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RPG Superstar 2014 Star Voter. 1,955 posts. No reviews. No lists. 2 wishlists.


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Wow. I love this! I actually would have liked to create something like this for so much time!
May I suggest something? Since there seem to be so many performances and special abilities to put in, make some of them into formulae/spells/masterworks...


Want one as well! Thanks!


Since it's already a full-BAB archetype, I had removed the sacred weapon special damage progression. Do you want to put it back? If so, okay.


Here to you the

Consecrated Fury:

Many bloodragers don’t know where their powers come from. A consecrated fury knows at least that, either by choice or chance or fate, a deity intermixed its power with the power in his blood. His patron may ask relatively little in exchange of this favor, like completing a quest or two once in a while, or may request that the consecrated fury become the leader of its church’s fighting arm. Either way, he is a dreadful sight on the battlefield– a slayer and a healer, a warning for his god’s enemies and a symbol of victory for the members of his flock.

Primary Class: Bloodrager
Secondary Class: Warpriest
Alignment Restrictions: None. A consecrated fury is wild and free, and can have a very different alignment from the deity that grants him power.
Hit Dice: d10.
Bonus Skills: A consecrated fury adds 3 warpriest skills to her list of class skills.
Skill Ranks Per Level: 2 + Int modifier.
BAB: Full.
Saving Throws: GPG
Weapon and Armor Proficiency: A consecrated fury is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with with light armor, medium armor, and shields (except tower shields). If the consecrated fury worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat.
A consecrated fury can cast any spell in his spell list while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a consecrated fury wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Spell Progression: As bloodrager.

1) Blessed bloodline, bloodline power, fast movement, sacred bloodrage
2) Focus weapon
3) Blood sanctuary
4) Bloodline power, sacred weapon +1
5) Blood casting
6) Bonus feat
7) Sacred armor +1
8) Bloodline power, sacred weapon +2
9) Bonus feat
10) Sacred armor +2
11) Greater bloodrage
12) Bloodline power, bonus feat, sacred weapon +3
13) Sacred armor +3
14) Indomitable will
15) Bonus feat
16) Bloodline power, sacred armor +4, sacred weapon +4
17) Tireless bloodrage
18) Bonus feat
19) Sacred armor +5
20) Aspect of fury, bloodline power, sacred weapon +5

Blessed Bloodline: The granted powers from the consecrated fury’s deity interfere with the natural powers coming from his bloodline. At 1st level, a consecrated fury chooses one bloodline and one blessing granted from his patron deity. The chosen blessing must be related to his bloodline, as per the following table. The consecrated fury replaces two bloodline powers with the minor and major power of his blessing. He can choose to replace his 1st, 4th or 8th–level bloodline power with his minor blessing, and his 12th or 16th–level bloodline power with his major blessing. The consecrated fury can use his blessing powers during a bloodrage, and their effect lasts for all the bloodrage’s duration. Moreover, the consecrated fury doesn’t gain bonus spells from his chosen bloodline. This modifies bloodline.

Aberrant Bloodline: Animal, Destruction, Madness, Void
Abyssal Bloodline: Chaos, Destruction, Evil, Strength, War
Arcane Bloodline: Artifice, Knowledge, Magic, Rune
Black Blood Bloodline: Darkness, Death, Madness
Celestial Bloodline: Chaos, Glory, Good, Healing, Law, Protection, Sun, War
Destined Bloodline: Community, Glory, Nobility, Repose, Strength, War
Draconic Bloodline: Air, Earth, Fire, Scalykind, Water
Elemental Bloodline: Air, Earth, Fire, Water, Weather
Fey Bloodline: Charm, Liberation, Luck, Plant, Travel, Trickery
Infernal Bloodline: Evil, Fire, Law, War
Kyton Bloodline: Destruction, Evil, Madness, War
Undead Bloodline: Death, Repose

