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RPG Superstar 7 Season Star Voter. 2,194 posts. No reviews. No lists. 2 wishlists.


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Drahliana Moonrunner wrote:
My Self wrote:
Sah wrote:
DR 20/Women.
Hah. Except that Merry, a male halfling (probably Rogue, Commoner, or Aristocrat) manages to shank his leg with an Angmar-people bane blade. So maybe more like DR 20/Not-humans... or maybe just DR 20/GM Fiat? Or perhaps it's more like +4 AC vs men?

Technically speaking... Merry was not a Man.

That's the thing with literally worded immunities.

Also, Merry was a Herald Squire Cavalier of the Shield! (Probably with one Mythic tier too, since he drank the Ents' water!)

For the Witch King, I'd go with Antipaladin/Necromancer/Eldritch Knight, without forgetting his fiendish pteranodon bonded servant.


I created Infernal Obedience for Wayfinder #11, if it can be useful to you.


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No living man can kill him
But before you is a WOMAN! XD


New Magus Arcana

Warlock Talent: The magus can select a vigilante talent. For the purposes of selecting and using this talent, he counts as a 10th-level vigilante with the warlock archetype, regardless of her actual magus level. The magus must be at least 12th level to select this talent.


You could make a magus arcana allowing to take warlock talents. I did one for my inquisitor, after the rogue talent that's already in the book.


Two useful questions could be:
Does the character choose his path in life, or does he just finds himself into it?
Does he act alone, or does he need an organized structure? (Witches and investigators could be a little borderline here)

So I'd say something like this...

Intuitive: Bloodrager, Kineticist, Medium
Self-Taught: Brawler, Hunter, Investigator, Mesmerist, Occultist, Shaman, Skald, Spiritualist, Swashbuckler, Vigilante
Trained: Arcanist, Psychic, Slayer, Warpriest


Okay. Then what about a Nightblade? It seems nearly perfect (can cast spider climb too... and remember to take Amateur Swashbuckler). The Stygian Striker seems great too (and remember to take Flamboyant Arcana). Use Domain Acolyte (Trickery/Deception, and maybe Darkness/Night) to give him BAMF at 3rd level (Believer's Boon won't do, is too weak).


All the new rogue talents from Ultimate Intrigue should be available to investigators who select the Rogue Talent investigator talent.


The following talent is available to an inquisitor with the Divine Detective archetype.

Zealot Talent: The divine detective can select a vigilante talent. For the purposes of selecting and using this talent, she counts as a 10th-level vigilante with the zealot archetype, regardless of her actual inquisitor level. The divine detective must be at least 10th level to select this talent.


The Warlock book IS out.


I like this. It could be maximized making him a Swashbuckler/Wizard and maybe going Eldritch Knight at high levels.


Or you can simply go Shadowdancer (using a rogue, magus or swashbuckler as a basis, and making him a worshiper of Cayden). Maybe this is the best option.


The blend with shadow trick could be done with Mythic Eldritch Heritage (Shadow) or Believer's Boon (Night). After all, Kurt is a very devout guy in comics.


You could use the Pass per Human racial trait (Kurt can't pass per human so easily, but maybe he still has his old image projector) and take the Racial Heritage feat (elf) to select the Spell Dancer magus archetype. After all, Nightcrawler is the "fuzzy-elf", so it seems fit to make him as an elf-blooded tiefling (a fetchling could be great, but that race has no tail...) A magus can cast Spider Climb, Blink, and Dimension Door; a spell dancer uses Dimension Door as a SLA at 9th level. Add Mythic Trickster/Shadow Stealth to the mix to be able to teleport at 1st level, and don't forget to select Flamboyant Arcana and Arcane Deed! A Charlatan's Cape can help too.


Tiefling Swashbuckler, Mythic tiers in Trickster, Shadow Stealth Path ability.


7-8, I think.


I tried to make something like this myself.


Supposing that the LDS uses most often a rapier or a sabre (slashing rapier), the finesse weapon training ability could be discarded.


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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.


Will the Occult archetypes be only for Occult classes? A medium barbarian or a psychic oracle would be much needed.


All three sent. Hope you like them.


I finished shamans, witches, bloodragers, barbarians and favored classes, and a winged feline for spare. All is ready, so go on when you are.


Variant Multiclass Psychic

A character who chooses psychic as her secondary class gains the following secondary class features.

Discipline: At 1st level, she must select a psychic discipline. She treats her character level as her effective psychic level for all discipline powers.

Discipline Power: At 3rd level, she gains her discipline's 1st-level power(s).

Improved Discipline Power: At 7th level, she gains her discipline's 5th-level power(s).

Telepathic Bond: At 11th level, she gains the telepathic bond power as a psychic of her character level -3.

Phrenic Amplification: At 15th level, she gains a little psychic pool with a number of points equal to her Wisdom or Charisma modifier (depending from her chosen discipline) and can select one phrenic amplification.

