Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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I was looking around, and I cannot seem to find the most current archive for the Kirthfinder stuff. Can anyone put a link in for the latest stuff?


Check on Kirth's profile there's a link to a google drive with all the files that are updated as far as i can tell


I must be missing it then, which is quite possible.

The link in his profile that I found "FREE GIFT," is labeled "The old Beta playtest version of the 'Kirthfinder' houserules, courtesy of TOZ."


Ahh my bad, it was Scavion's profile that had the updated files Here try this post's links


Thank you Firewarrior.


Off-topic but Kirth i know you like Zelazny's works and the Chronicles of Amber might be coming to TV.


That could be totally awesome, or it could be... really bad. Have to wait and see. Thanks for the heads-up!


2 people marked this as a favorite.

OK, let's try this again.
BARBARIAN (Revised)

HD: d12; BAB: Full
1st Endure elements, feats, furious counterstroke, rage (+1), totem
2nd Damage reduction 1/–, lesser rage power
3rd Totem ability
4th Totem feat, lesser rage power, superstition +1
5th Improved rage (+2)
6th Damage reduction 2/–, improved rage power
7th Totem ability
8th Totem feat, improved rage power, superstition +2
9th Greater rage (+3)
10th Damage reduction 3/–, greater rage power
11th Totem ability
12th Totem feat, greater rage power, superstition +3
13th Mighty rage (+4)
14th Damage reduction 4/–, mighty rage power
15th Indomitable Will
16th Totem feat, mighty rage power, superstition +4
17th Primal rage (+5)
18th Damage reduction 5/–, primal rage power
19th Perpetual rage
20th Totem feat, primal rage power, superstition +5

Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival. Your totem (q.v.), provides additional class skills.
Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency:

Spoiler:

A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Spoiler:
    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.[spoiler]

    Feats (Ex): [spoiler]Feats (Ex): Barbarians are ferocious in combat and notoriously hard to kill. All barbarians gain Diehard, Fast Recovery, Power Attack, and Vital Strike as bonus feats at 1st level.

    Furious Counterstroke (Ex):

    Spoiler:
    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Rage (Ex):

    Spoiler:
    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you damage (not reduced by damage reduction) equal to your rage bonus x the number of rounds spent raging. You are also fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. (Note that your bonus ranks in Endurance render you immune to fatigue and exhaustion at 6 and 11 ranks, respectively, however). If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    Spoiler:
    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and has two associated skills, as listed in Appendix A. You do not receive bonus skill ranks, but totem skills are always treated as class skills, and when using your totem skills you gain a sacred bonus to checks equal to your rage bonus (even when not raging).
    You gain a +4 sacred bonus on Handle Animal checks when dealing with creatures of the same general category as your totem (e.g., amphibians, fish, reptiles, canines, felines). With creatures that match your totem (e.g., frogs, sharks, snakes, wolves, lions, repectively), this bonus increases to +8. As a rule of thumb, general categories should be based more on casual visual recognition by laypersons than on scientific taxonomy; when in doubt, referee discretion prevails.

    Damage Reduction (Ex):

    Spoiler:
    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    Spoiler:
    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Spoiler:
    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain additional totem abilities at 7th and 11th levels. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Superstition (Ex):

    Spoiler:
    At 2nd level, you gain a +1 sacred bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus improves by an additional +1 per 4 levels thereafter. However, in order to be the willing recipient of any spell not cast by you, you must succeed at a Will save (DC 10 + spell level + the caster’s Charisma modifier).

    Totem Feat:

    Spoiler:
    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Spoiler:
    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Spoiler:
    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Mighty Rage (Ex)

    Spoiler:
    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Indomitable Will (Ex):

    Spoiler:
    Starting at 15th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Primal Rage (Ex):

    Spoiler:
    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    Spoiler:
    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.


    NOTES:

  • Fast recovery is in response to constant complaints from the cleric in our Skull & Shackles game that the barbarian was soaking up all his healing. This makes healing the barbarian a little more effective, and is also thematically appropriate.
  • Superstition is baked into the class progression instead of being a rage power because (a) it has effects even when you're not raging and (b) pretty much everyone wanted it anyway.


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    Totems:

    STANDARD (TOTEMLESS) BARBARIAN

    Spoiler:
    Like Robert E. Howard’s Conan, you shun any spiritual connection with some tribal totem and instead exemplify the unthinking wariness and hair-trigger violence of a born killer.
    Favored Terrain: Plains or Hills.
    Totem Skills: Stealth, Survival.
    Bonus Feats: Alertness, Cleave, Improved Initiative, Staredown, Strength Training, Toughness.
    Totem Abilities:
     Keen Senses (Ex): You gain low-light vision and scent
     Mistrust of Magic (Ex): By concentrating as a full-round action, you can detect magic in a 60-ft. cone. By concentrating an additional round, you sense the power of the most potent aura, and after a third round you correctly identify any illusions in the area.
     Gather Barbarian Horde (Ex): Given one week in an area in which barbaric tribes dwell, you may gather a horde of barbarians. These number the same as your followers would if you had the Leadership feat, but all are barbarians, and you add your Strength bonus in addition to your Charisma modifier when determining your Leadership score. The horde must be gathered for a specific, short-term purpose (e.g., “destroy the City of Necromancers and slay all within”), and can be held together a maximum number of weeks equal to the number of class levels you possess. If the purpose has not been fulfilled by that time, the horde disbands, and you cannot gather another horde from that area.

    APE TOTEM

    Spoiler:
    "In seconds, while holding a lit cigarette in one hand, he can climb a tree and triangulate precisely the best spot from which to view an orangutan from the ground." ―Sy Montgomery,
    Walking With The Great Apes (1991)

    You are agile and strong, possessed of the bestial reflexes needed to survive in the rain forests of your homeland.
    Favored Terrain: Forests and jungles.
    Totem Skills: Acrobatics, Escape Artist.
    Bonus Feats: Alertness, Giant-Slayer, Improved Grapple, Strength Training, Two-Weapon Strike, Staredown.
    Totem Abilities:
     Brachiation (Ex): Starting at 3rd level, you gain a climb speed equal to 10 ft. x your rage bonus (even when not raging). This stacks with any climb speed derived from favored terrain, it stacks with this one. You can move through trees, vines, etc. at your full climb speed.
     Powerful Build (Ex): Starting at 7th level, your physical stature lets you function in many ways as if you were one size category larger. This applies to your CMB and CMD. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. Your heavy weapons and unarmed strikes deal damage as if they were one size larger. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of most powers and spells that change the subject’s size category, but not with the Giant’s Stance feat.
     Simian Reach (Ex): Starting at 11th level, your long arms grant you an additional 5 ft. of reach.

    ANKYLOSAURUS TOTEM

    Spoiler:
    Unlike most barbarians, you come from a tribe that values heavy armor and solid protection. This totem supersedes the Armored Hulk archetype from Ultimate Combat.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Craft (smith).
    Bonus Feats: Crushing Blow, Exotic Shield Proficiency (tower shield), Exotic Weapon Proficiency (heavy mace, morning star, or heavy flail), Heavy Armor Proficiency, Weapon Specialization (heavy mace, morning star, or heavy flail).
    Totem Abilities:
     Armor Training (Ex): At 3rd level, you gain Armor Training (as the fighter talent of the same name), with a bonus equal to your rage bonus. If you have levels in fighter, use the fighter progression for that talent, and your barbarian levels provide Full synergy (Chapter 1).
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Immovable [Stance] (Ex): Starting at 11th level, you can adopt a stance that makes you nearly impossible to move by physical or magical means. While in this stance, you are immune to bull rush, reposition, drag, trip, and throw maneuvers, and cannot be picked up, carried, or moved by magical or physical effects; you also have a personal dimensional anchor effect.

    BAT TOTEM

    Spoiler:
    You are small and agile, adept at hiding from your enemies and baffling their attacks.
    Favored Terrain: Underground.
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Alertness, Blind-Fight, Dodge, Feat Mastery (Blind-Fight), Spring Attack, Wind Stance.
    Totem Abilities:
     Darkvision (Ex): At 3rd level, the range of the darkvision provided by your favored terrain (10 ft.) expands by an additional 50 ft.. If your race provides darkvision as well, the ranges stack.
     Evasion (Ex): At 7th level, you gain Evasion (as the rogue class feature of the same name); you gain Improved Evasion at 15th level, but do not gain Greater Evasion.
     Vampire Bat (Su): Starting at 11th level, you can use vampiric touch at will, with a caster level equal to your base attack bonus. You can use this normally as a melee touch attack, or can channel it through a melee weapon as a [strike].

    BEAR TOTEM

    Spoiler:
    You are bigger and stronger than most others of your race, and they tend to look to you for protection and leadership. In Mi’kmaq and some other Native American cultures, the bear makes an astral journey to bring medicines to the people.
    Favored Terrain: Hills and mountains (brown or black bear totem), arctic (polar bear totem), or Astral Plane (Ursa Major).
    Totem Skills: Diplomacy, Heal.
    Bonus Feats: Defensive Rebuke, Fight On, Improved Grapple, Leadership, Shared Shield, Strength Training.
    Totem Abilities:
     Scent (Ex): At 3rd level, you gain the Scent special quality (as the bear warrior prestige class from Complete Warrior).
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Medicine Giver (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Heal skill in place of Concentration: 1st—cure light wounds, 2nd—lesser restoration, 3rd—create food & water, 4th—neutralize poison, 5th—dream, 6th—globe of invulnerability, 7th—regenerate, 8th—animal shapes (bears only), 9th—astral projection.

    BLOODLINE TOTEM

    Spoiler:
    Pick a sorcerer bloodline (q.v.); your totem is represented by that bloodline in some way. This allows you to simulate a Bloodrager (Advanced Class Guide) by multiclassing barbarian with sorcerer.
    Favored Terrain: None.
    Totem Skills: Concentration, Spellcraft.
    Bonus Feats: Choose from the bonus feats listed for your sorcerer bloodline.
    Totem Abilities:
     Blood Casting (Su): Starting at 3rd level, you can cast sorcerer spells while in a rage. You gain Weak sorcerer spellcasting theurgy from your barbarian levels. Your barbarian levels also provide Full synergy for purposes of determining your bloodline resistances, and weak synergy towards determining bloodline powers gained.
     Blood Sanctuary (Ex): Starting at 7th level, you can choose not to be affected even if you are within the area of an area-effect spell cast by you or one of your allies.
     Bloodrage Spell (Ex): Starting at 11th level, whenever you activate your rage you can simultaneously cast any one sorcerer spell you know on yourself as a swift action. This spell ends when your rage ends, even if its normal duration has not ended.

    BOAR TOTEM

    Spoiler:
    Heavy-set, gluttonous, and monstrously ugly, you have few friends—but your enemies fear your ferocity and resistance to injury.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Survival.
    Bonus Feats: Improved Natural Armor, Improved Overrun, Iron Will, Skirmish, Stamina Training, Toughness.
    Totem Abilities:
     Improved Damage Reduction (Ex): Starting at 3rd level, your normal barbarian damage reduction doubles.
     Powerful Charge (Ex): At 7th level, you gain Spirited Charge as a bonus feat. You can use this ability with any piercing weapon, even when you are not mounted. In addition, if you have the Spearfighter feat, you can use it in conjunction with any piercing weapon or natural attack.
     Pig’s Gluttony (Su): Starting at 11th level, you can derive nutrition from anything you can swallow, and are immune to ingested poisons. You can even eat active spell effects; treat this as dispel magic with a range of touch and a caster level equal to your class level. Starting at 19th level, you can eat magic items as well (treat as 3.5 edition disjunction, again with a range of touch).

