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Bardess's page

RPG Superstar 7 Season Star Voter. 2,273 posts. 2 reviews. No lists. 3 wishlists.


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Yum. I'm in!


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In 2E's Monster Manual, the larval Gargantuan Insect was stronger than the adult form. I followed that example. ^^


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Yes. It means that you can't use Handle Animal to train a maiasaura for combat, and so it can't learn the specific tricks of a combat-trained animal. ^_^


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I would have liked to have the Dreadnoughtus idea myself... well, next time... I'm very satisfied of Dypthera, though.


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I made my dream of a colossal fighting butterfly true. Thank you for letting me write it.


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This is very simple but, I think, also much needed.

Eldritch Scholar (Magus Archetype):

Some magi deepen their studies in magic, learning how to modify spells and use exploits the way an arcanist does.

Spellcasting: An eldritch scholar prepares and casts spells as an arcanist. Use the bard tables to calculate his allot of prepared and cast spells per day.

Exploits: Starting at 3rd level, an eldritch scholar may gain an arcanist exploit every time he could gain a magus arcana. He can use his arcane pool points as arcane reservoir points to fuel these exploits. At 12th level, the eldritch scholar gains access to greater exploits too.

Consume Spells: At 4th level, the eldritch scholar gains the arcanist's consume spells ability. This replaces spell recall.


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I'm pretty satisfied of this. Hope you like it too.

Songrider (Skald Archetype):

A poet, a warrior and a cavalier, the songrider spurs her mount in battle, guiding the charge with her compelling hymns.

Exotic Mount (Ex): At 1st level, a songrider forms a bond with a strong, loyal companion that permits her to ride it as a mount. This mount functions as a druid’s animal companion, using the songrider’s level as her effective druid level. The animal chosen as a mount must be large enough to carry the songrider (Medium or Large for a Small character; Large or Huge for a Medium character). The share spells ability of a songrider’s mount applies to her known masterworks and sagas, too.
The songrider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.
Each time the songrider increases in level, she can choose to select a new, more impressive mount better suited to her increased power.
Small-sized songriders can choose a pony or wolf mount at 1st level. At 4th level, a Small songrider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, she can also choose a dinosaur (deinonychus or velociraptor).
Medium songriders can choose a camel or horse mount at 1st level. At 4th level, a Medium songrider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as her mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount’s natural attacks by one die size. A songrider cannot choose a mount that is not capable of bearing her weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces uncanny dodge, improved uncanny dodge, improved uncanny dodge, and the 7th and 12th-level instances of versatile performance.

Raging Song: The songrider gains access to the following raging songs:

Inspiring Song (Ex): At 5th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s banner ability.

Greater Inspiring Song (Ex): At 14th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s greater banner ability.

This replaces dirge of doom and song of the fallen.

Rage Powers: The following rage powers complement the songrider archetype: ferocious beast, ferocious beast, greater, ferocious trample, ferocious trample, greater, inspire ferocity, spirit steed.


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Actually, I had TWO good ideas. So here's today's archetype...

Meistersinger (Hunter Archetype):

A meistersinger is an animal charmer, living often isolated in the wilderness with her animal companion. She sings her melodies for animals alone and raises animal army to battle when her home is threatened.

Class Skills: A meistersinger adds Perform (sing, string, or wind) to her list of class skills in place of Knowledge (dungeoneering). This modifies the hunter’s class skills.
Weapon and Armor Proficiency: The meistersinger is not proficient with medium armor.
Spells: A meistersinger uses Charisma rather than Wisdom for the purpose of determining her concentration bonus, spell effects, spells per day and saving throw DC.
Wild Performance: At 3rd level, a meistersinger gains the ability to deliver a select number of supernatural and spell-like performances. This ability is similar in all respects to bardic performance as used by a bard of the meistersinger’s level -2 (including interactions with feats, spells, and prestige classes), using Perform (sing, string or wind) as the meistersinger’s performance skill. However, a meistersinger’s performance has only effect on animals. The meistersinger gains the following types of bardic performance: fascinate and inspire courage at 3rd level; inspire competence at 5th level; suggestion at 8th level; inspire greatness at 11th level; soothing performance at 14th level; inspire heroics at 17th level; and mass suggestion at 20th level. In addition, a meistersinger gains these bardic performances:

Attract Swarm: At 8th level, the meistersinger can use bardic performance to summon 1d3 swarms of Tiny animals; they remain as long as he continues performing. At 13th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 19th level, the number of swarms he summons increases to 3d3.

