Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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About the witch - if you remove the standard action at-will hexes, I think you no longer have the witch. You have a wizard with different spell access, maybe, but not the witch. To me hexes have always been a game changer in play style, and balanced by the somewhat wonky spell list a witch has. Reserve style spells/feats may be a more "complete" way to integrate them, but ultimately the concept of hexes (as Pathfinder does it) is sufficiently different from spells to require a different system.


Evasion would be the counter to aoe spells methinks. also Dispelling strike can be used to counter incoming aoe spells


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Yea i'm partial to the Hex's as [Reserve] abilities too and or them remaining important to the class.

And if they were to be feats then the witch should just be able to use them "better" than a normal person just taking them, like how a monk has special synergy with TWF.


FW: Evasion/ dispelling strike are both good counters to AoE too. I was trying to suggest a way to give Parry Spells a little more "oomph" compared to the deflect arrows feat; right now in most cases it would be "better" to take the Extra Combat Feat fighter talent and choose Deflect Arrows than to choose Parry Spells. The iffy point where it wouldn't be better is probably levels 6-10 where Deflect Arrows does NOT allow spell attacks to be deflected, and there is a reasonable chance of encountering them.


Ahh I see what your saying. Mayhaps some sort of spell turning effect at higher levels? Although that might be tricky to balance.

Grand Lodge

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Firewarrior44 wrote:
Woo. Finished! I Had to break the feat's chapter up as is was far too large and unwieldy (also took forever to render). But it's done.

With the go ahead of Kirth, I will host/link the Kirthfinder Complete PDF in that I finished what Firewarrior44 started by having everything made into a single, 524 page file. Enjoy

Kirthfinder Complete


Typos from Ch. 2 Race: :
Drow has a +2 competence bonus to saves, not class bonus
Goblin has Brewer: Craft (Alchemy) as a bonus feat. Should be Skill Focus?
Halfling feat Skillyman should be 1 rank in Needlework per HD/character level, not class level (No halfling class)
Dverge Master Smith calls out that items personally crafted with Imbue Item only count half their price towards the numen limit - is this redundant text? I thought that was the normal case for Imbue Item?

Questions:
1. Do natural armor and regular armor bonuses stack? There is a reference to stacking rules in Ch. 1 (Wild Armor section of Ch. 6), but I cannot find any such rules.
2. Trip with tripping weapon - add enhancement bonus to the combat maneuver check? Trip with non-tripping weapon?
3. Does the text in Mongrelfolk: Diffuse Blood about gaining any race’s favored class bonuses also include the default favored classes? Ie, any Orc automatically considers Barbarian a favored class, so a Mongrelfolk would too. It was not clear to me from the text which way that was intended.
4. I have seen several references to Racial Heritage feats.. Am I just missing those completely, or are they in a different document?
5. Would a half-halfling be able to select Skillyman? Specifically, would a Human/Halfling be able to trade the open bonus feat for Imbue Item + 1 rank/HD in Needlework? (Irrelevant if Imbue Item inherently gains a bonus rank, see below)

Suggestion:
I think that Imbue Item should come with one rank per level in a craft skill of choice… Looking at Skillyman (Halfling Racial Feat) or Arcane Bond as examples, and referencing the desire to make feat/skill taxes more transparent (and liking the fighter chassis but not 2+Int skill points). A fighter who wanted to imbue his armor and weapons (Craft Smith) would need to have spent the skill ranks on the Craft skill up to the point of picking the feat, prioritizing that over something more relevant earlier on. That said, it may just be an issue in my head - just a thought I had. A true “crafter” would still need to invest ranks in the other craft skills regardless.


Poking at the new, 500+ page document: Critical Focus was changed to become Improved Critical at BAB +8. The fighter, among others, can select +1 to critical confirmation rolls with a specific weapon as a Favored Class Bonus. At +4 bonus, it is equivalent to Critical Focus. Does this mean at BAB +8, a fighter who put 4 points into that FCB also gets Improved Critical with that weapon?

Grand Lodge

Ah, I was afraid of something like this happening. I admit to not really having the experience or understanding of the quirks of Adobe Acrobat to confidently fix that error.

I couldn't even get the bookmarks quite the way I wanted them to, as honestly I wasn't quite sure how to edit bookmarks apart from renaming. If I could, I would have liked having the classes fall under their own drop down below their chapter.

I can surely try, though the one time I tried to edit a sentence it kind of fell out of line from the rest. More, I am not sure I can edit and reupload to Google Drive without creating a new shareable link.


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River of Sticks wrote:
Poking at the new, 500+ page document: Critical Focus was changed to become Improved Critical at BAB +8. The fighter, among others, can select +1 to critical confirmation rolls with a specific weapon as a Favored Class Bonus. At +4 bonus, it is equivalent to Critical Focus. Does this mean at BAB +8, a fighter who put 4 points into that FCB also gets Improved Critical with that weapon?

Probably not as Kirth got rid of FCB's in his current rules iirc but it was too much work to edit out all the documents so I left them in.

That said free improved critical on a weapon for forgoing all of 4 HP doesn't really seem fair imo. I'd personally run it as just granting the strike feat activation but not the doubled threat range.


What FW said. I don't like favored class bonuses, at all, because they run 180o contrary to the goal of making multiclassing work. I've therefore gotten rid of "favored classes" entirely, in the current working documents.


River of Sticks wrote:

1. Do natural armor and regular armor bonuses stack? There is a reference to stacking rules in Ch. 1 (Wild Armor section of Ch. 6), but I cannot find any such rules.

2. Trip with tripping weapon - add enhancement bonus to the combat maneuver check? Trip with non-tripping weapon?
3. Does the text in Mongrelfolk: Diffuse Blood about gaining any race’s favored class bonuses also include the default favored classes? Ie, any Orc automatically considers Barbarian a favored class, so a Mongrelfolk would too. It was not clear to me from the text which way that was intended.
4. I have seen several references to Racial Heritage feats. Am I just missing those completely, or are they in a different document?
5. Would a half-halfling be able to select Skillyman? Specifically, would a Human/Halfling be able to trade the open bonus feat for Imbue Item + 1 rank/HD in Needlework?

1. Yes.

2. Lemme look.
3. Irrelevant if we get rid of favored classes (which I strongly recommend). If you keep them, then, yes, all classes are favored classes for you.
4. There was originally going to be a whole line of such feats, but they mostly got subsumed into the choices for 2 racial feats you get from the get-go. Currently, there are just a small handful of feats in Chapter 5 with the [Heritage] descriptor.
5. Yes.


River of Sticks wrote:
FW: Evasion/ dispelling strike are both good counters to AoE too. I was trying to suggest a way to give Parry Spells a little more "oomph" compared to the deflect arrows feat; right now in most cases it would be "better" to take the Extra Combat Feat fighter talent and choose Deflect Arrows than to choose Parry Spells. The iffy point where it wouldn't be better is probably levels 6-10 where Deflect Arrows does NOT allow spell attacks to be deflected, and there is a reasonable chance of encountering them.

Good points. It might be best to simply eliminate the talent and instead take Deflect Arrows (+Feat Mastery, to cover the 5-level gap you metnion).


Re: Hexes, I'm convinced. I'll start working on that when I get a chance.
I still don't know what to do about the shaman, but it needs to be either toned down or else eliminated, depending on how things go with the hexes.


For shaman a quick dirty fix would be to base spells known off of Intelligence, similar to the PF shaman. This also eliminates the most glaring flaw which is the SAD-ness of the class.

That and possibly gutting the spell list (again like the PF shaman) to Thematic spells, witch spells and spells that appear on the witch and cleric/druid (eliminating mostly any spells which are only druid and only cleric) list (Or something like that) would bring it more in line with other casters


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So with the changes to freedom of movement the sentiment among my players is that it's not even worth using a spell slot on anymore.

So i looked at liberating command:

Quote:
Liberating Command: If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

So the base is somewhat similar to freedom of movement (the KF version) in that it gives bonuses to checks to escape grapples except that it also grants a check to escape as an immediate.

So I looked at how applying meta-magic would work:

  • Reach Spell -1 (Close to touch)

  • Lingering Spell +1

  • Extend Spell 10 Min / Level +4

  • -1 MM Synergy

So a 4th level spell that allows the recipient to make a check to escape a grapple 1/round as an immediate action with a bonus (obviously capped much lower via normal magic rules). Which is a lot better than the current freedom of movement.

It also doesn't seem unreasonable that the spell could also allow/apply the following:


  • Unhindered movement underwater (as per normal freedom of movement)

  • Applies as a bonus on saving throws vs [Inertia] effects (as it's enhancement it will overlap with resistance bonuses and gives resistance to paralysis spells)

  • Applies as a bonus on strength and fly checks to move in heavy winds.

  • Applies as a bonus on Acrobatics checks that involves navigating difficult terrain

Unsure if this is too many bonuses, but i feel like this better preserves the original spell without being horribly open ended and ambiguous like classical freedom of movement.


I agree that preserving any of the functionality that doesn't totally obviate skills is probably OK; the recommendations you made above actually look quite good to me.

Another option would be to remove it as a spell entirely and make something more like the PF version a [skill] feat that scales with Escape Artist.


Wild hair of an idea; Rather than have class based X+Int skill points per level, especially with FCBs headed out the door, spread out the value across multiple stats. You gain a number of points equal to your modifier for each attribute: those can be spent on that attributes skills on a 1:1 basis, or on another attributes skill on a 1:2 basis. Maybe even break it into physical/mental and make it 1:3 or 1:4 to cross that gap. If you have a point left over (probably only a concern on CON and STR) and the referee is nice, you can save it for the next level. Attribute boosts would NOT retroactively increase skill points. Attribute boosting items would have their points pre-spent for each level, like Int boosting items do in the core rules.

For example, someone with 16 Strength would have a +3, and could put 3 points into athletics, or 1 point into athletics and 1 point into Stealth (Dex based), or put (only) 1 point into Concentration (Charisma based).

It's always bothered me that a Fighter, who should be good at running/jumping/swimming/climbing/endurance type stuff, really cannot be good at anything else unless you really push intelligence up. KF helps with the couple freebies in Endurance and K Warfare + 1 more, but Bluff, Diplomacy, Survival, Perception, and Escape artist are all generally thematic for a fighter. Depending on background, so is Stealth, Streetwise, Sleight of Hand, Handle Animal, and Heal. Even Concentration and spellcraft, Planar Sense can be, for a multiclassed Eldritch knight type of character.

With very high stats this starts to break down, and I haven't tried to balance it out yet. I intend to, but might be some time before I have a chance to focus on that.


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Having stuff not be retroactive can be a micromanaging nightmare.


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It's an interesting concept but it's really just doubling down on attribute bonuses. Ex. I have a high strength mod so I have both a high base value and scaling. Conversely I have poor Wis mod so I have a poor base perception and almost no scaling.

Basically you are doubling down on specialization.

Then there's the issue of it removing almost all value from the intelligence skill. Like it would be almost pointless to place ranks into intelligence outside of specific classes that actually Need the stat.

