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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


Come all ye faithful!
The Clerics of Porphyra Open Playtest begins today and extends to August 19th 2016. It is hosted on Google Docs. I and Purple Duck Games look forward to your feedback for this new upcoming product. This playtest includes:

-12 cleric archetypes
-1 cleric/cavalier hybrid class
-1 domain and 1 subdomain
-10 cleric-related feats
-List of deity favored musical instruments for the Porphyra setting.


I would like to create a new thread for an open playtest hosted on Google Docs. What is the best way to do this?
The playtest is for the upcoming "Clerics of Porphyra" for Purple Duck Games. Mark Gedak has given me permission to host this open playtest.

Thank you very much.


Here is the Mandali Class, inspired by numerous historical traditions that depict the universe as a complex circle. This a psychic spellcaster with spells borrowed from nearly every spell list in the core rulebook. However, the spells were carefully selected in accordance to the theme of the class, which is the cyclical motions of life and death, creation and destruction.

I would appreciate any and all feedback to improve this idea. Feel free to be creative or destructive.


Silhouette
A shapeless shadow stretches across the woodwork, mocking your outline in mad jealousy.

SILHOUETTE CR 3
XP 800
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

OFFENSE

Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Charisma damage)
Special Attacks steal identity

STATISTICS

Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Skill Focus (disguise)
Skills Fly +11, Disguise +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
ECOLOGY

Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure standard

SPECIAL ABILITIES

Steal Identity (Su) When A silhouette slays target with its charisma damage attack, the silhouette becomes corporeal, assumes the target's shape (as per the alter shape spell), and gains 10 temporary hit points. This effect ends after 24 hrs or when the temporary hit points are lost.
Charisma Damage (Su) A shadow's touch deals 1d6 points of Charisma damage to a living creature. This is a negative energy effect. A creature dies if this Charisma damage equals or exceeds its actual Charisma score.

A silhouette is a form of shadow that had once been a shapechanger, such as a doppelganger or mimic. These undead hunger not for mere life force, but form and identity. They are ever in search of beautiful beings to replace, if only for a day and a night.


I'm planning to playing a Paladin/Mesmerist, and I would like to know if I can add my CHA Bonus to my Will saves three times over using Divine Grace, The Steadfast Personality Feat, and Towering Ego. Can these actually stack? Here are rules for quick reference:

-Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

-Steadfast Personality
You rely on your sense of self to keep your mind clear.
Benefit: Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

-Towering Ego (Su): At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.


Just for the sake of variety.

Abjuration = Muzzle
Conjuration = Oil Lamp (Aladdin style)
Divination = Dice
Enchantment = Slave's Collar
Evocation = Firearm
Illusion = Portrait/Tapestry
Necromancy = Shovel
Transmutation = Rabbit's Foot


First off, thank you to Nathan Monson and his Dragon Rider archetype for inspiring this hybrid class idea.

This is just a first draft that I started early this morning. I hope that, potentially, it meets everyone's dragonriding needs.

Dragonrider


I started a new game, and on a whim I chose to play a Kamadan. I have really grown attached to this character in a short time, and would like to level him as in a class. The only problem is all the classes and archetypes are geared toward bipedal creatures.

So, there is a need...

I'm sure I'm not the only person who has wanted to play a quadrupedal creature and gain class levels with it. So please consider it, Paizo :)

Also, new quadrupedal races that are defined by class levels would be cool, too!

Thanks for hearing me out!


Mithril Ears

This is a racial spell created for elves and half-eves. Characters or creatures of other races can learn to cast it with GM permission.

School transmutation; Level antipaladin 1, cleric 1, magus 1, paladin 1, ranger 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fort negates (harmless);
Spell Resistance yes (harmless)

DESCRIPTION
This spell causes the ears of a willing target to become stiff, sharp and metallic. The mithril ears grant a +2 perception rolls. The mithril ears may also be used as a gore attack equivalent to mithril-coated horns. The gore damage is based on ear size and ear shape (1d8 for elves and goblins, 1d4 for half-eves, half-orcs, and halflings, 1d3 for humans and dwarves. The mithril ears make it difficult to go unnoticed, so any stealth checks are at a -4 penalty.


