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RPG Superstar 7 Season Star Voter. 2,105 posts. No reviews. No lists. 2 wishlists.


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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...


1 person marked this as a favorite.

Ooookay.
I'll make:
Options for Caydenite characters
Options for Milanite characters
and a Weal or Woe which develops one controversial character just hinted at in Guide to the River Kingdoms, in a little, little realm...


And I just noticed that the Knowledge abilities should have 27 ranks (16 + 3 +8). Oh well. Whoever reads or copies it, remember to correct please...


Aaaargh. I left the Cha score too high (forgot that the headband enhances two abilities, not three!) Okay, once again:

Rasputin the Occult Priest (this time for real):

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +23
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 +22, Diplomacy +26, Intimidate +26, Knowledge (arcana) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +23, Sense Motive +23, Spellcraft +27, Use Magic Device +19
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.


Whew. It's done.
EDIT: Thank you, Illrigger. I corrected the starting stats using the rules for heroic arcane NPCs (changing Wis with Cha).

Rasputin the Occult Priest:

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +23
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 +22/+26 when casting defensively or grappled)
1/day- detect thoughts (DC 15), 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 18
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 +24, Diplomacy +28, Intimidate +28, Knowledge (arcana) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +23, Sense Motive +23, Spellcraft +27, Use Magic Device +21
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.

Starting ability scores:
8
14
12
15
13
10
Modifiers: race, middle age, advancement, magic items, and an inherent +4 (on Intelligence) provided by a miracle (as Brandon said before).
He has some redundant abilities, but thanks to this he can be a formidable opponent even after the World Engine's destruction.


Tre insight bonus comes from the area, but the 18 extra hp don't, I think.


The original stat block seems to use both the +1 hp and the +1 spell/level favored class bonus.


How many. Good to see spiritualists and occultists too.
And TWO reanimated mediums up to now. Wow.
I'm busy making mine... I like it very much but I hope someone will try the two ideas I had to discard (Cult Master and Ectoplasmatist).


1 person marked this as a favorite.

True. But when I first read the challenge, TWO ideas came to mind almost at the some time. So, if I'm not doing a Mesmerist, I'm doing the other thing. And o boy it fits almost perfectly.
After all, a psychic caster must not worry about arcane spell failure, does he? ^_^


One has not to have the armor on all the time... Only in the right rounds... Or maybe some magic item can be added or modified ad hoc.


Evil Midnight Lurker wrote:
Bardess wrote:

Psychic or Spiritualist? One's easier and straight, the other is bizàrre and fascinating...

Ahh, decisions, decisions...
I don't plan to enter, but I can't see how he could possibly not be a Mesmerist. :D

Mesmerist seems the first choice (Cult Master in particular), but since have already been posted 2 Mesmerist builds, I'm thinking to do something different.

Plus, Mesmerists can't cast his higly destructive spells and play with ectoplasm...


Psychic or Spiritualist? One's easier and straight, the other is bizàrre and fascinating...
Ahh, decisions, decisions...


No, but they may if they wish. I just don't remember if he does. This could be the decisive factor for my class choice.


Hmmm. I'm uncertain between two.
Do you think astral spells are very important for him? Also, does he actually worship some deity?


OSW, Tim's absolutely right. If you want a hand from now on, I'm willing to do what I can. :)


So any news? (After your latest mail, I mean).


Um, I think you're wrong. The Animal Archive says that the new familiar feats can REPLACE one of the familiar's standard feats, not that they can be taken with progression as animal companions do?


Okay. No more nudgets, even as a joke. We'll leave you in peace. This is a promise.
We all want this to go on and you to be well. We'll be professional from now on.


I can maybe be more useful with one-book characters.
Like Teppic = Slayer/Noble Scion, or Victor = Swashbuckler.
Agnes Nitt could have at least a dip into Spiritualist.
Brutha is the ONLY real 1st-level Oracle of Lore in a country of false priests.


Besides, it's true that I was anxious but... well, it was not a life-or-death issue. I could have waited. Our least posts were a half-joke.
Next time keep me waiting like the others, ok? So maybe I'll learn to keep my stupid mouth closed. ^_^


Sorry. Many books haven't still been translated in Italian, so I'm talking based on what I did read. I'm still missing Night Watch. But I hope to find the time to catch up.
Still, I'd like to give my opinion if I can. If there's something I don't know, you can always correct me. No need to be so angry.
I didn't know about Vimes' rages, for example. If you build him with rage, it could be a good idea to give him some alcohol-related rage powers.


Sorry, Tim. I really believed you sent to everybody.


The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.


