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I had forgotten to bring this up before. Ah well. Meat for post-discussion anyway.

Would it not make sense to have size modifiers for attack rolls, Armor Class, and Reflex saving throws?

I think a +2 bonus to attack rolls, Armor Class, and Reflex saving throws as you get smaller would make sense since you are a smaller target and everything else is a bigger target to you.

A -2 penalty as you get larger should also make sense.

If you have the powerful build feature it gives you a -1 size penalty.

I would also suggest moving spell damage dice up or down 1 step per size category too (1d2<<1d3<<1d4<<1d6>>1d8>>1d10>>1d12). Let's say the damage dice given for spells assumes a Medium creature (which is most PCs anyway).

I'm reminded of a webcomic arc of "Looking for Group" where the undead warlock gets shrunken to the size of a baby and his blasts are diminished in power as a result.


Okey dokey. So if there is a feat or spell idea that you think would solve a problem or fill an empty niche. post it here.

I'll start with this:

Martial Practitioner [Combat]
"You manage to set aside some time regularly for honing your combat skills."
Prerequisite: Character level 2 or higher, base attack bonus less than 1/2 character level
Benefit: Your base attack bonus increases by 1.
Special: You can take this feat more than once.

<This is a backwards compatible alternate solution to making fractional bab and possibly making multi-classing with less than full BAB too easy for 1-level dips.>

Energy Ball (replaces fire ball)
<add flavor descriptions for lightning, cold, and acid>
<add note that you must learn each energy type of this spell separately>

Prestidigitation
<add more examples of little things you can do, such as changing your hair color>


Okay, so Concentration was dumped for being a useless skill that became an unnecessary drain on spellcaster skill points. That doesn't mean it couldn't be useful though.

I'm definitely not suggesting bringing it back for the loss-of-spell rules. I also believe those should be caster-level based rather than Spellcraft based otherwise Spellcraft becomes an unnecessary drain on all non-Int based spellcasters. A sorceror doesn't need to know how her magic works, just practice how she does it.

Concentration is already used for certain classes, prestige classes and items so bringing it back would increase compatibility with splatbooks.

The question is how do we make it useful without the original pain-in-the-ass use for it?

Here are a few ideas for using Concentration checks:

a. Remain conscious when brought to and while at 0 or less hit points.
b. Replace the Autohynosis skill (see Psionics section of SRD) in which case use Wis instead of Con for the check.
c. Replace Constitution checks for prolonged strenuous activity such as running. This is the difference between an olympic athlete (athletics skills) and an olympic marathon athlete (athletics skills + Concentration).
d. Use as an optional replacement for environmental Fortitude saves (ex. heat). Players can choose whether to use their skill bonus or their save bonus.
e. Become a balancing mechanic to maintain or shake off telepathic effects. Getting hit with a confusion spell for example could give you a chance to act normally on a successful Wis-based Concentration check (making the check each turn to maintain your focus). Hideous Laughter is another spell that could (probably should) be balanced with this.

What do you guys think? Would this work? Are there any more ways you can think of to make Concentration worth bringng back?


And here's one for animated shield.

Animated
Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were wielding it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield does not take penalties associated with shield use. She does however take a -3 penalty to attack rolls and Perception checks due to the shield getting in her way. The wielder must use a swift action on each of her turns after the turn on which this ability is activated to keep the shield floating. If the wielder is knocked prone or becomes unconscious, the shield immediately drops to the ground.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects
Price +2 bonus


I think that magic item crafters would have a lot of fun if Pathfinder included rules about changing the properties of magic items into other properties meant for the same type of item.

Alter Magic Item or Property

Requirement: The old item has to have a crafting cost equal to or higher than the new item's crafting cost.

Requirement: The old item and the new item have to be the same type of item.

If it doesn't share a spell requirement in item creation, then it costs 1/2 the crafting cost in gp of crafting the new item or adding the property.

Ex. ring of protection +4 >>> ring of evasion

Normal Crafting Cost: 12,500 gp

Alteration Crafting Cost: 6,250 gp

If it shares a spell requirement in item creation, then it costs 1/4 the crafting cost in gp of crafting the new item or adding the property.

Ex. +1 armor of fire resistance >>> +1 armor of cold resistance

Shared Spell Requirement: resist energy

Normal Crafting Cost: 9,000 gp

Alteration Crafting Cost: 2,250 gp


There may be some magic weapon and armor properties that players prefer to be added as flat cost increases rather than increases in effective bonus. There may also be some properties that are better balanced as increases in effective bonus rather than flat cost increases.

Is there a property whose cost you would like to see switched? Why?

The blinding property for a shield for example, which is usable twice per day and not a continuous property. Should an effect that has a limited number of charges rather than being usable all the time increase the effective bonus? Would it break game balance or backwards compatibility to have such an ability added as a flat cost increase instead?


Vorpal - A +5 bonus for an effect that occurs only on a natural roll of 20. An effect that insta-kills the target, no saving throw allowed.

I have never seen anybody play with this and if I ever got it, I would trade for something else, even if the something else was much weaker.

It can make an encounter end anti-climatically with a single lucky roll, especially if it was the first attack made (leaving a taste of disappointment in the other players' mouths).

It's a huge amount of investment for an effect that occurs infrequently.

There are many types of opponents that aren't killed by this.

I think it needs a make over.

Here are some possible changes;

1. Make keen property a prerequisite for Vorpal, making Vorpal act as a keen weapon.
2. Make Vorpal a +3 property that includes keen. Or maybe higher if a change includes any or all of the following. Intermediate properties could be created between keen and vorpal as well.
3. Vorpal automatically confirms a threat.
4. Vorpal deals maximum damage on a critical hit.
5. Vorpal ignores damage reduction and item hardness.
6. Vorpal includes piercing weapons (if current effect is changed to any of #1 - 5)

Let the head rolling be when the enemy's hit points is dropped to automatic death amount. Let the DM describe the enemy's death in a cinematic fashion instead of a game mechanic doing so.

What do you guys think about this? Do you prefer Vorpal as is or do you want some changes that make sense?


This may not have directly to do with the rules but since interaction with monsters is a big part of what can muck up high level play, talk about monsters is hard to avoid. I hope that this discussion is not unwelcome.

Has a preview or a general idea of how monsters will be revisited for Pathfinder been given? Will monster design itself or specific monsters be changed in any significant way?

If high level monsters are still being looked at, then let's discuss the abilities displayed by high level monsters and how the abilities of PCs interact with them.

Are there any high level monsters that are all too often too weak or too powerful a challenge for adventurers of equivalent level?

What types of attacks or defenses would you like to see modified or scrapped or added at high levels? At higher levels, many monsters seem capable of many different tactics. Let's explore some of these.

Are there any high level OGL monsters that don't match their descriptions and statistics well? How would you want this fixed?

I for one think that it would help DMs for Pathfinder a lot to have more "behavioral tips" for monsters, describing how they'll approach (or evade) combat or interact socially.


There was plenty to be said about improving the monk in the Class threads.

Here's a thread focusing on improving the high level playability of the monk.

To start with, I'd like to add the following to the monk's timeless body feature:

-The monk can no longer be magically slowed or hasted unless the monk allows the effect to occur on himself.

-The monk takes no damage from teleportation effects. Damage taken indirectly as the result of a teleportation effect is still taken as normal.

I'd also like to change quivering palm to something like treat the damage from a single unarmed attack as if having dealt double the amount of damage for the purpose of forcing the target to make a massive damage saving throw.
Or perhaps transfer ki points into the target on contact to give the target a penalty to rolls and ongoing damage, removing a ki point of harmful vibration each round until the target's body no longer contains the harmful ki or has died (similar to negative levels).

I'd also like to give a bonus number of ki points to the monk as part of the level 20 capstone since the monk has "ascended" at that point.


Here's a homebrew design for a Pathfinder-style base class. I'm thinking about limiting the spell selection but it might be balanced as is. This is an arcane ranged attacker class with modest skill support. Enjoy and critique at your leisure.
P.S. A crosshair lock shows (in the eyes of the mage) two glowing lines intersecting with the point of intersection overlaid over the target. If you've ever seen any of the Predator movies, use the Predator's "target lock vision" for imaginative purposes.

