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Bardess's page

RPG Superstar 2014 Star Voter. 1,837 posts. No reviews. No lists. 2 wishlists.


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Some of these could have been already created! Go check! :)

@Elghinn
Ok with your changes. Sure I'd like the cavalier's charge, but Expert Trainer feels so much in flavor for a Zorro type that I think it should stay. Maybe remove Mighty Charge (so she doesn't become too much similar to a cavalier)?
As for the Order of the Wing, I created it at first to use with the Monstrous Mount feat and some other rules for flying mounts I created. You're right, it's not so useful alone. However, the steed added half its master's Fly skill score to its own.


Hmm, if Mount goes to level 2, then the challenge should be moved too? Anyway, no problem with the movings. Level 1 is a bit crowded indeed.


*pant pant phew* Done!

Flamboyant Challenger:

Elegant fencers can be paragons of grace when dueling afoot, but the flamboyant challenger goes a step further in her boastful deeds. Galloping on the battlefield astride her faithful mount, she delivers death blows with her rapier merrily charging with a smile on her face. Often, a flamboyant challenger’s steed is just as renowned as its master, and little less feared for its deeds and fearlessness.

Primary Class: Swashbuckler
Secondary Class: Cavalier
Alignment: Any
Hit Dice: d10
Bonus Skills: The flamboyant challenger adds Handle Animal to her list of class skills. She further adds to her class skills the skills granted by her order (see below). If she already possesses one of these skills, she can freely choose any other cavalier skill to add to her list.
Skill Ranks: 4 + Int modifier.
Base Attack Bonus: +1
Saving Throws: GGP
Weapon and Armor Proficiency: A flamboyant challenger is proficient with simple and martial weapons, as well as light armor, but not with shields.

1) Deeds, mount, order, panache, swashbuckler finesse
2) Charming challenge 3/day, order ability
3) Deeds
4) Mounted nimbleness +1
5) Expert trainer
6) Charming challenge 4/day
7) Deeds
8) Mounted nimbleness +2, order ability
9) Bonus feat
10) Charming challenge 5/day
11) Deeds
12) Mounted nimbleness +3
13) Bonus feat
14) Charming challenge 6/day
15) Deeds, order ability
16) Mounted nimbleness +4
17) Bonus feat
18) Charming challenge 7/day
19) Mounted nimbleness +5
20) Master challenger

Mount (Ex): At 1st level, the flamboyant challenger receives a mount. This functions as the cavalier’s class feature, except that a flamboyant challenger’s mount doesn’t begin game with light armor proficiency. It instead gains the share deeds ability.
Share Deeds: While mounted on her faithful steed, a flamboyant challenger can normally use her derring–do, dodging panache, kip–up, swashbuckler’s grace, evasive, and swashbuckler’s edge deeds as if she was afoot. These deeds have effect on the mount as well as on the flamboyant challenger, but require one check only (if needed) and use the flamboyant challenger’s level and skill, AC and ability scores and bonuses. Even when the steed’s unmounted, it can spend panache points from its master’s pool to use the derring–do and evasive deeds. In this case, the steed uses its own level and skill scores.
This replaces two of the swashbuckler’s bonus feats.
Order (Ex): As cavalier. The flamboyant challenger can select the new Order of the Wing. This ability and expert trainer replace swashbuckler weapon training.
Panache (Ex): As swashbuckler.
Swashbuckler Finesse (Ex): As swashbuckler.
Deeds: A flamboyant challenger gains the following deeds:

Jump On (Ex): At 7th level, a swashbuckler can spend 1 panache point to jump in the saddle from a distance or from above. The swashbuckler attempts an Acrobatics check and gains a bonus on this check equal to her Charisma bonus. With a successful check, she manages to mount as a swift action, and negates all falling damage she could have sustained. This replaces superior feint.

Steed Shield (Ex): At 11th level, a mounted swashbuckler can spend 1 panache point to use the Cover task granting herself an AC bonus equal to her Dexterity bonus if she makes a successful Ride check with DC 20. Recovering from the cover is a swift action rather than a move action (no check required). This replaces bleeding wound.

Saving Charge (Ex): At 19th level, when the swashbuckler is not astride her mount, she can spend 2 panache points to call her steed to charge through and save her. The steed can move up to its movement rate, adds the master’s Dexterity bonus to its overrun maneuver check, and must end its movement adjacent to its master. This replaces stunning stab.

