bit steep maybe other ways that can physically effect a character without subtracting from abilitiy scores


[CENTER] Most of the stuff I design is from my world setting and this is one of them. Honestly my jewel and need help with. It is suppose to be slightly more powerful than the Sorcerer but with some drawbacks. At the moment I would love feed back on Ancient Powers, ideas for the other elements, and perhaps some more draw backs for Arcane Stress.

Honestly feed back on spellshaping as a class feature would be amazing, if there are any questions about abilities please ask :). I am also considering removing the last part of Elemental Mastery.

Also how do u insert graphs >.>?

Ancient Sorcerer

Spoiler:
Description: You have been blessed, or cursed, with the blood of the Ancients, you are an Ancson. Through your father you were “chosen” to bare this gift, it isn’t outwardly apparently in early age but you don’t remember every being ill or ever being injured for long. Magic always seemed to come naturally no matter the type. An aura of power and mystery surrounds you as you reached your coming of age you started to see your true elemental power reveal itself.

Ancients are other planar beings of magical power, usually ethereal in nature. Ancients have a basic adept ability to manipulate magical energies even at a young age but powerful enough Ancients seek a vessel so they can interact with the physical planes, usually thorough a human bloodline, Ancsons of other races aren’t common. Ancients powerful enough to gain a vessel have mastered an element and are considering part of that primal order that associates with a zodiac. Ancients believe it is the ignorance of mortals to believe that only humanoid creatures hold great power and there is great power in the untapped primal nature of the world at its base, so through their own diligence have evolved to a point that they are both primal and ordered.

Corrupted Ancients that have been seduced by the darker desires of destruction, greed, lust, or power are known as Defilers and their power rivals that of greater devils or demons and such are their desires for suffering. Such surviving Defilers are rare for they are hunted by the Ancients who fear such destructive lust but when they do live they make use of mortal vessels to spread their destruction.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook.

Alignment: Any

Hit Dice: d6

Class Skills
The Ancient Sorcerer’s Class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill ranks per level: 2 + Int modifier

Class Features
All the following are class features of the Ancient Sorcerer.
Weapon and Armor Proficiency: Ancient Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor interferes with an Ancient Sorcerer’s gestures, which cause his spells with somatic to fail.

Spells: Spells work the same as Sorcerer, see page 71.

Zodiac and Ancient Blood: Each Ancient Sorcerer gains power by the Ancient Blood flowing within them, this magical symbiosis grants many benefits such as a typical Sorcerer Bloodline including bonus spells, feats, and additional powers. Each Ancient Sorcerer must choose one of the following types of Ancients that dwell within their soul, each based on an element and creature of the ancient zodiac.
At 3rd level, and every two levels afterward, an ancient sorcerer learns an additional spell, derived from the connection with their ancient.

Ancient Power: At 1st level, 3rd level, 7th and every four levels thereafter an Ancient Sorcerer gains access to powerful primordial magic that strengths his spells or grants him special abilities based on his zodiac. New powers are unlocked to be chosen when you gain the Mortal and Primal Seals.

Cantrips: Ancient Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: An ancient sorcerer gains Eschew Materials as a bonus feat at 1st level.

Spellshaping (Su): Ancient sorcerers have the ability to transform and manipulate magic allowing them to change the damage, element, and type of magic to that of their element. Any form of spellshaping that could change a spell into healing energies such as positive or negative are reduced depending on targets; single target is reduced by 1/2 and area of affect or multiple target spells are reduced by 1/4.

Awakening: At 1st level the ancient sorcerers the beginning of their power starts to awaken granting them several abilities and characteristics:

Guidance (Su): At 1st level the Ancson gains a link with their ancient and can communicate with it. Communing with your Ancient for 1 minute grants a bonus to the Ancson’s next roll as per the spell Guidance. At 10th level the Ancson can commune with his Ancient as per the spell Commune without needing a material component and the caster level is equal to the Ancient Sorcerer’s class level, answers given can be more complex than yes or no but are up to your GM what is revealed and the number of questions is limited to per day instead of per casting.

Ancient Blood (Su): At 1st level the Ancson naturally regains health over time as the magical essence within their blood repairs their body. This ability acts like Fast Healing 1 but must rest an additional 30 minutes for every 5 health this ability restores due to the strain this magic takes on the body.

Ancient Eyes (Su): At 1st level an Ancson’s eyes turns a brilliant silver and are highly attuned to magic in all its forms and shapes you gain +5 to Spellcraft checks when identifying spells. At 9th level your eyes act as if you are under the affect of Arcane Sight, this effect increases to Greater Arcane Sight at level 17th, once per day you may also copy any spell you can see and identify. You cannot copy spells with expensive material components and must be of a castable level. (If you can cast level 6 spells you may copy any level 6 spell or lower you have witnessed including spells cast by other classes). The copy spell consumes a spell of the appropriate level.

Arcane Stress (Ex): At 1st level an Ancson’s body is placed under great strains due to the magical energies that dwell within, this affects them in a number of ways. First off they receive a -2 penalty their Constitution score…

Mortal Seal (Su): At 5th level you have unlocked the Mortal Seal. As a swift action you can activate a trance-like state of using Ancient Magic when in this state spells do not consume the number of spells you can cast per day, this trance can be used once per day and lasts until a number of spells have been cast that the levels equal the sorcerer’s level, this ability can be deactivated as a swift action. But when in this state if damaged by a non-magical attack you take an additional 1d3 force damage per level of the last spell you cast as backlash, at 12th level this penalty is reduced to 1d3 per two spell levels (rounded down).

Primal Seal (Su): At 15th level you unlock the Primal Seal. The Ancient within you taps into his/her primal power unleashing the powers of his/her element. The Ancient Sorcerer transforms into a hybrid form of himself and the beast granting him empowered magic and improved stats. Using this ability is a full-round action that can be used once per day and lasts 1d6 rounds + 1/2 the ancient sorcerer’s level. When activating this ability ancient sorcerer must make a Will Save (DC = Ancient Sorcerer level + 5), if he fails this roll the primal power takes over his body for the duration of the ability and goes berserk. After leaving this form you become exhausted.