Okay, it's nearly 3 AM here in Kansas City, and the muses just whispered in my ears. The antipaladin is a decent alternate class for the paladin. And going off the naming of this alternate class, I propose the following alternate class names. What their roles and alignments are, I'll leave up to you my fellow homebrewers.

Demipaladin
Semipaladin
Quasipaladin
Cosmopaladin
Retropaladin
Dinopaladin


I was reading over the Synthesist and the Primal Companion Hunter, and it occurred to me that it would be really cool to have a PC with a malleable pool of evolution points they could use to boost themselves and allies/party members/pets. We could call it the Evolver, or something. Basically a new kind of buffing/boosting mage.
Thoughts?


Note: This was originally presented as the "Philocreed Theurge".

When composing this class, I had two goals in mind: create a class based on the theurges of the Draybair Cluster and invent a skill-based magic class without spells.
The word theurge is a term used to describe the mystical warrior philosophers of my Four Winds – One Storm novel series. They were conceptualized for a world without deities, extra planes, or any form of afterlife. Thematically, they are intended to fill the roles of any and all spellcasters, depending on how each individual theurge comes to be.
The word theurge is also already in use for game content created by other designers. And so, to avoid confusion, I am dubbing this class the Existentialist. This new class is presented with deliberate vagueness in theme and flavor, as it is intended to fill the role most desired by the player. Depending on how the player wishes to design their character, the existentialist can function as warrior, mage, skill master, or and combination of these.
The existentialist is a skillcaster, in that their supernatural power is in their skills. By consolidating such power into skills, there is no need to look up complicated spell rules. Many existing spell effects can be duplicated in some way by the existentialist’s empowered skills or maxim powers. In short, this is an alternate magic system in one class.
From Aristotle to Ayn Rand, from Newton to Nietzsche, philosophers appear throughout history with their own modes of thinking and understanding. They have existed in all stages of development and will continue to do so in future stages. It is my hope that this class can be customized to fit any style of campaign and played alongside any other class.

And so, I give you the Existentialist.


This idea spawned from those fancy finger ornaments that look like one-finger-gauntlet-claws gothic people wear. Ozzy Osbourne and Alan Moore tend to wear them. Also, this idea applies to those claw-like finger caps that Chinese aristocrats wore a few centuries back. Anyway, here goes...

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.

Price: 50 gp (MWK 350 gp)


This dummy is outfitted for combat, with sharp steel teeth and adorned in thin plates of armor, giving it a bestial and war-like appearance.
Price 150 gp; Weight 10 lbs.
The war-dummy has all the functions of a normal Ventriloquist's Dummy (see Occult Adventures), but can also double as a weapon by manipulating its toothy maw to simulate bite attacks. The war-dummy deals 1d6 bludgeoning, slashing, and piercing damage and threatens on a natural 20. A war-dummy can be used by a small or medium creature without penalty regarding size.


School necromancy; Level bard 0
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one corpse
Duration instantaneous
Saving Throw: none
By making a pun or insult in reference to the deceased, you cause a prone, inanimate corpse to turn over as if tossing in nightmarish sleep. The target need not be in line of sight. If the caster desires it, the corpse can roll 1ft per level in a single direction.


When a living creature loses its head (usually to a vorpal sword or something similar), they take 20 points of bleed damage per round and begin to suffocate. Their body falls prone, they are considered helpless, and they can take no actions. Heal checks cannot stop the bleeding or re-attach the head, only magical healing will work. The healer must have at least one free hand to hold the head in place.


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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!


I love the magus, but would personally prefer a more simplified version. Here are the proposed changes:

Spells The magus draws his spells from the wizard/sorcerer spell list. He gets a 4 level spell progression, plus cantrips. He may only learn/cast spells that require attack rolls.

Spell Combat At 1st level, as a full round action, the magus can make single melee attack with a one-handed weapon at his highest base attack bonus and cast a single 0 level spell without provoking an attack of opportunity from the person he is attacking with his melee weapon. At 5th level, this includes 1st level spells. At 10th level, this includes 2nd level spells. At 15th level, this includes 3rd level spells. At 20th level, this includes 4th level spells.