Crosshair Mage

Hit Die: d8

Class Skills
Bluff (Cha), Craft (Int), Diplomacy(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int)

Skill Ranks per Level: 4 + Int modifier

Saving Throws: Poor Fort, Good Reflex, Good Will

Spell Levels (1st/2nd/3rd/4th/5th/6th)

Table: The Crosshair Mage
Level 1 (+0) (2/--/--/--/--) - Arcane shot, cantrips, crosshair lock +1
Level 2 (+1) (3/--/--/--/--) - Bonus feat
Level 3 (+2) (4/--/--/--/--) - Imbue ammo
Level 4 (+3) (5/--/--/--/--) - Pierce barrier +2
Level 5 (+3) (5/2/--/--/--) - Arcane shot (distance)
Level 6 (+4) (6/3/--/--/--) - Crosshair lock +2
Level 7 (+5) (6/4/--/--/--) - Bonus feat
Level 8 (+6/+1) (7/5/--/--/--) - Arcane shot (new damage type)
Level 9 (+6/+1) (7/5/2/--/--) - Pierce barrier +3
Level 10 (+7/+2) (7/6/3/--/--) - Arcane shot (aligned)
Level 11 (+8/+3) (8/6/4/--/--) - Crosshair lock +3
Level 12 (+9/+4) (8/7/5/--/--) - Bonus feat
Level 13 (+9/+4) (8/7/5/2/--) - Arcane shot (new damage type)
Level 14 (+10/+5) (8/7/6/3/--) - Pierce barrier +4
Level 15 (+11/+6/+1) (8/8/6/4/--) - Arcane shot (powerful critical)
Level 16 (+12/+7/+2) (8/8/7/5/--) - Crosshair lock +4
Level 17 (+12/+7/+2) (8/8/7/5/2) - Bonus feat
Level 18 (+13/+8/+3) (8/8/7/6/3) - Arcane shot (new damage type)
Level 19 (+14/+9/+4) (8/8/8/7/4) - Pierce barrier +5
Level 20 (+15/+10/+5) (8/8/8/7/5) - Crosshair master

Table: Crosshair Mage Spells Known
Level 1 - 2 0-level, 1 1st
Level 2 - 3 0-level, 1 1st
Level 3 - 3 0-level, 2 1st
Level 4 - 4 0-level, 2 1st
Level 5 - 4 0-level, 2 1st, 1 2nd
Level 6 - 5 0-level, 3 1st, 1 2nd
Level 7 - 5 0-level, 3 1st, 2 2nd
Level 8 - 6 0-level, 3 1st, 2 2nd
Level 9 - 6 0-level, 4 1st, 2 2nd, 1 3rd
Level 10 - 6 0-level, 4 1st, 3 2nd, 1 3rd
Level 11 - 6 0-level, 4 1st, 3 2nd, 2 3rd
Level 12 - 6 0-level, 5 1st, 3 2nd, 2 3rd
Level 13 - 6 0-level, 5 1st, 4 2nd, 2 3rd, 1 4th
Level 14 - 6 0-level, 5 1st, 4 2nd, 3 3rd, 1 4th
Level 15 - 6 0-level, 5 1st, 4 2nd, 3 3rd, 2 4th
Level 16 - 6 0-level, 5 1st, 5 2nd, 3 3rd, 2 4th
Level 17 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 2 4th, 1 5th
Level 18 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 3 4th, 1 5th
Level 19 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 3 4th, 2 5th
Level 20 - 6 0-level, 5 1st, 5 2nd, 5 3rd, 3 4th, 2 5th

CLASS FEATURES

Weapon and Armor Proficiency: A crosshair mage is proficient with all simple weapons as well as bows, shuriken, and guns (if available). Crosshair mages are proficient with light armors, but not with any shields.
Spells: Crosshair mages cast arcane spells like sorcerers, and can learn their spells from the sorceror's spell list. Crosshair mages are limited in the number of spells they can cast per day and the number of spells they can learn according to Table: The Crosshair Mage and Table: Crosshair Mage Spells Known, respectively. The crosshair mage casts these spells without needing to memorize them beforehand or keep a spellbook. The crosshair mage’s pistol can substitute as an arcane spell focus for any spell requiring a focus. Crosshair mages receive bonus spells for high Charisma, and to cast a spell a crosshair mage must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a crosshair mage's spell is 10 + the spell's level + the crosshair mage's Charisma modifier.
Cantrips (Sp): Crosshair mages know a number of cantrips. They can cast these spells at will as a spell-like ability. the number of cantrips a crosshair mage knows is noted on Table: Crosshair Mage Spells Known under 0-level spells known. Cantrips are treated like any other spell cast by the crosshair mage in terms of duration and other variables based on level.

Arcane Shot (Su): At 1st level, a crosshair mage must choose acid, cold, electricity, or fire. The extra damage dealt by this ability is the same as the chosen type. A crosshair mage can expend an unused spell slot as part of a standard action performed to make a single attack with a ranged weapon. The weapon deals an extra 1d6 points of damage per level of the spell slot expended (1d3 for 0-level spells).
The d6s of extra damage dealt by using arcane shot change to d8s on a critical hit (the 1d3 damage for spending a 0-level spell becomes 1d4).
At 8th, 13th, and 18th levels, the crosshair mage chooses another type of damage. Whenever she uses arcane shot, she uses one damage type of her choice from those that she has chosen for this ability.
At 5th level, every piece of ammunition or thrown weapon used by the crosshair mage in an arcane shot attack gains the distance special ability until the attack resolves.
At 10th level, the crosshair mage must choose good, evil, law, or chaos. Every piece of ammunition or thrown weapon used by the crosshair mage in an arcane shot attack is treated as having the chosen alignment for the purpose of bypassing damage reduction. A crosshair mage can not choose an alignment opposed to her alignment (A Lawful Good crosshair mage can not choose chaotic nor evil).
At 15th level, the crosshair mage's arcane shot creates an even stronger effect on a critical hit. The surge changes the d6s of extra damage dealt by using arcane shot to d10s instead of d8s (the 1d3 damage for spending a 0-level spell becomes 1d6 instead of 1d4).

Crosshair Lock (Su): A crosshair mage can focus her perception of a single target creature or object within line of sight, granting her an increased ability to track the target's movements. As a result, the crosshair mage receives a +1 competence bonus to attack rolls and Perception checks made against the target. Only one target may be chosen with this ability at any given time. This effect remains active until the crosshair mage dismisses it, until the crosshair mage loses sight of the target, or until the crosshair mage uses this ability on another target. Using this ability is a swift action.
A crosshair lock can not remain active on a target that has concealment or cover or if the crosshair mage is blinded.
At every 5th level after 1st (6th, 11th, 16th), the bonus increases by 1.

Bonus Feat: A crosshair mage gains a bonus feat at 2nd level and every 5th level after 2nd (7th, 12th, 17th). The bonus feat must be chosen from the following:
Deadly Aim, Far Shot, Greater Spell Penetration, Greater Weapon Focus (any ranged or ranged spells), Greater Weapon Specialization (any ranged or ranged spells), Improved Precise Shot, Manyshot, Mounted Archery, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Weapon Focus (any ranged or ranged spells), Weapon Specialization (any ranged or ranged spells).
***Feats mentioned here requiring levels of fighter treat crosshair mage class levels as fighter levels (crosshair mage levels stack with fighter levels in this case). All other requirements must also be fulfilled.

Imbue Ammo (Su): At 3rd level, the crosshair mage can place a touch spell on a piece of ammunition or a thrown weapon as part of a ranged attack. The crosshair mage casts the spell and makes a single ranged attack. This requires a full round action. If the ranged attack hits the target, the touch spell is also applied to the target of the ranged attack. If the ranged attack misses, the spell is wasted.

Pierce Barrier: At 4th level, the crosshair mage's training with combining magic with her ranged attacks improves, allowing her to break through an enemy's defenses more easily when using her special abilities. When making a ranged attack using the arcane shot or imbue ammo class feature, the crosshair mage receives a +2 bonus to opposed checks made to overcome spell resistance.
At every 5th level after 4th (9th, 14th, 19th), the bonus increases by 1.

Crosshair Master (Su): At 20th level, all threats made against any target that the crosshair mage has a crosshair lock against are automatically confirmed. If the target is incorporeal, the 50% miss chance no longer applies against ranged attacks made by the crosshair mage while the crosshair lock remains active.
In addition, the crosshair mage can now see invisible creatures within 30 feet, allowing her to use her crosshair lock feature on an invisible creature within that range.


I wonder if it would be a bad thing to make the hardness and hit points of a magic weapon/shield/armor be increased by its effective bonus, not its enhancement bonus.

This doesn't come up that often since people get yelled by their allies for sundering magic items but there are occasionally other situations it could come up.

Goodbye dear, sweet +1 holy axiomatic flaming burst thundering weapon...Curse you, dread warrior, for your sundering ways and +2 weapon that does nothing!!!!!


Non-Lethal Damage is a bit annoying to keep track of. Perhaps an alternate set of ules for knocking an opponent unconscious would be in order?