So I received this PM... I expect all of you had it too...
Well, this is unexpected... the chosen item is (again) the one I thought had the least chances to be chosen... A surprise not unpleasant though... ^_^

Star Voter Season 7

That's clear and understood. ^_^

Star Voter Season 7

Covent wrote:

Good luck all, however a word of warning.

Please, Please do NOT give away any info that might ID your item such as when you submitted it or any mistakes you may or may not have made.

It would be horrible if anyone got (DeathQuakered) DQ'ed for something like that.

Again best of luck and I hope everyone has fun.

Do you think that the time of submission could spoiler something?... The judges know who submitted what and when anyway. While voters won't see the submission date/time...

Star Voter Season 7

3 people marked this as a favorite.

Just submitted. My second time. Good luck everyone.


Eskarina, as I said elsewhere, is nearly impossible to make in Pathfinder rules. She started as a gestalt wizard/witch with an intelligent bonded item and no familiar (maybe a few Mythic tiers), but in I Shall Wear Midnight she seems a very powerful mythic arcanist more than everything.
What should be Tiffany's patron? Boundaries, Wisdom, Summer, Spirits all seem good. No familiar but a whole bunch of familiar-like ally Smurfs... Pardon, Figgles.


Cheri Littlebottom = Alchemist. She's skilled at forensics but not a great investigator.
Susan = Medium. She channels her grandfather's spirit IN THE BONES.


Vimes is LG. He is "an officer of the Law", not of the City or the King or the Patrician.
Carrot is not interested in being a "paladin" as people see it. He COULD be one, but feels it's not right to use his high Charisma to influence people, if it's not absolutely necessary. Also, he cannot heal others or use magic, and is devoted only to the city's well-being. He is a LG Castellan Cavalier of the Lion. (Guess who's his "animal" companion).
Rincewind shouldn't have even one wizard level.
Granny Weatherwax is a 20th-level witch with the Boundaries patron and the Possession spell chain from Occult Adventures. The cat You is her familiar. Cackle, Evil Eye, Feral Speech are definitely her favoured hexes.


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. .

. . .

. . . .

. . .

. .

.


A shaman with Medium powers seems a must. Many occult spells are already in the shaman's list.


2 people marked this as a favorite.

I want to begin writing the new articles! Don't keep us waiting for the call!


Yaaaaaay! Thank you all!
Now I wonder which one(s) got in...


So Erasmus is not a relic channeler? I thought that his deck of cards could be his brother's relic.


1 person marked this as a favorite.

I'd use if together with Geek Industrial Complex's Companions of the Firmament and Caged Dragon Games' Magical Beast Companions. All three give solid rules for griffins/pegasi/hippogriffs companions and/or aerial combat.
I love this book and will use it as reference for my aerial players. It's better to use these rules than Monstrous Mount or Monstrous Companion, if you ask me.


I will return eventually too... I have dedicated to other projects recently but you can count on me if needed.


I don't understand if Slashing Grace has been extended to two-handed weapons, or not.


1 person marked this as a favorite.

Soooo... half of the month is past... When do we get to know who's in?


This could be the most intriguing class ever. Hope you scheduled a mediumesque archetype for the shaman.


I'm intrigued with the changes but would like domains back too.
Also, I'm still waiting for a clearer explanation of the Zealot/deity relationship. From the V2 text, it would appear that he needs to fit the deity's alignment requirements ONLY with his vigilante identity, am I right?


I would have preferred if Domain had remained an option for the Zealot.
Does the divine power chosen provide an extra talent at 1st level, or the Zealot selects the base divine power as his first talent at 2nd level? Must his deity's alignment be appropriate only for his vigilante identity, and not for his social identity too?
Also: so now the social and vigilante alignment can be one step removed in DIAGONALS too? That's something new... O_o


Actually, it's Italy *with sadness*


Choose River Kingdoms and I have an idea for chaotic good paladins of Milani.
Choose Numeria or Alkenstar and I'll revise my old Potionslinger alchemist and Deathly Gunner barbarian.
Choose the First World and I'll go with rules for half-fey and multiple wildblooded fey bloodlines...


What's the final count, Tim? How many submissions in total this time?


Yay! The last one's assigned!


When I go to "confirm your order", the "place your order" button is deactivated.


vigilante playtest wrote:
Although not as tied to the tenets of the deity as a cleric, a zealot vigilante must still hold such guidelines in high regard, despite that fact he can go against them if it serves his crusade and goals.

Does this mean that a Zealot has not the same alignment restrictions as clerics, inquisitors and warpriests? Can he have a very different alignment from his deity? I already made this question, but without an answer.

If so, then the Zealot is the only character who can use a domain without alignment bonds, which makes him VERY interesting....


Does the Battle Companion warpriest major blessing count as a spell-like ability for the purpose of summoning a Guardian Spirit?


I'd like one too, please.

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