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    Pixie in the Playground
     
    BlackDragon

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    Mar 2014

    Default Pathfinder: Redesigning the generic classes

    Ok so, I have decided to take up the challenge of converting the generic classes from 3.5 to pathfinder, so I decided, I would post what I have, and see if you all can point out balancing issues.

    Spoiler: The class
    Show

    Expert: While some adventurers have access to formal training, either by books, a trainer ect., an Expert is entirely self taught, and as such, are not restricted to a specific path, instead, choosing to use skills he makes up on the fly, or picks up on his travels.
    Hit Die
    d10.
    Base Save Bonuses
    Two good saves and one poor save.
    Class Skills
    Choose any twelve skills as class skills, plus Craft and Profession.
    Skill Points
    8 + Int modifier (or four times this number at 1st level).
    Weapon and Armor Proficiency
    All simple weapons, one martial weapon; light armor.
    Bonus Feats
    The expert gets one bonus feat at 1st level, another at 2nd level, one at every other level.
    Specialization
    The expert discovers a new skill, at level 1, 3 and every 2 levels after
    Paragon
    At level 20, the expert becomes so flexible in his powers that, he gains an insight in the trademarks of a master of another class, once per day, he can emulate a level 20 power from the ranger, rogue, swashbuckler, Gunslinger, Hunter, Investigator, or Slayer class for 30 minutes, this time need not be consecutive.
    Spoiler: Table
    Show
    Table: The Expert
    Level BAB Good saves Poor save Special
    1 +0 +2 +0 Bonus feat, Specialization
    2 +1 +3 +0 Bonus feat
    3 +2 +3 +1 Specialization
    4 +3 +4 +1 Bonus feat
    5 +3 +4 +1 Specialization
    6 +4 +5 +2 bonus feat
    7 +5 +5 +2 Specialization
    8 +6/+1 +6 +2 Bonus feat
    9 +6/+1 +6 +3 Specialization
    10 +7/+2 +7 +3 Bonus feat
    11 +8/+3 +7 +3 Specialization
    12 +9/+4 +8 +4 Bonus feat
    13 +9/+4 +8 +4 Specialization
    14 +10/+5 +9 +4 Bonus feat
    15 +11/+6/1 +9 +5 Specialization
    16 +12/+7/+2 +10 +5 bonus feat
    17 +12/+7/+2 +10 +5 specialization
    18 +13/+8/+3 +11 +6 bonus feat
    19 +14/+9/+4 +11 +6 specialization
    20 +15/+10/+5 +12 +6 bonus feat, paragon

    Spoiler: Specializations
    Show
    Specialization
    The Expert gains an understanding of how another class works, and gains that power for himself. At level one he may select two of the following class abilities permanently, and another two every other level.
    Favored enemy+1: functions as the ranger ability of the same name, but does not gain power as you level.
    Wild empathy: Functions as the ranger ability of the same name.
    Sneak attack +1d6: functions as the rogue ability of the same name, but does not gain power as you level
    Trapfinding: functions as the rogue ability of the same name but does not gain power as you level
    Deeds (Gunslinger): Functions as the gunslinger ability of the same name, but if selected you do not gain another class ability, but are also granted the following. Gunsmith, Grit, as gunslinger abilities of the same name, but grit does not gain in power as you level
    Animal companion: Functions as the hunter ability of the same name, but animal companion does not gain power as you level
    Animal Focus:, as the hunter ability of the same name, but does not gain power as you level.
    Studied target: as the slayer ability of the same name
    Track: as the slayer ability of the same name
    Deeds (Swashbuckler): functions as the swashbuckler ability of the same name
    Panache: functions as the swashbuckler ability of the same name, but does not gain in power as you level
    swashbuckler finesse: functions as the swashbuckler ability of the same name.

