If I was in the Top 32 I would submit...


RPG Superstar™ 2011 General Discussion

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Thomas LeBlanc wrote:
1 minute would have put it out of combat. Then a reduction to a full round would not be bad. Then reducing it to a swift action would not be broken.

I think you're right. That's a better way to break it down. So, now that the abilities are clearer, what are your thoughts about the balance of it?

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The Red Ninja wrote:
I think you're right. That's a better way to break it down. So, now that the abilities are clearer, what are your thoughts about the balance of it?

Hard to say. I think most of the abilities are ok. Maybe for the abilities have them get the special ability as de original class level -3 (min lv 1). So a level 4 mimic could use channel as a lvl 1 cleric, sneak attack as a level 1 rogue, etc. Battle was the one I had biggest problem with, you added all martial weapons, but 1 weapon per +1 of bonus decided when the focus begins might be better. For martial arts remove the CMB and unarmored speed. Just thoughts...

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Demolitionist (Alchemist)
Eschewing the study of poisons and mutagens, the demolitionist specializes in the use of bombs, learning to expand upon their effectiveness as well as how to avoid them.

Artilleryman: At 1st level, a demolitionist unlocks the secrets of being a successful grenadier. A demolitionist treats his alchemist level as being 2 higher than normal for the purpose of determining the damage dealt by his bombs and the number of bombs available to him per day. This ability replaces mutagen and a demolitionist cannot select the following discoveries: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, or true mutagen.

Duck and Cover: At 2nd level, a demolitionist gains a +2 bonus on Reflex saves against area effects that deal damage. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, a demolitionist gains the evasion ability as a rogue. This ability replaces poison resistance and poison immunity.

Demolitions Expert: At 2nd level, a demolitionist gains access to the demolitionist-specific discoveries listed below. This ability replaces poison use and a demolitionist cannot select the following discoveries: concentrate poison, sticky poison, and poison touch.

Scatter Bomb: The DC of the Reflex save required to only take half of the splash damage from a demolitionist’s bombs increases by 1. This discovery can be taken multiple times. Its effects stack.

Power Throw: When a demolitionist prepares and throws a single bomb as a full-round action, he can throw it at a range of up to 60 feet.

Empowered Bomb: When a demolitionist creates a bomb as a standard action, he can choose to have it detonate more effectively by sacrificing an additional two of his available bombs. All variable, numeric effects of the bomb (including damage) are increased by half. A demolitionist must be at least 6th level before selecting this discovery.

Maximized Bomb: When a demolitionist creates a bomb as a standard action, he can choose to have it detonate most effectively by sacrificing an additional three of his available bombs. All variable, numeric effects of the bomb (including damage) are maximized. A demolitionist must be at least 8th level before selecting this discovery.

Swift Bomber: At 8th level, a demolitionist gains the fast bombs discovery for free. This ability replaces swift poisoning.

Aggressive Bomber: At 10th level, a demolitionist gains the sticky bomb discovery for free. This ability replaces persistent mutagen.

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The Red Ninja wrote:
Zombie, I'm not following you. How did Paizo jump that bridge first? Also, I assume you're talking about the Dervish Dance ability of the Dervish prestige class from CW? How is that ability even related? The attack and damage bonuses you get from it aren't linked to Dex. Plus, it has daily uses of brief duration, etc. And I still don't see how rogues and rangers aren't going to be 2-level dipping en masse to get Cutlass Drill. I'm just saying, that's an alarm-bell ability to be granting at all, and you certainly can't give it out at second level.

Dervish Dance is a feat.

Cutlass Drill is basically a class feature built along the same lines as dervish dance.

Paizo decided that two feats and two skill points was enough of a cost to pay for finessing a normally unfinessable weapon, and applying your dex bonus to damage, and to treat it as something else for the purpose of class features.

Pathfinder SRD wrote:


Dervish Dance (Combat)
You have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

As such, two effect feats seemed a fair price for finesse and dex bonus to damage.

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Zombie, where is that feat from? It's not in the Core or the APG. Is it from the upcoming Martial book? Correct me if I'm wrong but wouldn't that mean it's still in playtesting? And even if the feat is legit, then that means they've already created what your class ability does, and you could just take that feat. So then there's no reason for the class ability. Yes, yours is for the rapier, but at that point the two weapons have exactly the same stats and therefore the difference is purely fluff anyway (and besides, as Thomas pointed out, a cutlass is more like a scimitar than a rapier).

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I'll post my two rejected archetype ideas after round 2 is over. I never fleshed them out fully but I might just do that now to kill some time. :-)

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Demolitionist (Alchemist) by Mikael Sebag

Artilleryman: double the amount of bombs and an extra d6 damage...

Duck and Cover: Way too good for what is traded. Poison is alot more limited in use than Ref saves. And the bonus gets too big, too quick. Then evasion...

Demolitions Expert: Dropping poison use is not bad, and I continue reading...

Scatter Bomb: Not bad, maybe a +2 to DC and don't allow to be selected multiple times.

Power Throw: Too powerful. 60 ft increment is triple. Maybe double the range of first range increment only.

Empowered Bomb: trying to make a feat effect that works on bombs doesn't work on this one.

Maximized Bomb: but it does work on this one

Swift Bomber: ok, due to the classes focus

Aggressive Bomber: again ok, due to focus

Check out discoveries and some of the abilities on this thread.

Marathon Voter Season 9

The Red Ninja wrote:
Zombie, where is that feat from? It's not in the Core or the APG. Is it from the upcoming Martial book? Correct me if I'm wrong but wouldn't that mean it's still in playtesting? And even if the feat is legit, then that means they've already created what your class ability does, and you could just take that feat. So then there's no reason for the class ability. Yes, yours is for the rapier, but at that point the two weapons have exactly the same stats and therefore the difference is purely fluff anyway (and besides, as Thomas pointed out, a cutlass is more like a scimitar than a rapier).

Not only is it not play test material, it is organised play legal last if memory serves. It is from Pathfinder Companion: Qadira, Gateway to the East.

And no cutlass, are more like rapiers than sabres, and sabres are more like rapiers that scimitars.
Scimitars are slashing, rapiers are piercing.

Rapiers function as light weapons for finesse, scimitars do not, so the user gets the benifit of finesse when they take it.

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Thomas LeBlanc wrote:
Check out discoveries and some of the abilities on this thread.

Holy crap, the demolition charge discovery is something I wanted to create, but couldn't fully realize! It's absolutely perfect for the sapper/demolitionist concept (as is bursting bomb).

Re: your critiques-

Yeah, the bonuses granted duck and cover should probably be halved, though I don't think evasion at 10th level is the end of the world, especially since it's a poor save for the alchemist (which, on the other hand, could be an argument against it).

For artilleryman, the doubling is really only at 1st level, then half at 3rd, 1/4 at 5th, etc. But, I agree, it's a big boost for 1st level, but then again, the power curve is not really all that balanced among the classes as is. :(

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Zombieneighbors wrote:
Not only is it not play test material, it is organised play legal last if memory serves. It is from Pathfinder Companion: Qadira, Gateway to the East.

I don't know what to make of Pathfinder when something like this happens. A huge part of my joy about Pathfinder's existence is that, with only two books, I no longer have to be ambushed by people bringing things up from X obscure sourcebook. In any event, since the feat exists then there's no need for the class ability.

Zombieneighbors wrote:
And no cutlass, are more like rapiers than sabres, and sabres are more like rapiers that scimitars.

No they aren't.

Zombieneighbors wrote:
Scimitars are slashing, rapiers are piercing.

So you've made a whole class ability that in effect does nothing but switch a weapon from slashing to piercing damage? And anyway, the feat even specifies that the scimitar is considered a piercing weapon for qualifying for other stuff. What's more, stylistically speaking it's inappropriate to change the damage to piercing. I mean, if you want to quibble about cutlasses/scimitars/rapiers, you certainly have to concede that the cutlass is primarily a slashing, not a piercing weapon (sailors used it precisely because they could hack through ropes with it in addition to using it as a weapon). Look, it's just an unnecessary class ability. I say save your word count and put something else there.

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Cutlass and scimitar are closer related than a cutlass and rapier. Saber and cutlass are basically the same. Both saber (cutlass) and scimitar are both primarily used to slash and have a history of being used on horseback. Rapiers are long thin thrusting weapons. Rapier are the lightest of the three, but longer than a cutlass. Cutlass are not as long or as heavy as a scimitar. But both have curved blades.

So how is a cutlass equated with a rapier?


Titan Blessed Warrior (Fighter)
Since the dawn of time there has been war, and since that moment warriors have believed that the bigger the weapon; the bigger your chance of survival. Believed to be blessed by the ancient titan warriors these fighters have mastered the art of wielding weapons much larger then themselves; using the weapons for offence and defence. These fighting schools only apply when wielding a weapon one size larger then himself.

Class Skills: The Titan Blessed Warrior class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: Weapon and Armor Proficiency: A titan blessed warrior is proficient with all simple and martial weapons sized for a creature one size larger and light, medium armor and shields (including tower shields).

Sheer Destruction (Ex) At 2nd level when the titan blessed warrior is wielding a larger weapon he gains a +1 insight bonus to intimidate. This bonus increase by 1 at 6th,10th,14th, and 18 level. This ability replaces Bravery.

