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Don't worry, I wouldn't post my stuff here if I didn't want feedback. What I'm trying to make is an "universal shapeshifter", able to assume a variety of forms for extended periods of time, that's missing in Pathfinder. Until now a Mythic Aberrant Sorcerer/Trickster or a Yamabushi are the closer things I found, but...
Here. I waived the spellcasting requisite to make it available to shapeshifting races and monsters, but highened the entrance requisites for wizards.
*My creations, on the MCArchetype site
Busy but always here. I finally managed to work on this. I also reskinned it as an Inquisitor/Cavalier, since we were missing one on our table.
Secret Sect Knight:
A secret sect knight is the covert agent of a secret organization, infiltrating at all levels in one or more societies and government to the purpose of ultimately dominate the world, or free it from a tyranny, or only restore their order or religion. This organization could once have been great and respected, and then driven underground from politics, covert schemes or betrayal. It could also be a secret branch of an established church, unknown to the most.
Primary Class: Inquisitor
1) Domain, sentencing challenge 1/day, order, orisons, stern gaze
Domain: As inquisitor.
Destruction: The secret sect knight is filled with divine wrath, gaining a sacred bonus on all weapon damage rolls equal to her secret sect knight level against the target of her challenge.
Healing: The secret sect knight is surrounded by a healing light, gaining fast healing 1 for every secret sect knight level she possesses. This applies only to wounds inflicted by the target of her challenge.
Justice: This judgment spurs the secret sect knight to seek justice, granting a sacred bonus equal to her secret sect knight level on all attack rolls against the target of her challenge. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the secret sect knight great focus and makes her spells more potent. This benefit grants a sacred bonus equal to her secret sect knight level on concentration checks to cast spells against the target of her challenge, and caster level checks made to overcome her target’s spell resistance.
Protection: The secret sect knight is surrounded by a protective aura, granting a sacred bonus to Armor Class equal to her secret sect knight level against the target of her challenge. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the secret sect knight.
Purity: The secret sect knight is protected from the vile taint of her foe, gaining a sacred bonus equal to her secret sect knight level on all saving throws against effects originated by the target of her challenge. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the secret sect knight resistant to harm, granting DR 1/magic against the target of her challenge. This DR increases by +1 every level. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the secret sect knight’s. If she is neutral, the secret sect knight does not receive this increase.
Resistance: The secret sect knight is shielded by a flickering aura, gaining 1 point of energy resistance for every secret sect knight she possesses against one energy type (acid, cold, electricity, fire, or sonic) chosen when the challenge is declared. This protects only against energy attacks coming from the target of her challenge.
Smiting: This judgment bathes the secret sect knight’s weapons in a divine light. The secret sect knight’s weapons always count as the most favorable type for the purposes of bypassing her target’s damage reduction.
Challenging a foe requires much of the secret sect knight's concentration. The secret sect knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Order of the Trowel:
Cavaliers of this order dedicate themselves to the secret purposes of a covert organization. Be it dominion over the whole world, the eradication of an enemy faith, or furthering the policy of one particular country or church, these knights work in the shadows with all necessary means to achieve it– but not without their particular kind of honor.
Edicts: The cavalier must keep his identity and purposes as secret as possible. He must not reveal his missions and the secrets entrusted by his organization. He has to pursue and put to silence spies those who steal secrets and endanger his superiors’ goals.
Challenge: Whenever an order of the trowel cavalier issues a challenge, she gains a +1 bonus on her CMB against the target of her challenge as long as the cavalier is afoot. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the trowel cavalier adds Disguise (Cha) and Stealth (Dex) to his list of class skills. Whenever the cavalier uses Bluff to pass secret messages, he receives a competence bonus on the check equal to ½ his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the trowel gains the following abilities as he increases in level.
Discreet Diplomat (Ex): At 2nd level, an order of the trowel cavalier adds a bonus equal to ½ his cavalier level to his Diplomacy skill checks to gather information, and to his Sense Motive checks to get a hunch.
