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RPG Superstar 7 Season Star Voter. 2,154 posts. No reviews. No lists. 2 wishlists.


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


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1 person marked this as a favorite.

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.


2 people marked this as a favorite.

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. ^_^


1 person marked this as a favorite.
Guide to the River Kingdoms, p. 10 wrote:
Everbloom: The remote monastery of Everbloom cloisters quiet priests devoted to Milani, the goddess of hope and devotion. In times of peace, they primarily serve as healers and counselors, manufacturing and selling rosewine to support themselves. More recently, Milani’s devotees have adopted a new cause, training as monks and embracing the rebellious aspects of their faith while they hide Queen Sovella and young Prince Edryd and prepare to overthrow Waike.

They could be sacred fist warpriests, or maybe this


What about a Milani monk?


5 people marked this as a favorite.

I would have been delighted to be one of Endzeitgeist's favourites in this issue. Oh, well, I'll just have to work even harder from now on. Congrats to everyone who's been mentioned in the review!
And as promised, as a very humble thank-you gift, here's another batch of favored class bonuses for the subtype

Chaotic:

Barbarian: Add +1/4 to the bonuses from one chaos totem rage power.
Bard: Increase the well–versed bonus by ¼ (maximum +8).
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Rogue: The rogue gains 1/6 of a new rogue talent.
Skald: Gain 1/6 of a new rage power.
Slayer: Add +1/2 to the studied target damage bonus vs. lawful creatures.
Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the chaotic descriptor.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Witch: The witch gains 1/6 of a new witch hex.


Kineticist/Magus.
Psychic/Wizard.
Shaman/Medium.


Does the Mindlink spell allow a two-way communication, or does it allow just the caster to pass informations to the subject?


2 people marked this as a favorite.

Thank you all. I received my prize and now I'll read it with great enjoyment.


Mine! Mine! (Thanks)


I'm still thinking about this... in the meanwhile, I refined the

Bloodrager Psychic Bloodline

Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. When you bloodrage, your mental wrath is unleashed too, making you appear as a frightful presence both on the corporeal and psychic plane.

Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager

Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)

Bloodline Powers:

Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in combat for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. At 12th level, you can use this power even when you are not bloodraging.

Mindwarrior (Sp): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When entering a bloodrage you can choose one of the following spells and apply its effects to yourself: enshroud thoughts, levitate, or tactical acumen. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.

Raging Mindstorm (Sp): Starting at 12th level, when bloodraging you automatically cast any psychic bloodline spells that can be undercast as the highest-level version a psychic of your bloodrager level could cast. For example, at 12th level, thought shield I would have the effect of thought shield V during a bloodrage.

Greater Mindwarrior (Sp): At 16th level, when entering a bloodrage, you can choose to apply the effects of either battlemind link, greater heroism, or fluid form to yourself. This is in addition to psychic warrior, and otherwise works as that ability.

Psychic Paragon (Sp): At 20th level, you are a perfect fusion of mental and physical strength. You become immune to possession and mind–affecting effects, and gain constant telepathy and thoughtsense in a 60-ft. radius. You have these benefits constantly, even while not bloodraging.

I'm rather more satisfied with this version. What do you think? It's better than the previous one? Too powerful?


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I'm in too.


What about being able to choose a magus arcana or witch hex instead of a boon?


Well, yes, I have a husband and two little sons who love Lego and Ninjago. And I was challenged to recreate the Ninjas in Pathfinder.
Well, one starting point was the kineticist without a doubt. My eldest absolutely loved that class from the start and associated it to the Ninja's elemental powers. After some thought, I discarded the Elemental Ascetic archetype. It can deliver only touch elemental attacks, while we want to fire rays too.
The Pathfinder ninja wasn't a great choice. Too much stealth, too few flashy powers. We want a monk. Plus, he needs to be able to deliver elemental attacks with his weapon, and to make a Whirlwind Attack! Ninja-Go!
So I decided for a multiclass Vanilla Kineticist/Qinggong Monk with the Ascetic combat style chain. Since the Kinetic Fist wild talent is an ability that "improves unarmed strike", the style feats should allow the characters to use it with their weapon of choice.
What do you think? Could I do something else to go even nearer to the show characters?


