Redesigning Core Classes


General Discussion (Prerelease)

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It took a few months but the core classes for the core rulebook were hedged out as a collaboration between the talented people here a Paizo and the people here on the boards. Even though I do like the core classes, and as I understand it there are more core classes in the works, what do we do about the other core classes that now seem to have fallen behind the new core classes?

Many prestige classes that I see people use most of the time can still pretty much keep up in power and effectiveness of the upgraded base classes without much alteration. However what of classes that aren't going to be redressed and dolled up?

I would like to see some redesigned versions of these classes. I have seen (somewhere I don't remember where) someone who had been making adjustments to a number of races to keep up with the adjustments made to some of the races out of the beta book. I was wondering if anyone would think it would be a good idea to have something like that here? I had heard talk that the players were going to be the ones to handle the errata so will that be the same with updating the other base classes? If so where would I go to see such a thing here?

Silver Crusade

Pathfinder Adventure Path Subscriber

Well, Paizo can't re-design anything that isn't OGC, so it's mostly up to the community.

RPG Superstar 2010 Top 32

The PFRPG power-up was justified on the basis that power-creep has been plodding along steadily for the last 9 years, and that some of the latest 3.5 classes released by Wizards (say, those in the PHB2, or Tome of Battle) were significantly better than those designed ages before in the core rulebooks.

I think Jason would tell you that you can run a 3.5 knight right alongside a PF fighter with no alteration. How well that pans out for all classes, I really wouldn't say. Some alternate classes were kind of weak to begin with, after all.

Scarab Sages

Gorbacz wrote:
Well, Paizo can't re-design anything that isn't OGC, so it's mostly up to the community.

Actually they can re-design it, as long as the name isn't trademarked ...therefore Paizo could re-design the Samurai, but not a Purple Knight PrC...

While re-designing the generic class, it has to be dissimilar enough to not be a re-print.

Silver Crusade

Pathfinder Adventure Path Subscriber

Well they could always make a Yellow Wyvern Knight ;)


*ahem*
Psionics anyone?


Well I have a few Classes I'm working on myself but I don't know where I would post them on here to get help from the people here. So umm.. Where would I share my class design ideas at here?


meatrace wrote:

*ahem*

Psionics anyone?

I do believe that psionics is something that is on the 'writing board' as it were. I would not expect it for another year or two.


MGuy wrote:
Well I have a few Classes I'm working on myself but I don't know where I would post them on here to get help from the people here. So umm.. Where would I share my class design ideas at here?

This would depend on what system your classes are for I believe - here for PRPG, the 3.5/OGL section for 3.5/OGL stuff.


The classes I could see needing a little 'umph':

Hexblade, Samurai, Swashbuckler (maybe a little), shugenja, Wu Jen, Favored Soul (a wee little bit), Ninja (perhaps just going to sneak attack as a rogue alternative), and the soulknife.


Currently I'm processing a noble (Dragonlance anyone?) samurai and an anti mage concept I've been wanting to finish. But my next target is ninja. I don't know if I want to look at anything psionic since I too heard they were doing something with it.


Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.


SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.

No need to change the name - soulknife is open content (just about the entire expanded psionics handbook is open, in the Psionics SRD).


I look forward to some new core classes like a gish or a mystic type class


MerrikCale wrote:
I look forward to some new core classes like a gish or a mystic type class

Maybe this will be to your fancy:

Reiki Adept

Spoiler:

Rieki Adept

************************************************** ***********

HD: d8
BAB: average
Fort: Good
Will: Good
Ref: Good
Skills: Climb, Acrobatics, Heal, Knowledge(arcana, religion, history), Sense motive, Perception, Swim, Craft, Diplomacy, Profession, Survival
Skill Points: 4 + Int Mod (x4 at first level)
Weapon Proficiency: Staff, Club, Sling
Armor Proficiency: None

************************************************** ***********

Level --- Ability
1 --- Unarmed Strike, Stunning Blow, Healing Touch, AC Bonus
2 --- Divine Grace
3 --- Divine health
4 --- Improve Ally
5 --- Ki Strike (Magic)
6 --- Remove Affliction
7 --- Reduce Opponent
8 --- Restore Body
9 --- Masterful healing
10 --- Bestow Affliction
11 --- Diamond Body
12 --- Death Ward, Fortifying Touch
13 --- Diamond Soul
14 --- Envigorating Touch
15 --- Quivering Palm
16 --- Enervation Strike
17 --- Timeless body
18 --- Restore to Life
19 ---
20 --- Perfect Self

************************************************** *****************

Unarmed Strike --- The Rieki Adept gains this feature with the damage increases the same as a monk. The Rieki Adept does not gain the Flury of blows ability.

