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A player character has a nice concept for a flame oracle/monk I would like to see come into play. As you realize, adding charisma to the abilities a monk depends upon is quite crippling, so I think the feat should be unusually strong.

What about a feat that allows the monk/oracle to stack his class levels for purposes of determining the revelations effects, unarmed strike damage, speed and/or AC?

What are your opinions on this issue?
Another option was to create a PrC like the rage prophet but there is nothing unique other than monk/flame oracle in here.

Thanks for your input.


Hey guys, I never post here but I have accumulated a number of questions over time:

1-Flying tackle
How do I rule my barbarian wanting to jump on a flying sorcerer/dragon/whatever?

The acrobatics check would be for both a long and a high jump... how does that work? I only get the rules for a 'one type' jump (either long or high).

How does it relate to the creature's speed rate? I have my own suspicions but I'd like to hear advice.

What about the attack roll? Penalty? How much? AoO I suppose, what else?

2-Balor whip throw
The balor on the air or near a cliff grabs a character successfully with its whip. He decides to drop said character. In that case the character just falls and period?

What if he wants to throw the character for whatever reason? Improvised weapon? How far could he throw it?

3-Sunder armor
Same rules than usual I suppose. But where are the HP and hardness tables of armor? What about amulets, rings, bracers, helmets, headbands, cloaks, etc?

Looking forwards to hear from you!

GP


Hey guys,

In the scope of playing a vampire without making it a huge pain in the ass for GM with at-will gaseous form, dominate humanoid gaze, level drain, I propose the following alterations to the Paizo base vampire template .

It is slightly better than the vampire spawn.

Armor Class: Natural armor improves by +4 (instead of +6).

Defensive Abilities: Fast healing 0 if above half of full hit points total, 1 if below (instead of 2 for the spawn, 5 for the vampire).

Dominate: Charm person 2/day instead of an at will dominate.

Energy drain: No energy drain.

Gaseous form: 2/day. Furthermore, if the vampire already used this ability, it is destroyed when brought to 0 hit points (no gaseous form left available).

Change shape: 2/day per day isntead of 'at will'.

Spider climb: +8 bonus to climb checks instead of continous spider climb. Climb always considered a class skill.

Racial skill bonus: reduce to +4.

Bonus feat: Alertness.

Ability modifiers: +6 Str, +4 Dex, +4 Cha, +2 Int.

If you were willing fluff-wise to let your PC play a vampire, would you let them use this template? If not, why not? What level adjustment would you give them?

Persoannly, I see like around +3.

Regards,

GP


Hey guys,

I wanted some extra goodies for my 'nearly all non spellcaster' party and thought, for the front line fighters, to give feats workign the following way:

-Fast healing: Requires 26 Con and grants fast healing 1.

-DR: Requires 26 Con and grants DR 1/-.

How would you give fast healing or damage reduction to your high-level party members via feats? Maybe rage powers or fighter only feats?


Hey guys,

I will be DMing for a couple friends of mine, one of whom will be converting from 2nd ed his 16th level barbarian/fighter and another who will be making a comparable character.

We used to do homebrew adventures only and now I feel like taking a premade adventure and not bothering with any adjustment or anything at all and just run it as is.

With that in mind, what do you think could be best to have these 2 guys run through and sort of survive a 4 men module? I think:

-Extra points for the ability scores of the new character (the barb/fight rolled some 18, 17, 16, 14, 13, 7).
-Extra wealth (perhaps an extra 100% each)
-Run modules intended for parties some 4 levels lower.
-The other player is willing to take a look to any class (except bard for having just played one last campaign). In my humble opinion, inquisitor would compliment the one trick pony warrior best since he has a lot of skills and good healing.

-Hand out extra goodies that normal characters would not have one way or another: i.e the fighter/barbarian had completed some quests for higher powers granting him angelic features, so for the convertion give him half-celestial template for SR to reduce save or die effects, a permanent, non-dispellable fly speed, true resurrection 1/day when he reaches 18HD, etc. I'd give comparable boons to the other player.

Any suggestions?

Thanks in advance


Hey guys,

I've been looking for an effective Balor lord to throw at my party, CR 23-25 tops, but I do not see a good stat block around. I think the barbarian 5 exemple seems like a poor choice unless you like balors who like to exchange full attacks with its ennemies and not use spell-like abilities. In that case might as well use some Tarrasque.

Also, how would you run him?
No splatbooks please.


*bump* balanced?


Hey guys,

A feat that would allow you to take a penalty of up to half your attack bonus (instead of one quarter, as power attack), or less, as you like.

Useless? Overpowered? Fair game?


Seeing how terrible the Guarded Stance and Rolling dodge powers were, and how srange it was that a Rage power was a gimped combat reflexes feat, I decided to put together a Prestige class emphasizing a barbarian's lightning speed and quick reflexes, allowing him to dodge ennemy blows without stumbling around like the normal barbarian, move faster and strike with lightning speed. Also adding a flavor of storm.

Here's the draft for the mechanics.

REQUIREMENTS:

Alignment: Any chaotic.
Base Attack Bonus: +8.
Feats: Combat expertise, Combat reflexes, Lightning reflexes.
Skills: Acrobatics 8 ranks.
Special: Guarded stance, Rolling dodge, Surprise Accuracy and Unexpected strike rage powers.
Must have survived a lightning attack that rendered him unconscious.

