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blackwind1kaze
2013-08-09, 09:43 AM
Paragon Duelist Class: Game Rule Information

Abilities: Dexterity and Intelligence are key to a strong defense. Strength is key to more damage.
Alignment: Any Lawful.
Hit Die: d8.
Level 1 Starting Gold: 4d6*10 GP (Average: 140 GP)

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Tumble (Dex)
Skill Points per level: 4 + Int Modifier



LevelBABFortRefWillSpecialFlurry of the BladeFast Movement

1+0+0+2+0Bonus Feat, Flurry of the Blade, Paragon-1/-1+0 ft.

2+1+0+3+0Bonus Feat, Evasion+0/+0+0 ft.

3+2+1+3+1Enhanced Mobility, Fast Movement+1/+1+10 ft.

4+3+1+4+1Improved Reaction +1, Canny Defense+2/+2+10 ft.

5+3+1+4+1Precise Strike +1d6+3/+3+10 ft.

6+4+2+5+2Bonus Feat, Improved Reaction +2+4/+4/-1+10 ft.

7+5+2+5+2Improved Deflect Arrows+5/+5/+0+10 ft.

8+6/+1+2+6+2Improved Reaction +3+6/+6/+1/+1+10 ft.

9+6/+1+3+6+3Precise Strike +2d6+7/+7/+2/+2+20 ft.

10+7/+2+3+7+3Bonus Feat, Improved Reaction +4+8/+8/+3/+3+20 ft.

11+8/+3+3+7+3Improved Evasion, Acrobatic Charge+9/+9/+4/+4/-1+20 ft.

12+9/+4+4+8+4Improved Reaction +5, Elaborate Parry+10/+10/+5/+5/+0+20 ft.

13+9/+4+4+8+4Precise Strike +3d6+11/+11/+6/+6/+1+20 ft.

14+10/+5+4+9+4Bonus Feat, Improved Reaction +6+12/+12/+7/+7/+2+20 ft.

15+11/+6/+1+5+9+5Grace+13/+13/+8/+8/+3+30 ft.

16+12/+7/+2+5+10+5Improved Reaction +7, Weapon Trip+14/+14/+9/+9/+4/-1+30 ft.

17+12/+7/+2+5+10+5Precise Strike +4d6, Greater Cleave+15/+15/+10/+10/+5/+0+30 ft.

18+13/+8/+3+6+11+6Bonus Feat, Improved Reaction +8+16/+16/+11/+11/+6/+6/+1+30 ft.

19+14/+9/+4+6+11+6Improved Canny Dodge+17/+17/+12/+12/+7/+7/+2+30 ft.

20+15/+10/+5+6+12+6Improved Reaction +10, Fight to the Death+18/+18/+13/+13/+8/+8/+3+30 ft.


Class Features

Weapon and Armor Proficiency: A Duelist is proficient with all Simple and Martial Weapons but no Armor or Shields

Paragon: Duelists cannot take any levels in any other base class or prestige class. {If used in Gestlat, can only be paired with other Paragon Classes}

Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a duelist may select a bonus feat. A duelist can take fighter bonus feats as if their level were equal to fighter levels

Flurry of the Blade (Ex): Starting at 1st level, a duelist can make a flurry of the blade as a full-attack action. When doing so he may make one additional attack with any weapon the duelist is proficient with as if using the Two-Weapon Fighting feat (even if the duelist doesn’t meet the prerequisites for the feat). For the purpose of these attacks, the duelist’s base attack bonus is equal to his duelist level. For all other purposes, such as qualifying for a feat or a prestige class, the duelist uses his normal base attack bonus.
At 8th level, the duelist can make two additional attacks when he uses flurry of the blade, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the duelist can make three additional attacks using flurry of the blade, as if using Greater Two-Weapon Fighting (even if the duelist does not meet the prerequisites for the feat).
A Duelist applies his full strength bonus to his damage rolls for all successful attacks made with flurry of the blade, whether the attacks are made with off-hand or with a weapon wielded in both hands. A duelist may substitute disarm, sunder, and trip combat maneuvers in place of flurry of the blade attacks (one per modifier).

Evasion (Ex): At 3rd level or higher, a duelist can avoid damage from many area-effect attacks. If a duelist makes a successful Reflex saving throw against an attack that would normally deal half damage on a successful save, he instead takes no damage. Evasion can be used only if a duelist is wearing no armor. A helpless duelist does not gain the benefit of evasion.