Charming Challenge (Ex): At 2nd level, the flamboyant challenger gains the charmed life ability and can choose to use it to challenge a foe rather than to a saving throw. If the flamboyant challenger selects this option, she adds her Charisma bonus to the target of her challenge. The flamboyant challenger takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. The flamboyant challenger’s charming challenge also includes her chosen order’s challenge effect. This modifies charmed life.
Mounted Nimbleness (Ex): At 3rd level, a flamboyant challenger gains the Nimble ability, but it functions only when she’s astride a mount. This modifies nimble.
Expert Trainer (Ex): As cavalier.
Bonus Feats: As swashbuckler, but a flamboyant challenger only gains bonus feats at 9th, 13th and 17th level.
Master Challenger (Ex): At 20th level, when a flamboyant challenger threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, if the flamboyant challenger is astride her mount, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on) and the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the flamboyant challenger’s base attack bonus.

Order of the Wing:

Members of this order bond with a flying steed. Cavaliers have not to select this order to get a winged mount, but most of them favor it. These cavaliers value excellence in aerial combat above all.

Edicts: The cavalier must choose a winged steed and respect it as a friend and an equal. He must choose to fight airborne if possible. He must protect his homeland or charges from flying menaces and monsters.
Challenge: Whenever an order of the wing cavalier issues a challenge, he and his mount receive a +1 circumstance bonus on attack rolls against the target of his challenge as long as the cavalier is flying astride the mount. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the wing cavalier adds Fly and Knowledge (arcane or nature) to his list of class skills. He can make Fly checks untrained. In addition, whenever an order of the wing cavalier uses Ride to guide his mount to a soft fall or spur it to a greater fly speed, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the wing gains the following abilities as he increases in level.
Aerial Tactician (Ex): At 2nd level, when the cavalier’s flying astride his mount, it adds half the cavalier’s score to its own for all Fly skill checks.
Airborne Knight (Ex): At 8th level, the cavalier ignores the armor check penalty when using the Acrobatics, Fly and Ride skills. He can spur his mount to great fly speed, increasing its movement by 20 feet for 1 round with a successful Ride check. Either the cavalier or his mount also receive a bonus feat, chosen from the following list: Acrobatic, Death from Above, Flyby Attack, Mounted Combat, Skill Focus (Fly), or Wingover. The cavalier or the mount must qualify for the feat selected.
Dive (Ex): At 15th level, when charging from above while flying, the cavalier’s mount shares its rider’s benefits for a cavalier’s charge.

Easy enough to mix two fighting classes, and not too long. ^_^ The limitations to Nimble pay for the challenger sharing deeds with her mount. Anyone said Zorro? ^_^


The Flamboyant Challenger's not done yet. Give me 24 hours, and if I can't finish it, pass to the next while I finish writing. ^^


That was my idea too. Thanks.
Now it seems that my concept of a CN Spirit Warden Shaman/Soul Warden with an "I don't like undead but they're useful to command for defense/attack purposes" attitude is not only interesting but viable too. ^^


Bump?


Hmmm. What to do first. Maybe my first one will be the Lone Rider (Swa/Cav). I'm honestly surprised that nobody created a mounted Zorro yet. ^_^


First one sent, along with the ideas for the other two. Make me know if I can go on writing them!


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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.


Any feats or traits?


Mmm... I was thinking about a Weal and Woe related to a short fiction. Both pieces could be read individually, though, so if one's left out there would be no loss for the reader. Tim, should I send you a private mail about it?


Because I would love such a familiar if I were a wizard, and I would love to fly in the sky riding one if I were a druid!
I used the already existing stats for giant insects, butterfly swarms and butterfly-shaped monsters as my guidelines. As you said, the main problem is that real-world butterflies have no means of attack. I still don't give up my hope to have one in the game one day. ^_^


My one, both versions (the one that was submitted and the other):

Giant Butterfly:

This enormous insect is sustained in the air by large, multicolored, beautiful sparkling wings slowly beating.

Butterfly/Moth, Giant (CR 2)
600 XP
N Large vermin
Init +4; Senses darkvision 60 ft.; Perception +2

Defense
AC 14, touch 13, flat–footed 10 (+4 Dex, +1 natural, –1 size)
hp 19 (3d8 + 6)
Fort +5, Ref +5, Will +2
Immune mind–affecting effects

Offense
Speed 10 ft., fly 40 ft. (good)
Melee 2 claws +4 (1d4 + 2)
Space 10 ft.; Reach 5 ft.
Special Attacks pheromones

Statistics
Str 16, Dex 18, Con 14, Int ––, Wis 12, Cha 20
Base Atk +2; CMB +6; CMD 18 (26 vs. trip)
Skills Fly +9

Ecology
Environment temperate and hot forests and plains
Organization solitary, pair or swarm (2–20)
Treasure none

Special Abilities
Pheromones (Ex): As a standard action, a giant butterfly can release a cloud of pheromones in a 30–foot radius. All creatures within this area (save for other giant butterflies) must make a DC 13 Fortitude save to avoid being sickened by the pheromones for 1d2 rounds. Other giant butterflies caught in the cloud will avoid to fight or harm the butterfly which released the pheromones.

