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Thanks, those all help!


Are there any spells that explicitly deal with enhancing or reducing an object's hardness, regardless of substance? I'm thinking of homebrewing a spell that temporarily reinforces wooden and stone walls.

On the same note of homebrewing magic for objects, what spells are there other than Mending that fix objects? I seem to remember there being at least one more.


Oh, okay! I didn't actually understand the "is it some kind of binding contract that you have to work with Paizo in some way?" part. Thank you!


This is probably a really stupid question, but I have to ask:
Do I need, for legal or other reasons, to put a "Pathfinder Compatible" logo on a PDF that's meant for the Pathfinder ruleset? I honestly can't quite tell.

If I do need to do so, does that mean that I have to "sign" that contract thing I found, and that the Pathfinder OGL isn't enough?

If I don't need to, why exactly is the contract there to be able to apply the logo?

Thanks in advance.


blahpers wrote:
I know of no such spells in Paizo products. As for third party, pretty much anything can exist there, so who knows?

I'm starting to think that was the case. I can't find 'em anywhere in Paizo stuff.

Kitty Catoblepas wrote:
Assuming you're not talking about spells like Jump, you may be talking about Animal Aspect, which is level 2 (4 for Greater)?

Nope, neither of those. Thanks for trying though!

EDIT: So I'm a complete moron. Found the spells at least, though they're all 2nd-level for some reason!

The book


In Pathfinder's rules, somewhere, I could have sworn there were 6 L1 spells that were skill-only renditions of the L2 Ability Score boosting spells. However, I cannot locate them, nor recall their names.

Am I remembering something else? If you know what I'm talking about, what book are they in, whether official- or 3pp-splat?


Hey, can you make a printer-friendly version? I absolutely want to use this for a game, but printing the current PDF is...unadvised.


Bleh, I forgot to check back in. Thanks!


Is there such a thing in the canon works of Pathfinder? What about 3pp works?

If so, which book (and publisher, if applicable)?

If not, what level do you guys think would it be for mundane writing, and what level would it be for magical writing?


Create Mr. Pitt wrote:
Instead of extra speed why don't you give it the conjuration classes Shift power so it can teleport across the battlefield.

Dimensional Steps, huh? Duh. Thanks for the idea, I might use that in place of the current Shadow Step.

bitter lily wrote:

Um, no one seems to have blinked at the Dex to damage. Why?

I didn't think that something like Bleeding Attack belonged here.

...probably not. I'll remove it.

Quote:
Another minor note: I couldn't read the capstone ability, because of the hideous word wrap. I'd put the cool graphic on the far left or right, and wrap the text on one side only.

Wait, did it - oh, sorry about that!

Quote:

However, for my main reaction: I liked the idea of an Arcane Trickster as a full (hybrid) class, but was disappointed by not seeing the Arcane Trickster's best features:

<> Ranged Legerdemain
<> Impromptu Sneak Attack
<> Invisible Thief
<> Surprise Spells

<> You do have Tricky Spells (as Sneaky Mage), but not well-worded. It's not clear, for instance, what happens if I pick the ability at 8th or later. Wouldn't it be better to copy Tricky Spells, and specify a minimum of 6th level?

I'll take a closer look at the Arcane Trickster, but I think a couple of those are available as Shadow Tricks.

Marc Radle wrote:

There actually IS such a class ;)

The Trickster

...well pooshit. Nice signal boost anyway :P

I think I might have that PDF too...


Cellion wrote:

Since you asked for a harsh critique...

I'm not sure what the Shadow brings to the table in terms of unique role or gameplay that isn't already covered by: Wizard with VMC rogue, Wizard with levels in Arcane Trickster, or the rogue Eldritch Scoundrel archetype. Most of the features you list for Shadow are poached from the Unchained Rogue, Monk, or Shadowdancer, and the spell list doesn't evoke anything in particular (unlike say the bard, who gets sonic effects, supportive magic, mind-affecting CC, and mild utility abilities).

I would say you need to define a clear niche here to differentiate it game-play wise and make it stand out as its own standalone class.

** spoiler omitted **

Alright. The main idea was similar to the Magus, which was: take the Eldritch Knight and make it a base class. Only in this case, I was using the Arcane Trickster (and I swiped a bit from Shadowdancer too, as you noticed).

As to the fanboi-ing...yeah, I would be lying if I didn't say that the list you provided would be difficult to pull off. I just swiped a single leaf from their book, and to be honest, that leaf didn't even make the final cut.

Sorry to disappoint.

Cyrad wrote:

The biggest problem I have with this class is that it lacks a strong evocative class feature to hold it all together. Shadow walk is a fairly boring ability and almost all other class features were stolen directly from the rogue. This class is also lacking in class features compared to similar classes. For example, the bard starts off with more abilities and better proficiencies.

