
SmiloDan RPG Superstar 2012 Top 32 |

Wow! I don't want my skeleton to cut off my meaty bits!!!
I haven't been able to concetrate on stuff for a while. I'm sort of re-working the Binder class (Tome of Magic) to fit into a totemic society of Stone Age and Bronze Age barbarians and savages. It's not that hard coming up with low-level animal and plant totems (vestiges), but at higher levels it's a bit of a challenge. I'm thinking most higher level vestiges will be ancestral spirits that perform in iconic roles, like Hunter, Medicine Woman, Chieftain, Brave, Witchdoctor, the Three Sisters (I'll probably draw on Iroquois and quasi-Iroquois stuff since they're the local natives), etc., plus some mytical creatures, like the Thunderbird, Phoenix, etc. I'm also drawing inspiration from Charles DeLint's Newford series (Raven, Coyote, the Crow Girls, etc.).
Hopefully I'll get a chance to type up some of my stuff later this week.

Korgoth |

Well, my computer's workking again, and I'm about to leave and go play some D+D. It should be intresting, they're going to be fighting animated construct skeletons. They are bones wired together and onto a moveable framework, like a puppet. The skellys are wearing formal evening dress and waltzing on prelaid tracks in the floor that their frames hook into. They attack with cane-swords and rapiers, whizzing along the track, shanking PCs as they pass by. They move like old stop-motion animation, really jerky.

SmiloDan RPG Superstar 2012 Top 32 |

Well, my computer's workking again, and I'm about to leave and go play some D+D. It should be intresting, they're going to be fighting animated construct skeletons. They are bones wired together and onto a moveable framework, like a puppet. The skellys are wearing formal evening dress and waltzing on prelaid tracks in the floor that their frames hook into. They attack with cane-swords and rapiers, whizzing along the track, shanking PCs as they pass by. They move like old stop-motion animation, really jerky.
Sweet! I feel sorry for the cleric that tries to turn them! Muahahaha!!!
I typed up totems levels 1-4 in another thread. Still working on 5-8 and some alternative binder-type classes (binder-warrior, binder-rogue, etc.).

Korgoth |

There is no cleric. The party is bard, monk, rogue, and sub-concious projection of rogue's skeleton who only appears in dark hour barbarian. They didn't get that far, they just fought their way through the wolves, worgs, cainosphinx, gargolyles, and ran from the stone golem in order to get into the side enterance. I was sure the skeleton was going to die, but he pulled a lucky crit out of his bony ass and lived.

Korgoth |

I always liked the idea of binders, but they never worked for me. I wish you luck!
In my "dark hour" game, the PCs just made it through the skeleton room and are about to fight the time golem. It's a flesh golem without DR or magic immunity that "resets" every round. All damage and ability damage is removed, any conditions like dazed, paralyzed, etc, are removed. Anything outside it is not changed (like if it's grappling, on fire, or entangled.). They are going to be fighting it in a 30X45 room, with the object to make it through the room and to the short corridor that leads to the stairs up. Of course, the corridor does have a continual curtain of blades completely blocking it off, dealing 6d6 dam with ref DC 18 half. The room itself has two traps, a 15 ft square directly beneath a chandelier that pours crude oil over anyone entering it and then lights it on fire, creating a burning oil slick and smoke cloud. The oil burns for 1d6 dam per round for 4 rounds. 10 ft from the wall the PCs enter through, directly in front of the chandelier trap is a tripwire, noticeable with a DC 15 perception check. The tripwire can be stepped over, but if it is not, the character must make a DC 14 ref save or fall prone and have the wire begin to garrote him, dealing 3d6+5 points with a successful grapple check at +5. The idea is that the PCs lure the golem into the traps and use them to help kill it. The garrote gets a +10 bonus on grapple checks vs the golem, and the PCs have a +1 silver dagger that can to permenent damage to the golem. The PCs are 5th level with not much gear. Any thoughts?

SmiloDan RPG Superstar 2012 Top 32 |

Happy Thanksgiving and Black Friday!
Sounds like a fun encounter, except the curtain of blades might kill a 5th level PC, since it does more dice of damage than their level. But if I remember correctly, most of your PCs have good Reflex saves and some might even have evasion.
I like encounters with "unkillable" opponents that are easily "tricked" into other methods of disabling or overcoming them, especially through teamwork. I told you about the time my scout lassoed a stone golem and then drank a potion of enlarge to pull it down a cliff's edge that was stoneshaped and greased by the cleric/rogue and aristocrat/bard, and the paladin bullrushed it and the wizard/truespeaker was bait, right? That was fun. I got to use a 1-time ring of flight that I'd been wearing for about 8 levels.

Korgoth |

The chronotyn's a monster from the old fiend folio, CR 19 adamantine crow with powers over time. The party is level 5, so I have to tone it down a bit.
I came up with a new trap for the golem room; there are various portraits hung on the walls, some with treasure painted into them. One has a +1 deadly precision eager rapier with a large black gemstone set in the hilt. When they touch it, the luckless PC must make a will save or become possessed by Addersmith the Rake.
Addersmith the Rake was an adventurer who conned his way into a title of nobility, and from there into a shocking number of high-born women’s bedchambers. A master forger, he would craft copies of the jewels his lovers wore and swap them for the real thing while they slept. Addersmith’s luck ran out, however, when he bedded the nubile young queen of Hamondozubbar the 4th and attempted to steal the crown jewels. Unfortunately for him, the queen’s crown was enchanted with a trap that ripped his soul from his body when he tried to pry the black diamond of Zamar from its golden cage, imprisoning it within the gem. The soul of the last person to touch the gem was then expelled into his empty body. When the king learned that not only had his new wife committed adultry, but that the soul of his previous queen had been freed from her 20th anniversary present, he had his child bride burned alive and tripled the palace guard. All for naught, however; with her new, stealthy, body, queen Anja the Resurrected killed him, took the throne, and fathered enough sons to plunge the kingdom into civil war following her death. The jewel, still with Addersmith’s soul in it, was stolen by undead graverobbers and set into the hilt of a ghoul princeling’s rapier.
Addersmith gives the body an extra 1d6 points of sneak attack damage, a +10 bonus on bluff, sleight of hand, and stealth checks, and combat reflexes as a bonus feat. He plans to stab the PCs in the back when he can, grab their treasure, and resume his hedonistic lifestyle somewhere far away from all these damn skeletons. My idea is that the PC will still play "his" character, just as Addersmith.

