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RPG Superstar 2014 Star Voter. 1,992 posts. No reviews. No lists. 2 wishlists.


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Can I have one too, please?


Oh, I didn't see it.
I suppose that a volva would be closer to a shaman than a druid now.
Can't remember if I made some other god's stats. Surely I updated them with new books' material. If I can I'll try to post the updated versions.


Allow me to contribute with this result of an old discussion


I'd like to see a little more love for this class... I recently re-read it and it occurred to me that it could be put at more uses than appear at first sight. An archetype replacing onslaught with bardic performance/lore would make a viable western friar. And an inquisitor archetype replacing teamwork feats with some saint graces would rock.


I would have voted Swashbuckler. I myself was thinking about a flying Rogue/Swashbuckler archetype.
A thing that went on my mind for quite a while was an unarmed ranger. It would trade combat style feats with unarmed style feats. No feast movement or fancy immunities, so it would be better ad a Ranger/Brawler than a Ranger/Monk. What other swaps could it have?


Half-neutral native outsiders and monster templates.
Celestial/fiend hybrids (I loved the 2nd edition fan-made Arthurea)


What's the equivalent cleric level for an Emissary familiar using its domain power? Its familiar level or its familiar level -2?


If I understand well, a mythic familiar actually gains the Mythic subtype and Mythic abilities as per its rank. If so, would you please answer this question? Nobody else could or would...


What is the drawback?


So a sort of cohort companion is now allowed, uh? Maybe we could hope in a cohort familiar also?


I have a magus with a cassisian familiar who took the Mythic Familiar mythic class ability (from RGG's Base Mythic Class Abilities). He is a 2nd tier mythic character, so the angel should gain 1 mythic rank with two abilities. I think that a shapechanger familiar able to become an hyppogriff to ride or a parrot on your shoulder would be great, so I'm giving her the change shape (greater polymorph) universal monster ability as a mythic ability. Should it count as one ability or two? It's pretty powerful, but a regular cassisian already has change shape (polymorph), so replacing this with that should count as one... Or not?


Hope to see:
A More Mythic Class Feature series (More Mythic Barbarian Class Features, etc.)
A Mythic Class Archetypes Features series
...and Mythic Hybrid Class Features, of course.


Zhangar wrote:

As I mentioned in the other thread, I'm expecting to have hybrid classes in my next mythic campaign.

Aside: The wording on mythic domain for inquisitors was wonky.

Nevertheless, a neat piece of work. Thank you for writing it.

+1 for the hybrid classes. I'd like to see APG, UM, UC rules etc. too mythized.

And +1 for the inquisitor. She shouldn't have Mythic Domain Selection as an option (or it should be different altogether) and Mythic Domain should be reworded.


A Spirit Warden shaman of Bones can take levels in Soul Warden and be able to take both the Turn Undead and Command Undead feats through Channel Damage (it's positive energy, but is treated just as "channel energy" for prerequisites, RAW).


Allow me to humbly offer. The Beastbrewer


I'd like to raffle for Ultimate Composition.


Thanks. It's an old thing, but I still like it. Hope to get it published some day ;) I should probably make also a Shaman Spirit of Peace and a Peace Blessing.


Of course, the Ascetics subdomain and ki-granting archetypes and class features would be useful only if monk vows were allowed to take for ki users of other classes. There seems to be a little war on the question since Ultimate Magic stated that "all ki users can take vows", but also that "the ability to take vows replaces the still mind monk ability", and so shouldn't be available to other classes. Paizo still didn't give an answer in the FAQ, but James Jacobs said in his thread that he wouldn't allow a ninja or rogue to take a vow.
If this is the case, we could devise divine archetypes to give cloistered friars Still Mind too -I already am thinking about one- or else I could use my own priestly vows system after all, maybe revising it to make vows more feat-like (they resemble a little to the virtue feats found in Champions of Purity).
Or even, more simply, we could devise something else other ki-using classes can sacrifice in exchange for taking vows. What do you think?


This was my first take on the issue some years ago. (I had devised a complex system of priestly vows too, which seems pretty superfluous now, since monk vows serve very well to the purpose).
I would still use the Peace Domain for a friar:

Peace Domain
Your presence calms violent and barbaric instincts, and your touch brings harmony and negates conflicts. As long as you don’t wear any armor, you receive a +2 bonus on your AC.