Most of the shadow tricks look okay, but you should not allow this class to take the Combat Trick and Feat shadow tricks multiple times. This essentially gives the class a better combat feat progression than the fighter. This should not happen.

You also seem to be under the misconception that constructs and undead are immune to precision damage. This is not the case in Pathfinder. The only creatures immune to precision damage are elementals, oozes, and other creatures that lack a discernible anatomy.

...the feat thing is correct. I goof'd big time on that :I Good eye.

(rereads the last paragraph) Wait, they aren't? Uh...pooshit. All this time I'd...bleh, learn something new every day. Or maybe I'd just forgotten, I'm not quite sure now.


Mergy wrote:
At first glance, I'm noticing a lot of adding without a lot of subtraction. Since your class is meant to be a wizardly rogue, I might remove the social skills from its list of class skills. I would also consider erring on the side of fewer skills by going to 4/level, especially because your class is going to have about as many as a rogue anyway with an intelligence focus.

-Skills/level, -social skills. Got it.

Quote:
I feel like Shadow Run is more complicated than it needs to be. Perhaps just have an increase to the class' base land speed? I'd also consider adding some way of gaining partial concealment from movement, maybe as a Shadow Trick.

Hm, I hadn't thought it to be that complex, but you know how making game mechanics goes: you know how it's supposed to work, but then others don't understand it because you're not describing it well enough, or whatever. This is why I asked for help.

Quote:
Your sneak attack progression is awkward. Stick to having it progress every three levels.

Yeah, that's a better idea. I don't know why I didn't think of that one .-.

Quote:
As for spell list, is there a reason you don't want to just give the first six levels of the wizard's list?

I was thinking they'd be meant to be sneakier than a wizard, but I guess that would be the easier option.

Quote:

I only just noticed the shadow points system. I would recommend removing it at this point and seeing what the power level of the class is like. You're giving sneak attack, extra movement, and rogue tricks to someone with 3/4 casting ability. See what that's like before adding even more resources.

If you DO keep the shadow points, I wouldn't key it to charisma. That's demanding three focus stats, which is far too much for most classes.

Intelligence, then? I was thinking the Charisma method would be sort of a counterbalance to the other things. The extra movement was mostly to cover a couple dead levels (although you get a new spell level at one of them), but I could probably drop it. Besides, many of the Shadow Tricks require shadow points, and so does the Shadow Step ability.

@@@@@@@@@@@@@@@@@@@@

Thanks for the help! I'll want your updated thoughts on the shadow points thing, but I'll take the rest of it into account immediately.


bitter lily wrote:
I'm dotting for a good looksee later, when I have the time. Right now, my attention is riveted on the doc I saw when I clicked on the link -- a DropBox doc, open, no extra clicks needed. I'm new to DropBox: how did you do it?

Right-click on the file once it has the green checkmark and look for "Copy Dropbox Link".

Ciaran Barnes wrote:
It means honestly, not harshly.

Oh. I'd seen "harshly" used before so...derp c:


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Hey, this is my first PEACH (for the rare few unfamiliar with the term, it means "Please Examine And Critique Harshly"), so I might have to hold back my posts. If I seem too reactionary, let me know.

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The following is a class I developed with the help of the Persona 5 video game. The Shadow should technically be named the Trickster (as in the Arcane Trickster), but that's already taken by a certain Mythic Path, so I came up with a name that was lamer but still semi-thematic.

So with that, here's the class in all its almost-finished glory. (I haven't done the level 3-6 spells yet; I'll try to do that for the next rendition, but I want to know if I'm barking up any wrong trees first.)


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Working on a huge overhaul of Pathfinder's mechanics, classes, and other stuff. It's more than a bit ambitious.

I'm wondering if I should make a blog for it.


I know there's a rule for this, but I can't remember what it is for the life of me. Tried searching, can't seem to find it.

Can anyone remind me the name of it? Thanks in advance.


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33: The Failed Ninja: You fail all Will saves to disbelieve illusions.

EDIT: This card displays a man in a bright orange set of ninja clothes hanging by his left foot from a snare trap.


It's obviously a primitive lightsaber. c:


As the title says, I would like to do something with this for a homebrew. Can anyone help me get a list of everything in Pathfinder that utilizes the current fatigue and exhaustion rules? I'm bound to miss something somewhere.

Please post anything I miss in the list here. I will try to update it often.


SmiloDan wrote:

I currently play a cleric in a party of 6 (rogue, wizard, fighter, barbarian, ranger are the others) and it's hard to keep everyone up and healed with just a single healer. The ranger has saved my cleric's life a couple times, and a couple times I needed to be raised.

