Epic Meepo Presents: Archetypes


Homebrew and House Rules

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Where is Epic Meepo?

RPG Superstar 2009 Top 16, 2012 Top 32

Leo_Negri wrote:

Where is Epic Meepo?

Well within the radius of the Snowsplosion mentioned in the Paizo blog.


I'm looking forward to Rogue and Ranger.

I'd love to see a monk that uses bladed scarves, fans, and the like and can use them to confuse the enemy. Or one that can make Wuxia-style leaps, balance on tree branches, stand on the enemy's own sword blade, etc. Binding (the ability to tie up a foe's hands or weapon with a cord or similar item while fighting them) would also be pretty neat.


Oh yeah -- and a ranger that doesn't have spells.


Remember that Meepo requested that no one request specific archetypes. Posting what you like is fine, but there's a fine line between that and requesting.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
HawaiianWarrior wrote:
Oh yeah -- and a ranger that doesn't have spells.

Check out the Skirmisher in the APG


dot


HawaiianWarrior wrote:

I'm looking forward to Rogue and Ranger.

I'd love to see a monk that uses bladed scarves, fans, and the like and can use them to confuse the enemy. Or one that can make Wuxia-style leaps, balance on tree branches, stand on the enemy's own sword blade, etc. Binding (the ability to tie up a foe's hands or weapon with a cord or similar item while fighting them) would also be pretty neat.

All that and more with the Core Monk.


Brambleman wrote:
HawaiianWarrior wrote:

I'm looking forward to Rogue and Ranger.

I'd love to see a monk that uses bladed scarves, fans, and the like and can use them to confuse the enemy. Or one that can make Wuxia-style leaps, balance on tree branches, stand on the enemy's own sword blade, etc. Binding (the ability to tie up a foe's hands or weapon with a cord or similar item while fighting them) would also be pretty neat.

All that and more with the Core Monk.

Agreed; all available and possible already.


Dotting. Enjoying what you've done so far, looking forward to all the other archetypes.

RPG Superstar 2009 Top 16, 2012 Top 32

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Druid Archetypes
The following are archetypes for the druid class:

Beast Crafter:
Modifies nature bond; Replaces wild shape, a thousand faces

Instead of changing their own shapes, beast crafters change the shapes of their animal companions. As a beast crafter, you have the following class features.

Nature Bond (Su) You must select the animal companion option of the nature bond class feature. You can use the same ritual used to attract a new animal companion to transform your existing animal companion into a new shape. This is identical to attracting a new animal companion, except your "new" companion is just your previous companion in a new form, complete with new skills, feats, and other mental abilities, should you so desire.

Shifting Companion (Su) Starting at 4th level, your animal companion gains the wild shape ability as if it were a druid of your beast crafter level. Starting at 13th level, your animal companion can also use a thousand faces as if it were a druid of your class level. This replaces your wild shape and a thousand faces abilities.

Elemental Druid:
Modifies spells, nature bond, spontaneous spells, wild shape

An elemental druid focuses on the four classical elements, and on the balance that exists between them. As an elemental druid, you have the following class features.

Spells You use the elementalist wizard spell list in place of the druid spell list. Add all 0-level spells from the druid spell list to your elementalist wizard spell list.

Nature Bond You must select a cleric domain with the nature bond ability, and must select one of the following domains: Air, Earth, Fire, or Water. The first time each day that you prepare druid spells, you may choose to exchange your chosen domain for any of the other four listed here.

Spontaneous Spells You do not gain the ability to spontaneously cast summon nature's ally spells until 3rd level. You can only use that ability to spontaneously cast summon nature's ally spells with the air, earth, fire, or water descriptors, but any summon nature's ally spell you spontaneously cast has a casting time of 1 standard action instead of 1 full round.

Wild Shape (Su) You do not gain the ability to wild shape until 6th level, though you otherwise use your full class level for purpose of the wild shape ability. When using wild shape, you can only assume the form of an elemental.

Folk Healer:
Modifies weapon and armor proficiency, spontaneous spells; Replaces woodland stride, wild shape, a thousand faces

Keepers of ancient lore, folk healers learn time-honored medicinal techniques as part of their training in numerous rustic secrets. As a folk healer, you have the following class features.

Weapon and Armor Proficiency: You are proficient with light armor and with the following weapons: club, quarterstaff, sickle, shortspear, sling, and spear. You are not proficient with shields.

Folklore (Ex) At 1st level, you gain a bonus on Knowledge skill checks equal to one-half your class level (minimum +1) and can make Knowledge skill checks untrained.

Spontaneous Spells You can choose to lose a prepared druid spell to spontaneously cast any cure spell of an equal or lower level. This replaces your ability to spontaneously cast summon nature's ally spells.

Lay on Hands (Su) Starting at 2nd level, you gain the lay on hands paladin ability as if you were a paladin of your folk healer class level. If you have more than one class that grants lay on hands, your levels in those classes stack for the purpose of this ability. This replaces woodland stride.

Mercy (Su) At 3rd level, and again every three levels thereafter, you may select and use any one mercy that a paladin of your class level could select. This mercy applies whenever you use your lay on hands ability, using your folk healer level as your effective paladin level.

Channel Positive Energy (Su) Starting at 4th level, you can expend two uses of your lay on hands ability to channel positive energy as if you were a cleric of your folk healer class level. If you have more than one class that grants lay on hands, your levels in those classes stack for the purpose of the channel positive energy ability. This replaces wild shape and a thousand faces.

Hexenmeister:
Modifies spells

Hexenmeisters begin their careers using normal druid magic, but eventually learn magical powers other than traditional spells. As a hexenmeister, you have the following class features.

Spells Starting at caster level 9th, you lose all 1st-level druid spell slots. At caster levels 11th, 13th, 15th, 17th, and 19th, you lose all druid spell slots of the next highest level (losing 2nd-level druid spell slots at caster level 11th, 3rd-level druid spells slots at caster level 13th level, etc.).

Magical Powers At caster level 9th, and again at caster level 11th, you gain one hex from the witch class. At caster level 13th, and again at caster level 15th, you gain one major hex from the witch class. At caster level 17th level, and again at caster level 19th, you gain one grand hex from the witch class. For the purpose of gaining and using these hexes, major hexes, and grand hexes, you use your hexenmeister caster level as your effective druid level and your Wisdom modifier in place of your Intelligence modifier.