Attract Pack: At 16th level, the meistersinger can use bardic performance to summon a horde of animals for a total of hit dice equal to her level –6. The summon lasts as long as the performance continues; otherwise, this ability functions as summon nature’s ally VII.

This replaces hunter tactics, teamwork feats, and bonus tricks.

Next: The REAL Piper... a Skald with an animal companion which enrages with him!


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Oh! I found it now:

Inner Sea Faiths, page 3 wrote:
A character able to select a domain can take any subdomain granted by her divinity, even if the divinity does not also grant the subdomain’s associated domain. The character receives all the abilities and spells normally granted by taking that subdomain, including the domain powers of the associated core domain that aren’t replaced by the subdomain, even though the divinity cannot grant that core domain by itself.

Thank you both!


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A Nightcrawler fetchling magus archetype, please?


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What about an issue dedicated to converting early 3.5 Pathfinder material to the Pathfinder system? I can think about some prestige classes, elven magic food, and so on.


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I sent my pitch for "occult options for non-psychic classes". I could have roughly 1000 words already done.


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Endzeitgeits found my babies cool.
"Clear, damn it, clear!"


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Coming! You made my baby happy!


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Here other river, lake, and rich champaign
Are seen, than those which are below descried;
Here other valley, other hill and plain,
With towns and cities of their own supplied;
Which mansions of such mighty size contain,
Such never he before of after spied.
Here spacious hold and lonely forest lay,
Where nymphs for ever chased the panting prey.
LXXIII. He, that with other scope had thither soared,
Pauses not all these wonder to peruse:
But led by the disciple of our Lord,
His way towards a spacious vale pursues;
A place wherein is wonderfully stored
Whatever on our earth below we lose.
Collected there are all things whatsoe’er,
Lost through time, chance, or our own folly, here.
LXXIV. Nor here alone of realm and wealthy dower,
O’er which aye turns the restless wheel, I say:
I speak of what it is not in the power
Of Fortune to bestow, or take away.
Much fame is here, whereon Time and the Hour,
Like wasting moth, in this our planet prey.
Here countless vows, here prayers unnumbered lie,
Made by us sinful men to God on high:
LXXV. The lover’s tears and sighs; what time in pleasure
And play we here unprofitably spend;
To this, of ignorant men the eternal leisure,
And vain designs, aye frustrate of their end.
Empty desires so far exceed all measure,
They o’er that valley’s better part extend.
There wilt thou find, if thou wilt thither post,
Whatever thou on earth beneath hast lost.
LXXVI. He, passing by those heaps, on either hand,
Of this and now of that the meaning sought;
Formed of swollen bladders here a hill did stand,
Whence he heard cries and tumults, as he thought.
These were old crowns of the Assyrian land
And Lydian—as that paladin was taught—
Grecian and Persian, all of ancient fame;
And now, alas! well-nigh without a name.
LXXVII. Golden and silver hooks to sight succeed,
Heaped in a mass, the gifts which courtiers bear,
—Hoping thereby to purchase future meed—
To greedy prince and patron; many a snare,
Concealed in garlands, did the warrior heed,
Who heard, these signs of adulation were;
And in cicalas, which their lungs had burst,
Saw fulsome lays by venal poets versed.
LXXVIII. Loves of unhappy end in imagery
Of gold or jewelled bands he saw exprest;
Then eagles’ talons, the authority
With which great lords their delegates invest:
Bellows filled every nook, the fume and fee
Wherein the favourites of kings are blest:
Given to those Ganymedes that have their hour,
And reft, when faded is their vernal flower.
LXXIX. O’erturned, here ruined town and castle lies,
With all their wealth: “The symbols” (said his guide)
“Of treaties and of those conspiracies,
Which their conductors seemed so ill to hide.”
Serpents with female faces, felonies
Of coiners and of robbers, he descried;
Next broken bottles saw of many sorts,
The types of servitude in sorry courts.
LXXX. He marks mighty pool of porridge spilled,
And asks what in that symbol should be read,
And hears ’twas charity, by sick men willed
For distribution, after they were dead.
He passed a heap of flowers, that erst distilled
Sweet savours, and now noisome odours shed;
The gift (if it may lawfully be said)
Which Constantine to good Sylvester made.
LXXXI. A large provision, next, of twigs and lime
—Your witcheries, O women!—he explored.
The things he witnessed, to recount in rhyme
Too tedious were; were myriads on record,
To sum the remnant ill should I have time.
’Tis here that all infirmities are stored,
Save only Madness, seen not here at all,
Which dwells below, nor leaves this earthly ball.
LXXXII. He turns him back, upon some days and deeds
To look again, which he had lost of yore;
But, save the interpreter the lesson reads,
Would know them not, such different form they wore.
He next saw that which man so little needs,
—As it appears—none pray to Heaven for more;
I speak of sense, whereof a lofty mount
Alone surpast all else which I recount.
LXXXIII. It was as ’twere a liquor soft and thin,
Which, save well corked, would from the vase have drained;
Laid up, and treasured various flasks within,
Larger or lesser, to that use ordained.
That largest was which of the paladin,
Anglantes’ lord, the mighty sense contained;
And from those others was discerned, since writ
Upon the vessel was ORLANDO’S WIT.
LXXXIV. The names of those whose wits therein were pent
He thus on all those other flasks espied.
Much of his own, but with more wonderment,
The sense of many others he descried,
Who, he believed, no dram of theirs had spent;
But here, by tokens clear was satisfied,
That scantily therewith were they purveyed;
So large the quantity he here surveyed.
LXXXV. Some waste on love, some seeking honour, lose
Their wits, some, scowering seas, for merchandise,
Some, that on wealthy lords their hope repose,
And some, befooled by silly sorceries;
These upon pictures, upon jewels those;
These on whatever else they highest prize.
Astrologers’ and sophists’ wits mid these,
And many a poet’s too, Astolpho sees.

