Fighter

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Only 1 day left! Thank you all for your feedback!


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Only 8 days left before the playtest ends. We hope to make this product the best it can possibly be.


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A large hunk of superfluous text has been removed from the documents. Hopefully, it won't be as front loaded as before.


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khadgar567, I see what you're going for, and admire your enthusiasm. But I think you'll be more able to get your desired effect through roleplaying, rather than relying purely on the game mechanics. I hope this helps!


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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.


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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


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The Clerics of Porphyra Open Playtest has now officially closed. Thank you all for participating!


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Yasumoto wrote:

Dropped a few comments in the doc! A few notes:

Really loved the flavor you put into the Cycle Thrall- I think that's such an interesting take on a cleric that uses the elements to break out of the life/death cycle.

Also a huge fan of the favored keeper- a holy person with a familiar that shares the connection to their deity is awesome!

And the martyr has a slim chance of being the highlight of a campaign- which is rad.

It's exciting to see an open playtest doc!

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!


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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.


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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.


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Either a halberd or a naginata. If you want to make a Guan Yu type character, use the stats for a lance, but change the damage to slashing. He was supposedly a heckuva mounted warrior.


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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)


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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 :)


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If you cut off his head, you take his power. By taking his power, you become Cthulhu. By becoming Cthulhu, you die and he lives on.


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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!


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In non-combat, non-hurrying situations, healing spells, healing potions, and other supernatural healing effects are maximized if cast/used as a full round action. This rule is particularly useful if the GM allows players to be at max hp instead of rolling a HD each level.


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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.


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In real life I'm a high school custodian, martial artist, songwriter/musician, and self-published author.

Profession: Laborer

Class: Some mix of bard/monk/expert/brawler


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Thank you both for your feedback.


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Now, THAT'S a horse of a different color!


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Meligaster-The Mez in a Fez!


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GM: "A murder a of tengu bards are surrounding you when you awake. You are high up in a tree, about 40ft, and you have no memory of how you got there. Your mouse familiar is arguing with them about something."


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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!


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Bard, Rogue, Fighter, Cleric

Academy of the Lash
This free-spirited martial school teaches the divine styles of whip combat inspired by the goddess, Calistra. All are welcome to attend classes for a reasonable fee, though many bow out due to self-inflicted injuries. Those who remain to embrace the weapon's unpredictable nature soon find themselves more attuned with the whips movements, learning that only when one "sets the whip free" can one control it. Prostitutes are never charged for lessons, as the sacred weapon is intended for their protection. Exceptionally beautiful or charming students are sometimes shown the "medicinal purposes" of whips in private back rooms.

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.


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Chemlak wrote:

I read this thread as How would you build Jason Bulmahn.

I am disappoint.

Building him is easy. Just tell him what great writer he is.


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magnuskn wrote:
I'm at a loss how to mimic the headache inducing shakycam.

Just consider that very low level scrying.


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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.
This replaces Divine Bond.

The King's Justice (Su):
At 11th level, your just deeds extend throughout your soldiers. This functions just like Aura of Justice, but only effects the True King's followers and cohort as long as they are within 20ft of the True King.
This replaces and augments Aura of Justice.


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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
-Slam or Claw attacks
-Morhg Tongue
-etc. It's late. I'm tired. You get the gist.

Basically, you'd be Frankenstein's monster with bits of Dracula, the Mummy, Jack Skellington, and Jason Voorhees mixed in.


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Dwarves are short and stout. Tea Pots are short and stout. I see what you did there. Very clever ;)

Your next iconic should be a drow with a pot and kettle.


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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.


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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.


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Bonded Ring School

Rather than devote study to spellcraft, the ring school of wizardry focuses on the deeper aspects of ringcraft.
Digital Harmony: Your bonded ring is not jealous of their rings, and therefore does not take up a ring slot when worn and activated. It can only be removed if you willingly remove it or you are dead. At 20th level, your ring is considered a part of you, and can be used in place of a diamond to bring you back to life via spells such as true resurrection and resurrection.
Expanding Circles: When casting spells with circular area effects (such as cones, cylinders, or spheres), you can expand the area by loft. You can use this ability a number of times per day equal to 3+ you Int modifier.
One Ring to Rule Them All: At 8th level, when a magical ring is worn by a target within 100 ft of you, you may seize control over the wearer as a standard action. The target must make a will save DC 10 +1/2 level + your Int modifier. If they fail they are under your control as per the dominate person spell. You can only control one such person in this way at a time.

