
Elghinn Lightbringer |

I'm a big fan of keeping the base classes to a minimum, having interesting character-customizing feats, and a long list of very, very tightly written prestige classes. I don't want bloat at the bottom, I want expansion on the top. (I gotta get that listed on a dating profile or something.)
With that said, the first thing I saw when I opened the PRPG Core Book was the Sorcerer, which was almost a direct rip of the way I had glommed the Sorc and the Warlock together long ago. I love it.
For my money, the Warlock was a fun flavor class, but it crowded out some niche characters... and I love me some niche characters.
Still, kudos for the writing. You gotta do what keeps your dice rolling, right?
Obviously I created this thread to discuss 20 level class conversion. That said, I agree with That Old Guy. When I saw the Pathfinder Core Classes, they eliminated the need for a lot of the other 20 level classes we saw in 3.5
Swashbuckler= Rogue+Duelist
Samurai=Fighter with specific feat choices, etc.
However, if the Pathfinder guys don't see fit to do conversions of some of our favorite noncore 20 level classes, we can do it by following their process. Right? Right!

Elghinn Lightbringer |

swashbuckler too please....
Here’s the Swashbuckler. Willing to hear suggestions for changes here too.
SWASHBUCKLER (Pathfinder)
BAB: +20/+15/+10/+5 at 20th level
Saves: +12/+12/+6 at 20th level
Level Special
1st Weapon Finesse
2nd Grace +1, swashbuckling technique
3rd Insightful strike
4th Dodge bonus +1
5th Combat Reflexes
6th Swashbuckling technique
7th Acrobatic charge
8th Dodge bonus +2, grace +2
9th Advanced technique
10th Improved flanking, swashbuckling technique
11th Lucky
12th Dodge bonus +3
13th Acrobatics expert, advanced technique
14th Grace +3, swashbuckling technique
15th Weakening critical
16th Dodge bonus +4
17th Advanced technique, wounding critical
18th Swashbuckling technique
19th Acrobatics master
20th Crippling critical, dodge bonus +5, grace +4
Alignment Any
Hit Die d10
Class Skills The swashbuckler’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Rope Use (Dex).
Skill Ranks Per Level 4 + Int modifier.
Class Features
Combative Flair: A swashbuckler may gain a combat feat that he qualifies for in place of a swashbuckler technique.
Evasion (Ex): This ability allows a swashbuckler to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
Deadly Thrust: A swashbuckler may take the Vital Strike feat in place of a swashbuckler technique.
Fast Hand: A swashbuckler may gain the Quick Draw feat in place of a swashbuckler technique.
Ledge Walker (Ex): This ability allows a swashbuckler to move along narrow surfaces at full speed using Acrobatics without penalty.
Quick Step (Ex): This ability allows a swashbuckler to take a 5-foot step before and after he makes a full attack.
Surprise Attacks (Ex): During the surprise round, opponents are always considered flat-footed to a swashbuckler with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.
Swift Disarm (Ex): This ability allows a swashbuckler to make any disarm attempt as a swift action.
Weapon Training: A swashbuckler may gain the Weapon Focus feat in place of a swashbuckler technique.
If the swashbuckler also has the Dodge feat he need not designate the same target for this ability as for the Dodge feat. (If he designates the same target, the bonuses stack.)
Bonus Feat: A swashbuckler may gain any feat that he qualifies for in place of a swashbuckling technique.
Defensive Roll (Ex): The swashbuckler can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the swashbuckler’s evasion ability does not apply to the defensive roll.
Deft Combat: A swashbuckler may gain either the Spring Attack, Stunning Defense, or Whirlwind Attack combat feat, even if he does not meet the prerequisites for that feat.
Improved Evasion (Ex): This ability works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the swashbuckler’s attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind (Ex): This ability represents the swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel him. If a swashbuckler with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Now, I obviously took the Combat Reflexes, Acrobatic Charge and Crippling Critical features from the Duelist, since I liked them and he’s the prestige equivalent of a swashbuckler type. Grace he already had as a class feature.
Have at it.

Elghinn Lightbringer |

I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great.
Here’s the Samurai. Willing to hear suggestions for changes.
SAMURAI (Pathfinder)
BAB: +20/+15/+10/+5 at 20th level
Saves: +12/+6/+6 at 20th level
Level Special
1st Ancestral daisho, daisho proficiency
2nd Two swords as one
3rd Kiai smite 1/day
4th Ancestral daisho
5th Iaijutsu master
6th Ki daisho (keen), staredown
7th Kiai smite 2/day
8th Ancestral daisho, Improved Initiative
9th Off-hand expertise
10th Ki daisho (lawful), mass staredown
11th Improved two swords as one, kiai smite 3/day
12th Ancestral daisho
13th Razor’s edge
14th Ki daisho (great cleave), improved staredown
15th Kiai smite 4/day
16th Ancestral daisho, greater two swords as one
17th Lethal strike
18th Ki daisho (adamantine),
19th Kiai smite 5/day
20th Ancestral daisho, frightful strike
[spoiler=Description] Stalwart warriors, matchless bravery, and a strict code of honor; these are the heritage of the samurai warrior. Samurai are noble soldiers, who with courage and honor, are often in the service of a lord, general, or other leader worthy of their loyalty. They have a reputation for being tenacious in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. A samurai is perhaps best known for their legendary skill with the blade. They spend untold hours learning to use the katana and wakizashi with precision and deadly skill, lessons in manners and etiquette, and relentless instruction in the tenets of bushido–the “Way of the Warrior”. This code demands total obedience to one’s lord, bravery in the face of utmost peril, and honor and respect to superiors, peers, and lesser alike. They rely upon this code for guidance on moral and ethical issues, and are stoic in demeanor and implacable where matters of honor and justice are concerned. Duty, loyalty, heroic courage, sincerity, courtesy, and compassion are other principles to which a samurai strives to uphold.
Alignment Any lawful
Hit Die d10
Class Skills The samurai’s class skills are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Ranks Per Level 2 + Int modifier.
Class Features
As a samurai gains experience, his ancestral spirits begin to awaken the latent supernatural abilities of his ancestral daisho, as long as he has remained true to his honor and the path of bushido.
Beginning at 4th level, a samurai’s ancestral daisho become +1 weapons, and are treated as magic weapons for the purpose of overcoming damage reduction. Every four levels thereafter, the katana’s magical enhancement improves by +1, to a maximum of +5 at 20th level. Subsequently, every eight levels thereafter, the wakizashi’s magical enhancement increases by +1, to a maximum of +3 at 20th level. In the hands of anyone but the samurai to whom the daisho is attuned, these weapons function only as masterwork weapons.
Should at anytime the samurai break his personal code of honor, or lose his status as a samurai, his ancestral daisho looses their magical enchantments and revert back to masterwork weapons.
In addition, the samurai gains a +2 bonus on attack rolls made to confirm critical hits with his katana and wakizashi. If the samurai has the Critical Focus feat with either of these weapons, the effects stack.
Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violation of this code (such as the kensai, the knight protector, or the dwarven defender). The DM may also designate other prestige classes available to the samurai.
Some disgraced samurai take levels in the ronin prestige class, which gives them a chance to regain their lost class features.
Now, I realize the Ancestral Daisho feature seems pretty powerful, however, as you know, samurai are very possessive of their daisho. They pretty much exclude all other weapons (except the bow) in favor of the katana and wakizashi, and would prefer to retain their daisho over even a +5 vorpal longsword. Thus, this feature allows the samurai to keep his ancestral weapons.
However, having said that, there is the option, within the new magic item creation rules, that we could count these ancestral spirits function as a spellcaster with the Craft Magic Weapons and Armor feat. Then, by making the equivalent monetary offerings to the ancestors (as if purchasing magical enhancements), they enhance the daisho accordingly. Or something along those lines. The samurai won’t willing relinquish ancestral weapons, magic or not (at least that’s the flavor of the class – all part of his personal and ancestral honor). That would take care of the “free” +5 and +3 weapons at 20th level.
For example, a 6th level samurai makes an ancestral offering of 8,000 gp at his ancestral shrine or the equivalent ancestral site. Then, within a day’s time, the samurai’s katana becomes a +2 katana. He offers another 2000 gp at 7th level, and his wakizashi becomes a +1 weapon. If at 9th level he makes a third offering of another 10,000 gp, he could increase the katana from a +2 to a +3, and so on. This way, he still has to purchase his items like everyone else, but he has a “built-in” spellcaster to enchant his daisho. Of course, this only works for his daisho, not his armor or any other items. For the samurai, his daisho are not just a weapon, but a symbol of his station and honor.
I also thought about putting the Improved Unarmed Strike feat in there somewhere, since they were trained in basic martial arts as well. However, they aren’t masters like the Monk.
Any thoughts on the Ancestral Daisho thing? Or anything else? I really want the samurai to have the true flavor and feel of the samurai as master swordsmen with their daisho.

