khadgar567 wrote: like the Vampiryst archetype and simple question why make your prey insane I personally prefer them disturbed but sane so I can further torment them as necessary I have included the "Torment Prey" talent in the Horror Vigilante Talents section. Please let me know if it fits your diabolical needs. Quality customer sick-satisfaction is our prime goal.
Run, while you still can, to the Vigilantes of Horror Open Playtest for Purple Duck Games! Now, the vigilante class can be applied to classic monsters hiding within civilized society. This pdf will allow players to get over their "monster envy" and become the mysterious beast that brings terror to the region. The horror vigilante is the perfect choice for evil campaigns or as an npc villain, with plenty of intrigue and horror talents to spare! The playtest ends on 9/2/16. We welcome your feedback and suggestions. -Aaron Hollingsworth
Yasumoto wrote:
Thank you very much for your comments and kind words, Yasumoto! Also, this is a reminder to everyone that the playtest ends in just two days!
Thank you all. I recently found out that "Dragonrider" already exists as a base class in Pathfinder. I'm going back to the drawing board with this thing. It needs an overhaul. To Mortonator. I threw this thing together in a day. Yes, much copy and pasting did occur because a) it is a hybrid class, and b) I wanted to help insure correct wording. Hopefully the next draft won't look so patched together.
99. The Wedding Gown of the Unknown Bride This old, yet elegant white gown is made of the finest samite, but has yellowed with age. It stands in the corner, supported by a rosewood manikin. Hook: The manikin is actually a dryad corpse graveknight, and the gown is her armor. The only way to end her murderous ways is to physically carry her out of the mansion, over the threshold.
Rynjin wrote: And the Monk cries, for he has no such cheap option. Finger Guard This ornamental claw-like piece of jewelry covers a single finger, and is popular among aristocrats and spellcasters. A finger guard allows spellcasters to make touch attacks without risk of taking damage (such as from an oozes acid). Masterwork finger guards grant a +1 to touch attacks, but deal no damage.A masterwork finger guard also grants a +1 to attack when using an unarmed strike that deals piercing damage (such as from the Boar Style Feat). Price: 50 gp (MWK 350 gp)
As someone who has traditional training with the jin/gim/jian, I'm glad to see someone has statted it out. However, the sword is meant for both slashing and piercing. Precise cuts and stabs. Much like the European rapier, the jian was considered a sophisticated civilian's weapon, not a war implement. Just a bit of history there :)
Prince Lirkoy has a problem. His father, King Crowlez, became a vampire sometime during his reign, and sired his heir in that state of undeath. Once the truth was out, a band of inquisitors quickly and properly laid the afflicted King to rest. However, the legitimacy of the Prince is now called into question. Does a child fathered by a non-living parent possess the right to claim their sire's holdings and last affects? A high council of nobles and clergy have decided that they will allow the crown to pass to the Dhampir Prince IF he completes three special tasks that will test his strength in arms, his devotion to his church and people, and his intelligence to solve puzzling dilemmas. He is allowed to assemble a small party of adventurers to help him complete these tasks. In return for their assistance, he promises lands, titles, gold, and pardons for past crimes. I will post the three tasks later, as I should be in bed right now. Feedback welcome!
What if illusions occurred in other ways than a mage casting a spell? What if they spawned out of dreams, nightmares, or due to some disturbance in realty? Take the myriad of creatures created by the shadow conjuration spells. What if they just appeared mysteriously and ran wild? Just an idea. I hope it inspires fun gaming.
It occurred to me that there are no middle-aged women in the iconic cast of Pathfinder/Golarian characters. There are two middle-aged men, Ezren the Wizard and Quinn the Investigator. I think they are both awesome. A middle-aged female iconic could be awesome, too. Such a character would certainly be a treat to find in my future copy of Occult Adventures. Thank you for your consideration, Paizo!
