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RPG Superstar 2014 Star Voter. 1,792 posts. No reviews. No lists. 1 wishlist.


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Now that there's a Paizo official shaman class, will your own Shaman change name, or will you do something to make him different from the official one? (I still love the class very much, that's why I'm worried...)


All of them, but mostly Celestial and Undead!


A shaman archetype or universal hex allowing to take revelations from her spirit's related mystery is in order. After all, how is a shaman doing without Natural Divination?


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.


And while I'm here, let me call a Divine Detective (Inquisitor/Investigator). The world itself WANTS that!


Elghinn Lightbringer wrote:


#Possessed Prophet
With that change (confused every encounter if Will save for the day fails), then I think this one is done too.

Good for me. :)


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A negative channeling shaman lord of undead has still to be made, though I find it a must. And a channeling inquisitor too.


Oops, I misread. I meant that a save should be made at the beginning of every encounter.
Or maybe: a save when subjected to a mind-affecting spell, or an Intimidate/Diplomacy/Bluff attempt by another character?


Confusion durino encounters was in my first draft of the curse. I like the first version better, however.


What happens if the Possessed Prophet is true neutral? Plus, I stated that she can choose the Possession patron whatever her mystery is.
Beyond that, I like the result- very possessed flavor!


Did someone call Warpriest/Bloodrager yet?


#Possessed Prophet
Hexed Revelations: I think that since a revelation is usually more powerful than an hex, an one-on-one exchange could be underpowered. Sure, it can be done though.
Tieing hexes to mysteries: I thought about that, but this way most hexes would end to be tied to a few mysteries (like Life, Bones or Winter), while most mysteries would have no hex connected. I think that Heavens or Flame could be great choices for a PP, and it would be sad to rule them out.
Possessing entity: Since this is the PP's curse, the possessing entity can be an outsider all good, but its alignment should clash with the PP's alignment in some way. Maybe at higher levels she could use the Summon Spirit hex to make it come outside her body and interact directly?
New Mysteries: The PP can use the new mysteries I made for the Occult Philologist. The Spirit mystery is particularly fit for her in my opinion. I can't imagine ten different revelations + one final revelation for a Witchcraft mystery right now...


Actually, I made that thinking of an unwilling villain with a double personality. One of those pathetic bad guys that make the heroes regret and doubt for having to finish her. Lots of crying.


Your wish is an order, my friend ;)

Possessed Prophet:

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
Secondary Class: Witch
Alignment Restrictions: none
Hit Dice: d8
Bonus Skills: The possessed prophet adds tree witch skills of the character’s choice to her class skills list.
Skill Ranks per Level: 2 + Intelligence modifier.
BAB: ¾
Saving Throws: PPG
Weapon and Armor Proficiency: The possessed prophet is proficient with all simple weapons, light armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spell Progression: As oracle.
Spells: The possessed prophet adds all the spells with the curse descriptor on the witch spell list to her own, plus harrowing, magic jar, marionette possession, possess object, possession trap, and seducer’s eyes. She also adds her patron spells to her spell list (see below). The possessed prophet doesn’t automatically learn cure or inflict spells (spells with "cure" or "inflict" in the name). Her number of spells per day and spells known is unchanged.

1) Hexed revelation, mystery, possession curse, orisons, patron
2) Hex, mystery spell
3) Patron spell
4) Mystery spell
5) Hex, patron spell
6) Mystery spell
7) Patron spell, revelation
8) Hex, mystery spell
9) Patron spell
10) Mystery spell
11) Hex, major hex, patron spell
12) Mystery spell
13) Patron spell, revelation
14) Hex, mystery spell
15) Patron spell
16) Mystery spell
17) Hex, patron spell
18) Mystery spell
19) Patron spell, revelation
20) Final communion