Fast Movement: As bloodrager.
Sacred Bloodrage (Su): The mix of arcane and divine power in the consecrated fury’s blood leaves him more vulnerable to distractions and mind–affecting attacks. A consecrated fury takes a –2 penalty to all Will saving throws at all times, and does not gain the +2 morale bonus on Will saving throws while bloodraging—though he does gain a +1 morale bonus on Will saving throws when he gains the greater bloodrage class feature, which increases to a +2 morale bonus on saving throws upon gaining the aspect of fury class feature. This modifies bloodrage.
Focus Weapon: As warpriest. This replaces uncanny dodge.
Blood Sanctuary: As bloodrager.
Sacred Weapon (Su): At 4th level, weapons wielded by a consecrated fury are charged with the power of his blessed blood. In addition to the favored weapon of his deity, the consecrated fury can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. The consecrated fury can enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the consecrated fury has more than one sacred weapon, he can enhance another on the following round by using another swift action. The consecrated fury can use this ability a number of rounds per day equal to his consecrated fury level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The consecrated fury can enhance a weapon with any of the following weapon special abilities: bane (one kind of creature corresponding to the consecrated fury’s bloodline, as per the table below), blooded (the weapon functions as an amulet of the blooded of the appropriated bloodline), blood–hunting (the same as above), conductive, defending, furious, invigorating. In addition, if the consecrated fury is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he can add axiomatic. If he is neutral (with no other alignment components), he can add thundering. The consecrated fury can also add another ability depending from his bloodline, as per the table below.
Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the consecrated fury's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the consecrated fury’ s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the consecrated fury uses this ability on a double weapon, the effects apply to only one end of the weapon. This replaces eschew materials and all the bloodline bonus spells.

Bloodline Bane Blooded/Bloodhunting Special Weapon Property
Aberrant Aberrations Aberrant Virulent
Abyssal Evil outsiders Abyssal Planar
Arcane Magical beasts Accursed/Arcane Spell Storing
Black Blood Undead Undead Ominous
Celestial Good outsiders Celestial Merciful
Destined Humanoids (wielder’s subtype) Destined Called
Draconic Dragons Draconic Corrosive, flaming, frost or shock
Elemental Fire outsiders Elemental Corrosive, flaming, frost or shock
Fey Fey Fey Glamered
Infernal Evil outsiders Infernal Planar
Kyton Evil outsiders Accursed/Impossible Cruel
Undead Undead Undead Greyflame

Blood Casting: A consecrated fury gains blood casting at 5th level, and casts spell as a bloodrager of his level –1.
Bonus Feats: At 6th level and every 3 levels thereafter, a consecrated fury gains a bonus feat. These bonus feats must be selected from those listed as combat feats, or those granted by the consecrated fury’s bloodline. The consecrated fury must meet the prerequisites for these feats. For the purposes of these feats, the consecrated fury can select feats that have a minimum number of fighter levels as a prerequisite, treating his consecrated fury level as his fighter level. This modifies bloodline feats.
Sacred Armor: As warpriest. This replaces improved uncanny dodge and damage reduction.
Greater Bloodrage: As bloodrager.
Indomitable Will: As bloodrager.
Tireless Bloodrage: As bloodrager.
Aspect of Fury (Su): At 20th level, when a consecrated fury enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +2 (see Sacred Bloodrage). Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower. Lastly, during a bloodrage, the consecrated fury gains DR 10/— and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. This replaces mighty bloodrage.

Spells: The consecrated fury adds the following warpriest spells to his spell list at the indicated levels:
1st Level– ant haul, bane, bleed, bless, compel hostility, cure light wounds, detect magic, divine favor, doom, inflict light wounds, liberating command, mighty fist of the earth, moment of greatness, read magic, reinforce armaments, remove fear, resistance, shield of faith, shield of fortification, stalwart resolve, stunning barrier, swallow your fear, weapons against evil
2nd Level– align weapon, ancestral communion, bestow weapon proficiency, blessing of courage and life, blood of the martyr, death knell, effortless armor, ghostbane dirge, grace, instant armor, instrument of agony, life shield, martyr’s bargain, sacred bond, spiritual weapon, surmount affliction
3rd Level– archon’s aura, aura of cannibalism, badger’s ferocity, battle trance, black sword of war, blood rage, cure moderate wounds, deadly juggernaut, inflict moderate wounds, magic vestment, magic weapon, greater, prayer, shield of fortification, greater, storm of blades, stunning barrier, greater, summon ancestral guardian, wrathful mantle
4th Level– ancestral gift, ancestral memory, aura of doom, blade barrier, boneshatter, crusader’s edge, cure serious wounds, death ward, deathless, disrupting weapon, divine power, forceful strike, freedom of movement, holy smite, inflict serious wounds, persistent vigor, righteous might, spell immunity, wrathful weapon

