Heathansson
|
There's a conversion section eleven sections down on the "messageboards."
It doesn't seem to show up in the "recent 10" posts; Gary Teter said it was an odd bug I discovered; don't know if it's fixed yet.
I put a ruff of a blackguard there, and another guy did a L.E. unholy warrior; it hasn't gotten a lot of traffic yet.
| concerro |
Im curious if this has been started anywhere. Im looking for a conversion of the scout so Im gonna take a stab at it and see what I can come up with. Just curious if there was a place to post it and have it critiqued.
Cheers
Some class are fine as they are. Only weak class like the Samurai, or powerful spellcasting classes really need to be modified. I am using a scout right now. Other than changing over to the pathfinder skill system I kept is as it was. I am also having skirmish affect anything that sneak attack does in Pathfinder.
However if you make a nice addition to the class I might have to borrow it.
| kyrt-ryder |
One obvious point is to add a few "Scouty" feats to the scout bonus feat selection. Additionally, you may want to add one or two total bonus feats to the progression, as that's happened to the monk and the ranger.
The scout will have a hard time competing at the middle-high levels due to the reworking of manyshot (meaning greater manyshot is no longer the Scout's saving grace it once was) so the scout will need a reliable way to move 10 feet and still full attack (or you may want to reinstate the old manyshot as either an option with the manyshot feat, an optional sub-type of the manyshot feat, or label it it's own feat.)
thefishcometh
|
One obvious point is to add a few "Scouty" feats to the scout bonus feat selection. Additionally, you may want to add one or two total bonus feats to the progression, as that's happened to the monk and the ranger.
The scout will have a hard time competing at the middle-high levels due to the reworking of manyshot (meaning greater manyshot is no longer the Scout's saving grace it once was) so the scout will need a reliable way to move 10 feet and still full attack (or you may want to reinstate the old manyshot as either an option with the manyshot feat, an optional sub-type of the manyshot feat, or label it it's own feat.)
I don't think manyshot is necessary for the scout. Vital Strike works on ranged attacks and allows for a single powerful attack as a standard attack action, which still lets the scout move.
| kyrt-ryder |
What your missing from my point, thefishcometh, is that Vital Strike only applies precision damage (the bulk of what a scout deals) once, for one arrow.
Greater Manyshot, from 3.5, allowed the scout to fire 3 arrows at high levels (4 arrows if the scout took at least 4 full BAB levels such as fighter or Ranger)that each dealt skirmish damage.
The Vital Strike chain CANNOT fill the rule that manyshot and greater manyshot did for the scout class.
(Although I'll be the first to admit it's amusing using the Vital Strike chain with Shrink Itemed colossal arrows. If that's not possible with the new spell my apologies that's one chapter I haven't read yet.)
| kyrt-ryder |
Actually Morgan, that's an interesting idea, here's my thought.
Rogue Talent: Forward Scout: Increase landspeed by 5 feet + 5 feet per 5 rogue levels.
Rogue Talent: Skirmish- in place of a sneak attack, when such conditions are impossible to attain, so long as the rogue has moved at least 10 feet during the round he deals 1/2 his sneak attack dice on all attacks made.
Rogue Talent: Acrobatic maneuvering (or make this a feat anybody can take with enough ranks in acrobatics)- succeed on an Acrobatics check of X DC, and take a 10 foot step in place of a 5 foot step.
| Skaorn |
Arinsen wrote:Im curious if this has been started anywhere. Im looking for a conversion of the scout so Im gonna take a stab at it and see what I can come up with. Just curious if there was a place to post it and have it critiqued.
Cheers
Some class are fine as they are. Only weak class like the Samurai, or powerful spellcasting classes really need to be modified. I am using a scout right now. Other than changing over to the pathfinder skill system I kept is as it was. I am also having skirmish affect anything that sneak attack does in Pathfinder.
However if you make a nice addition to the class I might have to borrow it.