Stunning Blow --- The Rieki Adept gains this feature in the same manner as the monk. In addition everytime the Rieki Adept gains one of the following abilities he gains another use of his stunning blow ability: Healing Touch, Improve Ally, Remove Affliction, Reduce Opponent, Restore Body, Bestow Affliction, Fortifying Touch, Envigorating Touch, Enervation Strike, and Restore to Life. Activiating any of those abilities expends a use of the Rieki Adept's Stunning Blow ability (i.e. A first level rieki adept with a wisdom of 10 has 3 uses of stunning blow per day, he uses his healing touch ability which counts against 1 of those uses so now he has 2 left for that day.)

Healing Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore HP equal to an unarmed strike damage roll, he does not add his strength to this roll instead modifying it with his charisma (i.e. a first level Rieki adept would restore d6 + CHA mod HP).

AC Bonus --- Same as the monk ability.

Divine Grace --- Same as the paladin ability.

Divine health --- Same as the paladin ability.

Improve Ally --- As a standard action a Rieki Adept may use a stunning blow attempt to touch himself or an ally and boost either STR, CON, or DEX by half of his unarmed strike dice size for a number of rounds equal to his Rieki Adept level (i.e. at level 4 a Rieki adept has a d8 unarmed strike dice so he would boost an himself or an ally by 4 points for 4 rounds).

Remove Affliciton -- As a standard action a Rieki Adept may use a stunning blow attempt to heal himself or an ally of 1 of the following conditions per stunning fist attempt spent (only 1 attempt per round means multiple afflicitions take multiple rounds). Blindness, Deafness, Disease, Poison, Paralysis, or Fear.

Reduce Opponent -- As a standard action a Rieki Adept may use a stunning blow attempt to deal ability damage to a STR, CON, or DEX by equal to half of his normal damage roll without any other modifiers with a melee touch attack (i.e. A level 7 Rieki Adept makes a melee touch attack rolls his d8 gets a 6 and does 3 points of ability damage to either his opponent's STR, CON, or DEX).

Restore Body --- As a standard action a Rieki Adept may spend 1 stunning blow attempt to touch himself or an ally and restore Ability Damage for one stat equal to an half of an unarmed strike damage roll, he does not modify this roll in anyway (i.e. an 8 level Rieki adept would restore 1/2d10 Abiltiy Damage for one stat).

Masterful Healing --- A Rieki Adept with this ability doubles his dice roll for using healing touch to see how much damage is healed.

Bestow Affliction --- Instead of stunning a foe with his stunning fist a Rieki Adept may instead bestow blindness, deafness, a Disease from the contiagion list paralysis or fear status. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect. Paralysis blindness, deafness, or fear last a number of rounds equal to the Rieki Adept's Class level.

Diamond Body --- As the monk ability

Fortifying Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and bestow damage reduction equal to 1/4 his Rieki Adept level rounded down / - (i.e. a 12 level Rieki Adept would bestow damage reduction 3/- A 16 level Rieki Adept would bestow 4/-).

Diamond Soul --- As the monk ability.

Envigorating Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore 1 negative level per stunning Fist Attempt used.

Quivering Palm --- as the monk ability.

Enervation Strike --- As a standard action a Rieki Adept may use a stunning blow attempt to deal negative levels to an opponent equal to half of his normal damage roll without any other modifiers with a melee touch attack. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect (i.e. A level 16 Rieki Adept makes a melee touch attack rolls his 2d8 gets a 6 total and does 3 negative levels to his opponent if they don't save).

Timeless Body --- as the monk ability.

Restore to Life --- A Rieki adept may spend 2 stunning blow attempts to raise someone from the dead as if using a resurrection spell this takes ten minutes and total concentration during this time. If attacked while attempting this action the Rieki Adept must make a concentration check DC 17 + damage taken or lose the stunning blow attempts and fail in the resurrection. This ability must be started within 1 min of the death of the creature.

Perfect Self --- as the monk ability.


Majuba wrote:
SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.
No need to change the name - soulknife is open content (just about the entire expanded psionics handbook is open, in the Psionics SRD).

I thought the book said that nothing was open content? Maybe I mis-read.