For my last one, I'll make the Spirit Guardian (Ranger/Shaman)


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I sent a thing.


Half-Blood Extraction is a cleric, druid, and witch spell but it's not a shaman spell...


Maybe a mimic stumbled into a spell book and became a Transmuter...
Don't forget that some ladies can be very attracted by dangerous, fascinating spider-legged dark elves too.


I'll work on the Consecrated Fury anyway. And even if the threads stop, I hope someone will open them up again later.


Nice, for the object shape ability in particular, but it's not yet as versatile as I would like.


Yamabushi (Sublime Transmuter) from Zombie Sky Press

I love this class, the nearest thing there is to a specialized shapeshifter. I'd wish it had more love.


Dipping in oracle (I'd suggest battle oracle and the Purifier archetype), you could later become a Rage Prophet. Take a pegasus as your cohort, and you're a perfect Valkyrie.


What can I say... good! I like it!


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So, boys and girls... apparently I wasn't chosen to be in #13.
BUT if #12 takes a lot of reviews, maybe one of my articles could still be picked from the queue...
So, without any shame at all,
1) I will throw in a review myself in the next days,
2) I'm here promising to post something new (an archetype, a monster or other) for each new review that will be posted here.
Let's see if I can make it... ^_^


I made a couple of mistakes. A full stop/new line missing, and "smited" for "smitten". Sorry.
As for the questions:
1) I should think so. Since the studied sentence adds the judgment effect to studied strike in place of sneak attack damage, the studied strike talents should add to this normally.
2) I thought to go with the good saves. Also, a DD should emphasize dexterity and subtleness more than brute force, I think.


So, for (maybe) my last performance on this thread, here is the

Divine Detective:

Some inquisitors are divinely inspired to investigate on ecclesiastical crimes and cases. They relentless chase running or hiding criminals, collect clues, and use patience and cunning to solve a case. They are skilled lawyers and thinkers in a court or in a battlefield, and reinforce their divine judgements through cool logic and study.

Primary Class: Inquisitor
Secondary Class: Investigator
Alignment: Within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Bonus Skills: The divine detective adds 3 skills from the investigator’s list to her list of class skills.
Skill Ranks per Level: 6 + Int modifier.
BAB: ¾
Saving Throws: PGG
Weapon and Armor Proficiency: A divine detective is proficient with all simple weapons, plus the hand crossbow, rapier, sap, repeating crossbow, sword cane, and the favored weapon of her deity. She is also proficient with light armor, but not with shields.

1) Domain, inspiration, trapfinding, orisons, stern gaze
2) Cunning initiative, detect alignment, track
3) Detective talent, keen recollection
4) Observe and strike 1/day
5) Discern lies, studied sentence
6) Detective talent
7) Observe and strike 2/day
8) Second sentence
9) Detective talent
10) Observe and strike 3/day
11) Stalwart
12) Detective talent, greater observe and strike
13) Observe and strike 4/day
14) Exploit weakness
15) Detective talent
16) Observe and strike 5/day, third judgment
17) Slayer
18) Detective talent
19) Observe and strike 6/day
20) Unrelenting judge