Primal Influence: While under the influence of Primal Seal the Ancient Sorcerer is considered an Outsider for the purpose of classification. His health is increased by an amount equal to his level, natural armor is increased by 5, saving throws by +2, and you may only cast spells from your bonus list but they can be used for the duration. Other bonuses granted are listed below the respective Ancient type.

Immortal Seal (Su): At 20th level the Ancient Sorcerer unlocks the third and final seal, you are immune to death from aging, any penalties you had prior disappear and you appear youthful. Furthermore for a short time you may fuse with the soul of your Ancient become one, unleashing this seal is a full-round action. When you become an Ancient all your ability scores are increased by +4, you gain a DR 10/-, and spell resistance equal to class level + 10. Furthermore you are immune to magical Backlash, Healing from Ancient Blood is tripled in this form, and you are considered an Outsider. This ability can be used once per day and lasts for 2d6 rounds + your Charsima Modifier. After this ability fades you immediately fall unconscious for 1d3 hours.
Note: Primal seal and Immortal seal cannot be released at the same time.

Elemental Mastery (Su): At 20th level you gain mastery over the elemental of your ancient and its powers can overcome even the greatest defensives against it. If a creature has immunity to the damage type of your element it is instead treated as if it had resistance or DR to it equal to its hit dice. If a creature has resistance or DR against your damage type they are instead treated as if defenseless. Finally if a creature has no defenses against your magic they are treated as vulnerable against that damage taking twice as much damage.

Ancient Zodiac
The following Zodiacs represent the following elemental sources of power that an ancient sorcerer can draw upon.
[LEFT]Element Type Zodiac Type Damage Type
Frost-- Wolf-- Cold
Light-- Tiger-- Positive Energy
Fire-- Fox-- Fire
Earth-- Bear-- Bludgeoning
Water-- Serpent-- Non-lethal
Wind-- Falcon-- Slashing
Lightning-- Monkey-- Electric
Shadow-- Raptor-- Negative Energy
Nature-- Spider-- Acid
*Spell deal damage of your element.[/LEFT]

Note: All DC for saves or Checks of Ancient Powers are equal to the Ancient Sorcerer’s caster level + Charisma modifier. Spells that deal physical damage types like piercing, bludgeoning, non-lethal or slashing are affected by DR instead of resistance.

Frost: Wolf
The cold calls to you; you are host to an Ancient of Frost, the wolf. You tend to be quiet and shy, but strong and very loyal to those around you.
Class Skill: Survival (Wis)
Bonus Spells: Icicle Dagger (3rd), Frigid Touch (5th), Fireball* (7th), Ice Storm (9th), Cone of Cold (11th), Cold Ice Strike (13th), Ice Body (15th), Polar Ray (17th), Polar Midnight (19th).

Primal Form: 2 1d6 Claws, +4 Con, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Wolf Zodiac can choose from any of the following Ancient Magics.

Cold Strike (Su): You gain the ability to unleash of elemental cold to strike your opponent as a ranged touch attack at a range of 30 feet. This attack deals 1d6 cold damage + 1 for every two levels in Ancient Sorcerer you posses. If you have the Chilled Magic Ancient Power you may add a Fort save to this effect, if failed they are affected by Chilled Magic. You can use this ability a number of times per day equal to 3 + your charisma modifier.

Frost Armor (Su): You create an armor of freezing air around as a standard action, your body hardens and is protected by a layer of frost granting +4 natural armor bonus and causing weapons used against you to grow brittle and damage themselves upon impact. All weapons used against you take 1d6 damage, natural weapons deal this damage to the wielder, a fortitude save negates the damage. You can use this armor for 1 hour per day per Ancient Sorcerer level. This duration need not be consecutive but must be used in one hour increments.

Frostwalker (Ex): You gain the ability to tread across frozen surfaces without penalty, furthermore for a number of rounds equal to your Sorcerer level + Charisma modifier your path freezes below your feet allowing you to cross fluid such as water activating this is a swift action. This path lasts a number of minutes equal to your Charisma modifier and can support creatures of your size category or lower. These rounds do not need to be consecutive.

Ice Magic (Su): Your dominion over the cold has given you power over water to craft ice, in addition to changing a spells damage to cold through Spellshaping you can also change it to piercing damage or half piercing half cold.

Touch of Cold (Su): You gain the ability to touch a creature or object as a standard action, this deals 1d6 cold damage and staggers a creature for a number of rounds equal to your Charisma modifier, a fort save negates the stagger condition. Alternatively you can touch an object freezing it solid by expanding 2 uses, this gives the ability the hardness and hit points of ice (See page 175 of the Core Rule Book) a fort save negates this affect. Expanding 3 charges allows this ability to be used as a touch attack that deals 1d3 dexterity damage. You can use this ability a number of times per day equal to 3 + charisma modifier.

[U]Mortal Seal[/U]

Arctic Endurance (Ex): Your cold magic toughens you to the core gain a +2 inherent bonus to your Constitution. At 15th level this bonus increases to +4, then +6 at 20th level. This Ancient Power requires the Mortal Seal.

Chilled Magic: Your cold magic chills your enemies to the bone making it hard for them to move, any creature who is hit by a spell of yours that deals cold damage and fails their save is staggered for 1 round. If no required saved they are still affected by the chill. You must have Mortal Seal before selecting this Ancient Power.

Frostscape (Su): You can cause a 30 foot area to freeze as a standard action. This causes 1d6 for every two levels of Ancient Sorcerer you posses, a fort save halves the damage and the surrounded area is treated as an ice sheet (see page 430 of the core rule book) for a number of rounds equal to your Charisma modifier. You must have Mortal Seal to select this Ancient Power.

Ice Shield (Su): You gain the ability to create magical barrier of ice similar in shape to a tower shield that blocks incoming attacks and granting you a +4 shield bonus to your armor, this shield floats around you and does not give you penalties or weigh you down. Like a Tower shield it can be commanded to grant you total cover this is a swift action. You must have Mortal Seal and Ice Magic before selecting this Ancient Power.