Also it would seem force skill monkeys (mostly the rogue) to invest in a large breadth of stats that they otherwise wouldn't need or use or be incapable of using their large array of class skills. Opposed to currently where their high base value that allows them to fulfill that role and they have incentive to increase int for additional skill tricks.

And really if skill ranks are needed in the current system outside of what is given for free (doubly so due to consolidation of skills) there's always the open minded feat or spending Money on more intelligence.


My thought on not having retroactive boosts was that at high stats, (I think)you break down a bit. Scaling that back a bit was my thought, though it does mean more micromanaging.

FW, it does reward specialization - but why does intelligence affect your ability to run? To stay upright for days without sleep? To sneak quietly past someone? I've never understood why having +2 intelligence should mean that I can jump 20' further (by virtue of skill points in Athletics). Intelligence is still necessary for the knowledge's and some craft skills. And to be honest, Strength and Constitution both have a single skill associated - there isn't a whole lot of balance thrown off. The classes typically pushing those up would be paying 2-3 points per rank for Int/Wis/Dex/Cha skills.

Counting the 2+Int+3 free ones. If a fighter is handy with her hands (Craft: Smith), likes animals (Handle Animal), knows first aid (Heal), and has Endurance, Athletics, Acrobatics, and K. Warfare as fightery things to do, she has already used seven skill points. Mechanically, Fly and Perception can be very important. Skill points quickly disappear.
The PRD says an intelligence of 18 means you are a genius - why is that a requirement for the Fighter/other classes with low skill points to be able to get 9 skill points?

I don't think it is a matter of skill monkey vs non-skill monkey, but rather an issue of class-relevant skills and anything else. Especially with the way that KF does some of the higher level skill abilities, and the skill-based feats, it can become possible for a Rogue or Wizard to quickly become much better at X than a class who should be GOOD at X; because the rogue or wizard could afford to put ranks in and the other guy can't.


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In KF if a class needs a skill or is supposed to be good at it then they will get their ranks in it free, so no the rogue or wizards won't be better at tracking than a ranger, or better at religion than a cleric simply by having some ranks it.

For the cost of one feat you can get another skill at max ranks on top of your free ones and the ones granted through Int. Also keep in mind that unless something changed everyone also gets one rank per level in a spefic secondary skill. So that fighter has 6 skill ranks a level even with a 0 INT make them a human and grab open minded again and your at 8, still with 0INT mod.


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IF you view intelligence as the characters capacity to learn and grow instead of just strictly mental acuity then it makes a lot more sense.

Skills in KF are complex and work on several layers.

First you have the raw bonus, like in pathfinder this is a general gauge of how good you are at a thing. You can compare this value vs static DC's to determine how good you are at a certain thing. These mostly cap at 25. And to be competent at that thing you generally many ranks past 1 or two, even less if you have a decent score.

Second Skill unlocks, these are generally less of a DC thing and more of a you are so good at X you can now preform this amazing feat. This is directly proportional to your number of ranks. They are usually far above the threshold of a passing interest in the skill and are both a mechanical and narrative character investment in the thing.

Third Class skills. The last point of differentiation is class skills. Not only do they give you a +3 meaning if you invest into them you will be better than someone who's also dumping ranks into it, but they also often have specific class only skill unlocks which denote an exceptional prowess at the thing. RAW it is incredibly expensive to add class skills to your list outside of multi-classing as Skill focus is effectively a +3 bonus at 5,000k per point squared if you want to skip the feat and if you invest a feat and the skill ranks into say stealth then it's not unfair if you are better than the rogue as you have made a non insignificant investment.

Back to the first point you don't NEED max ranks in a skill a lot of the time unless you want to be truly exceptional and heroic at that thing and KF does a decent job of covering the iconic / thematic bases for a class.


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Quote:


I don't think it is a matter of skill monkey vs non-skill monkey, but rather an issue of class-relevant skills and anything else. Especially with the way that KF does some of the higher level skill abilities, and the skill-based feats, it can become possible for a Rogue or Wizard to quickly become much better at X than a class who should be GOOD at X; because the rogue or wizard could afford to put ranks in and the other guy can't.

For the rogue that's not problematic they ARE skill monkeys, they have a lot of class skills and a lot of skill ranks and a LOT of incentive to increase int. In addition they effectively have spell-casting based off of skills they pick.

The only skills a rogue would never be better that I can think of is tracking as that is the rangers domain and possibly lore as i think that's the bards wheelhouse (I haven't relay read up on bard so I'm not sure on this).

As to the Wizard, just because they have ranks that doesn't mean they have them as class skills. And a fair majority of the exceptional unlocks are gated behind those, which are not cheap to acquire. It also isn't entirely a bad thing that he has a lot of ranks as with the new spell philosophy they need ranks in order to eek out a decent benefit from a fair number of spells (like invisibility).


I think I will have to agree with the consensus... I went through and actually looked at every class, not just the ones I have a personal interest in playing (Ranger, Rogue, Barbarian, Wizard, and Fighter). Turns out my view was skewed.

Summarizing Skills:
  • Barbarian gets 3 free ranks, plus bonuses to two more skills. 4 + Int
  • Bard gets either 3 or 5 free ranks. 4+ Int
  • Cleric gets 3 free ranks. 2+ Int
  • Druid gets 3 free ranks. 2+Int
  • Fighter gets 3 free ranks. 2+ Int
  • Incarnate gets 1 free rank and possibly more from mystery. 4+Int
  • Monk gets 2 free ranks. 4 + Int
  • Ranger gets 6 or 7 free ranks, and at least +2 bonuses to many more. 2+ Int
  • Rogue gets 5 free skills. 4+Int, and has reason to increase Int
  • Sorcerer gets 3 free skills. 2+Int
  • Wizard gets 4 free ranks and Int, or 2 free and 2+Int. Wizard also has huge incentive to increase Int.

I was looking at three of the "skilliest" classes in the game, several of which use Int for many things, and comparing them to the fighter who pretty much only uses Int for skill points. The barbarian isn't a slouch either - 3rd or 4th, depending on what the Bard chooses, in guaranteed skill points. Oops. I do still feel that another skill rank or two would be good if the FCB is gone for good, though.

In terms of Raw skill points, without Int bonus: Rogue > Minstrel > Ranger > Barbarian >Skald > Monk > Incarnate/Sorcerer (depending on mystery/bloodline) >Everybody Else > Wizard.


Talonhawke wrote:
especially with the type of plan before attack Kirthfinder leans towards

How does Kirthfinder lean towards this more than Pathfinder?


kyrt-ryder wrote:
Talonhawke wrote:
especially with the type of plan before attack Kirthfinder leans towards
How does Kirthfinder lean towards this more than Pathfinder?

Most pathfinder fights can be rushed with minimal planning, however part of the defualt assumption with KF is that the enemy is watching you and planning as best they can for what they or their minions have seen. The BBEWizard won't be lounging in his study all alone when you come busting in to fight him. He will have bodies to put in your way, spells focused on stopping what your good at and to hit your weak spots. And it's expected the party take time to be as set up as possible.

Kirthfinder pg. 22 wrote:
I envision a game in which a party that charges in against a prepared foe gets wiped out. TPK. Sorry, guys. But if they ruthlessly exploit their advantages and deny the enemy his own, eventually they’ll tip the scales to the point where the villain goes down like a chump.


Some questions for Kirth after poking through the Ranger to see if it might fit my ideal concept better...

Questions:
1.Underground: Tremorsense probably needs to note that it’s range is the darkvision granted by the terrain. Otherwise multiple sources extend range of darkvision, leading to very high range tremorsense.
2. Is the Favored Terrain Skill bonus a +2 or +FT bonus?
3. Are Combat Style feats exchanged for sneak attack on a 1 for 1 basis, or all or nothing? Could a ranger have 2d6 Sneak Attack and 3 combat style feats?
4. Assume Favored Terrain: Underground +8. Is Terrain Mastery giving +8 attack and +16 damage vs local enemies, or +4 attack and +8 damage?
5. Improved Quarry calls out that the damage bonus is now equal to class level, vs the original twice the attack bonus which is itself half the class level. Why is that? Gains at most +1 damage, and at 20 makes no difference - seems to be needless text/distinctions.
6. Why implement personal preserve when Power over shadow can create a demiplane? Out of curiosity.
7. Animal type is Int 2 or less… awakened or Int boost then disqualifies them from Mark of the Wild?
8. Is the Phantom Steed template from the Mount Fighter talent an option? With an Ethereal favored terrain maybe?
9. Master of all terrains at 17th - Do you get an additional favored terrain and +2 to existing also, per the additional favored terrain class feature at 5th? It says every 4 class levels. ( I am guessing not).
10. Does additional favored terrain have to be a new one? Or can it be +2 to an existing, and +2 more to an existing? I would like to get to a +10 in one terrain, +8 in another, +6 in another, and +4 in another, with the last +2 in those(and the +2 in all the remaining) from Master of All Terrains, and am not sure if it is possible without using feats. (Would be +8, +6, +4, and +2 before level 17.) Depends on wording and on how stacking terrains work. Ie, is a Favored Terrain from a Barbarian totem eligible for the +2 as a "Additional" terrain, or only for the +2 to an existing terrain? Could matter what order levels happen in.
11. Morphic Familiar Feat - does it allow switching between multiple skill focuses, superior initiative,, lightning reflexes, fleet, etc? Like a rooster with Skill Focus Bluff and a Cat with Skill Focus Stealth and a Dog with Fleet?
12. +1 Luck bonus to saves: 5000 numen, or 5000 x 4 for Will, Intuition, Fortitude, and Reflex?
13. Finally, would making a single favored enemy selection a normal part of the class be a reasonable response to the Favored Class Bonus being removed? Or is the goal to drop the FCB system entirely and not replace anything removed? (Basically a feat/talent is being removed: 20 HP, 20 Skill points, an additional talent: Favored Enemy, a feat: Critical Focus, etc).


For 6. I think power over shadow Demiplanes cost Numen while they exist, due to them effectively being permanent spell effects.

For 7. The introduction chapter denotes that animals in KF can have higher int and still be animals. Also mark of the wild calls out awaken. Regardless there's probably more than a few magical beasts that could be suitable targets for mark of the wild, but then your in the referee discretion area.

For 8. Probably it's just another template and mark of the wild gives no finite list.

For 12. i think its 500 x bonus squared for all saves, divide by 1/4,2/4,3/4 if omitting saves. As per how resistance bonuses are priced also see his errata about haste as that's how he prices it there.

For 13. I'd personally just give open minded or toughness as a free bonus feat if i was looking to compensate for the loss of favored class bonuses. Less finicky and way less text to re-write.


River of Sticks wrote:

1.Underground: Tremorsense probably needs to note that its range is the darkvision granted by the terrain. Otherwise multiple sources extend range of darkvision, leading to very high range tremorsense.