Ex. You may opt to deal non-lethal damage for a single melee attack on a successful critical hit. Roll damage as normal. If the damage is equal to 1/2 the target's current HP or more, the target must make a Fortitude saving throw or become unconscious. Actual damage dealt to the target is halved.

Ex. If you deal damage to a target creature that would bring its HP to lower than 0 hit points, you can bring it to 0 HP instead, knocking the creature unconscious without causing the dying condition.

There aren't a lot of effects dealing with non-lethal damage so I don't think backwards compatibility would suffer very much. Am I wrong here? Please correct me if I am.


Here is a homebrew set of notes for epic rules redone for Pathfinder. High levels are already convoluted as is so these rules are designed to stem the further appearance of complication as you advance into epic levels. This is NOT a complete set of rules, just a headstart on making better epic rules. Critique and enjoy.

Epic Level Advancement Benefits
Level 1 - epic feat, epic save bonus +1
Level 2 - feat
Level 3 - epic feat, epic save bonus +2
Level 4 - feat , +1 to any ability score
Level 5 - epic feat, epic save bonus +3
Level 6 - feat
Level 7 - epic feat, epic save bonus +4
Level 8 - feat, +1 to any ability score
Level 9 - epic feat, epic save bonus +5
Level 10 - feat
etc.

BaB continues to increase based depending on what class you advance in.

BaB beyond +20/+15/+10/+5 uses the following progression whenever your BaB would increase due to level advancement, capping at +20 per attack.
When you would gain an increase in BaB at maximum bonus, you gain a bonus combat feat instead.

BaB Progression beyond non-epic maximum
BaB +20 (+1): +20/+16/+11/+6
BaB +20 (+2): +20/+17/+12/+7
BaB +20 (+3): +20/+18/+13/+8
BaB +20 (+4): +20/+19/+14/+9
BaB +20 (+5): +20/+20/+15/+10
BaB +20 (+6): +20/+20/+16/+11
BaB +20 (+7): +20/+20/+17/+12
BaB +20 (+8): +20/+20/+18/+13
BaB +20 (+9): +20/+20/+19/+14
BaB +20 (+10): +20/+20/+20/+15
BaB +20 (+11): +20/+20/+20/+16
BaB +20 (+12): +20/+20/+20/+17
BaB +20 (+13): +20/+20/+20/+18
BaB +20 (+14): +20/+20/+20/+19
BaB +20 (+15): +20/+20/+20/+20

Hit Points and skill ranks also continue to increase depending on what class you advance in.

Gain a level in an epic class that you qualify for or a level in a base or prestige class.

Saving throws no longer increase by class level. You instead receive an epic bonus to all saving throws at 1st level and every 2 levels afterward.

Gain an epic feat at 1st level. Gain another epic feat every 2 levels after 1st.

Gain a non-epic feat at 2nd level. Gain another non-epic feat every 2 levels after 2nd.

Add 1 point to any ability score at every fourth level.

Epic Fighter (21st+)
+d10 HP per level
+2 skill ranks per level
Epic Armor Mastery: The fighter's DR from her armor mastery feature increases by 1 every level.
Epic Weapon Mastery: The fighter receives a +1 bonus to confirm threats with all other weapons of the same group as the weapon chosen for the weapon mastery feature. This bonus increases by 1 every level.
Bonus feats: The fighter gains a bonus feat at 21st level and every two levels afterward. These bonus feats must be selected from either fighter bonus feats or combat feats. Epic feats can not be selected for this feature.

<Here's an epic feat that synergizes with the epic fighter>
Eclectic Weapon Mastery [Epic]
Prerequisite: weapon mastery class feature
Benefit: You can not be disarmed when wielding any other weapon of the same group as the weapon chosen for your weapon mastery feature.
In addition, your damage multiplier when wielding any other weapon of the same group is increased by 1 (a x2 becomes a x3 for example)

***Epic Magic Weapons and Armor***

+5 is the maximum cap for enhancement bonus.

+10 is the maximum cap for effective bonus.

Ex. +5 holy (+2) axiomatic (+2) flaming (+1) weapon
Ex. +4 holy (+2) axiomatic (+2) flaming burst (+2) weapon

Artifacts are the exemption to this rule.

***Epic Spells***
Your Spellcraft must be at 21 or more ranks.
You must have access to level 9 sorceror/wizard or cleric spells or level 6 bard spells to research an epic spell of the respective type (level 9 cleric for an epic cleric spell, level 6 bard for an epic bard spell etc.).

You gain epic spellcasting slots. these can be used for adding the benefits of metamagic feats beyond the highest non-epic level you can cast at.
Ex. Use an Epic +1 slot for a heightened (+1) 9th level spell.
Ex. Use an Epic +1 slot for a heightened (+1), stilled (+1) 8th level spell.

Level 1 - 1 Epic +1
Level 2 - 2 Epic +1
Level 3 - 2 Epic +1, 1 Epic +2
Level 4 - 3 Epic +1, 2 Epic +2
Level 5 - 3 Epic +1, 2 Epic +2, 1 Epic +3
Level 6 - 4 Epic +1, 3 Epic +2, 2 Epic +3
Level 7 - 4 Epic +1, 3 Epic +2, 2 Epic +3, 1 Epic +4
Level 8 - 4 Epic +1, 4 Epic +2, 3 Epic +3, 2 Epic +4
Level 9 - 4 Epic +1, 4 Epic +2, 3 Epic +3, 2 Epic +4, 1 Epic +5
Level 10 - 4 Epic +1, 4 Epic +2, 4 Epic +3, 3 Epic +4, 2 Epic +5
etc.

Epic Spells are spells of levels higher than the highest non-epic spell level of a class (ex. level 7 bard spell). These spells must be researched, costing time and materials like crafting a magic item does.
The material cost in gp does not have to be spent all at once. The time cost is the minimum amount of time required for research. It may take longer depending on how soon the material cost is spent.

Epic Level +1: 100,000 gp and 1 week.
Epic Level +2: 300,000 gp and 1 month.
Epic Level +3: 600,000 gp and 2 months.
Epic Level +4: 1,000,000 gp and 5 months.
Epic Level +5: 1,500,000 gp and 1 year.

Elemental Tempest (Sorceror/Wizard 10)
Conjuration (creation) [acid, cold, electricity, fire]
Casting Time 2 rounds
Components V, S, M (1 sapphire, 1 ruby, 1 diamond, and 1 opal, each costing 100 or more gp)
Range Medium (100 ft. + 10 ft./level)
Area cylinder (30-ft. radius, 60 ft. high)
Duration 2 rounds
Saving Throw Reflex half, Spell Resistance yes
An elemental tempest creates a swirling tornado-like column of elemental forces. The spell deals 15d6 points (total, not each) of acid, cold, electricity, and fire damage. Damage is reduced based on your lowest resistance (or highest vulnerability) to any of the four types of damage dealt by the tempest.
During the first round of casting, the caster is sheathed in a scintillating aura that gives a +5 deflection bonus to AC and resistance 50 against each of the types of damage dealt by the tempest.
During the second round of casting, the deflection bonus increases to +8 and the resistance is replaced by immunity.
The aura lasts until the spell's duration ends.


Do you believe that healing spells such as the cure spells need to heal more hit points?

Do you believe that more spells that provde healing should be added?

Do you believe that certain spells should provide healing in addition to their current effects?

Should arcane spells be able to provide healing as well?

I'm curious about what would happen if the following were to happen:

1. The buff spells (Bear's Endurance, Bull' Strength, etc.) cure X amount of hit points, representing the "feeling" of empowerment as the recipient's bodies are augmented.

2. A Necromancy sorceror/wizard spell were introduced that could transfer hit points between willing targets, helping the party to have a minimum amount of health per member in the absence of a cleric or cure potions/wand.

3. A Necromancy sorceror/wizard spell were introduced that could allow the sorceror/wizard to sacrifice arcane spells/slots for personal or ally healing.

4. The cure spells cure Xd8 + 2x caster level instead of 1X caster level. The inflict spells would deal more as well.

Let's see some arguments and suggestions for or against boosting magical healing.


I believe that it would be easier to gain a solid perspective of the current state of the spell selection in Pathfinder if we put together a good overview of all the spells that are most commonly used in actual play and why they see so much play.

Here are some of the spells I've seen used alot. Over 80% of the games I've played in have been combat-heavy though.

magic missile - hard to argue with an automatic hit that deals force damage

fireball - toss one in the room and close the door, sweep the BBEG's minions so that the party can gang up on the few (or just the one) that are left

teleport - get around the obstacles or just get out without having to hoof it

dispel magic - magical obstacles and enemy buffs and ally debuffs - strong versatility especially in a magic-rich campaign

If you've got a list of spells/reasons or any interesting staple-related game history, please feel free to share.