    At level 3 the following become available.
    rogue talent , functions as the rogue ability of the same name, but does not gain in power as you level
    Sneak attack +2d6, as the rogue ability of the same name prerequisite: sneak attack +1d6
    trap sense +1, functions as the rogue ability of the same name, but does not gain in power as you level
    1st favored terrain, as the ranger ability of the same name, but does not gain power as you level
    Nimble +1, as the gunslinger ability of the same name, but does not gain power as you level
    Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name. prerequisite: Deeds (Gunslinger)
    Poison Lore, as the investigator ability of the same name
    poison resistance +2 as the investigator ability of the same name, but does not gain power as you level
    Investigator talent, as the investigator ability of the same name, but does not gain power as you level
    keen recollection, as the investigator ability of the same name
    Animal companion, your level is now 3 for determining your animal companions power. Prerequisite: animal companion level 1
    Precise companion, as the hunter ability of the same name, Prerequisite: Animal companion, or hunters bond
    Slayer talent, as the slayer ability of the same name, but does not gain power as you level.
    Charmed life 3/day, as the swashbuckler ability of the same name, but does not gain in power as you level
    Deeds (Swashbuckler), new deeds become available as the swashbuckler ability of the same name, but does not gain power as you level. Prerequisite: Deeds (Swashbuckler)

    At level 5, the following become available
    Rogue talent, as the rogue ability of the same name, but does not gain in power as you level
    uncanny dodge, as the rogue ability of the same name
    Sneak attack +3d6, as the rogue ability of the same name Prerequisite: Sneak attack +2d6
    Hunter's bond, as the ranger ability of the same name, if animal companion is chosen, your animal companion (If you have one) now levels with you (at -3 levels lower), if you gain a specialization that would level it above this, it will not level until you have gained levels over -3.
    2nd favored enemy, as the ranger ability of the same name, Prerequisite: 1st favored enemy
    Gun training 1, as the gunslinger ability of the same name, but does not gain power as you level. Prerequisite: Deeds (Gunslinger)
    Studied combat, as the investigator ability of the same name
    studied strike +1d6, as the investigator ability of the same name, but does not gain in power as you level
    swift alchemy , as the investigator ability of the same name
    Improved empathic link, as the hunter ability of the same name
    Woodland Stride, as the hunter ability of the same name
    Animal companion, your level is now 5 for determining your animal companions power Prerequisite: animal companion level 3
    Slayer talent, gain another slayer talent as the slayer ability of the same name
    Swashbuckler weapon training +1, as the swashbuckler ability of the same name, but does not gain power as you level

    At level 7, the following become available
    Rogue talent, gain an additional rogue talent, as the rogue ability of the same name.
    Sneak attack +4d6, as the rogue ability of the same name, Prerequisite: Sneak attack +3d6
    trap sense +2, as the rogue ability of the same name but does not gain in power as you level
    Nimble +2, as the gunslinger ability of the same name Prerequisite: Nimble +1
    Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name. prerequisite: Deeds (Gunslinger )
    Studied strike +2d6, As the investigator ability of the same name Prerequisite: Studied strike +1d6
    Investigator talent, gain a new investigator talent as the ability of the same name
    Bonus trick, as the hunter ability of the same name, but does not gain power as you level
    Animal companion, your level is now 8
    Slayer talent, gain a new slayer talent, as the slayer ability of the same name
    Stalker, as the slayer ability of the same name, Prerequisite: studied target
    Charmed life 4/day, as the swashbuckler ability of the same name Prerequisite: charmed life 3/day
    Deeds (Swashbuckler ), gain new deeds as the swashbuckler ability of the same name Prerequisite: Deeds (Swashbuckler )