Since Anthony didn't make any request, but I wanted to give the thank-you gift however... here are the favored class options for

Archons:

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Cleric: Add +1/2 to the cleric’s level when determining the effects of one power from the Community, Glory, Good, Law, Nobility, Protection, Strength, or War domain.
Fighter: Add +1/4 to the weapon training bonus with one group of weapons.
Inquisitor: Add +1/4 to the inquisitor’s level for the purpose of determining the effects of her judgments or of her studied target class feature.
Monk: Add +1/4 to the monk’s level for the purpose of determining the effects of ki strike.
Paladin: Add ¼ point to the damage inflicted with smite evil or smite chaos.
Slayer: Add +1/4 to the slayer’s level for the purpose of determining the effects of his studied target class feature.
Summoner: Add +1/2 to the eidolon’s level when determining the effects of one among the following evolutions: alignment smite, celestial appearance, damage reduction, or sacrifice.
Warpriest: Add +1/4 to the warpriest’s level when determining the effect of his sacred weapon ability.

Another subtype will follow for each new review...


Wow. I am so moved from obtaining a 9/10 at the first review.
As a thank-you gift, you may ask me any favored class option that I couldn't include in the article! ^_^


Woo-hoo!
Review, you all!


So a Hunter with bardic abilities/spells? Or maybe a bard with Hunter abilities? Hmmm. I could make something for bards and skalds alike, so both you and Lastoutkast would be happy.
I'll let the idea bubble and then be back when it's well cooked.


Thank you for the review, Elghinn!
As for the raging shaper:
There are some RAW/RAI ways to do that. Some druid archetypes allow to select the Destruction domain (and the Rage subdomain which grants rage and some rage powers). An Arcane Bloodrager can use Beast Shape when raging too.
I actually created a PrC for barbarians/druids focused on raging wildshape, the Berzerkir (a variant of the Rage Prophet). You should see it in Yggdrasill #1, when it comes out! ^_^


Psychic Subdomain

Associated Domains: Knowledge, Magic.

Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain or the dispelling touch power of the Magic domain.

Phrenic Disciple (Su): At 8th level, you gains a small pool of phrenic points equal to your Charisma bonus, as well as one phrenic amplification, as the psychic class feature. At 12th and 16th level, you can select another phrenic amplification (not a major amplification. You qualify for the Expanded Phrenic Pool feat, but not for the Extra Amplification feat.

Replacement Domain Spells: 1st– mindlink, 4th– telepathic bond, 5th– intellect fortress II[i], 6th– [i]mind thrust VI


Mystic (Oracle Archetype)

Mystics dabble in the occult more than other oracles, receiving psychic–like abilities from their meditations and rapport with deities.

Oracle’s Curse: A mystic must choose the haunted, legalistic, powerless prophecy, or tongues curse at 1st level.

Occult Student (Su): At 3rd level, a mystic gains a pool of phrenic points equal to ½ her oracle level + her Wisdom bonus, as well as one phrenic amplification, as the psychic class feature. The mystic qualifies for the Extra Amplification feat. This ability replaces the 3rd–level revelation.

Mystic Discipline (Su): At 7th level, a mystic chooses a psychic discipline and gains one discipline power of her choice available to a psychic of the same level. She adds her discipline’s bonus spells to her oracle spells known (if she already knows one of these spells as an oracle spell known or a mystery spell, she uses the lowest–level spell slot for that spell). At 15th level, the mystic selects another discipline power to gain. She uses her oracle level as her psychic level, and she switches Wisdom for Charisma for the purpose of determining her powers’ effects. This ability replaces the 7th and 15th–level revelations.