I would like to suggest the following change to counterspelling mechanics.

1. Counterspelling is an immediate action (once per round for those unfamiliar with immediate action rules).
2. Instead of readying a spell to counterspell, you expend a spell or spell slot to make a ranged touch attack against the desired target. The target must be within 30 feet.
3. On a successful hit, the target must make a caster level check or lose the spell.
4. The DC for the check is equal to 10 + 1d4 per spell level of the expended spell/spell slot + key spellcasting ability modifier of the counterspeller.
5. The counterspeller's place in the initiative order must be higher than the target's. (???)

Premise?
This simulates magical energy flung by the counterspeller to disrupt the flow of magical energy being focused by the target.

Balance?
This requires both a ranged touch attack as well as a check failure by the target to work.
It is immediate but the counterspeller still sacrifices his/her spell/spell slot to do this.

Design Options?
Feats can improve the DC and range of the counterspell attack. Feats may add additional effects such as entangling the target on a successful counterspell. Spells may be cast to augment counterspelling attempts as well.

This probably won't be everyone's cup of tea but it will probably see a decent amount of use as opposed to the current mechanic which is used rarely.


I think that it would save players lot of time if instead of starting with X gold, they received an equipment package based on their starting class.

The basics such as traveler's clothes, backpack, torch/sunrod, rations, sack, belt pouch x2 would be automatic for every class. Everyone would receive 50-100 gp including their class benefit items to round out their characters' personal effects.

Fighter, Paladin would receive 2 melee weapons, 1 ranged weapon, armor of choice, shield

Ranger would receive 2 melee weapons, 1 ranged weapon, light armor of choice, flint and steel

Cleric would receive wooden holy symbol, 1 melee weapon, 1 ranged weapon, armor of choice, shield

Wizard would receive 1st level wand, mortar and pestle, spell component pouch x2, scroll case, paper, quill, ink, spellbook

Sorceror would receive 1 melee weapon, 1 ranged weapon, spell component pouch x2

Whatever wealth discrepancies may exist here would become insignificant over the next few levels after 1st.

What's the point of having heavy armor proficiency if you can't afford heavy armor? I usually traded for a different feat at 1st and got heavy armor at 3rd.

If 1st level adventurers are assumed to be fully-fledged then their equipment should match their readiness. Otherwise 2nd or 3rd level should be assumed to be starting level.

What do you think?


Here is a partial fix of the arcane archer. How would you compare this to base beta classes at the same character levels (8th to 17th at earliest)?

Keep in mind this is not an entirely rebuilt version but rather a tweaked version of the arcane archer presented in the downloaded pdf file. The greater part of it is still the same as in the download.

Notes
1. The imbue arrow feature has been tweaked to make use of spells that the arcane archer is actually expected to have at the level the feature is gained. (area spells coming up more often by 5th caster level rather than 1st or 2nd).
2. A smaller base attack progression coincides with increasing caster level, gaining caster level on levels where base attack bonus does not go up.
3. Breakthrough allows the archer to keep up with the main target of his attack in terms of overcoming spell resistance. At the level you get this, monsters with spell resistance do have a tendency to pop up now and then. Pure spellcasters will still be much better at overcoming spell resistance but with this the arcane archer at least has a reasonable shot at it.
Being situational, as not EVERY monster encountered will have SR, the increasing bonus should not overpower the character.
4. Arrow of death has been removed, making hail of arrows, an additional use of magic arrow and breakthrough at +4 the capstone of the prestige class.
5. Magic Arrow is a single attack against a single target, so the arcane archer's regular attacks will probably not be overshadowed too much.
6. The combination of breakthrough, magic arrow, and 1/2 caster level increase should make the arcane archer viable for potential epic progression.

ARCANE ARCHER
Hit Die: d8

Requirements
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells: Ability to cast 1st-level arcane spells

Class Skills
Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis)
Skill Points at Each Level: 4 + Int modifier

BAB progression: 3/4
Poor Fort save, Good Reflex save, Good Will save

Level
1st - (BAB +0) Enhance arrows (magic), magic arrow (1d6), 1/2 spellcasting level progression
2nd - (BAB +1) Imbue arrow (touch)
3rd - (BAB +2) Enhance arrows (elemental), magic arrow (2d6)
4th - (BAB +3) Seeker arrow, breakthrough +1
5th - (BAB +3) Enhance arrows (distance), magic arrow 2/day
6th - (BAB +4) Phase arrow, breakthrough +2, magic arrow (3d6)
7th - (BAB +5) Enhance arrows (elemental burst)
8th - (BAB +6) Imbue arrow (area), breakthrough +3
9th - (BAB +6) Enhance arrows (aligned), magic arrow (4d6)
10th - (BAB +7) Breakthrough +4, hail of arrows, magic arrow 3/day,

Class Features

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, and light armors.

Spells per Day: At 1st and every odd level of arcane archer afterwards, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.

Enhance Arrows (Su): [same as before]

Magic Arrow (Su): Once per day, the arcane archer can conjure a magic arrow of force as part of a ranged attack wielding a longbow or shortbow. As a standard action, the arcane archer makes a single ranged touch attack using the magic arrow. Upon striking the target, the arrow deals 1d6 points of force damage + an additional 1d6 force damage per three levels of arcane archer.
Any special properties normally applied by the longbow or shortbow (ex. flaming longbow) or abilities possessed by the arcane archer (ex. imbue arrow) are applied to the magic arrow as if it were a normal arrow.
At 5th level and 10th level, the arcane archer gains an additional use of magic arrow per day.

Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the target of the arrow becomes the target of the touch spell, hitting if the arrow itself hits the target. It takes a standard action to cast the spell and fire the arrow.
At 8th level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. If the arrow hits a creature, the creature is automatically hit by the area spell. For example, a fireball-imbued arrow that hits its target would allow every other target in the area other than the target of the arrow a Reflex saving throw for half damage.

Seeker Arrow (Sp): [same as before]

Phase Arrow (Sp): [same as before]

Breakthrough (Su): At 4th level, an arcane archer gains a +1 bonus to overcome the spell resistance of the target of an arrow that the arcane archer has imbued with a spell using his imbue arrow class feature. If imbuing with an area spell, this does not include other targets within the affected area, only the target of the arrow itself.
At every even level afterwards, this bonus increases by 1 (+2 at 6th level, +3 at 8th level, +4 at 10th level).

Hail of Arrows (Sp): [now at 10th level]


This is an all-inclusive thread for desired changes to the requirements that characters must fulfill to advance in the beta prestige classes.

I'll start off with the assassin and the arcane archer.

With the assassin, I believe that the alignment requirement is a bit unrealistic. Take for example, the intelligence operative assigned to take out a confirmed terrorist leader. The agent sent as an assassin certainly has the skills of an assassin but isn't necessarily evil. In fact a good person may indeed develop the skills of an assassin to eliminate evil threats to society. He/she doesn't have to like what he/she does, but having a conscience doesn't prevent him/her from having the sort of skill set represented by the assassin prestige class for his/her line of work.
Unless a blatantly evil-themed class feature like unholy aura is added to the class, I believe that the alignment restriction should be stricken.

With the arcane archer, I believe that the racial requirement is illogical since none of the prestige class' features have anything to do with the racial features of an elf or half-elf. For example, improved low-light vision, which extends the range of low-light vision, or unearthly allure, giving a bonus to Charisma-based skill checks.
Therefore the arcane archer class should be open to any race capable of using magic.


The thread focuses on the design of the shadow dancer's shade companion.

What are your thoughts and how would you like this feature changed if at all?

I would like to see the following changes, all made together for balance:

1. The shade has HP equal to the shadow dancer, being a true shadow of the character.
2. The shade's BAB and saving throw values are equal to the BAB and saving throw values of the shadow dancer, "dancing" parallel in combat just as a true shadow would.
3. The shadow dancer can dismiss the shade as a free action, summoning it back as a swift action. No Fortitude save (I always felt that was ridiculous since the shade is actually absorbed back into your shadow, making you feel more whole.).
4. If the shade is destroyed, the shadow dancer makes a DC 15 Fortitude save or takes 1d6 points of damage per level of shadow dancer, symbolizing the growing bond between the shadow dancer and the shade.
5. The shade must remain within 10 feet of the shadow dancer. A later feat can improve this range. At the end of each round that the shade moves outside the limit, the shadow dancer must make a DC 15 Fortitude save or take 1 point of damage per level of shadow dancer, representng the mental and physical strain on the shadow dancer.