Bard, Rogue, Fighter, Cleric Academy of the Lash
The Academy is headed by a poly-triad of Elf clerics whose true genders are only known to themselves. These priests decide ultimately who teaches and who learns. Currently, there are three whipmasters: Whipmaster Hernix, a human fighter whose arm is supple and strong enough to dent full plate armor from 15ft away with his mithral-laced bullwhip. Whipmistress Aizivee Oilteraw, an elven bard whose whipdance incorporates dramatic leaps and percussive snaps that render watchers speechless and attackers senseless. Whipmaster Jez, a flamboyant halfling rogue who fancies himself a "Fencer of the Lash", for indeed his style resembles that of a rapier-wielding swashbuckler. With a flick of his wrist he can easily disarm or trip foes before they reach him.
As kingdoms and empires squabble relentlessly over land and resources, the gods of law and justice sometimes choose more than just a champion for a cause; they choose a king (or queen) to rule. True Kings are divinely ordained individuals appointed by the forces of order and good to tame lands of conflict into realms of peace. Though rare, even amongst other paladins, they are few and far between for a reason: they are the intended sovereigns of all nations not yet founded. Bend the Knee! (Ex): The True King adds Intimidate to his class skill list. He adds 1/2 his paladin level to intimidation checks against sentient evil creatures. His paladin code prohibits the use of this skill on good creatures. Divine Right (Su): The gods see fit to assign soldiers to your cause. At 5th level, the True King gains the Leadership feat, even if he does not meet the prerequisites. His paladin level is treated as 2 levels higher when determining the level and number of their cohort and followers.
The King's Justice (Su):
I dig it. Might I recommend an archetype that this class just inspired? The Necroborg: A necromantic warrior who slowly progresses to undeath, one body part at a time. Customizations could include various undead powers such as... -Blood Drain
Basically, you'd be Frankenstein's monster with bits of Dracula, the Mummy, Jack Skellington, and Jason Voorhees mixed in.
The old saying "a rolling stone collects no moss" rings true for these nomadic troubadours of geological ancestry. Restless and ever curious to see what lay beyond the horizon, these carefree oreads shirk societal responsibilities in favor of adventurous travel and pleasure. Well-Accustomed (Ex): At 2nd level, the rolling stone becomes immune to the entangled condition. This replaces Well-Versed. Escape Master (Ex): At 5th level, the rolling stone becomes a master of escaping and can take 10 on escape artist skill checks. A rolling stone can choose not to take 10 and can instead roll normally. In addition, once per day, the rolling stone can take 20 on an escape artist skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This replaces Lore Master.
I like it, flavor-wise. I think these are good trades in terms of theme and style, but yes, it may be a wee bit unbalanced. Also, I'd just like to state my opinion that I found the tone of Headfirst's comments to be disparaging and demeaning. I do not think he is "venting" at all, but is feeding off the wounds he enjoys stabbing into homebrewers. Nothing he has added to this thread has been cool or helpful. Just my 2 coppers.
Bonded Ring School Rather than devote study to spellcraft, the ring school of wizardry focuses on the deeper aspects of ringcraft.
Bonded Amulet School Rather than focus on spell craft, the amulet school offers health and hardiness when in dire need.
Bonded Weapon School Rather than focus on the finer points of spellcraft, the Bonded Weapon School prepares the wizard for times when spells fail, and steel is needed.
Familiar School While some arcane schools focus on the various forms of spellcraft, the familiar school specializes in the art of familiar keeping.
Emperor: "I command you to remove your head gear thingy and tell me your name." Kess: (removes head gear thingy) "I am Kess the Bull, puncher of fancy matador sword dancers, kicker of kneecaps, elbower of temples, and kneer of groins. Daughter to well-intention parents and sister to spoiled siblings. And I WILL HAVE MY THRILL, WHETHER IT BE IN THIS PLANE OR THE NEXT."
I have confidence in Kess the Bull. I am sure she is perfectly aware of the vulnerable patches in her armor. These could be "false openings". By ensuring that certain parts of her are vulnerable, she can make easier guesses as to where her opponents will attempt to hit her. She is baiting her enemies. Technique is her true armor.