And what does SRD mean?

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

System Reference Document


Abraham spalding wrote:

The classes I could see needing a little 'umph':

Hexblade, Samurai, Swashbuckler (maybe a little), shugenja, Wu Jen, Favored Soul (a wee little bit), Ninja (perhaps just going to sneak attack as a rogue alternative), and the soulknife.

I'm treating wu jen as a specialist wizard, but instead of a school of specialization, they get an element (modelled on the appropriate domain), and instead of barred schools, they get taboos.

In theory, a fighter should be versatile enough to stand in for samurai. If not, then that's a flaw in the fighter class as written, IMO. A fighter/rogue, of course, makes a dandy swashbuckler.

Shadow Lodge

I think the Favored Soul could really use an almost complete overhaul. Even if it is not open, the concept is solid, but the mechanics kind of lacking. Something like the sorcerer bloodlines, but not just a divine sorcerer.

Also, the knight is almost completely underpowered with the PF Fighter. I think it has some very interesting concepts, but it falls to short for what it is suppossed to be. However, if you just ramp up the armor training to make it better than the fighter for ac again, well that sort of screws up the whole system for everyone else, (to hit the knight, monsters will autohit everyone else).

I think givine the samerai some more intimidation based abilities and a few bonus feats here and there should keep them good. Ninja is still very good, though maybe update their powers to worl aken to the final monk's and throw in a rogue talent or two.

Soulknife, I'd just wait till psionics comes out. You never know, it might just be a psionic ranger variant or wild talent type build with how psionics might be redone.

Gish, I have never understood the appeal for, but hey, so many people love it. Taking the duskblade over to PF shouldn't be to difficult. I think it is already very close to PF's power level, so maybe just open up the spells a bit, or add a specialist wizards abilities limitedly might do the trick. I would say drop to Cleric BaB and keep d8 HP rather than other way around.


The way I see it a big portion of what Paizo did was make the core classes a lot more versatile and capable of handling the alternate roles that many of these alternate classes addressed. Not all of the different roles but many. Ninja and most stealth classes have been very much superseded by rogue... rogue talents make them quite flexible. The sorcerer with a well chosen spell list is now a much more viable replacement for the beguiler and the warmage. Ranger has a lot more zing also and makes the scout a tough call.

What I think would be a good book at this point would be an unearthed arcana type book to open up these options even more. Perhaps an option to replace favored enemy with a more generic precision damage similar to skirmish.

The few new core classes that would interest me would be some sort of martial casting core class, and perhaps an Evangelist, a charisma based spontaneous cleric...

To be honest I think the model for the martial casting class is already out there and in the OGL, it's the psionic warrior. If it were converted into a 6 level arcane class with spontaneous casting it could be quite excellent.

Shadow Lodge

Duskblade doesn't work? I generally agree with most base classes being able to cover for the variant classes like Ninja. But there are others that this really doesn't work for like the Dragon Shaman, Favored Soul, and Marshal.

I really wish they would divorce the spontanious divine caster from deities, though. Or at least not make it the norm. It cuts down on personanization possibilities. Let them have a deity if they want, but don't force it.


Beckett wrote:
Duskblade doesn't work? I generally agree with most base classes being able to cover for the variant classes like Ninja. But there are others that this really doesn't work for like the Dragon Shaman, Favored Soul, and Marshal.

Well it's non-OGL for one... otherwise probably fine. I just love the Psychic Warrior ;)

Beckett wrote:
I really wish they would divorce the spontanious divine caster from deities, though. Or at least not make it the norm. It cuts down on personanization possibilities. Let them have a deity if they want, but don't force it.

So you would suck power direct from the good aligned planes? I always thought divine was sort of defined by power from gods...


Pathfinder Rulebook Subscriber
SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.

I quite agree. I loved the idea of the SoulKnife but the class was lacking. Also the idea of an arcane warrior(much like the phychic warrior) would be nice.


SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.

The class is useless. Great flavour, but enough to make its own class.

Turn the mindblade into feats.


KaeYoss wrote:
SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.

The class is useless. Great flavour, but enough to make its own class.

Turn the mindblade into feats.

Can do!


KaeYoss wrote:
KaeYoss wrote:
SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.

The class is useless. Great flavour, but enough to make its own class.

Turn the mindblade into feats.

Can do!

You do realise that you're talking to yourself there.

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.

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.

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.

