For Nightflier: A bunch of SmiloDan's conversions.


Conversions

51 to 69 of 69 << first < prev | 1 | 2 | next > last >>
RPG Superstar 2012 Top 32

What is PathfinderDB.com?

Dark Archive

Once again, thank you, SmiloDan. I'm swamped with RL so my work on updating my campaign setting to 2.0 is going rather slow, but your classes will play huge part in it.

RPG Superstar 2012 Top 32

Cool, thanks!

I want to run a campaign where the PCs are witches on the run from witch hunters, or vice-versa, with witch being a generic term for unsanctioned magic-users.

RPG Superstar 2012 Top 32

Spellhunters are canny combatants that specialize in hunting down and disrupting magic-users of all kinds.

Spellhunter

BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Craft, Diplomacy, Intimidate, Knowledge arcana, Linguistics, Perception, Ride, Sense Motive, Spellcraft, Survival.

Skill Ranks per Level: 2 + Int modifier.

Spellhunters are proficient in all Simple and Martial Weapons. They are proficient in Light, Medium, and Heavy Armor, and all Shields (except Tower Shields).

The Save DC, if any, of any Spellhunter special ability is 10 + 1/2 his Spellhunter level + his Intellegence modifier.

LEVEL ABILITY
1. Detect Magic, Dispelling Strike (1/day), Disrupt Spellcaster
2. Bonus Feat, Spellgrace
3. Dispelling Strike (2/day), Mettle
4. Dispelling Rejuvination
5. Arcane Sight
6. Bonus Feat, Dispelling Strike (3/day)
7. Improved Dispelling Strike (Disrupt Magic)
8. Spell Resistance (5 + class level)
9. Dispelling Strike (4/day)
10. Bonus Feat, Slippery Mind
11. Analyze Dweomer
12. Dispelling Strike (5/day)
13. Greater Dispelling Strike (Greater Dispel Magic)
14. Bonus Feat, Improved Spell Resistance (10 + class level)
15. Dispelling Strike (6/day)
16. Mind Blank
17. Greater Arcane Sight
18. Bonus Feat, Dispelling Strike (7/day)
19. Dire Dispelling Strike (Disjoining)
20. Greater Spell Resistance (15 + class level), Persistent Disruption

Detect Magic (sp). The Spellhunter can use detect magic at will.

Dispelling Strike (Su). Once per day as a free action, the Spellhunter can declare a Dispelling Strike. For 1 round, if the Spellhunter hits with an attack, the opponent is targetted with a Dispel Magic effect with a Caster Level equal to the Spellhunter's Base Attack Bonus. In addition, the target of the Dispel Magic takes 1 point of damage per spell level successfully dispelled. At 3rd level, and every 3 levels thereafter, the Spellhunter gains an additional daily use of this ability. In addition, the Spellhunter can use Dispelling Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Dispelling Strike.

Disrupt Spellcaster (Ex). The Spellhunter increases the Concentration check DC to cast defensively of any spellcaster he threatens by an amount equal to his class level.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Spellhunter can choose one of the following as a bonus feat: Blindfight, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, or Step Up. Beginning at 6th level, the Spellhunter adds Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes to the list. At 10th level, he adds Critical Focus, Improved Critical, and Spellbreaker to the list.

Spellgrace (Su). Beginning at 2nd level, the Spellhunter adds his Charisma bonus (if any) to all Saving Throws against Spells, Spell-like Abilities, and Supernatural Abilities.

Mettle (Ex). At 3rd level, if the Spellhunter succeeds on a Fortitude or Will Saving Throw that still has a negative effect, he ignores the negative effect.

Dispelling Rejuvination (Su). At 4th level, Whenever a Spellhunter causes damage with his Dispelling Strike, he heals a like amount of damage. Any excess hit points are treated as temporary hit points that last for 1 hour per class level.

Arcane Sight (Sp). At 5th level, the Spellhunter can use Arcane Sight at will.

Improved Dispelling Strike (Su). At 7th level, the Spellhunter's Dispelling Strike improves. It now causes 2 points of damage per spell level dispelled. Alternatively, the Spellhunter can use 1 daily use of his Dispelling Strike to make a Disrupting Strike. The Spellhunter must declare the Disrupting Strike before making the attack roll; if successful, the target cannot use any spell, spell-like ability, or supernatural ability for 1 round. In addition, the Spellhunter can use Disrupting Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disrupting Strike.

Spell Resistance (Ex). Beginning at 8th level, the Spellhunter gains Spell Resistance equal to 5 + his class level. At 14th level, this improves to 10 + his class level. At 20th level, he gains Spell Resistance equal to 15 + his class level.

Slippery Mind (Ex). At 10th level, the Spellhunter gains the Slippery Mind ability as described under the Rogue's Advanced Talents.

Analyze Dweomer (Sp). At 11th level, the Spellhunter can use Analyze Dweomer at will.

Greater Dispelling Strike (Su). At 13th level, the Spellhunter's Dispelling Strike improves. It now causes 3 points of damage per spell level dispelled, and acts as a Greater Dispel Magic. The Spellhunter can use 1 daily use of his Dispelling Strike to cast Greater Dispel Magic, with a Caster Level equal to his Base Attack Bonus.

Mind Blank (Su). At 16th level, the Spellhunter is protected with a constant Mind Blank effect.

Greater Arcane Sight (Sp). At 17th level, the Spellhunter can use Greater Arcane Sight at will.

Dire Dispelling Strike (Su). At 19th level, the Spellhunter's Dispelling Strike improves. It now causes 4 points of damage per spell level dispelled. Alternatively, the Spellhunter can use 1 daily use of his Dispelling Strike to make a Disjoining Strike. The Spellhunter must declare the Disjoining Strike before making the attack roll; if successful, the target is subjected to a Mage's Disjoinment effect with a Caster Level equal to the Spellhunter's Base Attack Bonus. In addition, the Spellhunter can use Disjoining Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disjoining Strike.

Persistent Disruption (Su). At 20th level, the duration of the Spellhunter's Disrupting Strike is a number of rounds equal to his Intelligence bonus (minimum 1 round).