The only relevant difference between giant butterflies and giant moths are their colors and life cycle. Diurnal butterflies sport bright, beautiful color patterns, while nocturnal giant moths have inconspicuous grey–brown wings.
Much like their smaller cousins, these immense insects live on pollen of giant flowers, and can be often found in primitive jungles or gardens of oversized plants. They don’t usually attack other creatures unless they feel threatened.

Giant Butterflies/Moths as Animal Companions

Starting Statistics
Size Medium; Speed 10 ft., fly 40 ft. (good); AC +1 natural armor; Attack 2 claws (1d3); Ability Scores Str 8, Dex 20, Con 10, Int —, Wis 12, Cha 20; Special Attacks pheromones (Fort save or sickened for 1d2 rounds); Special Qualities darkvision; CMD trip +8.

7th-Level Advancement
Size Large; Attack 2 claws (1d4); Ability Scores Str +8, Dex –2, Con +4.

As big as a human hand, this frail, colorful insect beautifully rests on a tall blade of grass.

Butterfly/Moth, Large (CR ¼)
XP 100
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +0

Defense
AC 17, touch 17, flat–footed 12 (+5 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +0
Immune mind–affecting effects

Offense
Speed fly 20 ft. (good)
Melee 2 claws (1d4 – 4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks pheromones

Statistics
Str 2, Dex 20, Con 10, Int ––, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 9
Skills Fly +12, Perception +4, Stealth +17 (moths only) Racial Modifiers +4 Stealth (moths only)

Special Abilities:
Familiar: The master of a large butterfly familiar gains a +3 bonus on Fly checks. A large moth familiar grants a +3 bonus on Stealth checks.
Pheromones (Ex): As a standard action, a large butterfly can release a small cloud of pheromones. All creatures adjacent to the butterfly (save for other butterflies) must make a DC 10 Fortitude save to avoid being sickened by the pheromones for 1 round. Other butterflies caught in the cloud will avoid to fight or harm the butterfly which released the pheromones.

Ecology
Environment temperate and hot forests and plains
Organization solitary, pair, or swarm (2–50)
Treasure none

The only relevant difference between butterflies and moths are their colors and life cycle. Diurnal butterflies sport bright, beautiful color patterns, while nocturnal moths have inconspicuous grey–brown wings. These larger specimens are often searched as familiars by spellcasters.


Alexander Augunas wrote:
Bardess wrote:
And the feats. I really hope in a Revelation feat for shamans and an Aspect feat for animal companions/mounts.
Shamans don't have revelations. They have hexes, and the reprinted Extra Hex in the Advanced Class Guide is specifically tailored to address shamans.

What I meant was, a feat or archetype to let Shaman take revelations from their spirit's associated mystery.


Elghinn Lightbringer wrote:
Velocity Master is up on the wiki.

Thank you! I'll go see it.


Ok, I know one of mine now. I wonder about the other two. ^^


Congrats to all. I will however post my monsterling (in both its versions), here or somewhere else. ^_^


So no other dragon made it. Let's begin drawing lines.
Ops... there were no other dragons!


So can I see my highspeed monk on the site? ^_^


I got lost at some point. Is the Velocity Master done yet, or not?


Shaman
Bloodrager
Warpriest
Hunter


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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


Walk on water could be an arcane ki power.


Wow! I'm in!
Hope the longest crunch did it. And maybe the short fiction. "Into the Pyramid" was the weakest and maybe could be reworked. ^_^ My good editors, give me a call!


#Velocity Master
Good for me.


Some work to fit the Mythic rules for these new classes is in order too. For example- how does a shaman deal with Archmage and Hierophant abilities?


A Soul Warden shaman could almost be what you want, but she can't command undead. No shaman can, as for now.
Oracle of Bones with the Seer or Spirit Guide archetype should do. Otherwise, a Houngan.