Improved Spell Combat At 8th level, the magus learns to cast a single spell multiple times per round. As a full round action, he can cast and attack with this same magus spell as many times as he has attacks. Penalties to attack rolls for secondary attacks still apply.

Greater Spell Combat At 14 level, the magus can use Improved Spell Combat with any magus spell he knows and can cast.

True Magus At 20th level, the magus becomes a master of spells and combat. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.


I would really like to see a class for this character. I love the concept: Carol uses a bowling ball as a weapon. The ball (crystal ball?) contains the skull and spirit of her murdered father. It's like a mixture of the Shield Champion and the Spiritualist. I lack the mental focus to define this one. So, I leave it to you all as a friendly challenge.

Also, lets assume that Carol is a low-to-mid level Bowler, and that more powers/abilities are possible at higher levels.


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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.


Here's the idea:
-A basic wizard with access to the witch spell list in addition to the sorcerer/wizard spell list.
-Same BAB and Saves.
-Simple Weapons.
-No armor proficiencies.
-NO wizard or witch class features. Just the spells. No hexes, arcane bond, familiars, bonus feats, etc. Just spells and "dead levels".
-Skill list is all skills of both classes.


So, expanding upon the idea of one skill representing a separate set of skills (like perform, knowledge, & profession), why not do the same with Handle Animal by making it separate skills that handle different types of creatures?

For example: A vampire is coming at you. You can fight it OR roll a handle undead check to keep it away or safely get past it.

Depending on class theme and flavor, I feel that this option could make the game more interesting, if not more comical.

See the Ranger's favored Enemy list to get the gist of what all the different "handle" skills could be.


IDEA: Corpses possessed and animated by disembodied fiends. They could count as both undead and evil outsiders. Fiend-associated necromancers could make them/propagate them. It could be a new monster.

OR

We could simply add the fiendish template to any undead and give it the mental ability scores of he fiend possessing it.

Just a thought.


Mystery and intrigue is the soul of the vigilante. This class should be a conspiracy of one, a single individual who builds an enigmatic persona and reputation. No one should ever be sure of who or what this disguised person is. Mystery is the vigilante's weapon, intrigue his tool.

A class such as this must be the antithesis of the Investigator, while at the same time, a complimentary counterpart to the class. Lies VS Truth. Cover-ups VS Clues. Cat and Mouse. Cloak and Dagger.

The Vigilante is more than a class we deserve, but a class that we need.

This is not really meant as feedback, so much inspiration for the developers and playtesters. This class is a great idea, and I hope we can all make it as good as it can be.


Okay, I haven't had time to really flesh this out. This is mainly a list of ideas. Presently, the four main vigilante specializations allow us to play masked heroes like Batman, Zorro, and the Scarlet Pimpernel. I see the potential in a Spiderman-like specialization by borrowing certain elements of the Alchemist class.

-Mutagen to augment physical prowess while in vigilante identity.

-Alchemical Webshooters that shoot tanglefoot bags, webs, create temporary ropes, grant bonuses to acrobatics and climb checks, and do other neat things a limited amount of times per day. One such idea is a "tanglefoot rope" that binds targets more effectively than regular rope.

-The ability to spider climb at will.

-Heightened senses to warn of hidden dangers.

-Other talents that make this specialization not so obvious.

I figure that if future vigilante specializations are going to borrow from other classes, this could be the way to go when borrowing from the Alchemist.


Physical Description
Created from mysterious illusion magic and some unknown artistic craft, toons are a race humanoids born from the 2nd Dimension. Toons come in many shapes and forms, some with animal-like features, some with looks akin to other humanoids or even machines. However, all toons are distinguished by their brightly-colored bodies and clothing, usually composed of solid primary colors.
Society
Toon society tends to be comic reflections or mockeries of other humanoid societies. Adapting to their environments, toons tend to create "toon towns", sectors in cities where they can thrive and interact without bothering the rest of the city. Whether good or evil, all toons are naturally funny, even when they may not mean to be. Toon relationships and reproductive processes are as various as they are absurd.
Relations
Toons tend to get along famously with gnomes and other fey-related creatures for their shared chaotic whimsy. Elves and humans appreciate their creativity, but tend to run out of patients for their constant antics. Half-Orcs and dwarves view them with a grim disdain, but will work with them if necessary.
Alignment and Religion
Toons gravitate toward chaos, as it provides them with constant inspiration. In matters of faith, even the most devout toon struggles with the concepts of "reverence", as such virtues are not compatible with their comedic nature.
Adventurers
Toons are curious and outgoing to the extreme, making them apropos adventures. Although many gravitate toward the entertaining vocations of bards, most toons almost seem born into the myriad of classes they become.