Winterborn (Ex): Your power over cold has granted you protection against it; you gain cold resistance 10 and +1 natural armor, at 10th level this increases to 20 and +2, 30 +3 at 15th level. Furthermore at 20th level you gain immunity to cold. You must have Mortal Seal before selecting this Ancient
Power.

[U]Primal Seal[/U]

Cold Snap (Su): Once per day you may cast a spell that deals cold damage as if it was modified by the feat Quicken Spell. This does not increase the spell level. You must have Primal Seal before selecting this Ancient Power

Freezing Presence (Su): The very air chills and freezes around you, creatures that come close you feel chilling wrath. Any creature within 20 ft of you takes 1d3 cold damage at the start of your turn, this damage increases by one damage die for every 5 ft closer a creature is to you (1d3, 1d4, 1d6, 1d8, 1d10). This ability can be activated as a standard action and lasts a number of rounds equal to double your Charisma modifier, these rounds need not be consecutive. You must have Primal Seal before selecting this Ancient Power.

Frost Plate (Su): You gain the ability to reinforce the armor of a creature; this can be applied to manufactured armor. As a standard action you may touch a piece of armor granting it an increased armor bonus equal to your Charisma Modifier and grants Fire resistance 20 for a number of rounds equal to your charisma modifier, but if that resistance is exceed the duration immediately ends. You can use this ability a number of times equal to 3 + your Charisma modifier.

Frozen Wrath (Su): You gain the ability to summon forth such immense cold as a standard action, so intense is this cold that the water in the air freezes against and living creatures this hardens the heart and freezes the blood, in a 20 foot burst you can cause all creatures within this area to suffer this wrath making a Fort Save or die, failure causes them to take 6d6 Cold damage and be staggered for 1d3 rounds. This ability can be used once per day. You must have Primal Seal before you can select this Ancient Power.

Light: Tiger
You are vessel to the Ancient of Light, the tiger. You tend to be kind and gentle to those around you, you tend to stay away from fighting as much as possible. Integrity and honesty are typically important values of yours.
Class Skill: Heal (Wis)
Bonus Spells: Cure Light Wounds(3rd), Zone of Truth (5th), Searing Light (7th), Restoration (9th), Mass Cure Light Wounds (11th), Undead to Death (13th), Heal(15th), Sunburst (17th), Miracle (19th).
Primal Form: 2 1d8 Claws, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Tiger Zodiac can choose from any of the following Ancient Powers:

Flash (Su): You cause a sudden flash of intense light to erupt in front of a foe within 30 feet. This causes the foe to become blinded for a number of rounds equal to your Charisma modifier, a fortitude save negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Echoing Light (Su): Whenever you cast a spell that uses positive energy it also illuminates the target in radiant light granting a +2 if healed or -2 if harmed to attack rolls, armor class, and saving throws for a number of rounds equal to class level divide by 4 (minimum of 1). A creature must fail the save against the spell in order to receive the penalty.

Healing Light (Su): Whenever you heal a creature with a spell changed into positive energy with your spellshaping class feature the amount healed is increased by 1 per die.

Touch of Light (Su): You gain the ability to touch a creature bestowing upon the power of light as a standard action. This grants the creature a +2 bonus on its next D20 roll which lasts a number of rounds equal to your charisma modifier. Alternatively you can attempt to smite an evil creature with a melee touch attack dealing 1d4 per two levels of Ancient Sorcerer you possess (minimum 1) this expands two uses. Finally by expanding 3 you may exercise a creature from the effects of a possession on a successful melee touch the creature under the effect can make an immediate Will Save to free itself from the effect, if successful the source of the possession or compulsion is sickened for a number of rounds equal to your Charisma modifier. This ability can be used a number of times per day equal to 3 + your charisma modifier.

[U]Mortal Seal[/U]

Diverse Magic (Su): You can now choose from the Cleric/Oracle Spell list in addition to the Sorcerer/Wizard Spell list but you can only choose spells up to 3rd level. Spells selected this way still cound as arcane spells for spell failure chance, but no divine focus is required. You must have Mortal Seal to select this Ancient Power.

Lightborn (Ex): Your power over light has bestowed upon you strength when blessed by it, you gain +2 on all saving throws when in areas of bright light and your fast healing is increased to 2. Furthermore whenever you are affected by positive energy from a spell the spell’s effects are doubled, including healing or bonuses. You must have Mortal Seal before selecting this Ancient Power.

Shroud of Light (Su): You conjure a cloak of light around yourself granting you a +4 deflection armor bonus, against undead and outsiders this bonus is increased by an additional +2. Furthermore you emit a 30-foot radius of light as per the Daylight spell. This ability can used a number of rounds equal to your Ancient Sorcerer level. These rounds do not need to be consecutive. You must have Mortal Seal before you can select this Ancient Power

[U]Primal Seal[/U]

Greater Diverse Magic (Su): You can now choose from the Cleric/Oracle Spell List in addition to the Sorcerer/Wizard Spell list but up to 5th level. You must have Primal Seal and Diverse Magic before selecting this Ancient Power

Light of Truth (Su): You can create a zone of purity this area is a 20 foot radius emanation centered on you. This area is illuminated to bright light, all creatures are forced to tell the truth, and all illusions are dispelled as per Greater Dispel Magic but only effects spells of Illusion School, illusions continued to be dispelled each round until this ability fades. This ability can be used once per day, twice per day at 20th level and lasts a number of rounds equal to your Charisma Modifier. You must have Primal Seal before selecting this Ancient Power.

Verdict of Light (Su): You can summon forth an overwhelming blaze of mystical light obliterating the darkness. This ability functions like Holy Word except works only against undead and evil outsiders, creatures that are vulnerable to light are considered an additional 2 levels below their normal. This ability can be used once per day. You must have Primal Seal before selecting this Ancient Power.