RPG Superstar 2012 Top 32

Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim

Skill Ranks per Level: 4 + Int modifier

Swashbucklers are proficient with all Simple and Martial weapons. They are proficient with Light armor and all Shields (except tower shields).

Level Ability
1. Grace, Graceful Stance, Weapon Finesse
2. Grace Power, Uncanny Dodge
3. Insightful Strike
4. Bonus Feat, Grace Power
5. Dodge +1
6. Grace Power, Improved Uncanny Dodge
7. Acrobatic Charge, Improved Graceful Stance
8. Bonus Feat, Grace Power
9. Improved Flanking
10. Dodge +2, Grace Power
11. Lucky, Skill Mastery
12. Bonus Feat, Grace Power
13. Greater Graceful Stance
14. Grace Power, Weakening Critical
15. Dodge +3
16. Bonus Feat, Grace Power
17. Elegant Strike
18. Grace Power
19. Mighty Graceful Stance
20. Bonus Feat, Grace Power, Wounding Critical

Grace (Ex). As long as the swashbuckler has at least 1 round remaining of his daily allotment of Graceful Stance, the swashbuckler adds her Charisma bonus (if any) to her Initiative rolls and Reflex saves.

Graceful Stance (Ex). For a number of rounds per day equal to 4 + her Charisma bonus, the swashbuckler can enter a Graceful Stance as a free action. There rounds do not need to be consecutive; the swashbuckler is fatigued for twice as many rounds as she was in her Graceful Stance once she ends her Stance. At 2nd level, and every level thereafter, the she adds 2 rounds to her daily limit of Graceful Stance rounds.
When in a Graceful Stance, the swashbuckler gains a +2 morale bonus to Dexterity and a +5 foot morale bonus to her speed. At 7th level, she gains the Improved Graceful Stance ability, which increases her bonus to Dexterity to +4 and her speed to +10 feet; she also doubles the threat range of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance; this does not stack with keen weapons or the Improved Critical feat. At 13th level, she gains the Greater Graceful Stance ability, which increases her bonus to Dexterity to +6 and her speed to +15 feet; she also increases the critical multiplier of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance. At 19th level, she gains the Mighty Graceful Stance ability, which increases her bonus to Dexterity to +8 and her speed to +20 feet; she also triples the threat range of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance; this does not stack with keen weapons, the Improved Critical feat, or her Improved Graceful Stance ability.
Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat. If she already has this feat, she may select any feat from the list of bonus feats available to swashbucklers; she must meet any requirements of the selected feat.

Grace Power (Ex). At 2nd level, and every 2 levels thereafter, the swashbuckler gains a Grace Power from the list below. Unless otherwise stated, a Grace Power can only be selected once.

Acrobatic Athlete (Ex). While in the Graceful Stance, the swashbuckler adds her Dexterity bonus to Climb and Swim checks.

Ambush Strike (Ex). While in the Graceful Stance, in any round the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Clear Minded (Ex). Once per Graceful Stance, the swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). While in the Graceful Stance, the swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against opponent she has just scored a critical hit against.

Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the rogue ability of the same name.

Fearless Stance (Ex). While in the Graceful Stance, the swashbuckler is immune to the shaken and frightened conditions.

Flanking Strike (Ex). While in the Graceful Stance, the swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Graceful Climber (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Climb skill checks.

Graceful Feint (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Bluff skill checks used to feint in combat.

Graceful Leaper (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Acrobatic skill checks.

Graceful Swimmer (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Swim skill checks.

Guarded Stance (Ex). The swashbuckler gains a +1 dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus (minimum 1). This bonus increases by +1 for every 6 swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Improved Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the advanced rogue talent of the same name. She must have evasion and be 12th level before selecting this Grace Power.

Internal Fortitude (Ex). While in the Graceful Stance, the swashbuckler is immune to the sickened and nauseated conditions. A swashbuckler must be at least 8th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

Mighty Swing (Ex). The swashbuckler automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A swashbuckler must be at least 12th level before selecting this power. This power can only be used once per Graceful Stance.

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

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per Graceful Stance.

Quick Reflexes (Ex). While in the Graceful Stance, the swashbuckler can make one additional attack of opportunity per round.

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

Rolling Dodge (Ex). The swashbuckler gains a +1 dodge bonus to her AC against ranged attacks for a number of rounds equal to her Charisma bonus (minimum 1). This bonus increases by +1 for every 6 swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Sprint (Ex). While in the Graceful Stance, the swashbuckler can move up to her speed as a swift action. This power can only be used once per Graceful Stance.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per Graceful Stance.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per Graceful Stance.

Terrifying Howl (Ex). The swashbuckler unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 12th level before selecting this power.

Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity. This ability can only be used once per Graceful Stance. A swashbuckler must be 8th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. This ability can only be used once per Graceful Stance.

You Shall Not Pass (Ex). While in the Graceful Stance, the swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Insightful Strike (Ex). When wielding a weapon that qualifies for use with the Weapon Finesse feat, the swashbuckler adds her Intelligence bonus, if any, to her melee damage rolls.

Bonus Feat. At 4th level, and every 4 levels thereafter, the swashbuckler may select a bonus feat from the list below. She must meet any requirements of the selected feat.

Acrobatic, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Catch Off Guard, Combat Expertise (Improved Disarm, Greater Disarm, Improved Feint, Greater Feint, Improved Trip, Greater Trip, Whirlwind Attack), Combat Reflexes (Stand Still), Critical Focus (Bleeding Critical, Blinding Critical, Deafening Critical, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical), Dodge (Mobility, Spring Attack, Wind Stance, Lightning Stance), Exotic Weapon Proficiency, Fleet, Improved Critical, Improved Initiative, Improvised Weapon Mastery, Lightning Reflexes (Improved Lightning Reflexes), Lunge, Nimble Steps (Acrobatic Steps), Persuasive, Quick Draw, Run, Skill Focus, Step Up, Strike Back, Throw Anything, Two-Weapon Fighting (Double Slice, Two Weapon Rend, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense), Vital Strike (Improved Vital Strike, Greater Vital Strike), Weapon Focus (Dazzling Display, Shatter Defenses, Deadly Stroke).