    BULL TOTEM

    Spoiler:
    Favored Terrain: Plains.
    Totem Skills: Bluff, Escape Artist.
    Bonus Feats: Cleave, Daunting Strike, Heedless Charge, Improved Bull Rush, Improved Overrun, Strength Training.
    Totem Abilities:
     Dashing Step (Ex): Starting at 3rd level, the penalty to AC when you charge is reduced by 2 (minimum 0). You also receive a sacred bonus to AC against attacks of opportunity made against you while charging equal to your rage bonus (even when not raging).
     Gorgon’s Blood (Ex): Starting at 7th level, you are immune to Dexterity damage and Dexterity drain, and cannot be paralyzed or turned to stone.
     Unstoppable Charge (Ex): At 11th level, you gain immunity to entanglement and Check maneuvers. If you have the Improved Overrun feat, you can use your trample ability on barriers in the path of your charge, and ignore any hardness on barriers attacked in this manner. You gain a combat maneuver (Overrun) check to destroy a wall of force or prismatic wall if you charge into it (1d20 + your class level + your Str bonus, against a DC of 11 + the wall’s spell level + the wall’s caster level. If you fail to destroy a wall of force, you take damage as if you had trampled yourself and you stop immediately in front of the barrier. Failing to destroy a prismatic wall subjects you to the wall’s full effects.

    DRAGON TOTEM

    Spoiler:
    Your prowess and ferocity strike fear into the hearts of those who stand against you.
    Favored Terrain: Hills and mountains or underground (dragon totem), or arctic (linnorm totem).
    Totem Skills: Bluff, Perception.
    Bonus Feats: Blind-Fight, Improved Natural Armor, Iron Will, Penetrating Strike, Resist Energy, Shatter Defenses.
    Totem Abilities:
     Totem Immunities (Ex): Starting at 3rd level, you are immune to fear, paralysis, and sleep.
     Breath Weapon (Su): At 7th level, you gain a breath weapon as a supernatural ability usable three times per day; it takes the shape of a 60-ft. line or 30-ft. cone and deals energy damage (of a type appropriate to your specific dragon or linnorm totem) equal to 1d6 x your class level (Reflex half, DC 10 + half your class level + your Con modifier).
     Frightful Presence (Ex): At 11th level, you gain Staredown and Feat Mastery (Staredown) as bonus feats.

    ELEPHANT TOTEM

    Spoiler:
    In addition to being admired for its size and prowess in war, the elephant has long been a symbol of wisdom, royalty, divine protection, and virility. You consider your rage to be akin to a bull elephant’s musth state.
    Favored Terrain: Plains or Forests.
    Totem Skills: Diplomacy, Knowledge (lore).
    Bonus Feats: Awesome Blow, Heedless Charge, Improved Bull Rush, Improved Overrun, Improved Natural Armor, Moral Training.
    Totem Abilities:
     Great T’Phon (Ex): Starting at 3rd level, your carrying capacity triples (as if affected by an ant haulAPG spell, but this is an extraordinary ability and cannot be dispelled.
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Wisdom of Ganesha (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Diplomacy skill in place of Concentration if the bonus is greater: 1st—protection from evil, 2nd—bull’s strength, 3rd—prayer, 4th—divination, 5th—greater heroism, 6th—geas, 7th—repulsion, 8th—earthquake, 9th—storm of vengeance.

    FOX TOTEM

    Spoiler:
    Favored by Small barbarians such as gnomes and halflings, the fox totem is for swiftness and cunning more than brute strength.
    Favored Terrain: Forest (red fox), cold (arctic fox), or desert (fennec or coyote).
    Totem Skills: Acrobatics, Stealth
    Bonus Feats: Agility Training, Careful Attack, Combat Expertise, Dodge, Giant-Slayer, Improved Feint.
    Totem Abilities:
     Reynard’s Luck (Ex): Starting at 3rd level, you gain a bonus Hero Point (Chapter 1) at the start of each day. If not used within 24 hours, it is lost in favor of the new one for the next day; you cannot accumulate these bonus points.
     Evasion (Ex): At 7th level, you gain evasion, as the rogue class feature of the same name. At 15th level, this improves to Improved Evasion. You do not receive greater evasion, however.
     Sour Grapes (Su): You are accustomed to surviving the humiliating failures of even your most audacious tricks. Starting at 11th level, you are immune to the effects of starvation and dehydration (including desiccation damage), and need not breathe (rendering you immune to inhaled poisons, suffocation, and drowning).

    FROG TOTEM

    Spoiler:
    Barbarians with the primordial Frog totem represent the most primitive of their class.
    Favored Terrain: Marshes and swamps (frog), or underground (lizard totem; otherwise identical).
    Totem Skills: Bluff, Planar Sense.
    Bonus Feats: Careful Speaker, Chaotic Mind, Great Fortitude, Penetrating Strike, Skill Trick (jump), Toughness.
    Totem Abilities:
     Disruptive (Ex): At 3rd level you gain the Disruptive fighter talent (q.v.), using your barbatian level in place of your fighter level. If you have levels in fighter, they provide Full synergy towards this ability.
     Nondetection (Ex): At 7th level, you gain a permanent nondetection effect, as the spell with a caster level equal to your class level (even if you have no ranks in Concentration), except that this is an extraordinary ability and cannot be dispelled.
     Spell Resistance (Ex): Starting at 11th level, you gain spell resistance equal to 11 + your class level.

    HAWK TOTEM

    Spoiler:
    Hawk totem barbarians are fast and graceful, often preferring the use of ranged weapons.
    Favored Terrain: Hills and mountains, or desert.
    Totem Skills: Handle Animal, Perception.
    Bonus Feats: Blinding Strike, Dodge, Far Shot, Precise Shot, Rapid Shot, Skirmish.
    Totem Abilities:
     Animal Companion (Ex): At 3rd level, you gain a hawk as an animal companion. Your effective druid level is equal to your barbarian level; you can improve your animal companion as a druid does, and eventually attain a more powerful hawk-like animal (e.g., a roc at 12th level). It takes 1 in an appropriate terrain, and a DC 15 Handle Animal check, to find a new companion if the previous one dies.
     Eyes of the Eagle (Sp): Starting at 7th level, you can spend a move action in order to lose your own vision and instead see through the eyes of your animal companion; switching back is a free action. You can do this as often as desired. In addition, up to 3 times per day you can see through the eyes of a different bird of prey; treat this as a clairvoyance spell (at a caster level equal to your class level), but it works only outdoors.
     Speed of the Hawk (Su): Starting at 11th level, as a swift action, you can act as if hasted for 1 round. This ability can be used a number of times per day equal to your class level.

    HIVE TOTEM

    Spoiler:
    Certain tribes of barbarians revere the mindless vermin of their homelands, honoring their toughness, sense of community, and ability to strip all edible material bare. This totem was adapted from the rage powers of the same name from Ultimate Combat.
    Favored Terrain: Jungle, swamp, or underground.
    Totem Skills: Craft (toxicology), Handle Animal.
    Totem Feats: Chaotic Mind, Combat Reflexes, Fight On, Improved Flanking, Iron Will, Serenity.
    Totem Abilities:
     Hive Resistance (Su): Starting at 3rd level, you take no damage from attacks by swarms, preventing harmful secondary effects of such attacks like distraction, poison, etc. In addition, you can use the Handle Animal skill on vermin without the usual +4 to the DC.
     Hive Toxicity (Su): Starting at 7th level, you can envenom any piercing weapon you use with the equivalent of giant scorpion venom (DC 10 + half your class level + your Constitution modifier, damage 1d2 Str/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of doses per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.
     Cloak of Vermin (Su): Starting at 11th level, you are constantly surrounded by a 5-ft. radius swarm of Diminutive biting, flying insects. Those within the area (except you) are attacked by the swarm (damage equal to that of your Vital Strike, plus distraction). Your cloak of vermin has Hit Dice equal to your class level, and uses your Constitution modifier, AC, and saving throws. If your attendant vermin swarm is destroyed, it recovers at the rate of 1 effective druid level per day.

    HONEY BADGER

    Spoiler:
    Barbarians with this totem often live in burrows in the hills, bursting forth to slay their enemies with great ferocity and tenacious resolve.
    Favored Terrain: Hills and mountains.
    Totem Skills: Bluff, Escape Artist.
    Bonus Feats: Great Fortitude, Improved Grapple, Improved Natural Armor, Stamina Training, Toughness, Unclean Strike.
    Totem Abilities:
     Burrow (Ex): A 3rd level, you gain a burrow speed equal to 5 ft. x your rage bonus (through sand and earth only, not solid rock).
     Fearless (Ex): Starting at 7th level, you are immune to all [fear] effects. In addition, you are immune to the attacks of swarms.
     Snake-Eater (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

    HORSE TOTEM

    Spoiler:
    Like a Comanche brave or one of Genghis Khan’s Mongols, you were born in the saddle. You are keenly aware that, on the plains or steppes of your homeland, a man without a horse is soon a dead man. Horse totem barbarians often call themselves Horselords (as per Dragon magazine, issue 338), and may refer to their rage as a “battle ecstasy.”
    Favored Terrain: Plains or desert.
    Totem Skills: Handle Animal, Survival.
    Bonus Feats: Magical Talent (create water, predict weather, etc.), Mounted Combat, Skirmish, Spirit Banner (as the fighter’s “banner” talent), Spirited Charge, Steady Aim.
    Totem Abilities:
     Animal Companion (Ex): At 3rd level, you gain a horse as an animal companion (as that function of the Druid’s mark of the wild class feature). It takes 1 week and a DC 15 Handle Animal check to find a new companion if the previous one dies. If you have Plains as your favored terrain, your mount also receives the bonus to base land speed. As your skill in Handle Animal improves, you can improve your horse as noted for animal companions; at higher levels, you can conceivably trade an actual horse for a horse-like steed such as a hippogriff, nightmare, pegasus, or dragon horse, subject to the CR limits based on your level and skill bonus.
     Ferocious Mount (Ex): At 7th level, your animal companion gains damage reduction equal to yours. While you rage, your mount gains the benefits of your rage and all active rage powers for as long as you remain mounted or adjacent to it.
     Planar Mount (Su): At 11th level, your mount gains the following suite of racial spell-like abilities (Chapter 8), using your class level as its caster level in place of ranks in Concentration: 0—create water, 1st—expeditious retreat, 2nd—blur, 3rd—water walking, 4th—air walk, 5th—plane shift, 6th—find the path, 7th—ethereal jaunt, 8th—rapid journeyRR, 9th—astral projection (self and riders only).

    KRAKEN TOTEM

    Spoiler:
    You are at home in and on the waves of the icy seas.
    Favored Terrain: Water (shipboard) or Water (underwater).
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Favored Terrain (increase existing bonus by +2; you can gain this multiple times), Improved Grapple, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Two-Weapon Versatility.
    Totem Abilities:
     Strong Swimmer (Ex): Swim speed equal to 5 ft. x rage bonus (even when not raging); stacks with swim speed from favored terrain (if any).
     Freedom of Movement (Ex): Starting at 7th level, you are at home beneath the choppy seas, and are as adept as escaping as the jetting squid. You can grant yourself freedom of movement and water breathing (as the spells, but as an extraordinary ability) as a swift action, lasting 1 minute per class level per use. You can use this ability once per day per 3 class levels you possess.
     Storm Magic (Sp): At 11th level, you gain the following suite of racial spell-like abilities: 1st—obscuring mist, 2nd—resist energy, 3rd—call lightning, 4th—dominate animal (marine life only), 5th—control winds, 6th—summon nature’s ally VI (marine life only), 7th—control weather, 8th—maelstromCD, 9th—storm of vengeance.

