|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
The Improved Familiar feat doesn't say that you must be an arcane caster to take it. And I can see a flame shaman with a small fire elemental, or a bone shaman with a nosoi or quasit (able to transform in a raven, if the first familiar was a raven). I'd rule that a shaman's Improved familiar must be related to her spirit or to her previous spirit animal.
Your wish is an order, my friend ;)
The gifts of the gods are rarely given without a price, even to those who search them. The Possessed Prophet is an unfortunate mortal who’s been reluctantly chosen (often from birth) by some unknown arcane spirit to reincarnate in her body the soul of a powerful servant of her patron from times past, to the purpose of delivering their commands and usher their ends to the church and the world at large. This entity can have a very different alignment from that of their host body, and their forced cohabitation and the eldritch visions of past and future can cause infinite anguish to the possessed prophet, ultimately driving her mad. Often, the coming of a possessed prophet into the world is seen as an harbinger of apocalypse.
Primary Class: Oracle
1) Hexed revelation, mystery, possession curse, orisons, patron
Hexed Revelation: At 1st level, the possessed prophet chooses both a revelation from her mystery and a hex (see below).
Air: 2) feather fall, 4) gust of wind, 6) cloak of winds, 8) air walk, 10) control winds, 12) elemental body III (air only), 14) elemental body IV (air only), 16) whirlwind, 18) winds of vengeance
Autumn: 2) alter winds, 4) resist energy (electricity only), 6) call lightning, 8) river of wind, 10) call lightning storm, 12) wind walk, 14) control weather, 16) stormbolts, 18) winds of vengeance
Earth: 2) expeditious excavation, 4) soften earth and stone, 6) meld into stone, 8) stone shape, 10) move earth, 12) elemental body III (earth only), 14) elemental body IV (earth only), 16) repel metal or stone, 18) world wave
Fertility: 2) goodberry, 4) bear’s endurance, 6) neutralize poison, 8) death ward, 10) kiss of the first world, 12) mass bear’s endurance, 14) regenerate, 16) polymorph any object, 18) wish
Fire: 2) produce flame, 4) burning gaze, 6) fire trap, 8) firefall, 10) fire seeds, 12) elemental body III (fire only), 14) elemental body IV (fire only), 16) incendiary cloud, 18) meteor swarm
Hearth: 2) detect secret doors, 4) wizard lock, 6) tiny hut, 8) secure shelter, 10) stone wall, 12) guards and wards, 14) mage’s magnificent mansion, 16) create demiplane, 18) greater create demiplane
Nourishment: 2) goodberry, 4) allfood, 6) create food and water, 8) grove of respite, 10) major creation (edible items only), 12) heroes’ feast, 14) greater restoration, 16) true creation (edible items only), 18) wish.
Possession: 2) protection from outsiders, 4) marionette possession, 6) enter image, 8) possess object, 10) magic jar, 12) animate objects, 14) monstrous physique IV, 16) cloak of chaos (evil/good/law), 18) divine vessel
Spring: 2) goodberry, 24 greensight, 6) mass invigorate, 8) create food and water, 10) wall of thorns, 12) ironwood, 14) plant shape III, 16) resurrection, 18) wooden phalanx
Summer: 2) flare burst, 4) fury of the sun, 6) daylight, 8) healing warmth, 10) wall of fire, 12) sirocco, 14) fire storm, 16) sunburst, 18) fiery body
Saw it. If it has trapfinding too, I'll just fall in love.
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...