Dodge (Ex). At 5th level, the swashbuckler gains a +1 Dodge bonus to her AC as long as she is wearing light armor or no armor, and unencumbered. This improves by +1 at 10th level and every 5 levels thereafter.

Improved Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Acrobatic Charge (Ex). At 7th level, the swashbuckler can charge over difficult terrain and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Improved Flanking (Ex). At 9th level, the swashbuckler adds +4 to her attack roll instead of +2 when flanking an opponent.

Acrobatic Skill Mastery (Ex). The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Lucky (Ex). At 11th level, once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the 2nd roll, even if it is worse than the first roll.

Weakening Critical (Ex). At 14th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Strength damage.

Elegant Strike (Ex). At 17th level, when the swashbuckler wields a weapon using the Weapon Finesse feat, she adds her Dexterity bonus to damage.

Wounding Critical (Ex). At 20th level, when the swashbuckler confirms a critical it on an opponent, the opponent also takes 2 points of Constitution damage.

Dark Archive

Another nice one.


SmiloDan nice conversions next game im Dming im going to allow most of this.

RPG Superstar 2012 Top 32

Cool, thanks!

Dark Archive

SmiloDan, do you have your version of Eberron Artificer?

RPG Superstar 2012 Top 32

nightflier wrote:
SmiloDan, do you have your version of Eberron Artificer?

I don't think so. Did I make one? I'm pretty unfamiliar with it. I think the closest I've come was a weird spellthief-artificer combo PrC.

Dark Archive

What about conversions of Eberron races? Have you done any race conversions at all?

RPG Superstar 2012 Top 32

nightflier wrote:
What about conversions of Eberron races? Have you done any race conversions at all?

Not really, but I would think Shifters would get +2 Dex, +2 Wis, -2 Int, and get to shift for 4 + Con bonus rounds per day, +2 per additional HD, just like barbarians raging, with +2 racial bonus to Acrobatics and Climb.

I think Changelings would get a floating +2 bonus they can change once a day. They can also spend 1 action point to move that floating +2. Stll get +2 to Bluff, Intimidate, and Sense Motive.

I think Warforged would get +2 Con, +2 Int, -2 Cha, and pretty much stay the same.

Dark Archive

SmiloDan wrote:
nightflier wrote:
What about conversions of Eberron races? Have you done any race conversions at all?

Not really, but I would think Shifters would get +2 Dex, +2 Wis, -2 Int, and get to shift for 4 + Con bonus rounds per day, +2 per additional HD, just like barbarians raging, with +2 racial bonus to Acrobatics and Climb.

I think Changelings would get a floating +2 bonus they can change once a day. They can also spend 1 action point to move that floating +2. Stll get +2 to Bluff, Intimidate, and Sense Motive.

I think Warforged would get +2 Con, +2 Int, -2 Cha, and pretty much stay the same.

Pretty much what I had in mind as well. Thanks.

RPG Superstar 2012 Top 32

Ninja

BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge dungeoneering, Knowledge history, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Ninja are proficient in all simple weapons, plus the kama, katana (bastard sword), kukri, longsword, nunchaku, sai, scimitar, short sword, shuriken, siangham, Ninja are not proficient in any armor or shields.

LEVEL ABILITY
1. AC Bonus, Ki Pool, Ki Reserve Power, Sudden Strike +1d6, Trapfinding
2. Evasion, Talent
3. Sudden Strike +2d6, Poison Use
4. Talent, +1 AC
5. Sudden Strike +3d6
6. Talent
7. Sudden Strike +4d6
8. Talent, +2 AC
9. Sudden Strike +5d6, Improved Poison Use
10. Advanced Talents, Talent
11. Sudden Strike +6d6
12. Talent, +3 AC
13. Sudden Strike +7d6
14. Talent
15. Sudden Strike +8d6, Greater Poison Use
16. Talent, + 4 AC
17. Sudden Strike +9d6
18. Talent
19. Sudden Strike +10d6
20. Ultimate Talent, Talent, +5 AC

AC Bonus. When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC and CMD. This applies to her touch AC and when she is flat-footed, but not when she is immobilized. At level 4, and every 4 levels thereafter, this bonus increases by 1.

Ki Pool (Su). The ninja has a reserve of mystical energy called her ki pool. It has a number of points equal to ½ her class level plus her Wisdom bonus. As long as she has at least 1 point in her ki pool, she has access to her Ki Reserve Power. By spending 1 point from her ki pool, a ninja can make 1 additional attack at her highest attack bonus when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. As a ninja gains levels, points from her ki pool can be spent to activate many of her Talents.

Ki Reserve Power (Su). At 1st level, the ninja chooses one of the following Ki Reserve Powers. As long as she has at least 1 point in her Ki Pool, she has access to her selected Ki Reserve Power.

Damage Reduction. The ninja gains DR/magic equal to ½ her level (minimum 1).

Enduring Fortitude. The ninja gains the benefits of the Endurance and Diehard feats. In addition, she adds half of her ninja level to the bonuses provided by the Endurance feat.

Energy Resistance. Choose 1 energy type (acid, cold, electricity, fire, or sonic). The ninja gains resistance 5 to the selected energy type; this increases by 5 at level 4 and every 4 levels thereafter.

Inner Strength. The ninja adds half her level (minimum 1) to her Will Saves.

Inner Fortitude. The ninja adds half her level (minimum 1) to her Fortitude Saves.

Light as Air. The ninja benefits from a constant feather fall effect. At 6th level, she gains a constant water walking effect. At 12th level, she gains a constant air walk effect.

Mystic Celerity. The ninja’s speed increases by 10 feet. This increases to 20 feet at 7th level, 30 feet at 13th level, and 40 feet at 19th level.

Night Vision. The ninja gains lowlight vision (or superior lowlight vision if she already has lowlight vision). At 5th level, she gains dark vision 60 feet (or her existing dark vision increases by 60 feet). At 10th level, she gains the ability to see through magical darkness. At 15th level, she gains blind sense 60 feet. At 20th level, she gains blind sight 60 feet.

Unarmed Damage. The ninja benefits from the Improved Unarmed Strike feat and her unarmed damage equals a monk’s of the same level. Monk and ninja levels stack for the purposes of determining her unarmed damage.