Enhanced Mobility (Ex): When not wearing any armor and/or a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

Fast Movement (Ex): At 3rd level, a duelist gains an enhancement bonus to his land speed, as shown on the Table above. A duelist in armor, using a shield, or carrying a heavy load loses this extra speed.

Improved Reaction (Ex): At 4th level and every two level thereafter, a duelist gains a +1 bonus on initiative checks.
At 20th level, the duelist gains a +2 on initiative checks instead of the normal +1. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex): At 4th level, when not wearing any armor and/or a shield, a duelist adds 1 point of intelligence bonus (if any) per duelist class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Precise Strike (Ex): at 5th level and every four levels thereafter, a duelist gains the ability to strike precisely with a light or one handed piercing weapon gaining an extra 1d6 damage added to his normal damage roll. When making a precise strike, a duelist cannot use a weapon in his other hand, a shield, or flurry of the blade. Any creature that is immune to critical hits (including undead, constructs, oozes, plants and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from a precise strike.

Improved Deflect Arrows: At 7th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon, but can deflect two ranged attacks per round instead of one and can deflect one ranged spell attack per round.

Improved Evasion (Ex): At 11th level, a duelist's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless duelist does not gain the benefit of improved evasion.

Acrobatic Charge (Ex): At 11th level, a duelist gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

Elaborate Parry (EX): At 12th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, he gains an additional +1 dodge bonus to AC for every two levels of duelist he has.

Grace (Ex): At 15th level, a duelist gains an additional +4 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

Weapon Trip (Ex): At 16th level, when a duelist attacks they may make a trip attempt after dealing damage against the damaged target, provided he is using a light or one-handed piercing weapon.

Greater Cleave (Ex): At 17th level, a duelist gains the benefit of the Great Cleave feat. If he has great cleave, he then adds 5 feet (1 square) to his cleave reach (this does not affect other things with reach modifiers).

Improved Canny Defense (Ex): At 19th level, a duelist retains his Intelligence bonus (if any) and his Dexterity bonus (if any) to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity and Intelligence bonus to AC if immobilized.

Fight to the Death (Ex): Twice per day, a duelist can issue a challenge to a single opponent as a free action. The creature must be within 60 feet of the duelist, able to see, hear, and understand her, and it must have a CR that equals or exceeds her character level. After issuing this challenge, both the duelist and the creature she challenged become immune to damage, combat maneuvers, item effects, and magical effects that allow SR from sources other than each other (spell effects that do not allow SR, such as a spell that creates difficult terrain or an illusion, still affect both creatures normally).

The duelist and her target are both compelled to target only each other, taking a -10 penalty on attack rolls or combat maneuver checks against any creature other than each other. The duelist has the upper hand in her fight against the creature, however. She gains a bonus to her weapon damage rolls equal to her class level and any time she successfully performs a combat maneuver against the creature it provokes an attack of opportunity from her. This effect lasts until one of the creatures defeats the other in combat, or until the duelist dismisses the challenge as a swift action. If either creature moves more than 100 feet from the other, the challenge automatically ends.

blackwind1kaze
2013-08-09, 02:15 PM
Paragon Disciple of Jake Class (Fix): Game Rule Information

Hit Dice: d4.
Level 1 Starting Gold: 2d6*10 GP (Average: 70 GP)

Requirements
To qualify to become a Disciple of Jake, a cat must fulfill all the following criteria.
Race: Cat.
Ability: Int 10+.
Alignment: Any evil.
Special: No levels in any class or prestige class.
Special: A cat must perform the Ritual of the Shrew.
The Ritual of the Shrew involves binding one’s soul to Jake as El Gato Muerto through the sacrifice of a spine, which was skillfully removed from a frightened animal.