CLASS FEATURES:

[b]Alignment:
Any chaotic.
Hit die/Attack bonus: d10/full
Good saves: Fortitude, Reflexes.
Proficiencies: None
Skill points: 2 + Int modifier
Class skills: Acrobatics, Climb, Fly, Intimidate, Survival, Swim.

Lv Special
1 Berserker warrior, Whirlwind rage
2 Uncanny dodge
3 Evasion,
4 Improved uncanny dodge
5 Greater Whirlwind rage
6 Lightning Accuracy
7 Blinding reflexes
8 Enhanced speed
9 Improved evasion
10 Storm rage
1 Berserker warrior, Whirlwind rage
2 Uncanny dodge
3 Evasion,
4 Improved uncanny dodge
5 Greater Whirlwind rage
6 Lightning Accuracy
7 Blinding reflexes
8 Enhanced speed
9 Improved evasion
10 Storm rage

DESCRIPTION:

Whirlwind rage (Ex): A Storm rager learns to channel her Rage ability, emphasizing speed and reflexes.

The Storm rager’s morale bonus to Will saving throws is also applied to Reflex saves, and her morale bonus to Constitution is applied to dexterity instead.

Finally, she is always under the effect or Guarded stance and Rolling dodge when raging and does not take the usual AC penalty induced by rage.

Berserker warrior: The Storm rager levels stack with her barbarian levels to determine the strength of her Rolling dodge, Guarded stance and Surprise accuracy rage powers, and to determine the daily duration of her rage.

Uncanny Dodge (Ex): At 2nd level, a Storm rager gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a Storm rager already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex): At 3rd level, the Forsaker takes no damage on a successful Reflex saving throw against attacks.

Improved Uncanny Dodge (Ex): At 4th level and higher, a Storm rager can no longer be flanked. This defense denies a rogue the ability to sneak attack the Storm rager by flanking her, unless the attacker has at least four more rogue levels than the target has Barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Greater Whirlwind rage (Ex): At 5th level, the Storm rager’s morale bonus to strength and dexterity increase to +6, and her morale bonus to Will and Reflex saving throws increase to +4. Furthermore, she can attempt an extra attack per round, though doing so will entail a -2 penalty to all her attacks attempted during the round.

Lightning Accuracy (Ex): At 6th level and higher, a Storm rager can use her Surprise accuracy rage power a number of times per rage equal to her permanent dexterity modifier.

Blinding Reflexes (Ex): At 7th level, the Storm rager can use her Unexpected Strike power a number of times per round equal to her permanent dexterity modifier and gains a +5 bonus against any acrobatic checks made against her to tumble past her threatened space safely.

Enhanced speed (Ex): At 9th level, the Storm rager gains a +10ft untyped bonus to her base speed.

Improved Evasion (Ex): At 9th level, the Storm rager learns improved evasion. She henceforth takes only half damage on a failed reflex save. A helpless Storm rager does not gain the benefit of improved evasion.

Storm rage (Ex): At 10th level, the Storm rager’s morale bonus to strength and dexterity increase to +8, and her morale bonus to Will and Reflex saving throws increase to +6. Additionally, any weapons she held is treated as a thundering weapon (Shocking sux, lightning damage sux). This last ability is supernatural.


Hello,

My players are soon reaching epic level and we'd liek to keep playing the same characters. I am DMing it and there's no much epic magic yet, so that infamous epic feat is of no concern. Everyone is a skilled or/and martial character.

I recall epic play being a biiiiig bookkeeping hassle a few years back and would like to have your advice on how to reduce it.

Excel and an e20 idea seems like a decent idea to reduce stacking bookkeeping. How would you adjudicate the ECL of a lvX character (X>20 of course) under an e20 rules? +1/3 levels?

Also what would be the implications of e20? The differences with e25? e30? The main problem I see with that is that as their hit dice and saves stop increasing they become easy prey to monsters and stop using high DC save or die abilities, and that they stop increasing in power relatively speaking. Both are annoying problems because the party is small and has no main spellcaster.

On the other hand, stop increasing ranks, etc and changing the whole sheet on paper by erasing and rewriting a couple dozen numbers everytime someone levels would be appreciated.

Thanks.


Hey,

The other player who will be playing with a barbarian/ranger mentioned in another thread wants a battle oriented, wilderness type of bard. Not an knowledgeable person, not social nor educated either, not a know-it all type. An archer as well. But an arcane archer would not fit, it lacks the musical aspect during battle of the bard.

So I was thinking to remove the knowledge and skill related checks, put 4 skill points per level and instead add the focus, specialization and strike chain feats from the fighter with as a bonus (with longbow only and cannot be taken again).

Option number 2 would be hd d10 and full attack bonus, but that's rather boring. Other suggestions? Balanced?


Hey guys,

A friend of mine wants to play a barbarian/ fighter/ ranger, and I thought to make 2 feats for her:

-One would allo fighter and ranger levels to stack with barbarian levels to determine his barbarian level for purposes of chosing rage powers (we have about 30 homebrew rage powesr with level prerequisite, so it's kind of a nice feat)

A second once that needs the first and would allow levels to stack with barbarian for purposes of determining rage duration.

I think the power scale sound sabout ok, the mechanics sort of as well, as her character concept seems nice for that weird class combo that would otherwise be underpowered, am willign to allow it.