Covert Agent (Ex): At 8th level, and every 6 levels after that (10th and 16th level), the cavalier gains a rogue talent as if he was a rogue of his cavalier level –4. He can also use Stealth checks to make melee attacks from the shadows, in addition to ranged attacks.
Sectary Executioner (Ex): At 15th level, the cavalier can emit a death sentence against an enemy or traitor of his organization. This functions like a normal challenge, but the cavalier adds his Charisma bonus to all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 morale bonus on attack rolls made to confirm critical hits against the target of his challenge. If the cavalier confirms a critical hit against his target, the target is shaken for a number of rounds equal to the cavalier’s Charisma bonus.
Your mission is protecting the hidden mysteries of your faith.
Sect’s Cant (Sp): You can cast codespeak as a spell–like ability a number of times per day equal to your Wisdom bonus.
False Memories (Sp): At 8th level, you can modify a creature’s memory with a touch once per day. This functions as sequester thoughts. At 12th level, it functions as modify memory instead.
School enchantment (compulsion) (language–dependent); Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
Maybe I could reintroduce the Shifter spellcasting requirement, to make sure that a Wizard cant't take the class before 5th level. Note that a Shapemaster doesn't gain any new spells, so even with all these forms, it's a poor choice for spellcasters, I think.
Guess who decided to cast resurrection on this thread?
I tried to convert the prestige class in an archetype here, but the result wasn't too appealing to me. I'll try again 'cause, at a second look, it seems not to need so many changes.
Hit dice: d8
Restricted Polymorph Spells
There could be other spells to complement and integrate these ones...
[d20pfsrd.com] Databases have been Updated for AP 82, Numeria Land Of Fallen Stars, Blood Of The Elements, started The Emerald Spire
You can't have both a familiar and a bonded object.
Forgive me for being so late... this is the last familiar I promised (others may follow maybe). ^_^
Living Wreath (CR 2):
The flowering bough around the handsome youth’s brow abruptly detaches, gently levitating by its own volition.
CG Tiny plant
Hero’s Insignia (Ex): While put on the head of a creature, the living wreath can share its spells and domain powers with a target of “you” with its host, and lends its host a +2 bonus on saves against charms, compulsions, fear, and morale effects. It uses the host’s AC and saves, unless against blow directly aimed at it.
Virtue’s Prize (Ex): The plant a living wreath is made of indicates its alignment and domain choice (see below).
Spells Living wreaths cast divine spells as 3rd–level clerics. Each living wreath gains access to one different domain (or subdomain), based on its type and function. Some examples follow.
Living wreaths are said to be granted to mighty heroes who embody the virtues of civic sacrifice, ability at war, and love. They may be created from high–rank clerics as a prize for great heroes, or find themselves attracted by a creature who possesses the virtue they search for, while lost in the wilderness. A living wreath tends to form a symbiotic relationship with a hero, installing on his or her brow for mutual protection and empowerment. Other living wreaths may be suspended on a wall to bless a community or a family. Either way, a living wreath lives without withering for a long time, as long as the virtue it embodies is upholded by the persons living near it.
So this is my treat for the 160 backers:
Brain Turtle (CR 2):
This golden–skinned tortoise has a transparent crystal shell through which you can see a human–sized brain in place of its inner body.
NG Small aberration
At Will– mage hand;
Aura of Tranquility (Su): A brain turtle has seen pretty much everything in its own life, and very few things can upset it. A brain turtle receives a bonus equal to its hit dice (+3) against mind–affecting spells and effects.
Called Recall (Su): All memories of previous voyages are stored in the brain within the brain turtle’s carapace. The creature usually leaves them there, to better enjoy a fresh point of view, but can recall every information it desires at will. If asked a question, once per day the brain turtle can take 20 on any trained Knowledge skill check, and can make all Knowledge skill checks untrained.