    At level 9, the following become available
    Improved uncanny dodge, As the rogue ability of the same name Prerequisite: uncanny dodge
    rogue talent, gain a new rogue talent, as the rogue ability of the same name.
    Sneak attack +5d6, as the rogue ability of the same name Prerequisite: Sneak attack +4d6
    trap sense +3, as the rogue ability of the same name Prerequisite: Trap sense +2
    Swift tracker, as the ranger ability of the same name
    2nd favored terrain, as the ranger ability of the same name Prerequisite: 1st favored terrain
    Evasion, as the ranger ability of the same name
    Gun training 2, as the gunslinger ability of the same name Prerequisite: Gun training 1
    Poison resistance +6, as the investigator ability of the same name, prerequisite: poison resistance +4
    studied strike +3d6, as the investigator ability of the same name, prerequisite: studied strike +2d6
    Investigator talent, gain a new investigator talent as the investigator ability of the same name
    Second animal focus, as the hunter ability of the same name, Prerequisite: first animal focous
    swift tracker, as the hunter ability of the same name
    Animal companion, your level is now 9 for determining your animal companions abilities.
    Slayer talent, gain a new slayer talent as the slayer ability of the same name

    At level 11, the following become available
    Advanced talents/rogue talent, gain a rogue talent or advanced rogue talent as the rogue ability of the same name
    Sneak attack +6d6, as the rogue ability of the same name Prerequisite: sneak attack +5d6
    trap sense +3, as the rogue ability of the same name, prerequisite: Trap sense +2
    3rd favored enemy, as the ranger ability of the same name, prerequisite: 2nd favored enemy
    Quarry, as the ranger ability of the same name
    Nimble +3, as the gunslinger ability of the same name, prerequisite: Nimble +2
    Deeds (Gunslinger), new deeds become available as the gunslinger ability of the same name, prerequisite: Deeds (Gunslinger)
    Studied strike +4d6, as the investigator ability of the same name, prerequisite studies strike +3d6
    Investigator talent, gain an investigator talent as the investigator ability of the same name
    poison immunity, as the investigator ability of the same name, prerequisite: poison resistance +6
    Raise animal companion, as the hunter ability of the same name, prerequisite: hunters bond, or animal companion
    Speak with master, as the hunter ability of the same name, prerequisite: Hunters bond, or animal companion
    Animal companion, your level is now 11 for determining the abilities of your animal companion
    3rd studied target, as the slayer ability of the same name, prerequisite: 2nd studied target
    advanced talents/slayer talent, gain a slayer talent, or advanced slayer talent, as the slayer ability of the same name
    Swashbuckler weapon training +2, as the swashbuckler ability of the same name, prerequisite: swashbuckler weapon training +1
    Charmed life 5/day, as the swashbuckler ability of the same name, prerequisite: Charmed life 4/day


    At level 13, the following become available
    Sneak attack +7d6, as the rogue ability of the same name, prerequisite: Sneak attack +6d6
    advanced talents/rogue talent, gain a rogue talent, or advanced rogue talent, as the slayer ability of the same name
    trap sense +4, as the rogue ability of the same name, Prerequisite trap sense +3
    Camouflage, as the ranger ability of the same name
    3rd favored terrain, as the ranger ability of the same name, Prerequisite: 2nd favored terrain
    Gun training 3, as the gunslinger ability of the same name, prerequisite: gun training 2
    Studied strike +5d6, as the inquisitor ability of the same name, prerequisite: Studied strike +4d6
    Bonus trick, as the hunter ability of the same name
    Animal companion, your level is now 13 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
    Advanced talents/Slayer talent, gain a slayer talent as the slayer ability of the same name
    Deeds (Swashbuckler), new deeds become avalible as the swashbuckler ability of the same name. Prerequisite: Deeds (Swashbuckler)