Granted Powers:
Touch of Peace (Su): With a touch, you negate fear and rage effects in a creature. You can lift all spell effects which rely on negative emotions, like fear and rage, or similar effects, like dragon fear or barbarian rage. The creature immediately gains a new saving throw against its current condition, or a Will save to resist the touch if he doesn't want to end it. In the last case, the saving throw’s DC is equal to 10 +1/2 your cleric level + your Wisdom modifier. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Symbol of Peace (Sp): At 8th level, as a standard action, you can trace a luminous symbol in the air that emits a soft glow visible to all within a 30–foot radius. All creatures seeing the symbol must abstain from attacks and violent actions until they leave the area. The creatures are allowed a Will save to avoid the effect, with a DC equal to 10 +1/2 your cleric level + your Wisdom modifier. This ability can be used for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st- sanctuary, 2nd- calm emotions, 3rd- good hope, 4th- stay the hand, 5th- interposing hand, 6th- fool's forbiddance, 7th- joyful rapture, 8th- euphoric tranquility, 9th- overwhelming presence.

Subdomains:

Compassion
Replacement Power:
The following granted power replaces the touch of peace power of the peace domain.
Noble Negotiator (Sp): You speak with great authority, forcing everyone to listen to you and consider carefully your proposals. You gain a bonus on all Diplomacy checks equal to 1/2 your cleric level (minimum +1). In addition, whenever you cast enhanced diplomacy††, you obtain an additional +4 bonus instead of +2.
Replacement Domain Spells: 2nd- compassionate ally, 4th- forced repentance, 8th- crown of glory.

Submission
Replacement Power:
The following granted power replaces the touch of peace power of the peace domain.
Pronouncement of Surrender (Su): You can declare or intimate surrender as a swift action, deeply discouraging a creature for a number of rounds equal to 1/2 your cleric level. The creature suffers a -2 morale penalty on attack rolls, damage rolls, AC and saving throws. You can use this power for a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting, language-dependent ability.
Replacement Domain Spells: 2nd- miserable pity, 3rd- crushing despair, 4th- terrible remorse.

An Evangelist, Theologist, Cloistered Cleric, Theosophist, Ecclesitheurge, or Priest/Clergy (or even a Divine Channeler) with this domain and the Ascetics Subdomain could all answer to the description of a monastery's resident. Of course, not every cloistered member of a clergy would be a cleric or priest. The superiors would most certainly be. Inquisitors and paladins with vows could easily be seen as more militant members of an order, while druids would probably be isolated and not strictly bound to any organized church order. But there would be also other types of "monastic members", and I tried to figure something for them, too.


The Evangelist can also be used as an interesting source for abilities, since real-world friars were often great preachers, poets and also singers.


Good point Tyrannical!
Elghinn- does your revised Friend of Spirits mean "the SS is only able to bond with a spirit when he is in that spirit's terrain"? That was my idea too at first when I thought of this MCA, but then I let it drop. I still rather like it, though.


A "real-world-flavored" unarmored priest/friar should also be able to take monk vows. I've been thinking about this issue for quite some time now, and something like this could be the answer (I took the power from the Shigenjo oracle archetype):

Ascetics Subdomain
Associated Domain:
Any*

Replacement Power: The following granted power replaces the higher-level power of the chosen domain.

Faith Pool (Su): At 8th level, you gain a pool of faith points, divine energy you can use to accomplish amazing feats. The number of points in your faith pool is equal to 1/3 your cleric level + your Wisdom modifier. The faith pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If you possess levels in a class that grants a ki pool, your faith points stack with your ki points gained from the other class to determine the total number of points in the combined pool. You can use points from this pool to power the abilities of every class you possess that grants a faith or ki pool. You can also take monk vows to increase your faith points just as if they were ki points.
As long as you have at least 1 point in your faith pool, you can add half your class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. As a swift action, you may spend 1 faith point to gain one of the following benefits.

Faith Magic: Add +1 to the DC of the next spell you cast on your turn.

Faith Power: Treat your cleric level as 5 higher for the purpose of determining the effects of one domain power in the next round.

Faith's Lure: Gain a +4 insight bonus on Diplomacy checks for 1 round.

Replacement Domain Spells: 1st- calm emotions, 2nd- mantle of calm, 7th- hymn of peace.

*This subdomain can be taken with every domain a divine spellcaster possesses, provided that it's in her deity's flavor to grant it.


I'm here, sorry. No much time these days, but my last one is ready.