Prison of Light (Su): You cause a prison of solid light to envelop a creature within 30 feet of you, a reflex save negates this effect. Creatures within this prison cannot be targeted, harmed, or affected by outside forces and are paralyzed for 5 rounds. Allies within this light are healed 2d6 + your charisma modifier per round. Enemies are harmed by the searing light by 1d6 (1d8 if undead) + your charisma modifier per round. This ability can be used by once per day, twice per day at 10th level. You must have Mortal Seal before selecting this Ancient Power.

Fire: Fox
Feisty and proud, quick and cunning you are host to the Ancient of Fire, the fox. You tend to be an individualist and very passionate about your beliefs. Warm and caring but quick to temper and defense.
Class Skill: Sense Motive (Wis)
Bonus Spells: Produce Flame(3rd), Burning Gaze (5th), Fire Ball (7th), Wall of Fire (9th), Flame Strike (11th), Fire Storm (13th), Firebrand (15th), Incendiary Cloud (17th), Meteor Swarm (19th).
Primal Form: Claw 2 1d3, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Fox Zodiac can choose from any of the following Ancient Powers:

Flame Burst (Su): You cause an blast of fire to erupt in the face of a foe within 30 feet dealing 1d6 + 1 for every 2 levels in Ancient Sorcerer you possess, a reflex save negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

[U]Mortal Seal[/U]

Bloodfire (Su): Your power over fire has granted leeched into your blood granting you Fire resistance 10 and act as if under the effect of Endure Elements. At 15th level this increases to 20 and grants cold resistance 5. At 20th level you gain immunity to fire and cold resistance 10. You must have Mortal Seal before selecting this Ancient Power.

Intense Flames (Su): Whenever you cast a fire spell that deals fire damage and fail their save; affected foes must make a Fort Save (Using the spell’s DC). If they fail this save they receive horrific burns that cause intense pain and from this pain the affected creatures take -2 penalty to AC, attacks, melee damage rolls, and Reflex Saves. These burns remain until they receive magical healing. You must have Mortal Seal before selecting this Ancient Power.

Lingering Flames (Su): Whenever you cast a spell that deals fire damage and fail their save, all foes affected catch on fire and take 1 fire damage per spell level per round for a number rounds equal to your Ancient Sorcerer level divide by 4 (minimum of 1). A creature can try to extinguish flame as a move action if they succeed a reflex save (Using the spell’s DC), dousing the creature in water grants a +2 bonus to this save, while immersing in water immediately extinguishes the fire. This Ancient Power requires Mortal Seal.

[U]Primal Seal[/U]

Bloodfire Hunger (Su): You gain the ability to devour and absorb a single fire attack that affects you; if this ability was an area of effect ability no other creatures are affected. You take no damage from this affect and can use this energy in one of two ways. First off you can release it back as breath weapon dealing the damage it would of done in a 30 foot-cone or a 60 foot-line, alternatively you can eat the flame gaining temporary hit points equal to the amount of damage it would of done for a number of round equal to double your Charisma modifier. This ability can be used once per day. You must have Mortal Seal before selecting this Ancient Power and requires Bloodfire.

Fissure Strike (Su): You cause the ground before you to erupt in a 60 foot-line of volcanic force as a standard action, expelling fire and superheated air in a large blast. Any creature located within this line takes 8d6 fire damage and must make a Reflex save to avoid being thrown into the air 80 feet and fall back to the ground on your next turn, creatures bigger than medium are tossed into an air -20 for each size category past medium while creatures under medium are thrown 20 feet higher depending on size. Creatures with the capability of flying can make a Fly Check equal to the DC of the ability to avoid falling back down to the earth on their turn. This ability can be used Once per day. You must have Primal Seal before choosing this ability.

Flames of Life (Su): You have learned to heal with the fire, you can now use Spellshaping class feature to cause your fire spells to heal instead of dealing fire damage, the amount healed is equal to 1/2 the normal damage on single target spells and 1/4 on area of affects spells. This Ancient Power requires Primal Seal.

Lava Magic (Su): Your dominion over fire has caused you to be able to use your fire magic to melt even stone causing you to conjure forth the great power of magma and lava. You can use your spellshaping class feature to lower the DC of a spell by 2, change its type to deal half fire and half bludgeoning damage and increase the damage by 2 per damage die. You must have Primal Seal and Intense Flames before selecting this Ancient Power.

Earth: Bear
You are blessed with the Ancient of Earth, the bear. You are strong willed and strong bodied; you tend to be stubborn but also very loyal as well. You are typically a guardian believing in protecting your ideals.
Class Skill: Knowledge (Geography) (Int).
Bonus Spells: Stone Fist (3rd), Soften Earth and Stone (5th), Shifting Sand (7th), Spike Stones (9th), Stone Skin (11th), Flesh to Stone(13th), Rampart (15th), Earthquake (17th), Clashing Rocks (19th).
Primal Form: Claw 2 1d8, +4 Str, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Bear Zodiac can choose from any of the following Ancient Powers:

Mud Magic (Su): Your power over earth has given you ways to make even the less desirable forms into deadly weapons. You can use your spellshaping class feature to change the damage to non-lethal and cause difficult terrain in a line from you to the foes and all areas affected by the spell for a number of rounds equal to your charisma modifier.

Pillars of Stone (Su): You gain the power to create pillars of stone, to block incoming attacks, grant cover, or impede enemies. You can create a number of stone pillars that take up a 5 ft space and are 5 ft high equal to your half your Ancient Sorcerer level (Minimum of 1). These pillars can erupt anywhere you wish as long they are no farther than 60ft from you. If these pillars would hit a creature they immediately do a Bull Rush against the creature as an immediate action using your Ancient Sorcerer level + Charisma modifier as the CMB, this can affect creatures of any size but there must be enough pillars to fill all the spaces it occupies and it receives one Bull Rush despite the number of pillars used. Creatures that hide behind these pillars are granted total cover if medium or smaller, or partial cover if large. The direction of the force is up, so creatures may take fall damage. This ability can be used a number of times per day equal to your charisma modifier and is a standard action.