Orlando Furioso, Canto XXXIV


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Come on, guys and ladies, post! I don't want to win for abandonment, I want to CRUSH you!


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Argh. Fare well to my celestial figment flying Cat.


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Yummy! I'm in!

EDIT: It's in my downloads but apparently I can't download it...


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I think it could be time for a "Even More Talents" supplement series. Even More Fighter Talents, Even More Rogue Talents, and so on.
Plus, Talented Oracle please.


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"Ahem" Did someone mention that an Order of the Beast cavalier with some levels in Mammoth Rider could ride a huge dragon most of the day, perfectly RAW?


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I think we'll see updated versions of the Spherewalker, Chevalier, and so on...


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No living man can kill him
But before you is a WOMAN! XD


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With all the enthusiasm for the Legendary Heroes series and the suggestions to replace rogues and swashbucklers with their Legendary counterparts, I felt the need to update my most "daring" archetype to both those classes. So here to you the...

Legendary Daring Scoundrel

Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.

Nimble Fighter: A daring scoundrel must take weapon finesse as his inherent talent. This ability modifies inherent talent.
Personage: A daring scoundrel chooses a swashbuckler personage at 1st level and gains the related personage bonus. This replaces his first skill specialty.
Daring (Ex): At 2nd level, a daring scoundrel gains the swashbuckler’s panache class feature and one 1st–level deed of her choice. She may regain panache through critical hits and killing blows scored with her sneak attack ability, other than with normal means. This ability replaces the 2nd–level rogue talent.
Deeds: A daring scoundrel can choose any swashbuckler general deed or personage abilities or deeds tied to his personage in place of a rogue talent. She must meet the chosen deeds’ prerequisites.
Finesse Weapon Training: At 5th level, a daring scoundrel gains the benefits of the swashbuckler weapon training ability with one fighter weapon group of his choice. This replaces shadowstriker.