The weird thing would be the name of the feat, and the fluff explanation perhaps. Any suggestions?


In this 2-man party, we have the frenzied berserker (FB), and the stealthy archer fighter.

I was thinking of introducing a 3rd NPC or DMPC party member. The problem is that if the frenzy berserker has a high initiative bonus, and if he gets a little boboo in his knee he's goign to go insane and cleave whatever is close to him in half (can down tank monsters a couple CR above him in one round with frenzy, rage and acting first).

So in short, what I need mechanically speaking is a multipurpose, relatively powerful character who can make the game more interesting and viable by introducing interesting alternatives to deal with challenges to these 2 straight forward one trick ponies, heal them when the stuff is down, and survive some foaming monster that can get insane in any moment of a given day.

So far I'd see a bard with high initiative, calm emotions and a rod of quicken metamagic. Contingency (calm emotionsx3) would help, as well as spell focus (enchantment) or whatever that spell is. Also means to dimension door or improved invisibility or whatever when things get ugly would be nice. Any other ideas?


*bump bump*

Any impressions?


Ok, so please say if you agree with the enhancement bonus I give them and if you would add anything or change something. Note: this abilities are upgrades of vicious and defending, much like flaming burst is an upgrade to flaming.

Guarding: A guarding weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to her AC as a bonus that stacks with all others, or to the AC of an ally adjacent to her.
As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of her turn before using the weapon, and the bonus to AC lasts until her next turn.

Furthermore, at any time before her next turn and once per round, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the wielder makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the wielder, the wielder takes a –4 penalty on her attack roll. She also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The wielder must declare the use of this ability after the attack is announced, but before the roll is made.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, shield or shield of faith; Price +2 bonus.

Savage: When a savage weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Additionally, the weapon's critical multiplier is increased by one, and on a confirmed critical hit, the target will suffer an extra point of bleeding damageper critical multiplier of the weapon. Multiple hits from a savage weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 24 (10+CL) Heal check or through the application of any spell that cures hit point damage after it succeeds a DC 24 CL check. If it fails, no damage is healed. Only melee weapons can be savage.

Strong necromancy; CL 14th; Craft Magic Arms and Armor, enervation, harm; Price +4 bonus.

Finally, what about a 'Drainning' type of weapon, which heals its wielder for half the bleeding damage inflicted by him as temporary hit points lasting for as long as the bleed lasts. Sounds like a +4 adn a strong necromancy to me.

The max cheese you could get out of it would be, I think, a dual wielding kukri fighter with improved critical, bleeding critical and 2 kukris +2 with savage and draining abilities. Am not sure it would be worse than wielding 2 vorpals of speed +2 for instance?


Hey,

I was thinking of introducing in my game a NPC who is/was basically the best fighter 'ever'. I want to keep it relatively simple, and stick to PF core and make him lv20, templates like vampire or whatever can be added on top of it if they have a fluff reason to exist, with the wealth of a PC to represent his extraordinary background.

Have you guys ever used such a concept? Feel like puting the stats for one?

P.S: Would be better to have slightly original fightning styles as opposed to Falchion Fred or Kukri Ken.


So we have a lv20 2-man party.

One is the healing-bo... *arhem* cleric and off-time fighter, and the other is the barbarian with nearly 350hp.

In some furious battles, Heal just does not cut it. My cleric wants a 9lv version of it.

How many HP would you allow it to heal?

Heal heals 10/lv max 150, so I guess at 9th level it would be 15/lv max 300? or 10/lv max 250?

Advice?

Or perhaps a heal followed by some kind of over time regeneration effect?


So we have a half-celestial barbarian that is becoming a very high level character and verying towards CN and not good. Imagine Tempus from FR.

What to put instead of the 'good' abilities and the 'smite evil'? Just replace 'good' with chaos and 'evil' with 'lawful' seems a bit cheap.

Any other suggestions to alter the half-celestial template for a character who could become some CN proxy or war and battle divine agent ?

P.S: Preferably keeping the spells and divine feeling to it, as the character in question already has about every thing extraordinary there is to have about combat, and some kind of supernatural feeling to it would be better than stacking more extraordinary physical buffs and abilities.


Hello,

A player of mine wants to make a helm that let's him use quickened true strike one a day.

That's a CL 9th (wizard) and a spell level 5.

In the item creation cost table, there is:
Special: Charges per day

Price: Divide by (5 divided by charges per day)

Exemple: Boots of teleportation

We don't manage to find what should be divided by 5 after toying around with the other formulas and trying to deduce which one to use from boots of teleportation. Any help would be appreciated.