Ability Scores (Standard) +2 Con, +2 Cha, -2 Wis. Toons are amiable and full of pep, but often lacking in focus and willpower. (0 RP)
Humanoid (0 RP)
Medium Toons come in multiple sizes, but most tend to be as tall as a human. (0 RP)
Speed Toons have a base speed of 30ft. (0 RP)
Funny Toons have a +2 racial bonus to Perform (Comedy) checks. (2 RP)
Vulnerable to Acid Toons take half again as much damage from acid. (-2 RP)
Presto! Toons can cast Prestidigitation at will. (2 RP)
Toon Damage Resistance Toons treat all damage done to them as non-lethal unless it is acid damage or magical in nature. Toons can still die of excessive non-lethal damage. (8 RP)

Total RP: 10


Let's give this another go...

I created the Philocreed Theurge for two reasons:

1. I want there to be a Pathfinder compatible class based on the theurges of my self-published fantasy novel series, Four Winds - One Storm. By using the OGL, I hope to publish the class as a way of promoting my stories.

2. I want to create a class that has all the flavor and versatility of a spellcaster, but without the spells. I admit that I am bad about remembering how all my spells work when playing a caster. I think many have this game-slowing problem. To a degree, I hope to solve this problem by making a class with supernatural skills, a "skillcaster", if you will.

And so, I humbly ask you all to critique and playtest the philocreed theurge to ensure balance and clarity. Thank you.


I created the Philocreed Theurge for two reasons:

1. I want there to be a Pathfinder compatible class based on the theurges of my fantasy novel series, Four Winds - One Storm. By using the OGL, I hope to publish the class as a way of promoting my stories.

2. I want to create a class that has all the flavor and versatility of a spellcaster, but without the spells. I admit that I am bad about remembering how all my spells work when playing a caster. I think many have this game-slowing problem. To a degree, I hope to solve this problem by making a class with supernatural skills, a "skillcaster", if you will.

And so, I humbly ask you all to critique and playtest the philocreed theurge to ensure balance and clarity. The link is below, if someone would be kind enough to linkify it. Thank you.

https://docs.google.com/document/d/1AfnQdHFopxGlAv89cCyp5EMzcGLvDTUUNe1php9 L6ZA/edit?usp=sharing


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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!


I think the Headman's Blade is one of my favorite weapons out of the ACG. Here is my greater version. I am guesstimating the price/cost.

Headman's Blade (Greater)

Price 68,000 gp; Slot none; CL 9th; Weight 8 lbs.; Aura moderate necromancy and transmutation

DESCRIPTION

This scalpel-sharp greatsword has a simple black handle and crosspiece, and is made of unusually dark steel etched with an organic wave pattern. Once per day, the wielder of this +5 vorpal greatsword can attempt to assassinate a target, per the slayer advanced talent of the same name. If the wielder is not a slayer, he must spend a full-round action studying the target before attempting the assassination, and the target's DC to avoid death is 20. In the hands of a slayer, the sword's enhancement bonus on attack rolls is 2 better against a studied target, and the DC to avoid death from an assassination attempt increases by 2. Additionally, if the assassination attempt is successful, the target is decapitated instead of merely slain. The decapitated head animates into a beheaded (see Bestiary 4) after 1 minute. The beheaded remains under the wielder's control until the weapon or the beheaded is destroyed, or if the wielder loses possession of the blade for more than 24 hrs. The wielder can create and control in this way a number of beheaded equal to their Charisma Bonus X 2.

