Valeros

chad hale 637's page

Organized Play Member. 149 posts. No reviews. No lists. 3 wishlists. 13 Organized Play characters.



Grand Lodge

I have posted a number of race ideas built not on the premise of breeding hybrids, but magical infusion. what I would like to know is if they would WORK in play without breaking game balance?

1. The Hidden - A village of Halflings who fled Slavers by agreeing to a Mass Permanent Reduce person effect. Previously, 32 inches tall, now only 16...
At tiny size they have a -4 strength, meaning that the strongest among them would be a 14; yet their strength is not that of a house cat, but comparable to a person! With a strength score range of 3 to 14, many of these tiny halflings can still fight against other player races who tower over them!
Or, can they?

The Generations to follow the children born to them continue to be the same tiny size. How might they adapt to the game world?

2. Giant-kin - a tribe of barbarians is trapped in a mountain pass by a blizzard; the long winter has been hard on everyone who lives in these mountains. A horde of half-giants besiege the barbarian camp during breaks in the storm. The Barbarians know that they are loosing and accept a mass permanent enlarge person to help even the odds. Long after coming down from the mountains, their descendants continue to be large sized. How might the 13 foot tall 1,000 lbs barbarians adapt to live among the other races?

Grand Lodge 2/5

I heard that there are boons for certain purchases like the Physical ownership of a pathfinder character portfolio, granting one RE-Roll before the dice are rolled.

that's significant.

I was wondering what all the boons were if one had:
Apparel,
pathfinder novels,
and so forth.

Grand Lodge

Is it PFS legal: elf magus kensai spell dancer?
I am not sure if there is some archetype overlap or not.
Especially when the Spell Dancer trades out the gained medium armor proficiency, while the Kensai has no armor...

what are your thoughts

Grand Lodge

I dream of a varisian belly dancer with two starknives whirling like a dervish through combat. It is still going to be a dream.

I would gladly lose stunning fist, and other class features to have a Monk or brawler archetype that specifically channeled their power through weapons, and the weapon benefited from either Ki focus or close weapon mastery starting at level 1. A way I imagine doing this is to make an archetype that focuses on using a deities' favored weapon.

Well, seeing as how I can only use PFS legal stuff; many of the things I could use come close but fail in short order.

The dervish archetypes are bent on using one scimitar.
The flying blade swashbuckler has one fatal flaw, the weapon only deals 1d4 damage and doesn't increase with level.

also, as this is PFS; the character has to have the desired trait to start or gain them quickly! nothing worse than seeing a dozen class features that are poor/mediocre to be followed up by a level 13+ AWESOME feature that will never be in play.

Grand Lodge

Let's face it, the sacrifie of spellstrike and a prepared spell to gain a dagger in your off hand is Self defeating for the magus. if I wanted a dagger in my off hand I'd have one.
Yes, the hand would then be full and I couldn't cast spells with it, but Who cares!
The Spellblade archetype does not have spellstrike AND loses a prepared spell for a temporary Dagger...
that is so OP! (note the sarcasm)

The true spellblade Magus would be a Fighter/Sorcerer blend, with sacrifices to pay for a variation of the "instant weapon" spell as a class feature. So what will this cost the figurative three parent classes and what can the SwordSoul sacrifice to have an "Instant weapon". Like the Kensai archetype, the spellblade should be signified by utter devotion to the "Instant weapon" feature.

