Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Aide

Bardess's page

RPG Superstar 2014 Star Voter. 1,611 posts. No reviews. No lists. 3 wishlists.


1 to 50 of 81 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

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


1 person marked this as a favorite.

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! ^^


1 person marked this as a favorite.

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).


1 person marked this as a favorite.

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)


4 people marked this as a favorite.
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! ^^


2 people marked this as a favorite.

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

3 people marked this as a favorite.

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!


1 person marked this as a favorite.

Thanks anyway for the opportunity and feedback.

Star Voter 2014

1 person marked this as a favorite.

Vampires have long CANINES, not incisors.

Star Voter 2014

1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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.


2 people marked this as a favorite.

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.


1 person marked this as a favorite.

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.


1 person marked this as a favorite.
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).


1 person marked this as a favorite.

In Norse myth, Baldur's portfolio included beauty and charm.^^


3 people marked this as a favorite.

Weee! I was mailed from my editor! I'm in!^^


1 person marked this as a favorite.

Besides, we aim to show ALL the faces of love, both erotic and spiritual. Expect to find sacred prostitutes as well as gentle grannies, devout lovers and saintly prioresses. ^^


1 person marked this as a favorite.

...We are working steadily on it! ^^


1 person marked this as a favorite.
Snorter wrote:

Done it!

I split the article into two halves, one being an alternate class reminiscent of the al-Qadim sha'ir (but different enough in name, flavor and mechanics not to get sued!), and another article describing the Tiny elementals, which act as their familiars, but could also be a general use article, for any GM wanting to use a low CR encounter of elemental smaller than those given in the Bestiary.

Sending them in a few minutes, after a stretch.

I look forward to read it. My prestige class is a conversion from Al-Qadim too (but different not to be sued) ^^


1 person marked this as a favorite.

I give my vote to Alistair, though Flora seems intriguing too.


1 person marked this as a favorite.

If Bladed Dash is a new Qinggong power, then I'm in with all my shoes


1 person marked this as a favorite.

Argh... Please don't let me alone! I have a job and a life, you know!


1 person marked this as a favorite.

A promise is a promise...

The Repentant God:

There are archfiends, and there are empyreal lords. And then there is something in between.
Neutral quasi–deities are sometimes members of neutral outsider races which grew in power, similar to their good or evil counterparts; sometimes, they’re angels not enough fallen to be accepted in the fiends’ ranks, or demons searching to become better than they were begotten. The mysterious Darklands power, the Repentant God, seems to belong to this latter species, though no one can tell to have seen his real semblance or learned his real name, up until today.
Rumors has it that he was born a tiefling, from one of the underground races (it isn’t known which one), and lived an outcast’s life craving revenge against his family and fellows, who kept on spiting him even after he devised and used on himself the Improved half–blood extraction spell to purge the devil blood from his being. The only ray of hope in his life was the love of a pure elven maiden, traveling in the subterranean regions, who died to save him, holding to her persuasion that there was something good in him.
After his death he was chosen as an herald of an evil deity (again, it isn’t known which one), inciting terror as the embodiment of loss and death, and the patron of those who got drown in subterranean lakes. One day, he fought his greatest battle with an angel and was defeated, only to discover that the celestial being was actually his beloved one, returned to save him from his own darkness. From that day, he strives to change his ways in order to be one day received in heaven and see her again. As such, he’s become a protector of underground travelers and reformed evil creatures. For some reason, he began to protect mongrelmen, maybe seeing them as miserable outcasts just like he was in his life. The Repentant God’s clergy is still little known and sparse; his priests are mostly adepts and oracles, with a smattering of witches, inquisitors and underground rangers devoted to search and save pilgrims in danger in the Darklands. Clerics and druids (Blight and Cave druids) are the less represented.
The current highest–level worshiper of the Repentant God is Minos Bonifar, a repented undead lord in charge of an unnamed mongrelmen village built half on the surface. Minos used to be a Plague witch commanding an army of zombie bandits, but with his attempts to reform the Repentant God became his new patron. The dhampir has been driven a little schizoid by his efforts to change alignment, and doesn’t know that his quasit familiar has been secretly replaced by a nosoi in disguise, which reports every progress he makes to his new god.