Domain: As inquisitor.
Inspiration (Ex): At 1st level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This replaces monster lore.
Orisons: As inquisitor.
Stern Gaze: As inquisitor.
Trapfinding: As investigator. This replaces judgment 1/day.
Cunning Initiative: As inquisitor.
Detect Alignment: As inquisitor.
Track: As inquisitor.
Detective Talents: At 3rd level and every 3 levels thereafter, a divine detective can select an investigator talent. She can’t select any talent she doesn’t meet the prerequisites for. This replaces all the inquisitor’s teamwork feats.
Keen Recollection: As investigator. This replaces solo tactics.
Observe and Strike (Ex): At 4th level, a divine detective can use a move action to study a single enemy that she can see. Upon doing so, she adds ½ her divine detective level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. This effect lasts until the combat ends.
At 4th level, a divine detective can use this ability once per day. At 7th level and every three levels thereafter, the divine detective can use this ability one additional time per day. The divine detective must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. This replaces all the later instances of judgment.
Discern Lies: As inquisitor.
Studied Sentence (Su): At 5th level, a divine detective can charge one of her weapons with the power of her judgment and inflict it to the target of her observe and strike ability upon successfully hitting it with a melee attack. This effect is in addition to the normal damage from the hit. Dealing a studied sentence ends the observe and strike ability. Several different effects can be dealt with a studied sentence; when the divine detective uses this ability, she must select one type of sentence. Non–instantaneous effect last 1 round per level of the divine detective.
Blunt: The target suffers a –1 penalty on concentration checks and caster level checks made to overcome a target’s spell resistance, plus 1 for every three levels of the divine detective.Defenseless: The target suffers a –1 penalty on all weapon damage rolls, plus 1 for every five levels of the divine detective.
Frail: This sentence bypasses any DR the target could have.
Judged: The target suffers a –1 penalty on all attack rolls, plus 1 for every five levels of the divine detective.
Smited: The divine detective adds her class level to the damage roll made against her target.
Stricken: The target can’t benefit from normal healing.
Tainted: The target suffers a –1 penalty to all saving throws, plus 1 for every five levels of the divine detective.
Vulnerable: The target suffers a –1 penalty to Armor Class, plus 1 for every five levels of the divine detective.
Wounded: The target suffers +1 energy damage per level of the divine detective. The divine detective chooses the energy type.
This ability replaces bane.
Second Sentence (Su): At 8th level, whenever a divine detective uses her studied sentence ability, she selects two different sentences to deal to her target, instead of one. This only consumes one use of her studied sentence ability. This replaces second judgement.
Stalwart: As inquisitor, but a divine detective gains the benefit with Reflex and Will saves.
Greater Observe and Strike (Su): At 12th level, whenever a divine detective uses her observe and strike ability, all the bonuses and penalties are doubled. This replaces greater bane.
Exploit Weakness: As inquisitor.
Third Sentence: At 16th level, whenever a divine detective uses her studied sentence ability, she selects three different sentences to deal to her target, instead of just two. This only consumes one use of her studied sentence ability. This replaces third judgment.
Slayer: As inquisitor, but the ability applies to one of the divine detective’s studied sentences.
Unrelenting Judge (Su): At 20th level, a divine detective can use inspiration on all skill checks –even ones she isn’t trained in– and all ability checks without spending inspiration. In addition, if she expends inspiration on an attack roll against the target of her studied sentence, the attack deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the divine detective’s level + the divine detective’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the divine detective’s unrelenting judge ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Spells: A divine detective adds the following investigator formulae to her spell list:
1st Leveladjuring step, anticipate peril, blend, blurred movement, detect secret doors, identify, illusion of calm, keen senses, negate aroma, see alignment, shield, urban grace.
2nd Level– alter self, Aram Zey’s focus, bullet shield, cat’s grace, darkvision, extreme flexibility, investigative mind, protection from arrows, spider climb, squeeze.
3rd Level– darkvision, communal, displacement, haste, paragon surge, prehensile pilfer, protection from arrows, communal, spider climb, communal.
4th Level– adjustable polymorph, arcane eye, darkvision, greater, echolocation, eyes of the void.
5th Level– ancestral memory, contact other plane, defensive grace, resurgent transformation.
6th Level– analyze dweomer, borrowed time, eyebite, mislead, transformation, walk through space.


Mythic rules for Swashbucklers? Great! Hope to see other stuff for ACG classes! Of course this will be into the Mythic Kickstarter great book?