Ladies and gentlemen, without more ado, I give to you the

Lightspeed Master:

The search for self–perfection takes many forms. For some monks, this implies a desire to be living embodiments of speed, a lightning on the battlefield, striking at enemies before they can react or only see the attack coming. These individuals sacrifice physical strength and endurance and renounce to self–discipline to tap into arcane magic and enhance their mobility with all existing means. They become lightspeed masters.

Primary Class: Monk
Secondary Class: Magus
Alignment Restrictions: none
Hit Dice: d8
Skills: The lightspeed master adds 3 skills from the list of the magus to his list of class skills.
Skill Ranks per Level: 2 + Int modifier.
BAB: ¾
Saving Throws: GGG
Weapon and Armor Proficiency: A lightspeed master is proficient with all simple and martial weapons, plus the kama, nunchaku, sai, shuriken, siangham, and temple sword. A lightspeed master is also proficient with light armor. He retains his AC bonus, fast movement and flurry of blows abilities and can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. A lightspeed master wearing medium armor, heavy armor, or a shield, or carrying a medium or heavy load, and loses his combat and movement bonuses.

1) Arcane ki pool, arcane ki power, flurry of blows, unarmed strike
2) Arcane ki power, evasion
3) Arcane ki power, fast movement, maneuver training, still mind
4) Arcane ki pool (magic), arcane ki power
5) Arcane ki power
6) Arcane ki power
7) Arcane ki pool (enhancement +1), mystic knowledge pool
8) Arcane ki power
9) Improved evasion
10) Arcane ki pool (enhancement +2), arcane ki power
11) Unstoppable body
12) Arcane ki power
13) Unconquerable body
14) Arcane ki power
15) Arcane ki power
16) Arcane ki pool (enhancement +3), arcane ki power
17) Arcane ki power
18) Arcane ki power
19) Greater arcane ki pool
20) Lightspeed mastery

AC Bonus: As monk (but see above).
Arcane Ki Pool (Su): At 1st level, a lightspeed master gains a reservoir of supernatural energy he can use to accomplish amazing feats and use spell–like abilities on himself, tapping into the arcane aura of his body. The number of points in a lightspeed master’s arcane ki pool is equal to 1/2 his lightspeed master level + his Wisdom modifier. By spending 1 point from his ki pool, a lightspeed master can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
At 4th level, as long as he has at least 1 point in his ki pool, the lightspeed master can make a ki strike. A ki strike allows his unarmed attacks or weapons to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, 10th level, and 16th level, the lightspeed master can expend 1 point from his arcane ki pool as a swift action to grant his unarmed attacks or any weapon he is holding a +1 enhancement bonus for 1 minute. At 10th level and 17th level, the weapon or unarmed attack gains another +1 enhancement bonus, to a maximum of +3. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. Alternatively, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.
The arcane ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability modifies ki pool.
Arcane Ki Powers: At the indicated levels, a lightspeed master chooses an arcane ki power. Arcane ki powers are abilities that draw on the power of a lightspeed master’s arcane ki, enhancing his mobility and physical prowess. Arcane ki powers are divided into five categories: feats, magus abilities, magus arcana, monk abilities, and spells.
Feats: These arcane ki powers duplicate the effects of specific feats. A lightspeed master does not need to qualify for a feat to select it as an arcane ki power. For example, a lightspeed master can select Spring Attack as an arcane ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these arcane ki powers is a free action on the lightspeed master’s turn; until the start of her next turn, the lightspeed master is treated as if she had that feat. Some of these arcane ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the arcane ki powers list.
Magus Abilities: This category contains one arcane ki power: arcane movement. The ability works using the lightspeed master’s level as his magus level.
Magus Arcana: These ki powers duplicate the effects of some magus arcana. If an arcana has a prerequisite, the lightspeed master doesn’t need to meet it, but he must be of the required level to choose a specific arcana as an arcane ki power. The abilities work using the lightspeed master’s level as his magus level.
Monk Abilities: Some arcane ki powers are standard monk abilities. Even if a lightspeed master selects a different ki power in place of a standard monk ability, she can select that monk ability later as one of her arcane ki powers.
Spells: These arcane ki powers duplicate the effects of a spell, and are spell-like abilities. A lightspeed master’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.
Requirements: All arcane ki powers have a minimum lightspeed master level requirement to select them. A lightspeed master who does not meet this requirement cannot select that arcane ki power.
Activation: Most arcane ki powers require the lightspeed master to spend arcane ki points; the exact amount is listed after the arcane ki power. Arcane ki powers that cost 0 arcane ki do not require the lightspeed master to have any arcane ki points in her ki pool to use the ability.
The saving throw against a lightspeed master’s ki power, if any, is equal to 10 + 1/2 the lightspeed master’s level + the lightspeed master’s Wisdom bonus. Arcane ki powers replace all the monk’s bonus feats, stunning fist, slow fall, high jump, purity of body, abundant step, quivering palm, timeless body, and tongue of the sun and moon.
Flurry of Blows: As monk.
Unarmed Strike: As monk.
Evasion: As monk.
Fast Movement: As monk.
Maneuver Training: As monk.
Still Mind: As monk.
Mystic Knowledge Pool (Su): At 7th level, when a lightspeed master replenishes his arcane ki pool spells, he can decide to expend 1 or more arcane ki points, up to his Wisdom bonus. He can choose any combination of arcane ki powers up to that cost, and treat them as if they were on his list of possessed arcane ki powers for that day. He loses these temporary arcane ki powers the next time he replenishes his arcane ki pool. This replaces wholeness of body.
Improved Evasion: As monk.
Unstoppable Body (Su): At 11th level, a lightspeed master gains immunity to slowing effects of all kinds. This replaces diamond body.
Unconquerable Body (Su): At 13th level, all effects from any source that enhance a lightspeed master’s movement stack. This replaces diamond soul.
Greater Arcane Ki Pool (Su): At 19th level, the number of points in a lightspeed master arcane ki pool is equal to his lightspeed master level + his Wisdom modifier. This replaces empty body.
Lightspeed Mastery (Su): At 20th level, the lightspeed master achieves the quintessence of movement. He gains a +2 bonus on Dexterity and can always move up to his speed in a round as a free action in addition to any other movement. Once per day, the lightspeed master can cast time stop as a spell–like ability, spending all his remaining arcane ki points.