    LION TOTEM

    Spoiler:
    Like a Maasai warrior, you are at home on the grassy savannah and rough badlands. A barbatian with this totem supersedes the Singh Rager prestige class from Oriental Adventures. N.B. The pounce ability granted by the spirit lion totem (from Complete Champion) has been superseded in these house rules by the Skirmish feat (q.v.). The damage bonus when charging conferred by the Unearthed Arcana lion totem is likewise already subsumed into the Vital Strike and Skirmish feats.
    Favored Terrain: Plains.
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Agility Training, Fleet, Lightning Reflexes, Skirmish, Spearfighter, Staredown.
     Lion-Hearted (Ex): At 3rd level, you gain low-light vision. You are also immune to fear and [fear] effects.
     Lion’s Pounce (Ex): Starting at 7th level, when you make a charge attack, the critical threat range of your weapon(s) increases by one (e.g., from 19-20 to 18-20). This ability stacks with the effects of the Improved Critical feat and/or keen weapon property. This ability supersedes the Jaguar Pounce feat from Pathfinder Companion: Sargava, the Lost Colony.
     Swiftness of the Lioness (Ex): Starting at 11th level, as a swift action, you can act as though under a haste spell for one round, but this is an extraordinary ability, rather than a spell-like ability. You can use this ability a number of times per day equal to your class level.

    OUROBOROS TOTEM

    Spoiler:
    You revere the Worm Ouroboros, a symbol of the unity of your home world and defense against outsiders. This totem was adapted from the chain of World Serpent Totem rage powers (Ultimate Combat).
    Favored Terrain: Plains, mountains, or underwater
    Totem Skills: Knowledge (planes), Planar Sense.
    Bonus Feats: Aligned Strike, Anchoring Blow, Counterport, Moral Training, Paragon of Insight, Serenity.
    Totem Abilities:
     World Stability (Ex): Starting at 3rd level, you cannot be knocked prone, and gain a sacred bonus to CMD against other maneuvers equal to your rage bonus (even when not raging).
     World Serpent Unity (Ex): At 7th level, you gain outsiders (all) and aberrations as favored enemies (as the ranger lore of the same name), using your barbarian level in place of your ranger level (if you also have levels in ranger, they provide Full synergy). You can use the Aligned Strike or Anchoring Blow feat (if possessed) in conjunction with a full attack against these enemies without the normal -5 attack penalty.
     World Serpent Resistance (Ex): At 11th level, you gain spell resistance equal to 11 + your class level.

    RAT TOTEM

    Spoiler:
    Rat totem barbarians are often Small creatures themselves, like goblins, kobolds, or halflings.
    Favored Terrain: Urban or underground.
    Totem Skills: Escape Artist, Stealth.
    Bonus Feats: Catch Off-Guard, Giant-Slayer, Great Fortitude, Improved Feint, Unclean Strike, Weapon Finesse.
    Totem Abilities:
     Sneak Attack (Ex): At 3rd level, you gain sneak attack +1d6 (as the rogue class feature of the same name). This improves by +1d6 per 4 levels thereafter (maximum +5d6 at 19th level).
     Call of the Sewers (Sp): Starting at 7th, level, you can summon a rat swarm once per day as a spell-like ability, as per a summon swarm spell with a caster level equal to your barbarian class level (even if you have no ranks in Concentration). At 7th level, you can either use this ability twice per day, or else once per day to summon 1d4+1 rat swarms. At 11th level, you can use this ability at will, or three times per day to summon 1d3 rat swarms, or once per day to summon 3d6 rat swarms.
     Survivor (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

    SCORPION TOTEM

    Spoiler:
    Scorpion totem barbarians can represent the “whirling dervishes” of the desert places. They are generally ascetics, eschewing material possessions other than their clothing and weapons.
    Favored Terrain: Deserts.
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Exotic Weapon Proficiency (scimitar), Improved Natural Armor, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Weapon Finesse.
    Totem Abilities:
     Dust Devil (Ex): At 3rd level, you gain the ability to can kick up a cloud of dust while you fight as a free action, granting you partial concealment (20% miss chance). You can use this ability a number of rounds per day equal to your class level. If activated while raging, you pay the duration cost only for the first round; the effect automatically lasts thereafter until your rage ends.
     Wisdom of the Wastes (Sp): At 7th level, you gain the following suite of racial spell-like abilities (Chapter 8): 1st—locate waterSSt, 2nd—blades of fireCA, 3rd--haboobSSt, 4th—poison, 5th—control winds, 6th—true seeing, 7th—summon nature’s ally VII (djinn), 8th—whirlwind, 9th—etherealness.
     You achieve complete submission to the will of your deity, At 11th level, you become immune to [mind-affecting] spells and effects.

    SERPENT TOTEM

    Spoiler:
    Living deep in the rain forests, Serpent totem barbarians often use poisoned missiles from ambush, then swiftly attack and slay their foes in melee.
    Favored Terrain: Forests and jungles, or marshes and swamps.
    Totem Skills: Bluff, Craft (toxicology).
    Bonus Feats: Ability Focus (hypnotic gaze), Improved Grapple, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Venomous Strike.
    Totem Abilities:
     Serpent’s Glide (Ex): At 3rd level, you gain a climb speed and a swim speed, each equal to 5 ft. x your rage bonus (even when not raging). If you already have a climb and/or swim speed, the speed(s) stack.
     Poison Use (Ex): Starting at 7th level, you never risk poisoning yourself when envenoming your weapons. In your native rain forest, you can envenom your arrows and/or blowgun darts with the equivalent of black adder venom (DC 10 + half your class level, damage 1d2 Con/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of missiles per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.
     Hypnotic Gaze (Su): Starting at 11th level, as a standard action, you can entrance any single creature within 30 ft. that meets your gaze. The victim must succeed at a Will save (DC 10 + your barbarian level) or be fascinated for 2d4 rounds. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The victim takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Starting at 15th level, you can activate this ability as a move action. At 19th level, you can target one creature per round as a swift action.

    SHARK TOTEM

    Spoiler:
    Sharks are often viewed as deified ancestor spirits in Hawaiian mythology, making this a particularly appropriate totem for characters from a society modeled on the Pacific Islands. Barbarians with the shark totem manifest the spirit of the ocean’s most feared predator, with senses and instincts designed to stalk prey from huge distances.
    Favored Terrain: Water (underwater).
    Totem Skills: Athletics, Bluff.
    Bonus Feats: Bleeding Strike, Furious Focus, Great Fortitude, Improved Natural Armor, Intimidating Prowess, Toughness.
    Totem Abilities:
     Keen Scent (Ex): At 3rd level, you gain the scent special quality. If you can breathe underwater (using water breathing or by having favored terrain [underwater] of +4 or better), your scent ability functions underwater at double the normal radius, and you can smell blood up to a mile away.
     Quarry (Ex): At 7th level, you gain the Quarry ability, as the ranger class feature of the same name. For purposes of this ability, you effective ranger level is equal to your barbarian level -4. If you have levels in ranger, your barbarian level provides Strong synergy to your quarry class feature.
     Aumakua (Su): At 11th level and above, you are a living ancestor to your people, able to appear in various spirit forms. You gain the wild shape ability (as the druid class level feature), limited to the following forms: huge shark (as beast shape III), normal owl (beast shape II), a rock (meld into stone), or in dreams (as the dream spell). You can use this ability once per day per six class levels you possess; if you possess levels in druid, they provide Full synergy, unless you have the Wild Shaper initiation, in which case your barbarian level provides Full synergy to your druid level, and the additional forms (rock, dream) are retained.

    SPIRIT TOTEM

    Spoiler:
    You are at one with the spirit world, allowing you to access mystical abilities that most barbarians shun and fear. This totem is intended to synergize with the incarnate’s Rage mystery, in order to supersede the Rage Prophet prestige class from the Advanced Player’s Guide. It can also be used to simulate the Rage Mage prestige class from Complete Warrior.
    Favored Terrain: Extraplanar (choose one).
    Totem Skills: Concentration, Planar Sense,
    Bonus Feats: Arcane Armor Training, Expanded Arcana (you can select this multiple times), Extra Rage, Magical Talent, Practiced Bloodline (or Practiced Channeling, Practiced Initiate, or Practiced Revelations).
    Spell Rage (Ex): Choose one spellcasting class in which you have levels. Starting at 3rd level, your barbarian levels provide Weak theurgy towards that class’ spellcasting progression, and you can cast spells from that class’ list while in a rage. Your spellcasting class levels also provide Weak synergy for purposes of determining the type of rage of which you are capable, your rage bonus, and your total number of rounds per day of rage.
    While raging, you can expend a spell slot as a swift action in order to regain a number of daily rounds’ worth of rage equal to the level of the spell slot.
    Spirit Guardian (Sp): Starting at 7th level, as a swift action you can spend 1 round of rage (whether you are raging or not) to give your armor and weapons the ghost touch property for 1 round. If you have the ghost rager rage power, that functions normally, and imbuing your weapons (and armor/shield, at 9th level) when not raging do not cost rounds of rage.
    Spell Fury (Sp): Upon reaching 11th level, you can quicken one spell of 2nd level or lower (as if by the Quicken Spell feat) cast while raging, but without adjusting the spell’s level or casting time. You may use this ability once during each rage. The maximum spell level increases by +1 per 4 levels after the 11th (maximum 4th level spell at 19th level).

    THYLACINE TOTEM

    Spoiler:
    Ritual scars, battle scars, or both—possibly enhanced with brands and/or paint—crisscross your face and body like the stripes of your totem animal, the so-called “Tasmanian tiger” or “Tasmanian wolf.” This totem is derived from the Scarred Rager archetype, from Ultimate Combat.
    Favored Terrain: Desert or plains.
    Totem Skills: Bluff, Diplomacy.
    Bonus Feats: Evade Reach, Fight On, Intimidating Prowess, Shatter Defenses, Staredown, Toughness.
    Totem Abilities:
     Scarred Hide (Ex): Starting at 3rd level, any continuing damage you sustain (as from a bleed effect, an acid arrow spell, etc.) is reduced by an amount equal to your totem bonus (minimum 0). Any sneak attack or Vital Strike made against you has its damage reduced by a number of dice equal to your totem bonus (your normal damage reduction is applied thereafter).
     Bushfire Markings (Ex): Aboriginal legend attributes the markings of the thylacine as soot from a bush fire. At 7th level, you gain the [fire] subtype, including immunity to fire and vulnerability to cold.
     Tolerance (Ex): If you fail a save against an effect that causes you to become dazed, exhausted, fatigued, frightened, nauseated, sickened, shaken, or stunned, you can make a second save to negate the effect on the start of your next turn. Only one additional save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round).

    WEASEL TOTEM

    Spoiler:
    You may not be the largest of your people, but none doubt the savage ferocity and uncanny reaction speed of which you are capable.
    Favored Terrain: Cold (wolverine totem), forest (marten totem), plains (stoat totem), or underground (badger totem).
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Agility Training, Crippling Strike, Giant-Slayer, Improved Initiative, Spring Attack, Weapon Finesse.
    Totem Abilities:
     Weasel War Dance (Ex): At 3rd level, you gain the Defensive Roll rogue combat talent.
     Riposte (Ex): At 7th level, you gain the Riposte fighter talent (q.v.), with an effective fighter level equal to your barbarian class level. You must have the Dodge and Weapon Finesse feats in order to gain the effects of this ability.
     Feigned Opening [Stance] (Ex): At 11th level, you gain the Robilar’s Gambit advanced fighter talent.