Sudden Strike (Ex). The ninja causes additional damage to any opponent that is flatfooted or denied its Dexterity bonus to AC. This damage is +1d6 at 1st level, plus an additional 1d6 points of damage every 2 levels thereafter.

Trapfinding. The ninja gains the rogue ability of the same name.

Evasion (Ex). At 2nd level, the ninja gains the rogue ability of the same name.

Talents. At 2nd level, and every 2 levels there after the ninja chooses one of the following abilities.

Combat Mastery. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the benefits of a combat feat that she qualifies for but does not have.

Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain concealment, including benefiting from a 20% miss chance, for a number of rounds equal to her Wisdom bonus.

Extra Class Skill. The ninja may choose 1 cross-class skill and add it to her list of class skills. This talent may be chosen more than once.

Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the see invisible spell for a number of rounds equal to her Wisdom bonus.

Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain invisible for 1 round.

Ghost Touch. The ninja can strike incorporeal targets as if they were corporeal.

Improved Uncanny Dodge. The ninja gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this ability.

Ki Blast. The ninja can spend 1 point from her Ki Pool as a swift action and for 1 round gain the ability to make ranged touch attacks with a range of 60 feet that cause damage equal to her ninja level plus her Wisdom bonus on a successful hit.

Minor Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 minute per level or until the weapon successfully strikes a target. This poison does 1d3 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. A successful save prevents further damage from occurring.

Potent Skill. Choose 1 skill you are trained in. The ninja can spend 1 point from her Ki Pool as a swift action and add +20 to the all skill checks of the chosen skill for 1 round. This ability may be selected more than once, each time applying to a different skill.

Puissant Strike. The ninja can spend 1 point from her Ki Pool as a swift action and add her Wisdom bonus to her attack and damage rolls for 1 round.

Rogue Talent. The ninja can select a rogue talent. She can choose this talent more than once, each time selecting a different talent from the list available of rogues.

Second Ki Reserve Power. The ninja may select a second Ki Reserve Power.

Silencing Attack. When the ninja makes a successful critical hit or sudden strike attack, she may spend 1 point from her Ki Pool as an immediate action and cause her opponent to be silenced (as the spell, but only targeting her opponent) for a number of rounds equal to her Wisdom bonus.

Swift Feint. The ninja can spend 1 point from her Ki Pool as a swift action and may make a Bluff check to feint in combat as a free action for 1 round.

Swift Stride. The ninja can spend 1 point from her Ki Pool as a swift action and move up to her speed.

Uncanny Dodge. The ninja gains the Uncanny Dodge ability.

Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and regain a number of hit points equal to her class level.

Wraithstrike. The ninja can spend 1 point from her Ki Pool as a swift action and resolve all melee attacks for 1 round as melee touch attacks.

Poison Use (Ex). At 3rd level, the ninja never risks accidentally poisoning herself when using poison. At 9th level, she gains Improved Poison Use, which allows her to apply poison to her weapon as a move action. At 15th level, she gains Greater Poison Use, which allows her to apply poison to her weapon as an immediate action.

Advanced Talents (Su). Beginning at 10th level, the following advanced talents become available whenever the ninja may select a new talent.

Abundant Step. The ninja can spend 1 point from her Ki Pool as a swift action and use dimension door with a caster level equal to her ninja level.

Crippling Strike. The ninja gains the rogue ability of the same name.

Defensive Roll. The ninja gains the rogue ability of the same name.

Dispelling Attack. The ninja gains the rogue ability of the same name.

Feat. The ninja may select any feat she qualifies for.

Flicker. The ninja can spend 1 point from her Ki Pool and gain the ability to teleport 5 feet per 2 class levels as an immediate action once per round for a number of rounds equal to her Wisdom bonus. If she teleports away in response to an attack, she gains a 50% miss chance against that attack.

Ghost Mind. The ninja gains Spell Resistance 15 + her class level against divination spells.

Hide in Plain Sight. The ninja gains the ability to use the Stealth skill to hide even while being observed, as if she had the shadow dancer ability of the same name.

Hummingbird’s Dance. The ninja can spend 1 point from her Ki Pool as a swift action and gain the benefit of a Blink spell for a number of rounds equal to her class level.

Improved Concealment. The ninja can spend 1 point from her Ki Pool as a swift action gain full concealment, including benefiting from a 50% miss chance, for a number of rounds equal to her Wisdom bonus. She must have the Concealment talent before selecting this talent.

Improved Ghost Step. The ninja can spend 1 point from her Ki Pool as a swift action and become and remain ethereal for 1 round or invisible for a number of rounds equal to her Wisdom bonus. She must have the Ghost Step talent before selecting the ability.

Improved Ghost Sight. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from True Seeing for a number of rounds equal to her Wisdom bonus. She must have the Ghost Sight talent before selecting this ability.

Improved Ki Blast. When the ninja uses her Ki Blast ability against the target, on a successful hit she may use one of the following abilities as a free action that does not provoke an attack of opportunity: Bull Rush, Disarm, Sunder, or Trip using a CMB equal to the ninja’s class level plus her Wisdom bonus, or Pull the opponent a distance towards the ninja, up to the closest square that is adjacent to the ninja.

Improved Wholeness of Body. The ninja can spend 1 point from her Ki Pool as a swift action and gain Fast Healing equal to ½ her class level for a number of rounds equal to her Wisdom modifier. She must have the Wholeness of Body ability before selecting this ability.

Ki Mastery. The ninja gains the ability to spend points from her Ki Pool as a free action instead of as a swift action.

Ki Strike. The ninja can spend 1 point from her Ki Pool as an immediate action and bypass the damage resistance of her opponent.

Major Venom. The ninja can spend 1 point from her Ki Pool as a swift action and poison 1 weapon with a mystic poison for up to 1 hour per level or until the weapon successfully strikes a target. This poison does 1d6 points of ability damage of the ninja’s choice (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) for a number of rounds equal to the ninja’s Wisdom bonus. The Save DC is 10 + ½ the ninja’s class level + her Wisdom modifier. Two successful saves prevent further damage from occurring.

Opportunist. The ninja gains the rogue ability of the same name.