Hexed Revelation: At 1st level, the possessed prophet chooses both a revelation from her mystery and a hex (see below).
Mystery: The possessed prophet chooses a mystery at 1st level. This works as the normal oracle class feature. Any mystery complements the possessed prophet archetype. The possessed prophet can also choose the Spirits and Words mysteries.
Patron: At 1st level, the possessed prophet chooses a patron too. Her patron choice must be linked to her mystery choice, along the following lines. A possessed prophet can combine the new Possession patron with any mystery she chooses.
Ancestor: Ancestors, Boundaries, Death, Devotion, Enchantment, Fertility, Hearth, Portents, Spirits, Strength, Time, Vengeance, Wisdom
Battle: Agility, Devotion, Endurance, Strength, Vengeance
Bones: Ancestors, Death, Occult, Plague, Spirits
Dark Tapestry: Dimensions, Insanity, Occult, Portents, Shadow, Stars, Transformation
Flame: Elements, Fire, Summer, Vengeance
Heavens: Ancestors, Devotion, Dimensions, Light, Moon, Stars
Juju: Death, Fertility, Insanity, Occult, Plague, Spirits
Life: Devotion, Endurance, Fertility, Healing, Nourishment, Peace, Spring
Lore: Ancestors, Portents, Time, Wisdom
Lunar: Agility, Animals, Light, Moon, Shadow, Stars, Transformation
Metal: none
Nature: Agility, Animals, Endurance, Fertility, Nourishment, Transformation
Occult: Ancestors, Boundaries, Deception, Dimensions, Insanity, Occult, Shadow, Spirits, Transformation
Outer Rifts: Boundaries, Dimensions, Insanity, Occult, Vengeance
Solar: Fire, Light, Summer
Spellscar: Insanity, Transformation, Trickery
Spirits: Ancestors, Boundaries, Death, Dimensions, Occult, Spirits
Stone: Earth, Elements
Time: Dimensions, Time
Waves: Elements, Water
Wind: Air, Autumn, Elements
Winter: Elements, Winter
Wood: Spring
Words: Ancestors, Portents, Time, Wisdom
Possession Curse: The possessed prophet is cursed with the presence of a stranger mind in her own, but this possession is also the source of her power. Choose a madness other than Amnesia. At the beginning of each day, the possessed prophet must make a save against that madness with a –10 penalty on her DC. If she fails, she’s affected by the madness for that day. If the save’s successful, she doesn’t suffer from the madness for the day but loses access to her patron spells and must make a concentration check to cast any other spell. Whenever the possessed prophet fails a morale check or a saving throw against a mind–affecting spell or effect, she can attempt a new check in the next round.
At 5th level, she is immune to the dazed and fascinated conditions.
At 10th level, the possessed prophet can take 20 on any Knowledge check thrice per day.
At 15th level, the possessed prophet adds legend lore to her list of known spells.
Hexes: A possessed prophet gains witch’s hexes at the indicated levels. From 11th level, she may select a hex or a major hex. Her witch level for the purpose of using these hexes is equal to her possessed prophet level (DC equal to 10 + the spell’s level).
Revelations: A possessed prophet gains revelations from her mystery at the indicated levels. Her oracle level for the purpose of using these revelations is equal to her possessed prophet level.
Final Communion: At 20th level, the possessed prophet can chooses either to gain the final revelation of her mystery or a grand hex. In both cases, should she die, she’s reborn 3 days later as an incarnation of her patron’s portfolio (treat as the reincarnate spell).

New Patrons:

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


Oceanshieldwolf wrote:
Bardess wrote:
I called a Swashbuckler/Bard (Boastful Gallant) and a Slayer/Inquisitor (Sectary Sicary), for sure. When I see the final shaman, I'll decide with which other classes to couple it.
@Bardess: THIS post in the ACG thread mentions an inquisitor archetype called the Sanctified Slayer that gets sneak attack and slayer talents...

Saw it. If it has trapfinding too, I'll just fall in love.


And three are mine. ^^


Elghinn, I'm going to transform the Boastful Gallant in a Swashbuckler/Bard, so her development is postponed after August. Put the Possessed Prophet (Oracle/Witch) in her place.


Will you do a Mythic Godling Options book too? I'm curious to see how Divine Source interacts with the 20th level Demigod Ability of a Godling.


I'm making an Oracle/Witch while I wait for August. Put the Possessed Prophet in my next slot in queue, please. ^_^


Same thing here.


Mmm, I'll call a Cavalier/Hunter then... hope the Hunter alignment restriction has been waived...


I called a Swashbuckler/Bard (Boastful Gallant) and a Slayer/Inquisitor (Sectary Sicary), for sure. When I see the final shaman, I'll decide with which other classes to couple it.


Channel energy? Just positive or negative too? Either way, I want that!


@Itchy
What I meant was, a version of Monstrous Mount without the weaknesses that many have complained about for that feat (reduced flying speed, for example).
Boon Companion lets you have a higher-level companion if you are a multiclass PC, but what I really want from an Improved Companion feat is the ability to take something other than an animal for my animal companion (an expanded Monstrous Mount, perhaps, without the "mount" limitation).

@doc
The swan in B4 is an animal companion and I like it. I want a swan familiar too, though. Since it's a Small creature, it should do.
I know all the 3PP dog familiars, but I still think that an "official" one is needed.