Updates for Samuria would be better going to the original Samurai class from Oriental Adventures IMO. I also like that version of Shaman too.
| SmiloDan RPG Superstar 2012 Top 32 |
I was hoping one of the 4 New Classes would be a highly mobile, full BAB type. Kind of a combo of Swashbuckler and Scout. Anyways, I kind of thought of a mechanic that would sort of work for a class like that. I don't even have a name for it yet. Anyways....
"If you move 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, you add your class level to your damage if you hit. This damage is multiplied on a successful critical hit."
Does that seem balanced for a Swashbuckler type? It can only apply once per round, scales with level, and requires tactical movement.
| kyrt-ryder |
Are you sure you want to pidgeonhole it into staying in the class for that one effect? That REALLY sounds like it should be a good lead in base class for duelist (much like how swashbuckler was in 3.5)
Edit: Of course you want to make sure it has lots of reason to stay in the class too, just saying lol.
| SmiloDan RPG Superstar 2012 Top 32 |
I'd like to see an updated Warlock.
I still need to work out the patrons that the warlocks make their deals with, but here's a version I've been working on. Ideally, instead of having the Fey Bloodline, a warlock would get to choose between forming a pact with Oberon, Puck, or Titania, for example. Instead of having the infernal bloodline, they'd form a pact with Asmodeus, Dis, one of the other 8 or 9 nasties down there. &c &c.
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.
| SmiloDan RPG Superstar 2012 Top 32 |
Are you sure you want to pidgeonhole it into staying in the class for that one effect? That REALLY sounds like it should be a good lead in base class for duelist (much like how swashbuckler was in 3.5)
Edit: Of course you want to make sure it has lots of reason to stay in the class too, just saying lol.
I'd kind of like to add it to a class like this:
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.
| kyrt-ryder |
As awesome as that is (and I do mean awesome, I'd totally play it)it doesn't really lead into duelist (which you quoting my post seems to imply lol)
Maybe include a feat that allows one to change the grace pool to intelligence based? So people have the entirely viable choice of going all the way and rocking as cha swashies or being int swashy/duelists at the cost of a feat? If you took that approach you'd probably want to include a feat that lets one change insightful strike to cha based as well, of course.
(Oh, and the one other problem is some of the abilities, like the critical wounding effects, feel ripped from the original)
Edit: And I would change Lucky to cha bonus times per day, but that one is just me lol, your class, your call (though I am saving this to my PC right now for stealage purposes lol, thanks man)
| SmiloDan RPG Superstar 2012 Top 32 |
As awesome as that is (and I do mean awesome, I'd totally play it)it doesn't really lead into duelist (which you quoting my post seems to imply lol)
Maybe include a feat that allows one to change the grace pool to intelligence based? So people have the entirely viable choice of going all the way and rocking as cha swashies or being int swashy/duelists at the cost of a feat?
(Oh, and the one other problem is some of the abilities, like the critical wounding effects, feel ripped from the original)
Edit: And I would change Lucky to cha bonus times per day, but that one is just me lol, your class, your call (though I am saving this to my PC right now for stealage purposes lol, thanks man)
Yeah, it's a hodge-podge based on the Beta Barbarian, Complete Warrior Swashbuckler, and the Races of the Wild Super-Elven-Heavy-Armored-Rapier-Knight-of-Correlon-Correlon-or-whatever-hi s-name-is.
I guess if I was to re-work it, separate the Grace Powers into 2 tiers, like the Rogue Talents, and have some of them cause Strength or Constitution damage on crits. Maybe a whole bunch of different effects that can used on crits!
I'd like to come up with a new name besides Swashbuckler or Duelist, that fits that mold.
EDIT: And I don't see why there couldn't be Canny Grace feat that lets you use Intelligence instead of Charisma to fill your Grace Pool.
| Nero24200 |
Problem with converting non-core classes, a lot of them were considered more powerful than the core classes, so you have to be careful to not make it an arms race.
Which classes in particular? Most of the non-core stuff I've seen seems pretty weak compared to their core counterparts.