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I received my copy. A great surprise! Thank you!
The Familiar Cohort perk was a much necessary feat and is very well made...


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Oceanshieldwolf wrote:
Nice to see Bardess/Margherita getitng a credit! I'll take one!!!

Thanks OSW, you're a great friend as always!

I want to give special thanks for this one to my Michele, the youngest game designer in the world (nearly 6 years old) that suggested to me the "frog dragon" idea.


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I don't know what l33t means, so we're even XD Since someone used binary code I used base 64 ^_^


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Hmmm... Nanite-blooded bloodragers and barbarians... Shamans of Technology... Robot-crafting wizards... Clockwork Animal companions... Technodruids... Technopath kineticists...


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Guide to the River Kingdoms, p. 10 wrote:
Everbloom: The remote monastery of Everbloom cloisters quiet priests devoted to Milani, the goddess of hope and devotion. In times of peace, they primarily serve as healers and counselors, manufacturing and selling rosewine to support themselves. More recently, Milani’s devotees have adopted a new cause, training as monks and embracing the rebellious aspects of their faith while they hide Queen Sovella and young Prince Edryd and prepare to overthrow Waike.

They could be sacred fist warpriests, or maybe this


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I would have been delighted to be one of Endzeitgeist's favourites in this issue. Oh, well, I'll just have to work even harder from now on. Congrats to everyone who's been mentioned in the review!
And as promised, as a very humble thank-you gift, here's another batch of favored class bonuses for the subtype

Chaotic:

Barbarian: Add +1/4 to the bonuses from one chaos totem rage power.
Bard: Increase the well–versed bonus by ¼ (maximum +8).
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Rogue: The rogue gains 1/6 of a new rogue talent.
Skald: Gain 1/6 of a new rage power.
Slayer: Add +1/2 to the studied target damage bonus vs. lawful creatures.
Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the chaotic descriptor.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Witch: The witch gains 1/6 of a new witch hex.


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Thank you all. I received my prize and now I'll read it with great enjoyment.


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I'm still thinking about this... in the meanwhile, I refined the

Bloodrager Psychic Bloodline

Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. When you bloodrage, your mental wrath is unleashed too, making you appear as a frightful presence both on the corporeal and psychic plane.

Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager

Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)

Bloodline Powers:

Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in combat for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. At 12th level, you can use this power even when you are not bloodraging.

Mindwarrior (Sp): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When entering a bloodrage you can choose one of the following spells and apply its effects to yourself: enshroud thoughts, levitate, or tactical acumen. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.

Raging Mindstorm (Sp): Starting at 12th level, when bloodraging you automatically cast any psychic bloodline spells that can be undercast as the highest-level version a psychic of your bloodrager level could cast. For example, at 12th level, thought shield I would have the effect of thought shield V during a bloodrage.

Greater Mindwarrior (Sp): At 16th level, when entering a bloodrage, you can choose to apply the effects of either battlemind link, greater heroism, or fluid form to yourself. This is in addition to psychic warrior, and otherwise works as that ability.

Psychic Paragon (Sp): At 20th level, you are a perfect fusion of mental and physical strength. You become immune to possession and mind–affecting effects, and gain constant telepathy and thoughtsense in a 60-ft. radius. You have these benefits constantly, even while not bloodraging.

I'm rather more satisfied with this version. What do you think? It's better than the previous one? Too powerful?


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I'm in too.


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Multiclassing feats, and mythic class features for hybrid and occult classes. Variant multiclass rules for occult classes.
More Talented classes.
More domain channeling feats.
Something to make Godlings work in conjunction with Mythic rules.
Hybrid archetypes for all classes.
Inquisitors' Inquisitions.


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Lathiira wrote:
Purple Duck Games wrote:
Silver Surfer wrote:
Sounds intruiging.... I might buy it

Someone just did and I want to say we appreciate it.