2. Is the Favored Terrain Skill bonus a +2 or +FT bonus?
3. Are Combat Style feats exchanged for sneak attack on a 1 for 1 basis, or all or nothing? Could a ranger have 2d6 Sneak Attack and 3 combat style feats?
4. Assume Favored Terrain: Underground +8. Is Terrain Mastery giving +8 attack and +16 damage vs local enemies, or +4 attack and +8 damage?
5. Improved Quarry calls out that the damage bonus is now equal to class level, vs the original twice the attack bonus which is itself half the class level. Why is that? Gains at most +1 damage, and at 20 makes no difference - seems to be needless text/distinctions.
6. Why implement personal preserve when Power over shadow can create a demiplane? Out of curiosity.
7. Animal type is Int 2 or less… awakened or Int boost then disqualifies them from Mark of the Wild?
8. Is the Phantom Steed template from the Mount Fighter talent an option? With an Ethereal favored terrain maybe?
9. Master of all terrains at 17th - Do you get an additional favored terrain and +2 to existing also, per the additional favored terrain class feature at 5th? It says every 4 class levels. ( I am guessing not).
10. Does additional favored terrain have to be a new one? Or can it be +2 to an existing, and +2 more to an existing? I would like to get to a +10 in one terrain, +8 in another, +6 in another, and +4 in another, with the last +2 in those(and the +2 in all the remaining) from Master of All Terrains, and am not sure if it is possible without using feats. (Would be +8, +6, +4, and +2 before level 17.) Depends on wording and on how stacking terrains work. Ie, is a Favored Terrain from a Barbarian totem eligible for the +2 as a "Additional" terrain, or only for the +2 to an existing terrain? Could matter what order levels happen in.
11. Morphic Familiar Feat - does it allow switching between multiple skill focuses, superior initiative,, lightning reflexes, fleet, etc? Like a rooster with Skill Focus Bluff and a Cat with Skill Focus Stealth and a Dog with Fleet?
12. +1 Luck bonus to saves: 5000 numen, or 5000 x 4 for Will, Intuition, Fortitude, and Reflex?
13. Finally, would making a single favored enemy selection a normal part of the class be a reasonable response to the Favored Class Bonus being removed? Or is the goal to drop the FCB system entirely and not replace anything removed? (Basically a feat/talent is being removed: 20 HP, 20 Skill points, an additional talent: Favored Enemy, a feat: Critical Focus, etc).

1. I’m fine with it being the total, since this won’t come on line until, at minimum, 14th level.

2. It should read “Your favored terrain bonus applies as a competence bonus to…”
3. One for one, so, yes, you could sometimes trade in the feat for another +1d6 of sneak attack, and sometimes not.
4. It would be +8/+16. Rawr!
5. Strike that sentence entirely – it’s a holdover from a previous version of Quarry.
6. Personal preserve costs no numen, as FW noted. You also have total control over the portal, and you have the option to be the only person who can cast spells there, which can come in handy.
7. See FW’s answer above.
8. Yes.
9. Yeah, it supersedes the additional, since it’s giving you ALL other terrains as additional. I’ll clarify the wording of the 5th level ability.
10. Your maximum favored terrain bonus is capped at 2 + half your character level (this is spelled out in more than one place), so getting a +6 bonus at 5th level isn’t going to happen, nor a +8 bonus at 9th, etc.
11.
Familiar, Morphic” wrote:
You lose the previous familiar bonus feat and gain the bonus feat for your familiar’s new form instead.

I don’t understand how this is ambiguous?

12. 5,000.
13. I want to get rid of favored classes altogether. I also feel that the KF rules give you enough extra toys that losing favored class bonuses entirely is not a bad thing. On the topic of favored enemies, in my experience they either end up being worthless (because you rarely fight the right type) or too good (because the DM takes pity and throws too many of that type at you). Either way isn’t preferable, which is why it’s replaced with Quarry as a ranger class feature. That said, for xenophobic high elves, I’d keep, say, +2 vs. other civilized humanoids as a racial feat option.


Thank you both for all of the clarifications!
On 11: That basically negates the Rogue skill superiority - for the cost of a feat and a full round action, get skill focus in almost anything. Seemed like the type of thing that KF typically tries to avoid. Maybe if it limited you to a finite selection of animal forms? It was pretty clear, I just assumed I was reading it wrong somehow.

On 13: Ok, got it. I'll miss favored class, but I would rather have KF rules than core pathfinder or 3.5.

Finally, on 10: I think I was not clear in describing the question. I want a +8, +6, and +4 in three specific terrains before level 17, in order to have a +10, +8, and +6 afterward - no issue with maximums, since level 12 allows a +8 bonus. To reach the +8 level at level 13, I must select the "Increase existing terrain bonus by 2" option for that terrain every time- 5th, 9th, and 13th - as well as selecting it as my first favored terrain.

This is where my question starts. It seems that the other part of "Additional Terrains" - select a new terrain - can be ONLY that. Select a terrain that has no bonus. So if I have a level in Barbarian, the favored terrain from my totem disqualifies it from being a valid selection of Additional Terrains. Same for a favored terrain from the human bonus feat. Rather than ending up with three terrains with higher level bonuses, I instead end up with 4-6 terrains with +2. I can game the system a little and take the Barbarian level after Ranger 5th, and end up with a +4 bonus to that terrain that way; but cannot do so with the human bonus feat for favored terrain since that is at 1st level.

Actual Question: Is the "additional terrain" part of Additional Favored Terrains limited to terrains with no existing bonus no matter the source, or is it terrains which have not already been selected by the Ranger's favored terrain class feature? (ie, you could increase the human bonus feat Favored Terrain (Swamps) - new additional terrain for the ranger class feature- and the Ranger first level favored terrain (forest) at 5th level - increase existing by 2-, without selecting a completely new terrain)


Favored enemy goes from ok to amazing once Instant enemy comes into play. Granted that's level 9 or 11 (if spontaneous). But still not too bad. Heck you could even take a feat at 9 for expanded Arcana as a spontaneous ranger.


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I'll reply to the follow-ups soon, but for now, wanted to share the revised rage powers to go with the revised barbarian. What I did is pare down and consolidate under-performers, and remove entirely rage powers like Ghost Strike that were simply feats. I also leaned more heavily towards making the powers scale. The results:

LESSER RAGE POWERS

Spoiler:
Animal Fury (Ex): You gain a bite attack. If used as part of a full attack, the bite attack is made at your full base attack bonus –5. If the bite hits, it deals 1d6 points of damage (assuming you are Medium) plus half your Strength modifier. You can make a bite attack as part of the action to maintain or break free from a grapple; if so, this attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by you against the target that round are at a +2 bonus.

Beast Hide (Su): You gain a +2 enhancement bonus to natural armor, as if from an amulet of natural armor. This bonus improves to +3 in an improved rage, +4 in a greater rage, +5 in a mighty rage, and +6 in a primal rage.

Blazing BerserkerSSt (Ex): While raging, you are immune to fire, but also gain vulnerability to cold (in a mighty or primal rage, you are still immune to fire, but do not gain cold vulnerability). As an alternative to the [fire] subtype, alternative versions of this power might provide the [cold] subtype instead.

Boasting TauntAPG (Ex): You can incite a creature to attack you by making a Bluff check to demoralize as a move action. If the check succeeds, the target is also shaken as long as you are visible and raging or until it makes a successful melee attack against you. This is a [language-dependent], [mind-affecting] ability, and it relies on audible components.

Drunken BruteAPG (Ex): You can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity (or as a swift action, if you make a successful Sleight of Hand check; see Chapter 4). A potion has its normal effect, while an alcoholic drink allows you to maintain your rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). When your rage ends, you are sickened for a number of rounds equal to the number of drinks consumed (if already sickened, you are nauseated instead).

Elemental Grapple (Su): A creature that grapples you or is grappled by you takes 1d6 points of fire damage each round the grapple persists (2d6 in an improved rage, 3d6 in a greater rage, 4d6 in a mighty rage, and 5d6 in a primal rage). This damage also applies to any creature that engulfs you or swallows you whole. With referee permission, you may deal acid, cold, or electrical damage instead, if that is more appropriate to your character/totem.

Evasive Rage (Ex): You gain evasion (as the rogue class feature). In a mighty rage, you gain improved evasion instead. In a primal rage, you gain greater evasion.

Guarded LifeAPG,UC (Ex): If an attack reduces you to below 0 hit points, 1 hit point of lethal damage from that attack per class level you possess is converted to nonlethal damage (2 hp/level in an improved rage, 3/level in a greater rage, 4/level in a mighty rage, and 5/level in a primal rage).

Invigorating Blood (Ex): You regain 1 round of rage and recover a number of temporary hit points lost during that rage (if any) equal to your opponent’s Hit Dice (these do not stack with each other) on any of the following occurrences:
 You kill an opponent with a weapon or natural attack (the opponent must be an active combatant with CR no less than half yours);
 A critical hit is confirmed against you (whether by a melee weapon, spell, or ranged weapon);
 You confirm a critical hit with a melee weapon. If the crit multiplier is x3, you regain 2 rounds of rage and twice your class level in temporary hp; for a x4 crit multiplier, you regain 3 rounds of rage and gain three times your class level in temporary hp, etc.
Source: This power supersedes the Gore Fiend feat from Orcs of Golarion, the Thrill of the Kill feat from the Advanced Race Guide, and the Bloodthirsty frenzy ability from Szatany’s Ultimate Classes house rules.

Keen Senses (Ex): You gain low-light vision. In an improved rage, you also gain the scent special ability; in a greater rage you gain blindsense 30 ft.; in a mighty rage you can see invisibility; and in a primal rage you have true seeing and can discern the true forms of shapechangers.

Night Vision (Su): You gain darkvision 60 feet (90 ft. in an improved rage, 120 ft. in a greater rage). In a mighty rage, you can see in darkness (as a devil can). In a primal rage, you also gain blindsight 60 ft.

Penetrating Attacks (Ex): Your attacks with manufactured weapons, natural weapons, and/or unarmed attacks are treated as magic weapons for purposes of bypassing damage reduction. When attacking objects or sundering, you ignore 1 point of hardness per class level you possess.
In an improved rage, your attacks bypass materials-based damage reduction and also treat the opponent’s fortification (if any) as being 25% lower than is actually the case. These abilities improved as follows:
Rage ... Bypass DR/ ... Ignore Fortification
Lesser ... Magic ... 0%
Improved... Cold iron, silver, etc... 25%
Greater... Bludgeon, piercing, or slash... 50%
Mighty... Alignment-based... 75%
Primal... ― or epic... 100%

Protective Spirits (Sp): You gain the effects of a protection from evil spell at an effective caster level equal to your barbarian level (even if you have no ranks in Concentration). The deflection and resistance bonuses, rather than a static +2, are equal to your rage bonus. You can select protection from good or protection from law instead of protection from evil; once chosen, you cannot change your selection.
In an improved rage, this protection radiates out from you in a 5-ft. radius; this is otherwise similar to a magic circle against evil. In a greater rage, the radius increases to 15 ft., and to 20 ft. in a mighty rage.