Memory Blast (Su): A brain turtle can unleash a flood of memories from all its and its fellows’ lifelong voyages. The wave of images, sensations and thoughts hits the brain of a foe within 30 ft. leaving it stunned for 2d6 rounds. If the victim makes a successful DC 14 Will save, it is instead staggered for 1d6 rounds.
Environment any (near civility)
Brain turtles are alien creatures, only by coincidence similar to animals found on some primitive world. Their ancestors were said to travel with psychoportation from planet to planet, out of sport or curiosity, till they lost that power thousands of years ago and were left stranded on dozens of different worlds. Since then, they simply continued their travels by foot.
And this feat is for the 170 backers:
“Okay, who said 'She's a witch, she will at best have a cat'?”.
Prerequisites: Ability to acquire a new familiar, Improved Familiar feat, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Greater familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Advanced fox1 Any 9
1 Or other animal from the standard list of animal familiars.
Just 20 hours left! Continue to pledge if you want to see- the Living Garland!
I posted the last familiar just yesterday but pledges are coming one after another... so here are another few familiar feats, this time all Mythic.
Angelic Companion (Mythic)
Your faithful companion is one from the heavenly hosts.
Prerequisites: A celestial familiar, animal companion or bonded mount.
Benefits: Your companion acquires the half–celestial template.
Cohort Familiar (Mythic)
Familiar Cohort (Mythic)
As for the first one... hey, I DID say "give me that winged cat", remember? ^^ I just didn't finish the sentence: "...or else I will take it myself". ;P
[Archives of Nethys] April 2014 Releases added: PF #80, Inner Sea Combat, Inner Sea Gods, Alchemy Manual, Undead Slayer's Handbook, and site updates
We're at 140! And while there are much more delicious prizes now, I continue to offer some treat!
Symbiotic Bolete (CR 1):
The smiling witch before you has a decidedly strange skin color, and a yet stranger blue toadstool with purple spots sprouting right from the center of her head.
N Tiny plant
Hallucinogenic Cloud (Su): Once per hour, a symbiotic bolete can let out a 30–feet radius cloud of hallucinogenic spores. All creatures caught in the cloud must succeed on a DC 12 Will save or see things that aren’t there, out of their personal dreams or nightmares. This otherwise works as a mad hallucination spell (CL equal to the symbiotic bolete’s hit dice).
Symbiosis (Ex): As a standard action, he symbiotic bolete can root itself in a creature’s flesh, drawing nourishment from that creature’s bloodstream and granting it some protection in return. The host’s skin becomes a deep blue, and it gains a +2 bonus on saving throws against all illusion and mind–affecting effects as long as the symbiosis continues. The symbiotic bolete can unroot itself and go around whenever it wants, and then return to its host (both take a standard action). Any damage suffered from the bolete causes it to detach from the host.
Symbiotic boletes are relatively innocuous plants, often searched by both underground and surface spellcasters for their attack and defense properties. A symbiotic bolete is not edible for any race, and so it is believed that its abilities come from some random magic surge.
See you at 150 with more stuff^^
Another correction, by the way: the Fruit Jelly's Stealth score is +11 (in account of its size).
With Mythic without Greater, I think you can obtain the 20th level power at 22th character level (if levels Beyond 20th are allowed in your game).
We just hit 130 backers! But my new critter's not ready yet... so I give to you some new familiar feats.
Familiar Companion (Mythic]
“I’m Nature. I’m Magic. Is it so strange that both are one- and by your side?”
Prerequisites: Familiar class feature, either animal companion or bonded mount class feature.
Benefits: Your animal companion or mount becomes your familiar too. Add your effective druid levels and effective wizard levels together to determine your companion familiar’s HD and abilities.
The last one is for the Strega sorcerer archetype from Rogue Genius Games! Strega is "witch" in Italian. ^^
We're at 120! And a promise is a promise...