I've tried upping psionics a little (mostly to soulknife and wilder) as well as trying to up the power of the hexblade and shadowcaster, though some changes might not suit certain games.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
|
Matthew Morris wrote:Problem with converting non-core classes, a lot of them were considered more powerful than the core classes, so you have to be careful to not make it an arms race.Which classes in particular? Most of the non-core stuff I've seen seems pretty weak compared to their core counterparts.
I've tried upping psionics a little (mostly to soulknife and wilder) as well as trying to up the power of the hexblade and shadowcaster, though some changes might not suit certain games.
Duskblade of course. He's <i>extremely</i> powerful in his niche, but not so much out of it. Adding anything to him is a matter of trying not to cross the line into brokenation.
Some folks considered the Archivest pretty powerful, I'm one of them.
Adding things to the Favoured soul might have the same issue.
And ToB characters are often called overpowered.
Dread
|
here's what I did for the Spirit Shamen., got away from that whole 'spell retrieval idea and made the Shaman a merger of most 'tribal priests'
Shamen
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidation, Knowledge- Geography, Knowledge- History, Knowledge- Local, Knowledge- Nature, Knowledge- Religion, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Spellcraft, Survival, Swim.
Skill Points per level: 4 per level + Int Mod.
Armor Proficiency (Same as Druid)
Weapon Proficiency: Dagger, Club, Short Spear, Long Spear, Quarterstaff, Spear, Blowgun, Dart, Javelin, Sling, Axe- Throwing, Axe- Hand, Axe, Battle, Greataxe, Shortbow, Longbow, Bola.
BAB and Hit Dice as Druid/Cleric (Medium progression for BAB and d8 HD)
Saves: Good Will and Fort. Poor Ref
Spells per day as Spirit Shamen in Complete Divine but no spirit Retrieval only listed as spells per day on page 15.
Use Druid List for Spells
Abilities
1st: Spirit Bond: At First Level The Shamen chooses to either have a Medicine Bag (functions as a spell component Pouch and a item that gives the same benefits as a Wizards Arcane Bond Item) or to have a Totem chosen from the following list:
Badger- +2 to Will Saves
Bear- +2 to Fort Saves
Buffalo- +3 to Survival
Cougar- +3 to Acrobatics
Crane- +3 to Diplomacy
Crow- +3 to Linguistics
Eagle- +3 to Perception Checks during daylight or bright light
Elk- +1 to Caster Level For Range, Duration, Area of Effect
Fox- +3 to Bluff
Hawk- +3 to Sense Motive
Lizard- +3 to Climb
Otter- +3 to Swim
Owl- +3 to Perception at night or in the dark
Rabbit- +3 to Perform
Raccoon- +3 to 1 Knowledge Skill
Scorpion- +1 to AC (a Dodge Bonus)
Snake- +3 to Intimidation
Spider- +3 to Craft
Turtle- +3 to Spellcraft
Vulture- +3 to Handle Animal
Weasel- +2 to Reflex Saves
Wolf- +1 to CMB
The Totem takes the shape of a small carving of a representative of that species and must be kept at arms reach (frequently worn as jewelery)to receive this and further leveled benefits from the item. Loss of either the Totem or the Medicine Bag causes the same effect but to the negative for the totem, or the same as losing an item of Arcane Bond for the Wizard until it is either recovered or reconstructed costing 30 days and 500 GP in materials.
1st: Orisons (unlimited Castings of chosen 0 level spells)
1st: Wild Empathy (gains a +2 Circumstance bonus on animals of the same species as the Totem if its possessed)
2nd: Chastise Spirits- Similar to Channel Energy but does not heal or harm only causes creatures to flee for d6+ cha Mod in rounds vs Fey, Incorporeal Undead, Spirits, and Elementals. DC is 10+ 1/2 Shamen level + Cha. 30 foot burst.
3rd: Detect Spirits- Can Detect those listed above as Detect Undead Spell but vs 'spirits' (Fey, Inorporeal Undead, Spirits, and Elementals)
4th: Ancestor Blessing- Gain +2 to save vs Enchantments. Can give this bonus away to an ally for level + cha in minutes 1Xday per 3 levels. When it is given away, the Shamen does not get the bonus.