Bonded Amulet School

Rather than focus on spell craft, the amulet school offers health and hardiness when in dire need.
Pulse of Life: Your bonded amulet pulses dimly with the rhythm of your heart (or essence). You gain a bonus to fortitude saves vs. magical effects equal to your Int Bonus. This bonus increases by +1 at 7th and 15th level. At 20th level, you become immune to transmutation or necromancy effects (choose one).
Arcane Heart: Once per day, you can heal yourself up to a number of hit points equal to your Int score as a standard action. This can be done additional times per day at 7th and 15th level.
Cleansing Gem: At 8th level, while wearing your bonded amulet, you become immune to all diseases, including supernatural diseases. You also gain a Fort bonus vs. poison equal to your Int bonus. If you are undead, you instead gain a +4 bonus to will saves vs. positive energy.

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.
Observant Defender: You add your Int bonus in place of your Str bonus to you CMD and CMB Checks when wielding your bonded weapon. Your CMD and CMB increase by +1 at 7th and 15th levels. At 20th level, you can no longer be disarmed of you Bonded weapon.
Covalent Bond: Your bonded weapon has half your number of hit points, rounded down (not including temporary hit points).
Spell Extension: At 8th level, your bonded weapons augments spell of its damage type. When wielding your bonded weapon and casting a spell that deals damage of your weapon's type, add your bonded weapon's damage in addition to the spells damage. If the spell damages multiple targets, this extra damage is applied to all targets. If the bonded weapon has enhancements that deal extra damage, this extra damage is only applied to one target (player's choice).

Familiar School

While some arcane schools focus on the various forms of spellcraft, the familiar school specializes in the art of familiar keeping.
Improved Special Ability: The special ability bonus granted by your familiar is doubled. This bonus increases by +1 every five wizard level you possess, up to a maximum of +4 at 20th level. At 20th level, you may always take 10 when rolling the relative check to this bonus. If the bonus does not apply to a d20 check, simply increase the bonus by +10.
Arcane Grooming: Your familiar is more stern of body and mind than others. Choose on elemental and one physical ability score. You familiar gains a +4 bonus to these abilities. These abilities do not stack with magical enhancements. If you acquire a new familiar, these same bonuses apply to their same abilities.
Aura of Familiarity: At 8th Level, animals of your familiar's kind will not attack you, even if they are summoned or magically compelled to do so. If you attack or directly harm such a creature, you lose your aura for 24hrs. So long as your familiar remain within 30ft of you, it gain the druid's Devotion feature, granting it a +4 moral bonus on Will saves against enchantment spells and effects.


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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."


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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.


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http://paizo.com/threads/rzs2o7vq?Aeonic-Paladin-True-Neutral-Alternate-Cla ss#1

I made THIS ^^^ a while back. I hope it helps :)


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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


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Antiquarian
Seekers of ancient lore, miners of forbidden truths, and discoverers of distant vistas, antiquarians are obsessed with all facets of the past. Not satisfied with mundane histories and quotidian archeology, the antiquarian is driven to learn the true nature of nature and to understand his place in the cosmos. Some acquire unique forms madness in their quests, more often a sign of success than of failure. Beyond the wall of sleep they commune with cosmic entities that cannot yet take form in the material plane. From these entities secret knowledge is gleaned and star-spawned helpers come to the antiquarian's aid. When others would be too fearful of the unknown, the antiquarian plods on, reinforced by a curiosity that will lead to either his doom, salvation, or both.

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
The antiquarian’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int),Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

BAB: Medium

Fort: Good

Relex: Good

Will: Poor

Class Features

Weapon And Armor Proficiencies
An antiquarian is proficient with all simple weapons and light armor, but not with shields.