CONSTRUCTION REQUIREMENTS

Cost 34,000 gp; Feats Craft Magic Arms and Armor; Spells keen edge, slay living, cirle of death, animate dead


This is a very straight forward idea. There comes a time when a class is needed for players and GMs that is easy to use and fast to build. Such a class is apropos for those new to the game and simple folk like myself who like to keep it simple-yet-customizable. So, here's the idea:

Marvel

Role: Various

Alignment: Any

Hit Die: d10

Starting Wealth: 4d6 x 10 gp

Class Skills

Skill Ranks per Level: 6 + Int modifier. The Marvel can choose 10 skills to be class skills.

BAB: Full

Saves: All Good

Class Features

Weapon and Armor Proficiencies

A marvel is proficient with all simple and martial weapons, as well as one exotic weapon of choice and light and medium armor.

Bonus Feats

At 1st level and every even level thereafter a marvel gains a bonus feat in addition to those gained from normal advancement (meaning that the marvel gains a feat at every level). They must qualify for these feats. A marvel can qualify for a feat with a racial requirement as long as they are the same size category as the race specified.

That's all there is to it. It may seem overpowered, but it is intended for players and GMs that lack the time or know-how to optimize like power gamers. I hope this is helpful to you all.


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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.


I'm playing a leprechaun inquisitor with skill focus in Craft: Alchemy for the purpose of creating various poisons. I can cast Major Creation 1/day as a SLA. The spell allows me to instantaneously make a product composed of "vegetable matter", provided I make the appropriate craft check to make the product. The product lasts for 2hrs/level.

It seems to me that black lotus extract, azure lily pollen, and blood leaf residue all count as poisons derived (crafted) from vegetable matter, given their names. Therefore, can my character's SLA create temporarily existing poisons, provided he makes his skill check?

BTW, if the answer is yes, it means I can get access to certain poisons for free AND the poison's traces on the corpse of my target will completely disappear after 2 hours. Cause of death: Unknown!


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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.


Exotic Shields are specially shaped and balanced light or heavy shields that can be used in pairs, effectively doubling the benefits and penalties of the non-exotic shield they are modeled after. Exotic Shields can be used as duel weapons.

The Exotic Shield Proficiency Feat grants the ability to use one type of Exotic Shield, such as exotic bucklers or exotic heavy shields. The only requirements for this feat are proficiency with shields and a base attack bonus of +3. Tower Shields cannot be Exotic Shields.

When enchanting Exotic Shields with shield special abilities, they are treated as one shield. When enchanting Exotic Shields as weapons, they are treated as a double weapon with each shield being enchanted separately.

As part of the Total Defense action, a wielder of Exotic Shields gains a percentage of cover equal to their shield bonus x 10. This cover does not stack with cover gained in other ways.


There are those whose brilliant minds are driven by a perversion of all that is wholesome and decent. These mad geniuses see the miracle of birth as nothing more than a tool to achieve their gross and vile ends. Horrific are their methods in bringing about death and mayhem. They are called Zeugenhanders.

Fetal Bomb: Zeugenhanders produce bombs differently than other alchemists. At 1st level, they grow a pair of opposing reproductive organs housed in their palms and forearms (one male, one female). By pressing the palms together and activating the organs, they produce a wet and fleshy bomb shaped like a fetus. This bomb screams a chilling birth cry as it is thrown before it explodes. Mechanically, this method of producing bombs is no different than the standard method, except that the Zuegenhander requires no raw materials or an alchemy kit to produce their bombs. This alters the bomb class feature.

Clonespawn Discovery
This discovery allows the zeugenhander to create a smaller, creepier version of themselves to do their bidding. When creating and throwing a fetal bomb into an empty square, instead of causing the bomb to explode, the bomb turns into a temporary goblin under the zeugenhander's control. This functions as summon monster 1.

This is all I got so far. More ideas are welcome :)


A player of mine as a wish coming, and I do not plan to corrupt it, just grant it. His character wishes for more power by way of evolution. Mechanically, he wants race points to spend on himself to buy traits and what not.

The question is, how many RPs is a wish worth?


Alignment: any evil

Deliver Monster: This functions like the Summon Monster ability with the following changes.

-The summoner can use this ability a number of times per day equal to her Charisma Bonus.

-All creatures summoned must be evil.