    At level 15, the following become avalible
    Sneak attack +8d6, as the rogue ability of the same name, prerequisite: Sneak attack +7d6
    Trap sense +5, as the rogue ability of the same name, prerequsite: Trap sence +4
    Advanced tallents/Rogue talent, gain a rogue talent, or advanced talent, as the rogue ability of the same name
    4th favored enemy, as the ranger ability of the same name, Prerequisite: 4th favored enemy
    Deeds (gunslinger), new deeds become avalible as the gunslinger ability of the same name
    Nimble +4, as the gunslinger ability of the same name, Prerequisite: nimble +3
    Investigator talent, gain a new investigator talent, as the investigator ability of the same name
    Studied strike +6d6 , as the investigator ability of the same name, Prerequisite: +5d6
    Greater empathic link, as the hunter ability of the same name, prerequisite: improved empathatic link
    Animal companion, your level is now 15 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
    Advanced talent/slayer talent, gain slayer talent, or advanced talent, as the slayer ability of the same name
    4th studied target, as the slayer ability of the same name, prerequisite: 3rd studied target
    Charmed life 6/day, as the swashbuckler ability of the same name, Prerequisite: charmed life 5/day
    Deeds (Swashbuckler), new deeds become avalible as the swashbuckler ability of the same name

    At level 17, the following become availible
    Sneak attack +9d6, as the rogue ability of the same name, prerequisite: Sneak attack +8d6
    Trap sense +6, as the rogue ability of the same name, prerequisite: trape sense +5
    Advanced tallents/Rogue talent, gain a rogue talent, or advanced talent, as the rogue ability of the same name
    Improved evasion, as the ranger ability of the same name, Prerequisite: evasion
    Hide in plain sight, as the ranger ability of the same name
    Gun training 4, as the gunslinger ability of the same name, prerequisite: gun training 3
    Investigator talent, gain an investigator talent as an investigator ability of the same name
    Studied strike +7d6, as the investigator tallent of the same name, prerequisite: studied strike +6d6
    One with the wild, as the hunter ability of the same name
    Animal companion, your level is now 18 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
    Advanced talents/slayer talent, gain a slayer talent, or advanced talent, as the slayer ability of the same name
    Swashbuckler weapon training +4, as the swashbuckler ability of the same name, prerequisite: swashbuckler weapon training +3

    At level 19, the folowing become avalible
    advanced talents/rogue talent, gain a rogue talent, or advanced rogue talent, as the slayer ability of the same name
    trap sense +6, as the rogue ability of the same name, prerequisite: trap sense +5
    4th favored terrain, as the ranger ability of the same name, Prerequisite: 3rd favored terrain
    Improved quarry, as the ranger ability of the same name, prerequisite: Quarry
    Nimble +5, as the gunslinger ability of the same name, prerequisite: nimble +4
    Deeds (Gunslinger), new deeds become avalible as the gunslinger ability of the same name
    Investigator talent, gain a new investigator talent as the investigator ability
    Bonus trick, as the hunter ability of the same name
    Animal companion, your level is now 19 for determining your animal companions abilities, Prerequisite: hunters bond, or animal companion
    Advanced talent/slayer talent, as the slayer ability of the same name.
    Charmed life 7/day, as the slayer ability of the same name, prerequisite: charmed life 6/day
    Deeds (swashbuckler) gain new deeds as the swashbuckler ability of the same name.

    Last edited by kylelopezwms; 2015-04-24 at 09:50 AM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
    Feb 2014

    Default Re: Pathfinder: Redesigning the generic classes

    Good to see this guy back. However, one change I would make is to buff his HD to d10 over d8. This fellow doesn't have any exceptional defensive abilities, after all.
    Dark Green, the color of Chaotic Evil

    Quote Originally Posted by Psyren View Post
    Altruistorc is leaving me deeply disturbed and intrigued at the same time...

  3. - Top - End - #3
    Pixie in the Playground
     
    BlackDragon

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    Mar 2014

    Default Re: Pathfinder: Redesigning the generic classes

    I sort of agree, but I was trying to use the conversion rules, for pathfinder, and as its essentially a rouge, giving it a d10 would make it (even if slightly) better then a class it is emulating already.