Hit dice, class skills, skill ranks, Bab, Saves, no changes here.
1. No Armor the SwordSoul has no armor proficiencies, no shield proficiency, no ability to ignore spell failure, and no level based improvments in these magus features.
2. Weapon proficiency SwordSouls are proficient with all simple and have one martial weapon proficiency with a one handed martial weapon with a cutting blade; which will be the only weapon created by the phantom blade class feature. Once chosen the form of the phantom blade does not change.
3. Bloodline you have the arcane bloodline, but only have arcane bond feature. The bonded object is your phantom weapon. you can never have another bonded object or familiar from any source; your familiar is your phantom blade. You can not gain any other bloodline and lose access to any other bloodline(s) held before taking this class.
4. hand of the apprentice you gain acess to the universalist wizard ability but only for use with your phantom blade. This is the only way you can throw your phantom blade and have it return to you. Use your dexterity modifier for the roll to hit and your charisma modifier for bonus damage.
5. Spontaneous spellcasting Use the bard table for the number of spells per day with bonus spell slots for a high charisma score.
Reduced known spells use the table for Bard spells known and subtract 1 from every spell level. If this reduces that spell level to 0 the arcane edge simply doesn't know any spell of that spell level. All known spells must be drawn from the magus spell list.
Sorcerery All magus class abilities which cite the use of the intelligence modifier are changed to the charisma ability modifier.
6. Arcane pool is changed to 1/2 magus level (minimum of 1) + the charisma modifier. The magical enhancement feature of Arcane pool is changed to summoning the phantom blade as a move action. Which is a +1 magic weapon composed of raw spell essence. This differs from the "Instant weapon" spell description; this weapon is NOT a force effect and has no elemental property. The summoned weapon is weightless and may be used with the weapon finesse feat regardless of form. This weaon may not be weilded with two hands to deal additional strength damage. The weapon vanishes if the weapon is broken, or no longer in the SwordSoul's hand. The quickdraw feat has no effect on summoning the phantom blade.
The Sword Soul adds his charisma modifier as bonus damage when using the phantom blade, this ability counts as having the acrane strike feat.
At 3th level the phantom blade is summoned as a swift action and can be summoned as part of a move action. This counts as having the quickdraw feat, but only for the phantom blade. additionally applied enhancements via this feature last the durration of that phantom blade. The remaining text of the Arcane pool feature is unchanged.
7. Spell combat and spell strike the SwordSoul can only use these features with their phantom blade.
8. Arcane Flow Starting at 1st level the SwordSoul may sacrifice a spell slot of 1st level or higher to gain arcane pool points equal twice the level of the spell slot lost. The arcane pool can not exceed the SwordSoul's maximum; any excess arcane pool points are unuseable and instantly lost. Arcane flow is only to convert spell slots into arcane pool points. This ability replaces spell recall and improved spell recall.
9. Magus arcana The SwordSoul can not learn the following arcana; Broad study, spell blending, familiar, enduring blade, natural spell combat, pool ray. The SwordSoul can not learn any arcana that grants access to spells not on the magus spell list. The SwordSoul can not learn any arcana that grants addtional spells to cast per day. The SwordSoul is bound to the summoned weapon and can never gain a familiar or other arcane bond. The SoulSword must weild the phantom blade to use spell combat and spell strike and can not substitute any other weapon to include natural weapons. The SwordSoul can not learn any arcana that will enchant any weapon aside from his phantom blade.
10. Bonus feats Bonus feats start at 4th level and the SwordSoul gains an additional bonus feat every 4 levels after. These bonus feats apply only to the use of the phantom blade. The SwordSoul counts his class level -3 as fighter levels and may purchase fighter feats with these bonus feats. The arcane edge must meet all prerequisites for these feats as normal. This changes the bonus feats and fighter training features.
11. Knowledge pool this ability is lost.

Grand Lodge 2/5

I have lots of ideas all the time, but as far as PFS is concerned Self publishing does not contribute to the game. How do I submit something for review/consideration for adding to PFS?

What if there is a third party "Something" I would like to use?
I purchased and downloaded Dream-scared press' ultimate Psionics pdf and I would really love to play a psychic warrior, traceur archetype, with the dervish and ascetic paths (*I could just imagine a varisian woman dressed like a belly-dancer whirling away with two star-knives); just that PFS won't allow it.

Grand Lodge

1. How much would it cost to make a Ki weapon/focus?
the ability for an item to channel the damage and effects of a monk's unarmed combat. Would it work for a brawler?
How much would that cost in prestige, gold, or both?

So how about the harrow warden archetype with two starknives as Ki weapons?

2. How much would it cost to create a staff of shillelagh?
In terms of prestige, gold, or both?

I am aware that only the caster of shillelagh can use the staff;
My way arround this is Use Magic Device, with a wand of shillelagh.
My brawler would attend the creation and use the wand at the required time.

can you imagine a brawler's furry with the shillelagh enchanted quarter staff? +1 magical weapon, 2d6+strength for both ends!

Question: when using a quarterstaff as a Monk/double weapon, can one apply weapon finesse to the attacks with the ends as they both count as light weapons?

Grand Lodge 2/5

1. Can a Higher level character "retire" and provide superior equipment or other boon to an heir?

2. What if a Wiz (or Sorc) wanted to do something for a hero that was starting out?

3. Could you start play with; permanent-Enlarge person, Permanent-reduce person, or permanent-resistance?

4. if one compares a permanently enlarged Halfling to a human, or a permanently reduced human to a Halfling; Are humans really balanced with the other races?

