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1,105 posts. No reviews. No lists. No wishlists.




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161. (Insert your name)'s Vindication
A thin volume bound in reddish leather, with the title inscribed in gold. It contains a passionate rogatory in defense of the reader, justifying every action of his/her life before an unspecified court. Reading the whole book grants a +1 bonus on Diplomacy checks regarding judges, lawmen and outsiders. A character dead while having the book in his/her possess is automatically resurrected three days later, but the book then disappears forever and all its benefits are lost.


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We already have THREE Evil books. We need more Good and Neutral books, not more Evil!


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Everytime i think to a Spanish-accented dwarf, I think to Terry Pratchett's Giamo Casanunda, the Second Greatest Lover on Discworld and Licensed Liar. XD He's essentially a Rogue or Bard with a great stone face and love for every breathing woman of any race and age.


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Blight Druid. You may choose any familiar you want.


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Wow! Liz mentioned my PrC! I guess I'll faint for a little while... thanks!


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Yes- I don't give a copper as to what happens to ME. But I don't, don't, DON'T kill innocents!!! If this is vanity- ok, let me be damned, but I won't be damned with a baby on my conscience!


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Mikaze wrote:

Regarding Omelas:

I still don't see why none of those walking away just took the kid out of there. Sure, you're no longer taking part in a society founded on one child's suffering, but you're still leaving the kid to suffer.

Take the kid, try to give him a decent life for once. As for Omelas? Well now they get the same chance the kid has.

A utopia built on inflicting hell on an innocent is no utopia worth keeping.

+100.000.000

And, as for the baby vs. world argument:
Does killing the baby results in loss of paladinhood? If so, then it's evil.
Does not killing the baby results in loss of paladinhood? If so, than it's evil.
I think we all agree on that. The only issue here is: is it the right thing to do a lesser evil for a greater good?
According to me, a paladin who's not lawful stupid wouldn't mind slightly breaking his code for a much, much greater good (lying to save many lives, for example)- IF he or she is the only one to suffer.
But when SOMEONE ELSE has to suffer, this can not be accepted. Calling "selfish" a paladin because he or she wouldn't kill an innocent is unfair. He's not refusing to do that not to lose his powers. He's refusing because he doesn't want to kill the baby!
Now- as many of you said, an abstract and general example is not fair too. So let's hold to the practical example: the world-destroying demon who cast Unwilling Shield (or some other similar spell).
As a player, if I were in such a situation I'd believe that there has to be another way. If not (as already said), it would be really poor DMing. But let's put apart that and assume that there's not a DM or a game, and it's all true (in other words, let's take on the character's viewpoint, and not the player's).
Let's also assume that any attempt to dispel the spell is failed (we're starting to assume many, many things here).
The spell lasts 1 round/level.
This means I just have to keep the demon engaged for some minutes before it expires- and see that it can't be cast again.
So I'd try to steal the baby and let him in care of the party's cleric. Then I charge the demon. I wound the demon. The baby gets wounded. The cleric heals him. The demon's not healed.
Or: I manage to take the demon as far from the baby as it's needed to prevent the spell to work.
Or something else. I'd believe that there's ALWAYS another way. This is what a true paladin would do.


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What about becoming little Adolf's neighbor and teaching him to love and respect others, instead of killing him?


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Paladins & Anti-Paladins options: new mercies, archetypes, alternate alignment paladins...
(and the book I sent to you ages ago XDDDD)


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One of my eldritch knights loved dearly her marmoset familiar. I hope to see Diminutive monkeys among the new familiars! ^-^


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I am for crossing all that can be crossed, and have fun! ^-^


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Super Genius Games created the Genius Guide to the Templar (new holy warrior base class for all alignments). See if you like it. I do.


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+1 for mid-level celestials (maybe this is the right moment to pathfinderize 2E's Agathinons)


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The student of stone is great.


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Here's a rough early taste of the Beastbrewer- I'll post the first draft as soon as I'll complete it.