OTHER CLASSES WITH MAGICAL POWERS
"Hexenmeister" is a German word for a practitioner of magic, often rustic folk magic. As such, the name is thematically appropriate for a druid archetype. That being said, at the GM's option, the magical powers mechanic of the hexenmeister archetype can be made available to any of the following classes: cleric, oracle, sorcerer, or wizard. If you use the magical powers mechanic in conjunction with one of these listed classes, you lose spell slots and gain magical powers at the same rate as a hexenmeister of your caster level (if you are a cleric or wizard) or a hexenmeister of your caster level minus one (if you are an oracle or sorcerer). Abilities you gain from the magical powers class feature use your modifier for your primary spellcasting stat in place of any other ability modifier.

Shapeshifting Druid:
Modifies spontaneous spells; Replaces nature bond

Shapeshifting druids focus more heavily upon their wild shape ability than other druids. As a shapeshifting druid, you have the following class features.

Aspect of the Beast At 1st level, you gain Aspect of the Beast as a bonus feat, even if you don't meet its normal prerequisites. This replaces nature bond.

Spontaneous Spells Starting at 5th level, you can choose to lose a prepared druid spell of at least 3rd level to cast any beast shape, elemental body, form of the dragon, or plant shape spell of equal or lower level. This replaces your ability to spontaneously cast summon nature's ally spells.

Wild Shape (Su) You gain the ability to turn yourself into a Small or Medium animal and back again once per day at 2nd level instead of 4th level. Starting at 4th level, you can use wild shape one more time per day than a normal druid of your class level. The forms which you can assume while using wild shape are determined by your druid level, as normal.

Natural Armor (Ex) Starting at 3rd level, you gain a permanent +2 enhancement bonus to natural armor. For every three levels you gain after 3rd, this enhancement bonus increases by +1, to a maximum of +5 at 12th level.


I like Folk Healer and Shapeshifting Druid.


You know, before the druid, I was going to guess what the archetypes would be.

My guesses were:

* A healer sort
* An elemental druid
* A druid whose animal companion could get Evolutions
* A shapeshifter.

Pretty close!


Cheapy's post started me to think that I'd do Beastcrafter Druid with evolutions for companion instead of either Wild Shape or some other druid features.

Healer and shapeshifter were to be expected.


The Folk Healer is amazing. Such a simple fix, and so elegantly executed. Will be trying this out next chance I get. We needed an option like that; the shape shifting variants have been done to death, honestly.

Not really sure I understand the Hexenmeister.


Shapeshifting variants have been done to death, but, this one is pretty nicely done. It's simple and accomplishes all the things it's supposed to accomplish, which makes me happy. I wonder if you could simply double the uses/day and eliminate all spellcasting and keep the balance...

Not sure I get Hexenmeister either. I was expecting a Druid with Witch Hexes, but this is a bit more complicated.

Liberty's Edge

Dotting. I'd love to see a rogue archetype that replaces sneak attack.


Ironic Hero wrote:
Dotting. I'd love to see a rogue archetype that replaces sneak attack.

.

.
I would like to see one who doesn't suck even more in combat.


I doubt he'll have too much time to work on these for a while. What with getting into the top 32 and all.

RPG Superstar 2009 Top 16, 2012 Top 32

To the contrary, Cheapy. If everyone here keeps advancing me in Superstar, I will reward their loyalty by creating archetypes even faster. :P

(Seriously, though, I plan on designing lots of archetypes during those parts of Superstar in which I'm not allowed to respond to comments. Biting my tongue will be much easier when I have new content for this archetype thread to distract me.)


Okay then, how do I help you advance in that superstar thingie? I seriously don't know.


There will be voting after all the 2nd round submissions were presented.

RPG Superstar 2009 Top 16, 2012 Top 32

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Fighter Archetypes
The following are archetypes for the fighter class:

Aspect Armiger:
Modifies class skills; Replaces 1st-level bonus feat, armor training, weapon training.

Aspect armigers are warriors who can call forth supernatural armor of great magical power and symbolic meaning. As an aspect armiger, you have the following class features.

Class Skills You gain Knowledge (history) and Knowledge (nobility) as additional class skills.

Exemplary Tactics (Ex) You are a living symbol of combat prowess, able to guide your allies in battle. You gain the tactician cavalier class feature, using your aspect armiger level as your effective cavalier level. If you have more than one class that grants the tactician ability, your levels in those classes stack for the purpose of the that ability. This replaces your 1st-level bonus feat.

Eidolon Armor (Su) Whenever you aren't wearing armor, you can summon a suit of eidolon armor in a ritual that takes 1 minute to complete. At 1st level, your eidolon armor grants you a +4 armor bonus to AC. For every two levels gained after 1st, this bonus increases by 1. Eidolon armor is light armor with no maximum Dexterity bonus, no armor check penalty, no chance of arcane spell failure, and negligible weight. It cannot be removed, damaged, or targeted independent of you, and remains until dismissed (a standard action). If you are unconscious, asleep, or dead for three or more consecutive rounds, your eidolon armor is immediately dismissed. This replaces armor training 1, 2, 3, and 4.

Eidolon Aspect (Su) Starting at 5th level, you gain a pool of evolution points to spend upon yourself as if you were the eidolon of a summoner with class levels equal to one-half your aspect armiger level. You count as an eidolon with the base form most closely matching your own shape (usually the humanoid base form), and cannot select the ability increase evolution. Evolutions you select apply only when you are wearing your eidolon armor, and count as polymorph effects if they cause you to change size or shape. At 5th level, you gain 1 evolution point. Every two levels after 5th, you gain 1 additional evolution point. You may reassign your evolution points to new evolutions any time you gain a new level. This replaces weapon training 1, 2, 3, and 4.

Aspect Mastery (Su) At 20th level, you can summon your eidolon armor as a standard action. This replaces armor mastery and weapon mastery.

Campaigner:
Modifies class skills; Replaces armor training, weapon training, armor mastery, weapon mastery.

Campaigners enact military strategies with long-term goals, and learn to recruit various allies to aid them in their ongoing efforts. As a campaigner, you have the following class features.

Class Skills You gain Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), and Sense Motive as additional class skills.

Conviction (Ex) Whenever you make a Will save, you may choose to use your Charisma modifier in place of your Wisdom modifier for that save.

Boon (Ex) Once per day at 3rd level, you may find an NPC to grant you one NPC boon. Doing so requires you to use the Diplomacy skill to gather information, with an effective DC of 20. If this check succeeds, you find an NPC of your class level or lower to grant the desired boon, provided such an NPC exists in the area where you made the check. Only favor and skill boons can be gained in this manner. At 7th level, and again every four levels thereafter, you can use this ability one additional time per day. This replaces all armor training and armor mastery.