My Hakima prestige class in Wayfinder #10 was intended as a conversion of the 2E Al-Qadim archetype of the same name.
You will find a sha'ir conversion in that issue too, plus lots of other Arabian-themed stuff.


I heavily used qinggong options for my Velocity Master, so I third the idea.


Crap.
Seven in a row, and I miss this.
I "did" say I was worried...


Ok, so when can we have the list? (I'm expecially worried about my performance for this issue...)


Ok! Sent the rough draft of a monstrous humanoid demon cult, plus the stats for a CR 18 high priestess! I included my referenced hints in the mail.
And now a little vacation till #15...


What kind of monsters would you like?


The Swa/Cav Boastful Gallant was an option I discarded when I decided to make it a Swa/Brd (it was a Brd/Swa at the first, but I didn't like spellcasting for it).
I'm working on the Divine Detective now. The Warpriest/Bloodrager (or maybe Bloodrager/Warpriest)'s name will be Consecrated Fury.


Advanced Class Guide.


I don't think your character is dead. The archetype lets you use hexes from bonded spirits. It also says to make the necessary adjustments (Cha instead of Wis). Well, Arcane Enlightenment adds wizard spells to the shaman's spell list, so it will add them to the oracle's spell list the same way.
If it seems overpowered, remember that as a wondering hex it is overpowered for shamans too. Probably the best way to handle it is let the character gain always the same spells, instead of choosing them anew whenever she chooses that spirit.


My least idea is becoming a description of a less-than-probable jorogumo cult plus plot against the Witch Queen plus a NPC boss stated... Seems tasty... Ummmm


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Many Mythic abilities can be adapted. Like, instead of Mythic domain read Mythic shaman hexes, etc.
But I also think it would be very good to have it "canonized".


Hmmm. A bunch of jorogumo is called a "cult". A cult of who? Have they a defined religion? I made a little search and there IS a goddess who's apparently fit for them...


So I think I'll quit my angel like I quitted familiar stuff, and save it for a more in-theme issue (sigh). Hope my submission about favored class bonuses can still make it, even if five monster subtypes on nine are outsiders...
Let's see, what about a Spider Domain/Mystery/Spirit for jorogumo mystics? I'll try to concoct something similar.


So can we use 3PP material?


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I created a seducer angel for a book (I don' know if you will ever see that out...). It basically had a "I'm going to show you how better love is if you're good!" attitude and set out to redeem evil beings with love & beauty (never forcing them).
Now, the angel I'm creating for this issue... aaaargh! It's taking shape in two versions. A mighty, powerful, dreadful biblic creature, and a lesser one with some Warpriest power that could be a suitable monstrous cohort for mid-level characters. I already sent two submissions... so which one should I write for now? Maybe I could make the lesser one and hint to the greater one in the text as a variant...
Mikaze, what's your angel? I wouldn't want to make something too similar to yours, but maybe we could "link" to each other...


I see her as the Witch of the Golden Wood, with max epic levels and no familiar. Boundaries is a good patron, plus she should have some water-related powers because of Nenya.
Then again, she wouldn't accept power from no one other than herself, so maybe Wizard is the best choice...


Second one sent! I actually was able to fit 9 subtypes in 1,540 words.
And now for a shapechanging angel...


I already did Favored class bonuses for 4 monster subtypes.
I'm afraid the maximum I can fit in a 1,500 words article is 8 subtypes.


I didn't think about performance combat for the Gallant, but I like the idea! I'd just recommend to add fencing weapons to the list (Cyrano was a performing Duelist, but he did use the rapier).
Put in feats altering actual performances too (Extra Performance and such)?


Finished and sent! I tweaked the abilities to make it more appealing to monsters, shapeshifters included, and added a mutated bloodline for wildblooded sorcerers and ten new spells. A bit long, but it's under the 5% limit.
And now for these favored class bonuses... mmm... how many monsters subtypes can I squeeze into an article?


Almost finished a bloodline for shapechanging monsters. All that's left is a little flavor text and then maybe I can send it tomorrow.
It's not only for creatures that are already shapechangers, and surely PCs could take it too... But I think it's along the lines of the Monster Codex's Ghoul bloodline. I can see a devil or even an aberration benefitting from it.