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.
An antiquarian can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: antiquarian. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an antiquarian mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the antiquarian’s possession, reactivating as soon as it returns to his keeping—an antiquarian cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an antiquarian must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most antiquarians prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an antiquarian to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

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 10th level, he adds arcane sight, clairaudiance/clairvoyance, and tongues to his choices.

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
Driven by the maddening need to know, the antiquarian learns to resist the pangs of horror. At 2nd level he gains a +2 bonus versus fear. This increases to +4 at 5th level and +6 at 8th level.

Madness
At 10th level, whenever the antiquarian fails a save versus a mind-influencing affect he may reroll. If he fails a second time the effects and duration are doubled.

Persistent Dreams
At 14th level, the cosmic entity who calls the antiquarian now also gives him dreams when he is awake. As a full round action the antiquarian can change his current divination effect to another. Doing so causes 2 points of wisdom damage that can only be healed with 8 hours of sleep.

Cosmic Aspect
Like his cosmic entity the antiquarian begins to transcend time, space, and matter. At 18th level, he is under a constant blur effect and adds his intelligence score to the miss chance. He can end and begin this effect at as a standard action.

Grand Arrival
When reaching 20th level, in a complex ritual or series of fatalistic events the antiquarian finally summons his cosmic entity to his native plane, giving it form and stability. One of three things happen (player's choice):

Apocalyptic Herald
A CR20 aberration or ooze appears and wreaks havoc and destruction on every living thing for 30 +2d6 days and nights. The antiquarian has a %50 chance of being spared the cataclysm.

Horrific Birth
The cosmic entity erupts from the antiquarian's body, killing him instantly. It takes the form of an eidolon with 20 HD, an Evolution pool of 30, and an Intelligence score equal to that of the antiquarian before his moment of death. It possesses all the antiquarian's skills and memories, but not class abilities. The player takes control of this creature.

Avataral Possession
The cosmic entity bonds with the mind, body, and soul of the antiquarian to better understand the mortal condition. The antiquarian becomes a native outsider and gains a +2 bonus to the ability score of his choice. Furthermore, this ability score cannot be damaged or drained.

Antiquarian Discoveries

Impure Bloodline
Your genealogical research has led you to make a startling discovery in your ancestry. Select one racial trait from a race other than your own. You gain this trait. The trait must be worth no more than 4 Race Points. This discovery can be selected up to 3 times.

Evolve Star-Spawn
When summoning a star-spawn you may enhance it with evolutions worth no more than 3 EP.

Devolve Degenerate
By expending one use of Summon Star-spawn, you can cause a single target to lose the benefits of its racial traits for a number of minutes equal to the antiquarian's intelligence modifier. This does not effect ability scores. This can be dispelled by a remove curse spell or similar magic.

Ex Oblivione
Through various forms of experimental meditation and dosing of certain drugs you can visit sweet Oblivion as you rest. When you go to sleep for 8 hours you can cease to exist. During this time, you and your gear disappear from reality and do not reappear until you wake up. In this state you are aware of nothing. This ability cannot be used when you are forced asleep or rendered unconscious. This discovery cannot be selected until at least 9th level.

Cosmic Link
Through various rites and incantations you have established a deeper connection with your cosmic entity, linking your mind to it. Whenever you take Intelligence, Wisdom, or Charisma damage or drain the effect is always halved (round up).

Esoteric Lore
In your studies you have learned things, things that you, or perhaps nobody, should know. This discovery functions just like the Bardic Knowledge class feature, but only applies to arcana, engineering, history, local, planes, and religion. The antiquarian must be at least 5th level to select this discovery.

Demoniac Visage
The star-spawn you summon gain the fiendish template. Once per day, when summoning an aberration it gains the half-fiend template. The antiquarian must be evil and at least 5th level to select this discovery.

Singular Quality
Your eclectic taste in rare items grants you an affinity for them. The antiquarian gains a +4 bonus to appraise items of unique or unusual craftsmanship, perception rolls to notice such items, and use magic device checks if it is a rare or unique magic item. This bonus also applies to knowledge (architecture) checks on structures of a singular quality.