SmiloDan RPG Superstar 2012 Top 32 |

There's a Design Competition for the RPG Superstar on paizo.
http://paizo.com/rpgsuperstar&source=mailing
EDIT: The Starfallen Campaign has been on hiatus because everyone's been busy. I hope to start it up again after Xmas. Maybe before.

Korgoth |

I'm running an Irish mythology based game this weekend to introduce my girlfriend to D+D. So far what I have is this:
The PCs are all down on their luck and gathered in a seedy tavern in Magh Slecht. A bloody bar brawl clears the place out, as the patrons flee from the watch. The PCs meet up, one of whom has a scroll tightly clenched in their fist, which they picked up after being knocked down by a large drunk guy, but before punching him in the teeth. The bloodstained scroll reads, “The eye of Balor leaves for Falias tonight. Meet at (scroll ripped and splattered with blood) ...ake care. The Lial-et-Hardim will pay any price for the eye, and Frix the bandit princess* was spotted snooping around. In Faith and Loathing, (symbol).”
*who they will meet later as a DMPC.
A DC 10 knowledge (history) check recalls the legend of Balor of the Evil Eye.
“Balor was a king of the Formor people, who lived to the south, across the reefs and maelstroms of the lost sea. The Formor were ruled by the Mage-Kings, demons six times as tall as a man, who enslaved the Formorian people thousands of years ago. Balor’s title of the Evil Eye was earned when he was but a child of the Mage-Kings, scarcely 15 feet high yet already hundreds of years old. He was the son of Andremmlach, ruler of the Formor at the time, and prince of a swath of barren land. His father, as was his wont, set young Balor a cruel task – he was to produce 1,000 bushels of wheat or be the anointed sacrifice at the harvest festival. Throughout the spring, Balor wandered the mountains, letting his people do as they willed, which was to escape his dominion. During the summer months, there was no sign of him, and people began to whisper that he had fallen victim to some wily cave-dweller, for there are far worse things than demons in the Tul Karm mountains. Finally, one month before the harvest, he arrived back at his castle and met with the emissaries his father had sent when he learned of his son’s neglect of his realm. Balor listened to the messengers and then tied them up, drained their blood, and sprinkled it over his fields. Those humans that did not run for freedom he then made sow seed across the blood-splattered rocks. The remains of the messengers he fed to his dogs and sent them out to hunt down the people that escaped.
When Andremmlach arrived, ready for a bit of filial bloodshed, he was confronted with 1,000 bushels of blood-red wheat, huge rotting piles of the corpses of the humans who tried to run, a legion of fire-breathing famine-thin hunting hounds, and his smirking son. Enraged with Balor’s insolence, Andremmlach fired a soul-stealing bolt of energy directly into his son’s eye. Balor was not harmed, however; he had spent the previous months learning from the dread necromancer Shabbal-Kai, whose bone palace scutters across the peaks of the Tul Karm mountains. Balor absorbed the spell into his eye and then cast his baleful gaze across Andremmlach and his courtiers, slaying the weak and burning his father’s eyes from their sockets. Balor presided over the sacrifice of his father to appease the mad Gods of Formor, and had an ivory ring set into his deadened eyelid so that he could lift it up and cast his killing gaze across his enemies.
Balor assumed his father’s throne and cast his gaze around him; and whatever he saw he conquered with force of arms (for he was a mighty warrior before he learned the crypt-magic of Shabbal-Kai) and dire magics. One day, as the mists swirled and parted over the ocean, Balor saw the shores of this land and sent messengers, as was customary, demanding tribute and subservience from the inhabitants. The elves, for they held dominion over the whole land in those days, refused, unimpressed by threats and ignorant of Balor. They learned soon enough, for two weeks later Balor landed with an army of 20,000 to crush and subjugate them. The battle raged across the southern part of this land, creating the plains of Gallowglass, until the hero Lugh cast his spear at Balor, striking out his eye and carrying it through the back of his head and across his own ranks, so that the Formorian soldiers were slain by their army’s greatest weapon. It was then thrown into an iron cauldron by Dichu the blind tactician, for Lugh’s spear had not been able to pierce that baleful orb. The sealed cauldron was added to Lugh’s collection of trophies at his castle in Mohr, and remained there until the city fell. From there it passed into the pages of myth and legend, lost to the ages.”
I have the idea that they will steal the eye and have to transport it to the volcanic plains of Gallowglass to claim the money from the Lial-et-Hardim, which is a secretive group dedicated to preserving the relics of the past (and possibly some more ulterior motives, too.). They are going to start out at first level and level pretty quickly. Ideas?