Spirit Sentinel:

Bound by a deep love to their chosen terrains, spirit sentinels scout the borderline between the worlds of men and spirits. Seeing a soul in all the living and unliving parts of their environment, they firmly believe in the need for balance between all the world’s denizens, and go to great lengths in order to help, heal, nurture and protect both nature and humanoid beings –the ones from the others, if needed– and act as intermediaries between the wilderness and civilization, so that they can come to understand and learn from each other.

Primary Class: Ranger
Secondary Class: Shaman
Alignment: Any
Hit Die: d10
Bonus Skills: A spirit sentinel adds three shaman skills to his list of class skills.
Skill Ranks per Level: 4 + Int modifier.
BAB: Full
Saving Throws: GPG
Weapon and Armor Proficiency: A spirit sentinel is proficient with all simple and martial weapons, as well as with light armor and medium armor, but not with shields.
Spell Progression: As ranger.

1) 1st favored terrain, track, wild empathy
2) Combat style feat
3) Friendship with spirits, terrain spirit
4) Terrain spirit animal
5) 2nd favored terrain
6) Combat style feat
7) Woodland stride
8) Hex, swift tracker
9) Greater terrain spirit
10) 3rd favored terrain, combat style feat
11) Quarry
12) Wandering terrain spirit
13) Hex
14) Combat style feat
15) 4th favored terrain
16) Wandering terrain spirit hex
17) Wandering terrain spirit, greater
18) Combat style feat, hex
19) Improved quarry
20) 5th favored terrain, emissary of spirits

Favored Terrain: The spirit sentinel gains his first favored terrain at 1st level. This will influence his choice of spirit and spirit abilities. He gains another favored terrain at 5th level and every 5 levels thereafter. This replaces favored enemy.
Track: As ranger.
Wild Empathy: As ranger.
Combat Style Feats: As ranger.
Friendship With Spirits (Su): At 3rd level, the spirit sentinel is attuned with the spirits of nature inhabiting the world’s terrains. Whenever he is in one of his favored terrains, he can use all hexes and spirit spells granted by spirits linked to that terrain (see below) as if he was 2 levels higher of his effective spirit sentinel level. This replaces endurance.
Terrain Spirit (Su): At 3rd level, the spirit sentinel chooses one spirit related to his first favored terrain to bond with (see the table below). He gains the spirit ability granted by his chosen spirit. The spirit sentinel also adds the 1st-4th level spells granted by his chosen spirit to his ranger spells list. At 9th level, he gains his spirit’s greater ability. This replaces the first favored terrain and evasion abilities.

Cold: Waves
Desert: Flame
Forest: Nature
Jungle: Mammoth, Nature
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens
Swamp: Bones
Underground: Stone
Urban: Lore
Water: Waves

Terrain Spirit Animal: At 4th level, a spirit sentinel gains an animal companion as per the ranger ability. The spirit sentinel’s animal companion gain the spirit animal abilities granted by his chosen spirit. This modifies hunter’s bond.
Woodland Stride: As ranger.
Hex: At 8th level, and again at 13th and 18th level, the spirit sentinel gains a hex granted by his chosen spirit. He can’t select hexes from the generic shaman hex list. This replaces the 2nd, 3rd and 4th favored terrain.
Quarry: As ranger.
Wandering Terrain Spirit (Su): At 12th level, the spirit sentinel can temporarily bond with a spirit related to another of his favored terrains. He must make the selection each day when preparing his spells. While this feature is active, he gains the spirit ability granted by the spirit. He also adds the 1st–4th level spells granted by that spirit to his list of ranger spells. At 17th level, the spirit sentinel gains the greater spirit ability of his wandering spirit. This replaces camouflage and hide in plain sight.
Wandering Terrain Spirit Hex: At 16th level, a spirit sentinel can temporarily gain the use of one of the hexes possessed by either one of his spirits. He must make this selection each day when he prepares his spells. For the purposes of this ability, he can select any hex possessed by his terrain spirit or wandering spirit. If he selects it from his wandering spirit, he loses the hex immediately if he bonds with another spirit, although he can then select a different hex to gain using this ability, from either his spirit or his new wandering spirit. This replaces improved evasion.
Improved Quarry: As ranger.
Emissary of Spirits: At 20th level, a spirit sentinel gains the true spirit ability granted by his chosen spirit. If the spirit sentinel’s chosen spirit is Mammoth or Nature, his spirit animal companion is granted all the abilities of a spirit familiar in addition to those of an animal companion, using the spirit sentinel’s level as his effective shaman level. Moreover, the spirit sentinel can always move at full speed while using Survival to follow tracks without penalty. This replaces master hunter.