Regards,

Golden Pony


So this is my 'little baby', CR12 troll

Spoiler:

Troll ( Giant Advanced Half-Black-Dragon Half-Fiend, barbarian 1) CR 12
XP 12800
Evil Huge outsider (native)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11

--------------------------------------------------------------------------- -----
DEFENSE
--------------------------------------------------------------------------- -----
AC 28, touch 13, flat-footed 23 (+5 Dex, +15 natural, -2 size)
hp 201 (1d12+6d8+90) regeneration 5 (acid or fire)
Fort +20, Ref +7, Will +6;
DR 5/magic; Immune poison, acid, paralysis, sleep; Resist acid 10, cold 10, electricity 10, fire 10; SR 22;

--------------------------------------------------------------------------- -----
OFFENSE
--------------------------------------------------------------------------- -----
Speed 40 ft., fly 60 (average)
Melee bite +19 (2d6+17), 2 claws +19 (1d8+17)
Space 15 ft.Reach 15 ft.
Special Attacks rend (2 claws, 1d6+7), breath weapon (60-foot line of acid, 6d6 acid damage, Reflex DC 27 half), smite good 1/day (+7 damage)

Spell-Like Abilities (CL 6) 3/day - darkness; 1/day - desecrate, unholy blight (DC 16);

Rage 16 rounds a day.
--------------------------------------------------------------------------- -----
STATISTICS
--------------------------------------------------------------------------- -----
Str 45, Dex 20, Con 41, Int 14, Wis 15, Cha 14;
Base Atk +4; CMB 21; CMD 36
Feats Intimidating Prowess, Iron Will,
Skills Intimidate +13, Perception +9
Languages Giant

--------------------------------------------------------------------------- -----
ECOLOGY
--------------------------------------------------------------------------- -----
Environment cold mountains
Organization solitary or gang (2-4)
Treasure standard

--------------------------------------------------------------------------- -----
SPECIAL ABILITIES
--------------------------------------------------------------------------- -----
Smite Good(Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a good foe.

I want him to lead a troll army. What equipment ould you give to it and what CR would it have then?

Any skill or feat you would change as well? (there are still 2 empty slots).

What I would see is a handfull of potions before the fight with the PC but that seems a little cheesy to me. As a general, some nasty armor and perhaps weapons would be in order.


A friend of mine plays a barbarian type warrior in a solo campagin, lv14 at the moment.
He likes to be self-reliable and, having some extra money,is looking for a powerful cleric or wizard to pay for some sort of life insurance in case somethign nasty happens. Sort of like 'if I die, I want to be resurrected'.

Am still not sure about the fluff, but mechanics-wise, I see the following:
-If he finds a mad wizard type with a laboratory, get a clone.

-Some good cleric, a stone or coin given to him that triggers a teleport withotu error followed by a heal when his HP reach below -10% or uppon a command word for instances (he has the deathless frenzy class feature).

-A small apaprently uselsss item like a copper coin or so, hard to find on his corpse, that triggers resurrection or true resurection a day after death.

The 2 last options seem more appropriate for a life insurance, if, say, they are given this effect as a once per week or month (depending on how much he can affords) use.

Any ideas?


A NPC race. The stats are as follow:

*+4 str, +2 dex, +2 con, -4 cha, -2 int, -2 wis.
*+2 Intimidate.
*Darkvision 60ft.
*Light sensitivity (-1 to all rolls in bright-light)
*Hatred: +1 to attack rolls and damage against elves and dwarves.
*Ferocity: when disabled, will be able to act one extra round before suffering the effects of being disabled.

It's a NPC race to mix with NPC or PC class levels.

Would you grant it a CR +1 (i.e Orc fighter 7 is a CR 8)?
Is it on par with other pathfinder races?
Perhaps needing a little nudge (i.e +1 natural AC and toughness as bonus feat) to reach CR+1?


So we have a young daring half-elf bard lv6. 4d6 to roll keep highest 3 and reroll if total is under 10. The idea is to build a musketeer/swashbuckler/dashing 'swordswoman' (is that even English?) type of character starting from there. Complete books and core allowed.

She needs at least 4lv of bard, the 2 others could be for exemple fighter or perhaps paladin. Or they can be bard as well. I'm not a munchkin but I understand that such a build is generally weak for a melee character (only as secondary role at best), I'd like mechanical advice to make it 'good or at least decent'.

For class
I see going duelist from bard 6 and fighter or pal 2, or bard 8. Though inspire greatness and versatile performance from lv9 and 10 are worth considering.

For feats
I see dodge, mobility, w. finesse (for duelist).

Skills
Versatile performance: comedy and oratory fit well for the character's personnality and provide nice skills association. Add acrobatics.

Ability scores priority
All the above taken into consideration: Dexterity/charisma, intelligence, constitution, strength, wisdom.

Gear
Mithril chainshirt, rapier, charisma and dexterity boosters, ring of deflection, a buckler until I get the duelist PrC.


Hey,

At our table one of our players who is at odds with brainy stuff wants to play this time as the Int 18 Wiz.

Would you guys see any problem with the GM passing him notes and hints with plans and ideas to help him play out a high int character when IRL all of this is not his thing?

P.S: A similar scenario would be for the reckless, charging player who plays a wise character full of common sense.


*bump*


Hey, I thought I'd share this. Some of the ideas were inspired and modified from third sources whose name I do not remember, so sorry for not giving out all credits.

The rage powers are separated by themes with their fluff name inside the spoiler and go by chains, with higher level rage powers reauiring you to take a chain of lower level, theme-related rage powers.

Hunter theme:

BLOODHOUND

Swift Foot (Ex): The barbarian gains a 5 feet enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to two times. The second time it grants a 10 feet increase. Its effects stack.

No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. Prerequisites: Swift foot.

Hunt the prey (Ex): Once per day, the barbarian can move up to her normal speed as a swift action while raging. Prerequisites: No escape, lv 12th.

Raging Hunter (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics, Climb, Perception, Survival and Swim skill checks. When making a jump in this way, the barbarian is always considered to have a running start.