    WOLF TOTEM

    Spoiler:
    The wolf has taught you that cooperation with your companions can mean the difference between survival and starvation.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Survival.
    Bonus Feats: Adaptable Flanking, Combat Reflexes, Exhausting Defense, Improved Flanking, Improved Trip, Skill Focus (Endurance).
    Totem Abilities:
     Scent (Ex): Starting at 3rd level, your nose is as keen as a wolf’s. You gain the scent special quality.
     Sneak Attack (Ex): At 7th level, you gain sneak attack +2d6, as the rogue ability. Your sneak attack damage increases by +1d6 per 4 class levels beyond the 7th (i.e., to +3d6 at 11th level, +4d6 at 15th, and to +5d6 at 19th level). At a total bonus of +5d6, you also gain Improved Sneak Attack (q.v.).
     Pack Lord (Su): Starting at 11th level, once per day you can summon wolves to fight with you. This works as summon nature’s ally (4d6 wolves, 1d4+1 dire wolves, or 1d3 winter wolves), except the duration is 10 minutes per level (it operates at a caster level equal to your class level, even if you have no ranks in Concentration). The number of wolves summoned increases as you gain levels, as follows; you can summon only one type at a time.

    Class Level: 11th/13th/15th/17th+
    Wolves 4d6/6d6/10d6 /15d6
    Advanced wolves 2d6/4d6/6d6/10d6
    Dire wolves 1d4+1/2d6/4d6/6d6
    Winter wolves 1d3/1d4+1/2d6/4d6

    ZOMBIE TOTEM

    Spoiler:
    You belong to a primitive death cult. Barbarians with this totem often go into battle with their faces painted like skulls, leading zombies animated by their tribal witch doctors.
    Favored Terrain: Ethereal Plane.
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Command Undead, Iron Will, Skill Focus (Knowledge: planes), Spellstrike, Toughness, any Death Domain or [Necromantic] feat.
    Totem Abilities:
     Taint of the Grave (Ex): Starting at 3rd level, you are healed, rather than damaged, by negative energy (if you are undead, you instead gain channel resistance equal to your rage bonus; this stacks with any existing channel resistance you possess. You are treated as if you had access to the Death domain and the ability to channel negative energy, for purposes of qualifying for [divine], [domain], and [necromantic] feats (Chapter 5).
     Touch of Death (Sp): At 7th level, you gain access to a racial suite of spell-like abilities (Chapter 8), as follows: 0—reduced ray of entropy (1d6), 1st—damage attribute (Str), 2nd—ghoul touch, 3rd—vampiric touch, 4th—enervation, 5th—crypt warden’s graspCM, 6th—Heightened slay living (6d4 Con), 7th—ethereal jaunt, 8th--blackfireCA, 9th—wail of the banshee.
     Baron Samedi (Su): If you are at least 11th level and are killed, you rise the next night as one of the walking dead; you gain the juju zombie template (Bestiary 2). If destroyed as a juju zombie, you rise again the next night unless basic steps are taken to prevent it (e.g., burning the body or casting sanctify corpse on it, making sure the body is within the area of a hallow spell, etc.).


    Notes regarding assignment of SLAs as totem abilities:
    I figured this might end up being controversial, so figured I'd comment now.
    (1) Racial suites of SLAs represent an easy way to grant a lot of thematically-appropriate stuff, and they're already well-represented in the rules. Yeah, it's kind of lazy, but there are limits to my creativity, too.
    (2) Most of them are gained starting 11th level, which you'll remember from the Introduction:

    Chapter 1 wrote:
    Champion-level characters operate on a scale that cannot be modeled in real-world terms, and leave any reasonable expectations largely behind. For this reason, many groups will prefer to stop play sometime at or before reaching this level. A champion-level character is a super-hero, more like Iron Man or the Hulk than like Aragorn.


    I think the Zombie totem might need a caveat that the Barbarian can benefit from his own range when he's a Zombie. Otherwise that could be awkward.


    Yes, indeedy! Good catch- thanks


    Kirth Gersen wrote:

    NOTES:

  • Fast recovery is in response to constant complaints from the cleric in our Skull & Shackles game that the barbarian was soaking up all his healing. This makes healing the barbarian a little more effective, and is also thematically appropriate.
  • Superstition is baked into the class progression instead of being a rage power because (a) it has effects even when you're not raging and (b) pretty much everyone wanted it anyway.
  • I may be missing it but where and what was Fast Recovery?

    EDIT: Nevermind didn't think to look into feats.


    I noticed something, for the majority of the game (low - mid levels) it is easier to cast defensively in Pathfinder than in Pathfinder.

    The Dc is Base 5 lower 10 + bab + 2x spell, which would make you think post level 6 it would get hard but you'd be wrong.

    Concentration is a skill, therefore you get a +3 to checks because of class skill bonus. You get another +4 if you lack material component's too (2k Numen for eschew materials).

    So Pre level 13 your target numbers can easily be effectively up to 12 lower, and then you will have 10 ranks so you can take 10 making all but your highest spells sure-fire (as you can't even accidentally roll low and have the spell fizzle)

    Is this intended?


    So, I would like to preface all of this by saying that I really enjoy the changes Kirth laid out, especially to combat, skills and the fighter. My question is whether the house rules as they stand now are still being updated or written with consideration for new Paizo material - feats (specifically dirty trick feats like quick dirty trick), magical items (Mark of the Grinning Skull from Unchained, for example), the mutation warrior archetype (Could that just be a fighter talent, like the armor training it replaces? Or does it overlap too much with Defensive Stance and Armored Skin?) etc. I am also curious, with the shift from magical items to class features (IE deflect blow fighter talent replaces a ring of protection), if there is more guidance on what types of magical items from Pathifnder should be nixed and which ones are still ok.

    For reference, I am trying to make a decent fighter, spoilered below - and after almost six months of working on it and feeling close to content, one read through of Kirthfinder has me not wanting to ever play a stock PF game as a fighter. I have read through most of the SRD feats for this project, and dismissed many of them as too narrow or bland to be worth it... In Kirth's rules, I am having trouble keeping the feats/fighter talents I am interested in to a manageable number. I'd need 40 levels worth of advancement to take all the ones I flagged for interest...

    Semi-Decent Pure PF Fighter?:

    My inspiration is basically Mat Cauthon from Wheel of Time - pole arm wielding smooth talker who can kick ass when he can't run away.

    In Pathfinder (1st party only) I have been trying to theory out a fighter that can:
    1. Do large amounts of damage and/or party-helpful debuffs regardless of DR, Magical Protections, AC, etc
    2. In various situations - difficult terrain, underwater, flying, in the vacuum of space, etc
    3. While also being able to handle basic fightery skills (acrobatics, climb, swim,intimidate etc)
    4. and being able to handle officery skills (Diplomacy, Bluff, and the like)
    5. With a dash of magic - able to recognize magicky things, and able to pull off minor cantrip shenanigans.

    By combing bits and pieces from just about every book released to the SRD, I have managed to just about get there. 1 level of Cardinal Cleric (Imagination) for skill points, Icon of Aspects for Exploration domain powers, Magical Knack to qualify for CWI,, and the rest Eldritch Guardian/Mutation Warrior. The focus is on dirty tricks, tripping, and intimidation with a Fauchard/glaive. here's the kicker - it only pulls off what it needs to by cranking Spellcraft high enough to craft combinations of published magic items (very little custom, just sharing slots). Fly and Natural Armor/Alchemical bonuses to attributes come from the Mutation warrior archetype. Gloves of Dueling and some of the advanced weapon training abilities expand some of the versatility. Still not quite enough skill points, and a huge reliance on gear - thus crafting my own rather than relying on GM fiat as to what I can find.

    Finally, I too have a number of gigabytes slotted for Kirthfinder documents if you would be so kind.

    spoiler:
    kenneth.rea@wsu.edu


    Sorry for the double post; I should have had this thought 49 minutes ago.

    Magical Talent, the feat; it says that once spells are selected, they cannot be changed. How does this feat adapt to level advancement? Say I take it at 5th, with a Spellcraft of 5; I can have 2.5 spell levels selected. I pick a cantrip and a level 2 spell. Ten levels later, with a Spellcraft of 15, what has happened? I know I can basically get the cantrip at will past Spellcraft Rank 3, and at this point the level two spell is at will as well. Do I get to pick more spell levels as my ranks increase? Are the choices completely locked, or could I give up the 2.5 spell levels known so that at 10th level with a Spellcraft of 10, I could pick one 5th level spell usable 1/day?

    Most of the feats have some form of advancement as the ability they are based on (BAB, Ranks, Spell Level, etc) increases, and it seems to be lacking on this one. Mechanically it seems like the best time to take it as-written would be on your last level, to get higher level spells and/or more total spell levels. I am also curious about the synergy with Skill Focus Spellcraft, which gives virtual ranks explicitly counted towards feat requirements... That could allow up to 30 ranks in spellcraft at 20th level. Intended, or oversight?

    Talent, Magical:

    TALENT, MAGICAL
    Prerequisite: Cha 10 + level of the highest-level spell-like ability gained; Spellcraft 1 rank.
    Benefit: Choose one or more spells from one primary class spell list (cleric, druid, or wizard/sorcerer), whose total spell levels are less than or equal to half your number of ranks in Spellcraft (e.g., a character with 10 ranks in Spellcraft could select no more than 5 levels worth of spells). For purposes of this feat, zero-level spells count as 1⁄2 spell level each. Once these spells are selected, they cannot be re-assigned.
    You can cast the selected spell(s) 1/day each as spell-like abilities, at a caster level equal to your number of ranks in Spellcraft.
    If your number of ranks in Spellcraft exceeds the level of the spell by a high enough margin, you can use that spell-like ability more often, as shown in the following table: (Table and synergy omitted)

    Also had two questions on the Personal Weapon Fighter talent... The end of the first paragraph says that, once chosen, a weapon property cannot be changed. The end of the second paragraph says that these allocations can be changed with the weapon aptitude feature. It seems this suggests that each time your bonus increases, you can pick a weapon property - and have to save up multiple levels for higher level properties - and then turn it off or on to switch between the specific property or the enhancement bonus.
    Is this correct? If I want a +3 weapon property, then I cannot assign ANY weapon property for the first 7 levels of play? And that would only apply to an already magical weapon - a non-magical one would be 11 levels of play with no weapon properties..

    Secondly, what if I WANT to change personal weapon selections? The RAW only allows for replacing a destroyed weapon. Some limited way to apply it to whatever weapon you happen to have handy would be nice if escaping a prison or some such, but may be against the intent given the "Personal" fluff.

    Really great stuff, and as I read through the 50+ pages of forum posts I realize I need to thank the entire group for sticking with this and doing such a wonderful job.


    1 person marked this as a favorite.
    River of Sticks wrote:
    ** spoiler omitted **...

    Sent. Pls confirm

    The Rules, to my knowledge are still being updated.

    I'll answer what i can from personal experience

    Sticks wrote:
    Mark of the Grinning Skull

    (i assume you meant mask)

    Well that's just a 1/Day Finger of Death Spell at CL 13

    So ( 900 x 7 x 13 ) / 5 = 6300 Nu.

    Sticks wrote:
    Mutation Warrior

    Might want to look at Barbarain / fighter hybrid for that. In the current rules there's no mutagen ability but barbarian stat bonuses can serve. (Kirth also recently unchained the Barbarian if you scroll up you can see it)

    Sticks wrote:
    ... if there is more guidance on what types of magical items from Pathifnder should be nixed and which ones are still ok.

    General rule is if you can't easily reproduce it or the referee feels like your horribly overpaying for an effect (I find bag's of holding to be like this they're impossible to price reasonably) then use the pathfinder version.