Rather than adding new bloodline classes, why not just convert the Dragon Disciple class into the Bloodline Disciple class, expanded with class features catering to all the different bloodlines?


Welcome to the Class-Oriented Feats discussion. Here we will discuss feats that are derived from or improve upon class features and also how we'd like to change existing feats of the same kind. The availability and variety of this kind of feat serves to improve the distinction between classes, allowing the player to specialize in his/her favorite aspects of his/her PC class. It may please players if more such feats were added to the Pathfinder feats, tailored to each class' features.

Since a number of class features can find themselves shared by any number of different classes, most homebrew feats that we post here should probably focus on the class feature as a prerequisite rather than the class itself.

Here are a few homebrew feats to start off with, tailored for class features possessed by the ranger, fighter, and paladin classes.

Eyes and Ears
"You are skilled at coordinating reconnaissance among your fellow hunters."
Prerequisites: Hunter's Bond (allies), Perception 3 ranks
Benefit: You and each ally within 30 feet who can see or hear you receive a +2 bonus to Perception checks as long as there is at least one ally within 30 feet of you.
Special: The effects of this feat do not stack with itself if other allies within 30 feet have the same feat. Instead, you receive an additional +1 bonus to Perception checks for each ally within 30 feet that has this feat (to a maximum of +5).

Group Weapon Focus
"Your extensive training with one weapon gives you further mastery of other weapons of its type."
Choose one weapon group that has been selected for your weapon training class feature for this feat.
Prerequisites: Weapon Focus for a weapon in the chosen group, weapon training feature
Benefit: You gain the benefit of Weapon Focus for all other weapons in the selected group. You are treated as having Weapon Focus for all other weapons in the selected group for the purpose of fulfilling requirements for feats and prestige classes.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Guided Smite
"You receive divine insight from your god to guide your attacks as you punish the wicked."
Prerequisites: Wis or Cha 13, smite evil feature
Benefit: Whenever you make a smite attempt, you can apply your Wisdom or Charisma modifier instead of your Strength modifier to your attack and damage rolls.
Special: If you have the Ranged Smite feat, you can apply your Wisdom or Charisma modifier instead of your Dexterity modifier to your attack and damage rolls when making a ranged smite attempt.

P.S. Are Divine Feats going to be included in the final Pathfinder book? (Divine Might and Divine Vengeance are in the SRD under Divine Abilities and Feats)


This is a re-posting of the thread I posted in the Sorcerors and Wizards board.

Spellcraft represents the lore and mechanical knowledge of magic. Actual casting is about the practice of the proper movements and verbal recitation.

The current situation is like telling fighters to take Knowledge (military history) as a prerequisite to Weapon Specialization.

Therefore it would make roleplaying sense and it would ease the "skill point stress" of spellcasting classes to make "cast or lose" such as casting defensively or casting under distracting circumstances based on a caster level check (d20 + caster level + key ability modifier) instead of a Spellcraft check.

Sorcerors for example don't necessarily know how their magic works. The words and somatic gestures come naturally to them and so they practice their "art" every day, perfecting each syllable spoken and each wave of the hand so that they can cast their spells more easily.

Training in Spellcraft could still give a synergy bonus or allow a synergy bonus feat to casting checks.

If this change makes the players happy (not being pressured to take Spellcraft), then perhaps it should be done. Does it? Players post your replies so we can find out.

(Let's not forget to re-word the Combat Casting feat if this is done.)


Feats like Acrobatic and Alertness may be better rewritten so that the character is trained in the skills rather than gaining a bonus to checks. After all, there are some checks you can't make untrained.

Acrobatic
"You are skilled at leaping, jumping, and climbing"
Benefit: You gain a bonus skill rank in Acrobatics and Fly. Acrobatics and Fly are always class skills for you.
In addition, you gain a +1 bonus to checks made with either skill for every 5 ranks you have in it.

As written, even if you already have ranks in the skill, the bonus is still useful without being overpowered.

This should help quell the "rank hunger" of 2 + Int mod. skill rank classes.


I mentioned in the Specialist changes thread that giving specialist wizards special access to certain spells like clerics of certain domains do would give specialization more flavor and further distinguish it from universalist casting.

This can easily be done by adding the specialist class name + spell level next to the other mentioned classes/spell levels on spells. As for the description of schools, just add that specialists can use spells that have their class name included in addition to the spells that a wizard can normally cast.

This thread is for suggestions on what spells to add to specialist spell lists or possibly change from any wizard to specialist-only spells.

I'd like to start with the necromancer.

I believe that since the necromancer's magical specialty deals with death, undeath, life force and the soul, that the cure and inflict spells should be added to necromancer spell lists (ex. cure light wounds, heal, inflict light wounds).


I tired posting this earlier but I think it got "eaten up".

Here's a thread for suggestions on changing the specialist rules.

Here is what I'd like done with the rules regarding specialization:

1. You do not lose the use of your specialist power for preparing "prohibited school" spells. Remove the "sacred cow" of prohibition altogether and replace with the next change.
2. You receive a +2 bonus to Spellcraft checks made to learn and identify spells of your specialized school. You receive a -2 penalty to Spellcraft checks made to learn and identify spells of other schools. This bonus and penalty also applies to identifying magic items as well, depending on the spells used in the creation of the items.
3. Your bonus to Spellcraft checks increases by 1 at every odd-numbered level after 1st.
4. You starting three spells must all be spells of your specialized school. Bonus spells gained for your Intelligence bonus may however be from any school. At least one of the spells that you learn upon level advancement must be a spell of your specialized school, even if you gain spells as a wizard from another class (ex.arcane trickster, archmage, eldritch knight).

This fills up the so-called "empty levels" with a manageable minor benefit and enforces spell choices in a way that makes sense. You automatically get better at your specialty and learn new spells of your specialty.


Spellcraft represents the lore and mechanical knowledge of magic. Actual casting is about the practice of the proper movements and verbal recitation.

The current situation is like telling fighters to take Knowledge (military history) as a prerequisite to Weapon Specialization.

Therefore it would make roleplaying sense and it would ease the "skill point stress" of spellcasting classes to make "cast or lose" such as casting defensively or casting under distracting circumstances based on a caster level check (d20 + caster level + key ability modifier) instead of a Spellcraft check.

Sorcerors for example don't necessarily know how their magic works. The words and somatic gestures come naturally to them and so they practice their "art" every day, perfecting each syllable spoken and each wave of the hand so that they can cast their spells more easily.

Training in Spellcraft could still give a synergy bonus or allow a synergy bonus feat to casting checks.

If this change makes the players happy (not being pressured to take Spellcraft), then perhaps it should be done. Does it? Players post your replies so we can find out.

(Let's not forget to re-word the Combat Casting feat if this is done.)


I think that the Sorceror would gain more distinction if the bloodline affected how certain spells work or added special effects to the spells.

For example, a celestial bloodline sorceror that casts a buff spell on an ally also heals that ally X amount of hit points.

For example, a draconic bloodline sorceror that casts an attack spell that deals acid, cold, electricity, fire, or sonic damage deals an additional X amount of damage to all targets.

Of course this could probably be done as feats but would it make players happy to have it as an automatic class feature?


I think that players would be best served by changing Arcane Bond into a feat. Plus, re-word it so that it is arcane caster level specific, not wizard-level specific.

Follow this up with wizards gaining a wizard bonus feat instead of arcane bond at 1st level and the wizard becomes more customizable to players' tastes.

Follow this up with arcane bloodline sorcerors gaining a bonus metamagic feat at 1st level instead of Arcane Bond, to make their Metamagic Adept feature gained at 3rd level automatically make sense.

This gives players better variety and playability without unbalancing the classes.

In addition, special feats can be created for the sorceror that augment the familiar based on their bloodlines. For example, a cat may acquire scales or a 1/day breath weapon.


The monk already needs Dexterity and Constitution in combat. The monk needs Wisdom for his class features. With a 3/4 base attack bonus and an attack penalty when using flurry of blows, Strength also becomes important.

I believe that no class should require high stats in more than 3 scores to be effective in battle. This is the same argument that made Charisma the spellcasting stat for the paladin.

Here's my proposition: Allow the monk to substitute his Wisdom modifier for his Strength modifier for melee attack and damage rolls.

This would balance out the weakness of the attack penalty of flurry of blows and having +0 to BAB early on.


This is a thread for posting and discussing fixes, tweaks, and additions for the fighter class.

To start off:

One thing on many wish lists I think were alternate fighter class features that a player can choose from from 1st level and on.

I think that the weapon training and weapon mastery should stay as is for every fighter build. The armor training however should be one of several "feature paths" that one can choose from.