RPG Superstar 2012 Top 32

Pathfinder Warlock

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mindblank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock'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 Warlock's class level + his Charisma modifier to avoid the Warlock'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 Warlock'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 (Su). The Warlock is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Warlock can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Warlock can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock 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 Warlock can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock 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 Warlock 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.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.


Your version of hex is very close to what I had in mind for my version of the Witch class. I like it. :)

I think that your Warlock class mau be way over the top though. You definitely have to ditch the two and three eldritch blasts. 24d6 from three 30ft cone attacks at 15th level? Ouch! Wouldn't want to go up against one of them.

The Warlock probably doesn't need much help. The extra feats in PF are a very big boon to him since he can select Extra Invocation which is significantly more powerful than Extra Spell or Extra Slot.

RPG Superstar 2012 Top 32

Frogboy wrote:

Your version of hex is very close to what I had in mind for my version of the Witch class. I like it. :)

I think that your Warlock class mau be way over the top though. You definitely have to ditch the two and three eldritch blasts. 24d6 from three 30ft cone attacks at 15th level? Ouch! Wouldn't want to go up against one of them.

The Warlock probably doesn't need much help. The extra feats in PF are a very big boon to him since he can select Extra Invocation which is significantly more powerful than Extra Spell or Extra Slot.

Thanks for the input. The warlock still needs a lot of work. I meant to word the 2 and 3 blasts for only the ranged touch or melee touch versions of the blast, not the cones or circles.


I am the only one that is bothered by the increased power up in the final? I mean yes some classes needed it but what PF has not done is giving anything to the monsters to balance it out, i look at the new classes and see them as LA+2 or +4. There is no way that you could run a 3.5 game as is with PF PCs at the listed level. Did PF forget they were to make this useable for 3.5 stuff?


SmiloDan wrote:
Thanks for the input. The warlock still needs a lot of work. I meant to word the 2 and 3 blasts for only the ranged touch or melee touch versions of the blast, not the cones or circles.

Still might be too good and may somewhat discourage taking the Chain, Cone and Doom blast shapes. You're probably just best off pitching it. Eldritch Glaive kind of allows for this concept except it uses melee touch attack and you have to be standing 10 ft away. These restrictions make it much less desirable for the standard Warlock build but excellent for one who wants to be right behind the fighters and wants to burn a feat on Weapon Finese.

I think that I saw that you eliminated the "slow down" in the eldritch blast progression and I was thinking the same thing. It really doesn't need to do that especially since it speeds back up to 1 every two levels during epic progression (which is where it really should start slowing down IMO.

I was planning on splitting up his Imbue Item ability and spreading it out. Having that hard line at level 12 forces a Warlock who wants to specialize in creating magic items to take a bunch of item creation feats 3, 6, maybe even 9 levels before he'll ever get to use them. I'm not really sure what the solution would be and maybe the designers did that on purpose to try to prevent a Warlock from being able to create any magic item in the game without significant sacrifice. I guess if you can retrain feats now then this wouldn't be as big a problem though.

I personally wasn't planning on really doing much more than that as I think the Warlock is a very good class, one that can stand up against Pathfinder classes. A lot of others think that it's terribly weak and one dimentional though. I'll definitely check out what you come up with when you're done working out all the details.


wrathgon wrote:
I am the only one that is bothered by the increased power up in the final? I mean yes some classes needed it but what PF has not done is giving anything to the monsters to balance it out, i look at the new classes and see them as LA+2 or +4. There is no way that you could run a 3.5 game as is with PF PCs at the listed level. Did PF forget they were to make this useable for 3.5 stuff?

It's very usable. You'll have to lower most of the monster's challenge ratings though.

Besides, they had to do something significant enough with it to make us all want to upgrade.


wrathgon wrote:
I am the only one that is bothered by the increased power up in the final? I mean yes some classes needed it but what PF has not done is giving anything to the monsters to balance it out, i look at the new classes and see them as LA+2 or +4. There is no way that you could run a 3.5 game as is with PF PCs at the listed level. Did PF forget they were to make this useable for 3.5 stuff?

Not quite, they beleived many non-core classes to be overpowering, and this was to level the plkaying field.

They have, however, seemd to forget that of all the "broken" non-core content, classes was not one of them. Three of "The Big Five" are core (Cleric, Druid, Wizard), and one of the others is only as powerful as it is due to cleric domains.