    Also class features don't replace items per say (i know personally iron skin / deflect blows are low on my list of talents to pick because they're boring). But more that (if i recall the philosophy right) that the martial classes should have access to that as an option (also it being Ex allows it to work in an AMF)

    You will probably have a much easier time building that character in Kirthfinder, due to having 20+ feats being the equivalent of ~60 feats by Pathinfder standards

    Sticks wrote:
    Magical Tallent

    The one you're referencing is a bit out of date

    Talent, Magical:
    Prerequisite: Concentration 1 rank. Benefit: Choose one or more spells from one primary class spell list (cleric, druid, or wizard/sorcerer), whose total spell levels are less than or equal to half your number of ranks in Concentration (e.g., a character with 10 ranks in Concentration could select no more than 5 levels worth of spells). For purposes of this feat, zero-level spells count as ½ spell level each. Once these spells are selected, they cannot be re-assigned.

    You can cast the selected spell(s) 1/day each as spell-like abilities, at a caster level equal to your number of ranks in Concentration. If your number of ranks in Concentration exceeds the level of the spell by a high enough margin, you can use that spell-like ability more often, as shown in the following table: Ratio of Ranks in Concentration to Spell Level Frequency of Use 2x 1/day 3x 2/day 4x 3/day 5x At will Synergy: A fighter with the Spellsword talent who selects this feat and selects one or more weapon-like spells (e.g., flame blade, spiritual weapon, etc.) can apply feats and fighter talents to those effects as if they were weapons of the appropriate type. With referee permission, personal numen (Chapter 6) can be allotted to that end as well. For example, a 10th level fighter able to use flame blade at will might choose to apply the Personal Weapon talent to his flame blade and provide it with an enhancement bonus and possibly additional properties. In this manner, a reasonable facsimile of the brilliant energy swords summoned by Tulani eladrin (Book of Exalted Deeds) and LeShay (Epic Level Handbook) can be made (the latter would have to select flame blade twice, so as to gain two such weapons, and could then gain the Two-Weapon Versatility feat to extend the Personal Weapon effects to both). Source: Advanced Player’s Guide. This feat also supersedes the “minor magic” and “major magic” rogue talents.

    That feat is a bit strange. The intent behind it was that you picked a single spell and as you leveled that spell would either become usable more times per day or you could metamagic it and or pick a spell that was a logical 'upgrade', burning hands to fireball for instance.

    Sticks wrote:
    Personal Weapon

    Has been updated, allocations can now be changed each morning in addition if you posses weapon aptitude. Changing the physical weapon still requires you to destroy / eschew it.

    A fair bit has changed from the SRD rules. It's much cleaner / coherent


    Fire, received the updated documents. Will look at them later today.

    The Mark of the Grinning Skull is here: Linky Basically gives some bonuses to intimidation - intimidated targets have a harsher shaken penalty vs you personally, 1/day you can frighten instead of shaken, and eventually can intimidate as a move, or a swift if something else lets you do so as a move.

    Thanks for answering the other questions too. My apparently very out of date info had no concentration skill - I had liked the idea of a martial non-caster picking up a few "tricks" through magical talent (like the rogue talents it replaces), but will have to re-evaluate based on the newer mechanics. That said, it looks like I have the same issues with the newer version - if you take it at anything less than max skill ranks, mechanically, you lose out. It is one of the only things that stood out to me as something reliant on an increasing variable which does not scale with the increases. It also still has synergy with Skill Focus if that has not changed.

    Thanks again!


    I'm unaware of a way to increase the shaken penalties in Kirthfinder. But the skill already allows you to make enemies frightened with intimidate if you succeed by a high enough margin so that item's ability may be redundant.

    It could possibly be replicated by granting one or more intimidation feats to the wearer, although the price would increase depending on if the feat(s) scaled and what level you wanted it to function at (2k Numen per level + other costs if it gives numerical bonuses).

    As written magical Talent is still bit of a mess. I linked one of Kirth's posts which states the intent (it's supposed to scale and not be punished if taken early)

    Skill focus no longer grant's psudo ranks in skills (just 1/2 level as a competence bonus to checks or makes ita class skill) so that does nothing for magical talent.


    Firewarrior44 wrote:

    I noticed something, for the majority of the game (low - mid levels) it is easier to cast defensively in Pathfinder than in Pathfinder.

    Is this intended?

    Actually, yes, it is -- in a way. Early Pathfinder playtesting showed that casting defensively was nearly impossible at low levels and quickly became trivial. We wanted to sort of reverse that. There are a couple of other things to keep in mind:

    (1) In Pathfinder, you really almost never cast defensively because you take a 5-ft. step (vs. adjacent opponents) or a full move away (for more distant ones) before you cast, and that's a lot harder for full casters now.

    (2) The ability to hold actions to spoil casting almost always works in KF unless the caster has bodyguards/fantastic defenses. Barring that, using the Lingering Evocation feat to provide continuing damage is a nice way to disrupt casting at almost any level.


    Firewarrior44 wrote:
    I'm unaware of a way to increase the shaken penalties in Kirthfinder.
    Chapter 5 wrote:

    DAUNTING STRIKE [SKILL, STRIKE]

    Prerequisites: Base attack bonus +1, Bluff 1 rank.
    Benefit: As a standard action, make a single melee attack. Any opponent damaged by this attack must succeed at a Will save (DC 10 + your Bluff skill bonus to demoralize) or be shaken for 1 minute.
  • If your base attack bonus is at least +6 and you have at least 6 ranks in Bluff, if the target fails the save by a margin of 10 or greater (or is already shaken), he or she becomes frightened.
  • If your base attack bonus is +11 or higher and you have at least 11 ranks in Bluff, if the target fails the save by a margin of 15 or more, or fails by a margin of 10 or more if already shaken, or fails at all and is already frightened, he or she becomes panicked.
  • If your base attack bonus is +16 or higher and have at least 16 ranks in Bluff, if the target fails the save by a margin of 20 or more, or by 15 or more if already shaken, or by 10 or more if already frightened, or fails at all and is already panicked, he or she becomes cowering.
  • In the core PF rules, [fear] conditions appear to be additive; this just spells it out more clearly (and will hopefully eventually end up in the form of a more general rule in a Combat chapter where condition tracks are handled).

    But, yeah, there's not a "shaken really bad" condition that gives you, say, a -4 penalty; the next step after shaken, they just break and run.


    Hi Kirth! Thank you for replying - i really appreciate the work of everyone in this thread. I have gone through about half the updated documents Firewarrior sent me, and found a few typos and have a few questions. Not sure if these have been caught already... As for the Shaken penalties, that item is the only one I am aware of in all of PF that increases the shaken penalty in any way. Core PF also explicitly does NOT allow demoralizing to stack the fear conditions to greater ones.

    Typos and Missing Text:

    In the introduction, the text describing tripping seems to have vanished from wrestling - unbalancing references it, but there is not a tripping section - the summary of the four types still mentions it, and Improved Trip is still in the feat section.

    Skills: in the section on skill focus on the first page, references virtual ranks which is no longer correct.

    Skills: Athletics - Class Skill bonus says it reduces DC for accelerated swimming, but the swim speed mentioned is by action type - half for a full round action, and 1/4 speed for a move action. No DCs to be reduced.

    Skills: Stealth at the top of 32 is missing some text - guessing its the rank 6 ability.

    Race: Hill Dwarf Arcane Resistance calls out spells and SLA, but no SU; is this intended?

    Race: Amberite references Walk in Shadows instead of Plane Sense, and should probably point to Open Minded instead of Skilled?

    Class: Barbarian Rage Power Hero Light says it has a greater affect at mighty rage, but nothing about primal. Is it assumed that Primal subsumes the mighty affect? By RAW arguments as I know them, it would downgrade after hitting Primal.

    Spells, under the Racial SLAs - uses per day goes 3, 4, 6x Concentraion. Magical Talents are 3,4,5x. Intended?

    Feats: Only did a quick run through here, but Magical Talent and Magical Array Talent have some conflicting wording/assumptions regarding spell levels, number of spells chosen, and how they fit into the array.

    Questions:

    Skills: In general, where the text references ranks I assume that does not include the +3 class bonus? So that putting 1 rank into Acrobatics as a class skill does not let you slow fall 20' at 1st or 4th level without more skill ranks? (Endurance, Linguistics, and other skills all have similar "exploits" if that does work)

    Speaking of: In the Class Skill section of acrobatics, for slow fall: does this happen automatically, or need to be rolled? If it is automatic, can it be combined with the rolled non-class option?

    Water walking and wind step both say to treat the movement as though through difficult terrain - does that include the acrobatics bonus that lets you ignore 5' of difficult terrain for every 3 ranks? If not, then the DCs are actually harder at longer distances than about 20' or less., vs the static DC for water walking (and a very, very high one for Wind step).

    Heal: Do you need this as a class skill/ranks in it to use potions or wands of healing spells? What about to use spellcraft if it isn't on a spell list?

    Races: Is the humans Pathfinder trait option human only? Are traits which make a skill a class skill still on the allowed list? What about taking a drawback as in Ultimate Campaign? Those seem to be very valuable compared to the Skill Focus feat in KF.

    I have not seen a definite answer for this in the rules - in at least one place SR is called out as applying to hostile spells (fighter talent), while in other places it does not have that language. In PF it ALWAYS applies to everything - did that change? Curiosity mostly - I think most people house rule that away, or don't bother with SR at all.

    Barbarian: Does the selected favored terrain give Terrain Sight and the associated skill as well? The +2 ability? None of them are called out, so I do not think so.

    Finally, I remember reading somewhere in the last 40 pages of posts some comments about multi classing with classes that give up proficiencies for Dodge/Canny Defense. Can someone help me figure out the proper way to multi class a Barb 1/Fighter 1 to get Canny Defense, and clarify what I would give up to get Dodge? (I want to keep the Fighter exotic proficiency for bucklers). For reference, fighter gives up Medium and Heavy Armor for CD. Barbarian gives up shield for CD. Fighter gives up shield for Dodge. Barbarian gives up Light/medium armor for Dodge.

    Finally, how does bringing in feats from PF work? Discouraged in favor of KF feats? I like the interaction of Curmudgeon Smash (Free action demoralize on power attack), Quick Dirty Trick(give up first iterative for a CMB roll), and Hurtful (swift action attack when you demoralize - if you miss, they recover) with improved/greater trips AoO on a successful trip.

    Lastly, a bit of feedback on the Barbarian rewrite. I think getting four feats to start is very strong - I like it, but had to mention it. Mainly it's the damage at the end of the rage that I think could be a problem. A 20th level barbarian has somewhere between 45 and 70 rounds of rage available - if they used all of them, that's well over 300 points of damage all at once. Even over the course of the day, that will suck up a lot of healing, regardless of Fast Recovery. Fast healing helps a lot if they have it, but still. Maybe a cap on the most damage taken per rage could be made, if others think this could be a problem?
    Finally, if the vital strike damage is intended to apply to iterativesand also scales, a full attack is adding dozens of dice to the damage. Mountain Hammer would be deadly if it applies. 48d6 (6d6 x 4 x 2) that ignores DR? With furious Counterstroke adding another 40 if you live dangerously? thats without any other played-selected feats. Ouch!

    Definitely a fan of the changes to rage though. Recalculating bonuses to stats every other round slows down play unless you have multiple sheets, as someone said earlier upthread.


    River of Sticks wrote:
    Typos and Missing Text *spoiler omitted*

    Thanks very much indeed for these! I'll look through the master documents at home and see if any of these have been caught.


    River of Sticks wrote:

    1. Skills: In general, where the text references ranks I assume that does not include the +3 class bonus? So that putting 1 rank into Acrobatics as a class skill does not let you slow fall 20' at 1st or 4th level without more skill ranks? (Endurance, Linguistics, and other skills all have similar "exploits" if that does work)

    2. Speaking of: In the Class Skill section of acrobatics, for slow fall: does this happen automatically, or need to be rolled? If it is automatic, can it be combined with the rolled non-class option?