Parry (Ex) At 3rd level the titan blessed warrior learned how to use the sheer size of the weapon to gain a +1 dodge bonus to his AC, this bonus increases by 1 at 7th ,11th ,15th level. This ability replaces armor training 1,2,3, & 4.

Titan Surge (Ex) At 5th level when a titan blessed warrior charges he does not gain the +2 bonus to attack, and instead gains a +2 bonus to damage. This ability replaces weapon training 1

Titanic Swings (Ex) At 9th level a titan blessed warrior can take a standard action to double his strength bonus damage on a successful attack. At 13th level this becomes triple his strength bonus; at 17th level this bonus is quadrupled. This ability replaces Weapon training 2,3,& 4.

Overpowering Strike (Ex) As a standard action a titan blessed warrior can choose to take a -5 penalty an attempt to stagger his target on a successful strike. The target must make a fortitude save (DC 10 + titan blessed warrior’s strength modifer + half his level). This ability replaces armor mastery.

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Titan Blessed Warrior (Fighter) by Michael Wadden
Oh noes, not another giant sword anime inspired character option. This one wasn't even original. A cloud giant has a 35 Str and that is part of why it doesn't have a penalty for oversized weapons.

Weapon and Armor Proficiency: Size and proficiency are not connected. You are proficient even if it is smaller or bigger. Loss of heavy armor...

PRD wrote:
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

Sheer Destruction (Ex) unbalanced, lose a save that isn't seen often for a skill that can (and will be) used alot

Parry (Ex) overpowered. if you are parrying more like a deflection bonus, not dodge. if you were limited to light armor for this ability it wouldn't be overpowered.

Titan Surge (Ex) good

Titanic Swings (Ex) overpowered. you are giving up your additional hits that have a lower chance of hitting for adding more damage. i would guess anyone playing this class will be dumping all ability increases to str (ave start Str 16, +4 or +6 for 2 hands). so with a Large greatsword you have 3d6 damage +12 (ave 22 damage). then +18 (ave 28 damage). compared to the normal greatsword without double damage (ave 13 damage)

Overpowering Strike (Ex) overpowered. a damage ability exchanged for an armor ability


Henchman (fighter)
Evil masterminds, valiant kings and powerful wizards have always attracted lesser men to their cause, especially if those leaders can provide fame and fortune. The ones who show the most promise are given the honor of standing at the side of their chosen liege in battle. Do not take these men lightly though for many are doughty warriors in their own right.

My liege: A henchman must have a designated leader. He travels with him and does his bidding. That being said, a henchman is a willing participant in this relationship. He does so for his own profit. He does not get paid a salary. Instead he shares in the spoils of war that his liege obtains. If the henchman archetype is picked for a PC then the player must select one of the other PC’s in the party to be his leader. This relationship must be worked out by both players and the DM. Woe to the liege though that betrays his henchman, for none knows his strengths and weaknesses better.

Stay Behind Me (EX): A henchman knows that his job is to keep his liege safe. He can do this by sacrificing some of his own personal safety. As a swift action a henchman can give his liege or anyone his liege designates a +1 dodge bonus to his AC by taking a -2 penalty to his own AC. In return a henchman gains a +2 bonus to damage against anyone threatening his liege that the henchman also threatens. The liege and henchman must be adjacent to each other for this ability. This takes the place of the 1st level bonus feat

Menacing (EX): A henchman has to look and act tough to keep his liege out of harms way. Starting at 2nd level a henchman gets a +1 bonus to Intimidate checks when used to Demoralize an opponent. This bonus increases by +1 for every four levels beyond 2nd. At 6th level the shaken condition from Demoralize is increased to 1d4 rounds. At 10th level Demoralize can be attempted with a move action. This replaces bravery.

Support (EX): A henchman is a team player and can be valuable ally. Starting at 3rd level a henchman can Aid Another in combat with a move action instead of a standard action. The bonus is only a +1 to hit or +1 to AC though. This bonus increases by +1 for every five levels beyond 3rd. This replaces armor training 1,2,3 and 4.

Teamwork (EX): All teamwork feats are available to the henchman as bonus fighter feats, including Duck and Cover and Shielded Caster.

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Henchman (fighter) by Lars Lundberg
Who wants to play an NPC sounding character?

My liege: ARGH, ne'er require a GM to spend so much time on the player's character. GM should be focusing on the campaign.

And I am stopping there. Who wants to play as a servant?

EDIT: Sorry to be so mean, but try remaking the character as a bodyguard.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

I'll try to tackle some this weekend, after I finish posting my reviews of the actual contestants. I'll get to as many as I can.


Thomas LeBlanc wrote:

Henchman (fighter) by Lars Lundberg

Who wants to play an NPC sounding character?

My liege: ARGH, ne'er require a GM to spend so much time on the player's character. GM should be focusing on the campaign.

And I am stopping there. Who wants to play as a servant?

EDIT: Sorry to be so mean, but try remaking the character as a bodyguard.

Obviously, this doesn't appeal to everyone. Especially for those who think this kind of archetype wouldn't allow them to "shine" in combat. I can't say I'm impressed with a lot of the archetypes I have seen. Everything is about trying to make a certain attack or ability super powerful by level 10-15 so that they can uberstrike the bad guy. I knew the name henchman might make people think this was a joke or an NPC archetype but it is neither. The history of henchmen in literature and even in the D&D game are rich and interesting. Gary Gygax himself had lots of people in his game who played henchmen for the main characters. Did this make them less valuable. NO! Have you thought about the coolness of being a henchmen. Where would the Green Hornet be without Cato, How about Goldfinger without Oddjob and last but not least, The Emperor without Darth Vader. All of these cool characters were henchmen. They were dangerous, interesting and yes they sacrificed to help their leader. Mock my entry if you want, but take the time to look at the idea instead of pigeonholing it.

Shadow Lodge

Thank you Correlon, for the in-depth feedback. I really appreciate you taking the time to "look under the hood" of the archetype and give it some thought. I'll try to address some of your points here...

Wall of Text:
Correlon wrote:


Flavor: I find the idea and flavor behind this archetype very evocative, full of awesome imagery. I can definitely picture this. The name is cool.

Glad you liked it. I was afraid it was perhaps too abstract... it was a bit of a challenge articulating the "idea" behind the mechanics.

Quote:
Mechanics: Okay let me see if I understand this correctly. This guy can make a 30-foot-radius field of swarm damage as a standard action. The way you've worded it makes it sound like he has to spend a standard action every round to re-activate it, but I'm not sure that is what you meant.

Yes, that's correct, it is a standard action to maintain it every turn. I need to make it clearer than it is presently worded.

Quote:
I also believe the effect takes place at the end of the harbingers turn, unless you meant after his movement, which would be unorthodox.

Yeah, that part bugged me quite a bit too. The wording is taken directly from the Bestiary description of swarm attacks. I was leaning towards simply changing it to "at the end of the harbinger's turn" for the final draft.

Quote:

At low levels, this ability is a quick spark with some crowd control, and then the cleric is left with spells and weapons. Later, this crowd control could become a big deal. Let's look at a 6th level harbinger with Wis 17 facing CR 6 monsters:

For up to 6 rounds, which is often most of an encounter, every enemy suffers 2d6 untyped damage out of a typical 70, which can amount to about 42 damage on average. Meh. The nausea DC is 10 + 3 HD + 3 Wis = 16. The average monster with a good fortitude save will have about a 75% chance of making this, while poor saves are around 50%. Along with the ability to extend nausea, a particular opponent can be locked down for two more rounds once he fails a save, which is probably guaranteed death.

I'm glad you did some math to illustrate how it might work. What you have here outlines my thinking (and assumptions) very closely... mainly that the ability is more about debuffing & battlkefield control than it is about damage-dealing. I'm on the fence about the power level of the nauseating effect though, leaning towards thinking it's ok, as I'll explain below.

Quote:
The main drawbacks I see are the zillion saves it forces the GM to make, the fact that an encounter can effectively be cut in slightly less than half by nauseated opponents, and the huge lockdown potential on otherwise scary spellcaster villains.

The saving throw issue is definitely a potential headache, but not any more so than any other "save every round" spell effect such as cloudkill or stinking cloud so I'm not sure it's a deal-breaker. FWIW, my original draft had this ability working as a gaze attack... which was cool in theory but was scrapped because of the sheer number of die rolls associated with it. Gaze attacks involve a save on the defender's turn vs. passive gaze attacks, a potential save on the attacker's turn for an "active" gaze attack, and then possibly an additional percentile dice roll for each of those saves due to the defender averting his eyes. It was just impractical all around.

As far as the lockdown potential, I kept comparing it to stinking cloud and it seemed limited in comparison. The aura is limited in duration, limited to 30 foot range, and the nauseated condition does allow movement so a spellcaster could potentially keep his distance and still effectively attack the harbinger. That said, I do agree there is big time lockdown potential in a confined space, but that is sort of a hazard for most spellcasters anyway.

Quote:

With the assumption that the numbers above hold reasonably into the late levels, the potential for lockdown increases dramatically, but this doesn't have to be the case. This is either quite weak due to a short duration and low damage or fundamentally broken due to secondary effects.

All in all, I'm on the fence with this. I'd love to see this playtested.