Banner (Ex) At 5th level, you gain the banner cavalier class feature, using your campaigner level as your effective cavalier level for the purpose of that ability. This replaces weapon training 1.

Propaganda (Ex) At 9th level, you gain the rumormonger advanced rogue talent. This replaces armor training 2.

Greater Banner (Ex) At 13th level, you gain the greater banner cavalier class feature. This replaces weapon training 3.

Greater Propaganda (Ex) At 17th level, you may use your propaganda ability to demoralize an opponent. To do so, you must successfully spread an unfavorable rumor about one specific individual in a community that includes that individual. If you do, the first time you encounter that individual within the next week, you may use the Intimidate skill to demoralize that opponent as a free action one time during that encounter. This replaces weapon training 4.

Raise Army (Ex) At 20th level, you may build an army by spending one week recruiting followers within a given community to achieve a specific military objective. You attract a number of followers determined by your Leadership score, as per the Leadership feat, up to a maximum number of followers equal to one-half the population of the community in which the followers were recruited. These followers are in addition to any you gain from the Leadership feat, and remain in your service until you either achieve the objective for which you recruited them, or use this ability to build another army, whichever comes first. This replaces weapon mastery.

Sentry:
Modifies class skills; Replaces 1st-level bonus feat, weapon training, weapon mastery.

Sentries are trained guardians noted for their amazing perception. As a sentry, you have the following class features.

Class Skills You gain Perception and Sense Motive as additional class skills.

Vigilant (Ex) At 1st level, you gain a +1 bonus to Perception and Sense Motive checks. For every four levels you gain after 1st, this bonus increases by 1. This replaces your 1st-level bonus feat.

Wary (Ex) You may use your Wisdom bonus in place of your Dexterity bonus to Armor Class, CMD, initiative checks, and Reflex saves. When using your Wisdom bonus in place of your Dexterity bonus to AC or CMD, your Wisdom bonus to AC or CMD is limited by any maximum Dexterity bonus from your armor or encumbrance as if it were a Dexterity bonus, and is lost any time you would lose your Dexterity bonus to AC or CMD.

Sleepless (Ex) Starting at 5th level, you can substitute any amount of rest for an equal amount of sleep. You remain fully aware of your surroundings while resting. Also, starting at 13th level, you are immune to sleep spells and effects. This replaces weapon training 1 and 3.

Blindsense (Ex) Starting at 9th level, you gain blindsense to a range of 10 feet. At 13th level, the range of your blindsense increases to 30 feet. At 17th level, the range of your blindsense increases to 60 feet. This replaces weapon training 2 and 4.

Blindsight (Ex) At 20th level, you gain blindsight to a range of 30 feet. This replaces weapon mastery.

Skilled Fighter:
Modifies skill points per level, weapon and armor proficiency.

Skilled fighters value skills at least as much as they value equipment. As a skilled fighter, you have the following class features.

Skill Points per Level 4 + Intelligence modifier

Weapon and Armor Proficiency You do not gain proficiency with heavy armor or tower shields.

Strategist:
Modifies class skills; Replaces 1st-level bonus feat, weapon training.

Strategists are students of war, using their knowledge of strategy and tactics both in and out of combat. As a strategist, you have the following class features.

Class Skills You gain Knowledge (history) and Knowledge (local) as additional class skills.

Versatile Tactics (Ex) You learn to apply strategic military thinking to non-combat situations. At 1st level, and again every four levels thereafter, choose one of the following skills: Bluff, Diplomacy, Disable Device, Disguise, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, or Use Magic Device. Whenever you make a skill check with any of the skills you have chosen in this manner, you may use your strategist level plus your Intelligence modifier in place of your normal bonus for that skill. This replaces your 1st-level bonus feat.

Well-Prepared (Ex) You may use your Intelligence bonus in place of your Dexterity bonus to Armor Class, CMD, initiative checks, and Reflex saves. When using your Intelligence bonus in place of your Dexterity bonus to AC or CMD, your Intelligence bonus to AC or CMD is limited by any maximum Dexterity bonus from your armor or encumbrance as if it were a Dexterity bonus, and is lost any time you would lose your Dexterity bonus to AC or CMD.

Outflank (Ex) Starting at 5th level, whenever an opponent flanking you makes a melee attack against you, you may move up to half your speed as an immediate action, but only if this movement does not at any point increase the distance between you and the opponent making the melee attack. This movement is in addition to any other movement you are allowed in a round, does not provoke attacks of opportunity, and resolves before your opponent's melee attack. This replaces weapon training 1.

Outmaneuver (Ex) Starting at 9th level, whenever an opponent attempts a combat maneuver against you, you may move up to half your speed as an immediate action, but only if this movement does not at any point increase the distance between you and the opponent attempting the combat maneuver. This movement is in addition to any other movement you are allowed in a round, does not provoke attacks of opportunity, and resolves before your opponent's combat maneuver. This replaces weapon training 2.

Clever Flank (Ex) Starting at 13th level, you gain a bonus equal to your Intelligence modifier (minimum +1) on weapon damage rolls made against creatures you flank. In addition, whenever you use the outflank ability, the opponent making a melee attack against you provokes an attack of opportunity from you at the end of your movement. This replaces weapon training 3.

Clever Maneuver (Ex) Starting at 17th level, you don't provoke attacks of opportunity when attempting a combat maneuver of any type. In addition, whenever you use the outmaneuver ability, the opponent attempting a combat maneuver against you provokes an attack of opportunity from you at the end of your movement. This replaces weapon training 4.


I will point out that realistically, the Skilled Fighter is trading one feat (Heavy Armor Proficiency), in the class that gets the most feats, for two additional skill points per level. Is there an ability missing?

Really, really cool idea with the Boons from the campaigner. I'm not sure how well it's balanced (due to all the NPC boons), but really cool idea.

RPG Superstar 2009 Top 16, 2012 Top 32

Cheapy wrote:
I will point out that realistically, the Skilled Fighter is trading one feat (Heavy Armor Proficiency), in the class that gets the most feats, for two additional skill points per level. Is there an ability missing?

He's actually trading two feats (heavy armor and tower shields), but you're correct that the skilled fighter isn't perfectly balanced with the standard fighter. The skilled fighter archetype is intended for use in combat-light, skill-intensive campaigns where the fighter class is at an inherent disadvantage. And while a skilled fighter would technically be more powerful than a standard fighter in a more typical campaign, should the GM allow it, giving a fighter the same skill points and armor proficiencies as a barbarian shouldn't really break the game.