Elghinn Lightbringer |

I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great.
Well, here is the Wu Jen. Revamping the ninja to make him more like the ninja, and will soon post the samurai and shaman.
WU JEN (Pathfinder)
BAB, Saves and Spells per Day remain unchanged (as per the Wizard)
Level Special
1st Bonus feat, elemental power, spirit guardian
2nd Spell secret, taboo
3rd
4th Elemental familiar
5th
6th Elemental adept, spell secret
7th
8th Elemental power
9th
10th Spell secret, taboo
11th
12th Elemental expert
13th
14th Spell secret
15th
16th Elemental power
17th
18th Spell secret, taboo
19th
20th Elemental master
Spells per Day The way wu jen gain, prepare, and cast spells is unchanged. The wun jen uses the wu jen spell list from the Complete Arcane.
Alignment Any nonlawful
Hit Die d6
Class Skills The wu jen’s class skills are Craft (Int), Fly (Dex), Heal (Ws), Knowledge (all skills, taken individually) (Int), Linguistics (Int), and Spellcraft (Int).
Skill Ranks Per Level 2 + Int modifier.
Class Features
To learn, prepare, or cast a spell, a wu jen must have an Intelligence score of at least 10 + the spell’s level. A wu jen’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against wu jen spells is 10 + the spell’s level + the wu jen’s Intelligence modifier.
A wu jen’s base daily spell allotment is given on Table 3-15. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-3 in the Pathfinder Core Rulebook).
Draconic or Giant for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in these languages and apprentice wu jen often learn them as part of their studies.
Each elemental focus grants a number of elemental focus powers dependent upon the level of the wu jen. In addition, each element of focus also grants an elemental focus bonus power so long as the wu jen has not violated any taboos. These elemental powers are described hereafter.
Watchful Spirit: As a free action, a 1st level wu jen may spend 1 spirit calling to reroll her initiative in combat. She adds one-quarter of her class level to the roll, but can only attempt this immediately after rolling initiative. The wu jen may choose to use the result of either roll, but the class level bonus only applies to the second roll.
Wrathful Spirit: At 5th level, a wu jen may call upon her spirit guardian to increase the potency of her spells. As a swift action, a wu jen may spend a 1 spirit calling and 1 additional calling for every six levels thereafter (11th and 17th) to raise the DC of the next spell she casts by an equal amount. If she does not cast a spell by the beginning of her next turn, the spent spirit callings are lost with no effect.
Protective Spirit: At 9th level, a wu jen's spirit guardian may take a more active roll in her safety. Whenever she spends a spirit calling to reroll her initiative, she expends a second spirit calling and gains a +1 circumstance bonus to her saving throws for the remainder of the encounter. In addition, whenever she uses her wrathful spirit aspect she expends a second spirit calling and gains a +1 dodge bonus to Armor Class until the beginning of her next turn.
Vengeful Spirit: At 13th level, a wu jen's spirit guardian becomes highly aggressive in its defense of its master. When a wu jen is struck by a weapon attack (including natural weapons), she may spend 3 spirit callings to make a touch attack (melee or ranged, whichever type of attack is required to reach the attacker) against her attacker. On a successful hit, the wu jen deals 1d6 points of damage per two wu jen levels to the target. The target may make a Fortitude save (DC = 10 + 1/2 the wu jen’s level + her Intelligence modifier) for half damage.
Fortuitous Spirit: At 17th level, a wu jen's spirit guardian gains the ability to warp fate in favor of its master. As an immediate action, a wu jen may spend 2 spirit callings to reroll a saving throw, adding one-quarter of her wu jen level to the roll. She may choose either result, but the class level bonus applies only to the reroll. She must decide to use this reroll before she knows whether her save has succeeded or failed.
At 8th level, a wu jen adds Empower Spell and Widen Spell to her list of spell secret metamagic feats. At 16th level, a wu jen adds Heighten Spell, Maximize Spell, and Quicken Spell to her list of spell secret metamagic feats.
The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.
If a wu jen violates any one of her chosen taboos, she loses the entire bonus to her spell DC for the day. In addition, for each taboo that is violated, the wu jen loses the ability to cast their highest level of spells for the day. This penalty stacks with each subsequent taboo that is violated. For example, a 15th level wu jen who violates one of her taboos loses her 8th level spells for the day. If she violates a second taboo, she loses access to her 7th level spells, while a third violated taboo would prohibit her from casting 6th level spells of the day.
Though additional taboos may be created with the consent of the DM, the following are possible taboos:
• Cannot eat meat.
• Cannot own more than she can carry.
• Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.
• Cannot bathe.
• Cannot cut her hair.
• Cannot touch a dead body.
• Cannot drink alcohol.
• Cannot wear a certain color.
• Cannot light a fire.
• Cannot sit facing in a certain direction.
If the wu jen already has a familiar, it gains the elemental type, native subtype, and its related elemental subtype. The metal and wood subtypes have the same traits as the earth subtype. The familiar’s melee attacks deal an additional 1d3 points of energy damage on a successful hit, and it gains all the special qualities of the equivalent elemental type, but not its special attacks.
In addition, a wu jen radiates an aura of elemental energy as per her element of focus. The aura deals 5d4 points of energy damage to anyone that comes in physical contact with her, whether accidental or as a result from melee attacks. Unless noted otherwise, this aura is always active, but may be deactivated as a free action. The wu jen also gain immunity to the energy type associated with her element of focus.
A wu jen begins play with a spellbook containing all 0-level wu jen spells plus three 1st-level spells of her choice. For each point of Intelligence bonus the wu jen has (see the Ability Score Table in the Pathfinder Core Rulebook), the spellbook holds one additional 1st-level spell of her choice. At each new wu jen level, she gains two new spells of any spell level or levels that she can cast (based on her new wu jen level). For example, when Hide-yori achieves 5th level, she can cast 3rd-level spells. At this point, she can add two 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level.
At anytime, a wu jen can add spells found in another wu jen’s spellbooks to her own.
The wu jen’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Intelligence modifier. Elemental focus powers that mimic spells are spell-like abilities, while the others are supernatural.
Earth Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against earth-based spells and effects. At 6th level, the wu jen gains acid resistance 5. This increases to acid resistance 10 at 12th level, and acid resistance 20 at 18th level.
1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
8th Level Wall of Caustic Stone (Sp): You can create a wall of stone that deals 1d6 points of acid damage to anyone who comes in contact with it. This ability otherwise functions like wall of stone.
16th Level Earthform (Sp): You can assume the form of a Huge earth elemental and gain a +8 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earthglide. This ability otherwise functions as elemental body IV.
Fire Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against fire-based spells and effects. At 6th level, the wu jen gains fire resistance 5. This increases to fire resistance 10 at 12th level, and fire resistance 20 at 18th level.
1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability.
8th Level Wall of Fire (Sp): You can create a wall of fire as the spell.
16th Level Fireform (Sp): You can assume the form of a Huge fire elemental and gain a +6 enhancement bonus to your Dexterity, a +4 enhancement bonus to your Constitution, and a +4 natural armor bonus. Your base land speed also increases by 20 feet, and you gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability. This ability otherwise functions as elemental body IV.
Metal Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against metal-based spells and effects. At 6th level, the wu jen gains electricity resistance 5. This increases to electricity resistance 10 at 12th level, and electricity resistance 20 at 18th level.
1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability.
8th Level Wall of Electrified Iron (Sp): You can create a wall of iron that deals 1d6 points of electricity damage to anyone who comes in contact with it. This ability otherwise functions like wall of iron.
16th Level Metalform (Sp): You can assume the form of a Huge metal elemental and gain a +8 enhancement bonus to your Strength, a –4 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +8 natural armor bonus. You also gain darkvision 60 feet, the magnetic burst ability, and the ability to metalmorph. This ability otherwise functions as elemental body IV.
Water Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against water-based spells and effects. At 6th level, the wu jen gains cold resistance 5. This increases to cold resistance 10 at 12th level, and cold resistance 20 at 18th level.
1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability.
8th Level Wall of Glacial Ice (Sp): You can create a wall of ice that deals 1d6 points of cold damage to anyone who comes in contact with it. as the spell. This ability otherwise functions like wall of ice.
16th Level Waterform (Sp): You can assume the form of a Huge water elemental and gain a +4 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +8 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet, darkvision 60 feet, and the ability to create a vortex. This ability otherwise functions as elemental body IV.
Wood Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against wood-based spells and effects. At 6th level, the wu jen gains sonic resistance 5. This increases to sonic resistance 10 at 12th level, and sonic resistance 20 at 18th level.
1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability.
8th Level Wall of Noxious Thorns (Sp): You can create a wall of thorns that deals poison damage to anyone who tries to move through it, in addition to any slashing damage from the thorns. Thorn poison has the following properties–Type: injury DC 12, Initial Damage: 1 Dex, Secondary Damage: Unconsciousness for 2d6 minutes. This ability otherwise functions like wall of thorns.
16th Level Woodform (Sp): You can assume the form of a Huge wood elemental and gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain darkvision 60 feet, the thorny vines ability, and the ability of trackless step, trip, vanishing woods, woodland stride. This ability otherwise functions as elemental body IV.
METAL ELEMENTAL
A steely gray humanoid strides forward on two lumbering metallic legs, its arms and hands set to attack, while its rough-hewn face and sunken black hollow eyes stare threateningly in your direction.
Metal elementals are a subtype of earth elementals, due to their composition of metallic minerals. They are not as strong as their earth counterparts but are tough like the metals they are made of. They are more subtle and graceful in combat, employing their more slender appendages with devastating precision. Like other elementals, they seldom leave their home plane, except when summoned elsewhere by a spell.
When on the Material Plane, a metal elemental consists of any common metals native to the world upon which they appear, such as iron, gold, copper, and occasionally even steel.
Metal elementals speak Dwarven, Elemental, and Giant. A metal elemental’s voice sounds like the hissing of steam from hot metals being cooled in oils, or the sliding sound of a metal blade being pulled from its sheath.
Metal Elemental, Tiny (CR ½)
Usually N Tiny elemental (earth, extraplanar)
Init +4; Senses darkvision 60 ft., Perception +2
Languages Dwarven, Elemental, Giant
DEFENSE
AC 17, touch 12, flat-footed 17 (size +2, +5 natural)
hp 5 (1 HD)
Immune electricity, elemental immunities
Fort +3, Ref +0, Will +0
Weakness vulnerability to rust attacks, such as spells and the attack of a rust monster
OFFENSE
Speed 20 ft. (4 squares)
Melee 2 slams +3 (1d4+1 plus 1d3 electricity)
Space 2½ ft.; Reach 0 ft.
Base Atk +3; Grp –5
Atk Options magnetic burst, metal mastery, metalmorph, Improved Initiative
STATISTICS
Abilities Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11
SA magnetic burst
SQ elemental traits
Feats Improved Initiative
Skills Perception +2
Advancement –
SPECIAL ABILITIES
Magnetic Burst (Sp): The body of a metal elemental harbors natural electromagnetic energies. By releasing bursts of this energy, a metal elemental creates a zone of magnetism for a short time. This ability functions in all ways as the magnetism spell, but has a burst effect. The magnetism spell is described below for convenience.
Metalmorph (Su): Metal elementals have the ability to assume the shape of any object or creature of up to one size larger or smaller as a swift action. It can remain in its new form indefinitely, but retains its statistics and metallic appearance.
Metal Mastery: All attacks made by metal weapons, even adamantine, suffer a -1 penalty to attack and damage rolls against metal elementals.
MAGNETISM
Transmutation
Level: Wu jen 3 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp. Once per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds). Any unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see the Disarm entry under Combat Maneuvers in the Pathfinder Core Rulebook). You use the ray’s Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity. If you succeed on the disarm attempt, the weapon flies from your opponent’s hand to your own.
If you target an item that is attended but not held, such as a weapon at someone’s belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature’s hand to your own. Otherwise, make a disarm attempt as above.
If an item is secured in some way, you can make a Strength check (using the ray’s +10 bonus) to break or burst whatever holds it.
Wood Elemental
A mossy treelike creature emerges from the woods, its body is covered in knots, thorns, and vines that creak as it moves, its head in rough semblance of a face and topped with branches and sparse leaves that rustle in the wind glances in your direction with glowing green eyes.
Wood elementals are considered another subtype of earth elementals, but are composed of the natural woods and trees of the land. They less strong than their earth counterparts but tough as mighty oaks and more nimble. They use their leafy limbs to club its enemies, or whip and entangle them in its thorny vines. Like other elementals, they seldom leave their home plane, except when summoned elsewhere by a spell.
When on the Material Plane, a wood elemental consists of the trees, foliage and vegetation native to the world upon which they appear.
Wood elementals speak Elemental and Elven, but prefer to use Sylvan. A wood elemental’s voice sounds like the crackling of twigs breaking underfoot, or the rustling of leaves in a strong breeze.
Wood Elemental, Tiny (CR ½)
Usually N Tiny elemental (extraplanar, plant)
Init +1; Senses darkvision 60 ft., Perception +2
Languages Elven, Elemental, Sylvan
DEFENSE
AC 16, touch 13, flat-footed 15 (size +2, +1 Dex, +3 natural)
hp 5 (1 HD)
Immune cold, sonic, elemental immunities
Fort +2, Ref +1, Will +0
Weakness vulnerability to fire
OFFENSE
Speed 20 ft. (4 squares)
Melee 2 slams +2 (1d4 + 1d4 sonic)
Space 2½ ft.; Reach 0 ft.
Base Atk +2; Grp –6
Atk Options thorny vines, trip, Power Attack
Special Actions trackless step, vanishing woods, woodland stride
STATISTICS
Abilities Str 11, Dex 12, Con 10, Int 4, Wis 11, Cha 11
SA thorny vines, trip
SQ elemental traits
Feats Power Attack
Skills Perception +2
Advancement –
SPECIAL ABILITIES
Trackless Step (Ex): A wood elemental leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if it so desired.
Trip (Ex): A wood elemental who makes a successful thorny vines attack may attempt to trip its opponent. It can only trip an opponent who is one size category larger than it or smaller, which does not initiate a trip provokes an attack of opportunity from the target. If the attack is successful, the target is knocked prone. If the attack fails by 10 or more, the wood elemental is knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures, such as oozes without legs and flying creatures cannot be tripped.
Thorny Vines (Ex): A wood elemental can employ his thorny vines like whips and deals 1d4 points of piercing damage. Consequently, on a successful strike, the target must make a Fortitude saving throw or be slowed for 1d4 +2 rounds. In addition, if a wood elemental makes a successful hit with its vines it entangles its victim (see above).
Vanishing Woods (Sp): Once per day, a wood elemental can enter a nearby tree or bush and instantly transfer itself from its current location to any other spot within range by exiting another tree or bush. It always arrive at exactly the spot desired, and can’t take any other actions until its next turn. This ability otherwise functions as dimension door, but requires a tree or some other shrub to be employed.
Woodland Stride (Ex): A wood elemental may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, even thorns, briars, and overgrown areas that have been magically manipulated to impede motion.