The Repentant God
Home unknown
Alignment Lawful Neutral
Symbol Dark silhouette of a man’s head with a finger on his lips, on a white field
Portfolio Repented villains, subterranean waters, pilgrims, mongrelmen
Worshipers Travellers in the Darklands, mongrelmen, repentants
Favored Weapon spear
Domains Darkness, Law, Repose, Water
Subdomains Ancestors, Inevitable, Loss, Souls
Druidic Domains Cave
Inquisitions Conversion, Fate, Heresy, Imprisonment, Justice, Reformation
Mysteries Bones, Waves
Witch Patron Death, Endurance, Healing, Occult, Portents, Spirits, Water
Variant Channeling Darkness, Death, Fate, Justice/Law, Ocean/Sea/Water, Self–Perfection
Clergy Adepts, clerics, druids, inquisitors, oracles, rangers, witches
Spells All spellcasters worshiping the Repentant God may cast Atonement as a 5th–level spell.

Minos Bonifar
CN dhampir Oracle of Bones 9/Witch 8 (Dimensional Occultist)
Curse: Maniac Depressive (Necromancers of the Northwest, Mysteries of the Oracle)
Revelations: Channel (Raging Swan Press, Dhampir: Scions of the Night), Raise the Dead, Undead Servitude
Hexes: Beast of Ill–Omen, Cauldron, Disguise


1 person marked this as a favorite.

A metamorphist, able to "wildshape" into any creature OR object! Please!


1 person marked this as a favorite.
InfernosReaper wrote:

The True Res & incorporeal bits are way too strong on the low end, even if it's a DC 30. I've seen saves get milked pretty bad before & a meta '1 hour of gameplay' rule bit is just weird...

The capstone's just way too much. It's a bit strong with the immunities, but the phylactery bit goes way too far.

I was making an attempt with a class I'm not too much familiar with, even if I like it. I'll try to fix it.^^


1 person marked this as a favorite.
Little Red Goblin Games wrote:

Also, keep in mind that this is all open gaming content.

We would LOVE to see your take on prestige classes, feats, etc for the invoker.

Please yourself:

Grave Pact:

One traditional image of the invoker sees him as a dabbler in matters of the afterlife- as a grim undead lord, a fleshwarping researcher, or a twisted creature warping and corrupting his own body in order to discover the secrets of eternal life. Powerful, quasi-divine liches and demiliches may grant power to a mortal being for their own twisted ends, as may do bored noble vampires or lord necromancers. But the boldest grave pact invokers are said to have dealt a pact with Death itself, and maybe these rumors are not far from truth.
Alignment: Any nongood
Bonus Skills: Grave pact invokers gain Stealth as a class skill and as a class skill and gain a +2 bonus to Knowledge (planes) checks.
Damage Type: Negative energy
Blast Bonus: Creatures struck by a grave pact invoker’s mystic blast take a -2 penalty to saves against diseases, death effects and stunning for 1 minute.
Boons:
–Channel: A grave pact invoker channels negative energy like a cleric of his invoker level, though he doesn’t need a holy symbol to do so. His effective cleric level for the purposes of this ability is equal to his invoker level. The invoker may freely apply any channeling feat to this ability. This ability may be used a number of times per day equal to 3 + his Charisma modifier.
–Death Game: Whenever the invoker or one of his allies dies, he may attempt to play a game with Death to win back the dead’s soul. An illusory avatar of Death appears, and the invoker gets the choice of the game to play. Winning the game requires making three successful Will saves in a row with DC 30; if the invoker fails three saves in a row, Death wins. The game goes on until the invoker or Death wins, attempting one save per hour of gaming. If the invoker wins, the dead creature is resurrected (as per True resurrection), but the invoker takes 1 temporary point of Constitution damage for 24 hours; if the invoker loses, the dead creature stays dead and the Constitution damage is permanent (if he didn’t play for himself).
–Ghost Walker: Once per day, the invoker can make himself incorporeal (assuming the Incorporeal template) for 1 minute a day per invoker level he possesses.
–Spirit Lore: A grave pact invoker can summon a dead spirit once a week, asking questions on the current situation. The summoning ritual requires rare herbs and gems for a value of 100 gp per invoker level. The GM decides what the spirit does and does not know based on its past life and history. Unlike the spell, the spirit never attempts to deceive the invoker, but its answers can be unclear and imprecise.
–Touch of Malady: With a touch, a grave pact invoker may curse an individual with a rotting disease. He may use sickening strikes as a spell-like ability with a caster level equal to his class level a number of times each day equal to his Charisma modifier. At 6th level, he may use his daily uses of this ability to cast contagion instead. At 12th level, he may expend two uses of this ability to cast greater contagion. At 16th level, he may expend two uses of this ability to cast epidemic. In order to continue benefitting from this ability, the invoker must constantly avoid washing, bathing and cleaning himself in any way. If he does, he loses access to his arcane blast class feature for a week.
Taboos:
–Corrupt Nature: The invoker can be turned or commanded as though he were an intelligent undead creature.
–Deadly Allergy: Some mundane substance, like garlic or rose petals, strongly repels the invoker. The invoker may not enter areas where the substance is present.
–Unnatural Body: Magical or mundane cures have less effect on the invoker. The invoker receives –1 point of healing for each die rolled.
–Unreflective: The invoker’s image can’t be reflected in mirrors, water or other shiny surfaces.
–Unwholesome Craving: The invoker must consume the flesh or blood of a living creature of his same type every day (inflicting 1d4 points of damage at least) or suffer from withdrawal just like a vampire.
Grave Pact Mastery: At 20th level, the invoker becomes immune to death, disease, poison and sleep spells and effects, and may use a phylactery to store his soul like a lich. Even if he’s reduced to negative hit points, he automatically stabilizes and recovers in time until the phylactery’s destroyed.