Beastbrewer

Primary Class: Alchemist
Secondary Class: Summoner
Skills: no bonus
BAB: 3/4
Saves: GGP
Alignment: Any
1) Alchemy, bottled monsters I, brew potion, experimental beast, mutagen
2) –
3) Bottled monsters II, discovery
4) –
5) Bottled monsters III
6) Discovery
7) Bottled monsters IV
8) –
9) Bottled monsters V, discovery
10) –
11) Bottled monsters VI
12) Discovery
13) Bottled monsters VII
14) Persistent mutagen
15) Bottled monsters VIII, discovery
16) –
17) Bottled monsters IX
18) Discovery
19) –
20) Grand discovery


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Robert Little wrote:
Anyone know where the Pure Strain spell listed in the Imperious bloodline bonus spells is located?

It seems to have been removed. Judging by the name, maybe it was a 6th-level spell to transform half-blood humans (half-elves, half-orcs, aasimar, tieflings, dhampirs etc.) into fullblooded humans? If this is the case, maybe it would have been too similar to Half-blood Extraction (half-orc 5th-level spell), and so it was ruled out. Too bad, I would have liked it.

Actually... I'd have liked it so much that I made this.

IMPROVED HALF-BLOOD EXTRACTION
School transmutation (polymorph); Level alchemist 6, cleric 6, druid 6, sorcerer/wizard 6, witch 6
Casting Time 1 hour
Components V, S, M/DF (oils and poisons worth 4,000 gp)
Range touch
Target willing half-blood touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You transform the target half-blood into a pure-blood. You choose which “half” to purge (for example, an half-elf could become a full-blooded elf or a full-blooded human, while a dhampir could become an human or a vampire). The target loses all of its half-blood racial traits and gains the pure-blood racial traits of its new race. It may lose or not any feats, traits, spells etc. specific of its previous race.

We can put it in the imperious bloodline spell list in place of the other till Paizo doesn't give another substitute XP...


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Yesss! My elf bard/alchemist will be able to ride his oversized potiondrugged giant cat at last!!!


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I'd say, let's go Mendelian (again) XD
The child of couple of half-orcs can be an half-orc (50%), a full-blooded human (25%) or a full-blooded orc (25%)


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Pipers.


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*I* would love three or four Books of the Blessed. Let's all hope.


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The Totem Warrior -as it is- is a disappointment for many gamers, as I could see in various threads on this forum. So it is for me, who would have liked to see something similar to the viking berserker for it. Rite Publishing's Totem Pact Warrior went a step further, but it wasn't quite what I searched for yet.
So here's the idea: changing the archetype into something similar to the Oathbound Paladin, and giving each totem its own peculiar powers.
Barbaric totems become alike to paladin's oaths. Here's a first draft and my ideas for the Beast Totem (I hope to post other totems little by little):

The Totem Warrior:
A barbarian often has a special totem that is the patron of her tribe. While individual totems vary, those in the tribe that call upon a totem receive similar abilities.
A totem warrior must choose one totem at 1st level, and receives special rage powers and abilities depending on his totem. Other barbarians can choose totem rage powers too, but a totem warrior must take all the rage powers of his totem. No barbarian can choose rage powers from more than one totem.

Beast Totem:

A Beast Totem Warrior comes from a tribe that reveres a particular animal, taking example and strength from the spirits of the beasts.
Totem Rage Powers: The Beast Totem Warrior must take the following rage powers: lesser beast totem at 2nd level, beast totem at 6th level, and greater beast totem at 10th level.
Beast Bond (Ex): At 5th level, the Beast Totem Warrior forms a close bond with his animal totem. This bond can take one of two forms. The first is to gain the service of an animal companion of the chosen species. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. The more frequently chosen animals are bears, boars, great cats, eagles or wolves. The barbarian's animal companion counts as a mount for the purposes of rage powers that effect a barbarian's bonded mount.
The second option is to gain the ability to shapeshift in the totem animal's form. At 5th level, while raging, the Beast Totem Warrior can take on the aspects of his animal totem once per day as a swift action. He can remain in this form for a number of rounds equal to his barbarian level + his Constitution modifier. While in this form, the barbarian gains the shapeshifter subtype.
Form of the Bear: The barbarian’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the barbarian gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Form of the Boar: The barbarian's body shortens and enlarges, and he grows short fangs and sparse bristles. While in this form, the barbarian gains a +4 enhancement bonus to Constitution (this has no effect on the rage's duration), and a +4 bonus on Perception checks.
Form of the Cat: The barbarian’s muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the barbarian increases his base speed by 10 feet, and he gains a +4 bonus on Acrobatics and Climb checks.
Form of the Eagle: The barbarian’s skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the barbarian gains a +10 bonus on Perception checks.
Form of the Wolf: The barbarian becomes lean, fast and cautious. While in this form, the barbarian increases his base speed by 10 feet, and he gains a +4 bonus on Stealth and Survival checks.
At 8th level, instead of assuming his hybrid form, the Beast Totem Warrior can shapeshift in his animal totem's form once per day as using beast shape I. At 11th level, this increases to beast shape II, at 14th level to beast shape III, and at 17th level to beast shape IV. At 20th level, the barbarian's hybrid form improve to the following:
Form of the Bear: The barbarian’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the barbarian gains a +8 enhancement bonus to Strength and he does not suffer any reduction of speed.
Form of the Boar: The barbarian's body shortens and enlarges, and he grows short fangs and sparse bristles. While in this form, the barbarian gains a +8 enhancement bonus to Constitution (this has no effect on the rage's duration), and a +10 bonus con Perception checks.
Form of the Cat: The barbarian’s muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the barbarian increases his base speed by 20 feet and he gains a +10 bonus on Acrobatics and Climb checks.
Form of the Eagle: The barbarian’s skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the barbarian gains a +10 bonus on Perception checks and a fly speed of 40 feet with good maneuverability.
Form of the Wolf: The barbarian becomes lean, fast and cautious. While in this form, the barbarian increases his base speed by 20 feet, and he gains a +10 bonus on Stealth and Survival checks.
This ability replaces uncanny dodge and improved uncanny dodge.
Rage Powers: The following rage powers complement the totem warrior archetype: animal fury, bestial climber, bestial leaper, bestial swimmer, ferocious mount, ferocious trample, greater ferocious mount, greater ferocious trample, low-light vision, night vision, primal scent, scent, spirit steed, sprint, swift foot, and terrifying howl.


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Here's a draft of the Witch Doctor (I told you I was inspired!) If you like it, please feel free to use it! I'd be honored to be of some help! ^-^

The Witch Doctor:

The witch doctor keeps contacts with the tribe’s ancestors and the spirits of great past warriors, delivering messages and seeking advice– and sometimes, making the dead rise to fight again.
Spells: The witch doctor uses the cleric/oracle spell list rather than the druid’s.
Spirit Bond: The witch doctor’s spirit bond takes the form of a familiar rather than an animal companion. His spirit guide follows otherwise all the normal rules, except that it doesn’t grant a totem spell but a bonus depending on the animal type, like a wizard or witch familiar. At 7th level, the witch doctor can choose Evolved Familiar or Improved Familiar as a bonus feat.
Tribal Lore: The witch doctor gains a +2 bonus on Knowledge (local) and Heal checks.
Spirit Sense (Sp): A witch doctor can detect the presence of undead, outsiders, and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the shaman selects what kind of creature he wants to detect at each round. He can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces wild empathy.
Totem Secrets: The witch doctor loses access to the spirit of nature and speak with animals totem secrets. Instead, he gains access to these totem secrets:
Near Death (Su): You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the bonus increases to +4.
Voice of the Grave (Su): You can speak with dead, as per the spell, for a number of rounds per day equal to your shaman level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.
Power of the Grave (Su): At 4th level, the witch doctor can channel energy like a cleric of his shaman level, but only to harm or heal undead. At 8th level, he can choose Command Undead or Turn Undead as a bonus feat. At 12th level, he can choose Elemental Channel or Alignment Channel as a bonus feat.
At 16th level, the witch doctor can employ an use of channel energy to make enemies possessing an aura of opposing alignment flee before him. If he chose Alignment Channel at 12th level, the enemies'aura must match the alignment chosen at the time; otherwise, the witch doctor must choose now chaos, evil, good or law, and can turn only enemies of the chosen alignment. Enemies receive a Will save each round to negate the effect. The DC for this Will save is equal to 10 + 1/2 the shaman’s level level + his Charisma modifier. This ability replaces wild shape.