Steelfiredragon |
as I said in the other post, distch the two as one features, as not all samurai dual wielded those blades, and ancestral daisho needs altered incase of ancestor liking the naginata instead of the katana.
and did that say swashbuckler level progression or samurai lvl progression in the swashbuckler post?

Elghinn Lightbringer |

samurai....
my opinion so far
1: get rid of or replace two as one, since not all samurai used that style, carrying both of the two blades, sure but using them both at once, not all of them did....,
1.b: impoved and greater two as one, same reason as abovealter ancestral daisho.
while the ancestral weapon , likely was a katana, but what if said samurai prefed a spear.
alter it to a masterwork oriental weapon of choice.
I like the naginata myself.alter Iaijutsu Master to ancestral daisho weapon instead of katana
That might be the way to go, and all the other feat related stuff, let the player's choose what vein of "samurai" they want to be, be it two-weapon, bow, great club, no-dachi, etc.

Elghinn Lightbringer |

Here’s the Ninja, redone again with stuff from another post from a while back. Don’t know whose stuff it was, so if you recognize it, let me know. I’m not trying to take credit for stuff I didn’t do, just didn’t keep who had posted it since I was planning on using it form myself only.
NINJA (Pathfinder Beta)
BAB: +15/+10/+5 at 20th level
Saves: +6/+12/+6 at 20th level
Level Special
1st Ghostly stealth, ki pool, sudden strike +1d6, trapfinding
2nd Ghostly step, ninja secret
3rd Poison use, sudden strike +2d6
4th High jump, ninja secret
5th Evasion, sudden strike +3d6
6th Ki dodge, ninja secret
7th Sudden strike +4d6, swift climb
8th Death strike, ninja secret
9th Improved poison use, sudden strike +5d6
10th Advanced secret, ninja secret
11th Sudden strike +6d6
12th Ninja secret, poison immunity
13th Sudden strike +7d6
14th Hide in plain sight, ninja secret
15th Sudden strike +8d6, swift poison use
16th Ninja secret, true death
17th Sudden strike +9d6
18th Greater ki dodge, ninja secret
19th Sudden strike +10d6
20th Ninja secret, swift death
Alignment Any
Hit Die d8
Class Skills The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks Per Level 6 + Int modifier.
Class Features
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
As a ninja can select additional powers that consume points from his ki pool as he gains levels (ki dodge, ghost strike, greater ki dodge, and ghost walk). Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation.
With a sap (blackjack), a ninja can make a sudden strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. The extra damage from the sudden strike ability stacks with the extra damage from sneak attacks whenever both would apply to the same target.
Acrobatic Expertise (Ex): This secret improves a ninja’s acrobatic ability, and thus gains a +2 bonus to all his Acrobatics skill checks. This secret can be selected multiple times, with each time increasing the ninja’s Acrobatics skill check bonus by an additional +2.
Advanced Martial Training: This secret allows a ninja to deal damage with his unarmed strikes as a monk of equal level. If he has levels in monk they stack with all his class levels in ninja for the purpose of determining his unarmed damage, and BAB when executing a flurry of blows. Further more he may spend ki point from either his monk or his ninja ki pool to activate ki powers that are related to his unarmed strikes and flurry of blows. The ninja must have selected the Improved Martial Arts Training secret to select this secret.
Fast Climb (Ex): This secret allows a ninja to climb his normal speed as a move action with no penalty to his Climb check, but the ninja must end the round on a horizontal surface. If he does not end the round on a horizontal surface, he must succeed an additional Climb check (DC = wall's DC +5) to find a perch or take the appropriate falling damage for the distance he has fallen. In addition, a ninja only needs one free hand to climb. This ability can only be used if the ninja is wearing no armor and is carrying no more than a light load.
Fast Stealth (Ex): This secret allows a ninja to move at full speed while the stealth skill without penalty.
Ghostly Strike (Su): This secret allows a ninja to spend 1 point from his ki pool as a move action to strike incorporeal and ethereal creatures as if they were corporeal. The ninja can also use this ability to strike foes on the Material Plane normally while he is ethereal (for example, while using her ghost step ability). Activating the ghost strike ability does not provoke an attack of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of his next turn.
Improved Martial Arts Training: This secret allows a ninja to deal damage with his unarmed strikes as a monk of half his ninja level. If he has levels in monk they stack with half his levels in ninja for determining his unarmed damage and BAB when executing a flurry of blows. The ninja must have the Improved Unarmed Strike feat to select this secret.
Ledge Walker (Ex): This secret allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this secret is not flat-footed when using Acrobatics to move along narrow surfaces.
Martial Arts Training: This secret allows a ninja to learn the techniques of the ancient martial arts, and thus gains Improved Unarmed Strike as a bonus feat.
Minor Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 0-level spell from the abjuration, divination, enchantment, illusion, and transmutation schools of the Sorcerer/Wizard spell list. This spell can be cast three times a day as a spell-like ability, with a caster level equal to the ninja's level. The save DC for this spell is 10 + the ninja's Wisdom modifier. The ninja must have a Wisdom of at least 10 to select this secret.
Major Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 1st-level spell from the abjuration, divination, enchantment, illusion, and transmutation schools of the Sorcerer/Wizard spell list. This spell can be cast two times a day as a spell-like ability, with a caster level equal to the ninja's level. The save DC for this spell is 11 + the ninja's Wisdom modifier. The ninja must have a Wisdom of at least 11, and must have the minor magic ninja secret to select this secret.
Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this secret can take a 5-foot step while crawling.
Ninja Weapon Specialist (Ex): This secret allows a ninja to spend 1 ki point as a swift action to gain the appropriate improved combat maneuver feat while wielding a weapon with a special property, such as the kama, as described under the ninja's weapon and armor proficiencies, on his next attack. For example, a ninja using the kama (a weapon that can make trip attacks) that doesn't have the Improved Trip feat can spend 1 ki point and gain the benefit of the Improved Trip feat on his next attack. If the ninja does not perform the combat maneuver on his next attack action, the ki point is wasted.
Shuriken Multi-Throw (Ex): A ninja with this secret can throw multiple shuriken with one attack roll. The ninja may throw up to a number of shuriken equal to his Dexterity modifier. He makes one attack roll for all shuriken thrown vs. each individual opponent’s Armor Class. Thus, it is possible to hit some opponents while missing others completely. He may target a number of opponents equal to the number of shuriken he throws, but each target cannot be more than 5 feet apart. The ninja can choose to assign multiple shuriken to individual targets, but this must be done prior to the attack roll. Thus, a ninja with a Dexterity of 17 who is facing three opponents, all who are within 5 feet of each other, can choose to throw 1 shuriken at each of her opponents, making one attack roll vs. their individual armor class to see if the shuriken hit, or he can choose to throw all three at a single opponent. If the ninja is applying precision based damage to his shuriken multi-throw ability, then he may only apply it once per valid target. Multiple shuriken thrown at one target do not individually gain precision based damage from the ninja’s sudden strike. Thus, it could be possible for one target to be considered flat-footed while several others are not.
Slow Fall (Ex): This secret allows a ninja that is within arm’s reach of a wall to use it to slow his descent. When first gaining this secret, he takes damage as if the fall were 20 feet shorter than it actually is. The ninja’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet every 2 levels thereafter. The ninja never gains the ability to slow his fall any distance without harm, like the monk. Also, if the ninja has levels in monk, use slow fall from the class with the greatest distance.
Stand Up (Ex): A ninja with this ability can stand up from the prone position as a free action. This still provokes an attack of opportunity when standing up while being threatened by a foe.
Surprise Attack (Ex): This secret allows a ninja to gain a single surprise attack. During the surprise round, opponents are always considered flat-footed to the ninja, even if they've already acted.
Trap Sense (Ex): A ninja with this secret gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC/CMD to avoid attacks made by traps. A ninja may select this talent multiple times, each time increasing this bonus by +1.
Water Skimmer (Ex): this secret allows a ninja to run across water at his full movement rate. He must begin and end his movement on solid ground. If he cannot complete his movement or is unable to reach solid ground, he can make an Acrobatics check (DC 20 + the distance to solid ground) to jump and reach solid ground. If he fails, he immediately falls into the water. To run across any water surface, the ninja must be wearing no armor and carrying no more than a light load.
Weapon Training (Ex): A ninja with this secret gains Weapon Focus as a bonus feat with any one weapon listed under the ninja's Weapon and Armor Proficiency entry.
If a death attack is attempted and fails (the victim makes his save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Acrobatic Mastery (Ex): A ninja who selects this secret can spend 1 ki point to take 10 on Acrobatics skill checks, even when stress or distraction would prevent him from doing so. This can only be done if he is wearing no armor and carrying no more than a heavy load.
Blinding Stealth (Ex): Whenever a ninja uses the Ghost Step ability to become invisible or ethereal, he can choose to spend 1 additional ki point to create a blinding flash of light. Any opponents within 10 feet of the ninja must make a Fortitude save (DC equal to 10 + 1/2 the ninja’s class level + his Wisdom modifier) or be blinded for 1 full round. Anyone who makes their saving throw is dazed
Bonus Feat: A ninja may substitute a bonus feat in place of gaining an Advanced Secret.
Feign Death (Ex): A ninja with this secret has mastered the art of controlling his body to the point where he can appear to be dead. Spells or effects that can normally detect life or thought are incapable of determining whether or not the ninja is alive. To use this ability the ninja must spend 1 ki point and concentrate for 1 full round, causing his mind and body enter into a catatonic state. While in this state, the ninja is completely aware of his surroundings. If he has chosen to enter this trance with his eyes open he can see everything that is going on, though his pupils do not dilate if exposed to light. If someone closes his eyelids he is considered blind, but otherwise can hear, smell, and feel as normal. The ninja can remain in this state for a number of days equal to his ninja class level + his constitution modifier. Time passes more slowly for the ninja while he is in this state. For the purposes of determining starvation and thirst, one day for a ninja in this state is equal to 1 week. To anyone observing the ninja's body he appears to be lifeless and dead. His heart beat has slowed to the point where it is all but nonexistent and his skin is cool to the touch. The ninja can choose to end this effect at any time as a free action.
Ghostly Mind (Su): A ninja with this secret gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails. The ninja must be at least 12th level to select this secret.
Ghostly Sight (Su): A ninja with this secret can see invisible and ethereal creatures as easily as she sees material creatures and objects. The ninja must be at least 14th level to select this secret.
Ghostly Walk (Su): A ninja with this secret can spend 2 points from his ki pool to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level. The ninja must be at least 18th level to select this secret.
Improved Evasion (Ex): This works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.
Master Escape Artist (Ex): By spending 1 ki point, the ninja can slip out of bonds, grapples and even the effects of confining or restraining spells more easily. This effect duplicates a freedom of movement spell with a caster level equal to the ninja's class level. This can only be done if he is wearing no armor and carrying no more than a heavy load.
Slippery Mind (Ex): This secret represents the ninja's ability to wriggle free from effects that would otherwise control or compel him. If a ninja with the slippery mind secret is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to reroll his saving throw.