Class Skills
The Disciple’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Psi-craft (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha), & Use Psionic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +2 | +2 | Divine Leader, Naturally Epic, Paragon
2nd | +1 | +0 | +3 | +3 | Uncanny Dodge, Weapon Focus (bite & claws)
3rd | +2 | +1 | +3 | +3 | Evasion
4th | +3 | +1 | +4 | +4 | Subtle Rage 1/day
5th | +3 | +1 | +4 | +4 | Spell Ignore
6th | +4 | +2 | +5 | +5 | Smite 1/day
7th | +5 | +2 | +5 | +5 | --
8th | +6 | +2 | +6 | +6 | Improved Uncanny Dodge, Weapon Specialization (bite & claws)
9th | +6 | +3 | +6 | +6 | --
10th | +7 | +3 | +7 | +7 | Subtle Rage 2/day, Frightening Presence
11th | +8 | +3 | +7 | +7 | Improved Evasion
12th | +9 | +4 | +8 | +8 | Smite 2/day
13th | +9 | +4 | +8 | +8 | --
14th | +10 | +4 | +9 | +9 | Crippling Strike, Improved Critical (bite & claws)
15th | +11 | +5 | +9 | +9 | --
16th | +12 | +5 | +10 | +10 | Subtle Rage 3/day
17th | +12 | +5 | +10 | +10 | --
18th | +13 | +6 | +11 | +11 | Smite 3/day
19th | +14 | +6 | +11 | +11 | --
20th | +15 | +6 | +12 | +12 | Control Tarrasque 1/month[/table]

Class Features
All the following are class features of the Disciple of Jake prestige class.

Weapon & Armor Proficiency: Disciples of Jake gain no additional proficiency with any weapons or armor.

Divine Leader (Su): At any point when a Disciple of Jake chooses to take the Leadership feat as one of its bonus feats, the Disciple can choose to gain followers in the form of cats equal to two times (x2) the normal number of followers allowed, or the Disciple can take the Leadership feat normally. In either case, the Disciple gains only a single cohort of the cat’s choosing. If the Disciple chooses cats as its followers, the cats gain 1/2 NPC levels on top of their animal HD.

Frightening Presence (Su): Beginning at 10th-level, the Disciple is surrounded by an aura of fear that emanates from the cat in a 10-foot radius. A creature that fails a Will save versus DC 10 + Disciple’s Charisma modifier + 1/2 Disciple’s HD (minimum 1) becomes fearful of the Disciple. If the creature has a number of HD equal to or lower than the Disciple & fails its save, it is frightened (flee, –2 attacks, saves, skills, ability checks).
If the creature has 1 to 5 HD more than the Disciple & fails its save, it is shaken (–2 attacks, saves, skills, ability checks).
If the creature has at least 6 HD more than the Disciple, or if a creature succeeds at its save, nothing happens to them. The fear effect lasts while in the Disciple’s presence & an additional 2 minutes after leaving.
At level 20, the Aura extends out to a 20-foot radius, and lasts 5 Minutes after leaving.

Naturally Epic (Su): Disciples of Jake are considered epic as are their natural attacks. These combine with each other.
At Level 1, They can penetrate DR/Magic.
At Level 5, They can penetrate DR/Silver.
At Level 10, They can penetrate DR/Cold Iron.
Level 15, They can penetrate DR/Ademantine.
Level 20, They can penetrate DR/Epic.

Paragon: Disciples of Jake cannot take any levels in any other base class or prestige class.

Spell Ignore (Su): At 5th-level, the Disciple gains Spell Ignore 10 + HD. Spell Ignore acts similar to spell resistance except that it affects all harmful spells & powers.

Subtle Rage (Ex): Beginning at 4th-level, a Disciple of Jake can send itself into a subtle rage that grants it a temporary +4 bonus to Strength, Dexterity, & Constitution. The cat can still use skills & cast spells while raging. The rage lasts for 1 round per HD, a Disciple of Jake can end the rage as a Free Action. When the rage ends, a Disciple of Jake is fatigued for the same number of rounds as they were in the rage.

Smite (Su): Beginning at 6th-level, a Disciple gains the ability to smite a foe that is annoying it with a single attack. The smite receives a +1 per Charisma modifier to attack & a +1 per two HD to damage.

Crippling Strike (Ex): At 14th-level, a Disciple’s natural attacks deal 2 Temporary Strength damage in addition to normal damage.

Control Tarrasque (Su): Beginning at 20th-level, a Disciple of Jake can call upon the ultimate influence of El Gato Muerto to awaken, summon, & control the Tarrasque once per month for 1 round per HD. Once a Disciple of Jake loses control of the Tarrasque, the Tarrasque is unsummoned.