That would be me, and you're welcome. I always keep an eye open for d6 1/2 BAB divine casters :)

I bought it too. I like priests, but I yet have to find the "right one".

Maybe Kobold Press' Theosophist is the most satysfying till now for me- but it's not a class.
I would also like a friar-type unarmored bardic hybrid caster divine class.


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Don't ask, unless you want a Great Old One to take your soul. Or Chuck Norris. Your choice. ^_^


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Ooookay.
I'll make:
Options for Caydenite characters
Options for Milanite characters
and a Weal or Woe which develops one controversial character just hinted at in Guide to the River Kingdoms, in a little, little realm...


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Whew. It's done.
EDIT: Thank you, Illrigger. I corrected the starting stats using the rules for heroic arcane NPCs (changing Wis with Cha).

Rasputin the Occult Priest:

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +23
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 24, flat-footed 30 (+4 armor, +4 deflection, +2 Dexterity, +4 insight, +4 morale [touch only], +4 natural, +4 shield)
hp 117 (18d6+18+18)
Fort +14, Ref +15, Will +22 (+4 resistance bonus from unholy aura/resilience of the faithful; +1 luck bonus from prayer aura [+2 vs. good opponents])
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +9/+4 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +12/+7 (1d8/×4)
Spell-Like Abilities (CL 18th; concentration +22/+26 when casting defensively or grappled)
1/day- detect thoughts (DC 15), telepathic bond
Psychic Spells Known (CL 18th; concentration +26/+30 when casting defensively or grappled)
9th (3/day)– miracle (DC 27), psychic image (DC 27)
8th (6/day)– bilocation, fool’s forbiddance (DC 26), moment of prescience, planar ally, greater, psychic crush IV (DC 26)
7th (7/day)– ectoplasmic eruption (DC 25), finger of death (DC 25), greater scrying (DC 25), hold person, mass (DC 25), spell turning, waves of ecstasy (DC 25)
6th (7/day)– antilife shell, blade barrier (DC 24), ethereal jaunt, inflict pain, mass (DC 24), mental barrier V, psychic surgery
5th (7/day)– commune, plane shift (DC 23), possession (DC 23), synaptic pulse, greater (DC 23), spell resistance (DC 23), true seeing (DC 23), wall of ectoplasm (DC 23)
4th (8/day)– freedom of movement (DC 22), guardian of faith (DC 22), overwhelming presence (DC 22), scrying (DC 22), sending, telekinesis (DC 22), terrible remorse (DC 22)
3rd (8/day)– agonizing rebuke (DC 21), blink, claraudience/clairvoyance, ectoplasmic snare (DC 21), haste (DC 21), magic vestment (DC 21), protection from energy (DC 21)
2nd (8/day)– anticipate thoughts (DC 20), blindness/deafness (DC 20), enthrall (DC 20), ghost whip, levitate, oneiric horror (DC 20), placebo effect (DC 20), spiritual weapon
1st (8/day)– anticipate peril (DC 19), bless, command (DC 19), invigorate (DC 19), mage armor (DC 19), murderous command (DC 19), shield, sow thought (DC 19)
0 (at will)– bleed (DC 18), daze (DC 18), detect magic, detect poison, detect psychic significance, ghost sound (DC 18), mage hand, read magic, resistance (DC 18), stabilize (DC 18), telekinetic projectile
Discipline Faith*