Stone Sense (Su): You have become attuned to the movement of stone and dirt, you can gain tremor sense 30 ft for a number of rounds equal to your Ancient Sorcerer level activating this ability is a free action, these rounds need not be consecutive.

[U]Mortal Seal[/U]

Earthen Prison (Su): You cause an earthen prison to erupt from the ground as a full round action, encircling the creature in a tomb of earth with a thickness equal to half your Ancient Sorcerer level (1 inch minimum). This prison is made of stone, if you have Metal Magic this prison is instead made of Iron. The size of this prison is equal to 5ft high per 2 levels and a radius of 5ft wide per 2 levels of Ancient Sorcerer you posses. This tomb can be dismissed as a full round action. This ability can be used once per day. You must have Mortal Seal to select this ability.

Jagged Earth (Su): You can cause an eruptive force of earth to shoot from the ground. This ability can affect an area in one of two ways, either a 40 foot line from you or a 20 foot burst at a range of 40 ft. All creatures within this area must make a Reflex Save or take 1d6 points of bludgeoning damage per Sorcerer level you posses and cause these areas to be difficult terrain. You can use this ability once per day, at 12th level you may use it twice per day, and thrice per day at 18th. You must have Mortal Seal before selecting this Ancient Power.

Sand Magic (Su): Your power over the earth in its various forms has caused you to be able to conjure forth deadly torrents of sand instead of solid earth. You can use your spellshaping class feature to change the damage type of a spell to slashing, lower the damage by 1 per die, but cause blindness if the affected fails a reflex save (Using the spell’s DC), separate from the spells normal save, this blindness lasts a number of rounds equal to your Charisma modifier. You must have Mortal Seal before selecting this Ancient Power.
Strength of Stone (Ex): Your power to earth has strengthened and with it so has your body, you gain +2 inherent bonus to your Strength. At 15th level this increases to +4, and then +6 at 20th level. You must have Mortal Seal before selecting this Ancient Power.

[U]Primal Seal[/U]

Form of Earth (Su): You gain the power to once per day gain the aspects of the earth around gaining defensive abilities depending on the substance you take on the properties as a standard action. This ability lasts a number of rounds equal to double your Charisma modifier. All forms gain Construct Traits, gain +4 enhancement bonus to strength but -4 penalty to dexterity, and base speed is reduced by half. Stone gain DR 10/Bludgeoning, Crystal SR 10 + Ancient Sorcerer level, Iron DR 15/Adamantine, and Sand DR 10/-. You must have Primal Seal before selecting this Ancient Power.
Metal Magic (Su): Your power over the earth has taught you the secrets to some of its strongest ores. You can use your spellshaping class feature to change the damage to bludgeoning and increase the damage b 2 per damage die but using spellshaping this way is a move action instead of a swift. You must have Primal Seal before you can select this Ancient Power.

Water: Serpent
You are inhabited by the Ancient of Water, the Serpent. You tend to be sly, cunning, and intelligent but are very indifferent at times.
Class Skill: Swim (Str)
Bonus Spells: Hydraulic Push (3rd), Fog Cloud (5th), Aqueous Orb (7th), Control Water (9th), Geyser (11th), Fluid Form (13th), Vortex (15th), Horrid Wilting (17th), Tsunami (19th).
Primal Form: 1d8 Bite, 1d8 Constrict, +2 Dex, +2 Con, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Serpent Zodiac can choose from any of the following Ancient Powers:

Wind: Falcon
You are graced by the Ancient of the Wind, the Falcon. You tend to be carefree and aloft. Typically wandering as much as possible and never staying in one place for very long, you are usually calm but may become aggressive without a moment’s notice.
Class Skill: Sleight of Hand (Dex)
Bonus Spells: Alter Winds (3rd), Gust of Wind (5th), Wind Wall (7th), River of Wind (9th), Control Wind (11th), Sirocco (13th), Fly, Mass (15th), Whirlwind (17th), Winds of Vengeance (19th).
Primal Form: 2 1d6 talons, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Falcon Zodiac can choose from any of the following Ancient Powers:

Lightning: Monkey
You are blessed with the Ancient of Lightning, the Monkey. You tend to be wild and spontaneous, eccentric and impulsive. You typically live for the moment, not laying much consideration to the repercussions of your actions, this is not to say you are without rules or boundaries of your own.
Class Skill: Escape Artist (Dex)
Bonus Spells: Shocking Grasp (3rd), Defensive Shock (5th), Call Lightning (7th), Ball of Lightning (9th), Call Lightning Storm(11th), Chain Lightning (13th), Lightning Rod (15th), Storm Bolts (17th), Ride the Lightning (19th).
Primal Form: 2 1d8 Slam, +2 Str, +2 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Monkey Zodiac can choose from any of the following Ancient Powers:

Shadow: Raptor
You are vessel to the Ancient of Shadow, the Raptor. You tend to be incredibly cunning, devious, and very sly. Typically keeping to one self, you seem to analyze everyone, suspicious of everything.
Class Skill: Stealth (Dex)
Bonus Spells: Shadow Weapon (3rd), Dread Bolt (5th), Vision of Hell (7th), Phantasmal Killer (9th), Slay Living (11th), Shadow Walk (13th), Greater Shadow Conjuration (15th), Greater Shadow Evocation (17th), Shades (19th).
Primal Form: 2 1d6 talons, +2 Dex, +2 Str, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Raptor Zodiac can choose from any of the following Ancient Powers:

Nature: Spider

You are blessed with the Ancient of Nature, the Spider. You tend to value life but also respect death, you believe in a balance between the forces of the world and typically try to seek balance in life, sometimes this makes you appear indifferent to the world around you.
Class Skill: Knowledge (Nature) (Int)
Bonus Spells: Entangle (3rd), Barkskin (5th), Burst of Nettles(7th), Reincarnation (9th), Tree Stride (11th), Breath of Life (13th), Animate Plants (15th), Finger of Death (17th), Shambler (19th).
Primal Form: 1d4 fangs + Poison, +4 Wis +4 Cha
Primal Venom: poison; injury. Save fortitude DC (CL + 5). Frequency 1/round for 5 rounds. Effect1d3 Con Damage + Dispel Magic.