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I read that, but it can't be used to manifest psionic powers (and that bugs me). ^_^


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Why sneak attack? Why not trade rogue talents for hexes?


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Are there going to be racial bonuses for favored Ultimate classes?


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So I took upon myself this "titanic deed", because my campaign just couldn't do without this angel. An augmented Cassisian or a synthetist or a shapechanger druid lacked each something.
But converting a monster from 2E to Pathfinder was too much for me. So I searched the net for 3.5 conversions and chose this one, which seemed to be most faithful and make most sense. Thanks to the author.
I hope, however, to see an official conversion in one of the next Bestiaries.
Meanwhile, everybody please read and critique.

This being resembles an elf somewhat, though it has luminescent skin and bright, shining eyes.

Angel, Agathinon (CR 9)
NG Medium Outsider (Angel, Extraplanar, Good)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +18
Aura protective aura

Defense
AC 23 touch 13, flat-footed 20 (+3 Dex, +10 natural; +4 deflection vs. evil)
hp 99 (11d10+44)
Fort +10, Ref +10, Will +9; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities protected life force; DR 10/evil; Immune acid, cold, death effects, disintegration, energy drain, petrification; Resist electricity 10, fire 10; SR 20

Offense
Speed: 50 ft
Base Attack/Grapple: +7/+11
Melee +1 shock heavy mace +17/+12/+7 melee (1d8+8/x3 +1d6 shock) or unarmed strike +16 (1d3+5/x2)
Special Attacks channel positive energy (7/day, 5d6, DC 20)
Spell-Like Abilities (CL 9th;; concentration +13)
At will - aid, bless, clairaudience/clairvoyance, detect evil, detect thoughts (DC 16), discern lies (DC 18), hold person (DC 16), plane shift (DC 19)
3/day - continual flame, cure serious wounds, dispel evil (DC 19), dispel magic, holy smite (DC 18), polymorph (self only), remove curse, remove disease, remove fear
1/day - commune, raise dead
Spells Prepared (CL 9th; concentration +13)
5th level- dispel evil (DC 19)
4th level- death ward, dismissal (DC 18)
3rd level- cure serious wounds, daylight, prayer, summon monster III
2nd level- align weapon, bear’s endurance, bull’s strength, cure moderate wounds, eagle’s splendor
1st level- bless, cause fear, cure light wounds, divine favor, shield of faith
0 (at will)- detect magic, guidance, resistance, virtue

Statistics
Str 21 Dex 17 Con 17 Int 16 Wis 18 Cha 19
Base Attack +9; CMB +13; CMD 26
Feats: Cleave, Improved Initiative, Improved Channel, Iron Will, Power Attack, Toughness
Skills: Diplomacy +18, Disguise +18, Knowledge (planes) +17, Knowledge (religion) +14, Perception +18, Sense Motive +17, Spellcraft +17, Stealth +17, Survival +18
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (polymorph any object), object bond

Ecology
Environment Any good-aligned plane
Organization Solitary or army (50-100)
Treasure double (+1 shock heavy mace)