5. Let's say My class has 2+ skill ranks, maybe one knowledge skill, maybe one social skill, and the attributes desired are physical-
Still my mental scores are:
Intelligence 13
Wisdom 14
charisma 10

When I am role playing my character is it really appropriate to demand a dice roll skill check - EVERY time I have an idea or want to say something? A number of PFS D.M.s seem to delight in "rushed/stressful" situations (can't take 10) and DC's of 15 or higher. it pains me that on a roll of 14 or less, I automatically fail. Of course, Dc's can be higher, anything above 20 and I have no hope what-so-ever.

It wounds me personally that, in accordance with the rules, my failure is all but guaranteed. I feel that as a player, I personally am being mistreated* and severely marginalized* (*the only allowed words I can use here or the resident board N@Z!s will delete my post).

Grand Lodge

Spiteful Spear
"all around you is corruption, you have watched it grow worse over these last few years. Poor, ruined, outcast; all around you are the victims and you believed yourself powerless to help them.
Sadly, you now know the sting of betrayal. You have had everything stolen from you. When asking for help corrupt watchmen laughed as they took turns beating you. you were left for dead. No one came to your rescue. No one gave you aid. Yet somehow, you survived.
You have learned the hard way; Justice freely gives the truth, and Cruelty demands secrets to be kept, by villains and victims. This Conspiracy, is the only way injustice can exist. All of the Secrets and lies have profited a few, while destroying all the good you can remember. You will not be an unwitting part of their conspiracy any longer. it is time to show them what their actions have wrought.

You must deceive them. You must outwit your foes. You must use their greatest weapon against them. The end will someday justify the means. The grief, the pain and all of the despair that you feel, echoes in all the faces of the innocent.

No More. you are grimly determined to commit the unthinkable. To Strike back as a blur of motion with barbed words and your spear.

You Will Have VENGEANCE!"

The spiteful spear Archetype losses:
Escape artist and handle animal are no longer class skills for you.
1st level- Brawler cunning: You must have intelligence to have a quick wit, and must meet all feat prerequisites normally.
3rd level- Maneuver training: No Combat maneuver bonuses or Combat maneuver defense bonuses. These bonuses are shifted to the acrobatics skill in various ways.
4th level- No bonus AC.
4th level- Knockout: not available.

The Spiteful Spear archetype gains:
Bluff and stealth become class skills.
1st level +"spiteful spear" the spear master may use a spear (or other polearm you are proficient with) as a quarterstaff, (monk weapon-double weapon). While wielding the spear in this "Half-Haft" fashion; both ends benefit from weapon finesse, deal 1d6 damage and the spear head inflicts slashing damage. The spear can be used with brawler's furry and benefits from close weapon mastery.
*This ability does not provide any additional weapon proficiencies to the brawler class. the abilities of this archetype only apply when wielding a spear (or similar weapon less than 8 feet long) in the Half-haft style. You gain no archetype benefits when using other features of polearms; such as brace or reach.

3rd level +"Tip the scales"- When carrying no more than a light load, the Spiteful spear doesn't become flat-footed nor lose dexterity bonuses to Armor class as a result of using Acrobatics.

4th level "Deceitful Stride"- when successfully using acrobatics to avoid attacks of opportunity, foes are provoked to waste one attack of opportunity on the spiteful spear as the brawler passes.

4th level "Seeking justice" the Spiteful spear adds the intelligence modifier to the number of attack of opportunity they can make; this ability stacks with combat reflexes.

5th level "Driven deed"- you are compelled to overcome obstacles while on your mission of vengeance. Add your strength bonus to your acrobatics skill checks. Any movement provided by feats can be declared to be acrobatic movement.

7th level +"Sullied words"- the grim task of seeking revenge leads you to use deception, as the end justifies the means. Anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may add your charisma bonus to damage for your next attack against that foe.

9th level +"Condemnation"- anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may expend one attack of opportunity against that opponent.

************************************************************************
Brawler archetype "Raven-blade"

"I wish there were more monsters; more giants, more trolls, ogres, goblins, all that kind of ilk. I long for the days when you could look at a monster and know instantly, that is a monster.

Now-a-days, The worst monsters are the ones who don't have the common courtesy to look like monsters. The ones who look like people. The ones who pretend to be innocent. The ones who gleefully abuse others with their authority while feeling protected. The ones who cry fake tears over a fire that brought down the orphanage; who then built a monument of themselves on the very ashes that day.

They feel safe. Protected by their reputation, station, celebrity, power, wealth...
I was a monster hunter. Now I will hunt these cowardly monsters until I am dead or they are all gone.

Why? Because I want you to someday wish that there were monsters too."