Ancient Powers: An Ancient Sorcerer with the Spider Zodiac can choose from any of the following Ancient Powers:[/CENTER]


Madness rules modified
*When this limit is exceeded the caster must immediately make a Will Save whose DC is equal to 10 + half the amount of madness points – half their level in the class that uses blood magic (rounded down). If they fail this slave they immediately get a glimpse into the dark oblivion granting a spellblight to the blood caster, the spellblight depends on the highest level spell the caster can cast through blood magic, 1-4 minor spellblight, 5-8 spellblight, and 9 both one major and one minor. If this save ends in success they remain unaffected and can continue casting blood magic but run the risk of going mad again. If the caster rests the 8 hours and hadn’t fallen under the effects of the madness their limit is reset.


Edit: Instead of adding double your int modifier, which I discovered is insanely overpowered at level 1, if you have 20 int for a +5 mod, so you would get 12 spells without worry. I would instead change it to the following:

*In addition the caster adds an amount equal to double their bonus spells granted from their high intelligence score to this madness limit. As usual they must have access to that level of spell to gain the bonus limit.

Fix to the DC
*10 + half your madness limit - 1/2 level


This is an alternative magic system I designed to be used in my campaign settings since in the world I created it exisits and is an option that can be used for Intelligence based arcane casters like Wizard, Magus, and Witch.

Blood Magic (Arcane)
Blood magic is an alternative form of magic that intellect-based arcane casters can use to summon forth their potent spells. This magic is considered a dark demonic form of magic, granting a powerful and versatile way to cast spells but at a cost. This type of magic is primarily used by Witches and Warlocks.

Blood magic has blood and somatic components no verbal component is needed, every spell that is cast with blood magic uses those components and when taking spells that have a V component replace it with a B, this doesn’t remove the M or F components. Blood magic requires the completely of blood seals to cast spells.

Size Number of Flasks
Tiny ½
Small 1
Medium 2
Large 4
Huge 8
Gargantuan 16
Colossal 32

The blood component can be fulfilled in two ways. One is supply the blood yourself which requires some form of blade, this method causes 1 damage per level of the spell being cast. Alternatively the caster can use blood collected from a recently slain creature or from a volunteer, this blood must be no more than a week old. Collecting blood from a slain creature takes a number of 10 minutes per flask of blood collected or you can drain it from a helpless or willing creature this form the caster makes a Heal check at a DC of 15, if failed it deals 1d10 damage but grants one flask of blood, success reduces the damage by half minimum of 1. Creatures smaller than tiny cannot be drained for blood.

A flask of blood weighs about ½ a pound and stays good one week from the point it was harvested. One vial of blood supplies enough blood for 5 levels worth of spells. Special types of bloods can be collected which can apply special effects to certain spells, this is an optional rule and additional effects are determined at your GM’s discretion.

If this magic is chosen an arcane caster the number of spells a caster can cast is instead limited by the amount of dark energies he can with stand before running the risk of going insane. The amount of spells a caster can cast before running this risk is equal to double the sum of all his spell slots on his class feature table (this does not include level 0 spells). For example a 9th level wizard can cast 4 level 1s, 4 level 2s, 3 level 3s, 2 level 4s and 1 level 5s, the sum of this is 14, doubled that is 28. Meaning his madness limit is 28, each spell he casts grants him a number of madness points equal to the spell level. In addition the caster adds double their intelligence bonus to this madness limit.

A caster still must prepare the spells for the associated spell lots but these spells can be cast as many times as they want, until the madness takes over, much like cantrips. This magic is considered evil because it draws from the life force within blood to full its spells giving them an evil aura to all those under effect of caster’s spell.

When this limit is exceeded the caster must immediately make a Will Save whose DC is equal to half the amount of madness points – their intelligence bonus. If they fail this slave they immediately go mad acting as if under the spell Insanity, this effect lasts 24 hours from that point but after that period of time they are allowed another save. If this save ends in success they remain coherent and can continue casting blood magic but run the risk of going mad again. If the caster rests the 8 hours and hadn’t fallen under the effects of the madness their limit is reset.

I asked my friend is also a GM what his thoughts were on this system, being as the number of spells you can cast is limited by your madness with the level of the spell being the cast it allows a ton of level 1s, a few more higher levels but no lower levels.. and was wondering on the communities thoughts on my system. If there are any problems please tell me and ill consider how to revise it.

If anyone wants to playtest it please send me an email


Steelfiredragon wrote:

shakes head...

ninja gear is not designed for combat.....

its all designed for subtle tactics.

the kunai, the kama, shuriken they are actually deisgned for other things.

the shuriken is actually designed to remove nails out of walls....

the kama and kunai are farming tools..

Well thats not entirely accurate indeed most of the monk/ninja weaponry was repurposed farming tools but who is to say that after years of ninja(ing) and stuff like that wouldn't of been improved and redesigned to work better as weaponry.

If we are going that logic alot of the martial weapons should be weaker aka Scythe, Pick, etc etc. No?


I must agree the knowledge and preperation that the npc had seemed to be to be bordering on Meta gaming on your side. Sure it would make sense for him to have had info on the PCs from the beaten villian but I doubt he would know everything. Furthermore it seemed you just wanted to one up your players, you made it personal. Though I am not saying who you targeted didn't make sense.

What stopped you from just killing them while they slept? I see no reason why a ninja or rogue or anyone would wait if they had the drop on them, unless the point was to warn them to kill some and leave the others shocked and afraid.

Now on the lines of the Ninja I dont really think it is overpowered, it does seem slightly more powerful than the class it was born from but thats for play testing and tuning. But I dont really feel that played a part with the massacre of your party.


Well technically speaking Shuriken was both daggers and throwing stars if i remember correctly, so id just say if you use shurikens its both lol... but thats just me.