Poison Resistance. Whenever the ninja is subjected to ability damage or ability drain from poison, she subtracts her Wisdom bonus from the amount of ability damage or ability drain she suffers.

Potent Poison. If the ninja uses poison on an attack that is also a successful sudden strike, she adds the number of sudden strike dice she has to the Save DC of the poison.

Skill Mastery. The ninja gains the rogue ability of the same name.

Slippery Mind. The ninja gains the rogue ability of the same name.

Third Ki Reserve Power. The ninja may select a third Ki Reserve Power. She must have the Second Ki Reserve Power ability before selecting this talent.

Ultimate Talent (Su). At 20th level, the ninja may select one of the following abilities in addition to the regular Talent or Advanced Talent she gets for being 20th level.

Ghost Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Ethereal Jaunt spell.

Quick Killer. The ninja can make a coup de grace as a swift action that does not provoke attacks of opportunity.

Shadow Walk. The ninja can spend 1 point from her Ki Pool as a swift action and benefit from the Shadow Walk spell.

Truly Potent Poison. If the ninja uses poison on an attack that is also a successful sudden strike, she adds her sudden strike damage to the save DC of the poison.

Truly Puissant Strike. When the ninja makes a successful critical hit or sudden strike attack, she may spend 1 point from her Ki Pool as an immediate action to cause maximum damage.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Duskblade

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Knowledge (all), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim.

Skill Ranks per Level: 2 + Intelligence modifier

Duskblades are proficient in all Simple and Martial Weapons, All Armor, and Shields (but not Tower Shields).

Duskblades use the spell casting progression from the PH2, with Int-based spells. He makes concentration checks using his Intelligence modifier.

LEVEL ABILITY
1. Arcane Attunement, Armored Mage (light)
2. Combat Casting
3. Channel Spell, Spell Power +1
4. Quick Cast 1/day,
5. Arcane Bond
6. Spell Power +2
7. Armored Mage (medium)
8. Quick Cast 2/day
9. Spell Power +3
10. Supernatural Spell 1/day
11. Channel Spell (full attack)
12. Quick Cast 3/day, Spell Power +4
13. Armored Mage (heavy shields)
14. Supernatural Spell 2/day
15. Spell Power +5
16. Quick Cast 4/day
17. Supernatural Spell 3/day
18. Spell Power +6
19. Armored Mage (heavy armor)
20. Quick Cast 5/day, Supernatural Spell 4/day, Supernatural Critical

Arcane Attunement (Sp). You can use the spell-like powers dancing lights, detect magic, fl are, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different
spellcasting class.
At 7th level, you learn to use medium armor with no chance
of arcane spell failure.
At 13th level, you learn to use a heavy shield with no chance
of arcane spell failure.
At 19th level, you learn to use heavy armor with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast
any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time
of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 11th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Spell Power (Ex): Starting at 3rd level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by +1 at 6th level and every 3 levels thereafter.

Quick Cast: Beginning at 4th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 8th level, three times per day at 12th level, four times per day at 16th, five times per day at 20th
level.

Arcane Bond (Su). This is identical to the divine bond ability of the paladin, except the duskblade must choose the weapon option and is not limited to the listed weapon abilities, although he is limited to the level-based plus allotment.

Supernatural Spell (Su). Beginning at 10th level, the duskblade can choose to cast one of his spells as a supernatural effect once per day. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the duskblade’s class level + his Intelligence modifier.
At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.

Supernatural Critical (Su). At 20th level, when the duskblade scores a successful critical hit while using his Channel Spell ability, he can choose to convert it into a Supernatural Spell as an immediate free action. This use of a Supernatural Spell does not count against his daily allotment of them from his Supernatural Spell ability. Alternatively, if the duskblade scores a successful critical hit, he can cast any spell he knows as an immediate action as long as the opponent he scored the critical hit against is targeted by the spell or within its area of effect; this spell is automatically considered a Supernatural Spell and does not count against the duskblade’s daily allotment of Supernatural Spells.

RPG Superstar 2012 Top 32

Graceful Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim

Skill Ranks per Level: 4 + Int modifier

Swashbucklers are proficient with all Simple and Martial weapons. They are proficient with Light armor and all Shields (except tower shields).

Level Ability
1. Grace, Graceful Powers, Graceful Recovery (1d12), Weapon Finesse
2. Uncanny Dodge
3. Graceful Strike
4. Graceful Recovery (1d10)
5. Dodge +1,
6. Improved Uncanny Dodge, Lucky 1/day
7. Acrobatic Charge, Improved Graceful Powers
8. Graceful Recovery (1d8)
9. Improved Flanking
10. Dodge +2
11. Skill Mastery
12. Lucky 2/day, Graceful Recovery (1d6)
13. Greater Graceful Powers
14. Weakening Critical
15. Dodge +3
16. Graceful Recovery (1d4)
17. Elegant Strike
18. Graceful Luck, Lucky 3/day
19. Truly Graceful Powers
20. Dodge +4, Graceful Recovery (1), Wounding Critical

Grace (Ex). The swashbuckler adds her Charisma bonus (if any) to her Initiative rolls and Reflex saves.

Graceful Powers (Ex). At level 1, the swashbuckler learns a number of graceful powers equal to her Charisma bonus. At 2nd level, and every level thereafter, the swashbuckler learns 1 additional graceful power. At 7th level, she can begin to learn improved graceful powers. At 13th level, she can begin to learn greater graceful powers. At 19th level, she can begin to learn truly graceful powers.

A graceful power can be used once, then the swashbuckler must spend some time before recovering the ability to use it again. At 1st level, the swashbuckler must wait 1d12 rounds before using the same graceful power again. At 4th level, the swashbuckler only has to wait 1d10 rounds before using the same graceful power again. At 8th, this is reduced to 1d8 rounds. At 12th, she only has to wait 1d6 rounds. At 16th level, she only has to wait 1d4 rounds. At 20th level, she only has to wait 1 round before using the same power again.

Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat. If she already has this feat, she may select any feat from the list of bonus feats available to swashbucklers; she must meet any requirements of the selected feat.

Ambush Strike (Ex). If the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against opponent she has just scored a critical hit against.

Evasion (Ex). The swashbuckler can use Evasion on a single Reflex save.