The original Disciple of Jake is property of the owners of the book "Legacy of Maela: Catacombs". You can find it here at DrivethruRPG.com (http://rpg.drivethrustuff.com/product/95097/Legacy-of-Maela-Catacombs)

blackwind1kaze
2013-08-09, 02:21 PM
Equipment


NameProficiencyCostS. DamageM. DamageCritRangeWeightProperties

Fencing SaberMartial One-Handed25 GP1d41d618-20/x2N/A3 Lbs.Piercing & Slashing



Templates


Spirikin (CR+1)

Natural Armor +1
Wisdom +4
Ghost Form (Su): As a move action, you can become Incorporeal, thus gaining the incorporeal condition. This lasts for as long as you want and has an unlimited number of uses per day. However, If you attack a corporeal while this is activated, you become corporeal at the end of your turn.

Morbis Meh
2013-08-09, 03:36 PM
Alright the changes are an improvement but still needs a few more tweaks:

Change Improved evasion to evasion then grant improved evasion at a higher level
If the spell ignoring abilities applies to both harmful/helpful casting then fine otherwise just give it straight up SR (fluff could be that your god is jealous of anyone using their inferior magicks on their chosen one
If you want something to emulate the nine lives ability of a cat have something like reincarnation go off and have the requirement of a ritual or quest to get your original body back
Quiet Rage should end in fatigue, sorry a barbarian whose central ability comes with a price so this class should at least have to put the same amount of effort to circumvent the drawback (not to mention it gets a bonus to all 3 physical stats, can use all its skills etc etc) maybe in exchange grant it 1 rnd/HD
the level 20 capstone ability is good but hardly reliable 1 per month is kind of a rip off (like the monk's quivering palm ability) so I propose that instead of having this ability 1/month for a minute how about the DoJ trades a true ressurect/reincarnate to gain immediate control of the summoned tarrasque for 1 round/HD
Drop the ability score increases no other class really gets them

blackwind1kaze
2013-08-09, 03:48 PM
The Spell Ignore was toward Harmful Spells and Harmful Powers (Psionics) that's why it said to spells/powers.

I'll change the Evasion around then.

I just got rid of the whole 9 lives concept for now.

by 1 Round/HD you mean the Fatigue or how long the Rage lasts?

Since i removed the 9 lives concept for now, i could still do the once per month = Summon Tarrasque control it for 1 Round/HD and once control ends, the Tarrasque becomes unsummoned

Dropping the stat increases.

blackwind1kaze
2013-08-09, 05:00 PM
Thoughts now Morbis?

blackwind1kaze
2013-08-18, 07:04 AM
for something hopefully coming soon.

blackwind1kaze
2013-09-11, 08:28 AM
D&D Next Character Sheet, originally made Here (http://www.giantitp.com/forums/showthread.php?p=14772844#post14772844) Please provide a link back here if you use it.

{table="head;width=718"]{colsp=2}CHARACTER NAME: --- |{colsp=2}PLAYER NAME: ---

{table="head;width=100"]
AC

---[/table]
{table="head;width=100"]
HP

---[/table] | {table="head;width=250"]{colsp=2}
DESCRIPTION
Alignment: --- |Eyes: ---
Race: --- | Hair: ---
Class: --- | Height: ---
Gender: --- | Weight: ---
{colsp=2}Specialty: ---
{colsp=2}Background: ---[/table]
{table="head;width=250"]{colsp=3}
EXPERIENCE POINTS
Level: --- | XP: --- | NL: ---[/table] | {table="head;width=175"]{colsp=3}
ABILITIES
| Score | Modifier
STR | -- | --
DEX | -- | --
CON | -- | --
INT | -- | --
WIS | -- | --
CHA | -- | --[/table] | {table="head;width=175"]{colsp=3}
ATTACKS
Weapon | Attack | Damage
--- | --- | ---
--- | --- | ---
--- | --- | ---
{colsp=3}
Spell | Attack | Damage
--- | --- | ---
--- | --- | ---
--- | --- | ---[/table][/table]
{table="head;width=718"]
ATTRIBUTES |
CLASS FEATURES |
RACIAL TRAITS |
SKILLS
{table="width=150"]Speed: | ---
Hit Dice: | ---
Initiative: | ---
Vision: | ---
Size: | ---[/table]{table="head;width=150"]LANGUAGES
● ---[/table] | ● -------- | ● -------- | ● --------[/table]
{table="head;width=718"]{colsp=2}
FEATS |
SPELL NOTES
● ---------------------------- | ● -------------------- |
{table="width=350"]
Save DC |{colsp=7}
Spells or Spell Slots per Day