Who killed Aroden? That is what it all boils down to, my friends. All the PF adventure paths, the Inner Sea Guide, all we learn about Golarian. After countless quests the main mystery to be solved is Adroden's abrupt and mysterious death. It had to have been murder... But who did it? And where? And with what weapon? Was it Shelyn with Asmodeus' Mace in Elysium? Was it Calistra with Zon-Kuthon's spiked chain in Abandon? Or was it Nethys with Lamashtu's kukris in the Firmament? Perhaps only a party of high level PC's who can pass the test of the Starstone together can effectively investigate this case. Pathfinder = Clue
Antiquarian
Role: Antiquarians strive to learn because they want to, not for scholarly status or societal recognition. They typically shun modern standards, preferring a small circle of peers with which to share their findings and love of old things. While not averse or incompetent to action, they prefer indirect methods when dealing with danger. Most are sensitive in mind, allowing them to recognize portentous correlations and to achieve singular levels of madness and/or eccentricity. Alignment: Any. Hit Die: d8. Alternate Classes: Alchemist and Summoner Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
Skill Ranks per Level: 4 + Int modifier. BAB: Medium Fort: Good Relex: Good Will: Poor Class Features Weapon And Armor Proficiencies
Alchemy Antiquarians are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an antiquarian prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an antiquarian creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an antiquarian gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an antiquarian can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extracts are the most varied of alchemical substances. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the antiquarian’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
It is a standard action to use an extract. This action includes retrieving the necessary materials from the antiquarian's supplies, in the same manner as retrieving a material component is included in the act of spellcasting. Although the antiquarian doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An antiquarian can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking antiquarian. The antiquarian uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (antiquarian extracts that duplicate divine spells never have a divine focus requirement). An antiquarian can prepare an extract of any formula he knows. To learn or use an extract, an antiquarian must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an antiquarian’s extract is 10 + the extract level + the antiquarian’s Intelligence modifier. An antiquarian may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An antiquarian begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new antiquarian level, he gains one new formula of any level that he can create. An antiquarian can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An antiquarian can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An antiquarian does not need to decipher arcane writings before copying them. Cosmic Entity When the antiquarian sleeps his mind is called by a cosmic entity whose form transcends time, space, and matter. These nightly visits usually take the form of dreams where the dreamer beholds alien shapes, cyclopean cities, or hauntingly beautiful starscapes. From these dreams the antiquarian is inspired with portentous visions and erudite insights. The antiquarian must get at least 8 hours of sleep to gain the benefits of this spell-like ability. At 1st level, the antiquarian can cast of one of the following divinations at will: detect magic, read magic, comprehend languages, detect secret doors, detect undead, identify. At 5th level, the antiquarian may select from the following divinations: detect thoughts, locate object, see invisibility.
At 15th level, he adds arcane eye, detect scrying, locate creature, and scrying to his choices. Only one spell-like ability can be selected per day. The GM may allow the player to select other spells of equal levels from the divination school as optional effects. An antiquarian can end or resume an effect at anytime as a standard action. In addition, the cosmic entity imparts a small portion of its power to the antiquarian, granting him a +1 to all saving throws and +1 to natural armor. At 7th and 15th level these bonuses increase by 1. Summon Star-Spawn Though still unable to take physical form, the antiquarian's cosmic entity can give birth to its own thoughts, creating matter from energy and sending it to the antiquarian's aid. These star-spawn only exist in reality for the duration they are summoned, after which they dissolve into oblivion. Their alignment is always true neutral no matter what form they take. This functions exactly like the summoner's Summon Monster ability, but only oozes and aberrations can be called forth. Below is a list of choices of what cosmic horrors can be called according to challenge rating. Certain oozes and aberrations are allowed at the GM's discretion. I: CR1/2 or Lower II: CR1 III: CR2 IV: CR3 or CR4 V: CR5 or CR6 VI: CR 7 VII: CR8 VIII: CR9, CR10, CR11, or CR12. IX: CR13 or CR14 Discoveries At 2nd level, and then again every 2 levels thereafter (up to 18th level), an antiquarian makes an incredible alchemical or cosmic discovery. Unless otherwise noted, an antiquarian cannot select an individual discovery more than once. Some discoveries can only be made if the antiquarian has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify ability scores such as mutagen and cognatagen, as well as bomb-related discoveries cannot be selected. A list of new discoveries accessible to the antiquarian can be found below. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the antiquarian’s level + the antiquarian’s Intelligence modifier. Curiosity
Madness
Persistent Dreams
Cosmic Aspect
Grand Arrival
Apocalyptic Herald
Horrific Birth
Avataral Possession
Antiquarian Discoveries Impure Bloodline
Evolve Star-Spawn
Devolve Degenerate
Ex Oblivione
Cosmic Link
Esoteric Lore
Demoniac Visage
Singular Quality
Colloquial Adept
Blasphemous Formulae
Aberrant Aspect
Architectural Expert
Disable Magic Device
I just got Inner Sea Gods, read up on Lamashtu, and put two and two together. It does not come right out and say it, but here are the facts. -Lamashtu birthed/created the goblin race.