Elghinn Lightbringer |

I saw what you did with the Warlock in the previous thread. I was wondering if you had/wouldn't mind coming up with a "Celestial" pact. Just want to see what your take on it would be.
AK
I had thought about adding a celestial pact when I first did the rebuild, but then decided against it. The point of the warlock was to be, primarily, an alternate magic wielder who gets his power from a dark source (or at least neutral, for fey and elemental). That to me was part of the flavor of the class, and it was up to the character to decide whether he/she would embrace the darkness, or work against it.
That said, I can write one up if you would like, sort of a source for a "white warlock" just like there are "white necromancers" though they are extremely rare.

Elghinn Lightbringer |

Here's my take on the Celestial Pact, AK. After doing it, I may just keep it. Enjoy.
Add the following pact.
Celestial Pact The warlock has forged a mutual pact with an assemblage of benevolent celestial beings from the Upper Planes–whether angels, archons, or azatas it is unknown. It is from them that he gleans knowledge of the heavenly powers and secrets of the planes of light. As such, he is given the charge to spread the words and powers of the celestial realm and combat those who would subvert, corrupt, and destroy the natural order of the world through dark and sinister means.
Add the following pact related benefits at 20th level.
Celestial pact: gains immunity to petrification, +4 to saves vs. poison, use tongues at-will as a supernatural ability, and resistance 5 to a third energy type.
Add the following pact power list.
Celestial Pact
Warlocks of the celestial pact gain the following abilities.
4th Holy Sight (Su): You permanently gain darkvision with a range of 60 feet and low-light vision. If the warlock already possesses darkvision, his range permanently doubles.
8th Divine Retribution (Su): Once per day, you can call down a column of heavenly fire in a 20-foot radius, and up to 20 feet high. Anyone caught in the blast takes 1d6 points of fire damage per two warlock levels, to a maximum of 10d6 at 20th level. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the blast can make a Reflex save for only one-quarter damage. The power is equal to a 4th level spell, has a DC equal to 10 + your level, and otherwise functions as flame strike.
12th Celestial Protection (Su): You gain a +4 deflection bonus to AC and a +4 resistance bonus saving throws against attacks made or effects created by evil creatures. Allies within a 5-foot radius of you gain a +2 deflection bonus to AC and a +2 resistance bonus to saving throws against such attacks.
16th Regenerative Teleportation (Su): Once per day, you can teleport yourself and a number of willing creatures instantaneously to another place upon your current plane of residence. Creatures thus teleported, including yourself, instantly benefit from a cure serious wounds spell, granted as a boon by your eldritch patrons. This power otherwise functions as greater teleport.
20th Heavenly Blast (Su): Once per day, you can use infuse your eldritch blast with divine power from the celestial realm. Your eldritch blast becomes a blast effect with a 10-foot radius, its range doubles to 120 feet, and it still require a ranged touch attack against a single target. Any creature struck by your heavenly blast takes 20d6 points of heavenly fire damage. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. All creatures struck by the blast, including the target, can make a Reflex save for only one-quarter damage.