Recommended Mysteries: Ancestor, Dark Tapestry, Lore, Occult, Time.


Oh, well. Let's do this a little less "crossblooded" style.

Bloodrager Archetype: Disciplined Rager

Some bloodragers learn to use the fury in their blood to fuel their psychic potential, losing part of their magic and blood powers for the advantages of a psychic discipline.

Spells: A disciplined rager casts spells from the bloodrager spell list as psychic spells. To learn or cast a spell, a disciplined rager must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a disciplined rager’s spell is equal to 10 + the spell’s level + the disciplined rager’s Intelligence modifier. In addition, he receives bonus spells per day if he has a high Intelligence score. A disciplined rager uses thought and emotion components instead of verbal and somatic components when casting his spells. This modifies and otherwise functions as the bloodrager’s spells class feature.

Diminished Spellcasting: A disciplined rager can use one fewer spell per day of each level. His number of bloodrager spells known is unchanged.

Fury of the Mind: Any bloodrager’s class feature or spell from the bloodrager spell list that normally uses a calculation based on Charisma is instead based on Intelligence for a disciplined rager. For example, when a disciplined rager with the Kyton bloodline uses his unnerving gaze power, the save DC is 10 + ½ his bloodrager level + his Intelligence bonus.

Rager’s Discipline: At 1st level, a disciplined rager chooses a psychic discipline. Whenever the disciplined rager would gain a bloodline power, he can instead select a discipline power from his chosen discipline which is available to a psychic of the same level. He can instead select a lower–level bloodline or discipline power he did not choose in place of one of these high–level powers. He uses his bloodrager level as his psychic level for the purpose of determining his discipline powers’ effects.

Intuitive Spell: At 4th level, a disciplined rager gains Intuitive Spell as a bonus feat. This replaces eschew materials.


Ok, I made a mistake... cancel "and he switches Intelligence for Charisma (and vice versa)" in the last line of Rager's Discipline.


Bloodrager Archetype: Disciplined Rager

Some bloodragers learn to use the fury in their blood to fuel their psychic potential, losing part of their magic and blood powers for the advantages of a psychic discipline.

Spells: A disciplined rager casts spells from the bloodrager spell list as psychic spells. He can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a disciplined rager must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a disciplined rager’s spell is equal to 10 + the spell’s level + the disciplined rager’s Intelligence modifier. In addition, he receives bonus spells per day if he has a high Intelligence score. A disciplined rager uses thought and emotion components instead of verbal and somatic components when casting his spells. This modifies and otherwise functions as the bloodrager’s spells class feature.

Diminished Spellcasting: A disciplined rager can use one fewer spell per day of each level. His number of bloodrager spells known is unchanged.

Fury of the Mind: Any bloodrager’s class feature or spell from the bloodrager spell list that normally uses a calculation based on Charisma is instead based on Intelligence for a disciplined rager. For example, when a disciplined rager with the Kyton bloodline uses his unnerving gaze power, the save DC is 10 + ½ his bloodrager level + his Intelligence bonus.

Rager’s Discipline: At 1st level, a disciplined rager chooses a psychic discipline. He gains access to the bonus spells and some powers of this discipline in exchange for some of his blood powers and magic (see above).
A disciplined rager can select his bonus spells from either his bloodline or from the 1st–4th level spells of his chosen discipline. He can also learn a lower-level bonus spell he did not choose in place of the higher-level bonus spell he would normally gain. Lower-level bonus spells learned in this manner are always the spell level that they would be if the disciplined rager had learned them with the appropriate bonus spell.
For example: A 7th–level disciplined rager with the Celestial bloodline and the Self–Perfection discipline has the choice of learning bless or expeditious retreat as his bonus spell. If he selected expeditious retreat as his 7th–level bonus spell, at 10th level he could use his new bonus spell to learn bless instead of bear’s endurance or resist energy, and he would add it to his list of 1st–level spells known ( just as if he had learned it as his 7th–level bonus spell).
Whenever the disciplined rager would gain a bloodline power, he can instead select a discipline power from his chosen discipline which is available to a psychic of the same level. He can instead select a lower–level bloodline or discipline power he did not choose in place of one of these high–level powers. He uses his bloodrager level as his psychic level, and he switches Intelligence for Charisma (and vice versa) for the purpose of determining his discipline powers’ effects.