Renewed Vigor (Ex): Once per rage as a swift action you can heal yourself of damage equal to your barbarian class level. In an improved rage, the damage healed increases to twice your class level; in a greater rage, the damage healed increases to triple your class level; in a mighty rage, the damage healed is equal to four times your class level, and in a primal rage, the damage healed is equal to 5 x your class level.

Rock Throwing (Ex): As a standard action, you can lift and hurl objects up to one size category smaller than you with both hands (base damage 1d8), or two size categories smaller with one hand (base damage 1d6), as thrown weapons with a range increment of 10 feet. The damage is halved if the object thrown is not made of stone, metal, or similar hard material. You may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
In an improved rage, you can increase the base damage by 1 step (e.g., 1d8 to 2d6) and the range increment by 10 ft. In a greater rage, you can increase the damage by 2 steps and the range by 20 ft. (to 30 ft.), and so on, to a maximum damage increase of 4 steps (base 4d6 or 6d6) and range of 50 ft. in a primal rage.

Salmon Leap (Ex): Add your class level as an enhancement bonus on all Athletics skill checks made while raging. When jumping, you are always considered to have a running start, and you have no limits on jumping based on your height. You also gain a climb speed and a swim speed equal to 5 ft. x your rage bonus. You can take 10 on Athletics checks while raging, even if you would normally be unable to do so.
In an improved rage, the jumping distances/ heights you can achieve by results are doubled; in a greater rage, they are tripled; in a mighty rage, they are quadrupled; and in a primal rage, they are quintupled. Example: A 13th level barbarian with a 26 strength (raging) has 13 ranks + 3 class skill + 8 Str + 13 enhancement = +37 to Athletics. By taking 10, he or she can clear 45 x 4 = 180 feet horizontally, or clear a vertical distance of 11 x 4 = 44 feet.

Spirit GuardiansAPG (Su): You are surrounded by spirit wisps that harass your foes. These spirits make one slam attack each round against one living foe that is adjacent to you. This attack is made using your full base attack bonus, plus your Charisma modifier. The slam deals negative energy damage equal to 1d6 + your Charisma modifier. In an improved rage, the base damage increases to 2d6, to 3d6 in a greater rage, 4d6 in a mighty rage, and 5d6 in a primal rage.

Spirit Steed (Su): While you are mounted, your steed gains DR/magic (+1) equal to half your level. As your rage improves, so too does the effective enhancement bonus needed to overcome your mount’s DR: +2 when you are in an improved rage, +3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage. The mount’s natural weapons overcome damage reduction as if they had an enhancement bonus equal to that needed to overcome the mount’s DR.

Storm-Bred (Ex): You are especially inured to harsh climate and conditions—you have lived outdoors amidst icy blizzards, blazing sands, volcanic ash, or lightning and thunder, and they hold no terror for you. Choose one energy type (acid, cold, electricity, fire, or sonics). You gain resistance 10 against that energy type. This resistance increases to 20 in an improved rage, 30 in a greater rage, and in a mighty or primal rage, you are immune to that energy type.
Whenever you do take an amount of energy damage equal to or greater than your barbarian level, add 1 to the total number of rounds that you can rage that day (if you are capable of a greater rage, add 2 rounds per day per attack; for a mighty rage, add 3 rounds per day per attack, and for a primal rage, add 4 rounds per day per attack). This applies to all types of energy, not just the one(s) you are resistant to.
You may gain this power multiple times; each time, choose a new energy type.

Witch HunterAPG (Ex): You gain a +1 favored enemy bonus (see Ranger) against creatures possessing spells or spell-like abilities. This bonus increases to +2 in an improved rage, +3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage.

Wolf Harrier (Ex): You gain a sneak attack +1d6 (+2d6 in an improved rage, +3d6 in a greater rage, +4d6 in a mighty rage, and +5d6 in a primal rage). This stacks with the Wolf Totem sneak attack ability (q.v.). It is otherwise similar to the tactics of the wolf stance from the Tome of Battle.

Wrankletaste (Ex): The internalized savage bitterness of your rage has rendered your very flesh unpalatable. Any creature that bites, engulfs, or swallows you must succeed a Fortitude saving throw (DC 10 + half your class level + your Constitution modifier) or be nauseated for 1 round (2 rounds in an improved rage, 3 in a greater rage, 4 in a mighty rage, and 5 rounds in a primal rage).

Wrath of Ancestors (Su): At that start of your rage, select one weapon you are wielding. If that weapon is non-magical, it gains an enhancement bonus equal to your rage bonus, and penetrates DR/magic, for the duration of your rage. If the weapon is already magical, its enhancement bonus increases, and/or it gains equivalent value in weapon properties (Chapter 6), as you choose at the beginning of your rage.

IMPROVED RAGE POWERS

Spoiler:
Clear Mind (Ex): You may reroll any failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the referee. You must take the second result, even if it is worse.

Combat Fury (Ex): Once per day, you can act as if hasted (as the spell) for one round. (This enables you to make an additional melee attack at your highest bonus; you also gain a +1 dodge bonus to AC and Reflex saves, and a +30 ft. enhancement bonus to your base land speed). This is an extraordinary ability activated as a free action, and cannot be dispelled. For every 2 class levels past the 6th, you can use this ability for an additional round per day (up to 8 rounds/day at 20th level); these rounds need not be consecutive.

Earth Breaker [Strike] (Ex): While in a rage, you can direct a melee attack against the floor around you as a standard action. This attack automatically hits and deals damage normally. If you deal more damage than the floor’s hardness, the space you occupy and a 5-ft. radius around you become difficult terrain. Creatures in this area, except you, must succeed at Reflex saves (DC 10 + half your class level + your Strength modifier) or be knocked prone. Spellcasters must succeed at Concentration checks (DC as above + twice the level of the spell) or ongoing casting is disrupted.
In a greater rage, the area affected is a 10-ft. radius, rather than only 5 ft. In a mighty rage, the area is a 20-ft. radius. In a primal rage you can affect a 30-ft. radius with this power. Source: Advanced Player’s Guide; this power also emulates the earthstrike quake maneuver from the Tome of Battle. It further subsumes the greater ground breaker power from Ultimate Combat.

Elemental Blood (Su): You must have the elemental grapple power to select this ability. Your blood becomes super-heated; any opponent damaging you with a non-reach melee attack is sprayed and takes 1d6 energy damage (2d6 in a greater rage, 3d6 in a mighty rage, 4d6 in a primal rage) of the same type as your elemental grapple.

Fortification (Ex): There is a 25% for you to shrug off precision damage and any other effects of a confirmed sneak attack or critical hit. This improves to 50% in a greater rage, 75% in a mighty rage, and 100% in a primal rage.

Furious Charge (Ex): You do not provoke attacks of opportunity by moving or charging through threatened squares.

Hair Trigger (Ex): Your rage begins at any time you wish, even when it's not your turn or when you're surprised; this does not require an action on your part.. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit points that a rage Constitution bonus grants, just before a blow that would otherwise cause you to fall unconscious; or better your chances of making a successful saving throw against an incoming spell.

Giant’s Stature (Sp): Your size increases to Large (if you are Medium), or to Medium (if you are Small). You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to your increased size.
If your size increases to Large you gain a natural reach of 10 feet. Your weapons deal damage according to their new size. Special: If you are a gnome, your size becomes Large rather than Medium; a gnome barbarian with this rage power is equivalent to a spriggan.
In a greater rage, the size bonuses to Str and Con increase to +4, and you gain a +2 natural armor bonus and low-light vision.
In a mighty rage, the size bonus to Str increases to +6, and the natural armor bonus to +4. In addition to low-light vision, you gain resist energy 20 (cold, electricity, or fire), and the rock throwing and rock catching abilities of a true giant.
In a primal rage, you become Huge in stature, gaining a +8 size bonus to Strength, a –2 size penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural armor bonus, low-light vision, rock catching, and rock throwing (range 120 feet, 2d10 damage), energy immunity (cold, electricity, or fire), and a +10 foot enhancement bonus to your speed. Additionally, your reach increases to 15 feet, and your weapons deal damage based on their new size.

Onslaught of Blows (Ex): You make iterative attacks at your full attack bonus, rather than suffering the normal -5 attack penalty. The effects of this power overlap (do not stack with) the effects of the Multiattack feat.

Skin Turning (Su): You are shape-strong. Whenever you activate your rage, you may also take the form of your totem animal as if under a beast shape I spell, for the duration of your rage. Bonuses granted by the new form (as the spell) stack with those of rage. You may choose to assume the full animal form, or you can take a hybrid form that enables you to still wield weapons; the stat adjustments are the same in either case. Note: This power (and its improvements) supersedes the Bear Warrior prestige class from Complete Warrior, and also the beastmorph alchemist archetype from Ultimate Combat; you can also play a lycanthrope in this manner.
In a greater rage, the effect is as a beast shape II spell; possible forms include a Large dire ape (ape totem), brown bear (bear totem), dire boar (boar totem), lion (lion totem), dire wolf (wolf totem), etc.
In a mighty rage, the effect is as a beast shape III spell; possible forms include a Huge dire ape (ape totem), dire bear (bear totem), dire boar (boar totem), dire lion (lion totem), or dire wolf (wolf totem). You gain all of the bonuses as if for a Huge animal, although your actual size becomes Large.
In a primal rage, you may take the form of a Large magical beast of a type similar to that of your totem animal, as if under a beast shape IV spell.

Spell SunderUC [Strike] (Su): As a standard action, you can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, you must make a combat maneuver check against a CMD of 15 + the effect’s caster level. To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver against the creature’s CMD + the spell level of the effect, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the CMD by 5 to 9. If you exceed the CMD by 10 or more, the effect is dispelled.
You can use this ability as part of a full attack, but doing so imposes a -5 penalty to your attacks and CMB that round.

Spirit Guardians, Improved (Su): The spirits that surround you grant you a +2 deflection bonus to AC (+3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage). You must have the spirit guardians rage power (q.v.) to select this power.

Tiger Claw Strike [Strike] (Ex): You must have the salmon leap rage power (q.v.) to select this power. You can combine a single melee attack with an Athletics (jump) check as a standard action. If the results are greater than the opponent’s CMD, treat the opponent as flat-footed to the attack. If the attack hits, it deals additional damage equal to the margin by which the jump results exceeded the opponent’s CMD. This power subsumes a number of the Tiger Claw maneuvers from the Tome of Battle.

Vigorous Rage (Ex): You gain fast healing 1. This improves to fast healing 2 in a greater rage, fast healing 3 in a mighty rage, and fast healing 4 in a primal rage. You must already have the renewed vigor rage power (q.v.) to select this power.