Arcane Ki Powers:

1st Level
Arcane Accuracy (magus arcana), 1 ki point
Deny Death (0 ki points)
Expeditious retreat (spell), 1 ki point
Ki Stand (0 ki points)
Lightning finish (monk of the seven winds ability), 0 ki points
Redirection (flowing monk ability), 0 ki points
Windy escape (spell), 1 ki point

4th Level
Acrobatic Steps (1 ki point)
Bladed dash (spell), 2 ki points
Cat’s grace (spell), 2 ki points
Disorienting Maneuver (2 ki points)
Effortless armor (spell), 2 ki points
Feather step (spell), self only, 1 ki point
Flowing dodge (flowing monk ability), 0 ki points
Ki arrow (spell), 1 ki point
Quick Draw (1 ki point)
Slow fall (standard monk ability), 0 ki points
True strike (spell), self only, 1 ki point

6th Level
Arcane movement (spell dancer magus ability, 1 ki point)
Disengaging Feint (3 ki points)
High jump (standard monk ability), 1 ki point
Landing Roll (3 ki points)
Sidestep (1 ki point)
Snatch Arrows (1 ki point)
Spring Attack (1 ki point)

8th Level
Blink (spell), 3 ki points
Burst of speed (spell), 3 ki points
Channel vigor (spell), 3 ki points
Elusive target (flowing monk ability), 2 ki points
Gliding Steps (1 ki point)
Haste (spell), self only, 3 ki points
Quick Reposition (4 ki points)
Spider Step (1 ki point)
Whirlwind Attack (2 ki points)

10th Level
Accurate Strike (magus arcana), 2 ki points
Greater Bull Rush (2 ki points)
Hasted Assault (magus arcana), 2 ki points
Leaping Shot (5 ki points)
Lunge (1 ki point)
Prescient Defense (magus arcana), 2 ki points
Shadow step (spell), 1 ki point
Step Up and Strike (2 ki points)
Wind Stance (2 ki points)

12th Level
Abundant step (standard monk ability), 2 ki points
Cartwheel Dodge (2 ki points)
Greater Arcane Redoubt (magus arcana), 3 ki points
Ki Throw (2 ki points)
Shadow walk (spell), 3 ki points

14th Level
Cloud Step (3 ki points)
Dimensional Agility (1 ki point)
Greater bladed dash (spell), 5 ki points
Improved Ki Throw (2 ki points)
Slow time (monk of the four winds ability), 6 ki points

16th Level
Borrowed time (spell), 6 ki points
Dimensional Assault (2 ki points)
High speed attack (new, 2 ki points)
Lightning Stance (3 ki points)
Volley spell (flowing monk ability), ki points cost variable