1 person marked this as a favorite.

I'll post the stats of the Repentant God which were left out!!!


3 people marked this as a favorite.

Token of Courtly Love
With hearts embroidered on it, this parfumed gift enhances the banner bonus of a cavalier by +2 if displayed on his lance.


1 person marked this as a favorite.

MIKI (RIP), black & white CG quasi-Siamese Barbarian/Rogue
She brought home mice, little birds and lizards and freed them on the floor. Once she brought a snake. Once she brought a days-dead pigeon. Where did she find it, I don't know. One of her preys lived months under our washing machine eating her remnants at night, without us knowing it.
She managed to get lost everywhere. Once she survived for three weeks on a garage sill without food, while we were searching for her desperately.
Her purr was the loudest that I ever heard. And she was able to purr and lick your hand lovingly one minute, and trying to snap your wrist like a mouse's neck with a bite the next.
When she was 5, she came home one day with an eye less.
She was able to find her way around walls, hanging protective nets, and cages to go where she would. She could jump off a three-meters high window if that meant getting out of the home when she was bored.
When she died at 10 by kidney failure, the veterinarian said that not either a St. Bernard would have held on so long.
I still miss her.


2 people marked this as a favorite.

I like it. When I play an halfblood, knowing that villains will call me a "bastard" makes me feel a BADASS... who will have all the more pleasure in making them laugh from the other part of their faces! ^_^


1 person marked this as a favorite.

Bladed Dash and Greater Bladed Dash.


1 person marked this as a favorite.

I'm the first one to submit! Enjoy my new PrC- I made it in advance this time!


1 person marked this as a favorite.

Do we digital backers need to begin thinking to a spell for submission when 900 or 1000 backers will be hit? ^_^


1 person marked this as a favorite.
Quintin Belmont wrote:
88. Za Warudo!!!!!!!

92. Star Platinum!!!


1 person marked this as a favorite.

Sha'ir


1 person marked this as a favorite.

179. The Master of the Circlets. A collection of halfling adventure stories, some imaginary, some actually based on the deeds of the greatest halfling heroes of all time (and their human, elven, dwarvish and aasimar "henchmen"). Whoever possesses this book has better initial attitude from halflings (+1 degree), but can't help to be drawn in endless chattings about the greatness of said heroes.


2 people marked this as a favorite.

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.


1 person marked this as a favorite.

136: The Tale That Never Ends
This begins as an ordinary adventure story about a young sorcerer, still unaware of his inborn magic, stealing a book from a magic library... The book's description matches this one.
The boy later gets sucked in the book as he reads incredibile stories about a strage world with cars, planes and machines... And the reader is sucked in along with him! Alone in a world without magic, the two of them must find the way out by passing its many trials and meeting the author, to come to an happy Ende...