There's no need to be a synthesist. Stands can coexist in the same space as their bearers, but also be separated from them.


2 people marked this as a favorite.

And also:

Rooster


1 person marked this as a favorite.

Wish list:

Dog
Ferret
Marmoset
Swan


1 person marked this as a favorite.

Whoo! And now a similar book about animal companions, with a revised version of Monstrous Mount and an Improved Companion feat!


Just saw the Slayer previews. I wasn't interested in the class before... Now I look forward to create a Sectary Sicary (Slayer/Inquisitor).


Maybe he didn't want to become a God. Now he can't have the same fun.
"Don't get drunk, guys, see what a mess I did! You don't want to end like me, do you?"


Ferret- +3 Stealth
Marmoset- +3 Climb


Maybe not. ;)


In my setting, arcane magic is "the power of the world", that some learn to harness. Divine magic is "the power of the gods", and psionics is "the power of man". They're called the Three Forces of Universe.


Okay, since I have time, maybe I'll begin to write a Grim Fairy Tale and expand my "anti-undead" archetypes and think about some Undead Masters/Channeling Feats... mmm...


I'm OK with your changes, El. Someone else?


LOL Federico IS Freddy... his name is basically Freddy's translation ^_^


Awww, if I only had known, I'd save my anti-undead archetypes for vampires instead of mummies! (Okay, time to think about some witch lady of zombies...)


Review, guys! As a prize for the first three reviews, I offer the complete stats of the Iconic Obedient Diabolist (20th-level/10th tier character!)


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...
I agree that being able to assume so many forms is very powerful, but a druid who takes this class, while able to shapechange at 13th level, couldn't cast spells beyond 2nd level, neither her animal companion and stuff would progress. Shapechanging is the only feature of this class.
Oh, and I can't follow your link. I'll try to find the thread in another way. ^_^


Looks like the seducer devil's infernal sacrifice paragraph was put among her special abilities... ^^;


Wheeeeeee! Too early to ask a review?!


Mystic symbol: copypaste error, it's obviously foes that are at a disasvantage and not allies.
Order of the Trowel: Rogue talents are received at 8th, 14th, and 20th level.


Here. I waived the spellcasting requisite to make it available to shapeshifting races and monsters, but highened the entrance requisites for wizards.

The Shapemaster:
Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or a 4th–level polymorph spell (aberrant shape II**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape II or a similar spell).
Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.
BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.
Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I, visage of the fey I†.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III, visage of the fey II†.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III, visage of the fey III†.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.

*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia
†Soon to be seen in a certain book...


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
Secondary Class: Cavalier
Alignment Restrictions: As inquisitor
Hit Dice: d8
Skills and Ranks: +3 cavalier skills, +4/level + Int modifier
BAB: ¾
Saving Throws: GPG
Weapon and Armor Proficiency: A secret sect knight is proficient with all simple weapons, plus the hand crossbow, longsword, repeating crossbow, shortsword, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spell Progression: As inquisitor.

1) Domain, sentencing challenge 1/day, order, orisons, stern gaze
2) Sect’s infiltrate, detect alignment, order ability
3) Faithful squire, improvisation
4) Sentencing challenge 2/day
5) Bane, discern lies
6) Secret symbol
7) Sentencing challenge 3/day
8) Order ability
9) Covert talent
10) Sentencing challenge 4/day
11) Improved improvisation
12) Demanding challenge, greater bane
13) Sentencing challenge 5/day
14) Exploit weakness
15) Order ability
16) Mystic symbol, sentencing challenge 6/day
17) Masterful improvisation
18) Covert talent
19) Sentencing challenge 7/day
20) Absolute sentence

Domain: As inquisitor.
Sentencing Challenge: Once per day, the secret sect knight may pronounce a challenge against a foe that she recognizes as an enemy of her organization or an obstacle for its ends. As a swift action, the secret sect knight chooses one target within sight to challenge. The secret sect knight gains the benefits of a judgment of her choice against the target of her challenge only, but with greater bonuses. As a swift action, she can change this judgment to another type. If the secret sect knight is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral secret sect knights must select profane or sacred bonuses. Once made, this choice cannot be changed. The secret sect knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