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, mage armor, moment of prescience, shield, and true seeing. Once enemies are in sight, he activates his prayer aura and casts antilife shell.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with ectoplasmic eruption, fool’s forbiddance, mass hold person, overwhelming presence and waves of ecstasy, turn foes against each other with terrible remorse and sow thought, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death, mass inflict pain, greater synaptic pulse, and oneiric horror; he modifies his offensive spells with overpowering mind, synaptic shock and mimic metamagic, while using blink to become an even less easy target.
If wounded, Rasputin converts spell slots in quickened cure spells while continuing to target enemies with offensive spells. Should the World Engine be destroyed, Rasputin protects himself with spell turning, protection from energy, spell resistance, and ongoing mental barrier V, trying to cast a second moment of prescience with defensive prognostication if he can. He retains his +4 resistance bonus on saves from resilience of the faithful even if the unholy aura is dispelled.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 15, Con 13, Int 26, Wis 19, Cha 18
Base Atk +9; CMB +8 CMD 28
Traits Called, Indelible Ire
Feats Combat Casting, Craft Wondrous Items, DiehardB, Expanded Phrenic Pool, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Psychic Healing, Quicken Spell, Toughness
Skills Bluff +24, Diplomacy +28, Intimidate +28, Knowledge (arcana) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +23, Sense Motive +23, Spellcraft +27, Use Magic Device +21
Languages Aklo, Church Slavonic, Common, French, Greek, Latin, Romanian, Russian, Ukrainian; telepathy 100 ft.
SQ discipline powers (deity*, divine energy [4 points], resilience of the faithful +4, prayer aura), phrenic amplifications (defensive prognostication, mimic metamagic [ectoplasmic spell, furious spell], ongoing defense, overpowering mind, synaptic shock), phrenic pool (15 points)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Int, Wis; Diplomacy, Use Magic Device), onyx crucifix (divine focus)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Cassock of the Black Monk
Aura strong enchantment; CL 12th
Slot body; Price 34,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 morale bonus to the wearer’s touch AC. In addition, while wearing the cassock, a character with the spontaneous casting class feature or a psychic with the Faith discipline can convert his spells into both cure and inflict spells, regardless of his alignment.
Construction Requirements Craft Wondrous Item, dispel magic, moment of greatness; Cost 17,000 gp

* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.

Starting ability scores:
8
14
12
15
13
10
Modifiers: race, middle age, advancement, magic items, and an inherent +4 (on Intelligence) provided by a miracle (as Brandon said before).
He has some redundant abilities, but thanks to this he can be a formidable opponent even after the World Engine's destruction.


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True. But when I first read the challenge, TWO ideas came to mind almost at the some time. So, if I'm not doing a Mesmerist, I'm doing the other thing. And o boy it fits almost perfectly.
After all, a psychic caster must not worry about arcane spell failure, does he? ^_^

Star Voter Season 7

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Just submitted. My second time. Good luck everyone.


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I want to begin writing the new articles! Don't keep us waiting for the call!


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I'd use if together with Geek Industrial Complex's Companions of the Firmament and Caged Dragon Games' Magical Beast Companions. All three give solid rules for griffins/pegasi/hippogriffs companions and/or aerial combat.
I love this book and will use it as reference for my aerial players. It's better to use these rules than Monstrous Mount or Monstrous Companion, if you ask me.


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Soooo... half of the month is past... When do we get to know who's in?


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A warlock using the witch spell list and hexes for talents. Familiar needed.
A vigilante without a dual identity (Flash III and the Fantastic Four are public-identity superheroes).
A "mutant" type (spontaneous powers, sometimes she can't control them, elemental focus...)

Other class vigilante-like archetypes:

Beautiful Champion (oracle with dual identity... someone said Sailor?)
Devout Vindicator (inquisitor with zealot talents)


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An alternative version. I wanted to make something along the lines of the Flamboyant Arcana for magi, but regaining panache with a critical spell was so tempting... and so bardic! Which one do you prefer?

New Bardic Masterpiece

Ballad of the Glorious Hero (Oratory, Sing)

Your confident bravados allow you to perform amazing deeds in combat.

Prerequisite: Perform (oratory) 3 ranks, Perform (sing) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: You improvise a loud, boastful list of your glorious victories or menace your opponent describing in vivid colours its inevitable defeat, bolstering your ability to accomplish great deeds. For as long as your performance continues, you gain a number of panache points equal to your Charisma modifier (minimum 1), and can choose any two swashbuckler deeds that can be used by a swashbuckler of your bard level. You can use these deeds by spending temporary panache points granted by this masterpiece, but only while you mantain your performance. You cannot use points from this masterpiece to use deeds from other classes or those gained by feats. You can regain panache while the performance is mantained by dealing a critical hit or a killing blow with a light or one-handed piercing melee weapon, or with a touch or ray spell. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect your number of temporary panache points or the cost of your chosen deeds. When the performance is over, any unspent panache points are lost.