Korgoth |

Alright, I decided to bite the bullet and get back to work on my Iron Heroes game. The Olmtec are the native people subjugated by the invaders, who they call the Guacando. The Guancando call themselves the Anansi, which means "lost tribe" in the Olmtec language. Here's a bit on the various non-interventionist gods. (with no divine magic, religion is a lot more "realistic" in Iron Heroes - no more smiting.)
Olmtec Mythology
The Olmtec have a polytheist faith, offering prayers to whichever of their deities has both power and the inclination to use it to help them with their predicament. They believe that every time a human creates something, a spirit is trapped within by the process. Over time, family heirlooms can acquire both sentimental and spiritual value, and the Olmtec often speak of everyday occurrences as metaphysical, fatalistic happenings. Their gods have no set alignment of “good” or “evil”; rather, they have different aspects, all part of the unifying personality of the god. There are two main deities, Taxitichitil and Nahearamartec, Goddess of the Earth and God of the Sea.
Taxitichitil, known as Taxis to the young and the Guacandos, is the nurturing earth that farmers pray to to bless their crops, and is also the face of inevitable death and decay that the sick and aging wear warding charms against. She is a slothful yet benign deity, but when her rages happen they are terrifyingly destructive, and she is as slow to forget as she is to act. Miners always have at least one altar dedicated to her, and when possible they hire a shaman to interpret omens and avert any possible disaster.
Nahearamartec, on the other hand, is an arrogant, fickle God. Sacrifices to him are an appeasement, and carry no guarantee of good fortune. Lord of the crushing wave and thunderous tempest, he is also the God of fishermen and full nets. Appearing chaotic and random at first glance, his actions have a depth of thought behind them as deep as the open ocean, and are as inexorable as the currents and tides.
As befits the King and Queen of the Gods, Taxis and Nahar have far more aspects and powers than described here. However, there is a class of deities that have only one main concern. Some examples are:
Hueptosalxis, God of violence. Prayers to him are offered before battle, and calling upon him in any kind of fight signifies an intent to seriously injure your opponent, at the very least. Calling to him out of combat is both bad luck and a social taboo. Professional fighters sometimes have his symbol, an obsidian-edged warclub, tattooed sideways across their knuckles so that its segments are joined into a complete shape when they make a fist.
Tarakikil, Goddess of the dark and those hiding in it. Patron Goddess of thieves, silent prayers to Tarakikil are offered by those who wish to remain hidden. Mentioning her name out loud is an implied admission of guiltiness, but almost everyone has beseeched her for something, be it as trivial as a schoolyard secret they want to stay a secret.
Kikili, sister to Tarakikil and Goddess of vigilance. Kikili has a strong protective aspect, and prayers to her are usually carved into the lintel above doors. Kikili is also the guardian saint of policemen everywhere.
Not all Gods relate to humans, however. Nature spirits also are revered, both as part of Taxitichitil and in their own right. Mostly rural and uniquely regional, one that gained national prominence was Zactosar, the Jaguar God. The Olmtec ruling caste claimed to be direct descendants of Zactosar, and thus divinely ordained to rule. Their divine guardian showed no sign of helping them in their humiliating war against the Guacandos, but stories tell of undiscovered palaces overgrown with vines deep in the Bloodwood, guarded eternally by huge jade jaguar idols. Even the Yuan-Ti will not dare to tread in those monstrous shadows, for the first sound a hunting jaguar makes is your last gasp.
I'll have more on religion and culture soon, if you want to see it. The Anansi, by the way, worship a Saint Cuthbert who's main aspect is protecting the native people from their own folly by sending his emmissaries (the Anansi) to guide them and show them the one true path.
(Oh yeah, I stole the name for the Bloodwood from your posts. It's the jungle to the south where lizardfolk and Yuan-Ti wage guerilla war upon each other.)

Korgoth |

Here's the stats for the chronotyn. It starts as the juvenile version, and changes to either of the others whenever it enters a time vortex.
Juvenile Chronotyn
Medium Magical Beast (extraplanar)
Hit Dice: 7d10+45 (85 hp)
Initiative: +7
Speed: 20 ft, fly 60 ft (good)
AC: 15 (+3 dex, +2 nat)
Base Attack/Grapple: +7/+11
Attack: Rake +11 (1d4+4) or feather flurry +11 (1d10+4, 19-20/X2)
Full attack: 2 rakes +11 (1d4+4) and bite +6 (1d6+2) and 2 wings +6 (1d4+2) or feather flurry +11/+6 (1d10+4 19-20/X2)
Space/Reach: 5/5
Special Attacks: Feather Flurry, Time Vortex
Special Qualities: Grace of the Grave, Dual Actions, Cold, acid, electricity, and fire resist 10, LLV, sonic immunity, SR 17
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 18, Dex 16, Con 16, Int 18, Wis 14, Cha 20
Skills:
Feats: Toughness, improved int, weapon focus (feather flurry), Iron Will
CR: 7
Alignment: NE
Treasure:
As you clamber up the spiral staircase into this tower room, you can see that a large jar glowing with a green light floats about 5 ft. off the ground in the middle of the room. Inside, an indistinct dark shape writhes, throwing itself at the walls of its prison until it blasts through, scattering glass and green ooze everywhere. Dripping with necromantic afterbirth, it spreads its dusky metal wings and unfurls its arms and talons from a fetal position. A bird-like head snaps up, staring at you, its large black eyes full of hate and malign intelligence.
Feather Flurry (ex): A Chronotyn can launch its adamantine feathers at foes within 60 feet. This attack counts as a ranged attack.
Time Vortex (su): A Juvenile Chronotyn swirls with uncontrolled chronological energy. Every round, at the end of its turn, 1d6 vortexes are randomly formed, using the missing with a splash weapon chart with the Chronotyn at the center. The vortexes are 10 ft wide and appear 1d10X5 feet from the Chronotyn. There is a 50% chance that the vortexes open into the future and a 50% chance that they open into the past. Any character who enters a vortex automatically and permanently changes one age category, aging if it is a future vortex and growing younger if it is a past vortex. The Chronotyn changes forms if it enters a vortex, although it is not a permanent change. The Chronotyn’s hp does not change. Old vortexes disappear whenever new ones form.
Grace of the Grave (ex): Due to its time spent in an undead state, this Chronotyn uses its charisma modifier on hp in place of its constitution mod.
Dual Actions (su): As a creature with two separate brains, a Chronotyn can take two rounds worth of actions on its turn.
Preserved Chronotyn
Small Undead
Hit Dice: 7d12 (85 hp)
Initiative: +7
Speed: fly 20 ft (perfect)
AC: 20 (+1 size, +6 dex, +3 nat)
Base Attack/Grapple: +3/-6
Attack: bash –1 (1d4-5)
Full attack: bash –1 (1d4-5)
Space/Reach: 5/0
Special Attacks: Fascination Aura, Vitality Drain, Channel Negative energy
Special Qualities: Dual Actions, Undead traits, Unholy Grace,
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 1, Dex 22, Con -, Int 16, Wis 14, Cha 20
Skills:
Feats: Improved int, ability focus (fascination), Improved Turning, Selective channeling
CR: 7
Alignment: NE
Treasure:
Inside the thick glass jar that floats in front of you, a small dark shape lies curled, begging closer observation.
Fascination Aura (su): Anyone within 20 ft of a preserved Chronotyn must make a DC 20 will save or stare slack-jawed at it, losing all actions. Vigorously shaking a Fascinated creature as a full-round action allows it to make a new save, but otherwise only an overtly hostile action by the Chronotyn or its allies can free a victim from the compulsion.
Vitality Drain (su): a Chronotyn can permanently drain 1 point of constitution from a creature within 20 feet as a standard action. A DC 18 fortitude save negates this effect. A Chronotyn heals 5 points of damage for every point of con drained in this manner, and using this ability does not break the Chronotyn’s fascination aura.
Channel Negative Energy (su): As a pathfinder cleric whose level is equal to its hit dice, see p. 149 pathfinder, 8/day, will DC 20
Future Chronotyn
Medium Magical Beast (extraplanar)
Hit Dice: 7d10 (85 hp)
Initiative: +3
Speed: 20 ft, fly 60 ft (good)
AC: 18 (+3 dex, +5 nat)
Base Attack/Grapple: +7/+11
Attack: Rake +13 (1d4+6) or feather flurry +11 (1d10+6, 19-20/X2)
Full attack: 2 rakes +13 (1d4+6) and bite +8 (1d6+3) and 2 wings +8 (1d4+3) or feather flurry +11/+6 (1d10+6 19-20/X2)
Space/Reach: 5/5
Special Attacks: Feather Flurry, Time Vortex, spell-like abilites
Special Qualities: Dual Actions, Cold, acid, electricity, and fire resist 10, LLV, sonic immunity, SR 17
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 22, Dex 16, Con 16, Int 18, Wis 14, Cha 20
Skills:
Feats: Power Attack, Improved Bull Rush, weapon focus (feather flurry), Iron Will
CR: 7
Alignment: NE
Treasure:
The sickly looking bird in front of you suddenly shimmers, visibly growing. Its dusky feathers gleaming, the creature carries itself with a new-found arrogance. Arcane sigils glow faintly along its fingers.
Feather Flurry (ex): A Chronotyn can launch its adamantine feathers at foes within 60 feet. This attack counts as a ranged attack.
Time Vortex (su): A Chronotyn swirls with uncontrolled chronological energy. Every round, at the end of its turn, 1d6 vortexes are randomly formed, using the missing with a splash weapon chart with the Chronotyn at the center. The vortexes are 10 ft wide and appear 1d10X5 feet from the Chronotyn. There is a 50% chance that the vortexes open into the future and a 50% chance that they open into the past. Any character who enters a vortex automatically and permanently changes one age category, aging if it is a future vortex and growing younger if it is a past vortex. The Chronotyn changes forms if it enters a vortex, although it is not a permanent change. The Chronotyn’s hp does not change. Old vortexes disappear whenever new ones form.
Dual Actions (su): A chronotyn can take two rounds of actions on its turn.
Spell-like Abilities (su): CL 7: At will: Magic Missile, Grease (DC 16), Color spray (DC 16). 3/day: Hold Person (DC 17), haste, shout (DC 19) 1/day: stoneskin (DR 10/adamentine, 70 dam).