Upon reading the skilled fighter I remembered that in the Pathfinder Campaign Setting there was an alternate thing for fighters where they got the skill points you offered but lost the bonus feat at first level.
I am not so sure that it was balanced though, yours is probably more sufficient, especially since I could care less for tower shields.

Liberty's Edge

I love the Strategist. Keep it up.

Shadow Lodge

The Strategist's Outflank ability seems too powerful. It would be far too easy to move about the field.


And that's why I said realistically. Losing tower shield prof is nothing.


I think you could take Strategist and Skilled Fighter at the same time, right? Skill monkey fighter, anyone?

On a related note, Strategist in terms of being more skilled is better than the Skilled Fighter. The latter gets what can translate into 2 extra skills kept at max ranks. The former gets what can translate into 1 extra skill kept at max ranks at 1st and every fourth level thereafter (culminating in 5 total).

Anyway, that's aside from any comparisons between other changes from the base class. Just pointing out the skills bit.

MOAR, EPIC MEEPO, MOAR!


Awesome stuff again.

RPG Superstar 2009 Top 16, 2012 Top 32

I should have some gunslinger archetypes ready to post in the next day or two.

In the mean time, I would greatly appreciate your vote in Paizo's RPG Superstar 2012 competition. Thank you for your support, and please vote for Eric Morton's entry. Voting closes at 2 pm Pacific Time on Monday, February 6th, 2012.


Been there, done that, awaiting your new monster in 3rd round.

RPG Superstar 2009 Top 16, 2012 Top 32

4 people marked this as a favorite.

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Gunslinger Archetypes
The following are archetypes for the gunslinger class:

Gunslinger archetypes marked with an asterisk can be used in settings that don't have guns.

Crossbow Sniper*:
Modifies deeds (all), grit; Replaces deeds (various), gunsmith, gun training

Crossbow snipers are the "gunslingers" of realms where crossbows have not yet been replaced with firearms. As a crossbow sniper, you have the following class feature.

Armor-Piercing Shot (Ex) When firing a crossbow, you may choose to reduce the range increment of the weapon to 40 feet (or 20 feet if the weapon is a hand crossbow) for the duration of your attack. If do, your attack resolves against your target's touch AC if your target is within the first range increment, but your attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. Beyond the first range increment, your attack resolves normally. This replaces gunsmith.

Crossbow Deeds You treat crossbows as firearms for the purpose of your deeds. Any crossbow that can be fired while held in only one hand counts as a one-handed firearm, while all other crossbows count as two-handed firearms. This benefit modifies all deeds and replaces the quick clear, utility shot, startling shot, expert loading, menacing shot, and stunning shot deeds.

Crossbow Grit (Ex) You treat crossbows as firearms for the purpose of regaining grit.

Crossbow Training (Ex) At 5th level, and every four levels thereafter, choose one specific type of crossbow. You gain a bonus equal to your Dexterity modifier (minimum +0) to damage when attacking with any type of crossbow chosen in this manner. This replaces gun training.

Daring Duelist*:
Modifies class skills, weapon and armor proficiency; Replaces deeds (all), grit, true grit

Daring duelists are trained in the use of firearms and other weapons that see frequent use in aristocratic duels. As a daring duelist, you have the following class features.

Class Skills: Instead of gaining Heal (Wis), Knowledge (engineering) (Int), and Survival (Wis) as class skills, you gain Diplomacy (Cha), Knowledge (nobility) (Int), and Perform (Cha).

Weapon and Armor Proficiency: You gain proficiency with bucklers. You are proficient with one-handed firearms, but not with two-handed firearms.

Combat Panache (Ex): You gain Combat Expertise as a bonus feat, even if you don't meet its prerequisite. Each time you declare that you are using Combat Expertise, you gains 1 panache point, up to a maximum number of panache points equal to your Charisma modifier (minimum 1). You use panache points to accomplish daring deeds. This replaces grit.

Daring Deeds (Ex): As a free action, you may spend 1 panache point to choose any feat you don't already have that lists Combat Expertise, Combat Reflexes, or Dodge as one of its prerequisites. If you meet the prerequisites of the chosen feat, you gain it as a bonus feat until the beginning of your next turn. For that same duration, you may use that feat to meet the prerequisites of other feats you choose with this ability (but may not otherwise use it to meet any prerequisite).

At 1st level, you may use this ability no more than once per round. At 3rd level, and every four levels thereafter, you may use this ability one additional time per round (to a maximum of six times per round at 19th level). This replaces all deeds granted by the gunslinger class.

Duel Training (Ex): Starting at 5th level, each time you would gain gun training, you may choose to replace that ability with light blade training. Light blade training is identical to gun training, except you select a type of light blade (as per the light blades weapon group from the fighter weapon training ability) instead of selecting a type of firearm.

True Panache (Ex): At 20th level, each time you declare that you are using Combat Expertise, you gain a number of panache points equal to your Charisma modifier (minimum 1). These do not stack with any panache points you already have. This replaces true grit.

DARING DUELISTS WITHOUT FIREARMS
Although the daring duelist archetype is designed for the gunslinger class, it can also be used in settings with no firearms. In those settings, a daring duelist gains Weapon Finesse as a bonus feat instead of gaining the gunsmith ability, and must always select light blade training with the duel training ability.

Grenadier:
Replaces deeds (deadeye, utility shot), bonus feats

In addition to wielding firearms, grenadiers dabble in the use of handheld bombs. As a grenadier, you have the following class features.

Weapon and Armor Proficiency You are proficient with all splash weapons, including bombs.

Throw Anything (Ex) At 1st level, you gain Throw Anything as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. This replaces the deadeye deed.

Bomb (Ex) Starting at 2nd level, you gain the bomb alchemist class feature, using one-half your grenadier level as your effective alchemist level for the purpose of that ability. If you have more than one class that grants the bomb ability, your effective alchemist class level from each of those classes stacks for the purpose of the bomb class feature. This replaces the utility shot deed, as well as all bonus feats you would otherwise gain from the gunslinger class.

Gunfighter:
Modifies weapon and armor proficiency, bonus feats; Replaces nimble

Weapon and Armor Proficiency You are proficient with medium armor and shields.

Bonus Feats You gain bonus feats from the gunslinger class on 2nd level and every two levels thereafter. When selecting these bonus feats, your gunfighter levels count as fighter levels for the purpose of meet the prerequisites of feats, and stack with any other fighter levels you have. Your gunfighter levels do not count as fighter levels for any other purpose. This replaces nimble.