#Boastful Gallant
I wanted to be fair with my swaps, but if you think this is okay, I'm happy!
I'd rather keep Perfect Thrust and Cheat Death, though. Immortal Panache was thought as a capstone deed more powerful even than Cheat Death.


minoritarian wrote:
That's not the RAW at all. Half-celestial can be applied to "any living, corporeal creature with an intelligence score of 4 or more." Aasimars have either a celestial ancestor (grandparent or further back) or have some other celestial influence (born near a planar 'weak spot', born on a celestial plane, blessed in the womb by a celestial etc.)

It's said in Blood of Angels.


As per RAW, "humanoid + celestial = aasimar, non-humanoid + celestial = half-celestial".


Monsters with class levels can benefit from favored class bonuses, but there aren't favored class bonuses for monsters. Mmmm... maybe a piece on favored class bonuses for angels/other outsiders could be worth it?


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I want to add "irrepressible archetyper" to my name. ^^ Thank you!


I was thinking about something along the lines of monster cohorts/Monstrous Mount.
Like: "Do you see that charming bralani dancing on the faces of your friends? That's my familiar".
Or either: "Huh? Yes, it's a carbuncle. It also is a high-level Dark Tapestry oracle. I'm a MYTHIC sorcerer after all, you know!"


Le voilà, messieurs

Boastful Gallant:

All swashbucklers are braggarts more or less, and all bards as well; but a boastful gallant combines the swordplay and wordplay of both. Poetry, love, and glory are her lifeblood. Cheerful and romantic at heart, she deeply believes that seeing her beloved’s face and composing verses in his and her own bravery’s praise can give her the strength to defeat a hundred foes single–handedly. The thing is, that’s usually the case.

Primary Class: Swashbuckler
Secondary Class: Bard
Alignment: Any
Hit Dice: d10
Bonus Skills: A boastful gallant adds three skills from the bard’s list to her list of class skills.
Skill Ranks per Level: 6 + Int modifier.
BAB: Full
Saving Throws: PGG
Weapon and Armor Proficiency: A boastful gallant is proficient with simple and martial weapons, plus the whip. A boastful gallant is also proficient with light armor and bucklers.

1) Performing deeds, performing panache, swashbuckler finesse
2) Charmed life 3/day
3) Performing deeds, nimble +1
4) Well–versed
5) Performing deeds
6) Charmed life 4/day
7) Performing deeds, nimble +2
8) Jack–of–all–trades
9) Swashbuckler weapon training +1
10) Charmed life 5/day
11) Performing deeds, nimble +3
12) Performing deeds
13) Performing deeds
14) Charmed life 6/day
15) Performing deeds, nimble +4
16) Performing deeds
17) Swashbuckler weapon training +2
18) Charmed life 7/day
19) Deeds, nimble +5
20) Performing deeds, swashbuckler weapon mastery