What I was wondering is kusarigama weapon.. considering the playtest one actually shows a ninja with one in the play test art. Unless they are considering placing it in ultimate combat with the rest of the ninja weaponry. Also double kama and chain :P or w/e that one is called.


Yeah I see what you mean, I was going for a Sorcerer that gets so attuned with his silver ancestory that he starts following their ideals. In such a chase HV or EK would make sense after paladin, not really sure I will dwell on it I guess. Though I must say this advice has strayed far from what I was originally looking for.


amorangias wrote:
Yoishan wrote:
amorangias wrote:
unopened wrote:
Drop holy vindicator, and go for eldritch knight.-

Definitely.

Whats with all the hostility against the vindicator.. my 20 Sor and 10 DragonDis buff my arcane while my paladin 20 and Vind 10 buff my pally especially divine and channel. The normal Eldritch Knight.. is alright but it just seems Vindicator would be more fitting and useful especially on a melee side.

Basically, your Arcane spells will be your strongest feature, so anything that adds to them is flat-out better than any other option you can take. EK adds you plenty arcane spellcasting without forfeiting your BAB and HD, so it's pure win for the kind of character you want to have.

Meanwhile, HV has some nice features, but they won't really compare meaningfully to +9 epic caster levels from EK.

If you really want all the HV stuff, why not go Pally 10/HV 10/EK 10 instead of Pally 20/HV 10?

Well when i was looking at holy vindicator i saw their vestitile channel which bascially gives me postive energy breath which I thought would be cool and fitting going with a "Silver Dragon" type approach. I have been considering doing something else than pally but not sure if there is an Orcale that would fit (Wave or Battle perhaps?). I just dont see much to the EK now that the Magus is coming out and effectively replacing it... sure you get spell critical but thats bascially it...

Edit: More or less he will worship Apsu

Edit Edit: If i do orcale i cannot do HV anyway :-/


unopened wrote:


Another possible build:
Sorc 12/DD8/pal20/EK10/ - thats 50 lvls, 10 to go. So far we are CL 23 arcane / 20 divine. W/o full a divine spellcasting class, i would not recommend the MT prestige, so either go HV or look around for 3rd party prestiges to fill the gap.

Well dont forget that every level in DD and Sorc gives me a stronger breath weapon and a higher casting level and stuff like that.


amorangias wrote:
unopened wrote:
Drop holy vindicator, and go for eldritch knight.-

Definitely.

Whats with all the hostility against the vindicator.. my 20 Sor and 10 DragonDis buff my arcane while my paladin 20 and Vind 10 buff my pally especially divine and channel. The normal Eldritch Knight.. is alright but it just seems Vindicator would be more fitting and useful especially on a melee side.


I was wondering more what type of spells you think would be fitting from this. Also id rather max out most of my classes. I have the spell lists i just thought there might be some spells from the arcane list that seemed fitting.


Well my GM is considering making an epic game, 60 levels (yes the calculated the xp its insane) but anyway. I thought of playing a Draconic bloodline sorcerer and we had an idea for a Silver.

My level break up is as the following: 20 Sorcerer/10 DragonDisiciple (probably mixed) then 20 Paladin and 10 Holy Vindicator.

Now if i am gonna play a LG, honorable Sorcerer I came upon a challenge... spells. Normally I would just look at the dragons themselves have but this didn't help much since bascially all Silver Dragon spells are Divine. If i am gonna play him true to his bloodline I didn't wanna go for spells that would go against an honorable nature.

I tried referencing Pathfinder Chronicles - Dragons Revisited book about Silver dragons it said

"While the school of abjuration encompasses most of these kinds of spells, silvers rarely focus their learning specifically on that school, instead incorporating transmutation, conjuration, and even divination spells into their repertoire—whatever can increase their effectiveness in battle."

So I thought I would stick to those schools, maybe some frost spells.. but what other types of spells would you think would be acceptable? Like it seems illusion and necromancy would be off limits, saddly taking away farely useful spells. Any suggestions?


Joana wrote:
You are flat-footed when you are unaware of an attacker and in the first round of battle before your intitiative comes up (i.e., before you can react). This is a separate condition from flanking. It's just that both conditions allow sneak attack damage.

Well dang, I guess the final battle would of gone much different. But alas atleast it is clarified now, i will know if i ever roll a rogue or another dex based fighter.


Sooo how is flat footed cause, from the description of the rules it is when an opponent is unaware of its attacker. When flat-footed you can be sneak attacked and you lose your Dex to Armor.

Now when flanking you gain +2 to attack and can sneak attack.

But does flanking caused the flanked target to become flat footed?

If so this makes dex based Fighters Useless when fighting multiple opponents unless they take a few levels in rogue or barb. Also Monks and Rangers are at risk.

Any Clarification?


In the Traits section i cannot find Loreseeker from the Campaign traits from the APG book. I dont think any of them are in there.


Any news on when the Witch will be completed?


Foghammer wrote:
Midnightoker wrote:
Where is the advanced Ninjitsu's? ;)

They're there, they just mention level requirements instead of saying "Advanced Ninjutsu." ;D

As far as the AC bonus goes, I'm gonna revise this a bit. I wasn't aware that dodge bonuses stack, so that changes my opinions on some things. To what, I'm not yet sure. It will change though.

Well when you have the Shinobi 0.9 or 1.0 Id love to play it!


Yeah perhaps, but then you dont want it to just be a copy of the alchemist's bomb, giving elemental/energy damage seems very close to the Elemental Fist feat/class feature.

Shurkien Storm seems very fitting flavor wise but it wouldn't necessarly weak doesn't the Ki effect to remove DR? And if not the one I posted could a fair amount of damage to large numbers of small targets which is probably what it should be used for.

And the point of ninja craft would be like secert recipes that only the Shinobi would know, but I get what you mean.

Perhaps change Fearless to Emotionless, raise its level a bit and make the Shinobi have bonus to Bluff checks (kind of like stonefaced), immunity to emotion effects, and maybe something else. So that its more fitting, because from what I am getting you want them to be without Emotion (Without Emotion, perhaps name it).