--- |
-- |
-- |
-- |
-- |
-- |
-- |
--[/table]{table="head;width=350"]
PREPARED SPELLS
------------[/table][/table]
{table="head;width=718"]{colsp=2}
MANEUVERS |
SPELL BOOK
● -------------------------- | ● -------------------------- | {table="width=350"]Level 0 | ---
Level 1 | ---
Level 2 | ---
Level 3 | ---
Level 4 | ---
Level 5 | ---
Level 6 | ---[/table][/table]
{table="head;width=718"]
ADDITIONAL CHARACTER NOTES |
EQUIPMENT AND TREASURE |
PLAYTEST NOTES
● ------------ | ● ------------ | ● ------------[/table]


Only Edit the Dashes, leave the coding alone please to ensure correct formatting. P.S., do not hit enter stuff in the sections to allow big blobs of text otherwise it'll ruin the formatting.



{table="head;width=718"]{colsp=2}CHARACTER NAME: --- |{colsp=2}PLAYER NAME: ---

{table="head;width=100"]
AC

---[/table]
{table="head;width=100"]
HP

---[/table] | {table="head;width=250"]{colsp=2}
DESCRIPTION
Alignment: --- |Eyes: ---
Race: --- | Hair: ---
Class: --- | Height: ---
Gender: --- | Weight: ---
{colsp=2}Specialty: ---
{colsp=2}Background: ---[/table]
{table="head;width=250"]{colsp=3}
EXPERIENCE POINTS
Level: --- | XP: --- | NL: ---[/table] | {table="head;width=175"]{colsp=3}
ABILITIES
| Score | Modifier
STR | -- | --
DEX | -- | --
CON | -- | --
INT | -- | --
WIS | -- | --
CHA | -- | --[/table] | {table="head;width=175"]{colsp=3}
ATTACKS
Weapon | Attack | Damage
--- | --- | ---
--- | --- | ---
--- | --- | ---
{colsp=3}
Spell | Attack | Damage
--- | --- | ---
--- | --- | ---
--- | --- | ---[/table][/table]
{table="head;width=718"]
ATTRIBUTES |
CLASS FEATURES |
RACIAL TRAITS |
SKILLS
{table="width=150"]Speed: | ---
Hit Dice: | ---
Initiative: | ---
Vision: | ---
Size: | ---[/table]{table="head;width=150"]LANGUAGES
● ---[/table] | ● -------- | ● -------- | ● --------[/table]
{table="head;width=718"]{colsp=2}
FEATS |
SPELL NOTES
● ---------------------------- | ● -------------------- |
{table="width=350"]
Save DC |{colsp=7}
Spells or Spell Slots per Day

--- |
-- |
-- |
-- |
-- |
-- |
-- |
--[/table]{table="head;width=350"]
PREPARED SPELLS
------------[/table][/table]
{table="head;width=718"]{colsp=2}
MANEUVERS |
SPELL BOOK
● -------------------------- | ● -------------------------- | {table="width=350"]Level 0 | ---
Level 1 | ---
Level 2 | ---
Level 3 | ---
Level 4 | ---
Level 5 | ---
Level 6 | ---[/table][/table]
{table="head;width=718"]
ADDITIONAL CHARACTER NOTES |
EQUIPMENT AND TREASURE |
PLAYTEST NOTES
● ------------ | ● ------------ | ● ------------[/table]

D&D 5E Race: Aasimar

Ability Score Increase: Strength +1, Wisdom +2
Age: Aasimar mature at the same rate as humans but live a few years longer.
Alignment: Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.
Size: Aasimar are built like well-proportioned humans. Your size is Medium.
Speed: Your base walking s peed is 30 feet.
Darkvision: Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Radiant Grace: You add +1d4 Radiant damage to any melee attack you make. At 3rd level this bonus increases to +1d6 Radiant damage, and +1d8 Radiant damage at 5th level.
Persuasive: You gain the Persuasion skill, If you already have this, you can choose a different Charisma based skill.

blackwind1kaze
2013-12-16, 02:17 AM
Enhanced Fighter: Game Rule Information
NOTE: This is more meant as a class used by a GM.