Spells: A spirit sentinel adds the following shaman spells to his spell list:
1st Level: guidance, hex vulnerability, hex ward, know direction, produce flame, purify food and drink, sense spirit magic, spirit call, wave shield.
2nd Level: beastspeak, calm emotions, claraudience/clairvoyance, create food and water, flame blade, font of spirit magic, imbue with elemental might, wood shape.
3rd Level: air breathing, aura sight, bloody arrows, call lightning, control water, dominate animal, hex glyph, mantle of calm, nauseating trail, remove blindness/deafness, stone shape, thorn body, tongues, water breathing.
4th Level: ancestral memory, awaken, baleful polymorph, bestow curse, blight, cone of cold, control winds, divination, earth glide, elemental swarm, giant vermin, hex glyph, ice storm, imbue hex, poison, remove curse, speak with haunt, spike stones, stoneskin, wall of fire, wall of stone, wall of thorns.


She never knew that herself (I proposed the condition and my GM accepted it). I suppose that the gods sensed a great change coming near in the universe, and that they needed to change too if they would continue to exist. Maybe they saw in her the harbinger of the great switch, and their mean to become... adept to survive in the Age of Mortals. :)


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I have a similar Goddess in my world!

Eala the Swan-Lady
Goddess of Paradox, Free Will, Self-Confidence and Self-realization
Domains: Chaos, Fire, Good, Liberation, Water
Subdomains: Agathion, Azata, Freedom, Ice, Redemption, Revolution

She was a mortal ascended hero who really wanted what was right for the world and the thinking races. She really had faith in the divine, but as she came to know her world's gods better, she had to learn the hard way that even the "good" ones were childish, prepotent and abusive toward mortals- that was not what guides and parents should have been.
When she was offered divinity for her worthy deeds, Eala was inclined to refuse: she had been too disappointed by the gods. When they said that she could teach them to be human, and teach mortals to be divine at the same time, she accepted, but at one condition. She would be able to interfere with every deity's plans without consequences; and no deity would interfere with hers.
So today Eala keeps telling mortals not to listen any divine revelation, neither her own, but to do good trusting in their own conscience only. When someone free-willed and independent enough asks her for power -to help others and not themselves- she willingly grants it... but is ready to revoke it, should the misguided priest try to worship her or create a cult.


I'm loving Legendary Games' new Mythic paths because they give some love to hybrid classes like the Swashbuckler and the Investigator (plus they're awesome!) I'm eagerly wanting for the Mythic Adventurer's Handbook, and I will eagerly wait for Mythic Hybrid Class Features because I know they will be awesome too! (At least three characters in my party need them!) ^_^


I wait for hybrid classes. ^^


Ohhhh, love it. ^^


Great!
Add the chance to become a smaller or greater object to the Mimic, and I could kiss you!


I guess that "any other character" refers to characters of other classes who receive a bloodline from an archetype, like the Eldritch Scion magus.
As much as I'd like to have it otherwise... the bloodline familiar rules say that you give up your first-level power AND receive your bloodline spells 1 level later in exchange. Characters with EH don't get bloodline spells, so they can't have a bloodline familiar.


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Psychic phrenic scourges *drools*


The favored class option for Piper bards is +1/4 level for performance purposes. Does this include performances' effects only, or does a Piper bard gain performances at an earlier level too?


Ok, now I could get it. Thank you very much.


I bought Legendary Games' Path of the Stranger and Path of the Genius on Friday. I can't download the latter file. The download doesn't start.


Still nothing.


I'm not able to download the PDF from my downloads page. The download doesn't start.


Thank you!


Wow. I love this! I actually would have liked to create something like this for so much time!
May I suggest something? Since there seem to be so many performances and special abilities to put in, make some of them into formulae/spells/masterworks...


Want one as well! Thanks!


Since it's already a full-BAB archetype, I had removed the sacred weapon special damage progression. Do you want to put it back? If so, okay.


Here to you the

Consecrated Fury:

Many bloodragers don’t know where their powers come from. A consecrated fury knows at least that, either by choice or chance or fate, a deity intermixed its power with the power in his blood. His patron may ask relatively little in exchange of this favor, like completing a quest or two once in a while, or may request that the consecrated fury become the leader of its church’s fighting arm. Either way, he is a dreadful sight on the battlefield– a slayer and a healer, a warning for his god’s enemies and a symbol of victory for the members of his flock.