Of all these classes, which would you say is overpowering compared to it's core counterpart?
CLASSES WEAKER THAN CORE
Hexblades - Underpowering, in fact the specialist enchantment powers in PF now make them obsoulete (Since they grant the same type of penalties...but automatically to all foes in range with no save).
Samurai - Not exactly a powerful class to begin with. The right levels in certain martial classes can simply replicate the abilities, which is slightly easier to do core only now.
Swashbucklers - Similer to the samurai
Ninjas - Was pretty much just a more flashy, but overall less powerful version of the rogue. It could gain it's precison damage more realibly, but not able to deal it in droves unlike the rogue, since the ninja only gains his against flat-footed foes.
Spelltheifs - Powerful, but only in mage-heavy campaigns. Unless you expect to see about 1 spell-caster per encounter, don't expect much.
Scouts - Wasn't really that powerful. Extra damage doesn't really account for much past a certain level when you only gain 1 attack with it. At low-levels they're not too bad, but no better than a rogue.
Wu Jen - Pretty much just a wizard with a code of conduct and a specialized spell list. Before, it simply lacked in versitility, now it lacks more versitilatiy and raw power, since the PF wizard only got more powerful.
Warlock - A class that's pretty poor as far as balance goes. Too powerful at the lowest levels, but too weak at the higher ones. Though it becomes alot weaker now, since the "At will ranged touch damage" is now also covered by sorcerers at low levels as well.
Warmage - Again, less powerful than a standard mage. They have a set spell list, but gained a few minor abilities to compensate. They'll need more to compenstate now.
Favoured Soul - Pretty much just a cleric, only with no domains, slower spell progrssion, and casting reliant on two ability scores. Needed a boost before, will need a bigger one now.
Shugenja - Is to cleric as Wu Jen is to wizard. Same applies, needs more power.
Spirit Shamen - Is to druid what a favoured soul is to cleric. Slower spell progession, and a handful of minor abilities to compenstate for no wild-shape.
Knight - Useful yes. Overpowering? Definately not. Probably one of the better designed classes about, in that it does it's job without overshadowing others.
Dragon Shamen - A buffer, not bad at it either, but comapred to the core classes? A cleric can do it's job and have enough energy left to mop the floor with creatures 3-4 points above his CR.
Beguiler - Is to sorcerer what warmage is to wizard. Just a sorcerer with a set spell list and a few minor abilities to compensate. Whilst not as underpowering as others, it becomes quite so with the boost paizo classes have.
Healer - Yeah umm...if you can see this class, and compare it to it's counterpart, the cleric, you'll see why I listed it. I really don't think I need to explain this one.
Marshal - Think Dragon Shamen, but less powerful. If you consider the dragon shamen underpowered, this class should also rightfully be in this catagory.
Dread Necromancer - Powerful, but like the beguiler, it's just a necromancer with a set spell list. Other than a few undead buffs theres nothing it can do that a wizard can't (hell, with the right books and wizard might even be able to do that to).
Psionic Classes - Before anyone says they shouldn't be here, read the book. The majority of the "Psionics are so broken" hype comes from a few things. 1. People not actually reading the rules. If you think an ability is overpowering, check again. Most folk seem to miss things like this yet still feel they can complain about psions spending 100 points on a single power or using 3 or 4 feats requiring psionic focus to be expended at once. 2. PRevious editions. Simply because somthing was one way in a previous edition doesn't mean it applies in this one. Actually look at the 3.5 Psionic rules before saying they're overpowering 3.5.
Tome of Magic Classes - Yeah umm...just look at them. The truenamer just flat-out cannot fight high level monsters, the shadowcaster gains a single 9th level spell per day at 20th level, and the Binder doesn't even gain spells, it's like a lesser druid focusing on wild-shaping.

CLASSES OVERPOWERING COMPARED TO CORE
Duskblade - Even then, some folk will probably disagree with me here. Though truthfully I dislike that it can cast epic spells before the wizard (I'm looking at you, Quicken Spell).
Tome of Battle Classes - Even then, to me they're only overpowering at levels 1-6, when theres no reason to not use their abiliites. At least at high levels they're trading extra attacks for most abilities.
Archiviest - (One of "The big Five") Again, this only really applies if you allow domain spells to be used (since a smart achivest can use this to gain high level spells at lower levels by cherry picking from each domain). Take that away and they seem very balance.
Artificer - (One of "The big Five")Again, like the acrhiviest, can be a little overpowering, but can also be made reasonably balanced with a simple house rule (I.E, make it only able to craft equipment of it's level, not it's level +2).