  4. - Top - End - #4
    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Default Re: Pathfinder: Redesigning the generic classes

    Quote Originally Posted by kylelopezwms View Post
    I sort of agree, but I was trying to use the conversion rules, for pathfinder, and as its essentially a rouge, giving it a d10 would make it (even if slightly) better then a class it is emulating already.
    And that's a bad thing? Rogues are rather underpowered next to many of the other classes in pathfinder, and could afford a few more tools.
    Dark Green, the color of Chaotic Evil

    Quote Originally Posted by Psyren View Post
    Altruistorc is leaving me deeply disturbed and intrigued at the same time...

  5. - Top - End - #5
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Pathfinder: Redesigning the generic classes

    That's a good point actually. fine than, d10s for all!

  6. - Top - End - #6
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Pathfinder: Redesigning the generic classes

    Spoiler: The Adept (formaly spellcaster)
    Show
    Adept
    An adept is a caster that is either self taught, or taught by many casters of other classes, and as such, is free from a lot of the prejudices of other casters, using the basics of what they learned, in ways others might not think of. She might cast a magic missile with divine might, or Speak with Animals using arcane incantations.
    Hit Die
    d8.
    Base Save Bonuses
    Two good saves and one poor save.
    Class Skills
    Choose any four skills as class skills, plus Craft, Knowledge (all), and Profession.
    Skill Points
    2 + Int modifier (or four times this number at 1st level).
    Weapon and Armor Proficiency
    One simple weapon; no armor.
    Bonus Feats
    The Adept gets one bonus feat at 1st level, one at 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
    Casting Diversity, an adept, not having any formal training, or having many masters, may master the starting skills of their masters (if any) by a large amount, as they focus more on the basics then
    Casting mastery, once per day, an adept may cast any spell, with an appropriate metamagic feat, without raising the level of your spell.
    Multiclassing
    A character can multiclass between arcane Adept and divine Adept

    Spoiler: Table
    Show
    Table: The adept
    Level Bab Good Saves Bad Save Special Spells per day
    1 2 3 4 5 6 7 8 9
    1st +0 +2 +0 Bonus feat, Casting diversity 2 - - - - - - - -
    2nd +1 +3 +1 - 3 - - - - - - - -
    3rd +1 +3 +1 - 4 - - - - - - - -
    4th +2 +4 +1 - 5 2 - - - - - - -
    5th +2 +4 +1 Bonus feat - 5 3 - - - - - -
    6th +3 +5 +2 - 6 4 2 - - - - - -
    7th +3 +5 +2 - 6 5 3 - - - - - -
    8th +4 +6 +2 - 6 5 4 2 - - - - -
    9th +4 +7 +3 - 6 6 5 3 - - - - -
    10th +5 +7 +3 Bonus feat Casting Diversity 6 6 5 4 2 - - - -
    11th +5 +7 +3 - 6 6 6 5 3 - - - -
    12th +6/+1 +8 +4 - 6 6 6 5 4 2 - - -
    13th +6/+1 +8 +4 +4 - 6 6 6 6 5 3 - -
    14th +7/+2 +9 +4 - 6 6 6 6 5 4 2 - -
    15th +7/+2 +9 +5 Bonus Feat 6 6 6 6 6 5 3 - -
    16th +8/+3 +10 +5 - 6 6 6 6 6 5 4 2 -
    17th +8/+3 +10 +5 - 6 6 6 6 6 6 5 3 -
    18th +9/+4 +11 +6 - 6 6 6 6 6 6 5 4 2
    19th +9/+4 +11 +6 - 6 6 6 6 6 6 6 5 3
    20th +10/+5 +12 +6 Bonus feat Casting Diversity Casting mastery 6 6 6 6 6 6 6 6 5