Shock Trooper:
Replaces deeds (quick clear, utility shot, lightning reload), gun training

Shock troopers are trained to lead the charge against enemy lines, guns blazing as they go. As a shock trooper, you have the following class features.

Deeds You gain the following deed, which replaces the quick clear deed.

Full Frontal Assault (Ex) Whenever you charge while holding a firearm, you may spend 1 grit point to attack with that firearm as part of your charge. If you do, your firearm attack must be made against the creature you are charging, and can be made at any point during your movement. After resolving this firearm attack, you take a -5 penalty on all other attack rolls and combat maneuver checks (including any made as part of your charge) until the beginning of your next turn.

Expert Charge (Ex) At 3rd level, you do not suffer any penalty to your AC after making a charge attack. This replaces the utility shot deed.

Follow Through (Ex) Starting at 5th level, whenever you damage a creature with a firearm attack that isn't a scatter attack, you gain a +1 morale bonus on melee attack and melee weapon damage rolls against that creature until the end of combat. At 9th level, and every four levels thereafter, this morale bonus increases by an additional +1. This replaces gun training.

Acrobatic Charge (Ex) At 11th level, you gain the ability to charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain. This replaces the lightning reload deed.


CROSSBOW SNIPER! I've been wanting a crossbow gunslinger a long time!

RPG Superstar 2009 Top 16, 2012 Top 32

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Inquisitor Archetypes
The following are archetypes for the inquisitor class.

Curse Layer:
Modifies judgment; Replaces second judgment, third judgment.

Curse layers call upon divine judgment to curse the unworthy and to protect the righteous from misfortune. As a curse layer, you have the following class features.

Judgment (Su) When using the judgment ability, you do not select any of the normal inquisitor judgments. Instead, at 1st level, choose one witch's hex that targets a creature. While using your judgment ability, you gain that hex as a judgment, using your curse layer level as your effective witch level and your Wisdom modifier in place of your Intelligence modifier for the purpose of that hex. At 2nd level, and every two levels thereafter, you choose one additional hex you can use in this manner. You gain and can use all of these chosen hexes every time you use the judgment ability; you need not spend a swift action to switch between them.

Greater Judgment (Su) At 8th level, any time you could select a hex with the judgment ability, you may select a major hex instead. At 16th level, you may select a grand hex, instead. This replaces second judgment and third judgment.

Sargent-at-Arms:
Replaces domain.

While other inquisitors are devoted to a particular faith, a sergeant-at-arms is instead sworn to enforce the edicts of a particular order. As a sergeant-at-arms, you have the following class feature.

Order At 1st level, choose one cavalier order. Levels of cavalier and sergeant-at-arms stack for the purpose of the skills benefit and order abilities of your chosen order, but not for the purpose of the challenge benefit of your order. You do not gain your order's challenge benefit unless you have the challenge ability. If any of your order abilities apply only when using the challenge ability, you may choose one opponent within line of sight as part of activating your judgment ability; for as long as your judgment lasts, the chosen opponent counts as the target of your challenge ability for the purpose of order abilities (even if you don't otherwise have the challenge ability). If any of your order abilities involves a mount, any creature you are currently riding counts as your mount for the purpose of those abilities. This replaces domain.

Spell Warden:
Modifies spells.

Instead of learning ordinary spells, spell wardens learn counterspells which they use to defeat magic-wielding opponents. As a spell warden, you have the following class feature.

Counterspells Except for 0-level spells, dispel magic, and greater dispel magic, you can only cast your inquisitor spells as part of a counterspell action (including the dueling counter special counterspell action). You can use the dueling counter action at any time, even if you aren't currently in a duel, and can use that action to counter a spell-like ability being activated as if it were a spell being cast. This modifies spells.

Tactical Inquisitor:
Modifies judgement

Tactical inquisitors use divine judgment to guide their tactical use of combat maneuvers. As a tactical inquisitor, you have the following class features.

Defensive Combat Training (Ex) You gain Defensive Combat Training as a bonus feat.

Judgment (Su) When using the judgment ability, you cannot select any of the normal inquisitor judgments. Instead, you select types of combat maneuvers (such as bull rush, disarm, or grapple) as if they were judgments. Whenever you have a given type of combat maneuver selected as a judgment, you do not provoke attacks of opportunity when making combat maneuvers of that type. In additional, you gain a +1 sacred bonus on combat maneuver checks when performing a combat maneuver of that type. This bonus increases by +1 for every two levels you gain after 1st.

Vampire Slayer:
Modifies judgment; Replaces know alignment

Vampire slayers are trained to hunt vampires in particular, though their class abilities are useful against a wide range of opponents. As a vampire slayer, you have the following class features.

Judgment (Su) When using the judgment ability, you cannot select the destruction, justice, resistance, or smiting judgments, but can select from the following list of additional judgments.

Immunity: While using this judgement, you are immune to energy drain attacks made by any creature with a CR no greater than your vampire slayer level. Negative levels that were already in effect before you activated this judgment and negative levels from sources other than energy drain attacks are not prevented or removed.

Repose: While using this judgment, any time you reduce an undead creature with a CR no greater than your vampire slayer level to 0 or fewer hit points, that creature is permanently and irrevocably destroyed, despite any abilities or safeguards that would normally prevent it from being permanently destroyed.

Revelation: While using this judgment, any time you deal weapon damage to a creature that has the change shape ability, if that creature's CR is no greater than your vampire slayer level, any ongoing effects of that creature's change shape ability immediately end. The creature can activate its change shape ability again on its turn, as normal.

Striking: While using this judgment, your weapons count as silver for the purpose of bypassing damage reduction. At 6th level, your weapons also count as magic for that purpose. At 10th level, your weapons also count as one alignment type (chaotic, evil, good, or lawful) for that purpose. The type selected must match one of your alignments. If you are neutral, you do not receive this latter benefit.

Detect Undead (Sp) Starting at 2nd level, you can detect undead at will as a spell-like ability. As a move action, you can concentrate on a single creature or corpse within 60 feet and determine if it is undead, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one creature or corpse, you do not detect any other undead within range. This replaces know alignment.


Vampire Slayer's repose judgement is too powerful in my opinion, but I must specify that I don't like any abilities that override rejuvenation and other supernatural durability defenses requiring specific conditions to kill the monster in question.