What if, long ago, the first horses and dogs defied Lamashtu as their new mistress/goddess? What if this betrayal provoked her wrath? What if the Mother of Monsters specifically created Goblins to exact revenge on dogs and horses for abandoning her? Sound crazy? Then it must be true, because it's Lamashtu...
When an arcane caster such as a wizard or sorcerer wears armor, subtract the AC bonus from the Difficulty Class of the spells they cast and include it as a penalty on caster checks. For example: A sorcerer with an 18 CHA wearing scale mail casts fireball. Add the sorcerer's CHA bonus (+4) to the spell's level (+3) as normal to figure the DC of the spell, then subtract the armor bonus (5). The DC for the spell is now Reflex 12. Using this mechanic, an arcane caster never needs to worry or roll to see if they lost a spell. Their spells are just easier to resist due to the armor hindrance.
All right, my goal here is to create a witch with a magical broom that is bonded to her, serving as both mount and weapon. Chances are it will replace the witch's familiar or hexes. Here are the basics: -When the witch is riding the broom she makes fly checks instead of ride checks.
So, what are your thoughts?
The following are three alternative features that can be swapped out with the standard features of True Dragons. These features can be applied to other creatures, but they were created with True Dragons in mind. Incendiary Dragons
Incendiary Dragon Size / Range / Area
Europic Dragons
Portal Breath Dragons
I love Quivering Palm, always have. But many monks archetypes do not seem to fit this class feature flavoristically. After all, monks can deliver unarmed strikes with their feet, elbows, knees, AND hands. And so, I am starting this thread of alternatives that, once chosen, cannot be changed. Starting with: Axe Kick of Living Damnation
So much can be done with a square piece of cloth, such as: The Handkerchief of Hidden Surprises
Bandana of Sweaty Grit
Snot Rag of Recovery
Screaming Eagle (Stryx Monk Racial Archetype) The terror of the dusk sky who perches in wait for human prey, the screaming eagle hones her hate for bringing down her wingless enemies lower than the ground they stride upon. Focused and utterly ruthless, the screaming eagle blends discipline and deception into a frightening fighting style of bashing fists and crashing wings. Skills: Fly replaces Acrobatics Art of Ten Limbs: At 1st level, unarmed attacks can be delivered with fists, elbows, knees, feet, AND wings. This alters Unarmed Strike. Improved Feint: At second level, gains the Improved Feint feat for free. This replaces the monk bonus feat. Wings of Cloud and Thunder A screaming eagle has trained their wings to disguise their movements and cloud their opponent's vision. They add their Dex bonus in place of Cha to bluff checks when feinting in melee. At 1st, 4th, 8th, 12th, 16th, and 20th levels they gain and additional +1d6 to damage rolls against targets who fail against the screaming eagle's feint rolls. This replaces stunning fist at 1st level. Ki Pool: Whenever the screaming eagle spends a ki point they must emit an ear-piercing scream. Any attempts to use the stealth skill automatically fail for that round. This alters Ki Pool gained at 4th level. Evasive Flight: At 6th level, when flying, the screaming eagle adds her Wis bonus to reflex saves in addition to her Dex bonus. This replaces Slow Fall. Soar: At 5th level, a monk adds his level to all Fly checks. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Fly checks made for 1 round. This replaces High Jump. Eagle's Scream: At 19th level or higher, a screaming eagle can emit a terrible shriek, as if using the spell Wail Of the Banshee. Using this ability is a standard action that consumes 3 points from his ki pool. His caster level for this effect is equal to his monk level. He can only effect one target at a time with this ability. This replaces Empty Body.