Intuitive Spell: At 4th level, a disciplined rager gains Intuitive Spell as a bonus feat. This replaces eschew materials.


So, I noticed that there already are two occult archetypes for magi, one of which substitutes arcane spells with psychic spells... so I decided to turn my attention to another arcane class in need of this replacement: the bloodrager.
Here to you, adapted from Occult Adventures, the...

Bloodrager Psychic Bloodline:

Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager

Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)

Bloodline Powers:

Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in a fight for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. You can use this power even when you are not bloodraging.

Mindcaster (Ex): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When you cast spells during a bloodrage, you are considered to have the Intuitive Spell feat.

Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.

Undercasting Prodigy (Sp): Starting at 12th level and every 3 levels thereafter, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 12th level, you would replace thought shield I with thought shield II as a spell known.

Psychic Armor (Su): At 16th level, three times per day, you can give any armor you wear the mind buttressing special ability for a number of rounds equal to your bloodrager level.

True Thought-Form (Sp): At 20th level, you can shed the restrictions of the flesh and become a thoughtform- a being that exists independently of its substance. Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying. You can use this power even when you’re not bloodraging.

More soon...


JGray wrote:

Flaming Crab Games looking for two writers.

Project Length: 2,000 words.
Pay Rate: $.01 per word + 16.67% of the first month's net sales. All writers get cover credit (but this is not a hardcover series, so it will not interfere with future Superstar entries).

Additional details: Flaming Crab is looking for writers for their Letters from the Flaming Crab line. Each volume focuses on a different theme and gives us a place to test out new writers. We are currently looking for two writers.

Writer 1 will be assigned to our January volume, Tiny Dragons and will be responsible for creature building, magic item design, and archetype creation.

Writer 2 will be assigned to our February volume, Coins and Credit and will be responsible for explaining a financially related topic and how it works in a fantasy setting. There might also be magic item design, depending on which of the volume's three topics are assigned to the writer.

Preference will be given to writers who do not have professional credit. This means your work does not appear in a book that has a cover price above free or Pay What You Want. If you have written for Wayfinder but nothing else, you are welcome.

If you are interested, please email jgray.flamingcrab@gmail.com. Please include a sample of fluff writing (something without game stats) and crunch writing (something with game stats). Please indicate which project you would be more interested in working on.

Respond by: 11/13/2015. If we feel the perfect writer has come along before then, we reserve the right to end the submission period early.

Submitted.


Next coming on this thread:
Divinist (divine arcanist archetype)
Mystic (psychic oracle archetype)
Psychic Magus (it's all in the name)

...and as always, your suggestions are welcome!


Already bought it.
Hey, I will apply as a writer for the March book if you have nothing against it ^_^


3 people marked this as a favorite.

Multiclassing feats, and mythic class features for hybrid and occult classes. Variant multiclass rules for occult classes.
More Talented classes.
More domain channeling feats.
Something to make Godlings work in conjunction with Mythic rules.
Hybrid archetypes for all classes.
Inquisitors' Inquisitions.


1 person marked this as a favorite.
Lathiira wrote:
Purple Duck Games wrote:
Silver Surfer wrote:
Sounds intruiging.... I might buy it

Someone just did and I want to say we appreciate it.

That would be me, and you're welcome. I always keep an eye open for d6 1/2 BAB divine casters :)

I bought it too. I like priests, but I yet have to find the "right one".

Maybe Kobold Press' Theosophist is the most satysfying till now for me- but it's not a class.
I would also like a friar-type unarmored bardic hybrid caster divine class.