Raven blade brawlers lose access to monk weapons and their class levels do not count as a monk for any prerequisite. Raven blades have traded tranquility for ferocity.

Raven blade brawlers do not gain bonuses to CMB/CMD.
Raven blade brawlers do not gain knock out.
The bonus feats are a fixed list. if you earn a feat that you already have you gain the next feat on the list.

Level 1. Gain Exotic weapon proficiency "Arm Blade" or proficiency with "Star Knives".
Raven blade brawlers treat these two weapons as Light, one handed weapons of the close weapon group.

http://cdn.obsidianportal.com/assets/219145/arm_blades.jpg

Raven blade bonus feats list: The bonus feats are a fixed list. if you earn a feat that you already have you gain the next feat on the list. once you have purchased all of these feats, additional bonus feats are purchased from the selection normally available to brawlers.

1. Dodge
2. mobility
3. spring attack
4. combat expertise
5. whirlwind attack

Level 2. Reversed Grip Fighting: Arm blades are not held out before you like other weapons. Arm blades extend from the grip in your hand backward braced against your forearm. This reversed grip requires a different stance and turning backwards to either side, as you swing your arms to strike.
*Raven blade brawlers also gain the benefits of Two weapon defense when using brawler's furry.

Level 3. Close weapon mastery: All of your close weapons can match your unarmed combat damage die if their normal damage die is smaller. For example; a dagger normally deals 1d4, but in the hands of a raven blade the dagger deals 1d6 damage.

Level 4 Bladed flurry: three times per day, the raven blade may attack as either a standard or full attack action after moving more than 10 feet to be adjacent to any enemy. Every 4 levels afterward (8th, 12th, 16th, 20th) you gain an additional use of this ability.

Level 5. Doom bringer: The casual observer may mistake these movements as a kind of dance. Those who face a Raven Blade in battle know fear; it is as if some harbinger of death has descended on you with razor sharp steel wings.
*Once per encounter, when you use a feat to move more than 10 feet to be adjacent to enemies you may intimidate adjacent enemies as a swift action. For feats that utilize displays or performances, the performance counts as a free action taken during the move.

Level 7. Carrion stride: Raven Blade brawlers have no respect for their fallen foes, moving confidently across battlefields strewn with corpses. Raven blades ignore the first 5 feet of any difficult terrain, and may purchase the "light step" feat even if they are not an elf.
Furthermore, any feat related movement can count as acrobatic movement, enabling the Raven Blade to use acrobatics to potentially avoid attack of opportunity.

Grand Lodge

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Inspired by: the "game of thrones" character Prince Oberyn Martell, the Red Viper and this image of an amazon acrobat wielding a spear like a quarterstaff (monk/double). I can show you all the amazon image in a later post.
Oberyn http://i.imgur.com/N5v3FOK.gif

Lessons: Speed beats size. Speed does not beat strength. Wit is the ultimate weapon. Speed armed with wit conquers all, only as long as both endure. if you are with your troubles, more trouble for you...

The goal: Reward a "Quick", "Thinking", and "Passionate" type of brawler.

This Archetype losses:
1st level- Brawler cunning: You must have intelligence to have a quick wit, and must meet all feat prerequisites normally.
3rd level- Maneuver training: No Combat maneuver bonuses or Combat maneuver defense bonuses. These bonuses are shifted to the acrobatics skill in various ways.
4th level- No bonus AC.
4th level- Knockout: not available.

Based on what is key to the brawler class, these are fairly severe losses and merit significant replacement.

The archetype gains:
1st level +"lightning bolt" the spear master may use a spear as a quarterstaff, i.e. monk weapon-double weapon. While wielding the spear in this fashion both ends can benefit from weapon finesse, deal 1d6 damage and the spear head inflicts slashing damage. The spear can be used with brawler's furry and benefits from close weapon mastery. This ability does *NOT* affect long spears, pole arms or reach weapons.

3rd level +"whirlwind"- When using the acrobatics skill to move and carrying no more than a light load, the spear master does not become flatfooted, nor lose dexterity bonuses to Armor class.

4th level +"graceful storm"- when using acrobatics to avoid attacks of opportunity whether successful or not, the spear master does provoke the attacks of opportunity. On a success, use whichever is higher the acrobatics result or spear master's Armor class + charisma modifier.

5th level +"Driving Wind"- add your strength bonus to your acrobatics skill checks. Any movement provided by feats can be declared to be acrobatic movement.