I agree, it's hard to say for certain without some playtesting. Our gaming group actually ran a playtest session for this and another archetype (levels 7, 12, and 17) and the harbinger abilities did not stand out particularly, which I thought was a good sign. At one point in the 12th level build the player was able to nauseate an ice devil for two rounds which let the fighter mop him up, but it was late in the combat and the devil had taken some punishment already, fwiw.

I definitely think I would revise this archetype and drop the "Victory" portent as Thomas suggested earlier. I thin kthat would work to assure balance at higher levels because as written the distraction/nauseating effect only applies if you damage a creature... by forcing the harbinger to roll well enough on his damage dice to bypass damage reduction, it would make the lockdown potential more hit or miss which is probably a good thing. Creatures with good DR relative to their CR would probably be hard to affect, and that's ok. It is just a class feature and not a more powerful resource like a spell slot... making PCs make "hard choices" about whether to risk trying to overcome DR seems to be in line with Paizo's design philosophy. If it's a hard choice, it's probably well-balanced.

Anyway, many thanks for the excellent feedback on mechanics, flavor, writing, everything. Looking forward to competing with you next year, too! :)

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Thomas has a pretty good point, though. You don't need a henchman class to be a henchman, and your class does appear to sublimate a party fighter to another member of the party. It's poor design. The idea of the loyal bodyguard is a common niche and filling it isn't a bad idea, but your execution deserves the criticism you're getting. Be tough.

I just think you don't even really need the class to capture that flavor. Give me my full compliment of bonus feats, and between Aid Another, Combat Patrol, Bodyguard, In Harm's Way, Covering Defense, Dazzling Display, various combat maneuvers (reposition ftw!), and maybe a few magic items or spells, I'll protect my boy just fine. Looking at APG archetype, a polearm master or phalanx fighter do a pretty decent job.

My Rokugan game has a yojimbo for one of the other PCs. We talked about the 3.0 prestige class and other stuff, and he decided he'd just rather take scout, rogue and apply Pathfinder feats.

Try not to take offense - Tom is giving the feedback you asked for. It's not like it's harsher than what the actual contestants are receiving. Count the number of times this round that Mr. Dancey uses the word 'sucks'.


Steven T. Helt wrote:

Thomas has a pretty good point, though. You don't need a henchman class to be a henchman, and your class does appear to sublimate a party fighter to another member of the party. It's poor design. The idea of the loyal bodyguard is a common niche and filling it isn't a bad idea, but your execution deserves the criticism you're getting. Be tough.

I just think you don't even really need the class to capture that flavor. Give me my full compliment of bonus feats, and between Aid Another, Combat Patrol, Bodyguard, In Harm's Way, Covering Defense, Dazzling Display, various combat maneuvers (reposition ftw!), and maybe a few magic items or spells, I'll protect my boy just fine. Looking at APG archetype, a polearm master or phalanx fighter do a pretty decent job.

My Rokugan game has a yojimbo for one of the other PCs. We talked about the 3.0 prestige class and other stuff, and he decided he'd just rather take scout, rogue and apply Pathfinder feats.

Try not to take offense - Tom is giving the feedback you asked for. It's not like it's harsher than what the actual contestants are receiving. Count the number of times this round that Mr. Dancey uses the word 'sucks'.

Thank you Steven for looking at my archetype and I do agree with many of your points. I thought of this archetype as an any class archetype, something original I thought might interest the judges if I made it to round two. I guess the major point I was trying to make and if I sound short with Tom I am sorry. I guess my frustration is with this overall attitude in roleplayers that if their character isn't the one who gets to the do the coolest ability regardless of the conditions of the battle or helping others succeed than they don't want to play. I've played this game for a long time and I've seen it over and over. No one wants to be the cleric. No one wants to waste an action doing an action that would make the situation more advantageous to the whole group, not just themselves. I guess ol' Tom just set off that nerve. I don't see creating an archetype that supports others as "poor" design. It just might not suit your style. I know I am in the minority in this discussion.

If you truly look at my design, I tried balance helping others while still making him useful in battle. He doesn't lose weapon training and he gives up bravery for a useful intimidate feature and one bonus feat and armor training for two support features, both of which give the henchman access to doing things that round. The biggest problem I had and it seems to be with you and Tom is that I made the character beholden to someone else in the party. Obviously, this could be a problem and it would depend on the campaign. But there a lot of archetypes that depend on campaign and how its run. I don't know about your group but my guys don't show up at the table with new characters that they have never discussed before. So once again I will say, look at the mechanics of my archetype, consider what I have said about my reasons for making it. Thank you to both you and Tom for looking at it.

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Tainted Evoker (Sorcerer)
Some sorcerers don't gain power through blood, but are tainted by magic through rituals, overexposure, or other means. The tainted evoker can weave raw magic with ease.

Evocation’s Taint: At 1st level, the tainted evoker gains hand of force and force missile. You gain +2 DC to your evocation spells. At 3rd level, and every two level thereafter, a sorcerer learns an additional evocation spell for the highest spell level known. This ability replaces the sorcerer’s bloodline.

Hand of Force (Sp): The sorcerer can form a small hand that grabs a single object or creature of equal or lesser size. You can move 100 pounds per sorcerer level within range (25 ft + 5 ft/level) at a speed of 10 ft/round as long as you maintain concentration. A creature gets a Ref save (DC 10 + ½ sorcerer’s level [minimum 1] + Cha modifier) to prevent being grabbed. Failing to grab a creature wastes one use per day. Once a creature is grabbed, it gains the grappled condition (escape CMD = 10 + sorcerer’s level + Cha modifier + hand size modifier). No CMB check is needed to move the creature. You gain one hand of force upgrade at every odd level. This ability can be used a number of times per day equal to 3 + your Cha modifier.

Force Missile (Sp): The sorcerer can make a ranged touch attack with a force missile. The range is 25 ft + 5 ft/level and the base force damage is 1d4 + ½ sorcerer’s level. Force missile uses a CMB = sorcerer’s level + Cha modifier. You gain one force missile upgrade at every even level. This ability can be used a number of times per day equal to 3 + your Cha modifier.

Hand of Force Upgrades (prerequisite upgrade and/or sorcerer level)
Speedy: +10 ft/round movement
Powerful (11th): +100% weight lifted
Bigger: increase size by one category
Tighter: +2 to Ref DC and CMD

Force Missile Upgrades
Improved (6th): increase base damage die to 1d8
Greater (Improved, 12th): increase base damage die to 1d12
Elemental (8th): +1d4 elemental damage (one element per upgrade)
Injuring (6th): add 1 Con damage, negated by a Fort save (DC 10 + ½ sorcerer’s level + Cha modifier)
Crippling (Injuring, 12th): increase Con damage to 1d4
Focused: +2 bonus to attack and CMB
Ricochet: Cleave feat benefit
Caroming Ricoche (Ricochet, 10th): Greater Cleave feat benefit
Pushing: missile can bullrush
Smashing: missile can sunder
Splintering (Smashing): sunder ignores 5 points of hardness
Shattering (Splintering, 10th): sunder ignores 10 points of hardness

General Upgrades:
Medium Range: increase range to 100 ft + 10 ft/level
Long Range (Medium Range): increase range to 400 ft + 40 ft/level
Practiced: Add 3 uses per day

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Lars Lundberg wrote:
No one wants to be the cleric. No one wants to waste an action doing an action that would make the situation more advantageous to the whole group, not just themselves.

Bards are nothing but support characters, and people play them. I agree with you people ought to embrace the idea of playing something besides the key combat guy every now and then. I just think the mechanics already exist to make a great henchman guy, and making one character subservient to another should always be a player's decision and not a class feature.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Steven T. Helt wrote:
Lars Lundberg wrote:
No one wants to be the cleric. No one wants to waste an action doing an action that would make the situation more advantageous to the whole group, not just themselves.
Bards are nothing but support characters, and people play them. I agree with you people ought to embrace the idea of playing something besides the key combat guy every now and then. I just think the mechanics already exist to make a great henchman guy, and making one character subservient to another should always be a player's decision and not a class feature.

I love playing clerics. With the right build, they are alot of fun. Since I usually GM, I rarely get to play. My last character I played in a one-off was a duergar cleric with the destruction and war domains and one level lower due to my race choice. I was outperforming the party half-orc fighter.

Dark Archive

Lars Lundberg wrote:
I guess my frustration is with this overall attitude in roleplayers that if their character isn't the one who gets to the do the coolest ability regardless of the conditions of the battle or helping others succeed than they don't want to play. I've played this game for a long time and I've seen it over and over. No one wants to be the cleric.

I've very rarely seen this, and certainly not among experienced players. While clerics may not be everyones taste, neither do fighters or wizards suit everyone -- I don't see clerics less well represented than other core classes. Several of my most successful charecters have been clerics.

The only times I've seen significant dislike of clerics is with relatively new players who think of them as nothing more than healers/buffers and regard the need for strict alignment adherence as a significant problem.

You may just be unlucky with the groups you've played with (and given your comment about players who don't want to play if they don't have the coolest abilities then that may well be it) -- I certainly haven't seen this as much of a problem, certinly not since 3ed.

Dark Archive Star Voter Season 6

Like any joke if it needs explaining then it's needs work, I've got some work to do on this

Thomas LeBlanc wrote:

Planar Counselor (Cleric) by Souphin

Ok flavor text.