SmiloDan RPG Superstar 2012 Top 32 |

Here's the stats for the chronotyn. It starts as the juvenile version, and changes to either of the others whenever it enters a time vortex.
Juvenile Chronotyn
Medium Magical Beast (extraplanar)
Hit Dice: 7d10+45 (85 hp)
Initiative: +7
Speed: 20 ft, fly 60 ft (good)
AC: 15 (+3 dex, +2 nat)
Base Attack/Grapple: +7/+11
Attack: Rake +11 (1d4+4) or feather flurry +11 (1d10+4, 19-20/X2)
Full attack: 2 rakes +11 (1d4+4) and bite +6 (1d6+2) and 2 wings +6 (1d4+2) or feather flurry +11/+6 (1d10+4 19-20/X2)
Space/Reach: 5/5
Special Attacks: Feather Flurry, Time Vortex
Special Qualities: Grace of the Grave, Dual Actions, Cold, acid, electricity, and fire resist 10, LLV, sonic immunity, SR 17
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 18, Dex 16, Con 16, Int 18, Wis 14, Cha 20
Skills:
Feats: Toughness, improved int, weapon focus (feather flurry), Iron Will
CR: 7
Alignment: NE
Treasure:As you clamber up the spiral staircase into this tower room, you can see that a large jar glowing with a green light floats about 5 ft. off the ground in the middle of the room. Inside, an indistinct dark shape writhes, throwing itself at the walls of its prison until it blasts through, scattering glass and green ooze everywhere. Dripping with necromantic afterbirth, it spreads its dusky metal wings and unfurls its arms and talons from a fetal position. A bird-like head snaps up, staring at you, its large black eyes full of hate and malign intelligence.
Feather Flurry (ex): A Chronotyn can launch its adamantine feathers at foes within 60 feet. This attack counts as a ranged attack.
Time Vortex (su): A Juvenile Chronotyn swirls with uncontrolled chronological energy. Every round, at the end of its turn, 1d6 vortexes are randomly formed, using the missing with a splash weapon chart with the Chronotyn at the center. The vortexes are 10 ft wide and appear 1d10X5 feet from the Chronotyn. There is a 50% chance that the vortexes open into the future and a 50% chance that they open into the past. Any...
You might want to allow a Reflex save to avoid a vortex. Probably based on Charisma, so DC 18. You might want to state that each vortex persists for 1 round. Can the vortices appear through solid objects? Do they have to manifest within line of effect of the Chronotyn? Or can they appear in a different room, acting as a kind of warning that something is afoot.
If they have adamantine feathers, you might want to give them DR 5/adamantine or something.
Also, if it shoots off its feathers, can the PCs collect the feathers and then make adamantine armor and weapons out of them? How much does each feather weigh? How much adamantine can be plucked from a chronotyn? I usually consider adamantine very disrupting in my campaigns....it ignores hardness, so it can be used to hack down doors and walls and locks with ease.
If you're going to give it Grace of the Grave, you might want to significantly lower their Con scores to emphasize their Charisma influencing hit points.
Is this a pathfinder beasty? What skills are you planning for it? It gets 6, right? Perception, Acrobatics, Stealth, Intimidate, Sense Motive, Survival?