-Summoned creatures can only be called through the flesh of living targets within range. Targets must make a Fort save DC 10 + CR of creature(s) summoned to safely eject the creature from their bodies. A failed save results in the target taking 1d6 damage per two caster levels as the creature rips out of the target. Creatures land in an adjacent square after ejection and may act at the start of the next turn. If no hostile targets are available, the Fiendish Midwife can call creatures through herself and her allies safely (no save required).

This modifies the summon monster ability.


Haunted is an element that can be added to any mechanical trap. Haunted allows the trap to automatically reset, even if the reset element was not built into the trap. It also allows the trap to maintain function even in disrepair, with the broken condition, or worn out from age.

Most haunted traps are created when the crafter of the trap dies in the area the trap is guarding, and their spirit remains to keep the traps going. Only the most mad and covetous of souls stay behind for this.

The Perception DC for telling if a trap is haunted is 25, as it allows the character to detect the subtle impossibilities in the trap's mechanical construction and function.

Haunted traps can be damaged and destroyed with positive energy.


Mouth: You can store and conceal objects in your mouth without risk of harming yourself or damaging the objects. You can store/conceal a number of pounds worth of objects equal to you Con Bonus. While using this ability, you are unable to speak.


Going off of page 80 in the Ultimate Equipment guide, it seems to me that higher quality animals can be purchased at higher prices. Masterwork animals could be the result of good breeding, or simply trapping a quality specimen. Either way, the cost of "making" such an animal is 150 gp + half the animal's purchase price. The price of a masterwork animal is 300gp + the price of the animal.

Masterwork Animals gain the following:

-a +2 bonus to any ability score except Intelligence.
-1 additional trick already learned.
-3 skill points that must be distributed at the time of purchase.

For an additional 2,000 gp, these bonuses are doubled.


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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.


Or rather, should there not at least be a psychic archetype for bards that trades out arcane spellcasting for psychic spellcasting? My reasoning for this is how the spells are cast. Many arcane spells are cast with Verbal and Somatic components whilst psychic spells are Mental and Emotional. Now, V and S can have much artistic flair, yet I feel, as a musician in real life, that M and E would play a greater part in generating supernatural effects when it comes to art-based magic.


This is mostly a copy&paste of the draconic bloodline, with a few tweaks to jabber it up. Enjoy!

At some point in your family's history, a jabberwock interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Acrobatics.

Bonus Spells: mage armor (3rd), resist energy (5th), wind wall (7th), confusion (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (acrobatics), Skill Focus (Knowledge [nature]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an fire descriptor, that spell deals +1 point of damage per die rolled.

Bloodline Powers: The power of a jabberwock flows through you and manifests in a number of ways.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, the threat range of the claws increases by 2. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Eye Rays (Su): At 9th level, you gain an eye ray attack. You can project beams of fire from your eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. You project two beams, and can target different creatures with these beams if you wish as long as both targets are within 30 feet of each other. These beams deal 1d6 points of fire damage per sorcerer level. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and a creature that takes damage from an eye beam suffers burn.. At 20th level, you can use this ability three times per day.

Whiffling Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 40 feet with poor maneuverability. While in flight and casting spells with somatic components, your violent flapping and somatic gestures create a protective barrier of wind, causing ranged attacks take a -4 penalty to hit you until the start of your next turn. You can dismiss the wings as a free action.

Power of the Jabberwock (Su): At 20th level, your jabberwockian heritage becomes manifest. You gain immunity to fire. You also gain DR10/Vorpal. Furthermore, you are always considered to be on your home plane, regardless of what plane you find yourself upon. You never gain the extraplanar subtype.


The rust skeleton variant is created using the animate dead spell, but counts as twice its normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit.

With sections of rusted armor still clinging to its bones, the skeleton of a dead soldier draws near. Trapped in its grisly framework, the weapon that slew it, now rusted firmly in place.

In addition to the changes for the skeleton template, make the following adjustments to the base creature:

Challenge Rating: As a normal skeleton + 1.

Natural Armor +1

Charisma is raised to 14.

