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Bardess's page

RPG Superstar 2014 Star Voter. 1,833 posts. No reviews. No lists. 2 wishlists.


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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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FUNDED!!!


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LG. Definitely LG - not - stupid and an absolute badass!


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i just had to think to all that I hate most. ^_^ My PrA is dedicated to a villain that I'd love to beat like a carpet.


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I have been asked to write some unusial familiar, like aberrations or plants. When I'm done I'll post the results here and in the kickstarter page.
Someone has some suggestions? ^^ Do you want walking flowers or cat-headed flying hamsters? (My 4-years old boy asked me that... ^^;)


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Come on guys! I'm cutting me own throat- if we reach 100 backers today, I'll accept a writing request! I'm not Tim neither Christina and I can't promise it will be in the book, but hope this helps! ^_^


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Whether the witch doctor is a shaman or a witch, I hope he can command undead.


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We already know... And I already made all three articles ^^


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Thank you, my most revered lady. I'll send you multiclass stuff and spells and hexes and feats in exchange. ^^


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Like I said, put it and I'll revise my pledge. ^^


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Are those elemental spirits, or dead spirits? Please tell me they can be BOTH...


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Many women are still engulfed in stereotypes themselves. We often overreact blaming men, when we are restraining ourselves.


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Thank you. If the Lady Medusa gives me the quest, I'll ask for your precious help, Sir Witchknight. ;)


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In for $25! Unfortunately I'm not rich enough to submit material, but if ever there's a The Way of the Witch add-on I will take that! ;)


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Larina O_O She's... the six-year-old fledgling witch from the introduction to the 2E Complete Netbook of Witches and Warlocks!?
Tim, I love this book already!


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P.S. Give me that winged cat O_O


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I'm amazed because no one opened a "create a mount" thread yet. ;)


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Great rideable winged cats!


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A Shieldmaiden Warpriest, able to enhance her shield rather than her armor. Shield bonus feats and reduced blessings/spellcasting.
A Witchdoctor Shaman, with better access to necromancy divine spells and command over undead/negative channeling.
A Flying Duelist Shwashbuckler, expert in mid-air fencing duels.
A Wildblooded/crossblooded Bloodrager.
A savant arcanist able to gain more school/bloodline powers.
An option for CG/LG Hunters.

Please, mommy?


1 person marked this as a favorite.

There should be an archetype giving channeling abilities, or at least commanding undead and turning/rebuking outsiders, clerics and holy warriors of opposite alignment, like clerics could do in 2E.


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I find it puzzling that a witch hasn't access to Undead- creating and controlling spells, neither to outsider- binding spells, unless she has the right patron. In my mind, that's what a witch should be all about.


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I disagree. A Chaotic paladin isn't a whimsy character- he's a character who follows his own moral code.
And killing a monster who's not attacking is not unlawful. It's evil. He fell and fell hard, unless he can give a VERY good explanation.


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True. So it can't be an "official" 3PP supplement. Nonetheless, it will come out. Sooner or later. ^^ And maybe it doesn't need to be that "adult" after all. ^^
[/OT]


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Mailed. Hooray! My two favorites of three are in! For the first time!


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Answered! I don't know if I did a good work, but if you like it, please yourself! If you don't like it, no offence taken!
By the way, great song choice! ^^


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Didn't know it. Just bought. Thank you EZG! My cavalier that definitely wanted a giant winged panther mount thanks you all very much too!


2 people marked this as a favorite.

If you want to go dark fantasy/morbid flavor, please tell me BEFORE my character falls in love with the main NPC. (It was a big trauma).


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My husband IS a beautiful dastard. He's also a stern literary/gaming criticist and an investigative inquisitor, so maybe it's better if he doesn't read this :P (Just joking)


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Mikaze wrote:

Holy #%*+ guys, that's no laughing matter. :(

** spoiler omitted **

You realize that there's no exit from that labyrinth, do you?

Oh. You do.
You REAAAAAALLY disappointed me. I'm no more your mystery cultist. All hail the new archdevil Mikazius.


1 person marked this as a favorite.

I'd say that one of two things may be true:
1) The PC is a follower of a deity. When going mythic, she becomes a saint under that deity. Therefore, her worshipers go in that deity's realm.
2) The PC doesn't follow any deity in particular. A tiny realm of her own appears on the plane of her alignment, without her knowing. Her worshipers go there- and she's due for a bit of a surprise next time she dies or plane shifts.


1 person marked this as a favorite.