Keen senses (Ex): The barbarian's senses grow incredibly sharp while raging, and she gains low-light vision and dark vision. Furthermore, she receives a +2 to perception checks. At lv 9th, she also gains scent (while raging).

Roused Anger (Ex): The barbarian may heal the fatigued condition from himself once per day. Once his next rage ends, the tired effects are doubled in duration and intensity.

Toughness theme:

IRON BODY

Iron Skin (Ex): The barbarian's damage reduction increases by 1/—. This increase is active only while the barbarian is raging. A barbarian can select this rage power two times. The second time it grants 2/-. Its effects stack. Prerequisites: lv 8th.

Elemental body (Ex): While raging, the barbarian energy resistance gained from his class ability is doubled (in Our setting, trap sense bonus is replaced by resistance to all kinds of energy, same numbers than in trap sense). At lv 15th it is tripled.

Internal Fortitude (Ex): While raging, the barbarian receives a +2 bonus to saving throws made against physical incapacitating effects such as blind, nausea, sickness, stun, paralysis, etc. Prerequisites: lv 7th.

Unstoppable (Ex): As an immediate action the barbarian can delay the effects of one attack, spell, or ability used against her until the end of her next turn. A barbarian must be at least 12th level before selecting this power. This power can be used only once per rage and only while raging. Prerequisites: Internal Fortitude.

Shrug it off (Ex): The barbarian is particularly resistant to devastating blows. He has a 25% chance to negate the extra damage from a critical hit or sneak attack. Prerequisites: Internal Fortitude.

Indestructible (Ex): When damage from an attack or spell would cause the barbarian to drop at or below 0 hit points, the barbarian may attempt a Fortitude save (DC damage dealt) to instead take half damage from the effect. This power can only be used once per day. Prerequisites: 14th lv, Shrug it off, Unstoppable.

Witch slayer theme:

FORSAKER

Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.

Soul Rage (Ex): A barbarian gains SR 10+ lv while raging. All casters, even allies, must roll against it to overcome it. Prerequisites: 11th lv, Superstition, Clear Mind.

Forsaken (Ex): The barbarian gains a +4 inherent bonus to two ability scores of his choice. Furthermore, his existing fast healing (if any) improves by 1 and his DR by 1/-. In order to use this power, the barbarian must sacrifice 250GP of magic items daily and refuse to be the target of any (beneficial or not) spell, spell-like or supernatural ability. If he fails to meet those prerequisites, he loses the forsaken bonus and receives a -2 moral penalty to all rolls for 48 hours. Prerequisites: Soul rage, lv 16th.

Renewed vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Beast/fear theme:

PRIMAL WRATH

Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.

Inspire Rage (Ex): As a swift action, you can inspire rage in willing allies within 30 feet. Each affected ally gains the benefits and drawbacks of the first-level barbarian rage ability, lasting for 4 rounds plus the recipient's Constitution modifier. The recipient can end his or her rage at any time, suffering fatigue as normal for the Rage ability. Using Inspire Rage reduces your remaining daily rounds of rage by an amount equal to twice the number of affected allies. Prerequisites: 12th lv.

Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. Prerequisites: 8th lv

Intimidating Glare (Ex): When a raging barbarian deals lethal damage to an enemy, he can make an Intimidate check against an adjacent foes as a move action to demoralize it. Furthermore, a barbarian’s successful demoralize duration is increased by 1d4 rounds.

Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. Prerequisites: Intimidating Glare, 8th lv.

Wrath of the Beast (Su): Once per day, the raging barbarian grows one size category larger, gaining the appropriate bonus and penalties (CM, CDM, Hide, AC, +4 strength, -2 dexterity, +2 natural armor). Furthermore, he can use his intimidating glare ability an extra time per round as a free action. Prerequisites: 14th lv, Animal fury, Fearless rage, Terrifying howl.

Brute strength theme:

STRENGTH OF THE TITANS

Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Frenzied Blows (Ex): The barbarian gains a +1 bonus to all damage rolls during in one round. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can be used once per rage.

Strength Surge (Ex): The barbarian adds her barbarian level to her strength score on one roll. This power is used as an immediate action. This power can only be used once per rage.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage. Prerequisites: 12th lv.

Fell handed strike (Ex): Once per rage the barbarian can decide to use this power to benefit from a critical feat for which he qualifies. The decision of spending this power must be made before he confirms any eventual critical threat. Prerequisites: lv 15th, Mighty Swing, Strength Surge, Powerful Blow.

Celerity theme:

Note: some powers from the hunter tree that could have fitted here better were left at the hunter tree so it could stay a tree with about the same number of rage powers (6-7) as any other tree and not overload this one.

WIND STANCE

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Improved Guarded Stance (Ex): The barbarian can activate his guarded stance and his rolling dodge rage powers abilities simultaneously using a single swift action. Furthermore, if he uses a move action instead, both bonuses are increased by +2. Prerequisites: Guarded stance, rolling dodge, 10th lv.

Surprise Accuracy (Ex): The barbarian adds his barbarian level to his to hit roll on one attack. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Unexpected Strike (Ex): Any foe moving in or out of a square threatened by the barbarian provokes an attack of opportunity against the barbarian. Prerequisites: 14th lv, Improved Guarded Stance, Surprise Accuracy, Unnatural reflexes.