7th level +"lightning strike"- Anytime you succesfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may add your charisma bonus to damage for any attack using weapon finesse, against that foe.

9th level +"lightning strikes"- anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may expend one attack of opportunity against that opponent.

Story: A young cabin boy barely survived a shipwreck; Washed up on the shore the lad was adopted by an elderly monk. One day, the monk sent the boy into the village to shop for a few things that were needed.

The boy returned beaten and with nothing. The monk said, "Calm yourself. You can hardly keep still and your emotions are like the churning of storm wind. Tell me, what happened?" Before the boy could enter the market square he was accosted by two burly youths; One who raged and fought wildly like fire, the other who calmly awaited any opening to strike with a club like crashing waves.
The boy cried; not over the fact that he had been beaten, not that he had been stolen from, not that he had failed the monk, but out of his frustration at his own impotent rage and weakness.

The elderly monk decided to train the boy to fight, but not with the strength of his hands. The monk asked the boy to sit so that he could tend to his wounds. The monk began to tell the boy a tale of the elemental lords.

"the wind was mocked by water, whose waves stole from him. The wind was mocked by fire who reached up into the sky and belched smoke. These two delighted in tormenting wind and so increased their attacks on wind causing great mayhem.

The wind despaired until he came to the earth for council. The earth reminded wind of his own pranks; toppling stones, scattering dust. The earth said, But I do not despair for all earth returns to me. Earth urged wind to use the powers the sky always had not to battle, but to outwit his enemies. We each give something of ourselves to the other, use those things that they leave you against them.

The wind was filled with Enlightenment, and began to gather the sparks cast away by fire. in time the wind cast these sparks as lightning into the sea. Water was wounded and she was enraged. Fire plead innocence but water did not trust fire any longer. Wind counseled the water that fire was also fluid and planned to usurp water's place in all creation. So water gave to the sky and the first rains came down on fire. Fire was dying and begged earth for aid. Earth offered only to shelter fire deep within himself."

The old monk ended his story, " I will teach you to fight like the wind. You will trick your foes, using your wit as a weapon. You will quickly strike your foes like lightning and they will not catch you. for no man can catch the wind."

Grand Lodge

Do you remember the 90's with those rudy burgundy player's handbooks with all their "Kitts"?

yeah, me too.

My favorite was the psionics handbook by Steve Winter.
I played by the rules of the book, following the text closely.
My character was built "low ball" with the minimum stat requirements.

Discipline: Clairvoyance
Science: Precognition
Devotion: Danger sense
Devotion: Safe path
Devotion: Sensitivity to observation

I wore leather armor, carried a light wooden shield, and a scimitar.

I often times passed my low level character off as:
A poor fighter.
A Ranger without Two weapon fighting.
A druid.
A rogue.
Whenever I faced those who hated "Psionics". They would cite things like Disintegrate at 3rd level and I would ask them how many times did their mages accidentally disintegrate themselves...

Clerics started an inquisition, while Mages sought to steal the powers through experimentation, and the commoner usually was helping one or both of these.

Endless arguments aside, My character survived for many years slowly growing in power and becoming hard to disguise. It was a difficult thing to take- but I had eventually fallen to the schemes of an enchantress who tortured my character for years before the character finally passed.

I want to do it again; sort of. I am asking for your help in this.
this is not a "beat the game" optimization build - it is a role playing build challenge.

What race(options), +class(archetype), traits, +feats, +skills, +equipment, and abilities/spells would you use to simulate a psionicist and psionic powers *AND* the build must be society legal.

I also want to hear your tips for role playing the psionicist to the hilt!

Grand Lodge

Why the basic fighter is a complete waste of time:
You have no recovery options.
You have no healing options.
You have no movement options.
You have no skills of any worth.
You have no out of combat utility/contribution.
The fighter is technically worse at using feats then most classes despite bonus feats (I.e. weapon focus - is a mere +1 affecting only one weapon, having bonus feats doesn't really provide the fighter any options, aka "One trick pony").
The fighter has no class ability to buff his companions, lead on a battlefield, or acquire followers.

What do I do?
1. Bump skill points to 4+int mod. Use the "Tactician" archetype skill list, plus Bluff. Fighters should be encouraged to utilize traits that grant access to an additional skill as a class skill. Fighters should be encouraged to use the preferred class bonus skill rank.

Suddenly, the fighter can TALK!
Suddenly the fighter can THINK!
Oh thank the heavens, no one *HAS TO* be a bard!
Suddenly the fighter eases out of being one dimensional.
The fighter gains a non-combat role, and can apply a variety of skills as combat tactics.