Elghinn Lightbringer |

These are some great conversions
Thanx Joey.
Here’s the Shaman for those of you waiting for it.SHAMAN (Pathfinder)
BAB: +15/+10/+5 at 20th level
Saves: +12/+6/+12 at 20th level
Level Special
1st Affinity power, detect spirits, orisons, spirit guide, wild empathy
2nd Affinity power, chastise spirits
3rd Blessing of the spirits
4th Affinity power
5th Follow the guide
6th Ghost warrior
7th Warding of the spirits
8th Affinity power
9th –
10th Guide magic
11th Recall spirit
12th Affinity power
13th Exorcism
14th –
15th Weaken spirits
16th Affinity power
17th Spirit journey
18th –
19th Favored of the spirits
20th Affinity power, spirit who walks
Alignment Any
Hit Die d8
Class Skills The shaman’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level 4 + Int modifier.
Class Features
To retrieve or cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Charisma modifier. The number of spells a shaman can retrieve from his each day is given
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the shaman’s progression table under Spells per Day (see the Sorcerer’s Spells per Day on table 3-14 in the Pathfinder Core Rulebook). In addition, he receives bonus spells per day if he has a high Wisdom score. He does not have access to any domain spells or granted powers.
A shaman’s selection of spells is extremely limited. However, each day a shaman may change the spells he knows. When a shaman meditates to regain his daily allotment of spells, he sends forth his spirit guide to bargain with the spirits and retrieve knowledge of the specific spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up his spells per day for the spell level.
If a shaman knows any metamagic feats, he applies them to his spells when he retrieves his spells for the day. A shaman cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. They also do not have an increased casting time when using metamagic feats, as sorcerers do.
Each shaman must choose a time at which he must spend 1 hour in quiet meditation to regain his daily allotment of spells and bargain with the spirits for the specific spells he knows on that day.
TABLE 3-10: SHAMAN SPELLS RETRIEVED
Shaman Spells Retrieved per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 – – – – – – – –
2nd 4 2 – – – – – – – –
3rd 4 3 – – – – – – – –
4th 4 3 1 – – – – – – –
5th 4 3 1 – – – – – – –
6th 4 4 2 1 – – – – – –
7th 4 4 2 1 – – – – – –
8th 4 4 2 2 1 – – – – –
9th 4 4 3 2 1 – – – – –
10th 4 4 3 2 2 1 – – – –
11th 4 4 3 3 2 1 – – – –
12th 4 4 4 3 2 2 1 – – –
13th 4 4 4 3 3 2 1 – – –
14th 4 4 4 3 3 2 2 1 – –
15th 4 4 4 4 3 3 2 1 – –
16th 4 4 4 4 4 3 2 2 1 –
17th 4 4 4 4 4 3 3 2 1 –
18th 4 4 4 4 4 4 3 3 2 1
19th 4 4 4 4 4 4 3 3 3 2
20th 4 4 4 4 4 4 4 3 3 3
The exact form of the spirit guide is chosen by the shaman at 1st level, usually for the qualities it represents, as shown on the Spirit Guide table. The exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages. A shaman will often regard real world animals he encounters that are the same as his spirit guide as sacred, serving as a sign or omen of its blessing upon him.
SPIRIT GUIDE TABLE
Animal Qualities
Badger orderliness, tenacity
Bear strength, endurance
Buffalo abundance, good fortune
Cougar balance, leadership
Coyote humor, trickiness
Crane balance, majesty
Crow Intelligence, resourcefulness
Eagle perception, illumination
Elk pride, power, majesty
Fox cleverness, discretion
Hawk awareness, truth
Lizard elusiveness
Otter joy, laughter
Owl wisdom, night
Rabbit conquering fear, safety
Raccoon curiosity
Scorpion defense, self-protection
Snake power, life force, potency
Spider interconnectedness, industry
Turtle love, protection
Vulture vigilance, death
Wolf loyalty, interdependence
To use wild empathy, the shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute (as with influencing people, use of this ability might make more or less time).
A shaman cannot use this ability to influence a magical beast.
Chastising spirits is a standard action that deals 1d6 points of damage per shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10 + shaman level + Cha modifier) for half damage.
When using this ability against incorporeal creatures, a shaman does not have to roll the normal 50% miss chance–the effect hits the spirits automatically. A shaman can use this ability a number of times per day equal to 3 + his Charisma modifier.
To weaken spirits, a shaman uses his chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the shaman foregoes, the affected spirits are weakened for 1 round. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).
While under the protection of this rite, a shaman instantly receives the benefit of a heal spell (caster level equal to his shaman level) if he is reduced to 0 hit points or lower or has any ability score reduced to 0. The shaman receives the spell’s effect immediately, even if reduced to -10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed him. The rite’s protection is discharged once it is triggered, and the shaman must perform a new rite to use this ability again.
Affinity powers grant one ability at 1st level, 2nd level, 4th level, 8th level, 12th level, 16th level, and 20th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action.
The shaman’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. Affinity powers that mimic spells are spell-like abilities, while the others are supernatural.
Ancestral Spirit Affinity
Granted Power: Gain a +2 competence bonus on Diplomacy and Knowledge (history) checks.
1st Ancestral Enlightenment (Su): You can summon an ancestral spirit and channel some of the ancestor’s karmic power into yourself a number of times per day equal to your Charisma bonus (minimum once, even with a Charisma penalty). This guidance grants you a +2 insight bonus on any skill check. This bonus increases to +4 at 8th level, and +6 at 16th level.
2nd Speak with Dead (Sp): You can cast speak with dead 1/day per 2 caster levels you possess.
4th Ancestral Wrath (Su): An ancestral spirit aids you by smiting your foes. Once per day you can deal 1d6 damage per 2 levels you possess (maximum 5d6) against a single foe. Against undead, your ancestral spirit deals 1d6 damage per level to a maximum of 10d6.
8th Spirit Form (Su): You can assume the form of a spirit, an incorporeal entity that appears as you do, for a number of rounds equal to your caser level. These rounds do not need to be consecutive. While incorporeal, you gain all the advantages of the incorporeal subtype, including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. You lose any armor or natural armor bonuses to AC, but gain a deflection bonus equal to your Charisma modifier (minimum +1). You have no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but you do gain the ability to make a melee touch attack (add your Dexterity modifier to your attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.
12th Commune with Ancestral Spirits (Su): You send your mind to another plane of existence (specifically the Plane of Spirits) in order to receive advice and information from the spirit of an ancestor or some other individual creature who has departed from the mortal world. This ability can be used 1/day, and otherwise functions as the contact other plane spell, except for the following alterations:
First, you can only contact three types of spirits: ancestral (whether recently or long ago departed), a recently departed creature (up to 50 years ago), or a long ago departed creature (more than 50 years ago). To determine the probability of each spirit giving a correct answer, use the following entries from the Plane Contacted table of the contact other plane spell.
Ancestral spirit: Outer Plane, lesser
Recently departed spirit: Outer Plane, demideity
Long ago departed spirit: Astral Plane
In addition, when using this ability, you receive no Intelligence and Charisma decrease as you might when using the contact other plane spell.
16th Legend Lore (Sp): You can cast legend lore 1/day.
20th Astral Projection (Sp): You can cast astral projection 1/day.
Animal Spirit Affinity
Granted Power: Gain a +2 competence bonus on Handle Animal and Knowledge (nature) checks.
1st Summon Companion (Su): As a standard action, you can summon one animal to aid you as per summon nature’s ally I. The creature remains until you dismiss it, and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning another. At 6th level, and every four levels thereafter, you may summon a more powerful companion, increasing the summon nature’s ally spell by 1 (II at 6th level, III at 10th, IV at 14th, and V at 18th).
2nd Speak with Animals (Sp): You can cast speak with animals 1/day per 2 caster levels you possess.
4th Bestial Vigor (Sp): You can cast either bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom 1/day.
8th Animal Form (Su): You can assume the form of any animal you can summon using your summon companion ability for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.
12th Commune with Animal Spirits (Sp): You can commune with a great animal spirit from the Plane of Spirits and ask it questions. This ability otherwise functions as commune.
16th Animal Shapes (Sp): You can cast animal shapes 1/day.
20th Shapechange (Sp): You can cast shapechange 1/day.
Nature Spirit Affinity
Granted Power: Gain a +2 competence bonus on Knowledge (nature) and Survival checks.
1st Endure Nature’s Wrath (Su): As a standard action, you can cast endure elements. At 4th level, when you activate this ability, you also gain resistance 10 to cold or fire, depending upon your initial choice of enduring a hot or cold environment, for 10 minutes per level. The value of this energy resistance increases to 20 at 8th level, 30 at 12th level.
2nd Speak with Plants (Sp): You can cast speak with plants 1/day per 2 caster levels you possess.
4th Nature’s Warden (Su): You call upon the spirits of the natural world to make you more at one with them. Your land base speed in creases by 10 feet, you can move through any type of terrain and leave neither footprints nor scent, and you gain a +2 natural armor bonus that stacks with other natural armor bonuses. This ability has a duration of 10 minutes per level. This ability can be used 1/day, and otherwise functions as the barkskin, longstider, and pass without trace spells.
8th Elemental Form (Su): You can assume the form of any elemental of your choice (air, earth, fire, or water), for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as elemental body III.
12th Commune with Nature (Sp): You can cast commune with nature 1/day.
16th Control Weather (Sp): You can cast control weather 1/day.
20th Summon Nature’s Ally IX (Sp): You can cast summon nature’s ally IX 1/day.

Cartigan |

Obviously I created this thread to discuss 20 level class conversion. That said, I agree with That Old Guy. When I saw the Pathfinder Core Classes, they eliminated the need for a lot of the other 20 level classes we saw in 3.5Swashbuckler= Rogue+Duelist
Samurai=Fighter with specific feat choices, etc.
Both those arguments are patently false. That is the same argument that can be used to say there was no reason to have them in 3.5. Yet there they were.

Sean FitzSimon |

Good Point, scrap the Charisma and just stremline it with Wisdom only, he is a divine spellcaster, despite his spontaneous spellcasting.
I would go charisma instead of wisdom, personally. Yes, he's a divine caster, but he gains his spells by bargaining with the spirits of the world. That strikes me as charisma.

Elghinn Lightbringer |

I would go charisma instead of wisdom, personally. Yes, he's a divine caster, but he gains his spells by bargaining with the spirits of the world. That strikes me as charisma.
Another good point. That would give us at least one major divine spellcaster using Charisma. He does cast spontaneously, and as you said, he does "bargain" with and "persuade" his spirits to obtain his spells. Much more in tune with the flavor of the class.
You can open a free account on MediaFire - I use it for all the stuff I do on these boards. There is also a free PDF converter here if you want to convert them to PDF format for security purposes.
That's good. I'll look into it.
Which invocations might be considered Celestial? As it stands, none of them are.
Yes, that's the problem. We'll have to make some. Any ideas? I'll have to look at the spell lists to see what there is for ideas.

Arakhor |

As it happens, yes :) Here's how I'd redefine the powers, including those from Complete Mage and Dragon Magic.
Least Invocations
Celestial: All-Seeing Eyes°, Dark One’s Own Luck, Otherworldly Whispers°
Elemental: Earthen Grasp, Spiderwalk, Swimming the Styx°, Wings of Speed*
Fey: Beguiling Influence, Call of the Beast, Curse of Morpheus*, Leaps and Bounds, See the Unseen
Infernal: Baleful Utterance, Devil’s Sight, Fires of Damnation*, Serpent's Tongue°, Summon Swarm
Shadow: Breath of the Night, Chill of Death*, Darkness, Entropic Warding, Miasmic Cloud, Soulreaving Aura°
Lesser Invocations
Celestial: Dread Seizure†, Unbearable Countenance*
Elemental: Aura of Frozen Flames*, Cold Comfort°, Fell Flight, Ignore the Pyre†, Skin of the Gargoyle*, Stony Grasp, Witchwood Step°
Fey: Charm, Crawling Eye°, Flee the Scene, Mask of Flesh°, Mirror Image*, Suggestion*, Voidsense
Infernal: Curse of Despair, Paralysing Dread*, Relentless Dispelling°, Voracious Dispelling, Walk Unseen, Weighty Utterance°
Shadow: Hungry Darkness, Siphon the Living*, The Dead Walk, Wall of Gloom
Greater Invocations
Celestial: Dragonward†, Warlock’s Call
Elemental: Caustic Mire°, Chilling Tentacles, Energy Warding*, Wall of Perilous Flame
Fey: Nature’s Fury*, Painful Slumber of Ages°, Persuasive Eye*, Tenacious Plague
Infernal: Devour Magic, Hellspawned Grace°
Shadow: Enervating Shadow, Nightmares Made Real°, Wave of Shadowy Darkness*
Dark Invocations
Celestial: Caster's Lament°, Dark Foresight
Elemental: Doom Fog*
Fey: Retributive Invisibility, Vision of Truth*, Word of Changing
Infernal: Baleful Teleportation*, Steal Summoning°
Shadow: Dark Discorporation, Impenetrable Barrier†, Path of Shadow
° From Complete Mage. † From Dragon Magic. * Home-made invocations.
Unbearable Countenance (Lesser; 4th)
An inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within thirty feet shaken for one round (Will negates; DC 14 + Cha modifier). This gaze attack is a mind-affecting fear effect and using it requires a move action. Any foe that successfully saves against this effect is immune for 1 hour thereafter. This ability is can be used at will but is only triggered by the warlock's will, not simply by anyone looking at them.
(Someone here on the boards posted the above invocation. I've since forgotten whom, sorry.)