5th: Ancestor Guide- As Divination Spell 1xDay (Takes shape as Totem or an ancestor if medicine bag chosen)
6th: Spirit Warrior- Gains Ghost Touch as an ability with any weapons the Shamen possess'. In addition gaina +2 Divine Bonus to Touch AC.
7th: Ancestor Guide II- Gain Summon Monster III 2X Day +1 at 10th, 15th, and 20th
Creatures chosen should be either totem or a Small Elemental for the Medicine Bag Option.
8th: Ancestral Aid I Gain improved Totem or Medicine bag benefits
Medicine Bag- Choose 1 3rd level Arcane Spell as Bonus spell 1Xday
Badger- Rage- 1/2 level + cha bonus rage points/day as Barbarian
Bear- Gain +4 Divine Bonus to CMB with Grapple
Buffalo- Gain +4 Divine Bonus to CMB with Bullrush
Cougar- Can get full attack on Charge
Crane- Gain Unarmed Combat
Crow- Gain +2 to All Int Skills
Eagle- Gain 1 Ranged Weapon Feat that you have the Prereq's for
Elk- Gain +2 to all Strength Skills
Fox- +2 to all Cha Skills
Hawk- +2 to all Wis Skills
Lizard- +2 to all Dex Skills
Otter- Cold Resistance: 5 + can hold breath 2x normal
Owl- Gain Stealth as Class skill and 1 rank per level retroactive to 1st level
Rabbit- Gain +2 to Con Skills
Raccoon- Gain 1 Melee Weapon Feat that you have the prereq's for
Scorpion- +1 Natural AC Bonus and +1 to Fort Saves
Snake- +1 Natural AC Bonus and +1 Reflex Saves
Spider- Tremorsense
Turtle- +1 Natural AC Bonus and +1 to Will Saves
Vulture- Can ignore Cha bonus in ability drain's 1Xday +1 per 4 levels.
Weasel- Gain Scent
Wolf- Gain +4 Divine Bonus to CMB with Trip
9th: Ancestor Form: 1XDay (limited Beast Shape II for totems shape must be into totem and either Plant Shape I or Elemental Shape I for Medicine Bag).
10th: Spirit Form: Become Incorporeal for 1 round per level + cha Bonus.
11th: Legend Lore (as spell 1Xday)
12th: Ancestor Guide III: Gain Summon Monster IV 1Xday +1 16th and 20th. with similar restrictions to Ancestor Guide II
13th: Ancestor Form 2XDay
14th: Spirit Form 2Xday
15th: Ancestral Aid III- Gain improved Totem or Medicine bag benefits
Medicine Bag- Choose 1 6th level Arcane Spell as Bonus spell 1Xday
Totems: Gain 1 6 level Divine Spell as bonus spell 1 X day
16th: Commune with Nature 1XDay
17th: Spirit Journey (as Plane Shift) 1Xday
18th: Ancestor Form 3XDay
19th: Spirit Form 3XDay
20th: Spirit who walks: Subtype becomes Fey with all benefits.
| Loztastic |
I've got an idea for my new camaign involving Incarnum as a "strange lost magic"
the joy being that, for 99% of the time, it will be NPC's only, with PC's possibly gaining Incarnum feats later
However, i'm going to do a half-hearted conversion of the classes for NPC use only - on the basis that, as the players won't see the NPC's sheets, i can make it up on the fly
| SmiloDan RPG Superstar 2012 Top 32 |
This one may be out in left field, but how about Buccaneer? It still carries the same high seas daredevil adventure flavor but under a different label.
The Ambusher
I based it on the Pathfinder Beta Ranger, so it may need to be toned down a bit. It's supposed to be a combo of the Swashbuckler and Scout.BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering, geography, history, local, nature, nobility), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim.
Skill Ranks Per Level: 6 + Int modifier.
Ambushers are proficient in all Simple and Martial Weapons, Light Armor, and Shields (but not Tower Shields).