Channel energy (Su): Think you meant to change this to an alignment channel type ability. Needs better wording

This was suppose to be that the counselors number of channel evergy dice is less than a cleric to help even out the class, alignment channel I though of removing the ability to effect dead in exchange to harm opposed outsiders. Less dice also lowers the number of transformed rounds

Quote:
Spells: umm, ok... Needs to be reworded and not listed as spells.

Will do, loosing the domain slot was to help even out the class

Quote:
Focused energy (Sp):I think you are giving too much damage for this ability. Maybe a 1d6 per spell level + Wis modifier?

This is suppose to be like Arcane blast but only effects the opposed alignment

Quote:


Planar Transformation (Sp): Alot is going on here. The template should keep just the senses and defensive abilities. The other abilities need adjusted, some are too strong and you get too many. Needs to be better organized and worded with a paragraph break.

This was suppose to be the cleric himself turning into an outsider and kick but with their domain being a very stong theme. They are powerfull but only last for a handfull of rounds

cleaned up
---
Planar Counselor (Cleric)
With a profound understanding of a war on the material plane between good and evil the Planar Counselor has taken a side and equipped himself accordingly.

Hit Dice = 1D6

Alignment: A Planar Counselor can only be of a good or evil alignment.

Channel energy (Su): Planar Counselor’s channel base channel energy dice is one third his Planar Counselor level (round down) plus one. “This replaces the cleric’s channel energy (Half-level,round up)”

Domain Casting: Planar Counselors do not have the domain spell slot but may cast their domain spells spontaneously. “This replaces spontaneous casting ability”

Focused energy (Sp): At 1st level a Planar Counselor may sacrifice a prepared spell to throw a ball of divine energy that does 1d8 per spell level sacrificed as a ranged touch attack in a 30ft increment. This is a standard action. With this effect good Planar Counselors only affect evil creatures and evil Planar Counselors only affect good creatures.

Consultant: At 2nd level a Planar Counselor can summon a familiar; this function is the same as a wizard’s familiar, except the familiar is now an outsider for the purpose of effects that depend on its type. This uses the Planar Counselor level as his effective wizard level.

Planar Transformation (Sp): At 9th level the Planar Counselor creates a Planar Transformation form. In this Transformation they are granted the form of an outsider based on their alignment (Celestial /good) or (Fiend/bad) that can be modified with the following properties at a cost of one property per base channel energy die the Planar Counselor has.
The properties are:

- +4 Natural Armor

- Damage reduction (DR10/magic)

- Smite ability: once during each transformation form(paladin/good or
antipalidin/bad)

- Wings (fly 50ft, good maneuverability),

- +4 inherent bonus to one attribute (may be selected once per attribute),

- Cast a Level of domain spells on the template form at the beginning of the transformation all as a free action without expending the slot (may be selected more than once),

- Ability to use one power from each domain as a free action per round (may be selected once for each domain).

Once the form is configured it cannot be changed, only upgraded. A Planar Counselor can sacrifice two channel energy uses shift into Planar Transformation form as a free action. While in this form he cannot cast non-domain spells. Planar Transformation form last one round for each channel energy die in one use, at the end of the last round the Planar Counselor goes back to his normal self. All temporary ongoing effects are removed. Planar Counselor can transform once per day at 9th level plus an extra time every 4 levels after 9th.

Scarab Sages Star Voter Season 6

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Please be as harsh as possible:

Silencer (Rogue)
There are specialists who spend their lives perfecting the art of sneaking into bastions of arcane magic where the spell casters confidently stay protected and ensuring that the spells are silenced before they can be cast.
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (arcane) (Int) Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str), These replace the standard rogue class skills.

Forgo Magical Training : A silencer cannot take the minor magic or major magic talents. A 10th level or higher silencer may still take the Dispelling Attack talent, even though they cannot meet the prerequisites.

Disruptive : At 1st level, a silencer gains the Disruptive feat, even if he does not meet the prerequisites. A silencer can use Disable Device to disarm magic traps. This ability replaces trapfinding.

Spurn Magic (Ex): At 3rd level, as a result of his discipline in combating magic, the silencer gains a +1 bonus to all saves versus spells and spell-like abilities. This ability increases by +1 for each 3 levels beyond 3rd. A silencer that intentionally uses a magic device with charges or a scroll loses these benefits until he spends 24 hours without using or touching any magic items. This ability replaces trap sense.

Confounding Strikes (Ex): At 4th level, a silencer that hits with a sneak attack applies a spell failure chance to his target of 5% for every 1d6 of sneak attack damage dealt. The effect lasts for 1 round. This penalty stacks with other spell failure penalties, such as those from deafness or arcane spell failure. Additional sneak attacks from the same silencer do not stack. If more than one silencer succeeds in sneak attacking the target, only the highest penalty applies. This replaced uncanny dodge.

Sensor Void (Ex): At 8th level, as an immediate action, a silencer can grant himself spell resistance equal to 11 + his silencer level that lasts for a number of rounds per day equal to his silencer level. These rounds need not be consecutive. This ability replaces improved uncanny dodge.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Silencer (Rogue) by Modera
Cool flavor text.

Forgo Magical Training : Cool and fits flavor.

Disruptive : Overpowered. You dropped a skill bonus to find traps to make casting a spell without an attack of oppurtunity. You are dumping a mostly non-combat ability for a 6th level fighter only feat at 1st level.

Spurn Magic (Ex): Overpowered. Trap don't happen nearly as often as spells, so you are gaining alot from this.

Confounding Strikes (Ex): Overpowered. Adding spell failure % to the sneak damage keeps the caster from doing anything, including magic escape. I see the player with Improved Feint just slaughtering wizards willy-nilly.

Sensor Void (Ex): Overpowered. Constant SR in exchange for an ability that is not used often. With the name would be better versus divination only.

You are gaining alot for losing relatively little. Traps and the uncanny dodge are only a tithe for what you are gaining. Little lost for much gain.

Scarab Sages Star Voter Season 6

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

First off, thank you so much for the feedback Thomas. This is really my first experience writing in years. I don't know if we're allowed to ask for additional followup, however I had some follow up questions if that's okay.

Thomas LeBlanc wrote:


Silencer (Rogue) by Modera
Cool flavor text.

Forgo Magical Training : Cool and fits flavor.

Disruptive : Overpowered. You dropped a skill bonus to find traps to make casting a spell without an attack of oppurtunity. You are dumping a mostly non-combat ability for a 6th level fighter only feat at 1st level.

Agree completely now that I re-read it. I wanted to avoid re-writing some kind of version of the Disruptive feat. However I may have misunderstood your comment: Disruptive adds +4 to cast spells defensively, though the spellcaster can still cast spells defensively. Is that a little too much to handle? If so, would +1 to cast defensively per 5 levels be a better idea?

Thomas LeBlanc wrote:


Spurn Magic (Ex): Overpowered. Trap don't happen nearly as often as spells, so you are gaining alot from this.

I had worried about the trap vs. spell occurrence: The caveat included (basically can't use wands or scrolls) originally had another caveat about barring ranks in Use Magic Device: I'm assuming that this falls short. Perhaps limiting the amount of magic items is a better caveat. Maybe even a cleansing ritual to avoid the residual magical energy that costs the same as an atonement spell.

I also had a caveat that to atone the Silencer would have to defeat a magic user without the use of magic: Is that a proper caveat? Honestly I fought with the design on this ability.

Thomas LeBlanc wrote:

Confounding Strikes (Ex): Overpowered. Adding spell failure % to the sneak damage keeps the caster from doing anything, including magic escape. I see the player with Improved Feint just slaughtering wizards willy-nilly.

I'm torn on this as it was 5% per d6, which I'm realizing now isn't bad at low levels however is horrendous at high levels (I think I only considered low levels). Granted perhaps if I capped it at 20% or made it 5% per 2d6 that'd be better.

Thomas LeBlanc wrote:

Sensor Void (Ex): Overpowered. Constant SR in exchange for an ability that is not used often. With the name would be better versus divination only.

You are gaining a lot for losing relatively little. Traps and the uncanny dodge are only a tithe for what you are gaining. Little lost for much gain.

Damn, I originally had Divination only. In talking with some fellow contestants we went back and forth if that would come up, as from my understanding you can't easily spot the divination spells(and therefore wouldn't know when to turn this on). Perhaps scraping it for the ability to sneak around Divination spells that automatically starts when a Divination is cast on you (and only lasts a certain amount of rounds as above).

Thanks again, very appreciated

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Modera wrote:


Thomas LeBlanc wrote:


Disruptive : Overpowered. You dropped a skill bonus to find traps to make casting a spell without an attack of oppurtunity. You are dumping a mostly non-combat ability for a 6th level fighter only feat at 1st level.
Agree completely now that I re-read it. I wanted to avoid re-writing some kind of version of the Disruptive feat. However I may have misunderstood your comment: Disruptive adds +4 to cast spells defensively, though the spellcaster can still cast spells defensively. Is that a little too much to handle? If so, would +1 to cast defensively per 5 levels be a better idea?

Replace trapfinding and trap sense with a +1 when trap sense normally gets it.

Modera wrote:


Thomas LeBlanc wrote:

Confounding Strikes (Ex): Overpowered. Adding spell failure % to the sneak damage keeps the caster from doing anything, including magic escape. I see the player with Improved Feint just slaughtering wizards willy-nilly.