GREATER RAGE POWERS

Spoiler:
Ancestral Spirits (Sp): You can summon the spirits of the ferocious animals hunted by your ancestors, to fight with you while you rage. Once per day when you activate your rage, one dire lion or woolly rhinoceros, or 1d3 dire wolves, also appear. These spirits remain and attack your enemies without direction on your part for as long as you rage, to a maximum of 1 round per barbarian level you possess. This power is otherwise equivalent to summon nature’s ally V as a spell-like ability.
In a mighty rage, you can call one dire tiger, dire bear, or hill giant (as summon nature’s ally VI); in a primal rage, you can call 1d4+1 dire tigers, dire bears, or hill giants; or 1d3 mastodons or frost giants (as summon nature’s ally VIII).

Chaos Stance [Stance] (Ex): When you damage an opponent, for any maximum number rolled on any die (including weapon damage, Vital Strike damage, etc.), roll that die again and add the result. You can continue doing this as long as you continue rolling maximum values on that die. This power duplicates the aura of chaos stance, from the Tome of Battle.

Delayed Spell Effect (Ex): As an immediate action, you can choose to delay the effect of a single spell or ability used against you. The effect does not take hold until the end of your next turn. You can continue spending immediate actions in subsequent rounds, until your rage ends (at which point the effect takes hold). This power supersedes the spell effect function of the “Mad Foam Rager” feat from the Player’s Handbook II.

Draconic Rage (Su): You must have the dragon totem to gain this rage power. Your physical form takes on the aspect of your totem, as if you were under the effects a form of the dragon I spell that lasts for the duration of your rage. In a mighty rage, the effect is as form of the dragon II; and form of the dragon III in a primal rage. Bonuses granted by the new form (as the spell) stack with those of rage.

Eater of MagicUC (Su): Once per rage, when you fail a saving throw against a spell, supernatural ability, or spell-like ability, you can reroll the saving throw against the effect (this does not require an action). If you succeed at the second saving throw, you are not affected by the spell, supernatural ability, or spell-like ability (even if it normally has effects on a save), and you gain a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or until your rage ends, whichever occurs first.

Feast of Ravens [Stance] (Ex): You gain the effects of the Cleave and Combat Reflexes feats. Additionally, slaying opponents fuels your rage; any round in which you make at least one successful Cleave attack does not count against your daily total number of rounds of the rage ability.

Ferocious Tenacity (Ex): If you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus.
For example, if you are raging, have a current Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 0, leaving you with 2 hit points. Source: Orcs of Golarion.

Hero-Light (Su): A halo of fiery light shines from your brow, as it did from Cú Chulainn’s in Irish legend. This light is equal to a daylight spell. In addition, those looking on you from within 60 ft. while this light burns must save vs. Fortitude (DC 10 + half your class level + your Charisma modifier) or be dazzled a number of rounds equal to your class level.
Those within 30 ft. who can see you receive no saving throw, as per the unbearable brightnessUCG spell, and those with light sensitivity within 30 ft. must save or be blinded rather than dazed.
Opponents at any distance who visually target you with attacks suffer a 20% miss chance against you, even if they are not dazzled outright (this miss chance does not stack with that from being dazzled unless you are in a mighty rage, and does not apply at all if they are not using sight to perceive you).

Elemental Aura (Su): You must already have the elemental grapple and elemental blood powers to gain this ability. When you activate your rage, you can choose to burst into flames equal to an elemental auraAPG spell; if you choose, you can expand the radius affected to 10 ft. in a mighty rage, and to 20 ft. in a primal rage. The energy is of the same type as your elemental grapple ability.

Spirit Guardians, GreaterAPG (Su): You must have the spirit guardians and improved spirit guardians power to gain this power. Your sprit guardians automatically damage living enemies adjacent to you (or in your square) at the start of your turn, without needing to roll to hit. In addition, the spirit wisps can now attack foes (rolling to hit normally) that are up to 10 feet away from you (15 ft. in a mighty rage; 20 ft. in a primal rage).

Superstition, Greater (Ex): Magic breaks on you like waves breaking against a rocky shore. While raging, you gain spell resistance equal to 11 + your barbarian level.

Unexpected Opening (Ex): You can make an attack of opportunity against a foe that moves into or out of any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity.

Unrestrained Fury (Ex): You gain freedom of movement. This is an extraordinary (rather than spell-like) ability and cannot be dispelled.

Winged Victory (Ex): When you activate your rage, great wings unfurl from your back, granting you a base fly speed of 60 ft. You also add Fly to your list of class skills.

MIGHTY RAGE POWERS

Spoiler:
Chaotic Rage (Su): You gain DR/lawful equal to half your barbarian level. Your weapons, natural weapons, and unarmed attacks are considered [chaotic] for the purpose of overcoming damage reduction, and also deal +2d6 points of anarchic damage against creatures with the [lawful] subtype. Sources: Advanced Player’s Guide; 3.5 edition System Reference Document (“Epic Feats”).

Elemental Destruction (Su): You must already have the elemental grapple, elemental blood, and elemental aura rage powers to gain this ability. Manufactured weapons striking you must save vs. Reflex at DC 10 + half your class level + your raging Constitution modifier or melt into useless slag. Magic weapons gain a resistance bonus on the save equal to their enhancement bonus.

Energy AbsorptionAPG (Su): You must have the storm-bred rage power (q.v.) to select this power. Instead of merely resisting the specified energy type, you absorb that amount of energy instead, gaining 1 temporary hit point per 2 points of damage absorbed. These temporary hit points last until the end of your rage.

Frenzy (Ex): When you activate your rage, you may choose to gain an additional +4 bonus to Strength and take a -4 penalty to AC. When making a full attack, you also gain a single extra attack at your full attack bonus (this is not cumulative with any extra attacks granted by haste, a speed weapon, or the like). While in a frenzy, you take 2 points of nonlethal damage per round and must continue to attack until no living targets remain in sight; your frenzy lasts until you have no rounds left to rage. In order to end the frenzied rage early, you must succeed on a DC 20 Will save as a free action. This power supersedes the Frenzied Berserker prestige class feature of the same name (Complete Warrior).

Gae Bolga [Strike] (Ex): As a full-round action, make a single ranged attack with a throwing weapon. If you successfully hit, the weapon deals precision damage equal to 1d6 x your class level (i.e., a 16th level barbarian deals +16d6 damage), and you automatically penetrate the target’s damage reduction and fortification (if any). The effects of the gae bolga supersede (do not stack with) additional damage from the Vital Strike feat.

Luck of the Norns (Su): You gain 1 temporary Hero Point while raging. If you don't use this hero point during your rage, it disappears when your rage ends. This power supersedes the auspicious mark rage power from Ultimate Combat.

Mountain Hammer (Ex): When you execute a Vital Strike, the bonus damage is doubled, and you automatically ignore any hardness, damage reduction, and/or fortification the target possesses. This power is otherwise similar to the maneuver chain of the same name in the Tome of Battle.

Retributive Stance [Stance] (Ex): You can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who attacks you gains a +4 circumstance bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack. You choose each round as a free action whether to adopt this stance, which supersedes the “come and get me” rage power from the Advanced Player’s Guide. Note: This rage power does not grant additional attacks of opportunity per round.

Shieldbreaker (Ex): Whenever you strike the same opponent with two or more melee attacks in the same round, you can attempt to tear away the target's armor and shield as a free action by making a CMB check. If successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Reflex save (DC 10 + half your class level + your Strength modifier).

Spellbreaker (Su): You powerfully spurn magic. By moving into an area already occupied by some spell effect (such as a cloudkill spell or a wall of fire) you have a chance to dispel the effect, as if by a dispel magic (roll 1d20 + your barbarian level, against DC 11 + the spell’s caster level). If you fail to dispel a particular ongoing effect, moving into its area again on subsequent occasions automatically fails to dispel it as well. You must already have the greater superstition power in order to select this ability.

Sudden Charge (Ex): Once per rage, you can make a single charge attack as an immediate action. You gain only one attack at the end of this charging movement (or one attack with each weapon, if you have the Improved Two-Weapon Fighting feat), even if you have the Skirmish feat or some other pounce ability.

PRIMAL RAGE POWERS

Spoiler:
Aura of Superstition (Sp): You generate an emanation in a 10-ft. radius equal to an antimagic field. However, your spell-like and supernatural rage powers continue to function within the field, as do any magic items you possess that are bound to you by personal numen (Chapter 6). You must already have the greater superstition and spellbreaker rage powers to select this power.

Beyond the Grave (Su): If you are killed while raging with enemies still present and undefeated, you automatically rise as a revenant when your rage ends to continue fighting (modified from the template in Monsters of Faerun, not the base creature in Pathfinder Adventure Path Volume 2). Any enemy witnessing this occurrence must save vs. Will (DC 10 + half your Hit Dice + your new Charisma modifier) or be cowering with fear for 2d4 rounds. As a revenant, you gain undead traits, immunity to channeled positive energy, damage reduction 5/— (which stacks with any barbarian DR you already possess), regeneration 3 (fire deals normal damage), and immunity to acid, gas, cold, electricity, polymorph, and mind-affecting attacks. You also gain a +4 racial bonus to Strength and a +2 racial bonus to Charisma, and you have no Constitution score (you lose bonus hp and Fortitude save modifiers from Constitution and gain them from Charisma instead). In your undead state, you deal +1d10 damage on any hit against remaining enemies, and can track them unerringly if they flee, even across planar boundaries.

Improved Power Attack [Stance] (Ex): You gain extra benefit from use of the Power Attack feat. For each point of penalty taken to attack rolls, you gain an additional +1 bonus to damage. Note: This power supersedes the Frenzied Berserker’s “supreme power attack” prestige class feature (Complete Warrior).

Incite Rage (Su): You can inspire willing allies into a rage as a free action. Willing allies within 10 feet of you when this power is activated gain the benefits of rage as if they were 1st level barbarians. Counts each ally’s duration of rage against your own daily allotment of rage rounds. This power can be used once per rage. Note: This power supersedes the Frenzied Berserker’s “inspire frenzy” prestige class ability, from Complete Warrior.

Protective Spirits, Primal (Su): You must have the protective spirits rage power to select this power. Your protective spirits aura acts as a holy aura (or cloak of chaos, shield of law, or unholy aura) protecting you and your allies within the aura.

Trollborn (Ex): You gain regeneration 1 (fire and acid still inflict normal damage on you). If you have fast healing (for example, from the vigorous rage power) your existing fast healing becomes regeneration instead, and the amount stacks with the regeneration you receive from this power (maximum regeneration 5 hp/round).


River of Sticks wrote:
On 11: That basically negates the Rogue skill superiority - for the cost of a feat and a full round action, get skill focus in almost anything. Seemed like the type of thing that KF typically tries to avoid.

That's a good point. For a single-classed wizard/sorcerer, skill superiority is still maybe better because of the rogue's much larger list of class skills. But the ability to "sub in" other feats is probably too good... I'm glad you spotted that; I'll need to think on it some. Thanks!

River of Sticks wrote:
On 13: Ok, got it. I'll miss favored class, but I would rather have KF rules than core pathfinder or 3.5.

You can always keep it at your table if you and the other players agree -- my understanding is that there are already a number of "modified Kirthfinder" games being played.