Also idk if i said this but some others made a good point (so did you) if a player is good at it, they will be pull it off perfectly and as it is a Stealth/Assassination class I am not sure if it needs the Armor bonus at all.

-Yoi


LazarX wrote:

Feats generally are "free" to use, whereas Spells do draw on finite resources, spell slots, and in some cases very expensive spell components.

It would be more helpful to specify which spells that you're complaining about.

I think the reason they added downfalls to certian feats is a sense of realism, that for instance you Lunge at someone to hit them you would leave yourself open in some way or effect. If you are fighting defensively (Combat expertise) you aren't gonna hit so hard because you are guarding yourself.

Even some class abilities have downfalls or disadvantages but it doesn't make them bad, think of Rage or the Cavailier class Charge. Another reason might that anyone can get them and for the most part they dont have alot of requirements some attribute scores, some skill ranks, maybe some class specific ones.


He is probably refering to Power Attack, Cleave, Combat Expertise, Rapid Shot, Lunge.. etc etc that does something else but at reduced AC or Attack Rolls.


Are the APG variant classes on there? Sounds very useful will download it for sure when I can, it be nice to keep track of my Zen Archer :D!


My last character in our Pirate campaign was an Elven Mobile Fighter/Duelist who began duel wielding star knives. It was fun to play even with how little damage the star knives do, not sure how well it work with a bow but that all out attack while moving would be pretty awesome.


Yoi back; I see your point that you dont want it to be to similiar to a Monk though you most understand thats like saying Mage vs Sorcerer. Now originally they weren't to different except how they prepared spells and their primary stat, pathfinder did change that.

Since you are having them share a resource there are gonna be alot of simularitie, not to mention the the same weapon choices (for the most part).

It is true that the paladin gets a stronger ability, but from his is divinely fueled was my point. Where does a ninja get his? Perhaps have an ability called Resolve; Through extensive mental reinforcing the shinobi has learned to become resolve against emotional attacks, such as fear. He adds double his wisdom modifier to all will saves against negative emotion effects.

I do agree with not making it a monk copy, so maybe not a flurry of blows but id still like to see the Ninja Craft items I mentioned before.

Edit: An idea for Shurkien Storm, it is a nice ability but I have an idea just a suggestion I am on a creative roll at the moment. How about Shurkien Storm (Ex): The Shinobi fires off a volley of Shurikens equal half his Shinobi level + Dex modifier (minimum of 1) at a single or multiple targets (maximum of number of shurikens). Just an idea since they only really do 1d2 (or was it 1d3?) Just a thought.

-Yoi


Great post, a while ago my friend and I were trying to make Ninjas but mine focused to much on the magic part of ninjas (yes they had a magic) and his was total real life version which is silly i think in pathfinder all things considered. This is a good balance though.

I like the idea of Ninjutsu being like Rogue Talents/Ex/Su abilities.

Critiques, I must agree the shield of fear seems a bit out there and out of place. It seems to be almost a copy and past of the Monk AC bonus, I am not sure if a Shinobi needs it considering they can actual wear light armor without penalty. Leather Armor +5 would do fine especially with the large amount of Dex they will have.

Not to mention since you made it a Wisdom based class what would prevent someone from saying heck to light armor, taking 1 level in monk and getting their wis modifer as AC, on top of Armor of Fear, and Dex. Thats a hefty amount of armor. Just some concerns. Also Fearless should probably be powered down a bit, make it a competence bonus equal to 1/4 the shinobi's level but out right immunity seems a bit silly.

Suggestions; For the ninjutus id love to see a "vanish" like ability, perhaps ninja weaponry (crafted through the ninjutsus) such as smoke bombs, poison gas bombs, blinding powder etc. Also a Flurry of Blows (For any ninja weapon) Ninjutsu would be pretty nice but requiring lets say 2 Ki Points to use would be nice.

Note: Kursi-gama (sp) is bascially just two kama's connected by a chain so, idk if it really needs to be there unless pathfinder has stated it out somewhere or you have to make it a different weapon all together.

Edit: The Fast Movement the Shinobi gets I feel should be on par with the Monks, if not better. Shinobi are known to be fast, deadly, and silent.

-Yoishan


I love sorcerers and would love to see more bloodlines perhaps a primal dragon bloodline, you could probably house rule and insert here and there for it, but the new primal dragons are awesome.

Witch Variants might be interesting.

New Oracle mysteries and curses would be awesome

Alchemist Variants.

More Monk variants, perhaps idk some of them were cool others were lame. I love the Zen archer but think the Weapon Adept is kind of weak.


KaeYoss wrote:

The intention behind the rule is obvious in my opinion: You can make attacks of opportunity with your bow, but you only threaten the area you used to threaten with your unarmed strikes (i.e. everything right next to you).

Since you can only make AoOs into your threatened area, it means that if someone does something within your unarmed threat area, you get to shoot him. Say, someone walks right past you - you get to put an arrow into him.

Being able to make ranged AoOs into a huge area would be over the top, but this isn't that bad, either: zen archers are no normal monks, they train mostly in archery, not in unarmed combat. Their training (both the class abilities and their usual feat selection) reflects that. You get to AoOs with the weapon you use all the time, not some backup.

Fitting for a zen archer, since he's still a monk of sorts, and they want to become one with everything, so zen archers will want to become one with their bow, and use it as an extension of their body. A fighter just becomes very good at shooting through training and prowess.

Very true. Thanks for all the clarification guys.


I guess you guys are right the chance to hit with your bow would probably be much greater. At first I thought it allowed me to do AoO on any action that wasn't entering my adjacent area so that I would make others thing twice to not cast defensively around me but that would be a bit too powerful


I always thought that it ment that you could do AoO on anything within your bow's range when it comes to an enemy not casting defensively or drinking a potion, hence having alot more AoO and the ( ) about combat reflexes. But it didn't increase your threatened squares, so that if someone moved toward you it wasn't an auto AoO unless it was your fist range.

It seems a bit useless for it just to allow you to use your bow for normal AoO because at that level I am pretty sure your unarmed strike is stronger anyway.