Use: 1 bardic performance round per round.

Action: 1 standard action.


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Another archetype that won't be in the next Wayfinder.

Merciful Stalker (Inquisitor)

Both judge and advocate, a merciful stalker metes her deity’s wrath upon undead and evildoers and heals surrendered enemies and innocent victims.

Focus Weapon: At 2nd level, a merciful stalker receives Weapon Focus in her deity’s favored weapon as a bonus feat. This ability replaces cunning initiative.

Divine Blessing (Su): At 3rd level, a merciful stalker can select one blessing granted by her deity. She receives that blessing’s abilities as if she were a warpriest of her inquisitor level. Alternatively, she can choose a second inquisition or domain, but her level for this inquisition or domain is equal to her inquisitor level –3 (minimum 1). This ability replaces solo tactics.

Channel (Su): Starting at 3rd level, a merciful stalker can channel energy like a cleric, for 1d6 points of damage. Using this ability is a standard action that expends one uses of her judgment ability and doesn’t provoke an attack of opportunity. Every 3 levels thereafter, the channeled energy amount increases by 1d6, up to a maximum of 6d6 at 18th level. This replaces all the inquisitor’s teamwork feats.


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This didn't make it into Wayfinder #13. I rewrote, semplified and refined it. A MCA version is here.

Divine Detective (Inquisitor)

Some inquisitors are divinely inspired to investigate on ecclesiastical crimes and cases.

Inspiration (Ex): At 3rd level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This replaces solo tactics.

Inspired Talents: At 3rd level and every 3 levels thereafter, a divine detective can select an investigator talent. She can’t select any talent she doesn’t meet the prerequisites for. A divine detective uses her Wisdom score instead of her Intelligence score for the purpose of these talents. This replaces all the inquisitor’s teamwork feats.


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Oh! Thanks for the feedback! ^_^
I see most of your points. So let's change something and see if this is more fitting (I was in doubt too about those things).

Spirit Listener (Ranger)

A spirit listener learns how to commune with the spirits who inhabit the lands he has sworn to protect. Reflective and wise, this shamanic ranger acts as a true intermediary between man and nature.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit listener forms a bond with the spirits of nature dwelling in his favored terrain. He chooses one shaman spirit related to his first favored terrain. He adds that spirit’s 1st–4th level spirit magic spells to his ranger spell list, and can cast these spells spontaneously sacrificing a spell slot of equal level. These are the choices of spirits dwelling in each terrain:

Cold: Mammoth, Waves
Desert: Flame
Forest: Nature, Wood
Jungle: Nature, Wood
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens, Life
Swamp: Bones, Waves
Underground: Bones, Stone
Urban: Battle, Lore
Water: Waves

The spirit listener also gains the spirit ability of his terrain spirit. At 9th level, he gains one hex of his choice from the list of hexes available to his terrain spirit. At 16th level, he gains the greater spirit ability of his terrain spirit. The spirit listener doesn't need to be in his favored terrain in order to use these abilities. His effective shaman level for them is equal to his shaman level -3. This ability replaces hunter’s bond, evasion, and improved evasion.
Spirit–Wise (Sp): At 12th level, as long as he is within one of his favored terrains, the spirit listener can temporarily bond with a spirit related to that terrain. He gains access to one hex from the list of that terrain’s spirit for 24 hours, but the bond ends if he leaves the spirit’s terrain. If he is in his fixed spirit's permanent terrain, he can choose a second, temporary hex granted by that terrain's spirit.
The spirit listener can’t forge a temporary bond with more than one spirit at a time, and can’t bond with a new spirit before 24 hours are passed, even if the first bond ends before this time. The spirit listener doesn’t gain access to the spirit magic spells or abilities granted by his wandering terrain spirit.
At 17th level, the spirit listener needs no more to stay in one of his favored terrains in order to forge or maintain the bond with that terrain’s spirit. This ability replaces camouflage and hide in plain sight.