River of Sticks wrote:
Finally, on 10: It seems that the other part of "Additional Terrains" - select a new terrain - can be ONLY that. Select a terrain that has no bonus. So if I have a level in Barbarian, the favored terrain from my totem disqualifies it from being a valid selection of Additional Terrains. Same for a favored terrain from the human bonus feat. Rather than ending up with three terrains with higher level bonuses, I instead end up with 4-6 terrains with +2...

OK, I see where you're headed now. I'd neglected thinking about multiclassing, which was very silly of me. In reply, yes, I'd totally allow you to pick an existing terrain instead of a new one, because the bonus cap by total character level is still in force.


How much should "extra channel" cost to purchase with Numen? As written it's 2k per time you take it meaning its incredibly cheap to get a lot of channels.

This makes some things like inquisitors judgement, smite evil or even Retrieve spell (all the extra slots, comes out to 1000 per spell level) more or less at-will abilities for a very cheap investment.


Firewarrior44 wrote:

How much should "extra channel" cost to purchase with Numen? As written it's 2k per time you take it meaning its incredibly cheap to get a lot of channels.

This makes some things like inquisitors judgement, smite evil or even Retrieve spell (all the extra slots, comes out to 1000 per spell level) more or less at-will abilities for a very cheap investment.

Sadly, that's not the only one that's problematic. I'd like to find a general rule that would make feats cost an appropriate amount -- so that when new feats get added, for example, we don't have to keep thinking about how items granting them will work.

In the specific case of Extra Channeling, and barring a more general rule being proposed, ideally I'd want it to be priced as a scaling bonus, rather than a feat. Say 2000 x (# extra uses)^2, so that 2 extra daily channels would run you 8,000 numen, rather than 4,000. Alternatively, we could consider 2 extra uses to be an equivalent to +4 Cha, but with limited utility (ad hoc half price), for 16,000 x 1/2 = 8,000 numen (same as above).

For now, for the [extra class feature uses] feats, let's maybe go that route and maybe add them to the bonus pricing table in Chapter 6. Absolute uses/day, maybe 2000 x bonus squared; for rounds/day, maybe 500 x extra rounds squared? I'm of course open to better ideas.

Sort of making me wish I'd bitten the bullet and designed the whole system a-la-carte/GURPS-style from the ground up, but the initial players absolutely wouldn't hear of it!


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I like the idea of using the base statistic. Ie, for extra channel - limited utility CHA bonus. Spell Focus - Limited Utility INT/CHA/WIS bonus, depending on your class. Extra Rage would be limited utility CON. Practiced X has already been set out as priced according to the final effective level of X ability. I feel like there should end up being very few feats that can be flat out purchased for 2000 numen - proficiencies maybe, or very simple feats like Shorten Grip (Actually, shorten grip I would rather see as a Sleight of Hand/Dex check, or a BAB limited ability, rather than a feat. EDIT: Something like that, and some of the weapon specific feats that do not scale, backed out to skill/attribute checks instead of feats would both reinforce differences in weapons beyond damage dice and also remove some of the more likely candidates for feat purchasing. No idea how that would hit balance though.End Edit.) I still cannot find a good way to price a practiced terrain, though.

I like the new rage powers a lot more than the prior ones. It feels like there is a lot more flavor and variety, as well as just straight up better options - more things that catch my eye.

In regards to Morhpic Familiar - maybe limit the number of forms known to Level/Concentration? Ie, an additional form for every 2/4/5 ranks or levels? Leads to ten/five/four forms at 20th.

A question on some of the multi class talents/lores/mysteries: Some of them (Bard, Incarnate) have text allowing the selection of a single Fighter/rogue/whatever talent and using the base class levels to calculate the bonus, and then giving synergy if multi classed, while others (ranger, fighter) just give the multi class synergy. Is this by design, or from addressing different classes at different points in time? I am finding the ranger to better fit my concept than the fighter after digging into the Ranger more, but there are a couple Fighter talents I still really like (Guarded Attributes, a few more). Unfortunately, I also really like the 19th and 20th level ranger features, which makes multi classing a difficult decision. Thus my question - A similar talent, as opposed to Ranger Knight, would be an easy solution if it had the Bard text for Fighter talent.

Finally, I stuck out on helping establish armor pricing, but having a system to improve Max Dex bonus, for example, or increase the effective critical threat range on a weapon beyond Improved Critical would be welcome. There are occasionally spell effects that do something similar, but I am not familiar with most spells pre-Pathfinder.

Until I can find a group to do PbP with, or move to a more populous area with enough people to get a game of KF going, all I can do is theory craft. (Incidentally, that's why I ask so many questions about intentions and interactions - I like "optimizing" a concept, but need to know the system boundaries to really do so).


As a side project, I'm statting up characters from gaming, literature, and mythology to demonstrate the four "tiers" of play. So far I've done Jarvis Braeburn (my own favorite character from past gaming; human Warrior 1/Fighter 2/Rogue 1) for Journeyman tier; Fritz Leiber's Fafhrd and the Gray Mouser will represent the Heroic tier; at Champion level is Lord Robilar (ftr 15), one of the earliest D&D characters; and the Demigod tier is illustrated using the Irish hero Cu Chulainn (bbn 10/ftr 5/bard 2) and Michael Moorcock's Elric of Melnibone (summoner 15/fighter 2, with Stormbringer as an ediolon). I'm open to more suggestions, particularly for the first three tiers.


I would like to suggest Morrolan e'Drien from Steven Brusts Novels as either a Fighter 11/Sorcerer 3 or a Fighter 11/Sorcerer 6, unless there's a better combination that suits him better.


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River of Sticks wrote:
I would like to suggest Morrolan e'Drien from Steven Brusts Novels as either a Fighter 11/Sorcerer 3 or a Fighter 11/Sorcerer 6, unless there's a better combination that suits him better.

Champion tier describes him a lot better than demigod, IMHO -- Aliera and Sethra try to hide it, but they seem to view him as an uppity youngster who's not really in their league.

Class-wise, single-classed battle sorcerer might be the way to go... Blackwand could be an athame/bound outsider (using Thaumaturgy). I'm not clear on why 11 levels of fighter are needed (unless there's a particular advanced talent you're shooting for)?


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Fafhrd & the Mouser:

Spoiler:
The roguish protagonists of Fritz Leiber’s classic fantasy tales, Fafhrd and the Gray Mouser have been presented several times for the AD&D game, generally as very high-level characters: the 1st ed. Deities & Demigods, for example, has Fafhrd as a 15th level ranger with 5th level bard and 13th level thief abilities, and the Mouser as a 15th level thief with 11th level fighter and 3rd level wizard abilities.
However, the duo in the books doesn’t actually ever do anything that requires such high levels. Despite constantly running afoul of evil wizards and irate gods, the roguish pair is always presented as operating themselves more or less within real-world constraints, albeit with larger-than-life personalities. In many ways, they epitomize game play within the Heroic tier, as does (for example) Robert E. Howard’s Conan.

FAFHRD CR 7
Male human bard (skald) 1/barbarian 4/fighter 3
CG Medium humanoid [human]
Init +5; Senses low-light vision, scent;
Perception +7
Languages Common, Lankhmarese, others
AC 17, touch 14, flat-footed 13
(+1 Dex, +2 dodge, +3 armor, +1 shield)
hp 73 (8 HD; LW 31/HW 15); DR 1/, Diehard
Immune bravery (1 step), endure elements
Fort +9, Ref +8, Int +6, Will +8; +1 vs. magic
Spd 30 ft.
Melee +2 bastard sword +13/+8 (1d10+10/19-20) and mwk short sword +12/+7 (1d6+8/19-20); or
Power Attack +11/+6 (1d10+14/19-20) and
mwk short sword +10/+5 (1d6+10/19-20)
Ranged composite long bow +7/+2 (1d8+8/x3), or
hand axe +12 (1d6+8/x3)
Base Atk +7; CMB +12; CMD 26
Special Atks bardic performance (+1) 5 rds/day, improved rage (+2) 16 rds/day, personal weapon +2, weapon training +3
Rage Powers (IL 6th)
Improved—fortification (25%)
Lesser—drunken brute
Bard Spells Known (CL 1st)
1st (1/day, DC 12, check +5)—invigorateAPG
0 (at will, DC 11, check +7)—know direction, message, unwitting allyAPG
Attributes Str 21, Dex 13, Con 14, Int 10, Wis 8, Cha 12
SQ favored terrain (mountains) +2, primal warrior, totemless
Feats Combat ExpertiseF, DiehardB, DodgeB, Exotic Weapon ProficiencyF (bastard sword, long bow), Fast RecoveryB, Improved Initiative, Improved Two-Weapon Fighting, Open MindedH, Power AttackB, Skirmish, Strength TrainingB, ToughnessH, Two-Weapon Fighting, Vital StrikeB (+4d6)
Skills Athletics (8/+16; mountaineering +17), ConcentrationB (1/+5), EnduranceB (7/+12), Handle Animal (5/+9), KnowledgeB (linguistics) (4/+7), KnowledgeB (lore) (1/+4), Knowledge (planes) (1/+4), KnowledgeB (warfare) (3/+6), Perception (5/+7), Profession (sailor) (7/+9), Stealth (7/+11), Streetwise (1/+5), Survival (4/+6)
Possessions NPC gear (numen 7,300, max 7,800): “Graywand” (masterwork bastard sword; 400), “Heartseeker” (masterwork short sword; 400), studded leather armor, composite longbow w/arrows, hand axe. While armed with Graywand, Fafhrd gains a +2 resistance bonus to saves (4,000) and a +1 shield bonus to AC (2,500).