In large parties it's hard to heal everyone. It's a lot easier in smaller parties.

I don't think healing hit points is overpowered at all. It just lets PCs keep on having fun.

Fair enough, healing is considered relatively low-end on the "what you should be doing" front :P

On a different note, thinking of beefing up Enduring Pursuit a bit. For example:

Potential Addition wrote:
In addition, when you use the Dash action, you gain resistance to all damage until the end of your current turn.

Thoughts on that?


Thank you!

Actually, I thought x8 would be too much, and that I should've gone with x6, but if x10 works, it works :D

And yes, that's the point of the Enduring Pursuit ability.


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Oxylepy wrote:
Just remember casters will need at least a +2 to their casting stat from their gear to cast 9th level spells, or need a racial bonus to that stat.

Actually, with a +1 every 4 levels, you could hit 19 by level 20. Yes, you'd be without L9 spells for 2 or 3 levels, but you still could - and you'd do that without a racial bonus. It's not impossible, you just have to wait longer :P

EDIT: If the all-14 doesn't work, what about an all-12 and give a number of points (say 18) to let them build the rest? Idk, just a thought - it might not work the way you desire/intend it to.


Not sure if this Paladin Oath is OP or not, but I think it might be. Still, looking for suggestions. This is meant to be an Ilmater-type paladin oath!

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Oath of Endurance

Almost everyone has a breaking point, where they simply lose their hope, their will, their ability to push on. Not so for those paladins who swear the Oath of Endurance. More than anything, a paladin of this Oath refuses to quit the righteous path, and refuses to let his allies bend or break, either. It is said that while a paladin of Vengeance is the most dangerous foe, the paladin of Endurance is the one who will pursue you unfailingly. They are sometimes called crimson knights or guardians.

Tenets of Endurance

The Enduring paladin's primary purpose is to be an example for what can be done when one pushes past their own breaking point. These tenets are the most common among them:
Succor for the Hopeless. Where hope is lost, evil comes to fill the void. Be a light in the darkness for all who need it.
Strength for the Weak. Stand between the army and those who cannot hope to crush it. Be the example that turns the tide of battle.
Courtesy to the Low. A thief may be so for a lack of valuables. A beggar may be struck low by curse or disease. Show those who suffer that you want to help them.
Never Surrender. While retreating from a battle is acceptable, you should be the last to leave the battlefield, and surrender is not an option.

Oath Spells

You gain the following Oath spells at the listed levels.

Level: Spells
3rd: cure wounds, heroism
5th: enhance ability, lesser restoration
9th: remove curse, revivify
13th: death ward, locate creature
17th: greater restoration, mass cure wounds

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Grant Hope. As an action, you present your holy symbol and shout a prayer of endurance. All allies within 30 feet of you, including yourself, gain 2d6 bonus hit points, which last for 1 minute or until they are negated by damage. While a creature has bonus hit points from this effect, they gain advantage on saves against fear.

Turn the Tide. As an action, you present your holy symbol and shout a prayer of strength. All allies within 30 feet of you, including yourself, gain advantage on the next attack roll made within 1 minute. In addition, if an attack roll made by an affected ally hits, their target takes additional damage of the appropriate type equal to your Charisma modifier.

Eternal Succor
At 7th level, your Lay on Hands ability improves, increasing the number of hit points you can restore to your paladin level x 8.

Enduring Stance
At 15th level, you gain proficiency with Strength saves and Constitution saves.

Enduring Pursuit
At 20th level, you are under the constant effects of freedom of movement.

~~~~

Thoughts?


Oh I am LOVING these ideas :D Keep 'em coming!


Warning: elaborate, vindictive plan below. Probably not a good idea to ACTUALLY DO, but would probably make a great greentext on the chans.

~~~~

Anyway, reading what little I have...knowing what little I do...if I wanted to "beat" him, and if all my fellow players were on board, I'd do this:

Tell him, for the next campaign, you're going to be an Illusionist Wizard. Tell him you're going to use Vanish like no tomorrow.

Then, get the other players to not show up for the first game. If he calls on game day, tell him you're there, using Vanish.

If he doesn't call on game day, and waits to complain later, make sure you planned out an "adventure" you guys "had fun" on with your "amazing use of Vanish and Invisibility." Make sure your details match, or that you're all good at improv. Talk about how much you enjoyed the game you played.

When he wonders what you're talking about, tell him, "That's about what we feel like."