2. Lose tower shields to pay for some of this. lose armor training, lose bravery. no special access to heavy armor, no first level fighter can BUY Plate! A fighter must buy the feat to become proficient with heavy armor.

3. RULE CHANGE: Fighters ignore BAB requirements for fighter bonus feat purchases as part of a feat chain. This ability does not carry over if you multi-class, I.e. access to the advanced feats is lost until you purchase the Feats that the fighter style allowed you and you meet all the all requirements. This also prevents "one level dipping" to "Steal" all the fighter's cool toys. No rule afterward can ever change this or apply the fighter class special access benefit to any other class.

4. Fighter focus: select one focus at first level and gain an additional focus every 2nd level thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th).

Muscle power: fighters "count as" having the power attack feat for feat progression.

Canny dodge: Fighters gain the canny dodge ability, gaining a dodge bonus of +1 per fighter level to a maximum of their intelligence modifier bonus, this bonus does not stack with other sources of canny dodge. Fighters "count as" having the dodge feat for feat chain progression.

Skilled at war: Fighters "count as" having the combat expertise feat for feat progression. once per encounter, You may use bluff in combat as a free action to deceive your opponent. This ability will not work against the same foe again should they encounter you later on. this is a language based effect. This is not feinting, if you successfully use bluff the opponent has their initiative standing reduced by 2.

Looks the same: Gain a weapon group. Feats like weapon focus and weapon specialization apply to your entire weapon group. This "counts as" weapon focus for feat progression. just because you have a +1 with a bunch of different weapons, doesn't actually do anything other than enhance your versatility.

Roaring shout: you may use intimidate in combat as a free action. You may intimidate to frighten foes as a free action. this is a language based effect.

Demand Surrender: You may use diplomacy in combat as a free action. this is a language based effect. Reducing the encounter reaction will simply end the fight, reducing the reaction by two and your foes may sheath their weapons.

Big Mouth: You automatically tell your allies any lore you know about your opponent in a short hand slang. your allies can benefit from your knowledge skill check result and may apply appropriate tactics without revealing your plans to the enemy.

Take Position: you may use acrobatics to jump, lunge, even tumble through an enemy space as a move action with no armor check penalty, only when this movement provides a combat advantage such as flanking.

Stay behind me: You provide an ally with cover if you stand directly between an ally and an attacking enemy, but only as long as you are not forcibly moved out of the way or become unable to use your dexterity bonus.

Blast blocker: your shield bonus adds to any save against gaze attacks and area affecting attacks. This "counts as" Shield focus for the purpose of feat chain progress.

Warded Denial: add double your shield bonus to your touch armor class, when you are the target of a touch attack or a ranged touch attack that hits within this range, you must drop your shield as a swift action and only the shield is struck by the effect.

Thicker skin: Only when in combat the fighter gains a bonus hit point for each point of metal armor based armor class. This "counts as" the Toughness Feat for the purposes of feat chain purchases.

Steel Tread: You gain a bonus on your combat defense modifier to resist any forced movement (trips, bull rush, overrun, awesome blow) equal to half your armor based armor class.

Stand and Fight: You can rally your allies with your demonstrated bravery. in a combat encounter every saving throw you make to resist any emotion based effect, language based attack, or mind control effect emboldens your allies. Your successful saving throws provides your allies who can see you with a +2 morale bonus on their own save against the same effect.

Rousing spirit: you may use perform (oratory) as a free action in combat to alert your fellows. I.e. you instantly end their flat footed condition enabling them to respond. This "Counts as" having the alertness feat for any feat chain progress.

Leading: you may use perform(dance) as an immediate action prior to a combat beginning to take a free non-provoking 5 foot step towards the enemy. This "counts as" having improved initiative for the purpose of progressing a feat chain.

Ins and Outs: in combat as a free action You may use a profession or crafting skill to devise a combat tactic that utilizes the weaknesses of your enemies specific weapon for the entire combat encounter. This intimate knowledge provides you one of the following: +2 damage on the sunder attempt, +2 on acrobatics skill checks to avoid provoking, or to cancel one non-magical special advantage the weapon bestows (*such as knocking aside a spear that has been set to receive a charge, or preventing a chain weapon from ignoring your shield).

Proficient with FIST: Your are considered armed regardless of what you hold in your hand, including nothing. Even if unarmed and naked you still have ferocity, tenacity, and cunning! "Counts as" improved unarmed combat feat or catch off guard feat for feat chain progression purposes.