THE GRAY MOUSER CR 7
Male human wizard 1/rogue 4/fighter 3
CN Medium humanoid [human]
Init +9; Senses alertness +3 (DC 24), uncanny dodge, improved uncanny dodge; Perception +10
Languages Common, Lankhmarese, others
AC 21, touch 21, flat-footed 14
(+5 Dex, +2 dodge, +2 insight, +2 deflection)
hp 47 (8 HD; LW 23/HW 11)
Immune bravery (1 step)
Fort +8, Ref +12, Int +6, Will +7; evasion
Spd 30 ft.
Melee +2 rapier +11/+6 (1d6+9/15-20) and
mwk dagger +10/+5 (1d4+7/19-20)
Ranged sling +5 (1d6+3/x3 plus staggering strike), or
mwk dagger +8 (1d4+3/19-20 plus staggering)
Base Atk +6; CMB +11; CMD 24
Special Atks sneak attack +3d6 plus staggering strike (flat-footed 1 round plus DC 18 Fort or also staggered), surprise attacks, weapon training +2
Skill Tricks (CL 8th, capacity 3rd)
2nd (DC 18)—cat’s grace (Acrobatics)
1st (DC 14)—distract assailant (Bluff), sniper’s shot (Perception)
Arcane Spells Prepared (CL 1st)
1st (DC 11, check +5)—hypnotism*
0 (at will, DC 10, check +7)—daze person, ignite, prestidigitation
Attributes Str 13, Dex 20, Con 12, Int 14, Wis 8, Cha 10
SQ deflect blows, favored terrain (urban) +2, martial outlaw, personal weapon +2
Feats AlertnessR, Canny DefenseF, Combat ExpertiseF, DodgeR, Exotic Weapon ProficiencyF (rapier), Improved Critical (rapier), Improved Initiative, Improved Two-Weapon Fighting, Open MindedH, Skill FocusR (Athletics), Staggering Strike, ToughnessH, Two-Weapon FightingF, Weapon FinesseR
Skills Acrobatics (4/+11), Athletics (4/+11), Bluff (7/+10), ConcentrationB (4/+7), Disable Device (4/+9), EnduranceB (3/+7), Escape ArtistB (4/+11), KnowledgeB (linguistics, lore) (1/+6), KnowledgeB (warfare) (3/+8), Perception (8/+10), Perform (acting) (4/+7), Profession (sailing) (5/+7), Sleight of Hand (4/+11), Spellcraft (4/+9), Stealth (7/+14), Streetwise (8/+11), Survival (3/+5)
Possessions NPC gear (numen 5,800, max 7,800): “Scalpel” (masterwork rapier; 400), “Cat’s Claw” (masterwork dagger; 400). When armed with Scalpel, the Mouser receives a +2 resistance bonus to saves (4,000) and a +1 enhancement bonus to Dex (1,000)

Robilar:

Spoiler:
Lord Robilar, played by Rob Kuntz, is one of the earliest and most successful PCs ever created for the D&D game. He was presented in the 1st edition Rogue’s Gallery as a 15th level fighter, and later in the 3.0 edition Epic Level Handbook as a 24th level fighter. The Kirthfinder version fulfills the original vision of the character at the peak of his career—a leader of orc armies, rider of dragons, liberator of imprisoned demigods, and one-man wrecking crew—as played by Kuntz, and also achieves this at 15th level. His status as arguable THE iconic fighter in the history of the game, and the power of his followers, implies a reasonably high level; however, none of his capabilities indicate that he needs to be of demigod status (and indeed, Cú Chulainn, below. would eat him for breakfast).

ROBILAR CR 15
Male human fighter 15
LE Medium humanoid [civilized, human]
Init +7; Senses threat assessment (swift action); Perception +21
Languages Common, Orcish, Draconic
AC 41, touch 17, flat-footed 25
(+3 Dex, +4 dodge, +15 armor, +9 shield)
hp 190 (15 HD; LW 95/HW 47); DR 8/―
Hero Points grit 3/day
Immune [fear]; fortification 70%; unstoppable
Fort +20, Ref +17, Int +15, Will +17; mettle
Spd 30 ft.
Melee +3 frost bastard sword +28/+28/+28 (1d10+21/15-20 plus 1d6 cold) or Power Attack +24/+24/+24 (1d10+29/15-20 plus 1d6 cold)
Ranged +1 composite longbow +19/+19/+19 (1d8+15/x3)
Face 5 ft. x 5 ft.; Reach 20 ft. (difficult terrain)
Base Atk +15; CMB +22; CMD 35
Special Atks personal weapon +4, pierce magical protection, riposte, Robilar’s Gambit, thicket of blades, weapon training +7
Attributes Str 18 (24 w/girdle), Dex16, Con 18 (23 with training), Int 11, Wis 16, Cha 16
SQ armor training +4, warlord (25 CR)
Feats Blind-FightB, Cleave, Combat Reflexes, Combat ExpertiseB, Combat ReflexesB, Dispelling Strike, Dodge, Exotic Weapon ProficiencyB (all), Improved CriticalB (bastard sword), Improved Initiative, Leadership (56 CR), Mounted CombatB, No RetreatB, Power AttackB, Precise ShotB, Skill SynergyB (Bluff, Diplomacy), Skirmish, Stamina Training, Toughness, Vital StrikeB, Weapon Specialization (bastard sword)
Skills Athletics (15/+25), Bluff (10/+18), DiplomacyB (15/+23), Endurance (15/+22), Handle Animal (15/+21), Knowledge (linguistics) (3/+6), KnowledgeB (warfare) (15/+18), Perception (15/+21), Survival (2/+8)
Possessions PC gear (numen 182,300; par 200,000): +3 plate armor (9,000), +3 heavy steel shield (9,000), girdle of giant’s strength +6 (36,000), masterwork bastard sword (400), +1 composite longbow (2,000), 50 arrows, carpet of flying (40,500), ring of spell turning (91,000), ring of invisibility (5,400), cloak of resistance +5 (25,000)
Robilar claims to fear nothing and no one. He tells tales of dangerous adventures he has undertaken alone. It is true that he has never shirked from any adventure, no matter how improbable it sounded. He has travelled greatly and has seen many wonders on his adventures. These he remembers well, to tell about later or perhaps to use in bargaining with those who might wish to know his odd facts.

OTTO (COHORT) CR 12
Male human wizard (enchanter) 13

QUIJ (HENCHMAN) CR 10
Male orc fighter 11

GREEN DRAGON STEEDS (3) CR 10
Juvenile green dragon

Note that Otto’s iconic spell, the irresistible dance, can be retooled as a 7th level spell by simply removing the Still Spell metamagic component.

Cu Chulainn:

Spoiler:
Cú Chulainn is the great hero from Irish legend, the son of the god Lugh the Long-Handed. The epic Táin Bó Cúailnge has him defending Ulster single-handedly against united armies, and he appears a number of other tales. He was known for his riastrad (“warp frenzy”) which gave him an unspeakably monstrous appearance and made him almost absurdly formidable in battle.
In the 1st edition Deities & Demigods, he is described as an 18th level ranger with other abilities, but this version is overall more faithful to the Tain. Also in this conversion it is assumed that Lugh and the other Tuatha de Danaan have dwindled from gods to sidhe (celestial elves), accounting for the selection of half-elf as Cú Chulainn’s race.

CÚ CHULAINN CR 17
Male advanced half-elf barbarian 10/
fighter 5/bard (skald) 2
CN Medium humanoid [human, elf]
Init +4; Senses low-light vision; Perception +
Languages Gaelic, Elven
AC 28, touch 19, flat-footed 17 (+4 Dex, +5 dodge, +2 natural, +5 armor, +2 shield)
hp 203 (17 HD; LW 101/HW 50); 271 hp in rage;
DR 3/ (7/ in rage)
Immune sleep
Resist endure elements; bravery (1 step)
Fort +16, Ref +14, Int +11, Will +13; +2 vs. magic, +5 (+7 total) vs. enchantments
Spd 40 ft.
Melee mwk spear +21/+16/+16/+16 (1d8+12/x3) plus AoO against attackers, and mwk shield-rim +21/+16/+16/+16 (1d8+12/19-20)
Raging +3 spear +23/+18/+18/+18 (1d8+25/x3 plus 6d6) plus AoO against attackers, and mwk shield-rim +20/+15/+15/+15 (1d8+17/19-20 plus 6d6)
Ranged mwk sling +20/+15/+15/+15 (1d8+11/x3) or
mwk sling +20 (1d8+11/x3 plus 13d6, line of sight range)
Raging Gae Bolg +30 (1d8+13/x3 plus 13d6; damaged opponent then takes an additional 15d6 piercing plus 3d4 Con damage)

Base Atk +16; CMB +22; CMD 41
Special Atks bardic inspiration (+1) 9 rounds/day, furious counterstroke (+3/+6), mighty rage (+4) 42 rounds/day, weapon training +6
Rage Powers (IL 6th)
Mighty—gae bolga
Greater—hero-light (DC 26)
Improved—
Lesser—salmon leap, wrath of ancestors
Spell-Like Abilities (CL 17th)
1/day—summon monster IX (1d3 sidhe; see below)
Spells Known (CL 2nd)
1st level (4/day; check +21)—disguise self, hypnotism* (DC 14)
0 (at will; check +23)--
Attributes Str 23, Dex 18, Con 18 (23 with training), Int 12, Wis 14, Cha 17
SQ boar totem, favored terrain (plains) +2, primal warrior
Feats DiehardB, DodgeB, Exotic Shield ProficiencyB (heavy), Far Shot, Fast RecoveryB, Improved Natural ArmorB, Improved Shield BashF, Improved Two-Weapon Fighting, Leadership, Magical Talent, Power AttackB, SpearfighterF, Stamina TrainingB, Two-Weapon Fighting, Vital StrikeB
Skills Athletics (17/+26), Concentration (17/+23), Diplomacy (/+), EnduranceB (15/+24), Perception (/+)
Possessions NPC gear (numen 31,500; max 75,000):
 Gae Bolg: +3 javelin (18,000); 1/day invisible needle (0 level) + Cascade Spell (damage attribute: Con; +2 levels) + Greater Debilitation (+1 level) + Channeled Spell (+1 level) = 5th level x CL 15 x 900 x 1/5 = 13,500. Once per day, the javelin explodes into many-pronged barbs, dealing an additional 15d6 piercing damage and 3d6 Con damage.

In legend, Cú Chulainn was superhuman in almost every respect, sending sling balls flying across the countryside as far as he could see to inexorably kill those struck, jumping over the walls of fortresses, defeating armies singlehandedly, and defeating a goddess in battle; even in death, he could chop the hands off of those who touched his corpse.
When hard-pressed, Cú Chulainn could throw the Gae Bolga, a spear made from the bones of a sea monster, with his foot; any foe struck died a certain death as spikes impaled their body from the inside. In at least one case, two of his half-brothers from among the sidhe appeared on the Material Plane in order to fight with him.

SIDHE WARRIORS (1D3) CR 11
Male half-celestial fighter 2/warrior 16
CG Medium outsider [elf]

LÁEG, KING OF CHARIOT DRIVERS (FOLLOWER) CR 6
Male human fighter 7
NG Medium humanoid [human]

Elric:

Spoiler:
Elric VIII, 428th Emperor of the Dragon Isle of Melniboné, is the doomed anti-hero from Michael Moorcock’s high fantasy saga of the same name. Elric is from an age dominated by the forces of Chaos; he is instrumental in destroying that world so that another cycle can begin. In doing so, he sacks his homeland, slays demigods, defies the Lords of Hell, and betrays his own patron deity, the greater god Arioch.
Elric is presented in the 1st edition Deities & Demigods as having all the abilities of a 15th level fighter, 19th level magic-user, and some cleric, druid, and assassin abilities besides; most of that is extraneous to what he actually does in the books. Indeed, a fully-functional version of Elric of the novels could probably be built as a Champion-level character, but his role in slaying gods and destroying the world puts him firmly in the Demigod tier of game play.