4 people marked this as a favorite.

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


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

Blight Druid. You may choose any familiar you want.


3 people marked this as a favorite.

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


1 person marked this as a favorite.

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!


1 person marked this as a favorite.
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.


1 person marked this as a favorite.

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


1 person marked this as a favorite.

Under request from a player, I reworked the Sentinel a little in order to make it: 1) less "fiend-fighting"-oriented, 2) less similar to the Empyreal Knight, 3) a little more similar to the 2E Myrikhan, which was rather "druidical", 4) correct some inconsistencies (bonus vs. acid/cold/electricity and then immunity to fire/cold/electricity at 20th level?)
Here's the result. Make me know if this seems too powerful.

The Sentinel (paladin archetype)
Alignment: Neutral good.
Class Skills: Intimidate (Cha), Knowledge/planes (Int), Perception (Wis) and Survival (Wis) are class abilities for the sentinel. These replace Handle Animal, Knowledge (nobility) and Ride.
Celestial Fortitude (Su): At 3rd level, a sentinel’s endurance and fortitude are enhanced against evil and fiendish attacks. He gains a +2 sacred bonus to all Fortitude saving throws against spells and effects from evil creatures.
Immanence (Su): As a sentinel advances, his ties with the celestial and natural realms grant him new abilities and defenses. At 3rd level, he gains resistance 5 against fire, cold, and electricity. At 6th level, he gains a +4 divine bonus on saves against poison. At 9th level, his defenses improve to resistance 10 against fire, cold, and electricity. At 12th level, with a successful saving throw against a spell or effect from an evil creature that normally deals half damage or partial effects on a successful save, the sentinel instead takes no effect.
At 15th level, as a swift action, the sentinel can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. It otherwise functions as a magic circle against evil. He can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive. At 18th level, the aura functions as dispel evil instead.
These abilities replace mercy.
Channel Good (Su): A sentinel's channel positive energy ability doesn't harm undead, but harms evil outsiders as if he had chosen the Alignment Channel feat. If the sentinel wants to affect undead with this ability, he must take a tailored feat (Undead Channel), described below. He can normally take other feats to add to this ability, such as Extra Channel and Improved Channel, and also feats that alter this ability, such as Elemental Channel. This ability replaces channel positive energy.
Divine Bond (Sp): A sentinel whose divine bond is with a weapon can't give his weapon the axiomatic property, but can give it the negating property. Additionally, he can choose to swap the flaming and flaming burst properties with frost/icy burst or shock/shocking burst. This choice must be made at 5th level and cannot be changed later.
Alternatively, a sentinel can gain the service of a celestial ally. This functions as summon monster III, except the duration is permanent and the sentinel can only gain the service of a single creature and that creature must either have the good subtype or it must be a celestial animal. Once selected, the choice is set, but it may be changed whenever the sentinel gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, a sentinel may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the sentinel’s level. The ally immediately appears adjacent to the sentinel. A sentinel can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the ally gains the advanced template. At 15th level, a sentinel’s ally gains spell resistance equal to the sentinel's level + 11.
Should the sentinel’s celestial ally die or be banished, the sentinel may not summon another ally for 30 days or until he gains a sentinel level, whichever comes first. During this 30-day period, the sentinel takes a –1 penalty on attack and weapon damage rolls.
Celestial Ascension: At 20th level, a sentinel becomes a real celestial champion. His DR increases to 10/evil. Whenever he uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using his paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, the sentinel gains complete immunity to fire, cold or electricity (his choice). This ability replaces true champion.
Spells: The sentinel loses access to Protection from chaos, Arrow of law, Archon's aura, Magic circle against chaos, Bestow grace of the champion and Dispel chaos, and gains access to Produce flame (1st level), Flame blade (2nd), Protection from energy (3rd), Sheet lightning (3rd), Ice storm (4th), and Wind walk (4th).

Undead Channel
A sentinel paladin can target undead other than fiends with his positive energy.
Prerequisites: channel good class ability
Benefit: A sentinel can affect undead with his positive energy. You must make this choice each time you channel energy. If you choose to harm undead, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

1 to 50 of 81 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.