Korgoth |

The votexes appear randomly, so I don't think there should be a save, since the chance of a PC being caught in them is very low. They can appear within solid objects, and age them accordingly (permenently). They do not need line of sight, since it's an uncontrolled, nontargeted effect. The adamentine just allows it to chuck its feathers and do damage with them. This is the penultimate encounter of the game, so I'm not too worried about unbalancing things. They could collect enough feathers to make 1 suit of med armor, one 2-handed weapon, or 2 1-handed weapons.
It is using pathfinder rules, and I might lower the con score of the just hatched one. The older version has recovered from its time spent in undeath, but it would make sense for the newly born one to have a poor fort save. I kind of fudged the HP math, just to make it easier to juggle three different versions of the same creature.

Korgoth |

Korgoth wrote:What would you recommend as a name for the "boat people"? Kind of spanish flavored, but other than that anything goes. (I just spent 20 min in a fruitless search for a name so I could complete the opening sentence of some flavor text.)Armadans? Armadians? Fleetfolk?
I like Armadans. Thanks!

Korgoth |

I'm on a roll today; here's some world history from the Armadan point of view.
HISTORY
“Out of the mists came a people with no name.
They rode great ships, rigging creaking, decks awash, wallowing through the waves, each whitecap an omen of doom.
On these ships were great men – or so they claimed, dressed in the furs of royalty.
And on the ships were poor men – or so they were told, dressed in rags and hunger.
And they all dully watched the waves, rich man and poor man alike; no remembrance of the past, no hope for the future. A people without memory, they slogged through the waters on ships they could not steer, full of items they could not use.
As food ran out, some ships turned to cannibalism; and they slipped out of sight, lost from the fleet, carrion-crows swarming their decks.
The sea claimed others; this time, the wave did swamp the deck, this time the timbers did break. And the passengers went down for the third time, drowning in ignorance and anonymity, choking on saltwater and gasping futilely for memory.
And so it came to pass that out of four hundred ships, seven sighted a coastline and gladly dashed themselves to pieces on it. From the surf, the men dragged themselves upright, wreathed in seaweed and dripping seawater. And standing on that broken and barren beach, they looked up at the leaden sky, and it smiled a blessing on them. From that hopeless position, they overran this land, conquering with sword and spell; and they were wreathed in gold and bathed in blood.
Subjugating the natives, inheriting a five-thousand year old culture, they carved out a place for themselves from this savage land, and passed it onto their children as they aged and died. These children, lacking the divine spark of their parents, forged themselves a new identity and consolidated their power. Yet now, nearly one hundred years after our forefathers made land, our position is far less solid than any admit, even to themselves. Native unrest, Gnoll pirates, and savage monstrosities besiege us on all sides. It is our generation that will determine the legacy of our people; whether we rule triumphant or are driven back into the seas from whence we came. Our fate is in your hands.”
Introduction to Tactics and Stratagems: a Textbook for Peace and War, required reading for all Armadan children over the age of eight.

Korgoth |

Well, here it is: The Cove. I really don't have much to do but type up D+D stuff and wait for my jaw to heal, so I'm probably going to have more later today/tommrow.
The Gnoll Pirates
The Gnolls inhabited the savannas of the Hollow long before the ancestors of the Olmtecs drove them off, exiling them to a nomadic seafaring life on the constantly shifting islands of the Boneyard Archipelago. There, they carved out a meager existence as fishermen, enslaving merfolk to aid them, and occasionally trading with Yuan-Ti. When times got truly desperate, they hired themselves out as mercenaries, although their natural sloth kept this practice to a minimum. Their entire lifestyle changed, however, in 17 C.A., when Enzo Haumen, master shipwright, was exiled into the Bloodwood for his support for the Montressor family, who lost their power struggle with the Mandella clan, rulers of the Crimson Coast to this day. The Montressors and their supporters were shipped off to the island of King’s Loss, but anyone who had shipbuilding expertise was instead sent into the Bloodwood, where they were captured by a group of Gnolls getting fresh water from the river. Despite being enslaved, Enzo was able to rouse the Gnoll’s curiosity with his promises of being able to build ships capable of defeating the feared warships of the Royal Navy. From the first merchantman captured by the Haumen’s Revenge, the Gnolls have been the scourge of the seas. Enzo Shipyards founded The Cove, and is now run by Carlos Haumen, the grandson of Enzo. To this day, the greatest status symbol a buccaneer can have is an Enzo ship, able to outrun clipper ships and outfight Men-O-War.
The Cove
The Cove is the home of pirates, freebooters, smugglers, criminals, exiles, castoffs, beggars, thieves, drunkards, and other undesirables. Anyone unable or unwilling to conform or function in normal civilization is welcome here, in the chaotic vital scrum of a city of villains. The Cove was founded by Enzo Hauman in 19 C.A., starting life as a modest shipyard built on a silt isle in the delta of the Bloodwood river. As the pirates who used Enzo’s ships spread word of this new haven, more and more riffraff came, sinking pilings into the riverbed and building pawnshops, taverns, whorehouses, inns, and counting houses. The island, however, cared not a whit about the plans of its inhabitants, and, heedless of curses and shorings, began to erode. The city would have died within 20 years of its birth had not Enzo Hauman, from his deathbed, ordered the greatest engineering project the world had ever seen. He sent teams of hunters deep into the jungles to capture Tusker elephants, creatures of such colossal stature that they ate from the canopy of the trees, 150 feet in the air. Enzo then built a great framework for the city, linking the patchwork buildings together in an unbreakable grid. He tore out the old pilings, replacing them with new ones that slid along the timbers of the framework, and hooked the city to the Tuskers. Now, whenever the island moved, the city could as well, with the elephants towing it onto new pilings. Sixty years after Enzo’s death, his greatest accomplishment still stands, standing firm against its enemies and moving with the sluggish, inexorable moods of the river. The Tuskers have been trained as both beasts of burden and mobile war platforms, should any force ever attempt to come out of the Bloodwood. The only major settlement to openly defy the Crown, The Cove is haven to anyone seeking an escape from the brutally restrictive social order of the Armadan kingdom. Anything goes in The Cove, but large amounts of money naturally form a thick carapace of security, and there is a lot of money in a city of thieves.
Due to the Cove's rigid superstructure, building outward has mostly stopped; instead, businesses expand by going up. However, due to the cost and danger involved, most people looking for a place to live have turned to houseboats instead. Anchored to the sides of the city, these people have the best of both worlds: access to the city, and the freedom to cut loose and roam the waves, fishing or stealing from fishermen.