Primary Class: Bloodrager
Secondary Class: Warpriest
Alignment Restrictions: None. A consecrated fury is wild and free, and can have a very different alignment from the deity that grants him power.
Hit Dice: d10.
Bonus Skills: A consecrated fury adds 3 warpriest skills to her list of class skills.
Skill Ranks Per Level: 2 + Int modifier.
BAB: Full.
Saving Throws: GPG
Weapon and Armor Proficiency: A consecrated fury is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with with light armor, medium armor, and shields (except tower shields). If the consecrated fury worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat.
A consecrated fury can cast any spell in his spell list while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a consecrated fury wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Spell Progression: As bloodrager.

1) Blessed bloodline, bloodline power, fast movement, sacred bloodrage
2) Focus weapon
3) Blood sanctuary
4) Bloodline power, sacred weapon +1
5) Blood casting
6) Bonus feat
7) Sacred armor +1
8) Bloodline power, sacred weapon +2
9) Bonus feat
10) Sacred armor +2
11) Greater bloodrage
12) Bloodline power, bonus feat, sacred weapon +3
13) Sacred armor +3
14) Indomitable will
15) Bonus feat
16) Bloodline power, sacred armor +4, sacred weapon +4
17) Tireless bloodrage
18) Bonus feat
19) Sacred armor +5
20) Aspect of fury, bloodline power, sacred weapon +5

Blessed Bloodline: The granted powers from the consecrated fury’s deity interfere with the natural powers coming from his bloodline. At 1st level, a consecrated fury chooses one bloodline and one blessing granted from his patron deity. The chosen blessing must be related to his bloodline, as per the following table. The consecrated fury replaces two bloodline powers with the minor and major power of his blessing. He can choose to replace his 1st, 4th or 8th–level bloodline power with his minor blessing, and his 12th or 16th–level bloodline power with his major blessing. The consecrated fury can use his blessing powers during a bloodrage, and their effect lasts for all the bloodrage’s duration. Moreover, the consecrated fury doesn’t gain bonus spells from his chosen bloodline. This modifies bloodline.

Aberrant Bloodline: Animal, Destruction, Madness, Void
Abyssal Bloodline: Chaos, Destruction, Evil, Strength, War
Arcane Bloodline: Artifice, Knowledge, Magic, Rune
Black Blood Bloodline: Darkness, Death, Madness
Celestial Bloodline: Chaos, Glory, Good, Healing, Law, Protection, Sun, War
Destined Bloodline: Community, Glory, Nobility, Repose, Strength, War
Draconic Bloodline: Air, Earth, Fire, Scalykind, Water
Elemental Bloodline: Air, Earth, Fire, Water, Weather
Fey Bloodline: Charm, Liberation, Luck, Plant, Travel, Trickery
Infernal Bloodline: Evil, Fire, Law, War
Kyton Bloodline: Destruction, Evil, Madness, War
Undead Bloodline: Death, Repose

Fast Movement: As bloodrager.
Sacred Bloodrage (Su): The mix of arcane and divine power in the consecrated fury’s blood leaves him more vulnerable to distractions and mind–affecting attacks. A consecrated fury takes a –2 penalty to all Will saving throws at all times, and does not gain the +2 morale bonus on Will saving throws while bloodraging—though he does gain a +1 morale bonus on Will saving throws when he gains the greater bloodrage class feature, which increases to a +2 morale bonus on saving throws upon gaining the aspect of fury class feature. This modifies bloodrage.
Focus Weapon: As warpriest. This replaces uncanny dodge.
Blood Sanctuary: As bloodrager.
Sacred Weapon (Su): At 4th level, weapons wielded by a consecrated fury are charged with the power of his blessed blood. In addition to the favored weapon of his deity, the consecrated fury can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. The consecrated fury can enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the consecrated fury has more than one sacred weapon, he can enhance another on the following round by using another swift action. The consecrated fury can use this ability a number of rounds per day equal to his consecrated fury level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The consecrated fury can enhance a weapon with any of the following weapon special abilities: bane (one kind of creature corresponding to the consecrated fury’s bloodline, as per the table below), blooded (the weapon functions as an amulet of the blooded of the appropriated bloodline), blood–hunting (the same as above), conductive, defending, furious, invigorating. In addition, if the consecrated fury is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he can add axiomatic. If he is neutral (with no other alignment components), he can add thundering. The consecrated fury can also add another ability depending from his bloodline, as per the table below.
Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the consecrated fury's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the consecrated fury’ s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the consecrated fury uses this ability on a double weapon, the effects apply to only one end of the weapon. This replaces eschew materials and all the bloodline bonus spells.