18th Level
Dimensional Dervish (3 ki points)
Dimensional Maneuvers (4 ki points)
Dimensional Savant (4 ki points)
Empty body (standard monk ability), 3 ki points

New Arcane Ki Power:

High Speed Attack (Su): A lightspeed master can grab and drag an opponent with himself at high speed, disorienting and dazing him or her. When the lightspeed master successfully uses the grapple maneuver on an opponent, he can attempt to move himself and the opponent at full speed in his next turn. The target takes 2 point of damage per lightspeed master level and is rendered unconscious for 1 round per lightspeed master level by the stress of the sprint unless it makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier). If the save is successful, the target’s merely stunned for the same time.

I essentially used the qinggong monk's template, mixing it with a lot of RGG's Talented Monk, for the one and only purpose to create "THE FASTEST MONK ALIVE EVER". ^_^ And he HAD to have Bladed Dash because my favourite highspeed manga hero HAS IT. ^_^


I have made also the smaller variant, But I'll wait the announcement of the finalists before posting it. ^^


Dip some levels in Bard and you can take my Hakima prestige class (Wayfinder #10) if your GM allows it and your character is female. I devised it just for cases like yours and am rather proud of it. ^_^


Ops. But I told what I wanted to do continuously these days. Maybe this could get me disqualified?
Oh, well. What is done is done...


Aaaand sent. A Large CR 2 vermin + animal companion stats = 336 words. It probably isn't original enough to win, but what the stick. This is something I wanted to do for a long time. I checked the bestiary thread and there WAS a request for "monstrous butterflies/moths", so I think I'm within the rules.
Maybe tomorrow I'll post the familiar version for my own and your pleasure only. ^_^


Hmmm, I forgot that. I'll go with the giant animal companion then, since I was going to make a 1/2 CR familiar at best. i'll write it later. ^_^


Nearly everything from RGG (most notably the Multiclass Feats!), and definitely the KQ Shaman.


And the feats. I really hope in a Revelation feat for shamans and an Aspect feat for animal companions/mounts.


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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. ^_^


Okay, so I thought about this a lot and decided:
-As for the butterfly familiar, I want to follow James' hints. It should be Tiny, like the other vermin familiars.
-On the other hand, I really want a giant butterfly animal companion that you can RIDE IN THE SKY. But these are two different monsters.

So:
Would it still be okay if I created the stats for the Tiny familiar (CR 1/2 at best) and follow them with the stats for the Medium-Large animal companion as a "variant monster"? If not, I'll submit only the familiar and post the animal companion stats here as a bonus after the contest's done. ^_^


A shapechanger class. REAL shapechanging, in every creature or object, for extended periodo of time.
+1 for a wild talent feat chain.
A psychic sorcerer bloodline, and other ways to mix old classes with psychic magic.


I read that the giant butterfly requests were for a familiar, not an animal companion.
Well... why can't it be BOTH? Hee hee... ^_^


Could I create the creature using the standard template and then add its animal companion stats under the description? I think since it has a low CR, I could stay within the 700 words even this way.

EDIT: Ninja'd. Ok, that was what I meant to do since the beginning anyway. ^^


...Giant Butterfly animal companion, huh?!
Ok, hope nobody made it yet... I'm going to give this a try!


I'd choose fire breathing without a thought.


An option for a familiar, and maybe different "pacts" giving different sets of maledictions, similar to mysteries and bloodlines? The Invoker class could give some ideas.


Shaman stuff, included a feat/archetype to take revelations from the mystery matching their spirit: a Bones shaman MUST be able to use Command Undead, and a Nature one MUST be able to use Natural Divination!
Bloodrager stuff
Arcanist stuff
Warpriest subdomain blessings (and an option for a sacred shield, please!)


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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.


Now that there's a Paizo official shaman class, will your own Shaman change name, or will you do something to make him different from the official one? (I still love the class very much, that's why I'm worried...)


All of them, but mostly Celestial and Undead!


A shaman archetype or universal hex allowing to take revelations from her spirit's related mystery is in order. After all, how is a shaman doing without Natural Divination?


The Improved Familiar feat doesn't say that you must be an arcane caster to take it. And I can see a flame shaman with a small fire elemental, or a bone shaman with a nosoi or quasit (able to transform in a raven, if the first familiar was a raven). I'd rule that a shaman's Improved familiar must be related to her spirit or to her previous spirit animal.


And while I'm here, let me call a Divine Detective (Inquisitor/Investigator). The world itself WANTS that!

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