RPG Superstar 2009 Top 16, 2012 Top 32

Drejk wrote:
Vampire Slayer's repose judgement is too powerful in my opinion, but I must specify that I don't like any abilities that override rejuvenation and other supernatural durability defenses requiring specific conditions to kill the monster in question.

Note that a level-appropriate BBEG will always be immune to that ability, because there's a CR limit.

That being said, I do admit that the vampire slayer archetype caters more to a Castlevania, "hack through a bunch of iconic monsters" playstyle than anything else. In a story-driven game with recurring villains, the vampire slayer would probably require some minor tweaking.

RPG Superstar 2009 Top 16, 2012 Top 32

4 people marked this as a favorite.

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Magus Archetypes
The following are archetypes for the magus class.

Bloodline Magus:
Modifies spells; Replaces spell recall, knowledge pool, improved spell recall, greater spell access.

Much like sorcerers, bloodline magi have magic in their blood. As a bloodline magus, you have the following class features.

Spells You cast magus spells spontaneously instead of preparing them from a spellbook. You have the same number of spells known and spells per day as a bard of your magus level; those spells are Charisma-based instead of Intelligence-based. This modifies the spells class feature.

Bloodline At 1st level, choose a sorcerer bloodline you don't already have. You gain the bloodline arcana for that bloodline. At 4th level, then again at 7th, 13th, and 19th level, you gain the lowest-level bloodline power from that bloodline that you don't already have (starting with the 1st-level bloodline power on 4th level). You count as a sorcerer of your magus level for the purpose of the bloodline arcana and bloodline powers you gain from the chosen bloodline. This replaces spell recall, knowledge pool, improved spell recall, and greater spell access.

Divine Magus:
Modifies spells, arcane pool.

Divine magi are priests devoted to gods of fire, or to Fire itself. As a divine magus, you have the following class features.

Spells Your magus spells are divine spells you prepare by meditating in the same manner as a cleric instead of arcane spells you prepare by studying a spellbook. You cannot learn or cast magus spells with the acid, cold, electricity, or sonic descriptors, but add all 6th- and lower-level fire spells from the elementalist wizard spell list to your magus spell list. This modifies the spells class feature.

Arcane Pool (Su) You cannot use your arcane pool ability to add the frost, icy burst, shock, or shocking burst weapon properties to a weapon.

Flames of the Magi (Su) Starting at 5th level, whenever a magus spell you cast or magic weapon you wield would deal fire damage, you may choose for half of that fire damage to result directly from divine power. Damage from divine power is not subject to fire resistance or immunity.

Fighter-Magus:
Modifies bonus feats, fighter training; Replaces spell recall, knowledge pool, improved spell recall, counterstrike, greater spell access.

Fighter-magi place a higher emphasis on martial training than do other magi. As a fighter-magus, you have the following class features.

Bonus Feats You gain bonus feats from the magus class at 4th level and every three levels thereafter. You can select only combat feats as magus bonus feats. This modifies bonus feats, and replaces spell recall, knowledge pool, improved spell recall, counterstrike, and greater spell access.

Fighter Training (Ex) You gain this ability at 5th level instead of 10th, and count 3/4 of your magus levels as fighter levels for the purpose of qualifying for feats instead of counting 1/2 of your magus levels as fighter levels for that purpose. This modifies fighter training.

Magus-Thief:
Modifies class skills, skill ranks per level, spellbooks; Replaces magus arcana.

Magus-thieves supplement their magical and martial abilities with skills related to infiltration and subterfuge. As a magus-thief, you have the following class features.

Class Skills You gain Acrobatics, Bluff, Climb, Disable Device, Disguise, Perception, Sleight of Hand, and Stealth as additional class skills.

Skill Ranks per Level 4 + Intelligence modifier instead of 2 + Intelligence modifier.

Spellbooks You begin play with a spellbook that has three fewer spells than that of a standard 1st-level magus. Each time you gain a new magus level, you gain only one magus spell for your spellbook.

Trapfinding (Ex) At 2nd level, you gain the trapfinding rogue class feature as if you were a rogue of your magus-thief level. If you have more than one class that grants the trapfinding ability, your levels in those classes stack for the purpose of the trapfinding ability.

Rogue Talents At 3rd level, and every three levels thereafter, you gain one rogue talent of your choice as if your were a rogue of your magus-thief class level. This replaces magus arcana.

Warlock:
Modifies spells; Replaces spell recall, knowledge pool, improved spell recall, counterstrike, and greater spell access.

Spells Except for 0-level spells, you can neither learn nor cast magus spells. You still gain 1st- and higher-level magus spell slots (which you can use to prepare cantrips modified by metamagic feats, or sacrifice to activate abilities that require you to sacrifice unused spell slots). This modifies the spells class feature.

Arcane Blast At 1st level, you gain Arcane Blast as a bonus feat, even if you don't meet its normal prerequisites. Until you meet those prerequisites, any attack you make using Arcane Blast deals 2d6 less damage than indicated in the description of that feat. For the purpose of the spell combat class feature and the close range magus arcana, activating Arcane Blast counts as casting a ray spell from the magus spell list. You can thus use Arcane Blast with the spell combat class feature and (if you have the close range magus arcana) with the spellstrike class feature.

Witchcraft (Su) At 1st level, and every three levels thereafter, you gain one witch's hex, and count as having the hex ability for the purpose of meeting the prerequisites of the Extra Hex feat. Starting at 12th level, you may select a major hex any time you could select a hex. At 20th level, you may instead select a grand hex any time your could select a hex. For the purpose of these hexes, major hexes, and grand hexes, you count as a witch of your warlock level plus your actual witch level (if any). This replaces spell recall, knowledge pool, improved spell recall, counterstrike, and greater spell access.

Shadow Lodge

More Cleric please. There is so much catch up to do. Paizo, take notes. . . :)


I really like the Magus stuff, but I wonder what the design intent was with the Divine Magus... Why fire specifically (because of the influence of spells like flame strike)? Would it seem silly to you to change it to electricity or frost for whatever reason and eschew the remaining two energy types? (Acid excluded for personal reasons.)


Bloodline Magus was to be expected but it seems solid design.

Divine Magus I started reading in the middle and started to wonder: what the hell?! then I read the introduction and laughed at myself for not getting it in the first place. Still, I don't belive that magi should be magus and still I think that another name should be found for magus...