Greater Discipline Power: At 19th level, she gains her discipline's 13th-level bloodline power.


An Additional Evolved Consciousness power would be needed, as well as some more abilities borrowed from other paths (Adamantine Mind from the Guardian path would be a great one, for example).


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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...


Do Zealots still get to select Channel Energy?


Something about the inquisitor archetypes, please? The names sound so... amazing!


*sigh* So we can't have a secret-identity inquisitor? Just Inquisitions?


Left out of the list by mistake... ^_^

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.


Discovering her true origins was too much for Imrijka’s mind. She actually was the blood daughter of Urgathoa herself, destined from birth to become the goddess’ right arm and heir. And worse, her tutors always knew that and kept it hidden from her. In a blast of fury, when everything she believed in proved false, Imrijka killed the ones she loved and respected with her own hands. But this wasn’t enough for her thirst of revenge. She managed to place the blame for the carnage on someone else, and continued formally to belong to the church of Pharasma, secretly rededicating herself to Urgathoa and keeping on with her killing spree. Some inquisitors of her order suspect and pursue her, but they never found any clue to convict the heretic. Imrijka will not stop until all the members of the church that lied to her will be dead, but gladly accepts other murder contracts as well, to placate the rage and resentment burning into her heart.

Imrijka, Godling of Murder, CR 5:

XP 1,200
Female half–orc inquisitor of Urgathoa 4 (Heretic/Preacher [Ultimate Magic])/hierophant 2
NE Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +9

----- Defense -----
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dexterity, +1 shield)
hp 29 (4d8+4+8)
Fort +5, Ref +2, Will +7; +1 trait bonus vs. illusions (Crisis of Faith)
Defensive Abilities hard to kill, orc ferocity

----- Offense -----
Speed 30 ft.
Melee mwk morningstar +8 (1d8+3), spiked gauntlet +6 (1d8+3)
Ranged mwk hand crossbow +6 (1d4, 19–20)
Special Attacks bleeding touch (6/day, 4 round), judgment 2/day, mythic power 7/day, surge +1d6
Spell-Like Abilities (CL 4; concentration +3)
At will—detect chaos, detect evil, detect good, detect law
Inquisitor Spells Known (CL 4; concentration +7)
2nd (2/day)—cure moderate wounds, enshroud thoughts (Occult Adventures)
1st (4/day)—bane, divine favor, expeditious retreat, protection from good
0 (at will)—bleed, detect magic, detect poison, guidance, read magic, resistance
Domain Death/Murder (Advanced Player’s Guide)

----- Tactics -----
Before Combat Imrijka protects herself with enshroud thoughts, protection from good, and divine favor, and applies poison on her weapons.
During Combat Imrijka prefers shooting from the shadows with her crossbow, resorting to hand–to–hand combat only when necessary. She will resort to her judgment ability and bane spell to maximize her advantage and try to demoralize her foes during combat.
Morale If her prey or pursuers are too tough for her, Imrijika will flee to fight another day, using her heretic abilities and expeditious retreat to vanish without leaving tracks.

----- Statistics -----
Str 16, Dex 14, Con 13, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +6 CMD 18
Traits Amoral Mercenary, Crisis of Faith
Feats Intimidating Prowess, Mythic Intimidating Prowess, Weapon Focus (hand crossbow)
Skills Bluff +8 (+10 vs. followers of Pharasma), Intimidate +16 (+15 vs. mythic creatures), Knowledge (dungeoneering) +6 (+8 to identify creatures or vs. followers of Pharasma), Knowledge (religion) +6 (+8 to identify creatures or vs. followers of Pharasma), Perception +9 (+11 vs. followers of Pharasma), Sense Motive +12 (+14 vs. followers of Pharasma), Stealth +11, Survival +9 (+11 to follow or identify tracks or vs. followers of Pharasma)
Languages Common, Orc
SQ amazing initiative, cunning initiative, determination 2/day, divine surge (inspired spell), hide tracks, lore of escape, orc blood, path abilities (heathen slayer [Pharasma], mythic domain) stern gaze +2, track +2, weapon familiarity
Gear mwk morningstar, mwk hand crossbow with 20 bolts, screaming bolt (Ultimate Equipment), vulnerability bolt (Ranged Tactics Toolbox), spiked gauntlet, +1 chainmail, mwk light quickdraw steel shield (Advanced Player’s Guide), alchemist’s fire, black adder venom (Ultimate Equipment), flash powder (Ultimate Equipment), flask of unholy water (25 gp, hidden into her holy symbol), inquisitor’s kit (Ultimate Equipment), gray justice (Agents of Evil), hat of disguise (Ultimate Equipment), potion of cure moderate wounds (300 gp), sleeve holster (Advanced Class Guide), silver holy symbol with flask (35 gp), sunrod (25 gp), 8 gp in coins.