LEVEL ABILITY
1. Ambush Strike, Weapon Finesse
2. Critical Talent, Uncanny Dodge
3. Fast Movement, Trackless Step
4. Bonus Feat, Critical Talent
5. Dodge +1, Critical Strike
6. Critical Talent, Flawless Stride, Improved Uncanny Dodge
7. Improved Ambush Strike
8. Bonus Feat, Improved Critical Talent
9. Acrobatic Charge, Evasion
10. Dodge +2, Improved Critcal Talent
11. Fast Movement, Double Critical Talent
12. Bonus Feat, Improved Critical Talent
13. Greater Ambush Strike
14. Greater Critical Talent
15. Dodge +3
16. Bonus Feat, Greater Critical Talent
17. Improved Evasion
18. Freedom of Movement, Greater Critical Talent
19. Fast Movement, Mighty Ambush Strike
20. Bonus Feat, Dodge +4, Greater Critical Talent, Triple Critical Talent
Ambush Strike (Ex). If the ambusher moves 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, he adds his class level to his damage if he hits. This damage is multiplied on a successful critical hit. At 7th level, the ambusher gains Improved Ambush Strike, which allows him to roll his weapon damage twice if he moves 10 feet or more prior to making the attack roll. At 13th level, he gains Greater Ambush Strike, which allows him to roll his weapon damage dice three times if he moves 10 feet prior to attacking. At 19th level, he gains Mighty Ambush Strike, which allows him to roll his weapon damage dice 4 times if he moves 10 feet prior to making his attack roll.
Weapon Finesse. The ambusher gets Weapon Finesse as a bonus feat at 1st level.
Critical Talent (Ex). At 2nd level, and every two levels thereafter, the ambusher learns a Critical Talent. Beginning at 8th level, he can choose to learn an Improved Critical Talent in place of a Critical Talent. Beginning at 14th level, the ambusher can learn a Greater Critical Talent in place of a Critical Talent or Improved Critical Talent. Initially, on a single Critical Talent can be used at once. At 11th level, 2 Critical Talents can be used at once. At 20th level, 3 Critical Talents can be used at once.
Critical Talents:
Critical Combat Talent: You can make a Combat Manuver as a free action agains the opponent you scored a critical hit against.
Cleaving Critical Talent: You can make a melee attack against a target adjacent to the opponent you scored a critical hit against.
Shaking Critical Talent: The opponent you scored a successful critical against must make a successful Will Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be Shaken for 1 round for every ambusher level you have.
Nauseating Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be nauseated for 1 round.
Improved Critical Talents:
Blinding Critical Talent: The opponent you scored a susccessful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be blinded for 1 round for every ambusher level you have.
Dispelling Critical Talent: The opponent you scored a successful critical against is subjected to a targeted Dispel Magic effect against the lowest level spell cast on them, as if your caster level was equal to your ambusher level.
Slowing Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be slowed for 1 round for ever ambusher level you have.
Stunning Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be stunned for 1 round.
Sleeping Critical Talent: The opponent you scored a successful critical against must make a successful Will Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or sleep for 1 round for ever ambusher level you have.
Greater Critical Talents:
Enervating Critical Talent: The opponent you scored a successful critical hit against gains a temporary negative level for 1 hour per ambusher level you have.
Greater Dispelling Critical Talent: The opponent you scored a successful critical against is subjected to a targeted Greater Dispel Magic effect against the lowest level spell cast on them, as if your caster level was equal to your ambusher level.
Paralyzing Critical Talent: The opponent you scored a critical hit against must make a Successful Fortitude save or be paralyzed for 1 minute per ambusher level you have.
Weakening Critical Talent: The opponent you scored a critical hit against takes 2 points of Strength damage.
Wobbling Critical Talent: The opponent you scored a critical hit against takes 2 points of Dexterity Damage.
Wounding Critical Talent: The opponent you scored a critical hit against takes 2 points of Constitusion damage.
Uncanny Dodge (Ex). At 2nd level, you gain the rogue ability of the same name.