1 person marked this as a favorite.

Don't ask, unless you want a Great Old One to take your soul. Or Chuck Norris. Your choice. ^_^


And sent the last one! Now all I have left to do is cross my fingers!


Maybe he has Eldritch Heritage (Imperious).


Ok, my other ideas are too short or too immature or "already done a submission of this type this time", so I guess I'll follow one of Set's suggestions. Thank you!


I'd simply use the Magical Beast Companion feat from Caged Dragon Games in place of Monstrous Companion.


Sent the second one too. Let me know if you received it, my server is a bit nasty at times.
What could I write for the third? Mmm...


Sent my first one. Hope you like it.
And now for some Caydenite tavern-fighters options...


Set wrote:
Liberthane is run by a Paladin of Milani. That's either a typo, or a fun new possibility for Golarion. (A Paladin of a Chaotic Good goddess?)

Just wait and see.

And by the way, happy birthday, Tim.


A cult master at last! I was looking forward to that! If you make old Greg as a Mesmerist, it seems a must!


Hmm. Something intriguing about Gorum. Maybe I can create a piece on MANY deity-dedicated archetypes...

Star Voter Season 7

This was mine.

Drunken Bow
Aura moderate conjuration, faint necromancy; CL 11th
Slot none; Price 45,380 gp; Weight 2 lbs.
Description
This reddish maple wood shortbow has many carvings across its length, seeming hollow inside. It has a replacement bowstring with a cradle attached, like the one on a flask thrower. It can be used to hurl alchemical substances and splash weapons. A flask containing a contact or inhaled poison can be thrown as a splash weapon from this bow; an inhaled poison thrown this way will affect creatures as a poison bomb ninja trick, while a contact poison will have full effect on a direct hit and allow a +4 on the save to a splashed creature.
The bow may be “charged” by pouring a mug of alcoholic drink in its carvings, making them appear “full” and glow red. When so “charged”, the drunken bow becomes a +2 endless ammunition shortbow for an hour. On a critical hit, the target is sickened for 1 minute.
Construction
Requirements Craft Magic Arms and Armor, Sickening Critical, ray of sickening; Cost 23,190 gp

I realized too late that I shouldn't have mentioned the flask thrower. :facepalm:


Is the limit for Weal or Woe NPCs 7th level, or CR 7? I had an idea for developing one specific River Kingdoms NPC, but he's 8th level and CR 6.


Okay. I ALSO had forgot to put in the bonus skill ranks for being human. Check everything thrice? More check everything ten times, expecially when you know that you always are too much in a hurry...
Whatever...

Rasputin the Occult Priest (Third Time is Right Time?):