----- Special Abilities ----- (and sources):

Amazing Initiative (Ex): (Mythic Adventures) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Amoral Mercenary: (Hell’s Vengeance Player’s Guide) You have always looked after yourself first, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fine too, as long as the pay is right—whatever it takes to get the job done. With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can.
You’ve got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Crisis of Faith: (Faiths and Philosophies) You were raised to uphold a specific set of tenets, and you never had reason to doubt their veracity. Recent events, however, have undermined that certainty, and you now find yourself wondering if any of the universal truths you once believed in can actually hold up to scrutiny. Perhaps you witnessed a mentor or church official fall from grace or violate your shared tenets. Maybe you watched a friend injured terribly despite (or because of) her pure faith. Whatever the case, your shaken confidence grants you a +1 trait bonus on saving throws against illusions. You may replace any other faith trait with the Crisis of Faith trait whenever you gain a level. This replacement is permanent until you receive atonement.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Determination (Ex): (Preacher) At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.

Hard to Kill (Ex): (Mythic Adventures) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Heathen Slayer (Ex): (Mythic Adventures): Pick one deity (or similar entity able to grant divine spells to followers) as your religious rival. You gain a +2 bonus on weapon attack and damage rolls against this deity's followers, as well as a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against this deity's followers. At 6th tier, these bonuses increase to +4. You can select this ability multiple times. Each time you do, choose an additional deity to be a religious rival.

Hide Tracks (Ex): (Heretic) At 1st level, a heretic inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

Inspired Spell (Su): (Mythic Adventures) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Intimidating Prowess, Mythic: (Mythic Adventures) You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also have the Persuasive (mythic) feat, you can expend one use of mythic power to treat the Intimidate check as if you had rolled a natural 20.
You must decide to use this ability before the roll is made.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Escape (Su): (Heretic) Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Lore of Escape (Ex): (Heretic) At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
This ability replaces monster lore.

Mythic Domain (Su): (Mythic Adventures): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.

Mythic Power (Su): (Mythic Adventures) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Surge (Su): (Mythic Adventures) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon.


I have problems of visualization today. All the site's writing appears moved to the left and part of it can't be seen.


A Temple Champion gains only the base power of her chosen domain. She wouldn't gain the 6th-level power, so she couldn't rage.
Also, Inquisitions haven't associated blessings (yet), so the paladin wouldn't gain that, either.


Yay! Thank you, J. You're a great editor and it was a pleasure to work with you.


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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.


Does the grand alliance grand talent have prerequisites?


More like a temporary cybernetic implant... The chainsaw is a two-handed weapon, but I'm thinking about a high-level rage power/witch hex/magus arcana... ^_^


*me thinks about an Army of Darkness witch/shaman hex...


When can we have a Legendary Rogues II with more talents and archetypes? Please make a rogue with panache and an updated Amateur Gunslinger/Swashbuckler talent!


For the ACG classes neither. The Mythic Hero's Handbook had something for them, but not enough. We hope in you, Legendary Games.


Here too.
Maybe someone already said it, but... LN Elf Crossblooded Sorcerer (Fey/Maestro) 15/Dungeon Lord 5/Trickster 10 (with Divine Source to make him grant priestly powers to his servants. His domains should be Charm, Law, Madness, and Trickery and his subdomains Deception, Insanity, Nightmare, and Tyranny).


01001001 01100110 00100000 01111001 01101111 01110101 00100000 01110101 01110011 01100101 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00100000 01111001 01101111 01110101 00100000 01100011 01100001 01101110 00100000 01100011 01101111 01110101 01101110 01110100 00100000 01110101 01110000 00100000 01110100 01101111 00100000 00110001 00110000 00110010 00110011 00100000 01101111 01101110 00100000 00110001 00110000 00100000 01100110 01101001 01101110 01100111 01100101 01110010 01110011 00100000 01011110 01011111 01011110


Is it allowed to use a monster already published on Wayfinder?


73 32 97 100 109 105 116 32 109 121 32 102 97 117 108 116 46 32 68 101 99 105 109 97 108 32 105 115 32 109 111 114 101 32 116 104 97 110 32 111 99 116 97 108 44 32 116 104 111 117 103 104 44 32 103 111 111 100 32 115 105 114 46 32 58 80


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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 ^_^


V2hhdCB0aGUgSEVYIQ==


4f 6b 2e 20 49 27 6c 6c 20 67 65 74 20 74 6f 20 77 6f 72 6b 2e


Everything is better with barbarians riding giant flying cats!
Why? Because.


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Hmmm... Nanite-blooded bloodragers and barbarians... Shamans of Technology... Robot-crafting wizards... Clockwork Animal companions... Technodruids... Technopath kineticists...


Soul Warden. ^_^


An issue focused on Occult, Mythic, or Companions & Familiars would be a real treat for me. ^_^

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