Special Abilities
Channel Positive Energy (Su): An agathinon channels positive energy like a 9th-level good cleric.
Spells: Agathinon cast divine spells as 9th-level clerics. They do not gain access to domains.
Superior Shapechange (Su): An agathinon may assume the shape of any creature or object as a standard action, as with the polymorph any object spell, until it chooses to return to its natural form. When in object form, the agathinon retains its Intelligence, Wisdom, and Charisma score. It may assume the form and powers of any magic item of less than artifact status. It cannot move on its own while in object form, unless the item has the ability to do so, and since it lacks limbs it cannot use spells that require material or somatic components. An agathinon can perceive the world around it and can communicate normally while in object form.
In all other respects, an agathinon functions as a creature, not an object. It gains no hardness or additional hit points in object form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's natural form except that the agathinon benefits from a size bonus to AC appropriate to the size it has assumed. An agathinon in object form may not use any of its abilities or the item’s abilities by itself.
Object Bond (Sp): An agathinon in object form can form a special bond with a character of good alignment (or a neutral character, if her current actions suit the agathinon's mission). An agathinon in object form in a creature's possession may bestow the ability to cast divine spells as a 1st-level cleric to the creature. An agathinon in object form may also bestow upon the creature the ability to channel positive energy as a 9th-level cleric.
Protected Life Force (Ex): Agathinons are never harmed by positive-dominant or negative-dominant planar traits.

Agathinons are the warriors among angels, while the others are considered celestial stewards. These helpful spirits are found in multitudes on the Upper Planes, where they seek to serve good beings. There, they appear in their natural humanoid form, looking somewhat like an elf with luminescent skin and bright, shining eyes. On the outer planes they appear in their natural humanoid form, with males and females equal in size and power.
Sometimes agathinons choose to travel to the Material Plane, or are ordered to go there. They travel there singularly, and always adopt another material form. Depending on the mission, they may appear as a humanoid, or a beneficent creature such as a lammasu, shedu, or unicorn. They can also become non-corporeal and contain their lifeforce in an object such as a ring, talisman, weapon, or vase. As an object, it becomes something useful that will aid a particular character of good alignment.
Agathinons are stern beings, serious and unyielding in their righteous mission. They are devoted to their constant pursuit of doing good deeds. They aid mortals in confrontations against evil on the orders of higher celestials (or even gods), lending all of their abilities to the fight.
In their natural form, agathinons never attack with weapons, although they may use their touch attack. When faced with combat, they usually assume another form. In humanoid form, agathinons will attack with weapons and spells. An agathinon's natural weapons, in its natural form or in another creature’s form, are treated as good-aligned for the purpose of overcoming damage reduction.


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Peanuts wrote:
Ouch... Well that was a short campaign I spose... What was the command word I wonder?

"Fire On", what else?^^


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Tiefling gunslinger/sorcerer (Infernal)


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@KTFish, great story!
@Cheapy, mail sent, let me know if you had it.


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Ha Ha^^
I don't know if the original poster made her decision by now, but here's what should be my last word on the question. I assume that by the end of the saga, we're talking about 30th-level characters.

Sailor Moon = Oracle of Heavens 20/Celestial Disciple 10
Curse: Clumsiness
Revelations: Awesome Display, Coat of Many Stars, Lure of the Heavens, Mantle of Moonlight, Moonlight Bridge, Spray of Shooting Stars, Final Revelation.
Eldritch Heritage (Arcane): Arcane Bond + Improved Familiar = Luna (Celestial Fey cat)
Equipment: Holy Sickle, Brilliant Light Holy Staff

Sailor Mercury = Water Wizard 20 (arcane bond with her Screenpad)/Pathfinder Savant 7/Loremaster 3
Sailor Mars = Oracle of Flame 20/Witch 10 (Portents patron; double familiar = her ravens Phobos & Deimos)
Sailor Jupiter = Cleric 20 (Air and Plant domains)/Monk 10 (Martial Artist archetype)
Sailor Venus = Oracle of Metal 20/Inquisitor 10 (Illumination inquisition); Eldritch Heritage + Improved Familiar = Artemis (Celestial Fey cat)
Sailor Saturn = Necromancer 20 (arcane bond with her Scythe)/Druid 10 (Reincarnated Druid archetype, Earth domain)
Sailor Uranus = Inquisitor 20 (Iconoclast archetype, Weather domain)/Fighter 10 (Scimitar specialization)
Sailor Neptune = Inquisitor 20 (Exorcist archetype, Aquatic domain)/Diviner 10 (arcane bond with her Mirror)
Sailor Pluto = Oracle of Time 20/Necromancer 10 (arcane bond with her Sphere)
Prince Endymion = Paladin 20 (Oath of Loyalty)/Cavalier 10 (order of the Seal, Honor Guard archetype)
Sailor Chibi Moon = Oracle of Heavens 8/Paladin 7 (Empyreal Knight archetype)