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +25
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 24, flat-footed 30 (+4 armor, +4 deflection, +2 Dexterity, +4 insight, +4 morale [touch only], +4 natural, +4 shield)
hp 117 (18d6+18+18)
Fort +14, Ref +15, Will +22 (+4 resistance bonus from unholy aura/resilience of the faithful; +1 luck bonus from prayer aura [+2 vs. good opponents])
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +9/+4 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +12/+7 (1d8/×4)
Spell-Like Abilities (CL 18th; concentration +20/+24 when casting defensively or grappled)
1/day- detect thoughts (DC 13), telepathic bond
Psychic Spells Known (CL 18th; concentration +26/+30 when casting defensively or grappled)
9th (3/day)– miracle (DC 27), psychic image (DC 27)
8th (6/day)– bilocation, fool’s forbiddance (DC 26), moment of prescience, planar ally, greater, psychic crush IV (DC 26)
7th (7/day)– ectoplasmic eruption (DC 25), finger of death (DC 25), greater scrying (DC 25), hold person, mass (DC 25), spell turning, waves of ecstasy (DC 25)
6th (7/day)– antilife shell, blade barrier (DC 24), ethereal jaunt, inflict pain, mass (DC 24), mental barrier V, psychic surgery
5th (7/day)– commune, plane shift (DC 23), possession (DC 23), synaptic pulse, greater (DC 23), spell resistance (DC 23), true seeing (DC 23), wall of ectoplasm (DC 23)
4th (8/day)– freedom of movement (DC 22), guardian of faith (DC 22), overwhelming presence (DC 22), scrying (DC 22), sending, telekinesis (DC 22), terrible remorse (DC 22)
3rd (8/day)– agonizing rebuke (DC 21), blink, claraudience/clairvoyance, ectoplasmic snare (DC 21), haste (DC 21), magic vestment (DC 21), protection from energy (DC 21)
2nd (8/day)– anticipate thoughts (DC 20), blindness/deafness (DC 20), enthrall (DC 20), ghost whip, levitate, oneiric horror (DC 20), placebo effect (DC 20), spiritual weapon
1st (8/day)– anticipate peril (DC 19), bless, command (DC 19), invigorate (DC 19), mage armor (DC 19), murderous command (DC 19), shield, sow thought (DC 19)
0 (at will)– bleed (DC 18), daze (DC 18), detect magic, detect poison, detect psychic significance, ghost sound (DC 18), mage hand, read magic, resistance (DC 18), stabilize (DC 18), telekinetic projectile
Discipline Faith*

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, mage armor, moment of prescience, shield, and true seeing. Once enemies are in sight, he activates his prayer aura and casts antilife shell.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with ectoplasmic eruption, fool’s forbiddance, mass hold person, overwhelming presence and waves of ecstasy, turn foes against each other with terrible remorse and sow thought, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death, mass inflict pain, greater synaptic pulse, and oneiric horror; he modifies his offensive spells with overpowering mind, synaptic shock and mimic metamagic, while using blink to become an even less easy target.
If wounded, Rasputin converts spell slots in quickened cure spells while continuing to target enemies with offensive spells. Should the World Engine be destroyed, Rasputin protects himself with spell turning, protection from energy, spell resistance, and ongoing mental barrier V, trying to cast a second moment of prescience with defensive prognostication if he can. He retains his +4 resistance bonus on saves from resilience of the faithful even if the unholy aura is dispelled.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 15, Con 13, Int 26, Wis 19, Cha 14
Base Atk +9; CMB +8 CMD 28
Traits Called, Indelible Ire
Feats Combat Casting, Craft Wondrous Items, DiehardB, Expanded Phrenic Pool, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Psychic Healing, Quicken Spell, Toughness
Skills Bluff +23, Diplomacy +27, Intimidate +27, Knowledge (arcana) +29, Knowledge (nobility) +29, Knowledge (planes) +29, Knowledge (religion) +29, Perception +25, Sense Motive +25, Spellcraft +29, Use Magic Device +20
Languages Aklo, Church Slavonic, Common, French, Greek, Latin, Romanian, Russian, Ukrainian; telepathy 100 ft.
SQ discipline powers (deity*, divine energy [4 points], resilience of the faithful +4, prayer aura), phrenic amplifications (defensive prognostication, mimic metamagic [ectoplasmic spell, furious spell], ongoing defense, overpowering mind, synaptic shock), phrenic pool (15 points)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Int, Wis; Diplomacy, Use Magic Device), onyx crucifix (divine focus)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Cassock of the Black Monk
Aura strong enchantment; CL 12th
Slot body; Price 34,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 morale bonus to the wearer’s touch AC. In addition, while wearing the cassock, a character with the spontaneous casting class feature or a psychic with the Faith discipline can convert his spells into both cure and inflict spells, regardless of his alignment.
Construction Requirements Craft Wondrous Item, dispel magic, moment of greatness; Cost 17,000 gp

* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.

So until now we have 12 entries. 4 psychics (all with different disciplines), 3 mesmerists (1 mythic multiclass mesmerist/kineticist), 2 occultists, 2 mediums (both Reincarnated), and 1 spiritualist...

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