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.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each secret sect knight's challenge also includes another effect depending from the order she belongs to. This ability modifies judgment.
Order: As cavalier. This replaces monster lore, track, second judgment, and the 15th level teamwork feat.
Orisons: As inquisitor.
Stern Gaze: As inquisitor.
Sect’s Infiltrate (Ex): At 2nd level, the secret sect knight is an expert in the secret jargon used by members of her sect to recognize each other and pass messages in secret. She adds her Wisdom modifier on Bluff and Disguise skill checks in addition to her other ability bonuses. This replaces cunning initiative.
Detect Alignment: As inquisitor.
Faithful Squire (Ex): At 3rd level, the secret sect knight gains the Squire feat as a bonus feat and gains a 1st level companion. This is a novice of her sect in training. The secret sect knight treats her Leadership score as if she had a special power (+1). If the squire ever dies and gets replaced, the secret sect knight loses this bonus. When the secret knight reaches 7th level, the squire can graduate, but she doesn’t automatically gain other followers. A graduated squire may retrain his military class levels as cavalier, cleric, inquisitor or secret sect knight levels, with access to the same order or domain of his mentor. This replaces the 3rd–level teamwork feat.
Improvisation (Ex): At 3rd level, the secret sect knight has learned to adapt her way of fighting to the circumstances and allies available. The secret sect knight can choose one teamwork feat possessed by one of her allies (included her faithful squire). As a standard action, she can grant herself this feat for 3 rounds plus 1 round for every two secret sect knight levels she possesses, as long as the chosen ally is within 30 feet and can see and hear her. She does not need to meet the feat’s prerequisites. She can select a different feat every time she uses this ability. The secret sect knight can use this ability once per day at 3rd level, plus one additional time per day at 7th level and for every 5 levels thereafter. This replaces solo tactics.
Bane: As inquisitor.
Discern Lies: As inquisitor.
Secret Symbol (Ex): Each member of a sect receives a symbol to recognize and be recognized by her fellows At 6th level, the secret sect knight can reveal her secret symbol to frighten her enemies. Whenever the secret sect knight shows her symbol to someone, she gains a +2 morale bonus on Diplomacy checks with members or allies of her sect, and on Intimidate checks with all the others. At 11th and 16th level, these bonuses increase by +1.
When the secret sect knight boldly present her symbol in battle, her foes must succeed in a Will saving throw not to be shaken for 1 minute (DC: 10 + ½ the secret sect knight level + her Charisma bonus). The symbol can also be used as an holy focus while spellcasting. This replaces the 6th–level teamwork feat.
Covert Talent: At 9th level, and again at 18th level, the secret sect knight can select a rogue talent. Her effective rogue level for this talent is equal to her secret sect knight level. This replaces the 9th and 18th–level teamwork feats.
Improved Improvisation (Ex): At 11th level, when the secret sect knight uses improvisation, she can grant another ally the same teamwork feat she grants herself. Neither the secret sect knight nor the ally need to meet the feat’s prerequisites. This replaces stalwart.
Demanding Challenge: As cavalier. This ability works with the secret sect knight’s sentencing challenge, and replaces the 12th–level teamwork feat.
Greater Bane: As inquisitor.
Exploit Weakness: As inquisitor.
Mystic Symbol (Ex): At 16th level, the secret sect knight’s symbol becomes a focus of awe and fear for her foes. All foes within 60 feet receive a –2 penalty on saving throws against charm and fear spells and effects. In addition, once per day, the secret sect knight can spend a standard action to raise her symbol high above her head, shedding an eldritch light. All allies within 60 feet in the same round must roll twice their saving throws against any one spell and effect and take the worst result. Both saves are made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This replaces third judgment.
Masterful Improvisation (Ex): At 17th level, the secret sect knight can grant herself any two teamwork feats possessed by her allies using improvisation. As a full–round action, she can instead grant just one feat to herself and her allies. This replaces slayer.
Absolute Sentence (Su): At 20th level, a secret sect knight can pronounce an absolute sentence against a foe during combat. Whenever a secret sect knight uses her sentencing challenge ability, she can pronounce an absolute sentence on a foe as a swift action. Once declared, the secret sect knight must make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double the normal amount of damage. In addition, if the secret sect knight confirms a critical hit with her attack, the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the secret sect knight’s level + her Wisdom modifier. Even if the target’s save is successful, it is staggered for 1d4 rounds. Regardless of whether or not the save is made, the target creature is immune to the secret sect knight’s absolute sentence ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

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.

Secrets Inquisition:

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.

New Spell:

New Baptism

School enchantment (compulsion) (language–dependent); Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
Casting
Casting Time
1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day (D)
Saving Throw Will negates; Spell Resistance yes
Description
You give a new name (nickname, pet name, church name) to one creature, that is considered its true name for the spell’s duration. While the spell’s in effect, the baptized creature receives a +10 bonus on its save DC against spells and effects from any other source that require to know its true name, but a –4 penalty against spells and effects from you (as you are the only one to know its true name). New baptism can be made permanent with a permanency spell.