    3. Water walking and wind step both say to treat the movement as though through difficult terrain - does that include the acrobatics bonus that lets you ignore 5' of difficult terrain for every 3 ranks? If not, then the DCs are actually harder at longer distances than about 20' or less., vs the static DC for water walking (and a very, very high one for Wind step).

    4. (a) Heal: Do you need this as a class skill/ranks in it to use potions or wands of healing spells? (b) What about to use spellcraft if it isn't on a spell list?

    5. Races: (a) Is the human’s Pathfinder trait option human only? (b) Are traits which make a skill a class skill still on the allowed list? (c) What about taking a drawback as in Ultimate Campaign? Those seem to be very valuable compared to the Skill Focus feat in KF.

    6. I have not seen a definite answer for this in the rules - in at least one place SR is called out as applying to hostile spells (fighter talent), while in other places it does not have that language. In PF it ALWAYS applies to everything - did that change? Curiosity mostly - I think most people house rule that away, or don't bother with SR at all.

    7. Barbarian: (a) Does the selected favored terrain give Terrain Sight and the associated skill as well? (b) The +2 ability? None of them are called out, so I do not think so.

    8. I remember reading somewhere in the last 40 pages of posts some comments about multi classing with classes that give up proficiencies for Dodge/Canny Defense. Can someone help me figure out the proper way to multi class a Barb 1/Fighter 1 to get Canny Defense, and clarify what I would give up to get Dodge? (I want to keep the Fighter exotic proficiency for bucklers). For reference, fighter gives up Medium and Heavy Armor for CD. Barbarian gives up shield for CD. Fighter gives up shield for Dodge. Barbarian gives up Light/medium armor for Dodge.

    9. Finally, how does bringing in feats from PF work? Discouraged in favor of KF feats? I like the interaction of Curmudgeon Smash (Free action demoralize on power attack), Quick Dirty Trick(give up first iterative for a CMB roll), and Hurtful (swift action attack when you demoralize - if you miss, they recover) with improved/greater trips AoO on a successful trip.

    1. In Pathfinder, the +3 class bonus is a bonus, NOT an additional number of ranks (as in 3.5e). This is true in KF as well. Number of ranks = actual number of ranks, not total bonus or some fraction thereof.

    2. I should have moved the appropriate rows from the “More advanced uses” table into the “class skill” section. The DCs still apply. I’ll revise/clarify this for the (possibly distant) next release.

    3. Now that you point it out, it does seem REALLY awkward to me, to go from a distance-based check to a static DC. Let me think on this – I’ll try and come up with a reasonable solution and get back to you. Thanks!

    4. (a) You’d need it for wands (because you specifically need the spell on your list for those), but not potions. (b) that should work for wands.

    5. (a) Yes, human-only. I don’t really like a lot of the PF traits, and want to minimize their use. (b) I don’t see why not. (c) There’s currently no “drawback” system for KF (although once upon I time I planned on adding on), and I would personally not like to port in one from UC (which I haven’t read). If your table wants to, I’d suggest discussing it with your referee and see if he/she want to call a vote on it.

    6.

    ”SPELLS CHAPTER” wrote:

    SPELL RESISTANCE

    Spell resistance, as from a racial or class feature, can be selectively lowered against specific incoming spells at will. This does not require an action. If you do not know what spell a dubious ally is casting on you (for example, by using the Spellcraft skill) you must decide blindly whether or not to allow the spell past your SR.

    7. (a) Yes; the terrain movement and sight are part and parcel of the favored terrain (in fact, that’s how the totemless barbarian gets a 40 ft. land speed like in PF). (b) As long as your favored terrain bonus is at least +2, you get the +2 ability. If it’s at least +4, you also get the +4 ability. Etc.

    8. If you use your fighter exotic proficiency for the shield, you can give up medium/heavy armor for Canny Defense (per the fighter). To get Dodge as a bonus feat as a barbarian, you’d have to give up light and medium armor – but you already gave up medium armor, so you can’t give it away again. So you’d spend a feat on Dodge, and keep your light armor proficiency.

    9.

    ”INTRODUCTION” wrote:

    ADDING NEW MATERIAL

    These house rules are intended to be modular enough to accommodate new material. Although each group will collectively have the final say on what is allowed, the following guidelines are intended to help with the process.
    1. Does it violate design principles inherent in these rules (for example, anything that allows you to increase your caster level beyond your Hit Dice, or that lets you “cheat” on magic item or wish costs)? If so, reject it outright. If not, go to step 2.
    2. Is it something that can already be adequately mechanically modeled within the existing rules? If so, use what’s already here; if not, go to step 3.
    3. Is it something that can be easily adapted into one or more feats, talents, bloodlines, domains, or whatever? If so, do that, making sure that the individual abilities are more or less on a par with existing ones. If not, go to step 4.
    4. Is it something that can be used as-is, or will it require substantial conversion? If it needs conversion, is the demand worth the effort involved?
    5. Are the players OK with the end result? If dissent exists, invite discussion and call a vote.


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    River of Sticks wrote:
    Finally, I remember reading somewhere in the last 40 pages of posts some comments about multi classing with classes that give up proficiencies for Dodge/Canny Defense. Can someone help me figure out the proper way to multi class a Barb 1/Fighter 1 to get Canny Defense, and clarify what I would give up to get Dodge? (I want to keep the Fighter exotic proficiency for bucklers). For reference, fighter gives up Medium and Heavy Armor for CD. Barbarian gives up shield for CD. Fighter gives up shield for Dodge. Barbarian gives up Light/medium armor for Dodge

    You would have a single level in fighter and give up none if it's proficiencies.

    After taking a single level in barbarian you could choose to give up the Barbarians Shield and Armor Proficiency to gain dodge and canny defense.

    You would then have all fighter proficiencies + those 2 feats. However you could not use them in armor until you reduced the ACP to 0 and possessed the Armor Training fighter talent.

    River of Sticks wrote:
    Finally, how does bringing in feats from PF work? Discouraged in favor of KF feats? I like the interaction of Curmudgeon Smash (Free action demoralize on power attack), Quick Dirty Trick(give up first iterative for a CMB roll), and Hurtful (swift action attack when you demoralize - if you miss, they recover) with improved/greater trips AoO on a successful trip.

    Daunting strike feat is Cornugon Smash at 6 ranks in Bluff

    Shatter defenses gives you an aoo (immediate or swift action as it were) vs foes who are demoralized within your reach at the start of their turn (at 11 BAB)

    Manuvering Strike Could be used to Dirty trick on a full attack

    and Maneuvering strike would both be applicable here although i'm not aware of a hurtful clone (it probably exists)

    River of Sticks wrote:
    Lastly, a bit of feedback on the Barbarian rewrite. I think getting four feats to start is very strong - I like it, but had to mention it. Mainly it's the damage at the end of the rage that I think could be a problem. A 20th level barbarian has somewhere between 45 and 70 rounds of rage available - if they used all of them, that's well over 300 points of damage all at once. Even over the course of the day, that will suck up a lot of healing, regardless of Fast Recovery. Fast healing helps a lot if they have it, but still. Maybe a cap on the most damage taken per rage could be made, if others think this could be a problem?

    Healing is effectivly infinite in Kirthfinder. Magical talent can get you some cure spell at will or even just a 900 Numen wand of cure light wounds. I don't see replenishing hp as an issue, also you could cycle rage to replenish your temp hp buffer past every round level 6.

    River of Sticks wrote:
    Finally, if the vital strike damage is intended to apply to iterativesand also scales, a full attack is adding dozens of dice to the damage. Mountain Hammer would be deadly if it applies. 48d6 (6d6 x 4 x 2) that ignores DR? With furious Counterstroke adding another 40 if you live dangerously? thats without any other played-selected feats. Ouch!

    Mountain hammer would be +12d6 Per attack, 6d6 doubled, and 10 damage per attack if you are at deaths door. Granted you can't die but your rage can be stopped if you fail a will save vs diplomacy.

    Contrast that to a fighter, who at level 20 Could Do somewhere in the neighborhood of +30/40 (vs a favored foe) static damage on 8 attacks all at full base attack bonus (with a 2 handed 15-20 weapon), also he could be greater power attacking putting his iterative's at the same as the barbarians for an additional +24, So his damage is something like 8 attacks with weapon dice + 34 + 1.5 x Str before spending resources with the capacity to add another 20 with a challenge and 10 if favored enemy (less likely). Also if he crits on any of his attack and has critical feats he can apply strikes to the hit in addition to doubling all of his static numbers. Also if he has a personal weapon he can bypass any DR anyways because it will be +6 at least

    So something like 8xWeapon+272+12xSTR Minimum on all hit's. And this isn't even mentioning the damage an Evoker would do... (They can literally delete Cthulhu with 2 spells no save)


    Damage at high levels is intentionally ridiculous -- the alternative would be to remove and/or massively nerf the "save-or-lose" spells. Our group preferred quick and dirty combats to lengthy slug-fests, so we opted to embrace high-level rocket tag as a feature rather than thinking of it as a bug.


    Hi Kirth, Firewarrior,

    Thanks for the responses. I really love game systems, but am too new at them to feel comfortable about balancing things without asking for some help.

    Kirth, you answered all my questions. I missed the part in 7 about lowering spell resistance not being an action - that's a big change from PF.

    Firewarrior, Daunting strike is a standard action single attack if I read it right. Cornugon Smash tacks onto full attack actions too, so you still keep the iteratives. I think the Shatter Defenses bit about AoO covers the hurtful feat though, so that's really cool! The mountain hammer vital strike was for all 4 attacks, since the rage specifically calls out that all attacks have the vital strike damage added even if it would not normally qualify. I would like to know how the fighter gets 8 attacks with a two handed weapon... That sounds awesome! Lastly... Did KF remove the restriction on enhancement bonuses not being able to reach +6 without it being "epic/mythic" level? (Epic being something I have not seen many people assume to be available at their tables)

    Do I understand correctly that once the ACP is zero, proficiency no longer matters? Although canny defense *looks up new Canny Defense* Nevermind. Canny Defense got rid of the language gating it to one point per level of class that traded proficiency. Though from Kirths post, it seems the intent is to NOT be able to trade away the Barbarians armor or shield proficiency and keep the fighters.

    Really enjoying this system as I dig further into it - hoping I can convince my group to consider it. Right now we are mostly on 5e.


    Daunting Strike wrote:
    Synergy:  If you have at least 6 ranks in Bluff and also have the Power Attack feat, whenever you damage an opponent with a Power Attack, you may make an immediate Bluff check as a free action to attempt to demoralize your opponent. This happens regardless of whether you meet the normal activating conditions for the Daunting Strike feat. This usage supersedes the Cornugon Smash feat from the Pathfinder Companion: Cheliax, Empire of Devils.

    It's under the feats "Synergy"

    I know you were talking about all 4 hit's. My numbers were fora single attack with their x8 counterparts at the bottom

    Flurry of blows talent + Superior Two weapon fighting talent + improved two weapon fighting

    There's no such restriction that i'm aware of although a +5 Weapon bypasses everything sans epic DR (including DR / -)

    I believe a 0 ACP but no proficiency causes you to lose the benefits of Armor training (which in turn could rob you of dodge / canny defense) and also causes you to not qualify for several feats. AS far as i know you can trade away all of one classes proficiency for things and not be punished if there was overlap. Even if you did trade it away you can purchase proficiency back with Numen (for dirt cheap too only like 4 i believe 2k for med 2k for heavy)


    Question on Favored Terrain in general, and on the Barbarians version:

    Referencing Underground for the fun of it, and the Frog/Lizard Totem spoilered above.