Flanking Strike (Ex). The swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for 1 round.

Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.

Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for 1 round.

Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for 1 round.

Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee for 1 round.

Improved Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the advanced rogue talent of the same name. She must have evasion and be 13th level before selecting this Grace Power.

Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action. A swashbuckler must be at least 7th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

Mighty Swing (Ex). The swashbuckler automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A swashbuckler must be at least 13th level before selecting this power.

No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The swashbuckler provokes attacks of opportunity as normal during this movement.

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.

Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.

Sprint (Ex). The swashbuckler can move up to her speed as a swift action.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Terrifying Howl (Ex). The swashbuckler unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 12th level before selecting this power.

Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity. A swashbuckler must be 7th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. She must meet the requirements of the selected feat.

You Shall Not Pass (Ex). The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Graceful Strike (Ex). When wielding a weapon that qualifies for use with the Weapon Finesse feat, the swashbuckler adds her Charisma bonus, if any, to her melee damage rolls.

Dodge (Ex). At 5th level, the swashbuckler gains a +1 Dodge bonus to her AC as long as she is wearing light armor or no armor, and unencumbered. This improves by +1 at 10th level and every 5 levels thereafter.

Improved Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Acrobatic Charge (Ex). At 7th level, the swashbuckler can charge over difficult terrain and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Improved Flanking (Ex). At 9th level, the swashbuckler adds +4 to her attack roll instead of +2 when flanking an opponent.

Acrobatic Skill Mastery (Ex). The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Lucky (Ex). At 6th level, once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the 2nd roll, even if it is worse than the first roll. She gains a second use of this ability at 12th level and a third use at 18th level. At 18th level, she gains the Graceful Luck ability, which allows her to add her Charisma bonus to the results of the re-roll.

Weakening Critical (Ex). At 14th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Strength damage.

Elegant Strike (Ex). At 17th level, when the swashbuckler wields a weapon using the Weapon Finesse feat, she adds her Dexterity bonus to damage.

Wounding Critical (Ex). At 20th level, when the swashbuckler confirms a critical it on an opponent, the opponent also takes 2 points of Constitution damage.

I need to come up with some fun Improved, Greater, and Truly Graceful Powers.


Oh, SmiloDan, you just made my day.

This is amazing. Is there anyway we could get a repost of this somewhere, with maybe a bit of fluff added in?

I wouldn't want to assume the background of someone else's created class, but explaining some of these classes to my fiance's little cousins(whom I'm running games for and their dad) could be a bit difficult.

Thanks a lot! These are awesome.

If I could, I would also like to maybe commission your help for a few classes I'm actively working on, but stuck at certain points.

Anyhow, thanks again!

-Von

RPG Superstar 2012 Top 32

Fluff:

Swashbucklers: they stick the pointy end in the other guy!

Actually, here's my new and improved version of the swashbuckler:

SWASHBUCKLER

BAB: +1
Good Saves: Reflex
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility), Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.

Skill Ranks per Level: 4 + Intelligence modifier

Swashbucklers are proficient in all simple and martial weapons, and light armor.

LEVEL ABILITY
1. Combat Strike, Weapon Finesse
2. Bonus Combat Feat
3. Trick
4. Dodge +1
5. Combat Strike, Trick
6. Bonus Combat Feat
7. Trick
8. Dodge +2
9. Combat Strike, Trick, Improved Tricks
10. Bonus Combat Feat
11. Trick
12. Dodge +3
13. Combat Strike, Trick
14. Bonus Combat Feat
15. Trick, Greater Tricks
16. Dodge +4
17. Combat Strike, Trick
18. Bonus Combat Feat
19. Trick
20. Combat Strike Mastery, Dodge +5

Combat Strike (Ex): At 1st level, and every 4 levels beyond 1st (5th, 9th, 13th, and 17th), the swashbuckler learns one of the following combat strikes. A combat strike is only effective if the swashbuckler is wielding a weapon that qualifies for use with the Weapon Finesse feat. A target can only be subjected to extra damage from one type of combat strike from a particular swashbuckler at a time, unless the swashbuckler has the Combat Trickster, Improved Combat Trickster, or Greater Combat Trickster tricks. Of course, different swashbucklers can target the same opponent with different combat strikes if they each meet the qualifications of their particular combat strikes.

Combat Strikes:

Ambush Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has moved at least 10 feet from her previous position.

Betraying Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls against an opponent that has the Friendly or Helpful attitude towards her.

Charging Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has charged into combat.

Cruel Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is sickened or nauseated.

Fearsome Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is shaken, frightened, panicked, or cowering.

Flanking Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that she is flanking.

Hidden Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she draws a hidden weapon immediately before making the attack. The swashbuckler must have succeeded on a Sleight of Hand check to hide the weapon on her person against her target’s Perception check to use this combat strike. The swashbuckler cannot make a Hidden Strike with an unarmed strike or natural weapon.

Nightmare Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is fatigued or exhausted.

Opportunistic Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits while making an attack of opportunity.

Surprise Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is flatfooted or otherwise denied its Dexterity modifier to its AC against the swashbuckler.

Tumbling Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after passing through her opponent’s space.

Underfoot Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is 2 or more size categories larger than her.

Weapon Finesse: At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Bonus Combat Feat: At 2nd level, and every 4 levels thereafter, the swashbuckler gains a bonus combat feat. The swashbuckler must meet the requirements of the selected feat.

Trick (Ex): At 3rd level, and every 2 levels thereafter, the swashbuckler learns one of the following tricks.

Tricks:

Acrobatic Charge (Ex). The swashbuckler can charge over difficult terrain, through an ally’s space, and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Combat Strike Maneuver: When the swashbuckler meets the requirements of a Combat Strike she knows and performs a combat maneuver, she adds half her level to her Combat Maneuver Bonus to perform that combat maneuver.

Combat Thief: The swashbuckler may make a Sleight of Hand check in place of a CMB when using the Steal combat maneuver.

Combat Trickster: The swashbuckler may apply two different combat strikes to a single attack if the requirements of both combat strikes are met.

Dirty Fighter: The swashbuckler may make a Bluff check in place of a CMB when using the Dirty Trick combat maneuver.

Flawless Stride: The swashbuckler ignores the penalty for moving through difficult terrain.