And at great request:
Helios = Fey Half-Celestial Unicorn Cleric 20 (Glory and Sun domains); he's the faithful mount/attendant of Prince Endymion (and later, of Sailor Chibi Moon)
Sailor Starlights = Bards 15 (Celebrity archetype)/Cavaliers 15 (order of the Lion); they use their Headcuffs of Disguise to appear as males when not fighting
Princess Fireball = Sorceress 20 (Starsoul bloodline)/Cleric 10 (Fire and Glory domains)
Sailor Asteroids = Bards 15

That's all, folks!


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Maybe the right choice after all could be:

Oracle of Heavens (Planar Oracle archetype, with an homebrew Clumsiness curse)/Sorcerer (Crossblooded Arcane/Celestial). She doesn't use a chakram but a Spray of Shooting Stars, her first revelation, and later becomes good at using her Holy Sickle and Brilliant Light Holy Staff.

The other Sailor Soldiers could be created under the same rules; for example:
Sailor Mercury = Water Wizard (arcane bond with her ScreenPad)
Sailor Mars = Oracle of Flame (Seer archetype)/Witch (Portents patron)
Sailor Jupiter = Monk (Martial Artist archetype)/Cleric (Air and Plant domains)
Sailor Venus = Fighter/Cleric (Metal and Light domains); Eldritch Heritage to give Familiar
Sailor Saturn = Necromancer (arcane bond with her Scythe)/Cleric (Earth and Repose domains)
Sailor Uranus = Fighter (Sword specialization)/Inquisitor (Weather domain)
Sailor Neptune = Inquisitor (Water domain)
Sailor Pluto = Necromancer (arcane bond with her Globe)/Oracle of Time
Prince Endymion = Paladin (Oath of Loyalty)
Sailor Chibi Moon = Paladin (Empyreal Knight archetype: Helios is her planar steed)/Oracle of Heavens


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And of course: David = Bard (the greatest bard king of all times)
and Solomon = Wizard/Priest/Mystic Theurge (domains of Knowledge, Magic and Runes, arcane bond with his Ring; the greatest magic user/sage king of all times)


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Don Juan de Doodlebug wrote:
Yeah, but what was Onan?

A loser. XD

Joshua = Paladin
Samson = Barbarian/Oracle
Deborah = Cleric/Bard

and so on...


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Um, I appear to have made an error... Mixed Blood should count as 1. So I'll remove Ancestral Arms from the ability list and replace it in the alternate abilities list.

+2 Dex, +2 Cha, -2 Int (0): Dwelf characters are swift in their moves and surprisingly nice, but somehow forgetful and distracted due to the contrasting mindsets of their parent races.
Small (0): Dwelves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed (-1): Dwelves have a base speed of 20 feet.
Low-Light Vision (1): Dwelves can see twice as far as humans in conditions of dim light.
Defensive Training (1): Dwelves get a +4 dodge bonus to AC against monsters of the giant subtype.
Device Dabbler (2): Dwelves receive a +2 racial bonus on Use Magic Device skill checks.
Keen Senses (2): Dwelves receive a +2 bonus on all Perception skill checks.
Mixed Blood (1): Dwelves count as both dwarves and elves for any effect related to race.
Sociable (1): When dwelves attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Spell Resistance, Lesser (2): Dwelves gain spell resistance equal to 6 + their character level.
Languages (1): Dwelves begin play speaking Common, Dwarven and Elven. Dwelves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnome, Sylvan, Terran, and Undercommon.