Rusting Claws: A rust skeleton's claws cause any metal object they attack to swiftly rust and corrode. The object attacked takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust skeleton never provokes attacks of opportunity by attempting to strike a weapon with its claws. Against creatures made of metal, a rust skeleton's claws deal 3d6+5 points of damage. When attacking metal objects, the rust skeleton ignores the object's hardness. An attended object, any magic object, or a metal creature can attempt a DC 12 Reflex save to negate this effect. The save DC is Charisma-based.

Embedded Curse: Removing the rusted weapon from the skeleton's bones automatically destroys the creature. To do so requires a successful grapple check, followed by a successful strength check DC 16 +1 per 2 hit die of the creature. There is a %1 chance per hit die that the removed weapon is a masterwork weapon that allows the wielder to cast rusting grasp 1 time per day as if it had the spell storing enhancement. Otherwise, the weapon crumbles to useless dust.


These bookish vishkanya are not satisfied with the potency of their natural venom, and seek alchemical means to enhance the poisonous properties found in their various bodily fluids.

Toxigen: Once per day, a venomyst can create a toxigen that increases the damage of their toxin to 1d6 dex (instead of the normal 1d2). A venomyst under the effect of a toxigen may envenom a weapon an additional number of times per day equal to her Intelligence bonus and gains no negative effects when she makes a successful save versus poison. The toxigen lasts for ten minutes per alchemist level. This replaces Mutagen.


For lack of a better name, I humbly present to you all...

Planeslinger
There is no deity of firearms, yet. Several variations of the same prophecy foretell a being who will “unite the planes in the chambers of their weapon and blow forth their power through a great barrel of steel”. All planeslingers posses the mysterious talent of conjuring tiny pieces from the various planes and forming the particles into powerful ammunition for their guns. Most know of the prophecy, but their varied interpretations of it cause fierce debates. Some believe that all planeslingers who meet must duel to the death until only one (the “true” gun god) remains. Some believe that the gun god is only a figurative personification of the class as a whole. Whatever the case, planeslingers are a cosmic enigma both on a collective and individual level, each one seeking out their own purpose in the multiverse.

Role: Supernatural Ranged Attacker.

Alignment: Any

Hit Die: d10

BAB: Good

Fort Save: poor

Reflex and Will Saves: good

Alternate Classes: Gunslinger and Summoner

Starting Wealth: 4d6 x 10 gp (average gp) In addition, each character begins play with an outfit worth 10 gp or less, and the planeslinger begins with her starting firearm.

Class Skills
The planeslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis),Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex),Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the planeslinger.
Weapon and Armor Proficiency: planeslingers are proficient with all simple and with all firearms. They are proficient with all light armor.

Gunsmith
At 1st level, a planeslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The planeslinger also gains Gunsmithing as a bonus feat.

Conjure Planar Grit (Su)
Starting at 1st level, the planeslinger call forth the components she needs to create ammunition inside her firearm. These components are referred to as "planar grit". As a free action she can cause the round to appear and form just before firing it. She can do this the same number of times per round as she has attacks. Regardless of the type of firearm, the damage is 1d6 plus an additional 1d6 for every four levels thereafter (though you still use the firearm's crit multiplier). At first level, she can create normal ammunition and counts as magic for the purpose of overcoming damage reduction. At 4th level, she can draw from different planes and change the round's damage type to an element (fire, cold, acid, or electricity). At 8th level, she may choose axiomatic, anarchic, holy, or unholy energy, as long as it fits her alignment. Regardless of alignment, only two can be chosen. At 12th level, she can compose planar grit to form merciful or bane ammunition, both dealing an additional 1d6 or 2d6 respectively. At 16th level she may compose rounds of pure positive or negative energy. Creatures damaged or healed by this energy receive no save to halve damage. At 20th level, the planeslinger can compose planar grit energy that fits no description, and bypasses any and all damage reduction and resistances. The planeslinger can conjure planar grit a number of times per day equal to 3 + their Cha bonus. If a round of planar grit is not fired in the same round it was conjured, it disappears and the use is wasted.

Banishing Bullets (Su)
At first level, the planeslinger can infuse a round of firearm ammunition with some of her power. If the round does damage to an outsider, the round banishes a small piece of that outsider back to its home plane. This violent planar separation deals the outsider damage equal to the planeslinger's Cha bonus. This damage is multiplied on a critical hit.