Elghinn Lightbringer |

Anyway, you might as well bring the warlock over, and I like the celestial pact, works very good, since some celestials are not lawful good...
OK, finally! Here’s the warlock again. With some teaks.
WARLOCK (Pathfinder)
BAB: +15/+10/+5 at 20th level
Saves: +6/+6/+12 at 20th level
Level Special
1st Eldritch blast 1d6, eldritch bond, eldritch pact, invocation (least)
2nd Detect magic
3rd Damage reduction 1/cold iron, eldritch blast 2d6
4th Deceive item, pact power
5th Eldritch blast 3d6
6th New invocation (lesser)
7th Damage reduction 2/cold iron, eldritch blast 4d6
8th Pact power, planar resilience 1
9th Eldritch blast 5d6
10th Energy resistance 5
11th Damage reduction 3/cold iron, eldritch blast 6d6, new invocation (greater)
12th Imbue item, pact power
13th Eldritch blast 7d6, planar resilience 2
14th Analyze dweomer
15th Damage reduction 4/cold iron, eldritch blast 8d6
16th New invocation (dark), pact power
17th Eldritch blast 9d6
18th Planar resilience 5
19th Damage reduction 5/cold iron, eldritch blast 10d6
20th Eldritch master, pact power
Invocations Known The warlock gains 2 invocations at 1st level, and +1 every even level thereafter.
Alignment Any chaotic or any evil
Hit Die d8
Class Skills The warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int), Use Magical Device (Cha).
Skill Ranks Per Level 2 + Int modifier.
Class Features
Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes an attack of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Spellcraft check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Spellcraft check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see below), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 in the Monster Manual 3.5).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of two invocations, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 3-12 and described below. A list of available invocations can be found following the warlock class description, and a complete description of each invocation can be found in a subsequent chapter.
At any level when a warlock learns a new invocation (2nd, 4th, 6th, etc.), he can also replace an invocation he already knows with another invocation of the same or lower grade (lesser for lesser, or lesser for least, and so on). Thus, at 6th level, a warlock can replace a least invocation he knows with another invocation of the same grade (in addition to learning a new invocation, which could be least or lesser). The same occurs at 11th and 16th level, but with varied grades available to the warlock for exchanges and learning new invocations.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage, with an additional 1d6 points of damage every two levels thereafter (3rd, 5th, 7th, etc.). An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (rounded down) with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell), but does benefit from feat like Ability Focus (eldritch blast), which increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2, and spell-like ability feats, like Quicken Spell-Like Ability.
A bonded object can be used once per day to cast any pact invocation that the warlock knows and can invoke at +2 caster levels.
A warlock can enchant his bonded object according to his imbue items class feature. The bonded object, whether a rod or a wand is not destroyed when its last charge is consumed, but it does lose its enchantment and retains all of its bonded object properties. Bonded objects only function for their creator, including any magic abilities added to the object. This means that they cannot be sold.
If a bonded object is damaged, it is restored to full hit points after 8 hours of rest. If the object is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per warlock level. This ritual takes 8 hours to complete.
Celestial Pact The warlock has forged a mutual pact with an assemblage of benevolent azatas from the Upper Planes. It is from them that he gleans knowledge of the heavenly powers and secrets of the planes of light. As such, he is given the charge to spread the words and powers of the celestial realm and combat those who would subvert, corrupt, and destroy the natural order of the world through dark and sinister means.
Elemental Pact The warlock has forged a pact with entities from one of the four elemental planes; air (electricity), earth (acid), fire (fire), or water (cold). By so doing, the warlock gains elemental-based power, which allows him to scour his foes with showers of icy shards or a storm of fiery motes, to deadly whirlwinds or terrible earthly tremors.
Fey Pact The warlock has forged a pact with ancient and powerful spirits of the natural world. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the fey realm like wild gods. They bestow magic that ranges from the feral and savage to the wondrous and enchanting.
Infernal Pact The warlock has forged a dangerous pact with an ancient order of devils from the Nine Hells, and dares to study their secrets under their tutelage. It was these devils who first created the secret path of the warlock in an attempt to unleash their hellish knowledge and power upon the world. If a warlock has not determined its pact type, it is considered to have the infernal pact.
Shadow Pact The warlock has forged a pact with a deadly and fearsome entity from the Plane of Shadow. This entity has imparted to the warlock the secret knowledge of the shadow realm and the use of negative energy to enhance his power.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot try his Use Magic Device check for that spell again until he gains a new level.
Celestial pact Warlock gains immunity to petrification, +4 to saves vs. poison, use tongues at-will as a supernatural ability, and resistance 5 to a third energy type.
Elemental pact Warlock gains darkvision 60 feet, immunity to poison, sleep, paralysis, or stunning effects, and resistance 5 to a third energy type.
Fey pact Warlock gains darkvision 60 feet and low-light vision, immunity to illusions, sleep, and compulsion effects,
Infernal pact Warlock gains telepathy 60 feet, immunity to poison, and the ability to see in darkness (including deeper darkness).
Shadow pact Warlock gains darkvision 60 feet, a +5 bonus to his Stealth skill checks, and a 50% chance of ignoring any damage received from a corporeal source (see incorporeal type description).
In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description.
A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
Invocations and Eldritch Blast Eldritch blast is not an invocation, but some invocations provide a warlock with the ability to modify his eldritch blast or add new eldritch attacks.
A warlock can apply only one eldritch essence invocation to a single eldritch blast, choosing from any of the eldritch essence invocations that he knows. When a warlock applies an eldritch essence invocation to his eldritch blast, the spell level equivalent of the modified blast is equal to the spell level of the eldritch blast or of the eldritch essence invocation, whichever is higher. If a warlock targets a creature with an eldritch essence blast that has immunity to the invocation’s effect, it still takes the damage from the blast normally (provided it isn’t also immune to the eldritch blast).
A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to the same blast. When a warlock uses both kinds of invocations to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is higher.
Least Eldritch Essence Invocations
Dazing Blast: Target must make a Will save or become dazed, as the daze monster spell.
Exhausting Blast: Target must make a Fortitude save or become fatigued.
Frightful Blast: Target must make Will save or become shaken.
Sickening Blast: Target must make Fortitude save or become sickened.
Lesser Eldritch Essence Invocations
Beshadowed Blast: Target must make a Fortitude save or become blind for 1 round.
Brimstone Blast: Blast deals fire damage and target must make Reflex save or catch fire.
Electrifying Blast: Blast deals electrical damage and target must make Reflex save or be slowed.
Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take -2 penalty to Dexterity.
Pealing Blast: Blast deals sonic damage and target must make Fortitude save or be deafened for 2 rounds.
Greater Eldritch Essence Invocations
Bewitching Blast: Target must make Will save or be confused for 1 round.
Noxious Blast: Target must make Fortitude save or be nauseated.
Repelling Blast: Target must make Reflex save or be knocked back.
Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds.
Dark Eldritch Essence Invocations
Utterdark Blast: Target must make Fortitude save or gain two negative levels.
When a warlock applies a blast shape invocation to his eldritch blast, the spell-level equivalent is equal to the spell level of the eldritch blast or of the blast shape invocation, whichever is higher.
A warlock can apply a blast shape invocation and an eldritch essence invocation (see Eldritch Essence Invocations above) to the same blast. When a warlock uses an eldritch essence and a blast shape to alter an eldritch blast, the spell-level equivalent is equal to the spell level of the eldritch blast, the eldritch essence invocation, or the blast shape invocation, whichever is higher.
Least Blast Shape Invocations
Eldritch Spear: Blast range increases to 250 feet.
Hideous Blow: Melee attack channels eldritch blast.
Lesser Blast Shape Invocations
Eldritch Chain: Blast jumps from initial target to secondary targets.
Greater Blast Shape Invocations
Eldritch Cone: Blast takes the shape of a cone.
Dark Blast Shape Invocations
Eldritch Doom: Blast affects all enemies within 20 feet.
All
Hammer Blast: Eldritch blast deals normal damage to objects.**
Celestial
All-Seeing Eyes: As comprehend languages on written material, bonus on Perception checks.**
Dark One’s Own Luck: Gain a luck bonus on one type of saves.
Otherworldly Whispers: Gain bonus on Knowledge checks.**
Elemental
Earthen Grasp: Use earthen grasp as the spell.
Spiderwalk: Gain spider climb as the spell and you are immune to webs.
Swimming the Styx: Gain swim speed and ability to breathe water.**
Wings of Speed: Use expeditious retreat as the spell.*
Fey
Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Call of the Beast: Speak with animals and influence their behavior.**
Drooping Eyes: Gain sleep as the spell.
Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.
See the Unseen: Gain see invisibility as the spell and darkvision.*
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.**
Infernal
Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
Devil’s Sight: See normally in darkness and magical darkness.
Fires of Damnation: Deal fire damage and target must make Will save or be shaken for 1 round. *
Summon Swarm: Use summon swarm as the spell.
Shadow
Breath of the Night: Create a fog cloud as the spell.
Chill of Death: Target must make a Fortitude save or take 1d6 Strength damage and become paralyzed for 1 round.*
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.**
All
Baneful Blast: Eldritch blast deals extra damage against specified creature type.**
Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.**
Celestial
Mantle of Heaven: Aura deals 1d6 heavenly fire damage + 1 point per level to evil foes, but heals the same damage to allies of good alignment.*
Silver Wings: Gain silver wings that enable you to fly as the spell.*
Unbearable Countenance: Gaze causes foes to be shaken.*
Elemental
Aura of Icy Flames: Aura deals 1d6 fire and cold damage +1 point per level to anyone that attacks you.*
Cold Comfort: You and nearby allies protected by endure elements.**
Fell Flight: Gain a fly spell with good maneuverability.
Skin of the Stony Beast: Gain stoneskin as the spell, and deal 5d6 damage in a blast of stony shards once the spell expires.*
Stony Grasp: Use stony grasp as the spell.
Walk Unseen: Use invisibility (self only) as the spell.
Witchwood Step: Walk on water and move through some obstacles unimpeded.**
Fey
Charm: Cause a single creature to regard you as a friend.
Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.**
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Mask of Flesh: Touch attack imposes 1d6 Cha penalty and transforms you to look like target.**
Mirror Image: Gain mirror image as the spell.*
Suggestion: Compel a single subject to follow a stated course of action.*
Voidsense: Gain blindsense 30 feet.
Infernal
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attack.
Paralyzing Dread: Target must make a Will save; if it fails, target is paralyzed for 1 round, if it succeeds, target is frightened for 3 rounds.*
Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Wall of Gloom: Use wall of gloom as the spell.
Shadow
Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.**
Hungry Darkness: Create shadows filled with a swarm of bats.
Siphon the Living: Touch deals 6d6 damage and you gain damage as hp.*
The Dead Walk: Create undead as the animate dead spell.
All
Hindering Blast: Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.**
Celestial
Healing Slumber: Gain the benefit of cure critical wounds as the spell, but target falls asleep for 30 minutes.*
Sight of Holy Truth: Use true seeing as the spell, and gaze causes foes to be dazed.*
Soldier of Light: Gain the benefit of greater heroism as the spell, but target sheds light as the light spell.*
Elemental
Caustic Mire: Acidic sludge slows progress, deals damage.**
Chilling Tentacles: Use black tentacles as the spell, and deal cold damage to creatures in the area.
Energy Warding: Gain protection from energy (self only) against a single energy type and deal damage of the same energy type against those who attack you. *
Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Fey
Nature’s Fury: Gain +2 to Str and Con, +1 on Will saves, –2 to AC, and deal +1d6 damage on a successful melee attack.*
Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.**
Persuasive Eye: Gain charm monster as the spell, but as a gaze attack.*
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Infernal
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.**
Warlock’s Call: Use sending as the spell, but risk damage from the recipient.
Shadow
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.**
Wave of Shadowy Darkness: Create a wave of darkness that causes several targets to become exhausted for 3 rounds, and to make a Fortitude save or take 6d6 damage.*
All
Binding Blast: Target of your eldritch blast must make Will save or be stunned for 1 round.**
Steal Summoning: Take control of another caster's summoned monster.**
Celestial
Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Caster's Lament: Your touch can break enchantment, and you can counterspell.**
Elemental
Mists of Doom: Gain acid fog as the spell, but deal damage of any single energy type of your choice.*
Fey
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Vision of Truth: Use true seeing as the spell.*
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
Infernal
Baleful Teleportation: Use greater teleport as the spell, and deal fire damage to enemies within a 10-foot radius.*
Shadow
Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
Path of Shadow: Use shadow walk as the spell and speed up natural healing.
*These are new homemade Invocations.
**These can be found in the Complete Mage
Eldritch pacts grant one ability at 4th level, 8th level, 8th level, 8th level, and 20th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action.
The warlock’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier.
Eldritch powers that mimic spells are spell-like abilities, while the others are supernatural.
Celestial Pact
Warlocks of the celestial pact gain the following abilities.
4th Level Holy Sight (Su): You permanently gain darkvision with a range of 60 feet and low-light vision. If the warlock already possesses darkvision, his range permanently doubles.
8th Level Divine Retribution (Su): Once per day, you can call down a column of heavenly fire in a 20-foot radius, and up to 20 feet high. Anyone caught in the blast takes 1d6 points of fire damage per two warlock levels, to a maximum of 10d6 at 20th level. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the blast can make a Reflex save for only one-quarter damage. The power is equal to a 4th level spell, has a DC equal to 10 + your level, and otherwise functions as flame strike.
12th Level Celestial Protection (Su): You gain a +4 deflection bonus to AC and a +4 resistance bonus saving throws against attacks made or effects created by evil creatures. Allies within a 5-foot radius of you gain a +2 deflection bonus to AC and a +2 resistance bonus to saving throws against such attacks.
16th Level [i] Regenerative Teleportation (Su): Once per day, you can teleport yourself and a number of willing creatures instantaneously to another place upon your current plane of residence. Creatures thus teleported, including yourself, instantly benefit from a cure serious wounds spell, granted as a boon by your eldritch patrons. This power otherwise functions as greater teleport.
20th Level Heavenly Blast (Su): Once per day, you can use infuse your eldritch blast with divine power from the celestial realm. Your eldritch blast becomes a blast effect with a 10-foot radius, its range doubles to 120 feet, and it still require a ranged touch attack against a single target. Any creature struck by your heavenly blast takes 20d6 points of heavenly fire damage. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. All creatures struck by the blast, including the target, can make a Reflex save for only one-quarter damage.
Elemental Pact
Warlocks of the elemental pact gain the following abilities.
4th Level Elemental Ray (Su) As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 points of damage + 1 for every two warlock levels, to a maximum of 1d6 +10 at 20th level. The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the ray is unleashed.
8th Level Elemental Burst (Su) Once per day, you can unleash a blast of elemental power. This 10-foot-radius burst does 1d6 points of damage for every two warlock levels, to a maximum of 10d6 at 20th level. The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the burst is released. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to the chosen energy type for 1 round. The DC of this save is equal to 10 + 1/2 your warlock level + your Constitution modifier. At 16th level, you can use this ability twice per day. This power has a range of 60 feet.
12th Level Elemental Shield (Su) Once per day, you can shroud yourself in elemental energy that causes damage to those who strike you. Anyone that does so takes 1d6 points of damage +1 point per warlock level (maximum +20). The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the shield is activated. In addition, you only take half damage from attacks of the same energy type as the shield. If such an attack allows a Reflex save for half, you take no damage on a successful save. This power otherwise functions as fire shield.
16th Level Elemental Body (Su) Once per day, you assume the form of a large elemental. The type of element (air, earth, fire or water) is chosen by the warlock when he assumes the form. This power otherwise functions like elemental body III.
20th Level Elemental Storm (Su) Once per day, you blanket an area with raging elemental energy. Any creature within the area takes 1d6 points of damage per warlock level (maximum 20d6). If they fail their Reflex save they take 4d6 points of damage each round until the energies are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save. This storm deals acid, cold, electricity, or fire damage, determined when you create it. This power otherwise functions like fire storm.
Fey Pact Powers
Warlocks of the fey pact gain the following abilities.
4th Level Fey Shift (Su) As a standard action, you can displace yourself, making yourself appear to be two feet from your actual position. This power otherwise functions as displacement.
8th Level Fey Allure (Su) Once per day, your words become so enchanting that you can make a humanoid creature regard you as its trusted friend and ally. You cannot control this individual, but it perceives your words and actions in a most favorable way. This power otherwise functions as charm monster.
12th Level Fey Step (Su) You can teleport yourself up to 30 feet per warlock level per day as a standard action, leaving an illusionary double in your place that acts as you direct. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity.
16th Level Fey Dance (Su): Once per day, you instill with an undeniable urge to dance and makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round. This power otherwise functions as [i]irresistible dance.
20th Level Fey Utterance (Su) Once per day, you blanket an area with raging elemental energy. Any creature within the area takes 1d6 points of damage per warlock level (maximum 20d6). If they fail their Reflex save they take 4d6 points of damage each round until the energies are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save. This storm deals acid, cold, electricity, or fire damage, determined when you create it. This power otherwise functions like dominate monster.
Infernal Pact Powers
Warlocks of the infernal pact gain the following abilities.
4th Level Hellish Sight (Su) You permanently gain darkvision with a range of 60 feet, which replaces low-light vision if the warlock has it. If the warlock already possesses darkvision, his range permanently doubles.
8th Level Hellish Rebuke (Su) Once per day, you can unleash a blast of hellfire in a 20-foot radius. Anyone caught in the blast takes 1d6 points of fire damage per two warlock levels, to a maximum of 10d6 at 20th level. Half the damage is fire damage, but the other half results directly from hellish divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the blast can make a Reflex save for only one-quarter damage. The power is equal to a 4th level spell, has a DC equal to 10 + your level, and otherwise functions as fireball.
12th Level Hellish Bond (Su) You forge a telepathic bond between yourself and a number of willing creatures, allowing all to communicate with each another telepathically regardless of language or distance. This power otherwise functions as telepathic bond.
16th Level Hellish Transposition (Su) Once per day, you can move yourself, some other creature, or a number of creatures instantaneously to another plane of existence. This power otherwise functions as planeshift.
20th Level Hellfire Storm (Su) Once per day, you instantaneously blanket an area with crackling hellish black flames. Any creature within the area takes 20d6 points of hellfire damage. Half the damage is fire damage, but the other half results directly from hellish divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the storm area can make a Reflex save for only one-quarter damage. This power otherwise functions like fire storm.
Shadow Pact
Warlocks of the shadow pact gain the following abilities.
4th Level Shadow Shift (Su) Once per day, you can appear as a shifting and wavering shadowy form. This distortion grants you concealment (20% miss chance). In conditions of darkness, whether natural or magical, this concealment improves (35% miss chance). This power otherwise functions as blur.
8th Level Shadow Touch (Su) Once per day, you can make a melee touch attack that deals damage, and gives you temporary hit points in return. This power otherwise functions as vampiric touch.
12th Level Shadow Walk (Su) Once per day, you can use the shadows to travel rapidly. This power functions as shadow walk.
16th Level Shadow Form (Su) Once per day, you can take the form of a shadow (not the creature), while retaining your general appearance. You become insubstantial, and capable of moving in any direction, even through solid objects. While in this state you are in a place called the Plane of Shadow, and considered to be incorporeal. When this ability expires, you return to material existence and are no longer considered to be incorporeal. This power otherwise functions as ethereal jaunt.
20th Level Shadow Double (Su) Once per day, you can create a shadow double of yourself, which appears just like you, but has only one-half your levels (and the appropriate hit points, feats, skill ranks, and special abilities for you at that level). This power otherwise functions as simulacrum.
Wow, I'm glad I found the large text blocks I apparently had mixed up in the wrong features. That's all fixed.
I changed Fiendish Resilience to Planar Resilience now that there is a Celestial Pact available. So with this posting of the Warlock, I’m looking for suggestions for new Celestial oriented invocations, new blast shape and essence invocations.
Thanks for the suggetions Arakhor. I quickly made some celestial invocations up myself too. Of course since your last post, you've posted another. Looks good. I didn't include any from Dragon Magic here, since...I didn't known there was any there.