Fruit Jelly, CR 1:
What seems a delicious apple–green treat in a silver plate suddenly begins to slither towards you, the fine fruit pieces and candies on the inside wobbling in a threatening way.
N Tiny ooze
Dainty Dessert (Ex): If a foe inflicts bite damage to a fruit jelly, this causes it to split into two parts, each with half of the original creature’s current hit point total, rounded down. A fruit jelly can’t split again until it returns to full hit points. The bitten part continues to move in the foe’s mouth and throat, trying to suffocate it. The victim must attempt a new Fort save each round (DC 12) not to suffer automatically damage from the monster’s attacks. The morsel itself takes 2 points of damage per round as its victim tries to munch and swallow it. When it’s down to 0 hp, it’s been swallowed and dies. A split fruit jelly gains 2 hit points per day till it returns to its original number.
Sticky (Ex): Even if a fruit jelly can engulf and consume only creatures or pieces of food smaller than itself, when both its attacks in a round hit the same creature who is one size or more larger than the fruit jelly, it can try to attach to the one of the creature’s extremities (if it has extremities). This requires a grapple maneuver. The creature can’t use the engulfed extremity and automatically takes acid damage every round. If a foot is engulfed, the creature is treated as entangled. The fruit jelly can’t make other attacks while using this ability. Its acid corrodes only organic matter, not metal or stone. If the fruit jelly takes damage from any source, it immediately frees the grappled extremity.
Fruit jellies were first created by some alchemist with a taste for bad jokes, either to ease boredom or to commit an assassination in a creative way. Today they are spread almost everywhere, and any cook or table companion could find one in his kitchen, eating their supplies, little rodents and vermin, and occasionally choking a diner. Fruit jellies favor a diet of fruit and sweets, and assume the color and flavor of the treats they least ate. They can accommodate to eat meat (both dead and alive) if there’s anything else, but in this case they assume a sickly, nauseating rotten color and smell.
Also, a correction. The Flowering Minicactus' CMB should be -1. ^_^
Come on, continue to pledge! Be generous! We're at -5 from OSW's prize... and my next familiar will be a plant again, and a very special one!
I'm not familiar with these kinds of plant but... If people continue to pledge and I run out of ideas, I'm going to acceptt any suggestion, why not?
Would you want a Delicious Pudding? ^^ I can make that.
Flowering Mini–Cactus (Echyno), CR 1:
The bulbous body of this plant sports a gorgeous lavender–white flower at the end of a long stem. The flower seems to turn around to look at you.
N Tiny plant
Desert Fruit (Su): Once per week, as long as it received water, an echyno can produce a special fruit with one of two special properties.
Flower Language (Ex): Echyno communicate through color changes in their petals, opening and closing the corolla and with subtle perfume nuances. The plant can sense and transmit its emotions in a way akin to wordless empathy. This doesn’t convey concepts or warnings.
Needle Spray (Ex): Once per round, an echyno can burst forth a spray of minute needles that hits one target as a piercing melee attack.
Needle Hide (Ex): An echyno’s needles deal 1 point of piercing damage to any creature hitting it with a natural attack or unarmed strike.
Though they were at first desert plants, flowering minicacti can live in all warm and temperate climates and resist very well to summer and winter temperatures. Unlike their mundane cousins, semi–sentient echyno produce beautiful, sweet–smelling flowers all year round. An echyno always blooms one flower at a time, and the stem is the only part of its body that can move. The flower acts as its perceptive organ and mean of communication. As soon as a flower withers and falls, a new one blooms immediately: this happens once per week. If a flower is cut, the echyno is not able to perceive anything until a new flower is ready. Echyno reproduce asexually by sprouting new young plants on their body, that can be removed and planted.
I'll leave to Lady Medusa to put this on the kickstarter page as a preview. ^^ Well, it's been a pleasure... see you at 120 backers for more! ^^