Nimble (Ex)
Starting at 2nd level, a planeslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the planeslinger to lose her Dexterity bonus to AC also causes the planeslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Doorways (Su)
Starting at 2nd level, the planeslinger gains a queer affinity for doors and portals that even she can't fully comprehend. She may cast open/close at will as a spell-like ability. At 6th level, she can cast dimension door once per day using any manufactured doorway. At 9th level, she can cast teleport once per day, but it must be through two manufactured portals. At 12th level, she can use greater teleport in place of teleport. At 20th level, she can cast gate once per week by opening a door and shooting a bullet through the doorway, effectively tearing a rift to the Great Beyond. The planeslinger uses her planeslinger level as her caster level for these spells. These spell-like abilities are Charisma-based.

Life Link (Su)
Starting at 1st level, a planeslinger forms a close bond with firearms. Whenever a firearm she is wielding takes enough damage to gain the broken condition, the planeslinger can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the firearm. This can prevent the firearm from being broken or destroyed.

Bond Senses (Su)
Starting at 2nd level, a summoner can, as a standard action, sense her surroundings through a firearm she is wielding, hearing, seeing, smelling, tasting, and touching everything the firearm does as if it were a living thing. He can use this ability a number of rounds per day equal to his planeslinger level. The planeslinger can end this effect as a free action.

Shield Wielder (Ex)
At 4th level, whenever a planeslinger fires a round of planar grit ammunition, the planeslinger receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on her saving throws until the start of her next turn. This bonus does not apply if the planeslinger is grappled, helpless,paralyzed, stunned, or unconscious.

Wielder’s Call (Su)
At 6th level, as a standard action, a summoner can call an unattended firearm to his side. This functions as dimension door, using the planeslinger’s level as her caster level. When used, the firearm appears in the planeslinger's hand (or on her person if both her hands are full). If the firearm is out of range, the ability is wasted. The planeslinger can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transpose Firearm (Su)
At 8th level, a summoner can use his maker’s call ability to switch out a firearm on his person and a firearm he is wielding as a shift action that does not provoke attacks of opportunity.

Aspect of the Gun (Su)
At 10th level, a planeslinger expend 2 uses of planar grit to merge her trigger hand with her firearm. In this state she cannot be disarmed of her firearm, damage dealt by the firearm's ammunition deal additional damage equal to the planeslinger's Dex bonus, and the firearm cannot misfire. This last for 24 hrs, or until the planeslinger gets 8 hrs of rest.

Greater Shield Wielder (Su)
At 12th level, whenever the planeslinger is adjacent to an ally, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws whenever the wielder fires a round of planar grit ammunition. If the planeslinger stands alone with no adjacent allies, these bonuses increase to +4 for her. This bonus does not apply if the planeslinger is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su)
At 14th level, a planeslinger’s life becomes linked to the firearm she wields. As long as the firearm has 1 or more hit points, the planeslinger is protected from harm. Damage in excess of that which would reduce the planeslinger to fewer than 0 hit points is instead transferred to the firearm. This damage is transferred 1 point at a time, meaning that as soon as the firearm is reduced to zero hit points, all excess damage remains with the planeslinger.
If the firearm ceases to function, so does this ability.

Merge Forms (Su)
At 16th level, as a full-round action, a planeslinger can touch his firearm and the two can merge forms, becoming a Cannon Golem (see Bestiary 3 page 135). This transformation includes all of the planeslinger’s gear. While merged in this way, the planeslinger retains his feats and Intelligence score, but otherwise trades all her class skills and abilities for that of the golem.
The planeslinger can use this ability for a number of rounds per day equal to his planeslinger level. He can end this effect at any time as a swift action.

Greater Aspect of the Gun (Su)
At 18th level, when using aspect of the gun a planeslinger can expend 2 additional uses of her planar grit ability to increase the damage dice of her merged firearm by one die step.

Twin of the Gun (Su)
Upon reaching 20th level, the planeslinger absorbs the qualities of firearms, partially becoming a construct-like being (although her type does not change). She gains a +4 bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. She no longer needs to breathe, eat, or sleep unless she desires to.


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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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