Colloquial Adept
Your familiarity with out-dated customs and antique vernacular gives you an endearing advantage when conversing with ancient beings. You gain a +6 bonus to diplomacy checks when addressing sentient beings 100 years or older.

Blasphemous Formulae
You discover a synthetic arcane formulae version of a cleric spell of equal level, and add it to your formulae book. This discovery can be selected up to three times. Each time it applies to a different cleric spell.

Aberrant Aspect
While a star-spawn is summoned and within 30 feet, the antiquarian gains 3 points worth of evolutions. When the star-spawn is gone the evolutions disappear. The antiquarian must be at least 3rd level to select this discovery.

Architectural Expert
You gain a peculiar affinity for buildings and other structures, viewing them almost as living, breathing creatures or distant relatives. You gain a +4 bonus to climb and perception checks in or on man-made structures.

Disable Magic Device
You have learned the links and bindings that connect magic to the mundane, and know how to undo them. By making a use magical device check on a magic item you can render it inert and mundane for the purposes of use. The item still gives off a magical aura; it just does not function. The magic item can be “fixed” by making a use magic device check higher than the check that disabled it.


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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.
-Lamashtu slew the old beast god and took his Animal Domain. Since then, all beasts are hostile (wild) to civilized people.
-Dogs and Horses are mostly tame animals, and are beloved of sentient beings for their loyalty and helpfulness.

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...


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Here's the idea. Make a monster with a high DR, and make it weak against bone. Basically DR 10/bone. In this case, bone counts as weapons fashioned from bone, strikes/slams from bony appendages, and bite attacks (teeth). That'd be cool.


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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.


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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.
-The broom flies at an altitude of 5ft per level of the witch. At 20th level there is no altitude limit.
-The broom's fly speed is 5ft per level of the witch. (Very slow at low levels, very fast at high levels)
-The broom's hit points are half that of the witch.
-The broom functions as a masterwork quarterstaff. It gains magical enhancements as the witch levels (similar to the magus). The witch can activate the enhancements for a number of minutes equal to 3 + Int Bonus. Enhancements would include throwing, returning, fire, and other thematic enhancements.
-The broom adds a bonus to fly checks when the witch flies by different means, such as the fly spell. The bonus is equal to half the witch's level.
-Because the broom is controlled by the witch's mind in a telekinetic manner, she adds her Int bonus to attack and damage rolls when wielding it as a quarterstaff.
-The witch can control the broom as if constantly using the spell mage hand.

So, what are your thoughts?


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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
Cones and Lines have long been the two primary breath weapon shapes of dragons. Inspired by the alchemist bomb class feature, I would like to introduce a third: Incendiary. Incendiary breath weapon special attacks allow the dragon a globe of energy at a designated area within a maximum range. The globe then explodes, filling the area with the dragon's energy type. Although it is similar to a normal special attack, it does no provoke attacks of opportunity or require an attack roll. The dragon merely selects which area to cover as normal. The damage dice and save DCs do not change. All adjacent squares around the effected area take 1 point of splash damage per damage die. Incendiary breath weapons all have a range and area of effect the depends on the size of the dragon. It can not exceed its maximum range.

Incendiary Dragon Size / Range / Area
Tiny / 20ft / 5ft
Small / 30ft / 5ft
Medium / 50ft / 10ft
Large / 60ft / 10ft
Huge / 80ft / 15ft
Gargantuan / 90ft / 15ft
Colossal / 100ft / 20ft

Europic Dragons
Similar to wyverns, europic dragons have no front legs. They have no claw attacks, but the damage of their bite attack goes up by one size category with a x3 critical multiplier. Because their wings are more powerful and free to move about (they walk/crawl like bats), their fly speed increases by 20ft and their maneuverability improves by one step. Their land speed, however, decreases by 10ft.

Portal Breath Dragons
Sometimes a dragon's breath weapon takes on a life of its own. Deep inside the bellies and lungs of some dragons are gateways to the elemental planes. Every 1d4 rounds, the dragon can summon a standard elemental appropriate to its energy type to do its bidding. The elemental must be the same size as the dragon or smaller. The elemental remains for 4 rounds, until destroyed, or until a new elemental is summoned.