Abilities: Strength and Dexterity are key to a strong Enhanced Fighter, Constitution and Wisdom are secondary keys for the character to survive and to help toward extra abilities.
Alignment: Any
Hit Die: d10
Level 1 Starting Gold: 5d6*10 GP (Average: 175 GP)

Class Skills: The enhanced fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points per level: 2 + Int Modifier

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+2|Bonus Feat, Fast Movement
2|+2|+3|+0|+3|Bonus Feat, Weapon Enhancement +1
3|+3|+3|+1|+3|Uncanny Dodge, Armor or Shield Enhancement +2
4|+4|+4|+1|+4|Bonus Feat, Weapon Enhancement +2
5|+5|+4|+1|+4|Lead Blades, Evasion
6|+6/+1|+5|+2|+5|Bonus Feat, Weapon Enhancement +3
7|+7/+2|+5|+2|+5|Create Treasure Map, Armor or Shield Enhancement +4
8|+8/+3|+6|+2|+6|Bonus Feat, Weapon Enhancement +4
9|+9/+4|+6|+3|+6|DR 5/-, Improved Uncanny Dodge
10|+10/+5|+7|+3|+7|Bonus Feat, Weapon Enhancement +5
11|+11/+6/+1|+7|+3|+7|Cure Moderate Wounds, Armor or Shield Enhancement +6
12|+12/+7/+2|+8|+4|+8|Bonus Feat, Weapon Enhancement +6
13|+13/+8/+3|+8|+4|+8|DR 10/-, Improved Evasion
14|+14/+9/+4|+9|+4|+9|Bonus Feat, Weapon Enhancement +7
15|+15/+10/+5|+9|+5|+9|1st Aura, Armor or Shield Enhancement +8
16|+16/+11/+6/+1|+10|+5|+10|Bonus Feat, Weapon Enhancement +8
17|+17/+12/+7/+2|+10|+5|+10|DR 15/-, 2nd Aura
18|+18/+13/+8/+3|+11|+6|+11|Bonus Feat, Weapon Enhancement +9
19|+19/+14/+9/+4|+11|+6|+11|3rd Aura, Armor or Shield Enhancement +10
20|+20/+15/+10/+5|+12|+6|+12|Bonus Feat, Weapon Enhancement +10[/table]

Class Features
Bonus Feats: At 1st level, and at every even level thereafter, an enhanced fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the enhanced fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an enhanced fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the enhanced fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An enhanced fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Fast Movement (Ex): An enhanced fighter's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the enhanced fighter's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the enhanced fighter's land speed.

Weapon Enhancement (Su): At 2nd level, the enhanced fighter can add a +1 magical enhancement bonus to a weapon he currently owns at the beginning of his day. If he wants to change the enhancements around during the day, it takes one full round per enhancement that doesn't provoke Attacks of Opprotunity (The enhancement move cannot change to a different type of enhancement). This enhancement bonus can be placed on any weapon, even one that is already magical. If the weapon is already magical, you can turn the +1 enhancement into a +1 ability.

Every even level afterward (4th, 6th, 8th, etc.), the enhanced fighter gains an additional enhancement bonus. he can then use these with his first enhancement bonus to add higher ability costs to his weapons.

Uncanny Dodge (Ex): At 3rd level, an enhanced fighter gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An enhanced fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an enhanced fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Armor or Shield Enhancement: At 3rd level and every 4 levels thereafter, the enhanced fighter gains +2 enhancement bonus toward armor or shields. This functions just like Weapon Enhancement in multiple ways. The enhanced fighter spends the enhancement at the beginning of the day and can then move them around at the rate of one full-round action per point of enhancement bonus that doesn't provoke attacks of opportunity (they cannot change into a different type of enhancement though except when moving from armor to shield or vice-versa). This can affect any armor or shield, even magical.

Lead Blades (Sp): At 5th level, the enhanced fighter gains Lead Blades as a spell-like ability 2 + his Wisdom Modifier per day.

Evasion (Ex): At 5th level and higher, an enhanced fighter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the enhanced fighter is wearing light armor or no armor. A helpless enhanced fighter does not gain the benefit of evasion.

Create Treasure Map (Sp): At 7th level, the enhanced fighter gains Create Treasure Map as a spell-like ability 1 + his Wisdom Modifier per day.