    Spoiler: Spellcasting
    Show
    Adept
    An adept learns and casts spells as a sorcerer. She may select her spells known from the Alchemist, Bard, Cleric/Oracle, Druid, Magus, Shaman, Sorcerer/Wizard, Summoner, or Witch spell list. An adept must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane adept may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's-saving throws. A divine adept must use Wisdom to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws.
    Adept spells known
    Level 0 1 2 3 4 5 6 7 8 9
    1st 4 2 - - - - - - - -
    2nd 5 2 - - - - - - - -
    3rd 5 3 - - - - - - - -
    4th 6 3 1 - - - - - - -
    5th 6 4 2
    6th 7 4 2 1 - - - - - -
    7th 7 5 3 2 - - - - - -
    8th 8 5 3 2 1 - - - - -
    9th 8 5 4 3 2 - - - - -
    10th 9 5 4 3 2 1 - - - -
    11th 9 5 5 4 3 2 - - - -
    12th 9 5 5 4 3 2 1 - - -
    13th 9 5 5 4 4 3 2 - - -
    14th 9 5 5 4 4 3 2 1 - -
    15th 9 5 5 4 4 4 3 2 - -
    16th 9 5 5 4 4 4 3 2 1 -
    17th 9 5 5 4 4 4 3 3 2 1
    18th 9 5 5 4 4 4 3 3 2 1
    19th 9 5 5 4 4 4 3 3 3 2
    20th 9 5 5 4 4 4 3 3 3 3

  7. - Top - End - #7
    Barbarian in the Playground
     
    Southern Cross's Avatar

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    Default Re: Pathfinder: Redesigning the generic classes

    You do realize that in the Expert section, you've misspelled "rogue" as "rouge"?
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    Spoiler: What Pokemon are you?
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  8. - Top - End - #8
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Pathfinder: Redesigning the generic classes

    *Cough cough*

  9. - Top - End - #9
    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Default Re: Pathfinder: Redesigning the generic classes

    By any chance, could you create a psionic and martial basic class as well? I'm curious as to what those would look like.
    Dark Green, the color of Chaotic Evil

    Quote Originally Posted by Psyren View Post
    Altruistorc is leaving me deeply disturbed and intrigued at the same time...

  10. - Top - End - #10
    Pixie in the Playground
     
    BlackDragon

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    Default Re: Pathfinder: Redesigning the generic classes

    This one is sort of a work in progress, no time to test balance yet. please make suggestions as seen fit.
    Spoiler: The Warrior
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    Warrior
    The warrior is the basic combatant of the trio of generic classes. He has the fighter's hit points, combat prowess, bonus feats, and weapon selection.
    Unlike the fighter, the warrior can choose a different array of class skills, can designate any one of his saves as a good save, and can select his bonus feats from the entire list of feats available. Also, if he wants to be proficient in heavy armor, he must take the Armor Proficiency (heavy) feat.
    Hit Die
    d10.
    Base Save Bonuses
    Two good saves and one poor save.
    Class Skills
    Choose any six skills as class skills, plus Craft.
    Skill Points
    2 + Int modifier (or four times this number at 1st level).
    Weapon and Armor Proficiency
    All simple and martial weapons; light and medium armor; shields (but not tower shields).
    Paths
    Unlike many other martial classes, warriors chose a fiew skill sets and master them, mixing her tallents to preform feats he would not be able to do otherwise.
    Combat training, you are considered a warrior of your level for taking feats
    Spoiler: Table
    Show
    Table: Warrior
    Level Bab Good Saves Bad save Special
    1 +1 2 0 Path
    2 +2 3 0 -
    3 +3 3 1 -
    4 +4 4 1 -
    5 +5 4 1 Path
    6 +6/1 5 2 -
    7 +7/+2 5 2 -
    8 +8/+3 6 2 -
    9 +9/+4 6 3 -
    10 +10/+5 7 3 Path
    11 +11/+6/+1 7 3 -
    12 +12/+7/+2 8 4 -
    13 +13/+8/+3 8 4 -
    14 +14/+9/+4 9 4 -
    15 +15/+9/+5 9 5 Path
    16 +16/+10/+6/+1 10 5 -
    17 +17/+11/+7/+2 10 5 -
    18 +18/+12/+8/+3 11 6 -
    19 +19/+13/+9/+4 11 6 -
    20 +20/+14/+10/+5 12 6 Path