SmiloDan RPG Superstar 2012 Top 32 |

Wow, that's awesome!!!
I once statted out Gargantuan Mastadons from MM3, and they were really impressive. I can't imagine Colossal Elephants. I love advanced animals. So many HD, so little CR... >-)
My Gargantuan Mastadons had 10 by 10 howdas on them, so there was room for a couple rangers, a warlock, and a warmage. I never got to run that encounter, but maybe someday..... A Colossal Tusker (CT) could probably have a 20 by 20 howda, with a crew of 16 ranged and even melee combatants on top! Hmm...if the howda was armored and had arrowslits, the crew would benefit from Improved Evasion from the improved cover, helping to negate area effects against such a concentrated source of fire power. And the CT probably has AT LEAST 60 HD, so it can take a lot of damage too.

SmiloDan RPG Superstar 2012 Top 32 |

I just worked out a PFRPG version of a samurai.
Samurai
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility & royalty, Linguistics, Perform, Profession, Ride, Sense Motive.
Skill Ranks Per Level: 4 + Int modifier
Samurai are proficient in all Simple and Martial Weapons, All Armor, but not Shields.
LEVEL ABILITY
1. Ki Pool, Ki Smite, 1st Ki Skill, Ki Will
2. Iaijitsu +2
3. Determined +1
4. Combat Style Feat
5. Critical Strike
6. Determined +2
7. 2nd Ki Skill
8. Combat Style Feat
9. Determined +3
10. Improved Ki Smite
11. Iaijitsu +4
12. Combat Style Feat, Determined +4
13. 3rd Ki Skill
14. Mettle
15. Greater Ki Strike, Determined +5
16. Combat Style Feat
17. Quick Ki
18. Determined +6
19. 4th Ki Skill
20. Combat Style Feat, Greater Ki Smite, Iaijitsu +6
Ki Pool (Ex). The Samurai has a number of points in his Ki Pool equal to 1/2 his class level + his Charisma bonus (minimum 1). As long as the Samurai has at least 1 point in his Ki Pool, he benefits from Ki Will. He can spend points from his Ki Pool to activate his various ki powers.
Ki Smite (Ex). By spending 1 point from his Ki Pool as a swift action, the Samurai can perform a Ki Smite. The Samurai adds his Charisma bonus (minimum +1) to his attack and damage rolls on a single attack.
Ki Skill (Ex). At levels 1, 7, 13, and 19, the Samurai chooses one of the following Ki Skills. He must choose a different skill each time he gains this ability.
Bluff. The Samurai can spend 1 point from his Ki Pool to Feint in Combat as a swift action.
Diplomacy. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Samurai for 1 round. If the Diplomacy check beats the Will Save by 10 points, the Samurai can direct the opponent to attack a target of the Samurai's choice for 1 round.
Handle Animal. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Samurai for 1 round. If the Handle Animal check beats the Will Save by 10 points, the Samurai can direct the opponent to attack a target of the Samurai's choice for 1 round. The Samurai can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check.
Intimidate. The Samurai can spend 1 point from his Ki Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Samurai's Charisma bonus (minimum +1).
Perform. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Perform check to inspire all allies within 30 feet. For every 10 points of the Samurai's Perform check, his allies gain a +1 bonus on attack rolls, damage rolls, and Will saves for a number of rounds equal to the Samurai's Charisma bonus (minimum +1).
Sense Motive. As an immediate action, the Samurai can spend 1 point from his Ki Pool and make a Sense Motive check opposed the attack roll of an opponent that is adjacent to the Samurai. If the Sense Motive check is successful, the opponent's attack roll misses.
Ki Will (Ex). As long as the Samurai has 1 point in his Ki Pool, he adds his Charisma bonus (minimum +1) to his Will Saves.
Iaijitsu (Ex). The Samurai gains Quick Draw as a bonus feat. In addition, at 2nd level, he adds +2 to his Initiative check. This increases to +4 at 11th level and +6 at 20th level.
Determination (Ex). The Samurai is confident in himself. At 3rd level, he adds +1 to all opposed rolls. This increases by +1 at 6th level and every 3 levels thereafter.
Combat Style. At 4th level, the Samurai chooses one of three combat styles: Horseback Fighting, Two-Handed Weapon Fighting, or Two-Weapon Fighting. At 4th level, and every 4 levels thereafter, the Samurai gains a bonus feat from his style of fighting. He must meet all requirements of the selected feat.
Horseback Fighting: Animal Affinity, Mounted Combat, Mounted Archery, Ride-by Attack, Spirited Charge, Trample.
Two-Handed Weapon Fighting: Backswing, Combat Reflexes, Devastating Blow, Improved Vital Strike, Overhand Chop, Vital Strike.
Two-Weapon Fighting: Two Weapon Fighting, Double Slice, Two Weapon Rend, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Defense, Weapon Swap.
Critical Strike (Ex). At 5th level, when a Samurai strikes a flat-footed opponent, he treats the attack as if it were a critical hit.
Improved Ki Smite (Ex). At 10th level, the Samurai's Ki Smite ability improves. He adds his class level instead of his Charisma bonus to the additional damage of his Ki Smite if his level his higher than his Charisma bonus. He still only adds his Charisma to the attack roll.
Mettle (Ex). At 14th level, the Samurai gains the Hexblade ability of the same name.
Greater Critical Strike (Ex). At 15th level, the Samurai can spend 1 point from his Ki Pool as a swift action and increase his weapon's critical hit multiplier by 1 for a damage roll.
Quick Ki (Ex). At 17th level, the Samurai can spend points from his Ki Pool as a free action instead of a swift action.
Greater Ki Smite (Ex). At 20th level, the Samurai adds his level and his Charisma bonus to damage when he uses a Ki Smite. He still only adds his Charisma to the attack roll.