If only! But it's way too long a travel! ^^
Too kind Shadowborn! I am giggling maniacally!
Ok, the third review saying something nice about the Hakima will earn the full stats of Sahira Goldflame, the iconic Hakima! This is a promise! ^^


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I wouldn't mind a digital only tier with stretch goals. It would be expensive having a physical copy sent here to Italy, but I could give some more euros for PDF and stretch goals.

Star Voter 2014

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I just saw mine... Wow, So I survived after all! Thank you!
I'm seeing many new items now, and most of them are good!


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Thanks anyway for the opportunity and feedback.

Star Voter 2014

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Vampires have long CANINES, not incisors.

Star Voter 2014

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Additionally,

...what?

Star Voter 2014

1 person marked this as a favorite.

Too powerful. Also, it's a ring and this time I'm SURE Rings are not allowed.


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313. The Shining Pages
This book counts 666 pages all covered in shining letters saying endlessly "All work and no play makes (reader's name) a dull boy". Male characters who even open the book are affected by greater confusion. Strangely, the curse seems not to have effect on females, maybe because it doesn't rhyme. A confused victim can come back to his senses only with a break enchantment cast by someone who read the book without becoming crazy.


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I once had a character playing a NE Cleric of Undeath in a Good/Neutral company, including a paladin. I made the other characters take the evil one as a prisoner and force him to accompany them in their quest, since he was the only one who could give them the informations they needed to defeat their enemies. The cleric gave informations only sparely and insisted to talk only with the paladin, whom he had known from childhood and knew was true to his word. The paladin wished to redeem the evil one, and anyways had given his word to protect the old friend, so he prevented his allies to kill him, even if he didn't like him so much. That seemed to work.
But you have the other way round and- I don't think this can work easily. Maybe you could make up a story to give it a try anyway. Good luck.


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I already posted it in the boards, so here's my own one. Maybe not too original. Source: Orson Scott Card's "Wyrms" novel.

The Dwelf:
Dwelf (Dwarf/Elf Hybrid)
Dwelves are shorter than both elves and dwarves, much like a tigone's littler than a male tiger and a lioness- differently from Muls, that grow higher than both dwarves and humans. They're often mistaken for gnomes or halflings. They appear as shorter, thinner and jolly dwarves with no beards, pointy ears and a loud laugh. Dwelves are highly resistant to magic, as a result of the mixing of a magic race and a magic-resistant race, but they tend to be not very smart, due to the contrasting mindsets of their parent races. Some of them are raised among dwarves or elves, not discriminated but viewed as strange and unfitting; most are children of travelling parents, and travellers on their own right for a whole life, in search of a place to settle and integrate.
Dwelves love a good meal and drink, and a good story before a fire; many become bards, fascinated from ancient racial lore, maybe because they haven't a racial lore of their own.

+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.
Normal Speed (0): Dwelves have a base speed of 30 feet.
Low-Light Vision (1): Dwelves can see twice as far as humans in conditions of dim light.
Defensive Training, Lesser (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.
Integrated (1): Dwelves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Keen Senses (2): Dwelves receive a +2 bonus on all Perception skill checks.
Mixed Blood (0): 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 (0): 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), Beguiling Liar, Craftsman, Curiosity, Dual Minded, Gift of Tongues, Gregarious, Lorekeeper, Silent Hunter, Sprinter, Stonesinger, Stubborn, Woodcraft.