    Spoiler: Paths
    Show
    Paths

    Path of the Fist,
    you gain feats/abilities at the following levels as a monk of the same level, even if you would not normally qualify for them.
    You gain the following at level 1
    stunning fist,
    unarmed strike
    Bleeding Attack
    You gain the following at level 2
    Brawler's Flurry
    You gain the following at level 4
    Knockout
    You gain the following at level 12
    Counterpunch

    Path of the Mount
    You gain the following feats and abilities as a cavalier of the same level, even if you would not normally qualify for them.
    mount
    Mounted Archery(Feat)
    Mounted Combat(Feat)
    Mounted Shield(Feat)
    Level 3
    Cavalier's charge
    Level 5
    Indomitable Mount (Feat)
    Mounted Onslaught(FEAT)
    Level 11
    Mighty charge
    Level 14
    Mounted Skirmisher(FEAT)
    Path of the Weapon master,
    When you take the path of the weapon master, choose a weapon you are proficient in, the following apply to that weapon
    Weapon Guard (Ex)
    At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
    Weapon Training (Ex)
    At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
    Reliable Strike (Ex)
    At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
    Mirror Move (Ex)
    At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.
    Deadly Critical (Ex)
    At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.
    Critical Specialist (Ex)
    At 17th level, the save DCs of any effects caused by a critical hit with a weapon master’s chosen weapon increase by +4.
    Unstoppable Strike (Ex)
    At 19th level, a weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).

    Path of the Berserker
    You gain the following abilities as a barbarian of the same level.
    HD 12 (This is not retroactive)
    At level one you gain the following
    Fast movement,
    Rage
    At level two you gain the following
    Rage power- you gain a rage power at level 2, and one every 2 levels afterwards.
    Nimble – as the gunslinger
    Path of the Bastion
    You gain the following at level 1
    Heavy armor proficiency
    Weapon proficiency (Spiked armor)
    Gain the following at level 2
    Spiked Destroyer
    Fortified Armor Training
    Gain the following at level 4
    Weapon Specialization (Spiked armor)
    Gain the following at level 8
    Critical, Improved (Spiked armor)
    Gain the following at level 12
    Weapon Specialization, Greater (Spiked armor)
    Path of the Shield
    Active Defense (Ex)
    At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.
    Shield Fighter (Ex)
    At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
    Shield Buffet (Ex)
    At 9th level, as a move action, a shielded fighter may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a –2 penalty on its attack rolls against the shielded fighter and a –2 penalty to AC on attacks made by the shielded fighter until the beginning of his next turn. At 13th level, a shielded fighter may use this ability as a swift action.
    Shield Guard (Ex)
    At 17th level, as a swift action, a shielded fighter may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the shielded fighter and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.
    Shield Mastery (Ex)
    At 19th level, a shielded fighter gains DR 5/— when wielding a shield.
    Shield Ward (Ex)
    At 20th level, a shielded fighter gains evasion (as a rogue) while wielding a shield, and adds his shield bonus to his AC (not including enhancement bonuses) on Reflex saves and to his touch AC. In addition, his shield cannot be disarmed or sundered.

    Path of the Improvised
    You gain the following feats, even if you would not normally qualify for them.
    You gain the following at level 1
    Close-Quarters Thrower (Improvised)
    Distance Thrower
    Throw Anything
    Two-Handed Thrower
    Catch Off-Guard
    Gain the following at level 8
    Improvised Weapon Mastery

    At level 20, the following become available
    Path of the chosen
    You are a paragon of what a warrior should be, when this is chosen, pick either champion, guardian, hierophant, or marshal, you gain 1 higher mythic rank, (if this is your first rank in a “mythic class” you are now considered mythic)

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