Damage Reduction (Ex): At 9th level the enhanced fighter's body starts to toughen granting him DR 5/-. At 13th level this becomes DR 10/- and at 17th level this becomes DR 15/-,

Improved Uncanny Dodge (Ex): At 9th level and higher, an enhanced fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the enhanced fighter by flanking him, unless the attacker has at least four more rogue levels than the target has enhanced fighter levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Cure Moderate Wounds (Su): At 11th level, the enhanced fighter gains the ability to heal himself in the the midst of battle a number of times per day equal to his Wisdom Modifier. He can spend a standard action to heal himself with the spell Cure Moderate Wounds. However, this does not cause attacks of Opportunity against him and his caster level is equal to half his level.

Improved Evasion (Ex): At 13th level this works like evasion, except that while the enhanced fighter still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless enhanced fighter does not gain the benefit of improved evasion.

Aura (Su): At 15h level, the enhanced fighter is so in-tune with himself that he gains Aspect of the Stag spell as a constant Aura. At 17th level, he gains Aspect of the Wolf spell as a second aura. An enhanced fighter may only have one aura active at a time. To switch is a move action that doesn't provoke attacks of opportunity. At 19th level, he gains Blessing of the Salamander as a third aura.

Epic Enhanced Fighter

{table=head]Level | Special
21 | DR 20/-
22 | Bonus Feat, Weapon Enhancement +11
23 | Armor or Shield Enhancement +12
24 | Bonus Feat, Weapon Enhancement +12
25 | DR 25/-
26 | Bonus Feat Weapon Enhancement +13
27 | Armor or Shield Enhancement +14
28 | Bonus Feat, Weapon Enhancement +14
29 | DR 30/-
Etc. | Etc.[/table]

Epic Damage Reduction: At 21st level and every 4 levels thereafter, an enhanced fighter adds 5 to their current Damage Reduction score.

Epic Bonus Feats: At 22nd level and every even level afterword, this acts like the enhanced fighter's regular bonus feats but you may learn an epic bonus feat instead of a standard bonus feat.

Epic Weapon Enhancement: At 22nd level and every even level thereafter, add 1 to your current weapon enhancement amount. An enhanced fighter is not limited in the number of special abilities on any weapon. This bonus still applies to any weapon(s) an enhanced fighter carries but is immediately removed if it leaves their possession at the end of their turn (This is meant for thrown weapons). Otherwise the normal Weapon Enhancement rules apply.

Epic Armor or Shield Enhancement: At 23rd level and every 4 levels thereafter, add 2 to the enhanced fighter's Armor or Shield Enhancement amount. This bonus still applies to any Armor and/or Shields an enhanced fighter carries but is immediately removed if it leaves their possession at/by the end of their turn. Otherwise the normal Armor or Shield Enhancement rules apply.

blackwind1kaze
2014-03-10, 01:34 AM
Pathfinder Races

Earth-Bound Angel
Description: Earth-Bound Angels are actual Angels that have renounced their wings and have thus fallen from the heavens due to difference in thought with other angels or shaming the Heavens of their actions. Their off-spring is known as Earth-Bound Horuni.

+2 Constitution, +2 Intelligence, -2 Charisma
Type: Outsider (Native)
Darkvision 60 ft.
Medium
Normal Speed: 30 ft.
Languages: Common and Celestial. Higher Intelligence, any additional languages except for any secret languages.
Battle-Hardened: +1 CMD
Halo: Members of this race can create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
Acid Resistance 5
Elemental Assault (Acid): Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in Acid. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
Fire Vunerability

Earth-Bound Horuni
Description: Earth-Bound Horuni are the cross between the earth-bound angels and any other race including other Earth-Bound Angels or Horuni. At an early age they are left at the bottom of a cliff and are told to climb it. those that survive the process learn the secrets of climbing and are also told of the history of the world. Upon learning of Heaven and Hell, most gain a hope that lasts throughout their lifetime to eventually join the angels in heaven.

+2 to any one Ability Score
Type: Outsider (Native)
Darkvision 60 ft.
Small
Slow Speed: 20 ft.
Languages: Common and Celestial. Higher Intelligence, any additional languages except for any secret languages.
Greater Defensive Training: +2 Dodge bonus to AC
Eternal Hope: +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Acid Resistance 5
Climb: Climb speed 20 ft. also +8 Racial bonus to Climb checks.
Fire Vunerability

NeoSeraphi
2014-03-10, 03:45 PM
The duelist's capstone is just awful. Seriously, I know it sounds good on paper (four bonus feats that give you flair with your weapon) but when you look at what it actually does (+2 to hit and +4 to damage with a single weapon) then you realize that's not a level 20 ability.