Arakhor |

Isn't Silver Wings basically the same thing as Fell Flight, except with actual wings rather than magical buoyancy?
As nice as the categories are, is there even a point to categorising them if you're not going to do anything with those categories? Might I suggest that you must have at least one invocation of each grade (Lt/Ls/G/D) from the powers of your chosen pact?
Are you going to post your homebrew invocations?

Elghinn Lightbringer |

BTW, since people have liked my conversions, anyone interested in either of my homemade classes? Ones an arcane armorless knight based on the swordmage from 4E, and the other is a warlord, somewhat based on the Marshal from the Minature's Handbook.
Here's their Descriptions and Roles. If anyone is interested in the complete class info. Let me know.
ARCAKNIGHT
WARLORD

Elghinn Lightbringer |

Isn't Silver Wings basically the same thing as Fell Flight, except with actual wings rather than magical buoyancy?
As nice as the categories are, is there even a point to categorising them if you're not going to do anything with those categories? Might I suggest that you must have at least one invocation of each grade (Lt/Ls/G/D) from the powers of your chosen pact?
Are you going to post your homebrew invocations?
1) Yes. Just thought it different enough (though only slightly) to have as a celestial invocation. Redundant huh?
2) Perhaps. They could all be recategorized without Pact related listing. We could make it mandatory to have each walrock have at least one invocation from his pact for each grade of invocation.3) I actually haven't written my homebrew into complete Invocation explanations. I'll have to look again, but most are similar to ones already created, or simply a combination of spells and conditions, which one should be able to figure out the effects. Just haven't had time to write them out yet.

Arakhor |

I think "Skin of the Gargoyle" is a snappier name than "Skin of the Stony Beast". Likewise, I used "Curse of Morpheus" (the Greek god of sleep), rather than "Droopy Eyes".
You have Sight of Holy Truth as Celestial (Gr), but Vision of Truth as Fey (Dk), with SoHT being arguably better. I'd remove VoT from Fey and leave SoHT where it is.
The Lesser invocations favour Elemental and Fey too strongly. I'd move Wall of Gloom to Shadow and move Walk Unseen & Voidsense to Infernal. That would balance things out better.