ELRIC OF MELNIBONÉ CR 17
Male high elf sorcerer (summoner) 15/fighter 2
CE Medium humanoid [elf]
Init +2; Senses low-light vision, see ethereal 85 ft.; Perception +
Languages High Elvish, Common, Aklo, Abyssal, Aquan, Auran, Ignan, Sylvan, Terran
AC 30, touch 19, flat-footed 24
(+2 Dex, +7 insight, +7 armor, +4 shield)
hp 117 (17 HD; LW 48/HW 23); 137 hp with false life; 66 hp without spells or Stormbringer
Resist bravery (1 step)
Fort +16, Ref +16, Int +17, Will +21
Weaknesses light sensitivity
Spd 30 ft.
Melee Stormbringer +22/+17/+17 (1d10+13/15-20)
Base Atk +13; CMB 25; CMD 37
Special Atks weapon training +1
Arcane Spells Known (CL 17th, capacity 16th)
8th (2/day, DC 25, check +19)—black sword’s brothers (see below), summon monster VIII*
7th (5/day, DC 24, check +21)—control weather, creeping doom, summon monster VII*
6th (6/day, DC 23, check +23)—banishment, summon monster VI*, undeath to death (DC 23)
5th (6/day, DC 22, check +25)—contact other plane, control winds, divine power (+5), summon monster V*
4th (6/day, DC 21, check +27)—dismissal, extended (17-hour) bear’s endurance, extended (17-hour) bull’s strength, summon monster IV*
3rd (6/day, DC 20, check +29)—haste, Heightened false life, speak with dead, summon monster III*
2nd (6/day, DC 19, check +31)—arcane lock/knock, fog cloud, gust of wind, summon monster II*
1st (6/day, DC 18, check +33)—3+1 summon monster I*
0 (at will, DC 17, check +35)—dancing lights, detect magic, ignite, message
Attributes Str 8 (14), Dex 14, Con 8 (14), Int 16, Wis 13, Cha 19 (25)
SQ eldritch knight
Feats Canny DefenseB, Combat ExpertiseB, Eschew MaterialsB, Exotic Weapon ProficiencyB (bastard sword), Improved Critical (bastard sword), Skill FocusB (Concentration), ThaumaturgyB (CR 56), Toughness, Weapon SpecializationB (bastard sword)
Skills Athletics (/+), Bluff (/+), ConcentrationB (17/+35), Craft (alchemy) (/+), Diplomacy (0/+7), Endurance (2/+7), Handle Animal (/+), Knowledge (linguistics) (7/+13), Knowledge (the planes) (17/+23), KnowledgeB (warfare) (2/+8), Perception (/+), Planar Sense (17/+21), Spellcraft (/+), Streetwise (/+), Survival (/+)
Possessions PC gear (numen 194,540; par 340,000):
 Ring of Kings: gate 1/day (CL 17th, 27,540), eagle’s splendor +6 (36,000)
 Stornbringer: +5 bastard sword (50,000) of bull’s strength +6 (36,000) and bear’s endurance +6 (36,000)
 +3 light jack armor (9,000)
Black Sword’s Brothers: Invocation of the knife (0 level) + Cascade Spell (damage attribute: Con; +2 levels) + Greater Debilitation (+1 level) + Crippling Debilitation (+2 levels) + Shape Spell (spread; +2 levels) + Concentration Spell (Standard; +1 level) = 8th level; 17d6 slashing plus 3d4 Con drain (DC 25 half). The spell manifests as a horde of swords, identical to Stormbringer in appearance; Elric can direct the swarm as a standard action.

“It is the colour of a bleached skull, his flesh; and the long hair which flows below his shoulders is milk-white. From the tapering, beautiful head stare two slanting eyes, crimson and moody, and from the loose sleeves of his yellow gown emerge two slender hands, also the colour of bone.”
―Michael Moorcock, Elric of Melniboné (1972)

Elric was born an albino, physically weak and dependent on drugs to function normally; he soon acquires the artifact sword Stormbringer, which feeds him the strength he lacks naturally by devouring the souls of its victims. Elric knows that he and the world are doomed, and vacillates between fleeing from conflict, seeking peace and solace, on the one hand; and actively precipitating massive upheavals on the other. He is also bloodthirsty when seeking revenge, being willing to pursue rival sorcerers halfway across the world in order to teach them a lesson (his nickname is “The White Wolf”).

STORMBRINGER (EIDOLON) CR 13
Half-fiend ghost outsider 18
CE Medium outsider [chaotic, evil, incorporeal]
Init +5; Senses darkvision 60 ft., see ethereal 90 ft.; Perception +21
Languages Abyssal, Common, Aklo, High Elvish
AC 24, touch 24, flat-footed 18
(+1 Dex, +5 dodge, +8 deflection)
hp 153 (18 HD; LW 76/HW 38); half damage from corporeal
Immune poison; incorporeal traits
Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Fort +9, Ref +9, Int +6, Will +16
Spd fly 30 ft.
Melee corrupting touch +19 touch (13d6 negative energy plus 1d4 Con drain, DC 27), or
+5 bastard sword +31/+26/+26/+26 (1d10+16/19-20) or +26/+21/+21/+21 (1d10+16/19-20 plus 9d6 vampiric touch)
Base Atk +18; CMB ― (+22); CMD ― (38)
Special Atks frightful moan 30 ft. (panicked 2d4 rounds, DC 27), smite 1/day (+7/+18)
Spell-Like Abilities (CL 18th)
1/day—dominate person (DC 23), greater dispel magic, barghest’s feast (DC 25), touch energy drain (DC 26), soul bind (DC 27)
3/day—enervation
At will—reduce self, aid, vampiric touch (9d6)
Attributes Str ― (18), Dex 12, Con 16, Int 15, Wis 11, Cha 26
Feats Battle Touch, Blind-Fight, Dodge, Exotic Weapon Proficiency (bastard sword), Ghost Strike, Improved Initiative, Spellstrike, Weapon Specialization (bastard sword), +1
Skills Bluff (18/+29), Concentration (18/+29), Fly (18/+22), Knowledge (the planes) (18/+23), Perception (18/+21), Planar Sense (18/+21), Stealth (18/+22)

Stormbringer is actually an incorporeal demon hiding inside a black, rune-carved sword like a hermit crab in a borrowed shell. Using its Ghost Touch feat, it can cause the sword to “dance,” and is actually a better combatant than Elric in this regard.

MOONGLUM OF ELWHER (COHORT) CR 11
Male human fighter 6/rogue 6
N Medium humanoid [human]

Jarvis Braeburn:

Spoiler:
This was possibly my favorite character throughout 35 years of playing RPGs. Almost totally lacking in magic and woefully unimpressive compared to many of his enemies, when Jarvis succeeded it was through persistence, unorthodox use of skills, and luck (often represented through the use of hero points). Although the original PC was created using a different rules set, this conversion almost perfectly represents the character as played.

JARVIS BRAEBURN CR 3
Half-advanced male human fighter 2/warrior 1/rogue 1
NG Medium humanoid [human]
Init +6; Senses alertness +2 (DC 23), uncanny dodge; Perception +9
Languages Common, High Elvish, Dwarven
AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +2 insight, +1 natural, +4 armor)
hp 32 (4 HD; LW 16/HW 8)
Hero Points defiant luck 1/day
Resistances bravery (1 step)
Fort +6, Ref +5, Int +5, Will +4
Spd 30 ft.
Melee +1 rapier +7 (1d6+5/18-20)
Ranged mwk hand crossbow +6 (1d4+2/19-20)
Base Atk +3; CMB +6; CMD 19
Special Atks riposte, sneak attack +2d6, weapon training +1
Skill Tricks (IL 5th, capacity 1st)
1st (DC 14 Bluff)—distract assailant (DC 12)
Attributes Str 16, Dex 14, Con 17, Int 14, Wis 14, Cha 12
Feats AlertnessB, Canny DefenseB, Combat ExpertiseB, DodgeB, Improved Initiative, Open MindedB, Point-Blank Shot, Weapon FinesseB
Skills Acrobatics (1/+6), Athletics (1/+6), Bluff (4/+8), Craft (smith) (1/+6), Diplomacy (2/+6), Disable Device (2/+7), Endurance (3/+9), Escape ArtistB (1/+6), KnowledgeB (warfare) (1/+6), Handle Animal (2/+7), Perception (4/+9), Perform (acting) (1/+5), ProfessionB (sailor) (4/+9), Sleight of Hand (1/+6), Stealth (4/+9), Streetwise (3/+7)
Possessions NPC gear (numen 3,400; max 3,450): +1 rapier (2,000), hand crossbow, dagger, masterwork chain shirt (400), cloak of resistance +1 (1,000), thieves’ tools

Jarvis grew up around the boatyards in Arkavore County, assisting with crewing and guard duty, and with no great ambitions in life. In his late teens, while on a sailboat cruise with a girlfriend, he was ship-jacked by a pair of Gunderland desperadoes. Although he succeeded in killing them, the young lady became a casualty in the fight. Rather than return home, he impulsively sailed south to Hylore, capital of the elflands, to see what he could experience there.
Braeburn’s courage and pluck soon brought him to the attention of the King’s Guard; among lower company, he also gained the friendship of Rudy Fitzsimmons, a red-haired half-elven rogue with a notched left ear and a knack for finding trouble. In the Guard, Braeburn’s single-mindedness in pursuing his duties quickly got him appointed to the Special Assignments roster, in which capacity he was essentially an investigator for the kingdom, often working undercover.


Anyway, I love Brust's stuff, and Morrolan is a great character who'd be fun to stat up, but I don't think he adds anything to this particular exercise that Elric doesn't (i.e., we probably don't need two elven fighter/sorcerers with soul-eating swords being presented as examples of characters, and Moorcock beat Brust to it by a number of decades).

I'd like to include some lower-level magic-users, and maybe a cleric or druid. It would be also be nice to show that characters don't all have to be male humans, elves, and half-elves...


I was actually thinking of Warlord and the fightery version of Leadership, but it would probably be easier to just go straight for actual leadership.

I'll have to track down Moorcock... Brust is one of my favorite authors.

For the druid - Firekeeper, from Jane Lindskold's Through Wolf's Eyes. Very low magic setting, female human fosterling raised by a wolf pack.


Might have to do a couple of the anime builds I have toyed with just to showcase how varied the system.


River of Sticks wrote:
I'll have to track down Moorcock... Brust is one of my favorite authors.

Brust is a better writer, if we're judging by the prose. But Moorcock is the guy who, in the wake of Tolkien's popularity, intentionally deconstructed the fantasy genre and eventually invented cyberpunk; it's hard to overestimate his influence.


Talonhawke wrote:
Might have to do a couple of the anime builds I have toyed with just to showcase how varied the system.

I'd be interested to see them, although saying "I have zero knowledge of Anime" might even be overstating the case.

(All I "know" about it is that the characters all fly and have giant eyes that take up their entire faces, with pupils that all have pie-slices missing from them.)


I think a lot of Berserk characters would be great 1-10th level characters. I think you're vaguely aware of that Anime :P


I'll probably do Son Goku first as he was the first one I played around with.


For things like monstrous humanoid levels I assume a base race is chosen and then levels applied from there correct?


Talonhawke wrote:
For things like monstrous humanoid levels I assume a base race is chosen and then levels applied from there correct?

I've been more or less inventing base races for them by picking two feats and two traits.

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