Manipulator Manipulators prefer to keep their hands clean and let others do their dirty work. Through lies, charm, intimidation, and social intrigue they amass a wide range of helpers from all walks of life. It times of need he is able to call upon the favors of these helper to secure his goal and see to it he lives another day. Power and influence has its perks, and none know this better than the manipulator. The manipulator may be a noble with a fair amount of clout, a blackmailer who keeps secrets at the cost of services, or simply a charismatic asker of favors. For whatever reason, these true movers and shakers of society are able to “summon” the proper assistance when needed, making them puppet masters of men. Summon Societal Ally (Ex) The manipulator is able to call forth NPCs from the Summon Societal Ally List to fight, make skill checks, or perform mundane tasks. As a standard action that does not provoke an attack of opportunity , the manipulator can cause an NPC to appear through a non-magical extra-dimensional space called a plot hole. Plot holes are mundane in nature and cannot be opened or closed by magical or supernatural means. This functions numerically like the summoners summon monster ability. NPCs cannot lend out or give money or equipment. The NPC's alignment need not be the same as the manipulator. This replaces sneak attack. Summon Societal Ally List *See NPC Codex for stats. SSA 1
SSA 2
SSA 3
SSA 4
SSA 5
SSA 6
SSA 7
SSA 8
SSA 9
Inspired by the bullrush mechanic of beating a DC by 5. The intimidate skill states that the target becomes shaken for 1 round + 1 additional round for every 5 by which you beat the DC. I propose the following options. -If you beat the DC by 5 you can make them Frightened for 1 round.
The value of these fear-based conditions can be divided to be extended over a number of rounds.
My ADD is kicking in and this is getting hard to explain. I think you all get the basic idea.
Jinxing is a minor form of supernatural affliction similar to a curse. To jinx a target you must be able to speak and understand the target's language and make a Sense Motive check DC 10 + CR. If successful then you will know what they will say next and can say it with them as an immediate action. Then they have the jinxed condition. If the target suspects that they may be the target of a jinx then they are allowed an opposing bluff check instead. If the jinx is successful then the target cannot speak without provoking an attack of opportunity from you (melee attacks only). The effect of the jinx lasts until the target speaks or you jinx a new target. Apply this class feature to the class you feel it fits the best with. I recommend witches, bards, and rogues.
Boarfolk Orcs are to wild pigs what humans are to apes, halflings are to rabbits, and elves are to deer. Their is a distant kinship with boars that all orcs share. Some say they share a common ancestor. Other suggest they are a mixture of protohumans and dire swine. What ever the origin of Boarfolk, none can deny their similarities. Such as: -Tusks
I had this same basic idea a few days ago, combat savvy school specialists. But here is the one big thing that I added that was different and might fit in with your idea, Lightbringer. Somatic Weapons Each School Specialist is proficient with a martial or exotic light weapon that symbolizes the virtues of their school's magic. The specialist may fight with their somatic weapons in either hand as if they had the Two Weapon Fighting Feat. Additionally, they may make somatic gestures with the weapon in hand by making flourishing gestures and writing runes in the air. Abjuration/Tonfa: Representing the protective virtues abjuration, tonfas are the somatic weapons of Abjurers.
Somatic Strike
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