Alternate Racial Traits: Ancestral Arms (one elven or dwarven weapon), Craftsman, Dual Minded, Gift of Tongues, Integrated, Lorekeeper, Silent Hunter, Stonesinger, Stubborn, Woodcraft.


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Let me introduce to you the latest addition to my in-doing Book of Peaceful Priests, along with the Friar, the priestly Peace Domain and the revised Priestly Vows System. I'd like to create a Pacifist Druid archetype too (and maybe a Pacifist Oracle archetype to complement the mystery) and crown it all with a 3.5 Apostle of Peace conversion.
But since there are already a pacifist monk (Monk of Lotus) and a pacifist cavalier (Order of the Blue Rose)... then what about a pacifist bard, a pacifist inquisitor, a pacifist BARBARIAN...^^ I'm working to expand nonviolence in Pathfinder!^^

Peace Mystery

Class Skills: An oracle with the peace mystery adds Bluff, Linguistics, Perform and Survival to her list of class skills.

Bonus Spells: peacebond (2nd), admonishing ray (4th), qualm (6th), hold person (8th), serenity (10th), oath of peace (12th), mass hold person (14th), euphoric tranquility (16th), mass hold monster (18th).

Revelations: An oracle with the peace mystery can choose from any of the following revelations.

Compassionate Wisdom (Ex): Your sacred meditations on the fundamental harmony of all creatures have granted you a great force of will and insight— and you just keep getting closer to a supernatural wisdom. You gain a +1 inherent bonus to Wisdom upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
Feel the Pain (Su): As a standard action, you may create a sympathetic bond between a violent creature and its victims. Each round at the start of your turn, if the bonded creature wounds another sentient being for 5 or more hit points below its maximum hit points, it takes 5 hit points of damage and its victim heals 5 hit points. You may have one such bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Loving Slap (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of nonlethal damage + 1 point for every two oracle levels you possess. You can use the loving slap ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a merciful weapon.
Punitive Transformation (Su): You can transform an opponent into a harmless animal as if using pup shape or baleful polymorph. This transformation lasts 1 round per oracle level. Transforming another creature causes the first to immediately revert to normal. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation.
Shield of Peace (Su): You can surround yourself with a powerful aura of tranquility and sanctity that makes even the crueler enemy hesitate to hit you, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this aura causes all melee attacks against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Stop This Madness (Su): As a standard action once per day, you can cause a 20-foot-spread to be infused of a supernatural essence of peace for a number of rounds equal to your oracle level. Any creature (friend or foe) who attempts an attack in this area take a –1 penalty on all attacks. At 11th level, this penalty increases to –3. If a creature attacks to defend itself from a foe, the penalty doesn’t apply to that creature.
Swords into Plowshares (Su): Once per day as a melee touch attack, you can temporarily render an enemy’s weapon incapable to cause damage. The weapon doesn’t change in appearance, but can’t inflict any type of damage for a number of rounds equal to your oracle level. If used against a creature, the weapon produces only a pleasant tickling sensation, as of being stricken with a plume. At 5th level, and every four levels thereafter, you can use this ability an additional time per day.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.
Truth is my Force (Su): Your ascetic practices have granted you a great resistance and ability to bear any damage and blow. Add your Charisma modifier (instead of your Constitution modifier) to your actual hit points, your Hit Die rolls and all Fortitude saving throws.
Wisdom of the Heart (Ex): Your interior force drives your faith in the divine, more than any religious education. You may use your Charisma modifier instead of your Wisdom modifier on all skill checks.

Final Revelation: Upon achieving 20th level, you achieve perfect harmony with all living creatures. You receive a bonus on all saving throws equal to your Charisma modifier. You are immune to all charm, fear and negative emotions spells and effects. Should you die, you are reborn 3 days later as a shining avatar of peace (treat as the reincarnate spell).


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The PDF is in redoing now, but all we made up to this day can be found in this site: MCArchetypes Thank you for the good words.


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I want dhampirs too... and all the other optional races, each with ist own book^^


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So take Authority and have an alchemist as your cohort^^



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