Dwelf Adventurers
Alchemist: Dwelves make surprisingly good alchemists, considering that neither of their parent races favors much this path of life, and their own distractful nature. Many of them hope to find in mutagens the physical and psychical power they lack.
Barbarian: The very concept of a barbarian dwelf can make many laugh. Actually, due to their small size and peaceful nature, very few choose this class. Those few ones are often driven by rage against a family or a society that refused them.
Bard: The bard’s life seems the natural choice for dwelves, who fulfill this way their love for song, travel, drinking and carousing. They’re expecially fascinated by ancient lore and racial legends, maybe because they haven’t a racial history of their own.
Cavalier: A dwelf cavalier seems improbable just as a barbarian, but there are actually a bit more cavaliers than barbarians in the race. They mostly bond with ponies or large dogs as mounts, and tend to be knights errant.
Cleric: Dwelven clerics tend to worship elven or dwarven racial gods, or deities of patience and tolerance. Most choose minor deities as their protectors, as they don’t feel at ease in mighty and large churches.
Druid: A dwelf that believes to find in nature the peace and relief he longs for often retires in woods or deep underground caves and becomes a druid. Dwelf druids tend to be hermits, keeping themselves hidden to outsiders and protecting the environment where they chose to take refuge.
Fighter: Dwelves may seem not very physically adept, but are stronger than most Small races due to their dwarven blood, and many of them must learn to defend themselves against an hostile world. These may embrace a fighter’s life and be quite good at it.
Gunslinger: Often, you can better defend yourself shooting your enemy before he can come near enough to hit you with his sword. Those dwelves who think this way become gunslingers, and can surprise many a foe with their good aim.
Inquisitor: The most rancorous of dwelves take the inquisitor’s path, and while not many in number, they are relentless in their chases. Often they choose to track and bring to justice dwarf and elf criminals.
Magus: Few dwelves have enough patience and force of will to combine wizardly magic with the force of arms. Those dwelves that become magi choose most often witchy or sorcerous archetypes.
Monk: Quite a few dwelves choose to use their bare hands to defend themselves rather than a sword or a gun. They become highly skilled monks, also due to their high Dexterity.
Paladin: Most dwelves are too bound to defend themselves to defend others, but those chosen souls who pledge to relieve their fellows from the suffering that they have had to pass make surprisingly lethal paladins. Don’t laugh lightly of a dwelf paladin unless you want to eat back your laugh on the point of his lance.
Oracle: It’s more likely for a dwelf to be chosen by a god (often against his will) than to choose to serve a god himself. The most frequent mysteries among dwelven oracles are ancestors, elements, lore, nature, time and wood.
Ranger: Dwelf rangers do more than seek peace and relief in nature: they seek and help travelers and people in need, lost in their chosen terrains, as they are lost in a world of different races. Dwelven rangers can be found in every terrain, even in a big city.
Rogue: Dwelves may often be forced to live a life of expedients and little thefts, be it in a city, in a wood or underground. They may easily disguise themselves as children of other races to avoid suspects; in this they’re better even than halflings.
Sorcerer: Dwelves sorcerers have a rich diversity of bloodlines from both their parentages, from fey to deep earth to elemental to draconic to geniekind. Crossblooded sorcerers are all but rare, choosing to favor both their paternal and maternal line.
Summoner: Many dwelves have quite a bit of imagination, and in their childhood create imaginary friends to relieve their sense of solitude. Once grown up, they can give those fantasies a more concrete body as a summoned eidolon.
Witch: Dwelf witches are far more numerous than wizards. While concentrating on arcane spells is not their strong point, dwelves can find the security they long for in their pact with a mysterious power and a familiar rather than in nature or in arms.
Wizard: It’s not frequent for a dwelf to take on the secluded and highly concentrated studies of the wizard. Those dwelves who work hard to exceed their limits can become enchanters or illusionists, but abjuration and conjuration too meet a dwelf wizard’s tastes.

Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, dwelves have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all dwelves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Alchemist: Add 1/4 minute to the effect time of mutagens created by the dwelf.
Bard: Add 1 to the dwelf’s total number of bardic performance rounds per day.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For dwelf druids whose nature bond gives them an animal companion, add +1/4 feat to the animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats.
Ranger: Add +1/4 feat to the ranger's animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats. For dwelf rangers whose hunter bond is with their companions, add +1/4 round to the duration of a favored enemy bonus granted to the ranger’s companions.
Rogue: Add a +1/2 on Bluff checks to feint, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, dwarven, or human child.
Summoner: Add +1/4 feat to the summoner's eidolon.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Witch: Add +1/4 feat to the witch's familiar. If the dwelf ever replaces her familiar, the new companion gains these bonus feats.


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RJGrady wrote:

Note that Aphrodite was primarily the deity of fleshly love, i.e. marriage in the bedroom, procreation, "falling in love," seduction, and so forth. As such she was considered very powerful and respectable by the Greeks, but they were always concerned about falling into shameful behavior because of her influence. In particular, the Trojan War does not put her in the best light, as she is both manipulative, and also arrogant enough to engage in battle against the soldiers of more martial deities...

The Greek deity of attractive love is Eros. The story of Eros and Psyche is literally about the marriage of attractive emotion and the aware mind/soul; when Psyche looks to closely at Eros's nature, she loses his affections.

Some versions of Zeus, such as Zeus Velchanos, are depicted as a handsome youth. Hermes/Mercury is definitely a beautiful god, though not a loving one; his love is for the arts. Apollo was sometimes popular as a patron of chaste male love.

According to Plato, there actually were TWO goddesses called Aphrodite: 1) "the motherless daughter of Uranos", goddess of spiritual love, and 2) the daughter of Zeus and Dione, goddess of physical love. In the same way, there were two Eros or Cupids.

And yes, Eros is a great example of a male love god. Another one is the Hindu Kama (but the tantric aspect of Shiva is pretty sexual too).

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