In addition, I think that the "feature path" should start at the 1st level of fighter since one bonus feat and tower shield training isn't very exciting.

The feature path, let's call it "fighting style" for now would represent the tactics that a fighter specializes in throughout his/her career.

First, eliminate the tower shield proficiency that a fighter automatically gains (not going to hurt backwards compatibility since tower shield fighters seem to be rarely used), then...

a. Two-Handed Fighting - You gain the use of the feat without having to meet the Dex requirement. Hard training compensates for the lack of physical agility. You gain a shield bonus and Improved/Greater Two Weapon bonus as you progress in level.

b. Big Shield Fighter - You gain Tower Shield Proficiency and a bonus rank in Athletics. You eventually gain more options such as a slam attack that damages your opponent, possibly even resulting in a special bull rush, or ignoring the attack penalty of the shield.

c. Cavalry Rider - You gain a bonus rank in Ride. You also gain Mounted Combat and Skill Focus (Ride). You gain bonuses to damage when charging with a mount and Ride checks and bonuses to the mount's Will saving throw against fear.

d. Unarmed Fighting - You gain Improved Unarmed Strike and a bonus rank in Athletics. You gain a bonus to combat maneuvers and unarmed damage and AC bonus - like the monk without the "enlightened" abilities - You focus on fighting rather than attempting to transcend mortality.

e. Armor Training - [as current default]

More could be added but I think this covers the basics.


Final Fantasy d20 4e Monthly Progress Report #1
(8/24/08)

Site Address
http://ffd20.orgfree.com/phpBB2/index.php

This is the monthly report of what is currently available in the Final Fantasy d20 web-site's 4th edition section. The site also has a section for 3.5 edition and an independent universal d20 system currently in the works.

The 4th edition section provides a rules supplement for Dungeons and Dragons 4th edition campaigns set in a Final Fantasy theme setting. Members post their feedback on the labeled "Discussion" threads.

Please keep this thread fresh for Final Fantasy fans by posting your comments, wish lists, and reviews of the rules supplement.

Currently Available:

Races
-Human (Al Bhed and Cetra subtypes), Moogle, Viera, Ronso, Bangaa, Nu Mou, Mithra, Rattan, Clavat, Selkie, Lilty, Yuke, Guado, Elvaan, Galka, Tarutaru, Garif
(updated flavor text will be up by the next report)

Classes
-Bard version 2.0 playable from levels 1-30
-Psychic Warrior version 0.4 playable from levels 1-10 (will include dragoon as paragon path in next update)
-Swordmage (alternate design) version 0.2 playable from levels 1-5

Monsters
-Chocobo (Chocobo, War Chocobo)

Miscellaneous
-Multi-Classing Feat Path system (replacement rules for multi-classing)
-Wizard Spellbook Fix (a revision of the Wizard class feature)
-Mana Point system (revision currently being planned)
-Magicite and Materia Rules currently in preview construction.
-Alternate Weapons Table and Supplementary Weapons Rules (update currently being planned)
-House Rules (includes new Berserk condition, new area type for powers, and partial revision of Arcana skill)
-New Wizard Spells


Mr. Bulmahn, here is a possible solution to the argument over whether or not to keep favored class as a mechanic.

First, the current favored class rule is replaced with a simple mention of classes that the race gravitates towards in the racial cultural description.

Second, new racial feats that have class features as prerequisites are introduced. For Example:

DWARVEN DEFENDER'S GUILE
[RACIAL]
Prerequisites: Dwarf, defensive stance class feature
Benefit: You gain 2 temporary hit points per character level whenever you adopt a defensive stance.

GNOME ILLUSION TALENT
[RACIAL]
Prerequisites: Gnome, arcane caster level 1st
Benefit: You gain a +1 racial bonus to the save DC of all illusion spells that you cast.

ORC RAGER
[RACIAL]
Prerequisites: Orc, rage class feature
Benefit: You gain 1 additional rage point per character level.

This results in less paperwork for the DM and more design space for the game designers.

This will encourage DMs to use Pathfinder and satiate players that want some kind of special benefit for their class based on their race.


I don't know if this has already been addressed in a thread here but perhaps it would be a good change to have the Weapon Proficiency, Weapon Focus, and Weapon Specialization feats apply to weapon groups (the fighter class in current Alpha already groups them) rather than to single weapons.

This would put less pressure on the DM to strain credibility by placing different versions of the exact same weapon that the warrior in the party specializes in when there is treasure. Or if the DM randomizes it anyway, a better chance that the feats don't go wasted until the warrior gets back to town and sells off unwanted, unspecialized weapons to buy those that can be used with the feats.

4e only half fixed it by having Weapon Focus apply to a group while Weapon Proficiency applies to a single weapon.

AND perhaps remove the fighter class requirement from the Weapon Focus and Weapon Specialization feats.

I don't think that this would be terribly broken, do you?


I haven't posted in a while so forgive me if this was already addressed.

Perhaps it would be simpler just to remove favored class altogether and write in the descriptions of the races that they tend to gravitate towards certain classes. Racial ability bonuses/penalties seem enough of an incentive to take a certain class for a race.

With the skill ranks replacing x4 at 1st level though, the extra hp or skill rank in the Beta will probably be a must have. Keep in mind though: EVERY player at starting level that takes a 2+ Int skill ranks per level class will likely go for the favored class benefit and choose the extra skill rank.

Or has the starting level skill ranks problem already been fixed in the beta? I haven't posted in a while.

If skills go back to x4 at 1st level or become a minimum of 4 + Int modifier, and the favored class rule is removed, there might be more fulfillment in the roleplaying aspect and possibly less paperwork.


Okay, this is for the Alpha 3 discussion on fighters.

I'll start off with this.

It would be nice to get a choice of progression options at fighter level 1st. Just as a ranger gets a choice of combat style, so too should the fighter.

At fighter level 1st, you make a choice of a Power, Agility, or Endurance-based fighter. At 1st, 3rd, 7th, 11th, 15th, and 19th levels you gain a class feature based on your choice.

You also get armor and shield proficiencies at 1st level based on your choice.

-Power would gain up to heavy armor and shields
-Agility would gain up to light armor and shields
-Endurance would gain up to heavy armor and tower shields

Power would focus on use of brute force to damage and demoralize the enemy.
Agility would focus on dodging and targeting vital weak points.
Endurance would focus on defending allies and surviving powerful blows in combat.


Instead of getting tougher, I thought it might make more sense to be able to pick up special abilities that build upon your favored class.

Since hit points don't change with this as a replacement and you still have to blow a feat, it is actually more backwards compatible.
When adjusting NPCs because of the increased feats for Pathfinder, the DM can just add favored class feats if the NPC has levels in its favored class instead looking over all the available feats. Therefore this could actually save time in adapting 3.5 campaigns to Pathfinder rules.

For example:

Blood Rage [FAVORED CLASS]
"You have drawn out greater rage from within."
Prerequisites: Barbarian level 1st
Benefits: You gain 2 additional rage points per day and 1 additional rage power of your choice. Whenever you are at 1/4 hit points or less, your bonus to Strength and Constitution while in a rage is 2 points higher and your morale bonus to Will saves is 1 point higher.

Arcane Prodigy [FAVORED CLASS]
"Your natural aptitude for magic improves your ability to wield magic."
Prerequisites: Arcane spellcaster class level 1st
Benefits: You gain a +1 bonus to effective caster level when you use arcane spells and spell-like abilities.


Nobody likes to fail their save against a fear effect and wind up missing the rest of the encounter.

This is why I suggest allowing a Will saving throw each round at the start of your turn to either negate your current fear effect condition or at least downgrade to a lower level of fear condition.

From Cowed to Panicked to Frightened to Shaken.

Fear should be something you mentally struggle with throughout its duration. At the very least it gives your character something interesting to do as he/she tries to remind herself why he/she came to the dragon's cave in the first place: To rescue his/her family from the dragon's cooking pot. The DM can describe memories from the character's past each time he/she rolls the saving throw die.

For a fear effect spell, the spell's duration is prematurely ended when the affected target makes a saving throw that downgrades from shaken. Spell descriptions would not have to be changed for this.

I think it's backwards compatible.


I figured it might be helpful to consolidate thoughts and comments on the races in this thread.

I'll start with a possible change that might be nice for Humans.

As an option, instead of the weapon proficiency, how about choosing a single skill that remains a class skill regardless of your current class or class you're advancing into? You gain a bonus rank in that skill at 1st level to start with so off the bat you're trained in it.


It seems that all the concerns about 2 + Int ranks per level and starting hit points would be solved with a simple age table in the section describing level advancement or the section including the table for racial starting ages.