Bloodline Bane Blooded/Bloodhunting Special Weapon Property
Aberrant Aberrations Aberrant Virulent
Abyssal Evil outsiders Abyssal Planar
Arcane Magical beasts Accursed/Arcane Spell Storing
Black Blood Undead Undead Ominous
Celestial Good outsiders Celestial Merciful
Destined Humanoids (wielder’s subtype) Destined Called
Draconic Dragons Draconic Corrosive, flaming, frost or shock
Elemental Fire outsiders Elemental Corrosive, flaming, frost or shock
Fey Fey Fey Glamered
Infernal Evil outsiders Infernal Planar
Kyton Evil outsiders Accursed/Impossible Cruel
Undead Undead Undead Greyflame

Blood Casting: A consecrated fury gains blood casting at 5th level, and casts spell as a bloodrager of his level –1.
Bonus Feats: At 6th level and every 3 levels thereafter, a consecrated fury gains a bonus feat. These bonus feats must be selected from those listed as combat feats, or those granted by the consecrated fury’s bloodline. The consecrated fury must meet the prerequisites for these feats. For the purposes of these feats, the consecrated fury can select feats that have a minimum number of fighter levels as a prerequisite, treating his consecrated fury level as his fighter level. This modifies bloodline feats.
Sacred Armor: As warpriest. This replaces improved uncanny dodge and damage reduction.
Greater Bloodrage: As bloodrager.
Indomitable Will: As bloodrager.
Tireless Bloodrage: As bloodrager.
Aspect of Fury (Su): At 20th level, when a consecrated fury enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +2 (see Sacred Bloodrage). Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower. Lastly, during a bloodrage, the consecrated fury gains DR 10/— and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. This replaces mighty bloodrage.

Spells: The consecrated fury adds the following warpriest spells to his spell list at the indicated levels:
1st Level– ant haul, bane, bleed, bless, compel hostility, cure light wounds, detect magic, divine favor, doom, inflict light wounds, liberating command, mighty fist of the earth, moment of greatness, read magic, reinforce armaments, remove fear, resistance, shield of faith, shield of fortification, stalwart resolve, stunning barrier, swallow your fear, weapons against evil
2nd Level– align weapon, ancestral communion, bestow weapon proficiency, blessing of courage and life, blood of the martyr, death knell, effortless armor, ghostbane dirge, grace, instant armor, instrument of agony, life shield, martyr’s bargain, sacred bond, spiritual weapon, surmount affliction
3rd Level– archon’s aura, aura of cannibalism, badger’s ferocity, battle trance, black sword of war, blood rage, cure moderate wounds, deadly juggernaut, inflict moderate wounds, magic vestment, magic weapon, greater, prayer, shield of fortification, greater, storm of blades, stunning barrier, greater, summon ancestral guardian, wrathful mantle
4th Level– ancestral gift, ancestral memory, aura of doom, blade barrier, boneshatter, crusader’s edge, cure serious wounds, death ward, deathless, disrupting weapon, divine power, forceful strike, freedom of movement, holy smite, inflict serious wounds, persistent vigor, righteous might, spell immunity, wrathful weapon

For my last one, I'll make the Spirit Guardian (Ranger/Shaman)


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I sent a thing.


Half-Blood Extraction is a cleric, druid, and witch spell but it's not a shaman spell...


Maybe a mimic stumbled into a spell book and became a Transmuter...
Don't forget that some ladies can be very attracted by dangerous, fascinating spider-legged dark elves too.


I'll work on the Consecrated Fury anyway. And even if the threads stop, I hope someone will open them up again later.


Nice, for the object shape ability in particular, but it's not yet as versatile as I would like.


Yamabushi (Sublime Transmuter) from Zombie Sky Press

I love this class, the nearest thing there is to a specialized shapeshifter. I'd wish it had more love.


Dipping in oracle (I'd suggest battle oracle and the Purifier archetype), you could later become a Rage Prophet. Take a pegasus as your cohort, and you're a perfect Valkyrie.


What can I say... good! I like it!


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So, boys and girls... apparently I wasn't chosen to be in #13.
BUT if #12 takes a lot of reviews, maybe one of my articles could still be picked from the queue...
So, without any shame at all,
1) I will throw in a review myself in the next days,
2) I'm here promising to post something new (an archetype, a monster or other) for each new review that will be posted here.
Let's see if I can make it... ^_^

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