    (Possible typo in the Planes - Ethereal Plane calls out Witch Sight as a Bonus Feat. I believe this references the Planar Sense skill usage. )

    Underground Terrain:

    Underground
    Additional Terrain Skills: Disable Device, Profession (Mining).
    Terrain Sight: You gain darkvision with a range of 10 ft. x your favored terrain bonus.
    Terrain Movement: Tunnel Runner (Ex): You ignore difficult terrain due to rubble, dense rubble, and stairs. You can move through narrow spaces at your normal speed, and squeeze without penalties; this supersedes the cave druid’s variant class feature of the same name from the Advanced Player’s Guide, and also the feat of the same name from Underdark.
    Additional Terrain Abilities:
    +2 Tunnel Fighting (Ex): You ignore the melee penalties for fighting in low or narrow spaces; this supersedes the feat of the same name from Races of Stone. In addition, you cannot be detected by tremorsense; this supersedes the cave druid’s “lightfoot” from the Advanced Player’s Guide.
    +4 Burrow (Ex): You gain a burrow speed of 5 ft. This speed increases by an additional 5 ft. per additional +2 of your favored terrain bonus (maximum 20 ft. at +10).
    +6 Evasion (Ex): You are constantly alert against cave-ins, methane gas explosions, and the like. You gain evasion (as the rogue class feature), but not improved or greater evasion. If you already have evasion, your vigilance is instead channeled into your senses, and you gain Blind-Fight as a bonus feat.
    +8 Stone Sense (Ex): You gain tremorsense at a range equal to the range of your darkvision. This ability supersedes the feat of the same name from the Advanced Player’s Guide.

    1. Is the terrain sight ability for Darkvision only "on" when in the favored terrain? Ie Underground? Same for the terrain Movement - does it only apply while underground? (I believe both answers are yes, just checking my baseline)

    2.a. Are the +X abilities also only "on" while Underground? (Again, I believe the answer is yes)

    2.b. How would the burrow ability be judged? Dig a pit by hand to get underground, and then you can burrow?

    3. Side note. Does the mean a "Classic" barbarian with Plains for +10' speed only has that speed bonus while in Plains terrain?

    4. Does a Barbarian with Frog Totem get, "Terrain Skills: You gain a +2 competence bonus on initiative checks and on certain skill checks when in this terrain (these skills are Athletics, Perception, Stealth, and Survival). Certain terrains also provide this bonus to an additional skill, as indicated in Appendix A" with Disable Device and Profession Miner while Underground? What about Bluff and Planar Sense?

    5. Do the Totem Skills get the sacred bonus only while in the selected terrain? (this is why I started with the earlier questions - the new barbarian links the favored terrain to the totem)

    If the questions are coming in too fast I can slow down a bit - not trying to hijack the thread!


    Terrain +X abilities (Questions 1-3) are always on unless the ability state otherwise, for example the Plane of Earth's burrow speed specifically only functions on the plane of earth. But forest Terrain's speak with animal's is always on. Ditto for terrain movement.

    I am unsure on skill bonuses


    1.0 TOTEM
    1.1 Favored Terrain
    (1.1.1) Terrain skills
    (1.1.2) Terrain movement
    (1.1.3) Terrain sight
    (1.1.4) +2 terrain ability
    1.2 Totem Skills
    1.3 Totem Abilities
    (1.3.1) 3rd
    (1.3.2) 7th
    (1.3.3) 11th

    Notice that neither totem skills nor totem abilities are dependent on terrain in the hierarchy of what provides what. Terrain skills, on the other hand, are dependent on terrain.


    Firewarrior44 wrote:
    Terrain +X abilities (Questions 1-3) are always on unless the ability state otherwise, for example the Plane of Earth's burrow speed specifically only functions on the plane of earth. But forest Terrain's speak with animal's is always on. Ditto for terrain movement

    This is correct -- the original idea was for everything to only work in your favored terrain, but that quickly proved awkward and, in some cases, unworkable. An example was speak with animals for Forest terrain -- if only in forests, if you're standing in the woods and are talking to a bird, what if the bird flies above the treetops (or if it stays put but you walk outside of the trees) -- does the conversation get "cut off" like cell phone coverage? Or if forest animals only, does that mean you can talk to European badgers but not American badgers? Etc. It's a lot simpler to just say "you can speak with animals," and leave it at that.


    Where can I find the most recent version of Kirthfinder?


    Ian K wrote:
    Where can I find the most recent version of Kirthfinder?

    Via email or in these posts, unless you want the bestiary. That as far as i know isn't in either of those links (Scavion's profile or the google drive)


    Trying to understand how some of the Fighter Talents interact with other fighter talents, feats, and game rules.

    Specifically, the Disruptive Fighter Talent (Stance), Stance Mastery, Thicket of Blades (Stance), Threat Zone, and Combat Casting and the rules for casting defensively.

    1. Combat Casting completely negates the Disruptive Fighter talent, from level 1 on. It seems like most spellcasters would want to take that. Is there any way to regain the utility of Disruptive?

    2.a. How does Threat Zone work with stances? Does the free movement which does not count against any normal movement invalidate a stance? (I assume it does)
    2.b. How does Threat Zone work with stances if you have Stance Mastery? Does it allow the use of the stance within half the allowed movement?

    • For example, would a fighter with BAB 11 and Threat Zone be able to make one attack at the edge of the threat zone - 5 ft there and 5 ft back?
    • A fighter with BAB +17 would have a threat zone of 5'+20' = 25'. He can move half his distance for Stance Mastery; does that mean he can make any number of attacks as long as (2*Distance To Target 1) + .. (2* Distance to Target N) is less than half his total movement? In other words, he would have to move 100' normally to make 1 attack at the edge of his threat zone while using 1 stance with Stance Mastery.

    The "flavor" I am trying to establish is a dark shadow warrior, where light levels drop and shadows reach out in the area around him to hamper opponents and prevent anyone, martial or caster, from doing their thing easily. A walking sphere of destruction who uses dimension door and Dimensional Agility+Skirmish+Spring Attack to spin in and out of shadows attacking from every direction. I really like the synergy of Thicket of Blades and Disruptive - entangled forces a concentration check and Disruptive increases the DC - but it looks like I would not be able to AoO using this (stance mastery to maintain 2 stances rather than move), and most of the time the Disruptive part would not even apply due to Combat Casting?

    Also noticed that Eldritch Heritage Beguiler will give 4+Int skill ranks per level (Replacing 2+Int on a fighter, for example) and a handful of class skills, vs Open Minded giving 1 rank per level. Depending on whether Open Minded is "priced" at 2000 numen or at 2000 * 20 numen, this is either nice if you already planned on Skill Focus Bluff, or really really really really nice.


    River of Sticks wrote:

    Trying to understand how some of the Fighter Talents interact with other fighter talents, feats, and game rules.

    Specifically, the Disruptive Fighter Talent (Stance), Stance Mastery, Thicket of Blades (Stance), Threat Zone, and Combat Casting and the rules for casting defensively.

    1. Combat Casting completely negates the Disruptive Fighter talent, from level 1 on. It seems like most spellcasters would want to take that. Is there any way to regain the utility of Disruptive?

    2.a. How does Threat Zone work with stances? Does the free movement which does not count against any normal movement invalidate a stance? (I assume it does)
    2.b. How does Threat Zone work with stances if you have Stance Mastery? Does it allow the use of the stance within half the allowed movement?

    • For example, would a fighter with BAB 11 and Threat Zone be able to make one attack at the edge of the threat zone - 5 ft there and 5 ft back?
    • A fighter with BAB +17 would have a threat zone of 5'+20' = 25'. He can move half his distance for Stance Mastery; does that mean he can make any number of attacks as long as (2*Distance To Target 1) + .. (2* Distance to Target N) is less than half his total movement? In other words, he would have to move 100' normally to make 1 attack at the edge of his threat zone while using 1 stance with Stance Mastery.

    The "flavor" I am trying to establish is a dark shadow warrior, where light levels drop and shadows reach out in the area around him to hamper opponents and prevent anyone, martial or caster, from doing their thing easily. A walking sphere of destruction who uses dimension door and Dimensional Agility+Skirmish+Spring Attack to spin in and out of shadows attacking from every direction. I really like the synergy of Thicket of Blades and Disruptive - entangled forces a concentration check and Disruptive increases the DC - but it looks like I would not be able to AoO using this (stance mastery to maintain 2 stances rather than move), and most of the time the Disruptive...

    Feat Pricing is 2k per level (plus additional costs when said feat gives numerical bonuses) if it has a scaling bonus so Open minded is 2k per skill rank. From my understanding of the rule the Beguiler bloodline would be at least 6k for 2 skill ranks (2x3 as it needs level 3) and then 2k for every 2 after that (so it'd eventually be cheaper), this of course is assuming that it effects any classes base ranks and not just a sorcerer's.

    I don't think threat zone count's as movement for the purposes of stances as you are not actually moving, although I could be wrong.

    Combat Casting negating Disruptive actualy reminds me of something I've been meaning to bring up. Is it intentional that for 6,000 Numen you can be immune to all Circumstance, Insight and, Competence bonuses (Adaptability, Beginner's Luck, Chaotic Mind). I know personally I would always spend that numen on any character I ever played as it negates ~80% of class bonuses (particularity martial bonuses)


    River of Sticks wrote:
    1. Combat Casting completely negates the Disruptive Fighter talent, from level 1 on. It seems like most spellcasters would want to take that. Is there any way to regain the utility of Disruptive?

    Fighting someone with the talent is extremely situational, so most of the time you've got a feat that does exactly nothing. To cut down on cheese like dropping 2,000 numen on it, the 6th level effects would cost 12,000 to negate, the 11th level effects 22,000, and so on.

    River of Sticks wrote:
    2.a. How does Threat Zone work with stances? Does the free movement which does not count against any normal movement invalidate a stance? (I assume it does)

    No; the "free movement" from Threat Zone is more of a flavor text thing to keep people from griping about making fighters into Plastic Man, which actually happened until I added it.

    River of Sticks wrote:

    2.b. How does Threat Zone work with stances if you have Stance Mastery? Does it allow the use of the stance within half the allowed movement?

  • For example, would a fighter with BAB 11 and Threat Zone be able to make one attack at the edge of the threat zone - 5 ft there and 5 ft back?
  • A fighter with BAB +17 would have a threat zone of 5'+20' = 25'. He can move half his distance for Stance Mastery; does that mean he can make any number of attacks as long as (2*Distance To Target 1) + .. (2* Distance to Target N) is less than half his total movement? In other words, he would have to move 100' normally to make 1 attack at the edge of his threat zone while using 1 stance with Stance Mastery.
  • At 17th level, your threat zone is expanded by 20 ft. You'd need a speed of 40 ft. to get to the edge and back normally, or 80 ft. if able to move only half your speed due to Feat Mastery. Or the referee could conceivably treat the movement within your Threat Zone as pure flavor text and not worry about it.

    River of Sticks wrote:
    Also noticed that Eldritch Heritage Beguiler will give 4+Int skill ranks per level (Replacing 2+Int on a fighter, for example) and a handful of class skills, vs Open Minded giving 1 rank per level. Depending on whether Open Minded is "priced" at 2000 numen or at 2000 * 20 numen, this is either nice if you already planned on Skill Focus Bluff, or really really really really nice.

    That's a really good catch. The easiest way to patch that -- which I think I'll do -- is with a note in the bloodline description. Thanks!