Korgoth |

I like it! A warrior type who uses cha, I know someone who would love to play one of these guys. A couple concerns: The diplomacy and handle animal uses should function more like sanctuary, in my opinion, OR you can only use it against a particular creature once per combat. Or both. Critical strike should be a critical threat, specifically with a melee weapon (since I'm assuming that the flavor is that you have the drop on your opponent), possibly only a Katana, and it should only be in the surprise round of combat. I have visions of a rogue/samuari weilding a scythe popping out of hiding every round to score a X4 crit, and that's just.... For greater critical strike, you could make it an auto-crit.
I like the combat style and mettle. Quick Ki is really good, it rewards people who stick it out with the ability to dodge 8+cha attacks in one round. I might give them 6 skill points per level, just because they use skills for most of their class features, and I at least would want to put a couple ranks in other things.

SmiloDan RPG Superstar 2012 Top 32 |

Thanks for the feedback!
Maybe I should make Critical Strike, etc., require a use of ki from the ki pool (I forget if it does or not)? That way, it's still a cool power, but not one they can use EVERY round.
I thought about 6+Int skill ranks, but I figure most Samurai are going to be human, and they get 1 extra skill point for that. Also, they can choose to make Samurai their favored class, gaining another skill point per level. Plus, I figure a lot of them will want the Combat Expertise tree of feats, or at least Whirlwind Attack, so their Int will be 13+.

Korgoth |

Merry christmas! My computer broke again, but I'm back online. The PCs beat the chronotyn tuesday. They got it down to ~12 hp in 2 rounds, but it then fled outdoors and proceeded to annoy the hell out of them. It used its turn undead to control the skeleton barbarian, which kinda screwed the party, but the monk beat the skelly to exactly 0 hp (technically killing him, but I made PC allowances, letting him be "unconscious" instead. He still didn't have negatives to go into, though, so he was really lucky.). Then, a time vortex spawned around the chronotyn, and I rolled 100 on the d% to see if it was future or past. That 100 meant that the party had to fight the CR 19 full grown chronotyn for 1 round, and it almost killed the rogue (sonic burst for 8d6, made the DC 26 ref save for half and ended up with 4 hp left) and killed cousin skeeter, who had been nailing him with a ring of shooting stars I gave them, with a disintegrate. All this time, the chronotyn is around 10 hp. The rogue finally killed it with a sneak attack as it reverted to its normal self from the full-grown version.
The rogue ended up falling victim to that soul-stealing trap I mentioned earlier, but it all ended up ok. The skeleton tore his way free from the rogues body, killing addersmith, but the monk (the only surviving member of the party) grabbed his skin, stuffed it with everyone's gear, and ran off. The rogue ended up in the body of a pawnbroker who the monk was selling their stuff to, and became a shadowy underworld figure. The skeleton declared war on humanity and became a undead mercenary captain.

SmiloDan RPG Superstar 2012 Top 32 |

PFRPG Hexblade
Hexblades are arcane soldiers that have mastery over luck.
Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10
Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device
Skill Ranks Per Level: 2 + Int modifier.
Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).
Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma.
LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune
Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects.
Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.
Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade spends points from his Hex Pool to power his Hexblade's Curse and Hex Power abilities.
Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.
Hex Power (Su). The Hexblade is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Hexblade selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.
Hexed Ability. The Hexblade can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own ability check by spending 2 points from his Hex Pool.
Hexed Attack. The Hexblade can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own attack roll by spending 4 points from his Hex Pool.
Hexed Spell Damage. The Hexblade can force an opponent to re-roll a spell's damage roll by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own spell damage roll by spending 6 points from his Hex Pool.
Hexed Weapon Damage. The Hexblade can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.
Hexed Save. The Hexblade can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own saving throw by spending 4 points from his Hex Pool.
Hexed Caster. The Hexblade can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own caster level check by spending 6 points from his Hex Pool.
Hexed Skill. The Hexblade can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own skill check by spending 2 points from his Hex Pool.
Hexed Reaction. The Hexblade can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.
Hexed Prowess. The Hexblade can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Hexblade can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.
Mettle (Ex). If the Hexblade makes a successful Fortitude or Will save that normally results in a partial effect, the Hexblade instead avoids all harmful effects.
Bonus Feat. At levels 4, 8, 12, 16, and 20, the Hexblade gains a bonus feat from the following list. He must meet all requirements of the selected feat.
Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.
Arcane Bond. At level 5, the Hexblade can either choose to have a familiar as a wizard of his class level, or he can gain an ability similar to the divine bond of a paladin's weapon, removing holy and adding anarchic and unholy to the weapon properties that can be selected.
Aura of Unluck (Su). At 9th level, by spending 1 point from his Hex Pool as a swift action, all attack rolls against the Hexblade have a 20% miss chance for 1 round. At 17th level, the miss chance increases to 50%.
Baleful Luck (Su). At 11th level, when using his Hex Power against an opponent, the Hexblade applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Hexblade may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.
Quick Curse (Su). At 15th level, the Hexblade may spend points from his Hex Pool as a free action instead of a swift action to activate his Hexblade's Curse and Hex Powers.
Reversal of Fortune (Su). At 20th level, by spending 20 points from his Hex Pool as an immediate action, he can treat any failure as a success, or treat a Natural 1 as a Natural 20. Furthermore, by spending 20 points from his Hex Pool as an immediate action, he can also force any opponent he has line of effect to to treat any success as a failure, or a Natural 20 as a Natural 1.