Performing Panache: A boastful gallant inspires herself and her allies to great acts of heroism with her music and songs, and demoralizes her foes’ hearts. At the start of each day, a boastful gallant gains a number of performing panache points equal to her Charisma modifier (minimum 1). This number goes up or down throughout the day, but usually cannot go higher than her maximum, though feats and magic items can affect this maximum. A boastful gallant spends performing panache points to use bardic performances (1 point/round) or to accomplish deeds. She has to sing, dance or play in some way while performing deeds for this ability to work.
A boastful gallant regains performing panache points in the same ways as a swashbuckler can regain panache points. Moreover, a boastful gallant can regain performing panache points by rolling a natural 20 on a Perform check. At each level after 1st, she gains 1 additional performing panache point per day. This modifies panache and otherwise functions as bardic performance.
Performing Deeds: A boastful gallant replaces some swashbuckler deeds with bardic performances, as follows:
Inspire Courage +1: A boastful gallant gains access to this performance at 1st level. This replaces dodging panache.
Fascinate: A boastful gallant gains access to this performance at 3rd level. This replaces kip–up.
Inspire courage +2: A boastful gallant gains access to this performance at 5th level. This replaces swashbuckler weapon training +1.
Inspire Greatness: A boastful gallant gains access to this performance at 11th level. This replaces bleeding wound.
Inspire Courage +3: A boastful gallant gains access to this performance at 12th level. This replaces the 12th–level bonus feat.
Inspire Heroics: A boastful gallant gains access to this performance at 15th level. This replaces dizzying defense.
Inspire Courage +4: A boastful gallant gains access to this performance at 16th level. This replaces the 16th–level bonus feat.
New Performing Deeds: A boastful gallant gains access to the following new deeds.
At The Envoi’s End (Ex): At 7th level, a boastful gallant can use her own poetic talent and gasconades to inspire himself to great skill in a duel. The boastful gallant can engage a foe in a one–to–one duel while improvising a ballade. At the end of the poem, the boastful gallant delivers a final blow with a light or one–handed piercing melee weapon (though not natural weapon attacks). For each round of performance (and each performing panache point spent), she can add a +1 bonus to this blow. If the blow is a critical hit, it’s automatically confirmed. This replaces superior feint.
One Against One Hundred (Ex): At 13th level, whenever an opponent attempts a melee attack against the boastful gallant, she can spend 1 performing panache point to obtain an attack of opportunity against that opponent. Any number of additional attacks can be gained in a round with this deed. This replaces swashbuckler weapon training +3.
Immortal Panache (Ex): At 20th level, the boastful gallant can spend performing panache points to continue acting for a while even when she’s already dead. She acts as staggered for 1 minute for each performing panache point spent, and can normally regain performing panache points in this time. Since she’s dead, she’s immune to death effects while using this ability. When the boastful gallant runs out of performing panache points, she is dead again, but can be revived in all usual ways. This replaces the 20th–level bonus feat.
Swashbuckler Finesse: As swashbuckler.
Charmed Life: As swashbuckler.
Nimble: As swashbuckler.
Well–Versed: As bard. This replaces the 4th–level bonus feat.
Jack–Of–All–Trades: As bard. This replaces the 8th–level bonus feat.
Swashbuckler Weapon Training: As swashbuckler, but a boastful gallant only gains this ability at 9th level and her bonus increases by +1 at 17th level.
Swashbuckler Weapon Mastery: As swashbuckler.

New Dare:

A boastful gallant can take a dare in place of a regular feat gained with level progression. Furthermore, a boastful gallant can choose the following new dare.

For Your Beautiful Eyes (Ex): When this dare is active, your Charisma bonus for all abilities and checks increases by +1. You regain 1 performing panache point when someone who counts as romantically or physically attracted by you gives you praise while you are using this dare.


Timitius wrote:
Bardess wrote:

This is why I'm going to wait till after it's out. ^^

And familiars can get feats, after the Animal Archive. Anyway, I was thinking more about feats for masters that modify or enhance familiars.

Where are the monsters?

I am seeing a focus on familiars and their abilities, that is a class feature article really, but nothing to me suggests that this has anything to do with the theme of monsters.

However, examples of familiars of monster races, new monstrous familiars, etc....THAT is on theme. (Example: What's a sahuagin's choices for an animal companion or familiar?)

Hmmm... How to transform your familiar in other shapes? How to choose greater monstrous familiars? How to give them class levels? Would this be in theme?


This is why I'm going to wait till after it's out. ^^
And familiars can get feats, after the Animal Archive. Anyway, I was thinking more about feats for masters that modify or enhance familiars.


So my Feats for familiars are out?


The real challenge is creating a PrC thought for monsters that can be taken by PCs too even if their abilities are different.
Either this, or I'll have to make a Mimic bloodline (maybe a warpblooded bloodline for Aberrant?), or a Doppelganger bloodline, or a Body Mystery, or...


My ideas:
Feats (normal and mythic) for familiars and animal companions.
A prestige class for shapeshifting monsters.
A new angel, something like a CR 4 advanced cassisian with better abilities.

Maybe it's better to wait until I read Familiar Folio.


So... Monsters? Monsters only, or with some guideline in?

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