Graceful Start: The swashbuckler adds her Charisma modifier to her Dexterity modifier when she rolls for initiative. She may roll for initiative twice and select either result.

Nimble Athlete: The swashbuckler may use her Dexterity modifier in place of her Strength modifier on Climb and Swim skill checks.

Parry: The swashbuckler negates a successful melee attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her.

Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +1. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled.

Ranged Combat Strike: The swashbuckler may apply the effects of a combat strike when she uses a thrown weapon and is within 30 feet of her target. She must meet all requirements of the combat strike to use this ability with a thrown weapon; this may make it impossible to use some combat strikes with ranged weapons, such as the Charging Strike, Flanking Strike, and Opportunistic Strike.

Swift-footed: The swashbuckler increases her base land speed by +10 feet.

Uncanny Dodge: The swashbuckler gains the Uncanny Dodge ability.

You Shall Not Pass: The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Improved Tricks (Ex): Beginning at 9th level, the swashbuckler may select an improved trick in place of a trick.

Improved Tricks:

Acrobatic Skill Mastery: The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Apt Student: The swashbuckler may choose to learn 2 tricks in place of 1 improved trick. The swashbuckler may select this improved trick multiple times; each time, the swashbuckler may select different tricks.

Charming Cheater: The swashbuckler may use her Charisma score in place of her Strength, Constitution, Intelligence, or Wisdom score when qualifying for a combat feat.

Confident Manipulator: The swashbuckler can choose to take 10 on Bluff, Diplomacy, Disguise, and Intimidate skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and threatens a critical hit, she adds half her level to the attack roll to confirm the critical hit.

Fearsome Slash: The swashbuckler can use the Intimidate skill to demoralize opponents as a move action. The swashbuckler must have the Dazzling Display feat before selecting this improved trick.

Flying Blade: When the swashbuckler disarms an opponent of a melee weapon while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a ranged attack using the weapon she disarmed from her opponent against a different target; this target must be within 5 feet of the disarmed opponent for ever 5 points her CMB roll to disarm beat her disarmed opponent’s CMD. The ranged attack causes damage equal to the disarmed weapon’s normal melee damage plus the swashbuckler’s Strength modifier. The swashbuckler must have the Improved Disarm and Greater Disarm feats before selecting this improved trick.

Flying Foe: When the swashbuckler uses the Bull Rush Strike feat to bull rush an opponent after confirming a critical hit, the swashbuckler adds the damage from the critical hit to her CMB to bull rush her opponent. The swashbuckler must have the Improved Bull Rush and Bull Rush Strike feats before selecting this improved trick.

Graceful Maneuvers: The swashbuckler adds her Charisma modifier to her CMB and CMD. She must have the Graceful Start trick before selecting this improved trick.

Graceful Saves: The swashbuckler adds her Charisma modifier to her saving throws. She must have the Graceful Start trick before selecting this improved trick.

Improved Combat Trickster: The swashbuckler may apply three combat strikes to a single attack if the requirements of all three combat strikes are met. The swashbuckler must have the Combat Trickster trick before selecting this improved trick.

Improved Dodge: The swashbuckler adds double the Dodge bonus to AC she gains from her Dodge class ability against attack rolls made to confirm critical hits against her.

Improved Flanker: The swashbuckler gains a +4 bonus on attack rolls when she flanks an opponent, instead of the standard +2 bonus. She also provides her flanking ally with a +4 bonus on his attack rolls instead of the standard +2 bonus.

Improved Mobility: The swashbuckler adds double the Dodge bonus to AC she gains from her Dodge class ability against attacks of opportunity made against her.

Improved Parry: The swashbuckler negates a successful ranged attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her. The swashbuckler must have the Parry trick before selecting this improved trick.

Improved Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +2. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick before selecting this improved trick; the bonus from the Improved Perilous Weapon trick overlaps with the bonus from the Perilous Weapon trick.

Improved Uncanny Dodge: The swashbuckler gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this improved trick.

Improved Weapon Finesse: The swashbuckler adds her Dexterity modifier to the weapon damage rolls of any weapon she wields while using the Weapon Finesse feat; this extra damage cannot exceed half the swashbuckler’s level (minimum +1).

Leaping Overrun: When the swashbuckler makes a successful overrun combat maneuver, she can make an Acrobatics skill check to jump off her opponent, gaining a +5 bonus, +5 for every size category the opponent is larger than her. The swashbuckler must have the Improved Overrun feat before selecting this improved trick.

Lucky: Once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the second roll, even if it is worse than the first roll.

Opportunist: Once per round, the swashbuckler may make an attack of opportunity against an opponent that been struck in melee by an ally of the swashbuckler. Even a swashbuckler with the Combat Reflexes feat can only use this ability once per round.

Quick Feint: The swashbuckler can use the Bluff skill to Feint in Combat as a swift action. The swashbuckler must have the Improved Feint and Greater Feint feats before selecting this improved trick.

Riposte: When the swashbuckler uses her Parry trick to negate an attack, she may make an attack of opportunity against the opponent who’s attack she negated. The swashbuckler must have the Combat Reflexes feat and the Parry trick before selecting this improved trick.

Sudden Charge: A number of times per day equal to her Dexterity modifier, the swashbuckler can charge as an immediate action.

Swift Step: The swashbuckler can move her speed as a swift action. She must have the Swift-footed trick before selecting this improved trick.

Touché: When the swashbuckler threatens to make a critical hit while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.

Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity.

Weakening Critical: The swashbuckler causes 2 points of Strength damage when she scores a critical hit.

Wobbling Critical: The swashbuckler causes 2 points of Dexterity damage when she scores a critical hit.

Greater Trick (Ex): Beginning at 15th level, the swashbuckler may select a greater trick in place of a trick or improved trick.

Greater Tricks:

Evasion: The swashbuckler takes no damage when she successfully makes a Reflex save that normally causes half damage or a partial effect on a successful saving throw. The swashbuckler must have the Uncanny Dodge trick and Improved Uncanny Dodge improved trick before selecting this greater trick.

Fearsome Gaze: The swashbuckler can use the Intimidate check as a swift action to demoralize opponents. The swashbuckler must have the Dazzling Display feat and Fearsome Slash improved trick before selecting this greater trick.