SmiloDan RPG Superstar 2012 Top 32 |

PFRPG Swashbuckler
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.
Skill Ranks Per Level: 4 + Int modifier.
Swashbucklers are proficient in all Simple and Martial Weapons, Light Armor, and Light Shields, including bucklers.
LEVEL ABILITY
1. Grace, Grace Pool, Graceful Stance, Weapon Finesse
2. Grace Power, Uncanny Dodge
3. Insightful Strike
4. Bonus Feat, Grace Power
5. Dodge +1
6. Improved Uncanny Dodge, Grace Power
7. Acrobatic Charge, Improved Graceful Stance
8. Bonus Feat, Grace Power
9. Improved Flanking
10. Dodge +2, Grace Power
11. Lucky
12. Bonus Feat, Grace Power
13. Acrobatic Skill Mastery, Greater Graceful Stance
14. Grace Power, Weakening Critical
15. Dodge +3
16. Bonus Feat, Grace Power
17. Elegant Strike
18. Grace Power, Tireless Stance
19. Mighty Graceful Stance
20. Bonus Feat, Dodge +4, Grace Power, Wounding Critical
Grace (Ex). As long as the Swashbuckler has at least 1 point in her Grace Pool, she adds her Charisma bonus (if any) to her Initiative rolls and Reflex Saving Throws.
Grace Pool (Ex). At 1st level, a Swashbuckler has a number of points in her Grace Pool equal to 4 + her Charisma modifier. Each level beyond first, she gains 2 + her Charisma modifier. Points from her Grace Pool are spent when to enter and maintain her Graceful Stance, and to activate her Grace Powers at higher levels.
Graceful Stance (Ex). The Swashbuckler can enter a Graceful Stance by spending points from her Grace Pool. Entering a Graceful Stance is a free action that costs 1 point from her Grace Pool; the Swashbuckler must spend 1 point each round to remain in her Graceful Stance. While in a Graceful Stance, the Swashbuckler increases her Dexterity by +2 and her Speed by 5 feet. At 7th level, she gains the Improved Graceful Stance (+4 to Dex and +10 to Speed); at 13th she gains Greater Graceful Stance (+6 to Dex and +15 to Speed); at 19th she gains Mighty Graceful Stance (+8 to Dex and +20 to Speed). After a Swashbuckler uses a Graceful Stance, she is fatigued for twice the number of rounds she maintained the Graceful Stance. She cannot enter a new Graceful Stance while she is fatigued or exhausted.
Weapon Finesse. At 1st level, the Swashbuckler gains Weapon Finesse as a bonus feat.
Grace Power (Ex). At 2nd level, and every two levels thereafter, the Swashbuckler may choose one of the following Grace Powers.
+1 Attack of Opportunity (1 points)
Add +1/2 her Swashbuckler level to her AC against melee attacks for 1 round. (2 points)
Add +1/2 her Swashbuckler level to her AC against ranged attacks for 1 round. (2 points)
Knockback an opponent she scored a critical hit against 5 feet (2 points)
Automatically confirm a critical hit (4 points)
Add her Swashbuckler level to a single damage roll (6 points)
Add her Swashbuckler level to a single attack roll (6 points)
Add her Swashbuckler level to a single Combat Manuver Check (4 points)
Make 1 additional attack in the round at her highest attack bonus (8 points)
Add her Swashbuckler level to a single Acrobatics skill check (2 point)
Add half her Swashbuckler level to a single initiative roll (2 points)
Add her Swashbuckler level to a single Dexterity check (4 points)
Add half her Swashbuckler level to a single Reflex Saving Throw (2 points)
Gain the benefits of Evasion (4 points)
Gain the benefits of Improved Evasion (8 points)
Score a Critical Threat against a flat-footed opponent (4 points)
Stand up from being prone as a free action without provoking an AoO (2 points)
Use Climb or Acrobatics at full speed without taking a penalty (2 points)
Uncanny Dodge (Ex). At 2nd level, the Swashbuckler gains Uncanny Dodge as the rogue special ability.
Insightful Strike (Ex). At 3rd level, when wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Intelligence bonus (if any) to her damage roll.
Bonus Feat. At levels 4, 8, 12, 16, and 20, the Swashbuckler gains a bonus feat from the following list of feats. She must meet all requirements of the selected feat:
Acrobatic, Agile Manuvers, Athletic, Blindfight, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Deceitful, Defensive Combat Training, Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Lightning Reflexes, Lightning Stance, Mobility, Persuasive, Quick Draw, Run, Spring Attack, Stunning Defense, Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Swap, Whirlwind Attack, Wind Stance.
Dodge (Ex). At 5th level, the Swashbuckler gains a +1 dodge bonus to her AC if she is wearing light armor or no armor and is not medium or heavily encumbered. At 10th level, and every 5 levels thereafter, this bonus increases by +1.
Improved Uncanny Dodge (Ex). At 6th level, the Swashbuckler gains the rogue special ability of the same name.
Acrobatic Charge (Ex). At 7th level, the Swashbuckler can charge over or through difficult terrain or in a non-straight line. She usually will need to make an Acrobatic or other skill check to do so.
Improved Flanking (Ex). At 9th level, the Swashbuckler adds +4 to her attack roll instead of +2 when she flanks an opponent.
Lucky (Ex). At 11th level, once per day, the Swashbuckler can re-roll any ability check, attack roll, initiative roll, saving throw, or skill check. She must use the re-rolled result, even if it is worse than the original.
Acrobatic Skill Mastery (Ex). At 13th level, the Swashbuckler can Take 10 on Acrobatics skill checks, even if it is not normally allowed.
Weakening Critical (Ex). At 14th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Strength damage to her opponent.
Elegant Strike (Ex). At 17th level, When wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Dexterity bonus (if any) to her damage roll.
Wounding Critical (Ex). At 20th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Constitution damage to her opponent.

Korgoth |

Blah. Just submitted my item, and I've got post-submission blues. Personally, I'm the type who would rather design a feat to do something cool rather than make a magic item, but whatever! Think positive thoughts, right?
EDIT: I think that might be one of the reasons I like Iron Heroes so much; any 3.5/pathfinder character is gimped without his gear. Not "gear" but HIS gear; that +2 collision greatsword that he has all the weapon specialization feats for, the +4 adamentine fullplate, because anything else in the heavy armor catagory sucks, and the +2 animated heavy shield to boost his AC. Half the time as a DM, you put a great weapon in as part of treasure, only to have it sold for cash to pump up existing gear. So what if it's not optimized to your liking? It's a +8 weapon, for god's sake! And any mission where you try to make them forgo that stuff and rely on their wits they whine about. RANTRANTRANTRANTRANTRANT!!!!11!!!!!1
Sigh. At least the only PC I play regularly is a sorcerer, so I don't have to worry about becoming that type of player myself. And my cleric just gave up 30,000 gp (all his share of the treasure, at 9th level too) for RP reasons, so I feel a bit better about myself. It almost erases the time I cajoled the DM into letting me keep my armor on through a shipwreck (and I was sleeping in it, too.)