However, shamanic abilities DO use Wisdom, so there's no need to specify a change of relevant ability ^_^


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An inhaled, area sleeping poison, please. And a sleep bomb for alchemists, or else a way to take the poison bomb ninja trick as an alchemist without becoming a Daggermark Poisoner.


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The Spirit Listener is a conversion of the Spirit Ranger archetype to the ACG rules. I created the Spirit Sentinel MC Archetype on the same lines on the MCA threads. This is a more "one-class-hybrid" version.

Spirit Listener (Ranger)

A spirit listener learns how to commune with the spirits who inhabit the lands he has sworn to protect. Reflective and wise, this shamanic ranger acts as a true intermediary between man and nature.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit listener forms a bond with the spirits of nature dwelling in his favored terrain. He chooses one shaman spirit related to his favored terrain. As long as he is in that terrain, he adds that spirit’s 1st–4th level spirit magic spells to his ranger spell list, and can cast these spells spontaneously sacrificing a spell slot of equal level. These are the choices of spirits dwelling in each terrain:

Cold: Waves
Desert: Flame
Forest: Nature
Jungle: Mammoth, Nature
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens
Swamp: Bones
Underground: Stone
Urban: Lore
Water: Waves

The spirit listener also gains one hex of his choice from the list of hexes available to his terrain spirit. He can use that hex as long as he is in his favored terrain.
At 9th level, the spirit listener gains the spirit ability of his terrain spirit. At 16th level, he gains the greater spirit ability of his terrain spirit. This ability replaces hunter’s bond, evasion, and improved evasion.
Spirit–Wise (Sp)
At 12th level, the spirit listener no more needs to be in his first spirit’s favored terrain in order to use that spirit’s abilities and hexes.
Moreover, as long as he is within one of his favored terrains, the spirit listener can temporarily bond with a spirit related to that terrain. He gains access to one hex from the list of that terrain’s spirit for 24 hours, but the bond ends if he leaves the spirit’s terrain. The spirit listener can’t forge a temporary bond with more than one spirit at a time, and can’t bond with a new spirit before 24 hours are passed, even if the first bond ends before this time. The spirit listener doesn’t gain access to the spirit magic spells or abilities granted by his wandering terrain spirit.
At 17th level, the spirit listener needs no more to stay in one of his favored terrains in order to forge or maintain the bond with that terrain’s spirit. This ability replaces camouflage and hide in plain sight.


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The Advanced Class Guide presented a great many "hybrid archetypes" and class features, giving a class the powers and flavor of another, but you will agree with me that there can be many, many others. Also, some old archetypes are now obsolete with the new rules and need to be rebuilt. For example, now that panache and the Swashbuckler class exist, how should the Swashbuckler archetype for rogues change? And how should the Spirit Ranger be adjusted now that we have rules for shamanic spirits?
So I decided to open this thread to host all our hybrid creations, rebuildings or requests. This is my first one, a rewriting of the Swashbuckler Rogue from the APG- now with panache! Feel free to critique, request an archetype/feature, or post your own.

Daring Scoundrel (Rogue)

Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.

Fencer (Ex): At 1st level, the daring scoundrel may select one martial weapon to add to her list of weapon proficiencies. This ability replaces trapfinding.
Daring (Ex): At 2nd level, a daring scoundrel gains the swashbuckler’s panache class feature and one 1st–level deed of her choice. She may regain panache through critical hits and killing blows scored with her sneak attack ability, other than with normal means. This ability replaces the 2nd–level rogue talent.
Deeds: A daring scoundrel can choose any swashbuckler deed in place of a rogue talent. She must meet the chosen deeds’ prerequisites.

Rogue Talents: The following rogue talents complement the daring scoundrel archetype: acrobatic stunt, climbing stunt, convincing lie, finesse rogue, offensive defense, positioning attack, powerful sneak, steal the story, and weapon training.

Advanced Talents: The following advanced rogue talents complement the daring scoundrel archetype: crippling strike, entanglement of blades, redirect attack, and unwitting ally.

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