Unnatural Reflexes (Ex): When ragingm the barbarian bonus to will saves is also added to his reflexes saves. Additionally, he can do 2 extra attacks of opportunity per round. Prerequisites: 14th lv, Improved Guarded Stance, Surprise Accuracy, Unnatural reflexes.

Epic rage powers:

EPIC RAGE POWERS

Adamantite Skin (Ex): The barbarian’s skin has become incredibly resilient. When raging, he uses his constitution modifier as his natural armor class bonus and adds his constitution score to his chance to negate critical hits via the shrug it off ability. Prerequisites: Shrug it off, lv 15th.

Battle terror (Ex): Once per day, when using his Wrath of the beast ability, the barbarian terrifying howl as a free action. Prerequisites: Wrath of the beast, lv 18th.

Enraged regeneration (Ex): The barbarian gains fast healing 1. Additionally, while raging, his fast healing is increases by half his constitution modifier. Prerequisites: Renewed vigor, Second wind, lv 21st.

Improved fell-handed strike (Ex): When using his fell-handed strike, the barbarian is treated as if having the critical mastery feat. Prerequisites: Fell-handed strike, lv 19th.

Mighty frenzy (Ex): The barbarian’s frenzy grants an additional +4 bonus to strength. Prerequisites: Greater Frenzy, lv 18th.

Might of the Gods (Ex): Once per day, the barbarian’s strength surge effect is increased by 50%. At the end of the rage, the barbarian will not benefit from his tireless rage ability. Prerequisites: Strength surge, lv 19nd.

Thundering rage (Ex): When raging, any weapon wielded by the barbarian becomes a thundering weapon for as long as the barbarian uses it, the DC for the deafening effect being based on ½ the barbarian’s HD and his constitution modifier. Prerequisites: lv 18th.

Second wind (Ex): The barbarian can use his Renewed vigor ability 2 more times per day. Furthermore, renewed vigor allows the barbarian to remove an existing physical condition by rerolling a fortitude saving throw as if it was the first time the barbarian was saving against it. Prerequisites: Renewed vigor, lv 18th.

Scales of Blood (Ex): When raging, the barbarian’s skin is oozed by his own blood. His damage reduction, and energy resistance increased by 3 and 10, respectively. Prerequisites: Elemental body, Iron skin, lv 16th.

Storm Stance (Ex): Once per day when using the full attack action and in a rage, the barbarian is hasted and also gains an AC bonus equal to his wisdom modifier+1/4 of his barbarian level. Prerequisites: Wind Stance, lv 19th.

Supreme Cleave (Ex): When in a frenzy, the barbarian can use his frenzied cleave ability as part of a full attack action’s last attack. Prerequisites: Frenzied cleave, lv 18th.

Supreme Power Attack (Ex): When in a frenzy, the barbarian’s power attack ability is not limited by his attack bonus. Prerequisites: Frenzied power attack, lv 19th.

Terrorizing cuts (Ex): When a barbarian scores a critical hit, all viewers within 30ft are affected by the barbarian’s intimidating glare. Add to the intimidate roll a bonus equal to the power attack penalty to attack roll used by the barbarian on that attack, if any. Prerequisites: Battle terror, 20th.

Vicious rage (Ex): When raging, any weapon wield by the barbarian is treated and affects its targets as a vicious weapon. Prerequisites: Mighty blow, lv 18th.

Witch Slayer (Ex): The barbarian’s mage hunter ability bonus increases to +6 to three different ability scores. Additionally, his Soul Rage SR becomes permanent, and when raging his SR increases by 5. Prerequisites: Forsaken, Soul rage, lv 20th.

You can run but you can’t hide (Ex): The barbarian’s keen senses abilities become permanent. He also gains blindsight in a 60ft range while raging. Prerequisites: Raging hunter, Keen senses, lv 18th.


*bump*


Hey guys,

I was wondering, why would any front line fighter with a high strength chose a dancing shield and go two-handed? Once you pay the 9.000 for the shield it becomes a free +3 or whatever shield bonus to your AC with no drawback at all?

Much like tons of med-high dexterity warriors use mithril breastplate, don't you get to see tons of dancing shield people? Why would not YOU get one given the means?


Hey guys,

So the particular case is the following: a small, suboptimal party that needs extra equipment and power to survive.

The game is set at lv13/14th, we are starting again with some friends from an older game using 3.0.

There's the barbarian/frenzied berserker.
The bard.
The rogue.

The party healing is some suboptimal bard and wands and scrolls with use magic device. Very expensive if you ask me. Specialyl wit ha rampaging frenzied berserker smashing his members and stuff around.

The point is, checking this party's composition, the pathfinder new half-celestial template and the new, more powerful base class in comparison to 3.0 (thus a bigger LA being considerably more hurtful for a PC), how much LA would you give for the barbarian?

I am hesitating between +2 and +3. Wings, SR, useful utility though not game-breaking spell-liek abilities, decent to good resistances, DR, ability scores boost...


I don't want any of my PC or NPC go around and have a nearly 50% chance to chop whoever's head in one single round just because they happen to dual wield 2 vorpal weapons and do a full attack.

I was thinking of this variant, Vorpal: The weapon's crit multiplier is augmented by TWO steps 9\(ie a battle axe has a crit of 20/x5, a longsword of 19-20/x4).