5. Faith in Steel: level 2. the full armor bonus counts against fear effects. Also, half armor bonus is a bonus to will saves.

This fighter gains a Non-combat role of being able to TALK!
This Fighter can be Tactical with the application of skills!
This Fighter can Speak in combat to affect the enemy and communicate to allies.
This fighter gains a one feat lead with feat chains.
with all the bonus feats and fighter class specific feats, Feat chains are the fighter's purview. Thus we should highlight this feature by giving the fighter a clear advantage in this department. a head start as it were, with more than one feat chain is overdue to bring the fighter up to par as several classes now get access to fighter feats! Let the non-fighters pay to gradually be good with one weapon, or one feat chain...

The fighter is the one who should have an arsenal of combat tactics to chose from. The fighter is the one who should be able to apply all skills to combat in some form. The fighter is the one who should wear heavy metal armor!

Grand Lodge

There was a topic for a non-psionic hybrid giant race and how that would be possible. This got me thinking that not all races need to be conceived via inter-breeding.

Story 1: Trapped in a mountain pass by a rockslide, a village of barbarians is besieged by hill giants during a fiercely cold winter.
Desperate and losing the battle the barbarians turned to their eldest and wisest wizard. The wizard, with the aid of a wish spell from a ring created a potion from giant blood to grant all the villagers the size and strength of their enemy. The wizard was killed in the fighting and there was no one who could remove the effect. Time passed, the next generation born to the village were also changed as their parents were.

These "Giant-kin" are instinctively recognized by all giants and reviled as thieves who had stolen some vial essence from all giants, akin to how most races view vampires that kill to sustain their undeath.

Humanoid, normal speed, standard languages, 0 points.
Large size: +2 strength, -2 dex, ten foot space, reach (+5 foot), -1 to hit and AC, +1 Combat maneuver and CMD, -4 on stealth. 7 points.
Specialized: +2 strength, +2 constitution, -2 intellect, 1 point.
Advanced Strength: +2 strength, 4 points.

Total race points: 11
this may be offset by the fact that Giant-kin must have equipment crafted for their size and might, require four times as much food and drink, and most mounts can't bear them.

Giant kin stand tall and proud almost reaching 13 feet tall and weighing 1,000 lbs.
They do not have dark vision, natural armor, nor rock catching.
After the first generation, all Giant kin learned that they count as both human and giant for the purposes of any supernatural effect.
Giant kin minds are slightly slowed, and their skin is insensitive- Rather than the bonus feat and skill rank humans are used to gaining, a giant kin spends its life learning to be careful with their great size, weight, and strength.

Grand Lodge

This is not the Sylph, but the Core of the idea was born from race creation rules (albeit from the SAVAGE WORLDS role playing game).

Using the pathfinder Races book:

Wind Fey, Tenative name - "Sylvari"
Race: Fey __________________ Points 2 (*low light vision*)
Size: Small ________________ Points 0
Speed: Slow 20ft __________ Points -1
Attributes: great weakness _ Points -3
-4 strength, -2 Constitution, +2 Dex.
Languages: Xenophobe__ Points 0 (*Can learn elven, gnomish, Halfling, and common).
Defense trait: Desert Runner _ Points 2
*Rebranded in fluff text as the race's "bond to nature".
Feats&Skills: +2 acrobatics _ points 2
Magical traits: none. _____Points 0
Offensive trait: none. ____Points 0
Sense Traits: none. _______Points 0
Movement traits: (two)
Leaper ____________________Points 2
Gliding* __________________Points 3
*Fluff text- They refer to their gliding ability as "Sylvan Grace".

Racial Weakness: Contact with cold iron Will Negate their Leaping and gliding abilities, For 1d6 rounds after contact is stopped, or one round per point of damage caused by a cold iron weapon.
Racial Penalty: Technophobe, this race has a -2 penalty on technical skills (Disable device, alchemy, etc.) as sylvari have little to no experience with clockwork, steam power, and alchemy. (*Guns are revolting-scary as they use iron, fire, and technology)

As a floating, graceful race, the sylvari tend to live among the tree tops and never fall from those lofty heights. due to their small size (*tall as dwarves, but weight like halflings- Svelt, slender physiques) the sylvari are readily sustained by their forest environs. Even small birds and squirrels provide plenty of food for sylvari.
Sylvari do regularly visit the ground to gather fresh water when it is needed. Sylvari use elven trance instead of sleep, and the awareness allows them to avoid losing their position even on high tree branches.
Note: Sylvari do not have the elven racial immunities to sleep and resistance to enchantments.