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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
Once per day, the monk can deliver a single unarmed strike in the form of a downward chopping heel kick. If the target takes damage they must make a fortitude save DC 10 + half the monks level + Wis Bonus or else be hammered far into the ground as per the imprisonment spell. They remain imprisoned for a number of days equal to the monk's level. On the final day they either attain enlightenment (escape the damnation) or die. If they make a will save DC 10 + the number of days they were imprisoned they change to the alignment of the monk who imprisoned them and are freed as per the freedom spell. Thereafter, they can only take levels in monk or commoner. If they fail the save they die. The monk can only have one target imprisoned at a time. Note: This ability does not necessarily turn enemies into allies.


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So much can be done with a square piece of cloth, such as:

The Handkerchief of Hidden Surprises
This silk or satin square allows the user to cast prestidigitation at will. Additionally, it can be used as a masterwork sling. 10 times per day the wielder can load sling with ammunition as a free action that does not provoke attacks of opportunity.

Bandana of Sweaty Grit
When worn about the neck (taking up the neck slot) the wearer gains a +4 bonus vs effects that cause exhaustion or fatigue. Additionally, if the wearer has the Grit class feature it gives them one extra grit point per day.

Snot Rag of Recovery
Once per day, a disease-inflicted person can blow their nose into this rough cut of wool to receive a +5 bonus to a single fortitude save. The rag must be washed daily to function.


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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.


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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
Shaman
Princess
Pig Farmer
Old Sailor
Brigand

SSA 2
Initiate
Squire
Miner
Seasoned Trapper
Guard

SSA 3
Doom Prophet
Heir Apparent
Accomplished Angler
Journeyman Carpenter
Veteran Buccaneer

SSA 4
Enforcer
Falconer
Barmaid
Sapper
Tavern Champion

SSA 5
Guru
Officer
Shopkeeper
Expert Blacksmith
Grizzled Mercenary

SSA 6
Hermit
Mayor
Ruffian
Successful Merchant
Expert Bodyguard

SSA 7
Heretic
Diplomat
Village Elder
Wise Sage
Aloof Archer

SSA 8
Healer
Knight
Constable
Cutthroat Lawyer
Calvary Soldier

SSA 9
Cultist
King
Traitor
Master Entertainer
Gladiator


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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.
-If you beat the DC by 15 you can make them Panicked for 1 round.
-If you beat the DC by 30 you can make them Cowering for 1 round.

The value of these fear-based conditions can be divided to be extended over a number of rounds.
- 2 rounds of Shaken = 1 round of Frightened.
- 2 rounds of Frightened = 1 round of Panicked.
- 2 rounds of Panicked = 1 round of Cowering.

My ADD is kicking in and this is getting hard to explain. I think you all get the basic idea.


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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.


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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
-Flat, bridgeless noses
-Ferocity
-The inability to sustain large communal groups


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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.
Conjuration/Kerambit: In regards to their ability to be hidden and then "conjured" by sleight of hand, the kerambit is the somatic weapon of conjurers.
Divination/Butterfly Swords: With wide blades polished like mirrors, the butterfly swords inspire reflective insight for diviners.
Enchantment/Tekko-Kagi (Iron Claw): Just as enchantment spells disarm men of their wits and reason, tekko-kagi disarms them of their weapons.
Evocation/Starknives: In reverence to the bright splendor and ranged deadliness of evocation spells, the starknives are the somatic weapons of evokers.
Illusion/Fighting Fans: Made to baffle the senses, the ever-deceptive fighting fans are the somatic weapons of illusionists.
Necromancy/Quardens: For their virtue in making victims bleed the brutal quadrens are the somatic weapons of necromancers.
Transmutation/Wakizashi: What once began as crude iron has been transformed into the finest steel. Held in high regard for symbolizing transitional refinement, the wakizashi are the somatic weapons of transmuters.

Somatic Strike
At (???) level the specialist may combine a somatic gesture and an attack into a single movement. As a full round action they may make a full attack AND cast a spell at a single target. All attacks made are at a penalty equal to the level of the spell being cast. This cast be used once per day. Casting the spell does not provoke attacks of opportunity.