Not sure it's balanced. It pennalizes warriors with little crit-multipliable damage (rogues, paladins... their smite damage does not multiply on a critical, does it??) and makes warriors with high extra damage insane (specialized fighter, frenzied berserker on power attack or paladin if the smite damage multiplies)

Option number 2: A crit adds another 50 damage. Balanced but untasty and boring.

If the damage done brings the creature to 0hp or less, it is decapitated.


Inspired from 2ed. Enjoy.

The Skald
Among the Northlanders dwell wild bardic musicians who live for two-things: poetry and warfare. Accompanying heroes of great renown, these warrior skalds call their inner rage to fight at their sides while composing the epics that will be told for centuries to come.

Advantages
Rage: The skald can rage like a barbarian, his effective barbarian levels being his bard levels to determine duration.

Rage powers: The skald gains one rage power every 4 levels, his effective barbarian levels being his bard levels to determine duration.

Battle howler: At level 10, the skald can rage while using bardic performace. This ability replaces the jack+of-all-trades bard ability.

Drawbacks
Lore Master: The skald loses this class ability.

Jack of all trades: The skald loses this class ability.

Skills: The bard only gets 4 skill points per level. Add swim and survival to his class list. Remove escape artist.
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The Blade
The Blade is an expert fighter and adventurer whose bardic acting abilities make him appear more intimidating and fearsome. His fighting style is flashy and entertaining but, enhanced with magic, also quite deadly.

Advantages
Spellblade: At level 1 and at every even level thereafter, the blade adds 1 spell of his choice chosen from the sorcerer's list to his bard spell list (not known spells list). This spell must be from the evocation or conjuration school and must be of a level he can cast.

Combat prowress: The Blade can chose fighter feats as if he were a fighter of his Blade level.

Weapon and armor training : The blade gets the fighter abilitis weapon training and armor training as a fighter half his level.

Offensive Spin: At level 4, when using bardic performance, the bard can spend one extra rounds of it to grant himself a bonus to all attacks equal to his charisma bonus. At the end of his offensive spin, he will be tired for a number of rounds equal to twice the number of rounds spent in an offensive spin.

Defensive spin: At level 13, when using bardic performance, the bard can spend one extra round of it to grant himself a dodge bonus to his armor class equal to his charisma bonus. At the end of his defensive spin, he will be tired for a number of rounds equal to twice the number of rounds spent in an defensive spin.

Notes: At lv16th, the blade is no longer tired after using his spin abilities. If both are used simultaneously, the tired effects stack and double in duration.

Spellstrike: At level 20, whenever the Blade scores a critical hit, his next spell his affected by a metamagic feat for which he can qualify for free.

To use this with quicken spell and arcane strike, we have introduced an improved arcane strike feat by the way.

Drawbacks
Bardic Knowledge: The blade loses this class ability.

Lore Master: The blade loses this class ability.

Jack of all trades: The blade loses this class ability.

Inspire competence: The blade loses this class ability.

Deadly performance: The blade loses this class ability.

Skills: The blade only gets 4 skill points per level.

Some of the blade abilities' level (4, 13) are there to fill gaps and to not unbalance things by introducing them too soon (which I admit could also be done by limiting bonuses by class level or not allowing both spins to be used togetehr until a certain level is reached)

Balanced?


This class will represent a darker side of the bard with a divine twist, a divine disciple of her deity who instill hearts in the heart of ennemies instead of inspiring them. Here is the summary.

The harbinger

Prerequisites
Skills: Knowledge (religion) 6 ranks
Spells: Able to cast 3rdlv arcane spells.
Special: Inspire courage +2
Alignment: Any non good.

Stats
HD: d8 (med AB)
Saves: High will
Skills: As a cleric, add perform.

Class features
1 Instill fear, channel negative energy
2 Divine grace
3 Bonus domain

Spellcasting: +1 arcane/lv.

Instill fear: A harbinger's inspire courage ability no longer bolsters his allies. Instead, it inflicts a morale penalty on saving throws against charm and fear effects and a competence penalty on attack and weapon damage rolls. To resist this effect, ennemies are entitled to a charisma based will saving throw.

Bonus domain: Can cast a single bonus spell per spell level available chosen from the domain. Also gains the corresponding domain power, with cleric levels being replaced by harbinger+bard levels.


Okay not exactly new shiny incredible ideas, but worth checking for feedback and hopefully worth using as well without being overpowered.

Great power attack
Your can sacrify even more accuracy for strength when using power attack.
Prerequisites:Base attack bonus +7, Power attack.
Benefits: When using power attack, you can take a penalty of up to half your attack bonus (and apply the damage bonus according to the usual power attack rules).
Normal:With the power attack feat, you can decide to take a penalty of -1 per every +4 base attack bonus you have got.

Improved weapon finesse
You have mastered the art of using your agility in melee combat as opposed to brute strength
Prerequisites:Base attack bonus +8, Weapon Finesse.
Benefits: When using weapon finesse, you can also substitute your strength bonus to damage rolls by half your dexterity bonus.
Normal:Without this feat, you can only use your strength bonus to damage rolls.

Improved Arcane Strike
You can sacrifice your arcane power to enhance your weapons with magical energy.
Prerequisites:Arcane strike, base attack bonus +11.
Benefits: As a move action, you can sacrify an arcane spell to receive a bonus to damage equal to your primary spellcasting ability modifier for a number of rounds equal to the level of the spell sacrified.