I'm torn on this as it was 5% per d6, which I'm realizing now isn't bad at low levels however is horrendous at high levels (I think I only considered low levels). Granted perhaps if I capped it at 20% or made it 5% per 2d6 that'd be better.

Just a bad idea in general. For 20th level a wizard would only have a 50% cance to cast which is still way overpowered. Maybe forgo dealing the sneak attack damage to make a spellcaster lose a prepared or known spell for the day. 1 spell level for every 3d6.

Modera wrote:


Thomas LeBlanc wrote:

Sensor Void (Ex): Overpowered. Constant SR in exchange for an ability that is not used often. With the name would be better versus divination only.

Damn, I originally had Divination only. In talking with some fellow contestants we went back and forth if that would come up, as from my understanding you can't easily spot the divination spells(and therefore wouldn't know when to turn this on). Perhaps scraping it for the ability to sneak around Divination spells that automatically starts when a Divination is cast on you (and only lasts a certain amount of rounds as above).

Just leave it versus divination.


Thomas LeBlanc wrote:

Tainted Evoker (Sorcerer)

Some sorcerers don't gain power through blood, but are tainted by magic through rituals, overexposure, or other means. The tainted evoker can weave raw magic with ease.

I'm not sure I see the connection between taint and using force magic. I didn't think that force magic was raw magic. When I think of taint, it immediately brings up an L5R connotation for me though, so I might be off base here.

Evocation’s Taint: At 1st level, the tainted evoker gains hand of force and force missile. You gain +2 DC to your evocation spells. At 3rd level, and every two level thereafter, a sorcerer learns an additional evocation spell for the highest spell level known. This ability replaces the sorcerer’s bloodline.

This is a pretty good trade off for losing a bloodline. The +2 to DC might be a little much at 1st level. Maybe a scaling bonus to DC and one that doesn't stack with spell focus, otherwise a character could be +3 to DC at first level, pretty significant.

Hand of Force (Sp): The sorcerer can form a small hand that grabs a single object or creature of equal or lesser size. You can move 100 pounds per sorcerer level within range (25 ft + 5 ft/level) at a speed of 10 ft/round as long as you maintain concentration. A creature gets a Ref save (DC 10 + ½ sorcerer’s level [minimum 1] + Cha modifier) to prevent being grabbed. Failing to grab a creature wastes one use per day. Once a creature is grabbed, it gains the grappled condition (escape CMD = 10 + sorcerer’s level + Cha modifier + hand size modifier). No CMB check is needed to move the creature. You gain one hand of force upgrade at every odd level. This ability can be used a number of times per day equal to 3 + your Cha modifier.

I like this ability. Very cool. Grabbing people like a Grasping Hand and the additional abilities make it interesting as you go up in levels.

Force Missile (Sp): The sorcerer can make a ranged touch attack with a force missile. The range is 25 ft + 5 ft/level and the base force damage is 1d4 + ½ sorcerer’s level. Force missile uses a CMB = sorcerer’s level + Cha modifier. You gain one force missile upgrade at every even level. This ability can be used a number of times per day equal to 3 + your Cha modifier.

Another scalable ability. It seems well thought out, with lots of cool things to choose from. I was kind of hoping you would go another route with the force magic. With as much firepower as you are giving them with the force spells, this ability might be unnecessary. How about a wall power or shield power. Still I think its mechanically sound and not overpowered.

Overall, this is a well thought out archetype and is better than several on the top 32. Your upgrades are a good way for players to customize their individual evokers without overbalancing it.

Hand of Force Upgrades (prerequisite upgrade and/or sorcerer level)
Speedy: +10 ft/round movement
Powerful (11th): +100% weight lifted
Bigger: increase size by one category
Tighter: +2 to Ref DC and CMD

Force Missile Upgrades
Improved (6th): increase base damage die to 1d8
Greater (Improved, 12th): increase base damage die...

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Lars Lundberg wrote:
Another scalable ability. It seems well thought out, with lots of cool things to choose from. I was kind of hoping you would go another route with the force magic. With as much firepower as you are giving them with the force spells, this ability might be unnecessary. How about a wall power or shield power. Still I think its mechanically sound and not overpowered.

This was one of the two I was going to submit if I made the top 32. But I suck at items apparently. I was going to actually do a wall of force instead of the hand. One defense and attack ability. But the wall of force needed word count to flesh out. So I decided to go for a more utilitarian ability.

As for the name, yeah, naming things is another weakness of mine. That and muffins...


mmmmmm....muffins

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

SmiloDan wrote:
** spoiler omitted **...

Was the wall of text too scary?

That was my problem with my item, too. I tried to squeeze too much bang in for my buck.

The Exchange Contributor, RPG Superstar 2008 Top 6 , Dedicated Voter Season 6

Azmahel wrote:

Here is the Archetype I whipped up that conforms to the training standards, with one exception: It is not completely polished, which means that it has received way less editing passes than it would otherwise have.

Fortuneteller (Bard)

My take on this...

First, Perform (forunetelling) is a bit a problem, since Paizo frowns on adding new performance types. I'd probably go ahead and change this to Oratory if it were me, it seems the best fit (as it includes storytelling).

Blessing of fortune: "too good" for one round of performance per hour to store up a reroll. I can see bards charging up the whole party between each fight, and it replaces distraction, not the most powerful bard ability. I like the general idea, just not sure on what would be a fair mechanic. Maybe it takes 5 rounds to charge a reroll instead of 1.

Fatebound. interesting choice. Should probably specify that the bard gets or does not get the domain powers as well. If they get just the spells, I think it's about right on power, if they get domain powers, on the strong side.

I like supportive expertise. This is a bit weaker than versatile performance overall, which balances out some of the too good ones.

Inspiring presence: it amounts to an automatic assist on any skill, but I think that's fine. I like the idea. A bit weaker than what it replaces, again balancing out some of the choices above.

Expanded repertoire: with other spells being added by the domain, I think this one needs to go away.

Overall, I like this archetype, it would have had a shot at my vote. It's a bit too good on the front end, though, sort of a super-charged Luck cleric if I'm reading it right. I'd want it dialed back before I used in a game. But it sounds like a fun way to be a non-clerical/oracle fortuneteller, especially in Varisia.

The Exchange Contributor, RPG Superstar 2008 Top 6 , Dedicated Voter Season 6

Azmahel wrote:

Ok, just did a quick editing pass on something I did write up during the Summoner playtest ( before there even were Archetypes, do I get extra points for that?). The pass was mostly adjustments for the changes from the beta and to make it conform to the provided template and word count.

So aside from the fact that this was posted on the boards before This would have been a viable submission.

Hordecaller (Summoner)

Oh lord. I'd kill a player who took this class :) Pet-based nightmare. My reservations on it have everything to do with playing time.

What I like best, that said:
replacing trick: neat. my favorite ability.
siphon life: because it's funny
exchange trick: amusing to have your eidolon in battle while you're not. A better version of that dream-based summoner's ability. But I think a dead eidolon in this situation needs to be pretty hard on the summoner.

Other things I don't like:
augment summoning bonus feat. Don't most summoners already have this by level 4?
otherwordly vigor: keeps summoned creatures around longer, with even more bookkeeping :)

Dedicated Voter Season 6

Thomas LeBlanc wrote:

Flame Spinner (Bard) by Correlon

good flavor ... fire follows her like a stalker's eyes(just had too).

Quote:
Heh, I hear ya. Thankfully Paizo is quite happy drawing beautiful women :-)

Spark the Blaze (Ex): overpowered, skill checks exchanged for damage

Quote:
Oh how I fiddled with this one. Just felt wrong to delay it. I admit the stacking potential is there, but at least the bard is not a front line fighter.

Dance of Flames (Ex): overpowered, 2 feats for an ability that equal 1 feat

Quote:
Perhaps I should make the player choose or the other permanently. Frankly, I am not sure about the ability to feat ratio on this one when considering the Arcane Duelist archetype.

Ember Weave (Ex): hmm, undecided, maybe limit to just fire spells

Quote:
*quickly chalks that one up as a victory*

Hungry Flames (Su) overpowered, removing a bardic performance for an unlimited usage damage ability

Quote:
This was a last-minute-change snafu. I did not mean to exchange a performance for an ability, I don't even know if it is allowed. Nevertheless, imho catching on fire is pretty weak, rules wise, especially at 6th level.

Bardic Performance: A flame spinner gains the following types of bardic performance.

Fan the Inferno (Su): overpowered, more potential damage than the healing lost and catching on fire

Quote:
I was working under the, perhaps erroneous, impression that damage always trumped healing of equal level. Besides, three rounds is a long time in combat.
Sunfire (Su): Great, fits well with theme and cool besides

Thank you for taking the time, you've been quite busy in this thread. I am curious to know whether you liked the concept, however. The mechanics are just adjustable nuts and bolts to me. And many thanks for the kind words on my flavor! I would tend to agree that she is a bit over-powered combat wise, but then, almost the entire skill-set thing is gone, apart from versatile. And the burning weapon damage doesn't scale. And catching on fire is moot once monsters eat DC 15 for breakfast. I'll playtest her the cool way: against my PC's ;-)

Thanks again, I'll try to return the favor as soon as I find the time.


Here is another one I just typed up. might need some spit and polish and is skirting the wordcount more than I would be comfortable with.