Elghinn Lightbringer |

I think "Skin of the Gargoyle" is a snappier name than "Skin of the Stony Beast". Likewise, I used "Curse of Morpheus" (the Greek god of sleep), rather than "Droopy Eyes".
You have Sight of Holy Truth as Celestial (Gr), but Vision of Truth as Fey (Dk), with SoHT being arguably better. I'd remove VoT from Fey and leave SoHT where it is.
The Lesser invocations favour Elemental and Fey too strongly. I'd move Wall of Gloom to Shadow and move Walk Unseen & Voidsense to Infernal. That would balance things out better.
1) Done
2) Done
3) and Done
See, that's what the boards are for, colaboration and the betterment of Pathfinder.

Sigurd |

Hi Elghinn,
I'd appreciate looking at all your conversions and original stuff. Is there a text file somewhere or a google doc?
I have to confess I look at this thread and I see a sea of spoiler tags.
I'm willing to bet you have some interesting ideas on things but oh the sliced up data and all the tags!
Sigurd

Dabbler |

In the general spirit of contribution, here's a draft version of the Artificer I whizzed up for another thread.

Elghinn Lightbringer |

Hi Elghinn,
I'd appreciate looking at all your conversions and original stuff. Is there a text file somewhere or a google doc?
I have to confess I look at this thread and I see a sea of spoiler tags.
I'm willing to bet you have some interesting ideas on things but oh the sliced up data and all the tags!
Sigurd
I know. I wish they had a way to post PDFs on these message boards. I've been advised that I can post them on Mediafire for free. I just haven't looked into it yet. Life often get in the way, as I'm sure everyone knows.
Thanks for the interest. I'll keep everyone posted. Once I have a place to post the PDF, I'll let everyone know.

Dazylar |

Elghinn Lightbringer wrote:Here’s the Samurai. Willing to hear suggestions for changes.This is still unplayable. It's still just a fighter with weak, 3.5-style smites and a bunch of badly-chosen random feats.
What would you suggest? Bo9S treatment? I agree with you, but I think it's worthy of more input than 'unplayable'.
I'd consider using the Niten-ryū style of swordsmanship and the tactics detailed in The Book of Five Rings, by Miyamoto Musashi.
Some of his attitudes towards being a polymath and the stuff about him after his death lend themselves well to D&D:
After his death, various legends began to appear. Most talk about his feats in kenjutsu and other martial arts, some describing how he was able to hurl men over 5 feet backwards, other about his speed and technique. Other legends tell of how Musashi killed giant lizards in Echizen, as well as Nue in various other provinces. He gained the stature of Kensei, or "sword saint" for his mastery in swordsmanship. Some even believed he could run at super-human speed, walk on air, water and fly through the clouds.
Interesting...

Elghinn Lightbringer |

What would you suggest? Bo9S treatment? I agree with you, but I think it's worthy of more input than 'unplayable'.
I'd consider using the Niten-ryū style of swordsmanship and the tactics detailed in The Book of Five Rings, by Miyamoto Musashi.
Some of his attitudes towards being a polymath and the stuff about him after his death lend themselves well to D&D:
I agree, the current samurai rebuild is too "feat heavy" and lacks true class features.
I've got an email to a friend of mine who is very into the Ninja and Samurai history. Probably could do a Thesis on either of them. Anyway, I asked him about what he knows about the samurai historically - legends, abilities, skills, etc.
It was suggested either in this or a previous thread that the samurai could have ancestral daisho that aren't katana/wakizashi. Instead have the "ancestral weapon" the player's choice. Obviously the most common would be katana/wakizashi, but it could be an iron spear, a no-dachi, etc. Sort of the flavor of the Oriental Adventures 3.5 with the Clans and prefered weapons. I also thought that the ancestral weapon could have a similar mechanic to the paladin's bonded weapon. Instead of a celestial spirit, its an ancestral spirit. He'd have a lot more choice for his weapon abilities, since it could be a melee or a ranged weapon.
Then, the next thing is establishing new class feature that aren't only katan/wakizashi focused. Instead, they need to be more general in focus. I had thought of the samurai having the fighter's weapon training feature, but not the armor training one, since, the samurai's focus is primarily on weapon skill. Also, maybe some type of bonus against ninja's, since they were mortal enemies. Samurai had the bushido code, and the path of the warrior. Maybe something along those lines.
Samurai were considered fudal Lords, with vassals, etc. They were leaders and military tacticians. Perhaps incorporate some aspectof that. I'll take a look at the Book of Five Rings, and gander at the Ronin 3.5 prestige class. I'm gonna watch "The Last Samurai" again too. I'll have to see if I can get a hold of the movie "Shogun" - that was a good one. I'll see what i can drum up.

Dabbler |

I like the idea of having different weapon foci, and them having weapon training like a fighter but not the armour training (samurai armour was nothing like as good as European armour of the same period, but the swords were way better). Knowing a little of the Nipponese history myself (I studied ninjitsu for a few years) I have a few suggestions you may want to consider ...
1) Katana itself. I would treat it like the elven curveblade from the Pathfinder core rulebook. It's the same in all functions, and most importantly a finessable weapon if used two-handed. It would also have the advantage of being masterwork, and being usable one-handed with the exotic weapon proficiency.
2) I would improve the bonus the signature weapon receives to a maximum of +10, but with half of this being 'special characteristics' like keen, holy, bane etc. You could balance it as the soulknife has increments on two scales, one for features, one for bonuses. If two weapons are used (daisho) then the bonus for each is reduced by one.
3) Duels between samurai were often resolved by a single blow. It came down to getting in a devastating first strike. I would suggest giving the samurai class bonus to initiative as they increase in level and a 'devastating strike' ability unique to them. This strike:
- Can only be used on the first blow in the first round of combat with any given foe.
- Can only be employed as a single attack in a round - the samurai my not full attack or make any secondary attack
- As an exception to the above, it may be used as an attack of opportunity on a foe as they move to attack the samurai for the first time.
- Can be combined with a charge, quick-draw (or iajitsu), sneak attack, sudden strike, Vital Strike, Power Attack or similar.
The devastating strike will give a bonus to hit and damage and a penalty to armour class (the first lesson and the last in kenjitsu schools was apparently a stroke called 'cut as you are cut'). I would suggest +1 to hit, +1d10 damage and -1 or -2 to AC for every full four or five class levels.
Just some food for thought ...

Cartigan |

For the OA Samurai, Ancestral Daisho translates perfectly to the Divine Bond (weapon) of the Paladin. With some additional benefits. Maybe split it like the Ranger and let them pick between a Wakizashi/Katana combo and a Naginata or Yari for the ancestral weapon and give feat progressions to benefit them. Maybe you can refer to CW for other stuff.
Work on the Iajutsu angle and whatever. Though it needs more features for a class.

Cartigan |

For the OA Samurai, Ancestral Daisho translates perfectly to the Divine Bond (weapon) of the Paladin. With some additional benefits. Maybe split it like the Ranger and let them pick between a Wakizashi/Katana combo and a Naginata or Yari for the ancestral weapon and give feat progressions to benefit them. Maybe you can refer to CW for other stuff.
Work on the Iajutsu angle and whatever. Though it needs more features for a class.
Or maybe the Japanese longbow.

Elghinn Lightbringer |

Ladies and Gentlemen, I have created a Mediafire account, and have uploaded 2 PDFs. One is the conversions of the Ninja, Samurai (which I'm going to do a complete overhaul of), Scout, Shaman, Swashbuckler, Warlock, Warmage, and Wu Jen.
The second is a PDF of my Arcaknight and Warlord.
Feel free to download and comment on this thread as you wish.
Now for the hard part. I don't know what YOU need to know to access the PDF's Anyone savvy with Mediafire?
My Custom URL is mediafire.com/ElghinnLightbringer. The files are in the Pathfinder Conversions folder.
Please let me know if this works or not, Thanx!
On another note: I think the Samurai rebuild will have it that every samurai will begin with the daisho (katana and wakizashi), since it is the symbol of their station. This doesn't mean they have to have it as their ancestral weapon however. That will be up to the player.
For the OA Samurai, Ancestral Daisho translates perfectly to the Divine Bond (weapon) of the Paladin. With some additional benefits. Maybe split it like the Ranger and let them pick between a Wakizashi/Katana combo and a Naginata or Yari for the ancestral weapon and give feat progressions to benefit them. Maybe you can refer to CW for other stuff.
Work on the Iajutsu angle and whatever. Though it needs more features for a class.
I've already decided on that. The samurai will have an Ancestral Bond, and his ancestral weapon will have an ancestral spirit that enhances his weapon, instead of a celestial spirit per say. I still have to work out the details.
Ialso like Dabbler's comments, especially the Initiative bonus, since samurai were supposed to be lightening fast in the very first round of combat. Perhaps the bonus counts only in that first round, then he drops back to his unmodified Initiative for the remainder of the encounter. That sounds very samurai-ish.
Alright, off to bed.

![]() |

Ladies and Gentlemen, I have created a Mediafire account, and have uploaded 2 PDFs. One is the conversions of the Ninja, Samurai (which I'm going to do a complete overhaul of), Scout, Shaman, Swashbuckler, Warlock, Warmage, and Wu Jen.
The second is a PDF of my Arcaknight and Warlord.
Feel free to download and comment on this thread as you wish.
Now for the hard part. I don't know what YOU need to know to access the PDF's Anyone savvy with Mediafire?
My Custom URL is mediafire.com/ElghinnLightbringer. The files are in the Pathfinder Conversions folder.
Alright, off to bed.
Works perfectly fine. Got both files saved to my HD and I'm reviewing them now.

Elghinn Lightbringer |

OK dumb question...What's Wayfinder? An who would I ask around to?
BTW I also have conversions of the Psion, Psychic Warrior (but no support for that yet than 3.5) as well as the Dread Necromancer, Hexblade, and the Beguiler. At least I think I finished those.
I'm also working on conversions of the Dragon Magazine's Holy Warriors set (Anti-Paladin, Despot, Corruptor, Anarch, Avenger, Enforcer, Sentinel and Incarnate. Why should Paladin's have all the fun.Still got lots of work to do on those.
Did the Knight too, but with the new Cavalier, that may be redundant.
Alright, oof to take my almost 4 year old to his first Theatre movie. Check back later.

Dazylar |

Ladies and Gentlemen, I have created a Mediafire account, and have uploaded 2 PDFs. One is the conversions of the Ninja, Samurai (which I'm going to do a complete overhaul of), Scout, Shaman, Swashbuckler, Warlock, Warmage, and Wu Jen.
The second is a PDF of my Arcaknight and Warlord.
Feel free to download and comment on this thread as you wish.
My Custom URL is linkificated here. The files are in the Pathfinder Conversions folder.
Sorted that link for you :-) Downloaded and flagged for follow-up. Thanks.