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Some of these could have been already created! Go check! :)
*pant pant phew* Done!
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
1) Deeds, mount, order, panache, swashbuckler finesse
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.
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.
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.
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? ^_^
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!
My one, both versions (the one that was submitted and the other):
This enormous insect is sustained in the air by large, multicolored, beautiful sparkling wings slowly beating.
Butterfly/Moth, Giant (CR 2)
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.
Giant Butterflies/Moths as Animal Companions
As big as a human hand, this frail, colorful insect beautifully rests on a tall blade of grass.
Butterfly/Moth, Large (CR ¼)
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:
What I meant was, a feat or archetype to let Shaman take revelations from their spirit's associated mystery.
Ladies and gentlemen, without more ado, I give to you the
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
1) Arcane ki pool, arcane ki power, flurry of blows, unarmed strike
AC Bonus: As monk (but see above).
Arcane Ki Powers:
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
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. ^_^
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.
Okay, so I thought about this a lot and decided:
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!
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.
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.