Weapon-bound Soul(Fighter)
Even more focused than a weapon masters a weapon-bound soul forges a strong connection to a single weapon, often a heirloom or symbol of great personal significance. He uses this weapon to the exclusion of all others and often even treats it as an extension of his own will and personality.

Weapon Mate(Ex) At 1st level a Weapon-bound soul gets a masterwork weapon of his choice. This weapon may be made of alchemical silver or cold iron. He receives a morale bonus equal to 1/2 his level on Craft checks made to repair or add magical abilities to the weapon.

Inseparable Friendship(Ex) At 2nd level, a weapon-bound soul gains a +2 bonus on CMD against disarm or sunder attempts made against his weapon mate. This bonus also applies to saves against effects that would damage or destroy his weapon mate. This bonus increases by +1 for every four levels beyond 2nd. This replaces bravery.

Weapon Training(Ex) At 3rd level a weapon-bound soul gains a +1 bonus on attack and damage rolls with his weapon mate. The bonus increases by +1 for every four levels beyond 3rd. This replaces armor training 1,2,3 and 4.

Weapon bond(Su) At 5th level a weapon-bound soul receives Master Craftsman as a bonus feat and He can add magic abilities to his weapon mate as if he had the appropriate feat. This replaces weapon training 1.

By My Side(Su) At 9th level the weapon-bound soul can, as a swift action call his weapon mate to his hand from up to 30 feet away. The weapon mate must be unattended and able to reach the weapon-bound soul for this ability to work. This replaces weapon training 2.

Life bond(Su) at 13th level a weapon-bound soul may, as a move action repair any amount of damage to his weapon mate. He then suffers the same amount of damage. He may also use make whole on his mate 1/day. At 17th level He may use this ability 3/day. This weapon training 3 and 4.

Weapon Mastery(Ex) At 19th level a weapon-bound soul gains weapon mastery, but the bonuses only apply to his weapon mate. This is otherwise identical to the normal weapon mastery.

Soul bond(Su) At 20th level a weapon-bound soul imbues his weapon mate with a part of his soul. The weapon mate becomes an intelligent item with appropriate personality and abilities.
If the weapon-bound soul dies he will be resurrected on the next dawn at the side of his weapon mate and if the weapon mate is destroyed it will reform on the next dawn at the side of the weapon bound soul. This replaces armor mastery.


Ok, here's what I was working on...however. I've got some suspicions about it.

The Vanguard Warrior (fighter) is a fearless and unswerving assailant in the forefront of any attack. He seeks to end enemy threats before they can do any harm to his allies.
Fearless (Ex): The Vanguard Warrior is immune to all fear and fear-like effects. This ability replaces the bravery ability.
Surefooted (Ex): At 3rd level, the Vanguard Warrior ignores movement penalties for difficult terrain. This ability replaces armor training 1.
Precise Strike (Ex): At 5th level, the Vanguard Warrior adds ½ his fighter class level to all melee weapon based damage when attacking, provided he is proficient with the weapon. This ability replaces weapon training 1.
Elusive Attacker (Ex): At 7th level, when engaged in melee combat with an opponent or multiple opponents, the Vanguard Warrior is considered to have concealment against all other non-adjacent attackers. This ability replaces armor training 2.
Overbearing Attack (Ex): At 9th level, when the Vanguard Warrior successfully hits a target, the target must immediately roll a Reflex saving throw. If the Vanguard Warrior’s attack roll exceeds the Reflex save, and is no more than one size category larger than the Vanguard Warrior, the target is immediately knocked prone in the same square it is currently occupying. This ability replaces weapon training 2.
Soften Blow (Ex): At 11th level, the Vanguard Warrior denies the Strength modifier to damage from opponents with which he is engaged in melee combat. The opponents must be no more than one size category larger than the Vanguard Warrior. This ability replaces armor training 3.
Disabling Attack (Ex): At 13th level, anytime an opponent is successfully affects by overbearing attack, the opponent must also roll a Fortitude save, with a DC equal to the Vanguard Warrior’s class level plus damage dealt. On a failed save, the target is stunned and unable to act until the end of the Vanguard Warrior’s next turn. This ability replaces weapon training 3.
Second Skin (Ex): At 15th level, when wearing armor with which the Vanguard Warrior is proficient, the armor check penalty to strength and dexterity based skills is halved. This ability replaces armor training 4.
Devastating Attack (Ex): At 17th level, when the Vanguard Warrior successfully hit a target with which he is engaged in melee, they must immediately roll a Reflex saving throw. If the Vanguard Warrior’s attack roll exceeds the save, he deals maximum damage with the attack. This ability replaces weapon training 4.

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

Manhunter (Inquisitor)

Spoiler:

Instead of rallying allies to a cause, a manhunter stalks her prey like a lone wolf, hunting relentlessly until justice is done. That justice might be returning a fugitive to the dungeons of House Thrune, recovering artifacts pilfered from an Osiriani tomb, or dispatching a Mendevian heretic to the afterlife's final judgment. A manhunter has the following class features.

Weapon and Armor Proficiency: Manhunters are proficient with one of the following weapons in addition to their normal weapon proficiencies: bola, lasso, net, mancatcher, or sap.

They Cannot Hide (Ex): At 1st level, the manhunter adds her Intelligence modifier in addition to her Wisdom modifier when making Perception skill checks to notice a creature using Stealth (minimum +1). This ability replaces monster lore.

They Cannot Run (Sp): At 2nd level, a manhunter can use tireless pursuit at will. This ability replaces detect alignment.

Manhunter Feat: At 3rd level, and every three levels thereafter, the manhunter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the manhunter bonus feats listed below. The manhunter must meet the prerequisites of the selected bonus feat. These feats replace teamwork feats.

Manhunter feats: Alertness, Blind-Fight, Catch Off-Guard, Deadly Aim, Endurance, Fleet, Martial Weapon Proficiency, Quick Draw, Rapid Reload, Run, Self-Sufficient, Skill Focus, Throw Anything.

Whatever It Takes (Ex): At 3rd level, as a standard action, the manhunter can choose to learn a new bonus manhunter feat in place of the most recent bonus manhunter feat she has already learned. In effect, the manhunter loses the bonus feat in exchange for the new one. She can only change the most recent manhunter feat gained. Whenever she gains a new manhunter feat, the previous manhunter feat becomes set and cannot be changed again. A manhunter can change her most recent manhunter feat a number of times per day equal to her Wisdom modifier. This ability replaces solo tactics.

Huntsman (Su): At 5th level, a manhunter can imbue one of her weapons with the huntsman weapon special ability as a swift action. This ability only functions while the manhunter wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the manhunter before the duration expires. This ability lasts for a number of rounds per day equal to the manhunter’s level. These rounds do not need to be consecutive. This ability replaces bane.

Greater Huntsman (Su): At 12th level, whenever a manhunter uses her huntsman ability, the amount of bonus damage dealt by the weapon against creatures the manhunter has tracked with Survival in the past day increases to 3d6. This ability replaces greater bane.


Top 16's been picked, it's almost the 2nd in my local timezone. As I said I would, an attempt to fill a witch stereotype :

Vainglory (Witch)

Spoiler:

Many witches are know for their pride and hubris. That crossing them means inviting a tirade or worse, a curse. vainglory witches take these narcissistic tendencies to new heights. Either justified or delusional in their belief of being superior in appearance, talent, or knowledge.

Vainglory's Bonded Object (Ex): At 1st level, a vainglory witch establishes her pact not through a living familiar but through a reflection of herself. The vainglory chooses an object that is capable of at least fully reflecting her face, which becomes the focus of the pact, receiving this as masterwork item for free (this object may not be a weapon or armor). Most vainglory choose mirrors or small cauldrons that can be filled with liquid. This functions like the wizard's arcane bond class feature when taken as bonded object, except as follows.

The vainglory does not need to hold her bonded item while casting spells, it only needs to be in her possession. If the bonded object is not in her possession, but her reflection is visible in it, she may choose to count it as being in her possession for all purposes. When casting the extra spell from her bonded object, a vainglory may only use her patron spells. The bonded object may also be used in place of the material focus or component (which becomes a focus) when casting divination spells.

A vainglory must commune with her reflection in the bonded object in order to prepare and learn spells. This is identical to a witch's familiar, except that when learning new spells from a witch's familiar the familiar communes with its reflection. Additionally a witch's familiar or bonded object may learn new spells from a bonded object the same way (when an object teaches an object, only the vainglory needs to have her reflection showing in both items). If a bonded object is lost or destroyed, replacing it is identical to replacing a witch's familiar and the familiar's spells, plus the cost of the new masterwork item. This ability replaces witch's familiar.

Radiant Despair Hex (Su): A witch's own self-assurance in her powers can cause a group of enemies to suffer serious doubts about their own. All foes within 30 feet become shaken for a number of rounds equal to the vainglory's intelligence modifier + 3, a will save reduces this to 1 round. This ability cannot cause a creature who is already shaken to become panicked. It also does not stack with the penalties from the evil eye hex. A witch's cackle hex extends the duration of this hex by 1 round. This is a mind-effecting ability. A witch may choose this as a major hex.

Grand Lodge Contributor , Dedicated Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Dorje Sylas wrote:

Top 16's been picked, it's almost the 2nd in my local timezone. As I said I would, an attempt to fill a witch stereotype :

Vainglory (Witch)

** spoiler omitted **...

Ah, much like the witch in Snow White! :) Neat idea.