As tree top forest dwellers with low light vision, sylvari rarely use fire larger than that produced by a single torch. It is also rare for sylvari to own metal items that weigh more than 2 pounds. Sylvari craft with natural materials that surround them: Amber, bark, branches, feathers, small animal bones, hide and sinew. Sylvari have long life spans about 500 years, and this colors their perspective. Sylvari have learned ways to coax nature to grow into desired shapes. Shelters, clothing, tools, all naturally grown (*Or harvested) from the forests around them.
Sylvari use the third dimension, their Verticallity, and range in combat, their preference is the use of bows.
A sylvari (*ranger, Slayer, scout, rogue) can infuriate a legion of orcs by simply staying well out of reach. Orc kind, goblin kind, trolls, and lizardfolk however, have no issues with Fire, Cold Iron, or technology...

Physical description: extremely svelt, as tall as dwarves but they weigh as much as halflings. Sylvari are not skeletal waifs, their decreased body weight may in part be due their magical floating nature. Their skin tones match that of various trees and cut wood. Hair and eye color changes with the season: Green in spring, gold in summer, reds in autumn, whites in winter. Aging Sylvari gradually retain their winter colors. A saying among the sylvari for any sylvari who is found dead for reasons other than old age is reffered to as, "Sorrow out of season".
Sylvari clothing is almost an afterthought and worn typically for modesty purposes. Since few look up, and fewer still have the keen eyes to spot them in their naturally camouflaged clothing the Sylvari have been hidden from the world.

It is rare for any sylvari to become an adventurer, but it can happen: wanderlust, curiousity, displacement, rebelliousness, exiled criminal...

Sylvari can be their own race and differ from traditional elves- What do you all think?

Grand Lodge

As you may have guessed, I like: Lightly armored, acrobatic, mobile melee characters with Skills. The swashbuckler class is great, but I am looking for more...

1. I am even willing to consider a completely unarmored acrobat of some sort, or even a variant that uses "parade armor" while working up to the use of "Mithril agile breast plate".

2. Ultimate psionics is by Dreamscarred press and Psionics may be a bit too Zanny for some to ever allow including...

But Woo, that Psywarrior, traceur variant with the dervish path!
Is this an option availiable to be played in Pathfinder Society...
(*"Yes" and I am done. "No" and I would like to know how to ask the officials to consider allowing it?)

Grand Lodge

I am asking for help in creating a "shield bearer" class, as a;
light armored,
has skills and skill points,
Not a spell caster,
melee combatant,
focused on the use of a weapon and shield in tandem...

the closest I get to making this official is:
Ranger, variant via - Advanced player guide 124,
Weapon and shield combat style.
Archetype, Guide.

The goal; Now I want to dump the tracking, wild empathy, 3rd level endurance feat, favored terrain, terrain bond, spell casting, etc. in lew of fast tracking, weapon and shield feats.

Note that the ranger combat style (*may be) interpreted as enabling one to learn and use "Shield slam" at 2nd level, and "Shield mastery" at 6th...

it would also be nice if you could shield an ally as part of this class by somehow providing those behind you (something of the following) cover/concealment/shield bonus, protection from Attacks of opportunity, etc.

(*Sorry Captain America Fans, but Shield throwing is not a part of this class concept. It doesn't pay to be throwing your weapons away.*)

How Does one suggest an new item idea to Pathfinder society-
Shield Knuckling - like shield spikes, only that the shield is Balanced, Braced, and knuckled for optimal bashing...

Or the "Comet fist" a blunt damage version of the Klar...

Grand Lodge

By the rules the feat Weapon finesse doesn't enable the use dex for very much.

a Scimitar is not on that list...

a elven curve blade is a Two hander...

In pathfinder, mithril doesn't change a weapon's "Hand-weight" (light-one handed- two handed)

So, uh, what effective weapons are there that can be used with weapon finesse - aside from those the feat lists?

Personally, I would like to see Elves using mithril longswords with weapon finesse. How do I propose an Idea to Pathfinder society officials?

Grand Lodge

Right now there isn't any particular "Vamp-out" build for the Dhampir race; Myself and a few friends would like to hear you thoughts on an optimized "Dhampir" class archetype:

A rogue who combines stealth, sneak attack, and Fang bite...

A Necromancer who augments the vampire side rather than "hiding from melee"...

A Sorcerer undead bloodline who empowers the vampire side, again rather than hiding from melee...

and if you dare, a melee character class based on undead not having fear, pain, or fatigue... like a Vampiric Revenant "Fast zombie".