This would be an OPTIONAL table that would easily be backwards compatible since most adventures and campaigns start with the PCs facing opponents with 3 or more Hit Dice. Since it is OPTIONAL and not adding or subtracting to any rules, it would be an easy compromise with the players complaining about skill points or hit points or options at starting level.

The table of suggested guidelines would include the following:

1st level should be relegated to characters at a young child age (10-12 for humans).
2nd level should be relegated to characters in their early teens (13-15 for humans).
3rd level should be relegated as the starting level for PCs (16 and older for humans).

Appropriate ability score adjustments would also be suggested.

Maximum or static fraction of HD hit points for the first three levels.

For example a starting level Fighter would have 3 x (HD or static hp + Con mod.) + 3 x (2 + Int mod.) skill ranks, as a YOUNG ADULT or older. Statistics for younger PCs or NPCs would thus use 1st or 2nd level statistics.

It would make people stop complaining and make it easier for DMs to flesh out their NPCs with younger characters.

The ranks per level would not have to be changed. I dare say hit dice for classes would not have to be changed. Hit Dice can be changed back to what they were before since maxing out or giving a decent static amount for the first three levels gives PCs plenty enough hit points to survive at earlier, more dangerous levels.


It seems odd that a specialist wizard doesn't have Spell Focus in his specialized field of study. Even a generalist should have a favorite school of magic that he/she has a better knack for than the others.
It should cost less feats for a specialist to gain Spell Focus prerequisite feats such as Augment Summoning for their specialty than a non-specialist.

What do you think?

Add it to their specialist bonus. A Universalist gains a metamagic feat of his/her choice instead.


This is a fix of the Pathfinder monk that I've designed to deal with many of the issues concerning the monk's abilities. Levels marked with an asterisk (*) are where the biggest changes have occurred. I've written some design notes down below the fix.

Comments or playtest results would be much appreciated. Thank you very much

Monk
Same HP, BAB, saves, skill ranks, class skills, armor/weapons
Same flurry of blows, AC bonus, and unarmored speed bonus.

Level
1st*---------------Bonus feat, flurry of blows, unarmed strike
2nd---------------Bonus feat, evasion
3rd---------------Maneuver training, still mind
4th*---------------Ki pool, ki technique, slow fall 20 ft.
5th---------------High jump, purity of body
6th---------------Bonus feat, slow fall 30 ft.
7th---------------Ki technique
8th*---------------Resist energy +5, slow fall 40 ft.
9th---------------Improved evasion
10th---------------Bonus feat, ki technique, slow fall 50 ft.
11th---------------Diamond body
12th*---------------Resist energy +5, slow fall 60 ft.
13th*---------------Ki technique
14th---------------Bonus feat, slow fall 70 ft.
15th*---------------Diamond soul (moved from 13th)
16th*---------------Ki technique, resist energy +5, slow fall 80 ft.
17th---------------Timeless body, tongue of the sun and the moon
18th---------------Bonus feat, slow fall 90 ft.
19th*---------------Ki technique
20th*---------------Perfect self, resist energy +5, slow fall any distance

Flurry of Blows (Ex): ..........When using flurry of blows, a monk may attack only with unarmed strikes or with light and one-handed melee weapons (except for shields). Flurry of blows may also used with quarterstaff, bastard sword, falchion, greatsword, and two-bladed sword, and when throwing shuriken.

Ki Pool (Su): At 4th level, a monk gains a pool of ki, supernatural energy he can use to accomplish amazing feats. A monk's ki pool is equal to one half his monk level plus his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. If the monk is lawful, chaotic (in the case of ex-monks), good, or evil, the monk's ki strike allows his unarmed attacks to weapons of the same alignment for the purpose of overcoming damage reduction.
The ki pool is replenished after 8 hours of rest or meditation.

Ki Technique (Su): At 4th level, a monk learns to use a ki technique, a special ability that is powered by ki energy. Using a ki technique, requires the expending one or more points from the monk's ki pool. Using a ki technique is a free action unless otherwise indicated in its description. Only one ki technique can be used per turn.
The monk chooses one of the following ki techniques to learn at 4th level and every 3rd level afterwards. the monk can not learn the same ki technique more than once. Ki point cost for each technique is indicated next to its name.
Thousand Strike (1 point): When making a flurry of blows attack the monk makes an additional attack at his highest attack bonus.
Boost Rush (1 point): The monk increases his speed by 20 feet for 1 round.
Breaking Strike (1 point): The monk's unarmed attack is treated as adamantine for the purpose of overcoming damage reduction for 1 round. The monk also gains a +4 bonus to damage when using the sunder maneuver with his unarmed attack for the duration of this effect.
Swift Dodge (1 point): The monk gains a +4 dodge bonus to Armor Class for 1 round.
Iron Skin (1 point): The monk gains damage reduction 5/adamantine for 1 round.
Hidden Strength (1 point): The monk gains a +4 bonus to Strength for 1 round.
Flaming Strike (1 point): The monk deals an extra 1d6 points of fire damage with his unarmed attack for 1 round.
Shocking Strike (1 point): The monk deals an extra 1d6 points of electricity damage with his unarmed attack for 1 round.
Wholeness of Body (2 points): The monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level + his Wisdom modifier.
See the Unseen (2 points): As a swift action, the monk gains special sight as if under the effect of a true seeing spell for 1 minute.
Ki Ball (2 points): As a standard action, the monk can shoot a ball of ki energy from his hands. On a successful ranged touch attack, the ball deals 4d6 + Wisdom modifier points of damage to its target. The ki ball has a range of 120 feet.
Flaming Burst Strike (2 points): Learning this ability requires having the Flaming Strike ki technique. This ability functions like Flaming Strike, except the monk also deals an extra 1d10 points of fire damage on a critical hit with his unarmed attack for 1 round.
Shocking Burst Strike (2 points): Learning this ability requires having the Shocking Strike ki technique. This ability functions like Shocking Strike, except the monk also deals an extra 1d10 points of electricity damage on a critical hit with his unarmed attack for 1 round.
Air Walk (2 points): As a swift action, the monk can use air walk on himself, as the spell. The monk's caster level for this effect is 1/2 his monk level.

At 13th level and higher, the monk can learn the following techniques:
Abundant Step (3 points): The monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action. The monk's caster level for this effect is 1/2 his monk level.
Quivering Palm (3 points): The monk can make a melee touch attack against a creature to inject his ki energy into the body of the creature. This ki energy can produce harmful vibrations to potentially fatal effect. The ki point cost for this ability is spent upon a successful hit. Creatures immune to critical hits can not be affected. Thereafter, the monk is aware of the presence and state of health of the target within 1 mile per monk level. This functions like status (Clr 2) and lasts for a number of days equal to monk level. During this time, the monk can will the target to die (as a free action) and unless the target makes a Fortitude saving throw (DC 10 + 1/2 monk level + the monk's Wis modifier), the target takes 1d6 points of damage times the monk's class level. A successful save negates this damage. Willing the target to die ends the effect's duration.
Empty Body (3 points): The monk can assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action.
Explosive Ki Ball (3 points): Learning this ability requires having the Ki Ball ki technique.As a standard action, the monk can shoot a ball of explosive ki energy from his hands. On a successful ranged touch attack, the ball deals 6d6 + Wisdom modifier points of damage to its target and 2d6 + Wisdom modifier points of damage to all adjacent targets. The explosive ki ball has a range of 120 feet.
God Speed (3 points): Learning this ability requires having both the Boost Rush and Swift Dodge ki techniques. The monk becomes hasted as the spell haste for 1 round. If the monk is currently slowed, using this ability instead negates the slowed condition for 1 round.
Immortal Shell (3 points): Learning this ability requires having the Wholeness of Body ki technique. The monk gains fast healing 5 + Wisdom modifier for 1 round per monk level. Using this ability is a standard action.
Million Strike (3 points): Learning this ability requires having the Thousand Strike ki technique. When making a flurry of blows attack, the monk makes two additional attacks at his highest attack bonus.
Diamond Skin (3 points): Learning this ability requires having the Iron Skin ki technique. The monk gains damage reduction 10/adamantine for 1 round.
Holy/Unholy Strike (3 points): The monk deals an extra 2d6 points of damage against evil creatures for 1 round if he is good-aligned. The monk deals an extra 2d6 points of damage against good creatures if he is evil-aligned.
Axiomatic/Anarchic Strike (3 points): The monk deals an extra 2d6 points of damage against chaotic creatures for 1 round if he is lawful-aligned. The monk deals an extra 2d6 points of damage against lawful creatures if he is chaotic-aligned (in the case of an ex-monk that became chaotic).