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.
As for the outsiders spells, druids can be worshipers of diabolic and angelic deities (and agathions are oh so in tune with druids!). BOTH the original classes gave the option to transform into ANY outsider (I hope to create a spell chain for every outsider race sooner or later).
What' s still missing are spells to become fey or constructs. But it's only a matter of time, I think (does anyone know if some 3PP created something similar?). There also could be a tailored feat (maybe a Mythic feat?) to assume the shape of a specific individual.


Guess who decided to cast resurrection on this thread?
Nearly three years later, I've returned on this class after learning many things on the game rules and dinamics. I re-read the 3E Shifter class too and I think I found an elegant way to rewrite it short and sweet.
So:

The Shapemaster:

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.

So...

The Shapemaster:

Hit dice: d8
Requirements:
Feats: Alertness, Endurance
Special: Must be able to assume another form, via class or race abilities or spells.

Class Skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animals, Knowledge (Nature), Perception, Profession, Run, Stealth, Survival, Swim.
Skill points/level: 4 + Int mod.

BAB: 3/4
ST: G/G/P
Spells: none
Weapon and Armor Proficiency: None
Improved Wild Shape (Sp): Beginning at 1st level, the shapemaster can take the form of another creature. Improved wild shape works like wild shape, but as she rises in level, the shapemaster gains the ability to assume the forms of different creature types, though she cannot choose a form that normally has more Hit Dice than she herself does.
At 1st level, the shapemaster can use improved wild shape 1/day. Thereafter, she gains two more used per day for every two shifter levels she gains. If the shapemaster already has the wild shape ability from another class (or a similar ability: for example, the beast shape power of the Lunar Oracle), the number of uses and duration stack, but she always uses the rules for improved wild shape to determine what shapes she can assume. The shapemaster's improved wild shape ability can function as any spell of the Restricted Polymorph Spells list which is of a level equal to the shapemaster's class level. For example, a 2nd-level shapemaster's improved wild shape could function as any 1st- or 2nd-level spell of the restricted list.
Wild Speech: bonus feat at 1st level.
Quick Wild Shape: bonus feat at 3rd level.
Extraordinary Wild Shape: At 6th level, the shapemaster gains all the extraordinary abilities of the form she assumes.
Supernatural Wild Shape: At 9th level, the shapemaster gains all the supernatural abilities of her form too.
Evershifting Form: At 10th level, the shapemaster reached the pinnacle of her shapechanger abilities. She can use improved wild shape once per round, at will, gains the shapechanger subtype and becomes immune to all transmutation effects unless she is willing to accept it. In addition, the shapemaster no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place. Bonuses still accrue, and the shapemaster still dies of old age when her time is up.

Restricted Polymorph Spells
1st level– enlarge person, reduce person spell.
2nd level– alter self, object shape I*, tree shape.
3rd level– agathion appearance (lesser*), angelic aspect (lesser), beast shape I, devilish demeanor (lesser)*, monstrous physique I, undead anatomy I.
4th level– aberrant form I**, beast shape II, elemental body I, monstrous physique II, object shape II*, vermin shape I.
5th level– agathion appearance*, angelic aspect, beast shape III, devilish demeanor*, elemental body II, geniekind, monstrous physique III, object shape III*, plant shape I, undead anatomy II, vermin shape III.
6th level– aberrant form II**, beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV*, undead anatomy III.
7th level– aberrant form III**, elemental body IV, form of the dragon II, giant form I, plant shape III, statue.
8th level– agathion appearance (greater)*, angelic aspect (greater), devilish demeanor (greater)*, form of the dragon III, giant form II, undead anatomy III.
9th level– shapechange.

*My creations, on the MCArchetype site
**Legendary Games' Cultic Cryptomancia

There could be other spells to complement and integrate these ones...


My Thunderbird's erratic these days. Make me know if the babies did arrive safe and sound.


Ambrosia Slaad wrote:
I've got a couple Osirion Bestiary critters and a 750 word Ethnology article that just needs some scalpel work before submitting. The main roadblock I'm having is getting my brain to pause on my Numeria/Iron Gods submissions.

Is this a suggestion on #13 theme?


Sent again with e-mail and word counts. Sorry for the mess.


Whooops! I didn't read the "include email and word count" part!
Should I submit everything again?

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