Here's an example of what I think a duelist should have as a capstone:

Fight to the Death (Ex): Once per day, a duelist can issue a challenge to a single opponent as a free action. The creature must be within 60 feet of the duelist, able to see, hear, and understand her, and it must have a CR that equals or exceeds her character level. After issuing this challenge, both the duelist and the creature she challenged become immune to damage, combat maneuvers, item effects, and magical effects that allow SR from sources other than each other (spell effects that do not allow SR, such as a spell that creates difficult terrain or an illusion, still affect both creatures normally).

The duelist and her target are both compelled to target only each other, taking a -10 penalty on attack rolls or combat maneuver checks against any creature other than each other. The duelist has the upper hand in her fight against the creature, however. She gains a bonus to her weapon damage rolls equal to her class level and any time she successfully performs a combat maneuver against the creature it provokes an attack of opportunity from her. This effect lasts until one of the creatures defeats the other in combat, or until the duelist dismisses the challenge as a swift action. If either creature moves more than 100 feet from the other, the challenge automatically ends.



Also, for Weapon Trip, you need to specialize that the duelist must be making a melee attack (if he hits and damages a creature with a ranged weapon, he gets the opportunity to trip them?), and that the attempt does not provoke an attack of opportunity. You also really don't need to give them a daily limit. Wolves have had this ability forever and they are a CR 2 creature, you're giving it to duelists at 16. It's balanced enough, it can be at-will.

Southern Cross
2014-06-23, 04:53 PM
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Flurry of the Blade
Fast Movement



1st
+0

+0

+2

+0
Bonus Feat, Flurry of the Blade, Paragon
-1/-1
+0 ft.


2nd
+1

+0

+3

+0
Bonus Feat, Evasion
+0/+0
+0 ft.


3rd
+2

+1

+3

+1
Enhanced Mobility, Fast Movement
+10 ft.
+10 ft.


4th
+3

+1

+4

+1
Improved Reaction +1, Canny Defense
+2/+2
+10 ft.


5th
+3

+1

+4

+1
Precise Strike +1d6
+3/+3
+10 ft.


6th
+4

+2

+5

+2
Bonus Feat, Improved Reaction +2
+4/+4/-1
+10 ft.


7th
+5

+2

+5

+2
Improved Deflect Arrows
+5/+5/+0
+10 ft.


8th
+6/+1

+2

+6

+2
Improved Reaction +3
+6/+6/+1/+1
+10 ft.


9th
+6/+1

+3

+6

+3
Precise Strike +2d6
+7/+7/+2/+2
+20 ft.


10th
+7/+2

+3

+7

+3
Bonus Feat, Improved Reaction +4
+8/+8/+3/+3
+20 ft.



11th
+8/+3

+3

+7

+3
Improved Evasion, Acrobatic Charge
+9/+9/+4/+4/-1
+20 ft.


12th
+9/+4

+4

+8

+4
Improved Reaction +5, Elaborate Parry
+10/+10/+5/+5/+0
+20 ft.



13th
+9/+4

+4

+8

+4
Precise Strike +3d6
+11/+11/+6/+6/+1
+20 ft.


14th
+10/+5

+4

+9

+4
Bonus Feat, Improved Reaction +6
+12/+12/+7/+7/+2
+20 ft.


15th
+11/+6/+1

+5

+9

+5
Grace
+13/+13/+8/+8/+3
+30 ft.


16th
+12/+7/+2
+5

+10

+5
Improved Reaction +7, Weapon Trip
+14/+14/+9/+9/+4/-1
+30 ft.


17th
+12/+7/+2

+5

+10

+5
Precise Strike +4d6, Greater Cleave
+15/+15/+10/+10/+5/+0
+30 ft.


18th

+13/+8/+3

+6

+11

+6
Bonus Feat, Improved Reaction +8
+16/+16/+11/+11/+6/+6/+1
+30 ft.


19th
+14/+9/+4

+6

+11

+6
Improved Canny Dodge
+17/+17/+12/+12/+7/+7/+2
+30 ft.


20th
+15/+10/+5
+6

+12

+6
Improved Reaction +10, Weapon Mastery
+18/+18/+13/+13/+8/+8/+3
+30 ft.