    Firewarrior44 wrote:
    Is it intentional that for 6,000 Numen you can be immune to all Circumstance, Insight and, Competence bonuses (Adaptability, Beginner's Luck, Chaotic Mind). I know personally I would always spend that numen on any character I ever played as it negates ~80% of class bonuses (particularity martial bonuses)

    No, it's definitely not intended -- but rules-legal until I patch it, which will do in the next post.


    Proposed Erratum to Chapter 6:

    Feats: When pricing feats with numen, feats that (a) provide a numerical bonus, or negate a bonus, and (b) do so regardless of the level or BAB of the possessor of the feat (e.g., Chaotic Mind, but not Dodge), are priced at 2,000 numen * the total magnitude of the bonus affected. For example, buying Chaotic Mind for 2,000 numen would negate a maximum insight bonus of +1.


    Kirth,

    Thanks for clarifying Threat Zone and Combat Casting. I wasn't thinking about the countering effects costing as if they also required the number of BAB/ranks that Disruptive does to create that effect - my thought was that 2000 numen was cheap for a situational bonus, and one I would always go for as a caster. I also derped and forgot that the last 5' of threat is the adjacent square.

    I like the proposed errata - whether a feat gives you a bonus or negates another's bonus, it costs the same per point of bonus given or negated. Though, even at 60k numen, that's still a decent investment.

    I sort of wish that Eldritch Heritage Beguiler was a feature, not a bug - I like skill points!

    Another possible bug/feature: Is it intended that Guarded attributes and Overexertion allow up to ten points of freely assignable ability bonus, boostable by another ten by accepting more attribute damage? The action economy sucks at early levels during combat, but for non-combat checks trading a move action for a freely assignable +5 untyped bonus to an attribute, and up to a +10 if you really want to make that check, is really nice. Mainly it's the untyped part I wonder about - did I miss something somewhere that the bonus should be enhancement?

    One last pair of questions - probably by design and not omission, but is there any way to increase a barbarians apparent level for the purposes of Rage? With strong synergy from Primal Warrior, the closest a fighter can get to Primal Rage is 13 Fighter, 7 Barbarian. Any more fighter levels and you never reach Primal.

    Finally, for a Barbarian 1 Fighter 5, would he attack at 7/7 or 7/2? Barbarian 1, Fighter 10 would be 12/12/12 or 12/7/7? Finally,Barbarian 1, Fighter16 would attack at 17/17/17/17, since there is no language about other increases to BAB. I question because at those levels, the extra attack is no longer reliant on another classes BAB - does this give 3 levels (6,11,16) with iteratives at -5, and the other 17 levels attack at full BAB?


    River of Sticks wrote:
    1. (a) Is it intended that Guarded attributes and Overexertion allow up to ten points of freely assignable ability bonus, boostable by another ten by accepting more attribute damage? The action economy sucks at early levels during combat, but for non-combat checks trading a move action for a freely assignable +5 untyped bonus to an attribute, and up to a +10 if you really want to make that check, is really nice. (b) Mainly it's the untyped part I wonder about - did I miss something somewhere that the bonus should be enhancement?

    (a) Yes

    (b) Since there are no untyped bonuses in KF (per the Introduction) one needs to be assigned. I'd recommend morale in this case, as it seems to fit best.

    River of Sticks wrote:
    is there any way to increase a barbarians apparent level for the purposes of Rage? With strong synergy from Primal Warrior, the closest a fighter can get to Primal Rage is 13 Fighter, 7 Barbarian. Any more fighter levels and you never reach Primal.

    Fighter 17/barbarian 3, and also take the Practiced Rage feat.

    River of Sticks wrote:

    (a) for a Barbarian 1 Fighter 5, would he attack at 7/7 or 7/2?

    (b)Barbarian 1, Fighter 10 would be 12/12/12 or 12/7/7?
    (c) Finally,Barbarian 1, Fighter16 would attack at 17/17/17/17, since there is no language about other increases to BAB.
    (d)I question because at those levels, the extra attack is no longer reliant on another classes BAB - does this give 3 levels (6,11,16) with iteratives at -5, and the other 17 levels attack at full BAB?

    (a) You don't gain Onslaught of Blows until 6th level, so it's a non-issue at 5th. +7/+2.

    (b) Neither. You don't gain Improved Onslaught of Blows until 11th level, so it doesn't apply at 10th. Onslaught of Blows was gained at 6th, so it does apply. +11/+11/+6.
    (c) Correct. A 16th level fighter has all three Onslaught of Blows features, so all three apply.
    (d) I'm unable to parse the meaning of this question -- can you rephrase it?


    River of Sticks wrote:
    ]Also noticed that Eldritch Heritage Beguiler will give 4+Int skill ranks per level (Replacing 2+Int on a fighter, for example) and a handful of class skills, vs Open Minded giving 1 rank per level.

    This actually wouldn't work anyway:

    Sorcerer wrote:
    Skilled (Ex): You gain 4 skill ranks per class level, rather than only 2, and add the following to your list of class skills: Acrobatics, Diplomacy, Disable Device, Perception, Sleight of Hand, Stealth, and Streetwise.

    Note that we have a Sorcerer class feature that specifies "class level" -- i.e., sorcerer level. It doesn't say "for all your levels in any class."


    Kirth,

    Looks like I made a typo in a. and b.; that should have been fighter 6 and 11, respectively, so that the fighter levels provided enough BAB to provide the next iterative attack and activate Onslaught of Blows.

    d: Would attacks look like this, with Barb 1 as the first level and Fighter as the rest?

    • Level 1-5 = BAB
    • Level 6 = BAB / BAB-5
    • Level 7-10 = BAB / BAB
    • Level 11 = BAB / BAB / BAB -5
    • Level 12-15 = BAB / BAB / BAB
    • Level 16 = BAB / BAB / BAB / BAB -5
    • Level 17-20 = BAB / BAB / BAB / BAB

    Eldritch Heritage says to use your Concentration -2 as your sorcerer level - does that language not cover the requirement? A fighter with EH: Beguiler and full ranks in Concentration would have 18 levels of 4+INT and 2 of 2+INT, correct?

    Assigning a morale bonus to Overexertion makes it feel less OP. Though, would a +10 morale bonus to strength stack with a +5 morale bonus to damage, when using a weapon whose damage is strength-based?

    Thanks for the heads up on Practiced Rage - I have been mostly ignoring the barbarian document in favor of the posts above and had not seen it. The inverse now is something I am curious about - Knightly Order of the Raven, at 15, allows casting as a cleric of your fighter level -14.

    • Does the full synergy of barbarian levels from Primal Warrior apply to that calculation, since it is a fighter talent?
    • IE, would a Fighter 17/Barbarian 3 with Knightly Order and Primal Warrior cast as 20-14 or 17-14?
    • Is there a way to increase the Spell Capacity of this character to a) reach higher level cleric spells or the domain spells, or b) increase Imbue Item's maximum effects? Maybe a Power Conduit?


    River of Sticks wrote:
    Eldritch Heritage says to use your Concentration -2 as your sorcerer level - does that language not cover the requirement? A fighter with EH: Beguiler and full ranks in Concentration would have 18 levels of 4+INT and 2 of 2+INT, correct?

    As written, you are correct, but that wasn't the intent in this particular corner-case. Looks like I do need a note in the bloodline ability after all.

    River of Sticks wrote:
    Assigning a morale bonus to Overexertion makes it feel less OP. Though, would a +10 morale bonus to strength stack with a +5 morale bonus to damage, when using a weapon whose damage is strength-based?

    Depends on the source of that +5.


    River of Sticks wrote:
    The inverse now is something I am curious about - Knightly Order of the Raven, at 15, allows casting as a cleric of your fighter level -14.
      1. Does the full synergy of barbarian levels from Primal Warrior apply to that calculation, since it is a fighter talent?
      2. Is there a way to increase the Spell Capacity of this character to a) reach higher level cleric spells or the domain spells, or b) increase Imbue Item's maximum effects? Maybe a Power Conduit?

    1. No, synergy never chain "hopscotches" between classes like that -- that's specifically spelled out in the Introduction, in the section on Class Synergy Features. Positive feedback loop exploits like the one you're describing are specifically prohibited.

    Say you have a fighter 15/barbarian 4/cleric 1. You have cleric casting, so your fighter levels give you Weak theurgy; you cast as a cleric 8 (1 + 0.5*15). You could select the Spirit totem, providing Weak theurgy from your barbarian levels (an additional +2); you'd cast as a 10th level cleric. And that's the best you can do without more actual cleric levels in the mix. With no cleric levels at all, the best you can do is fighter 19/barbarian 1 and cast as a 5th level cleric.


    Cool. Thanks for all the clarifications and awesome game design! With full ranks in concentration, that 3rd to 5th level cleric would still be casting at full caster level for the spells he did have, correct?

    I was thinking of the Rage +X morale bonus to attack/damage, and if it would stack with Overexertion giving a +Y morale bonus to the attribute, which would then increase damage and attack by Y/2 again.

    From this line

    Rage wrote:
    This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
    I do not know if:
    • Overexertion increasing the attribute directly does not stack with Rage, but does provide "free" rounds of rage;
    • Overexertion does stack, because Rage does not increase attributes, and does not provide "free" rounds of rage;
    • Or I am trying too hard to find situationally flexible ways to adapt to anything and everything (always possible).


    River of Sticks wrote:

    Would attacks look like this, with Barb 1 as the first level and Fighter as the rest?

  • Level 1-5 = BAB
  • Level 6 = BAB / BAB-5
  • Level 7-10 = BAB / BAB
  • Level 11 = BAB / BAB / BAB -5
  • Level 12-15 = BAB / BAB / BAB
  • Level 16 = BAB / BAB / BAB / BAB -5
  • Level 17-20 = BAB / BAB / BAB / BAB
  • The Onslaught features do exactly what they say, which is why they're listed at specific fighter level breaks.

    B1/F1: +2
    B1/F2: +3
    B1/F3: +4
    B1/F4: +5
    B1/F5: +6/+1
    B1/F6: +7/+7
    B1/F7: +8/+8
    B1/F8: +9/+9
    B1/F9: +10/+10
    B1/F10: +11/+11/+6
    B1/F11: +12/+12/+12
    B1/F12: +13/+13/+13
    B1/F13: +14/+14/+14
    B1/F14: +15/+15/+15
    B1/F15: +16/+16/+16/+11
    B1/F16: +17/+17/+17/+17
    B1/F17: +18/+18/+18/+18
    B1/F18: +19/+19/+19/+19
    B1/F19: +20/+20/+20/+20


    River of Sticks wrote:
    With full ranks in concentration, that 3rd to 5th level cleric would still be casting at full caster level for the spells he did have, correct?

    Yes; caster level for effects is equal to your # of ranks in Concentration. A commoner 4/wizard 1 with 5 ranks in Concentration has a 5d6 burning hands spell, but can't cast 2nd level spells.


    River of Sticks wrote:

    I was thinking of the Rage +X morale bonus to attack/damage, and if it would stack with Overexertion giving a +Y morale bonus to the attribute, which would then increase damage and attack by Y/2 again.

    I do not know if:
    (a) Overexertion increasing the attribute directly does not stack with Rage, but does provide "free" rounds of rage;
    (b) Overexertion does stack, because Rage does not increase attributes, and does not provide "free" rounds of rage;
    (c) Or I am trying too hard to find situationally flexible ways to adapt to anything and everything (always possible).

    Rage provides a morale bonus to attacks and damage. Overexertion would be providing a morale bonus to Strength. So they would normally stack (different bonus sources, and the bonuses are to different things). HOWEVER, the rage "multiple morale effects" thing says "you choose which of the bonuses you accept," not "you gain two sets of overlapping bonuses." And you save a daily round instead.

    In other words, (a) is correct, but only because of the multiple morale bonuses clause in the Rage description. Otherwise, (b) would be correct.

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