So the count is...20 non-core classes were less powerful, 6 were more powerful. While I've felt the core classes have had their fair share of problems, not a single one of them ever seemed to be "They're too weak compared to non-core!".

Besides, alot of folk seem to forget that with every new book, the core classes gain a boost. Pick up complete warrior, for instance, and you'll find rage-based feats, new spells for wizards, paladins, rangers etc. Pick up complete souncroul and you'll see sneak attack based feats, alternative class features for many core classes etc.

Pick up complete arcane...no hexblade stuff? What about Shadowcaster spells? None?

Tome of Battle...no feats just for the samurai? No ACF for the swashbuckler?

In fact, PHB 2 seems to be the only splatbook with new options for existing splat-book classes. Even then, it only addresses a handful of them (whilst also providing them for core classes, giving them yet another option).


Nero24200 wrote:
Not quite, they beleived many non-core classes to be overpowering, and this was to level the playing field.

This is just an excuse that they like to use to justify completely overhauling all of the base classes. Otherwise, they'd have just tweeked a few spells and feats, made the Bard, Barbarian, Paladin and Sorcerer a little better bringing them up to snuff and kicked the Druid and Cleric down a notch to even it out. Who's going to pay $50 for that? Not me.

If you are looking to use all of the 3.5 splat books as is and not upping the power level of the game then you're probably best off just lifting some of the good ideas from Pathfinder and others in order to fix and balance out 3.5 to your liking and leave it at that. That's a perfectly valid option, just one that wasn't going to make Piazo any money.

Shadow Lodge

I'm not saying there isn't a problem with the old monsters, there very likely is. But there is definetly a problem with some of the later and 3rd party 3.5 base classes just being outright more powerful than the originals.


Beckett wrote:
I'm not saying there isn't a problem with the old monsters, there very likely is. But there is definetly a problem with some of the later and 3rd party 3.5 base classes just being outright more powerful than the originals.

Some of them are more powerful but most were either right on par or weaker. The originals (all of them) really needed a refresh though. There's no denying that.


Beckett wrote:
I'm not saying there isn't a problem with the old monsters, there very likely is. But there is definetly a problem with some of the later and 3rd party 3.5 base classes just being outright more powerful than the originals.

Could you give a few examples? Even one or two would sway me. The reason why I'm so skeptical about this is because the majority of non-core classes I've seen actaully work out to be quite underpowering.

Shadow Lodge

Sure, some are. Duskblade stands out in my mind. They get to many nice Bonus Feats and little abilites. I platyed one till about 13th level, and it was, in a lot of ways, way better than either the Cleric at combat magic, the arcanists at most everything else except buffing and large area damage. It really felt overpowered.

Spellthief can also be pretty broken at times, offering unlimited heals from a Favored Soul, and still almost completely function as a Rogue. the power they gain, I don't think, is equal to the few Rogue things they lose.

Warlock, while a very easy class to hate or love, offers increadable sorcerer blasting. It can outdamage other spellcasters with little trouble, if that's what you want. Or other little tricks like permanent flight, ability to see in all conditions, or other little things like that.

Book of Nine Swords. . .


Beckett wrote:

Sure, some are. Duskblade stands out in my mind. They get to many nice Bonus Feats and little abilites. I platyed one till about 13th level, and it was, in a lot of ways, way better than either the Cleric at combat magic, the arcanists at most everything else except buffing and large area damage. It really felt overpowered.

Spellthief can also be pretty broken at times, offering unlimited heals from a Favored Soul, and still almost completely function as a Rogue. the power they gain, I don't think, is equal to the few Rogue things they lose.

Warlock, while a very easy class to hate or love, offers increadable sorcerer blasting. It can outdamage other spellcasters with little trouble, if that's what you want. Or other little tricks like permanent flight, ability to see in all conditions, or other little things like that.

Book of Nine Swords. . .

Fair enough, in fact if you check my list aboe you'll see Duskblade and the Book of Nine Sword classes (though I kept spelltheif and warlock on the other list, since I personally feel a spelltheif underpowering unless in a magic heavy game, and the warlock appeal is lost very quickly).

It's just...the majority of classes are underpowering, and at the end of the day, the non-core classes people are likely to play, in my opinion, will probably come from the "Complete" books. Just about everyone I know who has bought splat-books always bought those ones first.