Improved Shield mastery (Ex)
You have become a true master of shields.
Prerequisites:Tower shield proficiency, shield focus, improved shield focus, shield master.
Benefits: You can now bash with a tower shield, inflicting damage one dice higher than a large shield. Furthermore, reduce the check penalty received from shields by 1.
Normal: Without this feat, you cannot bash with a tower shield.

Enraged Regeneration rage power(Ex)
When raging, the barbarian gains fast healing 1. This rage power can be used only once per day. A barbarian must have renewed vigor and be level 12 before chosing this power.


Okay so we all love our fellow player and (surprisingly) character's frenzied berserker and we need to convert him to pathfinder.

As GM, I decided to convert the class not to 10lv, but rather to 5lv, some rage powers and feats because it didn't feel specialized and unique enough mechanic and flavour-wise to deserve a 10lv detour from the barbarian. Only the truly core and completely flavour-wise unique abilities of the frenzied berserker, the frenzy, are part of the PrC (even though the supreme power attack was previously a capstone ability).

I broke the power attack chain into feats (to nerf the otherwise ridiculous previous version of FB's attack powers and as a conversion), and likewise with cleave. To keep these feats from becoming a de facto choice of every melee class and unique to the barbarian flavor, I added the prerequisite of Must be able to enter a rage, and we feel there aren't many feat choices for the barbarian.

They could perhaps be considered as new rage powers aswell, though it would be strange for a rage power to require a feat in order to be used, and we have already come up with many rage powers.

I also added the ruinous rage power which is required to enter the class. Sorry for my poor English, it's my third language.

Ruinous rage (Ex)
Once per rage, the barbarian can add his barbarian level to a strength check made to break an object, or to the damage dealt to an object. You must decide wether to use this power or not before the attack roll or CM is made.

Great power attack (Ex)
Prerequisites:Base attack bonus +7, Power attack, Must be able to enter a rage.
Benefits: When using power attack, the barbarian can opt to take a penalty higher than the usual -1 per +4 base attack bonus, up to -1 per +2 attack bonus.

Supreme power attack (Ex)
Prerequisites:Base attack bonus +13, Great Power attack, Must be able to enter a rage.
Benefits: When using power attack or great power attack, the barbarian increases the bonus gained to damage by 50% of the original amount.

Supreme cleave (Ex)
Prerequisites:Base attack bonus +9, Great cleave, Must be able to enter a rage.
Benefits: When raging, as part of a full attack action the barbarian can use cleave once per round.

FRENZIED BERSERKER

The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, they do not fight to achieve a heroic goal or defeat a loathsome villain. Those are mere excuses -- it is the thrill of combat that draws them. For the frenzied berserker, the insanity of battle is like an addictive drug -- they must constantly seek out more conflict to feed their craving for battle. Because of their traditional love for battle, Barbarians are the ones who most frequently adopt this prestige class. Spellcasting characters almost never become frenzied berserkers.

Requirements
Base Attack Bonus: +8
Feats: Cleave, Great Cleave, Power Attack, Toughness, Diehard
Special: Ruinous rage and Howling rage rage powers.
Class Features
Hit die: d12
Proficiencies: None
Skill points: 2 + Int modifier
Class skills: Intimidate, Jump, Survival, Swim
Base attack bonus progression: High
Good saving throws: Fortitude

Lv Special
1 Frenzy
2 Deathless frenzy
3 Inspire frenzy
4 Bonus Combat Feat
5 Greater frenzy

Frenzy (Ex): At 1st-level Frenzied Berserker gains the ability to frenzy. Frenzy adds a +4 bonus to Strength, imposes a -2 penalty to AC, and gives the Frenzied Berserker a single extra attack at her highest Base Attack Bonus (this does not stack with haste or other effects that add an additional attack). Also, each round of frenzy, the character takes 4 points of subdual damage and uses a round of rage use per day. At the end of a frenzy, the character is fatigued for twice the number of rounds she spent in a frenzy.

Furthermore, the frenzied berserker must make a will save (DC 20) to stop her frenzy before she spends her daily allotment of rage rounds and if hit, she must make a will save (DC= damage taken during the round) to avoid entering a frenzy. When in a frenzy the character must attack at the best of her abilities.

Levels of frenzied berserker stack with barbarian levels for purposes of determining the number of rounds a barbarian can rage per day.

Deathless Frenzy (Ex): At 2nd level, when the Frenzied Berserker is under the effects of Frenzy, she will keep on fightning until she is brought to a negative hit point score equal to her class level multiplied by her constitution score.

Inspire Frenzy (Ex): At 3rd level, the Frenzied Berserker can inspire a Frenzy in all her allies. Inspire Frenzy grants an effect identical to the Frenzied Berserker's Frenzy, and each round the berserker maintains this ability, she spends 2 rounds of her daily rage allotment.

Bonus combat feat: At 4th level, the Frenzied Berserker gains a bonus combat feat.

Greater Frenzy (Su?): At 5th level, the Frenzied Berserker gains a +8 bonus to Strength while under Frenzy instead of a +4. When making a full attack action, she can also make an extra attack that round at her highest attack bonus. This effect is not cumulative with any other effect granting an extra attack such as haste or a speed weapon.