I don't quite like the name to be honest, it makes me think of the seven deadly sins. And if I've understood correctly, vainglory = pride (not vanity, which would be more appropriate).

Communing with the reflection is a cool idea. :) However, the biggest difference between a familiar and a bonded object is what it is (object vs creature) rather than what it does (both give you spells). I think archetypes should go a bit further with changing things. Mechanically, the main difference between the two is that a bonded item cannot deliver spells, but on the other hand, it cannot be killed/destroyed so easily.

The second ability is a hex, and I think SKR advised against creating new hexes, evolutions, bloodlines, etc.

Summary: Good fluff and nice concept, but needs more crunch. :)

Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9

Now that voting is over... golarian specific caster (wizard)

Spoiler:
Absalom Siege Breaker (Wizard)

Absalom Siege Breakers arose to aid the City at the Center of the World during the Conjured Siege (2950 AR). Their founder converted his arcane power into temporary walls prematurely detonating many Nexian fireballs. His pupils expanded on the various wall spells, learning to animate their magic fortifications and break Absalom’s enemies.

Spontaneous Barrier (Su): At fifth level a fortress mage may channel the energy of one prepared spell into a semi-transparent sheet of arcane energy. This immediate action provokes attacks of opportunity and has a range of 25 + 5 feet per caster level. The solid barrier covers a five foot line for each level of the spell channeled into it. The instantaneous barrier springs from the ground and grants cover (20% miss chance) to those behind it. This ability replaces the fifth level bonus feat.

Fortification Maneuver (Ex): As a standard action the siege breaker can form pseudo-pods anywhere along the surface of a wall from a spell he has cast. The siege breaker must be in contact with the wall and may target any creature within 15 feet of the wall with a combat maneuver (CMB +24, CMD 24) or two slam attacks +22 (2d10+9). Any damage or effects of the wall (such as fire damage from a wall of fire) apply to successful attacks. A prismatic wall can only make pseudo-pods with one color. The siege breaker may maneuver a number of times per day equal to 4 + his Intelligence modifier. This ability replaces the 10th level bonus feat.
Animated Wall (Su): At 20th level as a full-round action the siege breaker may cast a wall spell re-shaped around himself. Treat the wall as a colossal animated object (Pathfinder Bestiary, page 14) with the caster inside. The creature has any corresponding special effects of the wall metal from an iron wall spell without paying construct points. The wall’s special abilities continue to function in this form. A prismatic wall animated in this way only uses one color, chosen at casting.
Directing the animated wall is a standard action. As a full round action, the siege breaker can add his BAB and any combat feats he has to the animated wall. While enclosed in this manner the wizard is protected from harm and cannot be the target of spells or effects. The siege breaker may cast spells while inside using the creature’s senses. To use other items, he must leave a narrow opening changing his cover to improved (CRB, page X). Regardless of which spell is animated, the duration is caster level +4 rounds. This ability replaces the spells per day gained at 19th and 20th levels.

I felt that it needed at least one more reading especially in light of the judges comments, but since none of the top 32 got that I left it out. I would be interested to know how poorly I worked out the balance.

And speaking of comments. I will now go back and read all these great ideas. Read all, comment most, villifai one for the 'if I were in the top 16' thread.] O:)


Serpent wrote:


Ah, much like the witch in Snow White! :) Neat idea.

I don't quite like the name to be honest, it makes me think of the seven deadly sins. And if I've understood correctly, vainglory = pride (not vanity, which would be more appropriate).

Communing with the reflection is a cool idea. :) However, the biggest difference between a familiar and a bonded object is what it is (object vs creature) rather than what it does (both give you spells). I think archetypes should go a bit further with changing things. Mechanically, the main difference between the two is that a bonded item cannot deliver spells, but on the other hand, it cannot be killed/destroyed so easily.

The second ability is a hex, and I think SKR advised against creating new hexes, evolutions, bloodlines, etc.

Summary: Good fluff and nice concept, but needs more crunch. :)

Thank you for the comments :). This is mostly in response to a comment about not seeing any possible witch archetypes. When I did a run though the board I didn't see anyone doing the quintessential "Snow White Queen/Witch". I was going to use Vain Witch but that struck me as to direct. In a flurry of searching through my thesaurus and a new Oxford American dictionary I hit on vainglory which was defined as "inordinate pride in oneself or one's achievements; excessive vanity." So yes in most cases this is 7 deadly sins level. I'd imagine there were plenty of witches in service to the Runelords of Golarion. The virtues(sin) of a ruler would in that mageocracey would resonate very well with witch stereotypes (and coincidently makes me think of at least one more witch archtype to do that is primarally a familiar replacement).

The real problem with doing a witch archtype is all of the class's mechanical "oomph" is locked up in 2 of it's 3 class features, hexes and spells. If you want to go beyond fiddling with the familiar/spellbook, you have no choice but to 'do something' to/with those. Given the rules of Superstar the only safe option is small fiddling with the familiar, which doesn't offer much drastic change. Anything else basically comes down to creating archetype spesific hexes that a normal witch can't take, or add a new thematic hex that all witches can. I choose the latter, granted in my haste I think I goofed and should have cut back on the allowable uses of the hex per day, as it may be a few too many power notches above Dazzling Display.

My other hesitation in making a focused hex replacement just for the item is that no equivalent exists for boosting the Familiar. I also think you to lightly discount the mechanical aspect of enchanting the bonded object. From the APG alone I count no less then 3 magical cauldrons that would fit on a traveling adventurer and are priced in a good spread as the PC advances.

I guess my warning to future Superstar contestants and voters is to take into consideration where the major power of a class is stored and how the limitions of the contest prevent adjustments to them.

Grand Lodge Contributor , Dedicated Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Here's one of mine (only 314 words):

Hellrider (Cavalier)

Through an unusual heritage or a fiendish pact, a hellrider gains the service of a steed infused with the essence of the lower planes.

Hellish Steed (Ex): A hellrider's mount is a magical creature. It is treated as an outsider rather than as an animal for the purpose of spells and magical effects. Additionally, the mount has darkvision with a range of 60 feet.

If a hellrider’s mount dies and he finds another mount to serve him, the new mount does not gain the hellfire, flight, greater hellfire, or improved flight special abilities until the next time the hellrider gains a level.

This ability replaces tactician.

Hellfire (Su): At 6th level, while mounted, a hellrider can expend one daily use of the challenge ability as a swift action to grant the flaming quality to all of his mount's natural attacks. They retain this quality for 3 round plus 1 round for every two levels the hellrider possesses.

This ability replaces the 6th-level bonus feat.

Flight (Su): At 9th level, a hellrider's mount gains a fly speed of 40 feet with average maneuverability whenever the hellfire ability is activated. While using this ability, the hellrider may substitute his mount’s Fly checks with Ride checks of his own.

This ability replaces greater tactician.

Greater Hellfire (Su): At 12th level, the natural attacks of a hellrider’s mount deal extra damage on critical hits as though they had the flaming burst quality. This ability is active whenever the hellrider is mounted.

This ability replaces the 12th-level bonus feat.

Improved Flight (Su): At 17th level, the mount’s fly speed increases to 90 feet, and its maneuverability increases to good.

This ability replaces master tactician.

Hell Unleashed (Ex): At 18th level, a hellrider no longer needs to spend daily uses of the challenge ability to activate hellfire and its associated abilities.

This ability replaces the 18th-level bonus feat.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Serpent wrote:
Hellrider (Cavalier)

Several of the fialists had the same problem your also-ran entry has: not enough design work. While the idea of giving the cavalier a fiendish mount is compelling, and might bring more interest to the class than it seems to have, giving the cavalier a fiendish mount and then giving the mount two abilities doesn't satisfy a thirst for new design work. It's not very creative. Also, I don't like replacing bonus feats for the abilities. Replace class features with class features most of the time. And make sure at least one class feature is a new idea or mechanic, instead of an easy choice or an ability that is already prolific in the game. You don't need to make separate entries for abilities that progess in power, either. The flying paragraph can have all flying stuff included in one paragraph, as can the flaming thing.

Also, save yourself some word space by simply stating the mount gains the outsider type. That covers the targeting by spells and abilities, and the darkvision.

My suggestion would be to give the mount flaming and smite good, and to also make any flaming properties or attacks by the mount half fire damage and half untyped. For a unique ability, I would have the cavalier's banner improve the Will saves of evil outsiders (to prevent banishment and dispelling) or have it impose the shaken condition on foes within a radius, rather than helping allies. Seems like a lot of stuff is pimping the shaken condition, though, so I might avoid that.

I will say in my opinion, your archetype effort is on par with most of the top 32 entries, allowing that you'd have had another three days to fill out that word space, get some feedback and make the writing more colorful instead of those single-sentence highlights.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

SmiloDan wrote:
Lunatic Berserker Barbarian Archetype

Weird. You exchange one nonessential ability score for Will saves for another. Seems like for most barbarians this would be a debuff, since Wisdom is tied to more barbarianish skills, like Perception and Survival.

Lunatic rage is a poor trade off. This seems more suitable for NPCs, but even then I don't really like it. As with so many other entries, trading on an existing idea isn't really Superstar. To me, there's also the issue of formatting to template. WHat other presentation of a published archeytype refers to barbarian bonuses as +2/+2/+1?