Resist Energy (Ex): At 8th level and every fourth level afterwards, a monk increases his resilience to a certain type of energy. The monk gains energy resistance 5 of his choice against acid, cold, electricity, or fire damage or increases any natural resistance that he already possesses against acid, cold, electricity, or fire damage by 5.

Note on Flurry of Blows: Expanding the flurry of blows repertoire frees the monk up for different types of monk builds. The new weapons do not include particularly heavy or unwieldy weapons like greataxe for obvious reasons. The monk still has to blow a feat or multi-class for a martial weapon like the greatsword so this should be balanced.

Notes on Ki Pool
-Made ki strike alignment based on the monk's alignment and gave it to monk right from the start of ki pool usage. There's no balance issue since number of "ki techniques" has been reduced to one at 4th level. People worried about neutral monks being weaker than good/evil monks with this should remember spells and effects like holy smite or unholy blight or protection from good/evil aren't as scary to a neutral character.
-Removed "morning" from rest requirements to deter argument because "morning" is relative depending on where you are.

Notes on Ki Technique
-Players can now choose the style of combat they want when using a monk while remaining true to the flavor of the fantasy monk.
-The Flaming Burst and Shocking Burst strike are more useful if combined with a flurry of blows because more attacks means more opportunities to threaten a critical.


Okay so here is a thread for the discussion and fan-submission of general feats.

I'll start this off with a few feats of my own.

ECLECTIC EDUCATION
Prerequisite: Int 11
Benefit: You can make untrained Knowledge checks for a DC up to 15 (basic questions).
You get a +2 bonus to checks with Knowledge skills that you are trained in.
Normal: You can make an untrained Knowledge check for a DC only up to 10 (really easy questions).

SCHOLARLY EDUCATION
Prerequisite: Int 13, Eclectic Education
Benefit: You can make untrained Knowledge checks for a DC up to 20 (moderate questions).
You get a +2 bonus to checks with Knowledge skills that you are trained in.

PRODIGIOUS EDUCATION
Prerequisite: Int 15, Scholarly Education
Benefit: You can make untrained Knowledge checks for a DC up to 25 (tough questions).
You get a +2 bonus to checks with Knowledge skills that you are trained in.

For characters that were raised in noble houses or urban settings or by travelling merchants, this would be a good feat for establishing role-playing background. Wizards that attended prestigous universities might take these feats on their way to becoming loremasters.

If Bardic Knowledge remains the way it currently is in Alpha 3, this would be especially useful for bard players.


Okay so this is for the Alpha 3 discussion on rangers.

I'll start off with Hunter's Bond.

I'd like to add an alternate third choice that fits the title "Hunter's Bond".

The ranger forms a bond with the very land he hunts upon. The ranger gains special benefits for being in a favored terrain depending on his ranger level.

4th level - The ranger can use Ghost Sound (0-level), Detect Animals or Plants (1st level), Detect Snares and Pits (1st level), and Speak with Animals (1st level) as spell-like abilities at will.

9th level - The ranger can use Locate Creature (4th level) 3 times per day as a spell-like ability. The creature located by this ability must also be within the favored terrain.

14th level - The ranger rolls twice for Initiative checks, using the die result of his choice for his Initiative.

19th level - The ranger can teleport up to 30 feet within line of sight as a move action. The destination of the teleportation must be within the favored terrain.

This was inspired a bit by the movies Crocodile Dundee 2 and The Brothers Grimm.


Here is a proposal for a simpler, quicker point-buy system for Pathfinder.

-Start with a base of 7.
-It costs 1 point to increase from an even score to an odd score.
-It costs 2 points to increase from an odd score to an even score.

Ability Score-----Point Cost
7--------------------0
8--------------------2
9--------------------3
10--------------------5
11--------------------6
12--------------------8
13--------------------9
14--------------------11
15--------------------12
16--------------------14
17--------------------15
18--------------------17

Low Fantasy: 36 points
Standard Fantasy: 44 points
High Fantasy: 52 points
Epic Fantasy: 60 points

Sample Standard Fantasy Array #1: 8, 10, 10, 13, 14, 15
Sample Standard Fantasy Array #2: 8, 8, 10, 13, 13, 18
Sample Standard Fantasy Array #3: 8, 8, 9, 9, 18, 18
Sample High Fantasy Array: 8, 10, 12, 14, 14, 17

-A player will decide either to increase his ability modifier from one score by making it even or gain access to certain feats by increasing two scores to an odd value.


This is a thread for typos and errors and potentially unbalancing problems that players discover in the feats section. I hope this thread proves useful. This is for you, Mr. Bulmahn.

Here's one:

Turning Smite [Combat] page 73
It still refers to turning attempts rather than channel energy attempts.


Okay so this is for the Alpha 3 discussion on Paladins.

To start off here, it looks like posters' comments on expanding the paladin's healing abilities were taken into consideration. The lay on hands ability being level-based with a boost from Charisma bonus rather than being solely dependent on Charisma bonus also makes the paladin less Charisma dependent.

Personally, I would have liked to have seen Channel Energy moved to 1st level.

Aura of Good doesn't do much in terms of gameplay, and smite evil is a 1 round, 1 opponent, 1 shot deal that could fail and be wasted. Would moving Channel Energy to 1st level be overpowering? Perhaps not with old turning rules but with the beefed up turning maybe it is.

I posted a custom paladin build in Alpha 2 that replaced detect evil and smite evil with sacred challenge. There was some really good feedback on that. Reworked and re-balanced, I'd like to add the following ability to 1st level of paladin. It's a 3.5 compatible reworked version of the 4.0 preview ability.

Divine Challenge (Su): As a swift action, the paladin can target a single opponent with this ability. The targeted opponent gains a penalty to attack rolls equal to 1 + the paladin's Charisma bonus (if any) when attacking any target other than the paladin.
Only one opponent can be targeted by this ability at any time. The same opponent can't be targeted more than once. This effect lasts until the opponent is defeated, the encounter ends, or the paladin switches to a different target.

Upon adding divine challenge, also add the following to holy champion:
Whenever the paladin uses divine challenge against an evil outsider, the outsider is also subject to a dimensional anchor effect, using her paladin level as the caster level.

NOTE: This especially helps parties where the paladin is the only front-line fighter to defend the weaker hp characters.


Okay dogs of war, this is a thread for posting your home-made combat feats or your comments on the combat feats already posted. Your personal re-designs of combat feats already posted or in the Pathfinder rules are also good.

Here's four of my own design to start with.
Note: "Arcane Bursting Strike" is a special combat feat that is an exception to the rule of one per round because it is a combat trigger feat. Only one trigger feat can be used in combination with a combat feat at any given time.

ARCANE BURSTING STRIKE [COMBAT, TRIGGER]
"As you land a blow with your arcane-charged weapon, you unleash a surge of arcane energy that explodes with harmful effect at the point of impact"
Prerequisites: Arcane Strike, ability to cast 1st-level arcane spells
Benefit: When you successful hit an opponent while your Arcane Strike feat is active, you may expend a single prepared spell or spell slot to deal an extra 1d6 points of damage per spell level of the expended spell or spell slot.

SIDESTEP CHARGE [COMBAT]
Prerequisites: Combat Reflexes
Benefit: You may use this feat when an opponent uses a charge action to attack or bull rush you. Before the opponent makes its attack roll, you may roll a 20-sided die as a defense roll. The result of the defense roll takes the place of your base 10 added to your Armor Class. If the opponent's attack misses, you gain an attack of opportunity against the opponent. This attack of opportunity ignores the opponent's Dexterity bonus to Armor Class if any.

GROUNDED SWING [COMBAT]
"You take a moment to adjust your footing and then take a swing at your foe. You continue to press your attack all the while concentrating on keeping your balance"
Prerequisites: Dex 13
Benefit: You can make melee attacks without having to make an Acrobatics check while fighting on terrain that would normally force you to make an Acrobatics check to prevent falling.

AFTERMATH ADVANTAGE [COMBAT]
"You quickly survey your nearby opponents and attack while they are distracted."
Prerequisites: Combat Reflexes
Benefit: You can make immediate attack(s) of opportunity on any adjacent opponent(s) that has just been successfully damaged by an attack. You can not use this feat if you were damaged by the same attack.

Here are a couple of examples of teamwork using Grounded Swing and Aftermath Advantage.
"The wizard casts Grease. The fighter remains on his feet and uses Grounded Swing against his prone foes without having to make a Balance check."
"The wizard casts Fireball. The rogue/fighter successfully evades the full blast of the flames and immediately uses Aftermath Advantage to make an attack of opportunity against the adjacent opponent that failed the Reflex save and is momentarily reeling from the burning heat of the Fireball."

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