161. (Insert your name)'s Vindication
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.
And, as for the baby vs. world argument:
Here's a rough early taste of the Beastbrewer- I'll post the first draft as soon as I'll complete it.
Primary Class: Alchemist
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
We can put it in the imperious bloodline spell list in place of the other till Paizo doesn't give another substitute XP...
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.
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.
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.
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.
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.
This being resembles an elf somewhat, though it has luminescent skin and bright, shining eyes.
Angel, Agathinon (CR 9)
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.
Sailor Moon = Oracle of Heavens 20/Celestial Disciple 10
Sailor Mercury = Water Wizard 20 (arcane bond with her Screenpad)/Pathfinder Savant 7/Loremaster 3
And at great request:
That's all, folks!
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:
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.
Alternate Racial Traits: Ancestral Arms (one elven or dwarven weapon), Craftsman, Dual Minded, Gift of Tongues, Integrated, Lorekeeper, Silent Hunter, Stonesinger, Stubborn, Woodcraft.
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.
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.
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).