Lunatic Will makes no sense to me. As the barbarian gets cofused, his Charisma increases? He can't use any skills or abilities based on his Charisma, so how does that work? Also, you're basically saying he gets a retry to his Will save with a +1 bonus at the expense of being confused for that round. So in addition to possibly attacking his best friend or taking no action for the round, he gives up uncanny dodge. Also, what happens if he makes his second save (a free action), is he confused for the whole round still? TIl the end of his turn? Good design tidies up these wholes and answer these questions.

The darkvision progression is too long. Just go with three increments: lowlight, superior lowlight and darkvision. Also, this ability is handed out too easily and isn't creative. I've yet to see a clever mechanic to differentiate this class from other barbarians or from your competitors. Why not just play a barbarian that gets darkvision while he rages and keeps his normal abilities?

Moonstruck will is terrible. All the same questions about the first version, but with more questions. Do you mean he is confused and has to rage? Does this use his rounds of rage per day? If not, does it affect him like a normal rage? WHat does confused AND raged mean? I have to power up before I hit my buddy? By definition, confused means having a hard time thinking things through. If I skip a round due to confusion, am I still raging?

The DR/silver is appropriate and it's a good design choice to double the DR earned, so it's normally an advantage over the core barbarian, but comes with a cost. Kind of a no-brainer, though.

Even Worse Lunar Will ability is just an attempt to, at 14th level, mitigate the bad effects of a very bad class feature. SInce the whole chain needs rethinking, it doesn't really matter what this ability says. But I point out you are replacing Indomitable Will with an ability that might cause a barbarian to pass out from reaching a 0 Wisdom.

Rage power choices are prettty easy to pick. I do question your inclusion of moment of clarity. First, it violates the luny theme. Second, it raises unanswered mechanical questions. Can I choose to have my moment of clarity during my confused round? DOes that interrupt the normal effects of my rage?

Finally, you latched onto a few meh abilities with huge questions left unanswered, and at not time did you really embrace the lycanthrope promise of your fluff sentence. The DR alone doesn't do it. Like the moon druid entry in round 2, you didn't deliver on the promise that you made right out of the gate.

I know this was pretty critical. I hope it's helpful when making design choices in the future.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

Steven T. Helt wrote:
SmiloDan wrote:
Lunatic Berserker Barbarian Archetype

Weird. You exchange one nonessential ability score for Will saves for another. Seems like for most barbarians this would be a debuff, since Wisdom is tied to more barbarianish skills, like Perception and Survival.

Lunatic rage is a poor trade off. This seems more suitable for NPCs, but even then I don't really like it. As with so many other entries, trading on an existing idea isn't really Superstar. To me, there's also the issue of formatting to template. WHat other presentation of a published archeytype refers to barbarian bonuses as +2/+2/+1?

Lunatic Will makes no sense to me. As the barbarian gets cofused, his Charisma increases? He can't use any skills or abilities based on his Charisma, so how does that work? Also, you're basically saying he gets a retry to his Will save with a +1 bonus at the expense of being confused for that round. So in addition to possibly attacking his best friend or taking no action for the round, he gives up uncanny dodge. Also, what happens if he makes his second save (a free action), is he confused for the whole round still? TIl the end of his turn? Good design tidies up these wholes and answer these questions.

The darkvision progression is too long. Just go with three increments: lowlight, superior lowlight and darkvision. Also, this ability is handed out too easily and isn't creative. I've yet to see a clever mechanic to differentiate this class from other barbarians or from your competitors. Why not just play a barbarian that gets darkvision while he rages and keeps his normal abilities?

Moonstruck will is terrible. All the same questions about the first version, but with more questions. Do you mean he is confused and has to rage? Does this use his rounds of rage per day? If not, does it affect him like a normal rage? WHat does confused AND raged mean? I have to power up before I hit my buddy? By definition, confused means having a hard time thinking things through. If I skip a round due to...

Thanks for the critique. Being critical is OK, if it is the kind of that leads to critical thinking. ;-)

Lunatic Will has 2 basic benefits:
1. You get an increase to your Charisma bonus, which is constant.
2. You get to re-roll a failed Will Save, but the cost of that is acting like a crazy fool for 1 round.

Moonstruck is a spell in the APG. It grants its targets the effects of the confusion spell and the rage spell. I guess I was trying to give a short-hand explanation of that effect for folks unfamiliar with the APG material.

One thing I was trying to capitalize on was the derro's Madness ability. It basically gives them a +6 to Charisma, but a -6 to Wisdom. They also get to use their Charisma modifier in place of their Wisdom modifier on their Will Saves. So I thought I was expanding on previous material in a new and unique way. I didn't want to give them a plain old +6 to Charisma and -6 to Wisdom at 1st or 2nd level, because that would make the archetype too attractive for multi-class barbarian/sorcerers (Rage Mages), barbarian/bards (Bardarians), and barbarian/oracles (Rage Prophets). So I staggered the bonus along levels 2, 5, and 14.

So basically, this archetype eventually gets a minor boost to Will Saves (+3 over 14 levels), and a way to shake off failed Will Saves.

Lunar Senses is admittedly a mess--ESPECIALLY since so many of the benefits it gives out can also be selected as rage powers.

Probably what I would have done in the future is replace Lunar Senses with Mad Senses.

Mad Senses (Ex): Beginning at 3rd level, once per day you can apply your Charisma modifier in place of your Wisdom modifier when making a Perception, Sense Motive, or Survival skill check. At 6th level, and every 3 levels thereafter, you can use this ability one additional time per day.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

I agree your intent was good, but I still think you lack new design. Your fix with the senses is still playing off the one idea, but it is a pretty good fix.

I got the derro angle, but then derro and lycnathropes aren't really connected. I see you're using one ability to apply to the others, but then the derro loses some of his uniqueness. I think you can do better.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

ulgulanoth wrote:
chichimek monk

In addition to the obvious balance issues and poor design choices, there aren't an new ideas and your presentation doesn't meet with the norm for archetype for the APG. What does 'when the monk uses an ability that forces a Will save DC' mean. I mean, everyone knows where you're going, but you should study archetypes and the language of the game in order to present mechan ics. It avoids confusion. Of course, I grant that you didn't enter and might have done better proofreading if you'd made the top 32.

Balance is a big factor, though. The way round 2 went, if your class was balanced well and presented better writing and styles, it might have contended for round three. Not only to advance, but I can see a villain who studies the art of the kill very easily.


Azmahel wrote:

Here is the Archetype I whipped up that conforms to the training standards, with one exception: It is not completely polished, which means that it has received way less editing passes than it would otherwise have.

Fortuneteller (Bard)
Fortunetellers are sources of advice, help and knowledge, but rather than relying on tomes and libraries for research they have more esoteric and mystical sources. As masters in the art of reading and guiding people some fortunetellers use their abilities mainly for entertainment or even fraud and subterfuge, but these are often frowned upon by those who take the arts more seriously. Whether they travel around the countryside or tend to their communities all fortunetellers share a strong believe in the powers of fate and omens....

Disclaimer:

You should know the drill by now, but in case you missed it the first time round, Ask A RPGSupersuccubus is posting from the point of view of a CE aligned succubus:
Spoiler:
Fairness is an adjective applicable to hair coloration, balance is what a couple of mortals rapidly losing it on opposite ends of a plank pivoted on a rocky spire a couple of hundred feet above a slowly rising pool of molten basalt try to do, and logic is one of those things which you could swear is there when you rattle the piggybank but if anyone other than a demon opens it the contents turn out to be a couple of dead moths and a three week old shopping list.
;)

Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
In this case I suspect that 'use their abilities mainly for entertainment' is intended as in a 'fairground entertainment' context. There is (usually) some difference between what is appropriate in the raucous mayhem of a fair and at a sophisticated dinner table. However: it is indicated that this is an adherent of the general bardic calling, and some such individuals are able to adapt and cope with social circumstances much different from the norm that they are accustomed to inhabiting.

How effective a flower-picker does this person seem likely to be?
I have grave doubts over whether he'd be able to get out of his tent? It seems likely to me he'd be too busy trying to analyse if the omens were propitious or not. Probably not a good person for flower-picking if a succubus is looking for personal service from him, but he might be useful for someone else assigned to flower picking duties to consult.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
Well unlike a good many of the specialist prognosticators, this one does at least come without any of the strings of a divine calling attached. Augurs, mystics, and oracles with their cryptic pronouncements and 'coulds' and 'maybes' are bad enough as it is, but having to sit and listen to a sermon (from one who isn't working for the dread lord Orcus, at any rate) about how their deity is in tune with the weft of fate in a way unique in the universe is downright irritating.

Other comments?
My general impression is that this is someone who sits around waiting to be asked for his opinion on whether or not it's a good idea to do something, which is often a Good Thing in a potential minion, but it is occasionally handy in a crisis to have someone slightly more proactive (but in an appropriately tactful and diplomatic manner) around...

Desirability:
No proselytising means better service than the usual divine equivalents, thus occasionally hireable.

Further Disclaimer:
Ask A RPGSupersuccubus (with half an eye on Lord Orcus) would like to clarify that mortal voters should probably rely on more than just her own (impeccable) assessments in making up their minds on how to vote. Thank You.

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