Also, for the later ones, how powerful is generally down to the group. As I said, I felt the archiviest and artificer have abuse potnetials, but then again, I've never seen either abuse actually used in game, and it's a very easy fix to use should they be there. TOB, for instance, only strikes me as overpowering for the lower levels, since they still provide an ample boost, but without the draw-back of giving up iterative attacks. Once iterative attack's become a factor, alot of the abilities lose their appeal, and pretty much just become "options" rather than flat-out useful abilities. (Think of it this way, 9th level powers usally do 100-points of damage in a single attack...well, the last melee character I played could deal about 150 points of damage with a full attack at 10th level. In this case, the only reason to use such a power would be in the event a full-attack isn't avalible).

Personally, I wouldn't mind non-core classes being overpowering, it's easier and requires less imagination to "tone down" than it is to "Tone up".


Kind of surprised that no one mentioned the Dragonfire Adept. I've never played one but they look pretty powerful at a glance.


Nero24200 wrote:
Think of it this way, 9th level powers usally do 100-points of damage in a single attack...well, the last melee character I played could deal about 150 points of damage with a full attack at 10th level. In this case, the only reason to use such a power would be in the event a full-attack isn't avalible.

And that is very, very useful to charge attack someone for 100 HP and then full attack the next round for well over 100. Probably not game breaking but still, very useful.


Beckett wrote:
I think the Favored Soul could really use an almost complete overhaul. Even if it is not open, the concept is solid, but the mechanics kind of lacking. Something like the sorcerer bloodlines, but not just a divine sorcerer.

My sentiments exactly. I like the idea very much fluff wise but there needs to be some crunch re-dos. Perhaps making it more like the warlock than the sorcerer

One thing I never understood, for example, is why they automatically gained their deity's favored weapon as a proficiency. I thought the idea was they didn't even have to worship their benefactor or care about that deity, so why the favored weapon?


wrathgon wrote:
I am the only one that is bothered by the increased power up in the final? I mean yes some classes needed it but what PF has not done is giving anything to the monsters to balance it out, i look at the new classes and see them as LA+2 or +4. There is no way that you could run a 3.5 game as is with PF PCs at the listed level. Did PF forget they were to make this useable for 3.5 stuff?

Bugs me too. I think I understand some of it but overall it bugs me. In particular the creep on the core races and on the more powerful core classes (Wiz/ Cleric in particular).

I don't worry too much about CR and things like that because I generally adjust encounter difficulty on the fly anyhow. Published modules rarely nail challenges all the time.

Oh... and we'll see what they did with monsters when the bestiary comes out. I know for certain James has promised tougher high level undead.

Shadow Lodge

MerrikCale wrote:
Beckett wrote:
I think the Favored Soul could really use an almost complete overhaul. Even if it is not open, the concept is solid, but the mechanics kind of lacking. Something like the sorcerer bloodlines, but not just a divine sorcerer.

My sentiments exactly. I like the idea very much fluff wise but there needs to be some crunch re-dos. Perhaps making it more like the warlock than the sorcerer

One thing I never understood, for example, is why they automatically gained their deity's favored weapon as a proficiency. I thought the idea was they didn't even have to worship their benefactor or care about that deity, so why the favored weapon?

Well, they don't have domain spell access or any unique spells, can't take most divine feats (or make use of them), and can't qualify for nearly any prestige class. So I assume it is for a little bit of custumization. A favored soul of pelor is different than one of corelon. Personally, though, I think all divine characters should have had that since 3.0.


I would like to a revamped Shaman, based on spirits and spirit animals with a spell list different from the druid

I would also like to see a Ranger that does not cast spells. Perhaps giving it some other powers instead

RPG Superstar 2012 Top 32

MerrikCale wrote:

I would like to a revamped Shaman, based on spirits and spirit animals with a spell list different from the druid

I would also like to see a Ranger that does not cast spells. Perhaps giving it some other powers instead

I think an interesting Shaman could be designed using the binding rules from Tome of Magic with some specialized summoning spells, and maybe a version of turn undead.

There is a spell-less Ranger in the Complete Warrior, but some of their non-spell abilities are spell-like abilities, which is weird.


SmiloDan wrote:
There is a spell-less Ranger in the Complete Warrior, but some of their non-spell abilities are spell-like abilities, which is weird.

IIRC, it's things like, "Instead of gaining 4th level spells [of which freedom of movement is one], instead you gain the ability to use freedom of movement once per day!" Which, to me, seems like a really lousy trade.

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