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Bardess's page

RPG Superstar 7 Season Star Voter. 2,198 posts. No reviews. No lists. 2 wishlists.


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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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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 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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I have a similar Goddess in my world!

Eala the Swan-Lady
Goddess of Paradox, Free Will, Self-Confidence and Self-realization
Domains: Chaos, Fire, Good, Liberation, Water
Subdomains: Agathion, Azata, Freedom, Ice, Redemption, Revolution

She was a mortal ascended hero who really wanted what was right for the world and the thinking races. She really had faith in the divine, but as she came to know her world's gods better, she had to learn the hard way that even the "good" ones were childish, prepotent and abusive toward mortals- that was not what guides and parents should have been.
When she was offered divinity for her worthy deeds, Eala was inclined to refuse: she had been too disappointed by the gods. When they said that she could teach them to be human, and teach mortals to be divine at the same time, she accepted, but at one condition. She would be able to interfere with every deity's plans without consequences; and no deity would interfere with hers.
So today Eala keeps telling mortals not to listen any divine revelation, neither her own, but to do good trusting in their own conscience only. When someone free-willed and independent enough asks her for power -to help others and not themselves- she willingly grants it... but is ready to revoke it, should the misguided priest try to worship her or create a cult.


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Psychic phrenic scourges *drools*


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I sent a thing.


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So, boys and girls... apparently I wasn't chosen to be in #13.
BUT if #12 takes a lot of reviews, maybe one of my articles could still be picked from the queue...
So, without any shame at all,
1) I will throw in a review myself in the next days,
2) I'm here promising to post something new (an archetype, a monster or other) for each new review that will be posted here.
Let's see if I can make it... ^_^


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Many Mythic abilities can be adapted. Like, instead of Mythic domain read Mythic shaman hexes, etc.
But I also think it would be very good to have it "canonized".


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I created a seducer angel for a book (I don' know if you will ever see that out...). It basically had a "I'm going to show you how better love is if you're good!" attitude and set out to redeem evil beings with love & beauty (never forcing them).
Now, the angel I'm creating for this issue... aaaargh! It's taking shape in two versions. A mighty, powerful, dreadful biblic creature, and a lesser one with some Warpriest power that could be a suitable monstrous cohort for mid-level characters. I already sent two submissions... so which one should I write for now? Maybe I could make the lesser one and hint to the greater one in the text as a variant...
Mikaze, what's your angel? I wouldn't want to make something too similar to yours, but maybe we could "link" to each other...


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I want to add "irrepressible archetyper" to my name. ^^ Thank you!


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When will it be live on Paizo?


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Lady Bluehawk wrote:
Batman: currently in the Council of Thieves AP as Lord Bruno Leroung, half-elf son of a Leroung scion and an elven paramour. Richest guy in Westcrown; only 3rd level still, but Rogue (Investigator) 1/Monk 2 (LN), and likely to stay Monk the rest of the way. Finally got at least one rank point in every skill that was previously Not Useable Untrained, since that's the way he rolls: La Conoscenza e Potere ("Knowledge is Power"). ;-> Oh, and as he's going after the Shadows plaguing the city (they slew his parents in front of him when he was a child...), he's not going to impress them as a Creature of the Night, but just exactly the opposite as Il Angelo del Notte (complete with fireworks, everburning torches, whatever else would create light, fire, brightness [and he could make with Craft: Alchemy], and give the impression that the good deities have sent one of their servants down to deal with this situation personally...just before he deals with them using whatever special material weapons he can afford [yes]). This angel of the night loves Handy Haversacks and Sleight of Hand. ;->

While I praise your decision to use Italian phrases, I must slightly correct your grammar. ^^

La Conoscenza è Potere ("e" without emphasis means "and", not "is")
L'Angelo della Notte (male nouns beginning with a wovel require the determined article "lo" truncated with apostrophe; "notte" is a female noun and requires the female articulated preposition)

...and Batman should be a combination of Investigator/Slayer/Ninja for me. Not Shwashbuckler. He's not jolly and boisterous enough. Maybe an Amateur Swashbuckler.


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Advanced Mythic Guide with mythic abilities added/upgrades for the new hybrid classes
Ultimate Skill
Classes of Golarion series


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Psychic detective inquisitor *drools* *___*


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A Monstrous Mount feat revised would also be in order. Flying mounts should be able to fly at full speed. Monstrous cohorts and flying companions are, after all.


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Mythic familiar-cohorts and companion-cohorts! More companion and cohort archetypes! Please!


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4. A fated family of Bizarre individuals has been bound for a hundred years to thwart the evil schemes of a powerful vampire, whose blood mixed with theirs at a certain point of their family tree. When the monster awakens after decades, a distant ancestor's spirit calls to arms all his descendants, granting them the power to free their own interior self in a semi tangible form... ^_^


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Spells like Possess Object or Enter Image should definitely be on the list for this class.


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Try searching "improved half-blood extraction" in the boards. :)
I created it. It's only an homebrew, but maybe it will become a 3PP Spell soon enough.


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I) Soul Warden prestige class (only to damage undead)
J) Spirit Warden shaman archetype (only to damage undead)
K) Witch Doctor shaman archetype (only positive)
M) Bone Oracle revelation (only to command undead)
N) Warpriest level 4
O) Hex Channeler witch archetype
P) Arcane Healer bard archetype


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Ok then, I'll stick with the familiar butterfly since that is the version that was requested in the thread. I'll work out the giant ridable butterfly as a separate monster that won't be submitted. Thank you. ^_^


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I think that TLaughingMan was talking about the ACG Shaman, while Dukeh555 was talking about the Open Design/Kobold Press Shaman (that's why I said that it would be confusing to have two classes with the same name) :) To answer the first question, I think yes. The ACG Shaman's spirit familiar (and the Houngan archetype's spirit familiar for the OD/KP Shaman) work like familiars in all respects.


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A negative channeling shaman lord of undead has still to be made, though I find it a must. And a channeling inquisitor too.


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And also:

Rooster


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Wish list:

Dog
Ferret
Marmoset
Swan


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Whoo! And now a similar book about animal companions, with a revised version of Monstrous Mount and an Improved Companion feat!


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Yup. All three submissions ALREADY sent! ^_^ Enjoy!


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MAYBE someone here is working on something like this... Keep in touch, you people! ^_^

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