Fast Movement (Ex). At 3rd level, your base land speed increases by 10 feet. It increases by 10 feet at 11th, and again at 19th.
Trackless Step (Ex). At 3rd level, you can choose to leave to trackable trace behind.
Bonus Feat. At 4th, 8th, 12th, 16th, and 20th, the ambusher gains a bonus feat from the following list:
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.
Critical Strike (Ex). At 5th level, whenever the ambusher successfully hits a flat-footed opponent, he treats that hit as if it were a critical threat.
Dodge (Ex). At levels 5, 10, 15, and 20, the ambusher gains a cumulative +1 Dodge bonus to AC.
Flawless Strike (Ex). At 6th level, the ambusher can ignore the penalties for difficult terrain.
Improved Uncanny Dodge (Ex). At 6th level, the ambusher gains the rogue ability of the same name.
Acrobatic Charge (Ex). At 9th level, the ambusher can charge over difficult terrain, through allies' spaces, and in a non-straight line.
Evasion (Ex). At 9th level, the ambusher gains Evasion as the rogue ability of the same name.
Improved Evasion (Ex). At 17th level, the ambusher gains Improved Evasion as the rogue ability of the same name.
Free Movement (Ex). At 18th level, the ambusher gains a constant Freedom of Movement effect.
| freduncio |
Really nice classes
First I must say that I love the classes that you post around here. Had you managed to put them all together somewhere?
OK, about the warlock you posted. I think he's somewhat powerful, even for PF, but his Hex abilities make me think in another class. A Witch Doctor, someone specialized in hinder his enemies. Just taking you new warlock and take away the Eldritch Blast, the pact entities (just padronize the pact abilities) and we start to see something in this direction... What you think?
PS: Sorry for my bad english... it's not my mother language...
| Gray |
Has anyone seen any conversions of classes from Arcana Unearthed by Monte Cook? I'd love to see conversions for the witch and totem warrior.
Though I've been thinking that the Totem Warrior abilities can probably be swapped as alternative abilities for the ranger, and witch abilities could be swapped in a sorceror blood-line abilities with some work. I'm just wondering if anyone has already done this.
And I'll second that this post should go under the Conversions section so it is easier to find.
| Nero24200 |
Duskblade of course. He's <i>extremely</i> powerful in his niche, but not so much out of it. Adding anything to him is a matter of trying not to cross the line into brokenation.
Some folks considered the Archivest pretty powerful, I'm one of them.
Adding things to the Favoured soul might have the same issue.
And ToB characters are often called overpowered.
Duskblade I actually agree with. Archivest as well simply because of the ability to add domain spells to their spells known list. For the others though...
Firstly, favoured soul? In all honestly, you're the first person I've ever met to consider the class overpowering. It is to cleric as sorcerer is to wizard I.E it lags behind spell levels in exchnage for a handful of abilities. It doesn't have domains, instantly lowering the versitility of the class, and it doesn't have channel energy, which although I'm personally happy with (don't like it) many fans around here seem to go on about Channel Energy being a brilliant idea and somthing really amazing about the new cleric. Besides, compare it to it's core counterpart, Clericzilla.
Ironic, the most abusive cleric builds (such as Divine Metacheese and nightsticks) cannot be done with a favoured soul at all.
The TOB battle ones are debatable. Granted I do think they're overpowering, but only to their melee counterparts. Again, compared to a full blown clericzilla or high level Batman wizard they still fall behind.
Besides, what about the 20 odd other classes which aren't overpowering (and before you say anything, 20 isn't an exagerration. I've actually gone as far as listing every non-core class I know of in another thread. While the few you mentioned were debatable on that thread too, no one questioned the other classes being underpowering, such as the Hexblade, Samurai, Ninja, Wu-Jen, Spirit Shamen, Dragon Shaman etc).
Truthfully, this is one of my biggest peaves about PFRPG. If they simply wanted to boost the power of the classes, fair enough, but using somthing like "Non-Core classes are broken" just sounds like a poor excuse to me.