Warlock is interesting. I would like to see more feats that allows arcane casters to burn prepared spells/daily slots for scalable magic effects. Some thing that I would change at the moment would be:

Spoiler:
Rename Warlock-Magus to keep in line with Fighter-Magu and Thief-Magus.
At 1st level Warlock's Arcane Blast could inflicts 1d6 points of damage per spell level, at 5th 1d6+1d6/level, at 10th 2d6+1d6/level plus possibly 3d6+1d6/level at 15th and 4d6+1d6/level at 20th. Also, the True Magus ability would have to be changed because Arcane Blast is supernatural ability and concentration checks/spell resistance/saving throw DCs are of no importance to Warlock-Magus - his only spells are cantrips after all. The only benefit he would have from his capstone ability would be +2 to attack roll of the target of his arcane blast when using spell combat.


Foghammer wrote:
I really like the Magus stuff, but I wonder what the design intent was with the Divine Magus... Why fire specifically (because of the influence of spells like flame strike)? Would it seem silly to you to change it to electricity or frost for whatever reason and eschew the remaining two energy types? (Acid excluded for personal reasons.)

Epic Meepo went for the origins of the word magus/magi - priesthood of Zoroastrianism, who were known as fire-worshippers due to Zoroastrian association of Fire with their main deity.

I could easily see Divine Magus based on electricity for magi worshipping Zeus/Thor/Indra-like deities or cold in case of more exotic pantheons associated with cold (like pre-Aesir nordic-like world where Ymir the Ice Giant is worshipped as main deity).

Shadow Lodge

Was curious about that as well. What about Negative (Positive) Energy or other Cleric/Divine spells, too?

You seem to loose a lot for some very minor gains.

All those weapon properties -> for nothing?
All non-Fire elemental spells -> a handful of fire spells that deal a few extra points of damage, maybe.

Does the Divine Magus need a spellbook? I want to say you mean no, but the text reads like they do, it's just a Divine Spellbook.

Nothing really says Divine to me. This seems like to incomplete archtypes thrown together. (I don't mean that as an insult, just saying it seems a little off, but I love the concept).

What stat do Divine Magus' use? As Divine casters do they default to Wis/Cha? Stay with the normal Magus stat?

Perhaps add a limited Domain, similar to Inquisitions?


I've got a fever and the only prescription is more monk (archetypes)!

Master Arminas


Yay, monk archetypes are next!

RPG Superstar 2009 Top 16, 2012 Top 32

As of this post, I've finished three monk archetypes, and I'm thinking about skipping the Superbowl to finish the rest.

Here are some teasers: gunjutsu; dervishes; spellcasting. Expect that and more in the near future, probably within twelve hours of this post.

In the mean time, I would greatly appreciate your vote in Paizo's RPG Superstar 2012 competition. Thank you for your support, and please vote for Eric Morton's entry. Voting closes at 2 pm Pacific Time on Monday, February 6th, 2012.

RPG Superstar 2009 Top 16, 2012 Top 32

4 people marked this as a favorite.

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Monk Archetypes
The following are archetypes for the monk class.

Monk archetypes marked with an asterisk are inspired by European and Middle Eastern cultures.

Blackpowder Monk:
Modifies bonus feats, ki pool; Replaces slow fall, abundant step, diamond soul, quivering palm, tongue of the sun and moon, empty body.

Trained at monasteries famous for their firearm production, blackpowder monks intermix gun-play with unarmed combat. As a blackpowder monk, you have the following class features.

Weapon and Armor Proficiency You gain proficiency with all firearms.

Bonus Feats You gain the following feats as monk bonus feats: 1st level—Point Blank Shot, 2nd level—Amateur Gunslinger, 6th level—Deft Shootist, 10th level—Leaping Shot Deed, 14th level—Improved Precise Shot, 18th level—Pinpoint Targeting. You need not meet the normal prerequisites of these feats. These feats replace the standard monk's bonus feats.

Gunjutsu (Ex) You can use a firearm to make melee attacks by smashing opponents with the butt or handle of that weapon. You apply any enhancement bonus your firearm has to melee attacks you make with that firearm . Melee attacks you make with firearms count as unarmed strike attacks for the purpose of the flurry of blows, stunning fist, and unarmed strike class features.

Gunsmith You gains the gunsmith ability of a 1st-level gunslinger if you don't already have it. If you later gain a gunslinger level, you do not gain this ability a second time.

Way of the Gun (Ex) At 4th level, you choose one type of firearm. You gain the following bonus feats with that type of firearm: 4th level—Rapid Reload, 8th level—Weapon Specialization, 12th level—Penetrating Strike, 16th level—Greater Weapon Specialization, 20th level—Greater Penetrating Strike. You need not meet the normal prerequisites of these feats. These feats replace slow fall, abundant step, and tongue of the sun and moon.

Ki Pool (Su) You treat your Wisdom modifier as +0 for the purpose of calculating your number of ki points. Any time an ability would require you to spend one or more grit points, you may spend that many ki points instead.

Deeds At 13th level, you gain the lightning reload deed listed in the deeds class feature of the gunslinger class. At 15th level, you also gain the evasive deed. At 19th level, you also gain the stunning shot deed. These deeds replace diamond soul, quivering palm, and empty body.

Featherweight Monk:
Modifies unarmed strike, slow fall.

The training of a featherweight monk focuses heavily on matters of physical balance. As a featherweight monk, you gain the following class features.

Unarmed Strike (Ex) Your unarmed strike base damage equals that of a standard monk of 1/2 your featherweight monk level (minimum 1st). This modifies unarmed strike.

Light Step (Ex) At 4th level, you gain the light steps ninja class feature. In addition, you add your monk level to all Acrobatics checks made to either balance or soften a fall. You can spend 1 point from your ki pool as a swift action to gain a +20 bonus on Acrobatics checks made to either balance or soften a fall for 1 round.

Spider Step (Su) At 8th level, you gain Spider Step as a bonus feat, even if you don't meet its normal prerequisites. When using Spider Step, you ignore difficult terrain; you don't take damage from surfaces or hazards that react to being touched; you needn't make Acrobatics checks to avoid falling on slippery or rough surfaces; and you ignore any mechanical traps that use a location-based trigger.

Cloud Step (Su) At 12th level, you gain Cloud Step as a bonus feat, even if you don't meet its normal prerequisites. When using Cloud Step, you ignore difficult terrain; you don't take damage from surfaces or hazards that react to being touched; you needn't make Acrobatics checks to avoid falling on slippery or rough surfaces; and you ignore any mechanical traps that use a location-based trigger.

Improved Slow Fall (Su) At 20th level, you may use slow fall to reduce the damage from a fall even if you aren't adjacent to a wall. This modifies slow fall.

