Special play powers


Homebrew and House Rules


So I'm going to DM a game of Pathfinder in the Warhammer setting and my players are much more interested in powergaming than roleplaying, so I thought it would be a good idea to add special powers to characters I make for them to add some character centric fluff to the combat to make them feel like they're playing someone unique. Here are my ideas so far

Bright Sorceress
>Can call upon the power of chaos to cast a free spell of any level she can cast at the cost of 25% HP
>Can unleash a spell 2 levels above her highest casting level but goes unconscious immediately after at -1 HP

Dwarf barbarian
>Committed a great sin, seeks glory through death
>For every 20% of HP missing the dwarf gains 1 extra crit chance and 1 AC

Crafty Gunslinger
>Every day the slinger can craft a special bullet for free, these bullets can induce poisons and never miss. Poison GP scales with level (still working on this part)
>The player can only only hold 5 of these shots at once

I know these sound broken but it's a high power campaign so that's the idea. Thoughts? I need a power for a rouge type character if anyone has any suggestions, or suggestions for any other type of character would be great too! Preferably something that works in lore.

RPG Superstar Season 9 Top 16

What level are they?


Daring Rogue - As an Attack action the Rogue can attempt an Acrobatics check against the CMD of any creature within Close range. On a success the Rogue vaults to that enemy, landing in any adjacent space of their choosing and making two attacks at BAB-2 against them. Due to the brazenness of this maneuver this movement does not provoke Attacks of Opportunity, and the enemy loses their Dexterity bonus to AC against these two attacks.

This grants the Rogue a skill-based technique that helps them close gaps, position themselves, and get a good amount of damage off quickly.

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