Graceful Moves: The swashbuckler adds her Charisma modifier as a dodge bonus to her AC when she wears no armor. She must have the Graceful Start trick and Graceful Saves improved trick before selecting this greater trick.

Graceful Strike: The swashbuckler adds her Charisma modifier to her melee weapon damage rolls when she uses the Weapon Finesse feat. She must have the Graceful Start trick and the Graceful Maneuvers improved trick before selecting this greater trick.

Greater Combat Trickster: The swashbuckler may apply four combat strikes to a single attack if the requirements of all four combat strikes are met. The swashbuckler must have the Combat Trickster trick and Improved Combat Trickster improved trick before selecting this greater trick.

Greater Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and scores a critical hit, she increases the critical multiplier by 1. The swashbuckler must have the Critical Combat Strike improved trick before selecting this greater trick.

Greater Luck: The swashbuckler can use her Lucky ability a number of times per day equal to her Charisma modifier; she adds her Charisma modifier to the re-roll. The swashbuckler must have the Lucky improved trick before selecting this greater trick.

Greater Parry: The swashbuckler negates a successful melee attack against her as an immediate action. The swashbuckler must have the Parry trick before selecting this greater trick.

Greater Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +3. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick and Improved Perilous Weapon improved trick before selecting this greater trick; the bonus from the Greater Perilous Weapon trick overlaps with the bonuses from the Perilous Weapon and Improved Perilous Weapon tricks.

Greater Touché: As a standard action, the swashbuckler resolves a single melee attack made with a weapon that qualifies for the Weapon Finesse feat as a melee touch attack. She must have the Touché improved trick before selecting this greater trick.

Slippery Mind: The swashbuckler’s mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Student is Now the Master: The swashbuckler may select 2 improved tricks in place of 1 greater trick. The swashbuckler may select this greater trick multiple times, each time selecting different improved tricks.

Swift Maneuver: The swashbuckler can make a combat maneuver as a swift action. The swashbuckler must have the Swift-footed trick and Swift Step improved trick before selecting this greater trick.

Swift Strike: The swashbuckler can make an attack at her highest attack bonus as a swift action. The swashbuckler must have the Swift-footed trick and Swift Step improved trick before selecting this greater trick.

Wounding Critical: The swashbuckler causes 2 points of Constitution damage when she scores a critical hit. The swashbuckler must have either the Weakening Critical or Wobbling Critical improved trick before selecting this greater trick.

Dodge (Ex): At 4th level, the swashbuckler gains a +1 dodge bonus to her AC when she is wearing light armor or no armor. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Combat Strike Mastery (Ex): At 20th level, the swashbuckler automatically confirms any critical hit she scores against an opponent when performing a combat strike.

Dark Archive

SmiloDan wrote:
nightflier wrote:
Wow, man, how do you get these ideas?
Lots of whiskey! ;-)

This is how I got my Final Fantasy Tactics homebrew hahahahaha excellent inspiration in a good old gentlemen's jack.

Great work by the way.

I did a conversion for the Shifter and Warforged IF you are still interested nightflier.

SHIFTER

Spoiler:

Average Height: 4´12˝–6´6˝
Average Weight: 140 – 155 lb.
+2 Dexterity, +2 Wisdom, -2 Intelligence: Shifters are lithe and wise, but their fundamental bestial nature detracts from their reasoning.
Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shifters have a base land speed of 30 feet.
Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.
Physical Prowess: Shifters have a +2 racial bonus on Acrobatics and Climb checks.
Shifting (Su): A shifter can shift for a number of rounds per day equal to his Constitution modifier +3. Starting a shift or ending is a free action that can only happen on a characters turn. Each shifter has one of six shifter traits-characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s scores (Strength, Dexterity or Constitution). Every shifter feat a character takes allows her to shift for 1 additional round per day. For every two shifter feats a character takes, the shifter gains a bonus 1 round per day on top of the one gained for the shifter feat itself. In example if a shifter has two shifter feats they can shift for 3 additional rounds per day not 2.
Shifter Traits: Each shifter has one of the following traits:
Beasthide: While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Longtooth: While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an addition +1 for every character level) with a successful bite attack. The shifter cannot attack more than once per round with her bite, even if the base attack bonus is high enough to give multiple attacks.
Cliffwalk: While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
Razorclaw: While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She cannot attack more than once per round with a single claw, even if the base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.
Longstride: While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
Wildhunt: While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, she pinpoints the source’s location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.
Languages Shifters begin play speaking Common. Shifters with high Intelligence scores can choose any of the following: Sylvan, Elven, Gnome and Halfling.

WARFORGED

Spoiler:

WARFORGED

Average Medium Height: 5´12˝–6´10˝
Average Medium Weight: 270 – 300 lb.
+2 Constitution, +2 Intelligence, –2 Wisdom: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
Normal Speed: Warforged have a base land speed of 30 feet.
Living Construct Subtype: Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs who combine aspects of both constructs and living creatures, as detailed below:
• Unlike other constructs, a warforged has a Constitution score.
• Unlike other constructs, a warforged does not have low-light vision or darkvision.
• Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
• As a living construct, a warforged can be raised or resurrected.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
• A warforged cannot heal lethal damage naturally.
• Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged.
• A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
• Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
Light Fortification: When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Natural Attack: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged character as the target.
Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Unusual Physical Construction: Warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged.
Internal System: A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
Immortal: As artificial creatures, warforged suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.

WARFORGED (SMALL)
Average Small Height: 3’2” – 4’00”
Average Small Weight: 40- 70 lb.
+2 Dexterity, +2 Constitution, +2 Intelligence, -2 Strength, –2 Wisdom: Warforged are resilient and agile, but they are weaker than their taller counterpart.
Small: Warforged are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Warforged have a base land speed of 20 feet.
Enhanced Agility: Warforged receive a +2 racial bonus on Acrobatics and Escape Artist checks. (This ability replaces the Natural Attack)
Languages: Warforged begin play speaking Common. Warforged do not receive any extra languages at character creation.

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / For Nightflier: A bunch of SmiloDan's conversions. All Messageboards

Want to post a reply? Sign in.