Monastic Dervish*:
Modifies weapon and armor proficiencies, bonus feats; Replaces unarmed strike, abundant step, empty body

Trained in remote desert mosques, monastic dervishes purify their bodies and minds through ritual dance and scimitar-related martial arts. As a monastic dervish, you have the following class features.

Weapon and Armor Proficiencies You are proficient with scimitars instead of kama, nunchaku, sai, shuriken, and siangham.

Bonus Feats You must choose your monk bonus feats from the following list: Combat Reflexes, Dodge, Two-Weapon Defense, and Weapon Focus (scimitar). At 6th level, the following feats are added to the list: Improved Disarm, Improved Feint, Mobility. At 10th level, the following feats are added to the list: Improved Critical (scimitar), Spring Attack, Whirlwind Attack.

Scimitar Strike (Ex) You treat the scimitar as a special monk weapon, and can channel your ki through any scimitar you wield as if it had the ki focus weapon property. For the purpose of two-weapon fighting, you treat the scimitar as a light weapon. When you attack with a scimitar made for a creature of your size, that scimitar deals an amount of base damage equal to that dealt by the unarmed strike attack of a standard monk of your level. This replaces unarmed strike.

Whirling Dance (Su) Starting at 12th level, as a standard action, you can spend 1 ki point to assume the form of a whirlwind until the end of your turn. You polymorph into an air elemental as if using an elemental body III spell, except the whirlwind special attack you gain activates immediately, requiring no additional action to activate. At 19th level, you can use this ability without spending any ki points. This replaces abundant step and empty body.

Monastic Scholar*:
Modifies class skills, weapon and armor proficiency, bonus feats; Replaces flurry of blows, stunning fist, unarmed strike, maneuver training, fast movement, ki pool, high jump.

Instead of training in martial arts, monastic scholars spend their time reflecting upon the nature of divine magic. As a monastic scholar, you have the following class features.

Class Skills Your monastic scholar class skills are Appraise, Craft, Heal, Knowledge (all), Linguistics, Profession, and Spellcraft. These replace the standard monk class skills.

Weapon and Armor Proficiency You are proficient with all simple weapons. This replaces the standard monk weapon proficiencies. You are not proficient with any armor or shield.

Spells You prepare and cast spells as if you were an inquisitor of your monastic scholar level. If you also have levels of inquisitor, your inquisitor and monastic scholar levels stack for the purpose of spellcasting. This replaces flurry of blows, stunning fist, unarmed strike, and maneuver training.

Bonus Feats You must choose each of your monk bonus feats from the list of item creation and metamagic feats whose prerequisites you meet at the time the selection is made.

Faith (Su) At 4th level, you gain a number of faith points equal to 1/2 your monastic scholar level + your Wisdom modifier. Whenever a monk class feature would require you to spend one or more ki points, you may spend that many faith points instead. In addition, as an immediate action taken while making an attack roll, skill check, or saving throw, you may spend 1 faith point to gain a +4 insight bonus on that roll. Your faith points refresh once per day when you prepare your monastic scholar spells. This replaces fast movement, ki pool, and high jump.

Sanctified Athlete*:
Modifies weapon and armor proficiency, unarmed strike; Replaces ki pool, abundant step, quivering palm, tongue of the sun and moon, empty body, perfect self.

Dedicated to lives of eternal conditioning, sanctified athletes compete in various athletic games held to honor of the gods. As a sanctified athlete, you have the following class features.

Weapon and Armor Proficiency You are proficient with all simple melee weapons, as well as darts, javelins, and slings. This replaces the standard monk's weapon proficiencies.

Accuracy (Ex) At 1st level, whenever you attack a single target with a single weapon (or unarmed strike), you gain a +1 bonus on your attack roll and a bonus equal to your sanctified athlete level on your damage roll. You do not gain these bonuses when performing an action that allows you to attack with more than one weapon (or unarmed strike) or to attack more than one target. At 5th level, and every four levels thereafter, the attack bonus granted by this ability increases by 1. This replaces flurry of blows.

Unarmed Strike (Ex) Your unarmed strike base damage doesn't increase after 1st level.

Inherent Strength (Ex) At 4th level, you gain a +1 inherent bonus to Strength. At 8th level, and every four levels thereafter, this inherent bonus increases by 1, to a maximum of +5 at 20th level. This replaces any increase to unarmed strike damage you would otherwise gain after 1st level, as well as abundant step, quivering palm, tongue of the sun and moon, and empty body.

Stamina (Ex) At 4th level, you gain a number of stamina points equal to 1/2 your sanctified athlete level + your Constitution modifier. Whenever you have at least 1 stamina point remaining, you are immune to the fatigued condition (but not exhaustion).

Any time a monk class feature would require you to spend one or more ki points, you can spend that many stamina points instead. In addition, as an immediate action, you can spend 1 stamina point to gain any one of the following feats as a bonus feat for 1 round if you don't already have it, even if you don't meet its prerequisites: Athletic, Diehard, Endurance, Great Fortitude, Iron Will, or Run.

Your stamina points are replenished each day after 8 hours of rest; these hours need not be consecutive. This replaces ki pool.

Vitality (Ex) At 15th level, whenever you have at least 1 point from your stamina class feature remaining, you are immune to the exhausted condition. At 19th level, you are immune to the exhausted and fatigued conditions even when you have no stamina points remaining.

Edit: Added a damage bonus to the accuracy ability of the sanctified athlete.


My personal opinion: Blackpowder Monk's Ki Pool description would sounded better if worded somewhat like: Unlike regular monk, your Ki Pool is equal to half your class level without adjustement for Wisdom. Or simply Blackpowder monk Ki Pool is equal to one-half class level.

My personal concern: isn't damage bonus of Sanctified Athlete's accuracy ability a bit too high? Paladins and Cavaliers add their level to damage against single specific foe - Sanctified Athlete can add his level against any foe as long as he attacks single foe during his turn? Or is it intended to work only when making single attack?


Drejk wrote:

My personal opinion: Blackpowder Monk's Ki Pool description would sounded better if worded somewhat like: Unlike regular monk, your Ki Pool is equal to half your class level without adjustement for Wisdom. Or simply Blackpowder monk Ki Pool is equal to one-half class level.

My personal concern: isn't damage bonus of Sanctified Athlete's accuracy ability a bit too high? Paladins and Cavaliers add their level to damage against single specific foe - Sanctified Athlete can add his level against any foe as long as he attacks single foe during his turn? Or is it intended to work only when making single attack?

Maybe Accuracy could only apply if you are only adjacent to a single foe?

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