Mesmerist:Wizard (Enchanter)

"We're all friends here." That sounds about right when you get involved. A slight hit die boost, some extra spells when you need to charm everything, and your painful stare if they can resist your mind tomfoolery makes you a powerful support character. The downside? MAD, much like the Arcanist:Sorcerer, but even stronger now - since nothing really overlaps for the two at all.

~~~~

Kineticist:Wizard

After discovering your talent for raw blasts, you delved into more traditional magic and found some talent there, too. Not only can you blast your foes with your chosen element, but you have subtler magics from your studies. If the fighter needs backup, send in a blast of lightning - and don't waste your spell slots on blast-y spells. The best part is, any mage benefits from higher Con, so it's not quite as MAD as some other options.

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UCBarbarian:Fighter

What's scarier than a berserk warrior ignoring wounds and cutting down a small army in a surge of might? That same warrior having been perfectly capable of cutting down your troops anyway, without the sudden blind fury. The barbarian:fighter sticks with Medium armor, of course, but he has armor and weapon training, access to Weapon Spec and its improved forms, and plenty of bonus feats - all while keeping the d12 hit die, rage and rage powers, and inborn damage reduction. Use the bonus feats for your normal combat abilities, and boost your rage rounds per day with your normal feats forever. Even Crom will take notice of how many of your foes fall before you!


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I read the class name, and as a Christian Star Wars fan, for some reason I can't not read "Revan Christ". Which is actually a cool image - Jesus with a Lightsaber.

Anyway, does anyone know how you're supposed to ACTUALLY pronounce that?


This is just a place to screw around with gestalt ideas.

For those not familiar with gestalt: Here it is

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UCRogue:UCBarbarian.

Flavor: Yes, you're the sneaky guy, for the most part, but this way, when you DO get into a fight, you just roar aloud and smash. While you're smashing, the party gets to hear the sounds of battle, and knows that stealth is no longer an option, and so they can go in and do damage in straight-up combat. Besides, historical berserkers were perfectly capable of ambush tactics - their berserker state was just when things were pretty much lost otherwise.

Mechanics: Not great, but not bad. The rogue:barbarian basically has an on-off switch for combat, which is hooked up to the stealth switch with a NOT gate. That high Dex will help your AC while raging, but your armor isn't going to be great for that anyway, since you'll want to avoid high ACP. That strength bonus, and the bonus HP (from Unchained Barb), however, are helpful to the rogue who needs to break something's face, and the d12 hit die makes his enemies cry. God/s forbid you sneak attack someone while raging...

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Sorcerer:Arcanist

Flavor: Your arrival as the God-King of Magic was foretold centuries ago, but no one thought you'd be this dangerous. Your magical power is so great, you might even let loose a burning hands spell when you sneeze. Try explaining that one to the town guard! On that note, what's worse - a shapeshifted dragon with a cold, or a mage with a cold and extremely low control of his magic?

Mechanics: And you thought Sorcerer:Wizard gestalt was an arcane prodigy - you have how many spells per day?! Not only that, you have some ingrained spells (Sorcerer) and some you can switch out (Arcanist), so in all honesty, you're pretty much a better version of the wizard who knows exactly what he's facing and how to beat it. CoDzilla got nothin' on you. Your biggest weakness is that your Arcanist spells rely on Intelligence, while your Sorcerer spells and your Arcanist exploits rely on Charisma. Yeah, the d6 hit die hurts you, but who's gonna be desperate enough to charge at you?

~~~~

Go for it.


Haha, I'm loving the reactions so far.

Ashram: Well, yes, I agree there. I'm just pointing out the things you CAN do. Can definitely =/= should here :P
Though as a nitpick, Chidori and Gokakyu aren't Sharingan powers; they're Ninjutsu.

Anzyr: Yeah, probably. Still, he'd have to have dipped for Fighter 4, maybe higher, somewhere along the line.

Val'bryn2: Magus would work better thematically, but for attack roll effectiveness, and the damage boost, I'd say at least 4 levels in Fighter, minimum.


Okay. Just had some thoughts, and I'm not sure how they'd translate as far as power to D&D 3.5 and Pathfinder. So I'm gonna throw them out there for fun.

This is not intended to be broken, and I don't know if it's been done already. If so, please inform me only once. I will edit my post if someone says "yeah it's been done".

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I seem to recall somewhere - it might be 3.5, I don't remember fully - that you could draw and throw multiple shuriken in your attack, but you took a penalty to do so. (Maybe this was a feat, now that I think of it, since it sounds like a Manyshot type of thing.)

Make a Fighter. Get Weapon Focus in Shuriken, get Rapid Shot (as a prerequisite for Manyshot), the Manyshot-equivalent, and Weapon Spec., and eventually Greater WF and Greater WS. Make sure your Fighter's Weapon Training is in Thrown weapons.

Add Deflect/Snatch Arrows.

And do this.

Or just kill your opponents with tiny shards of metal. Either or.

Now you're probably asking, "What do you plan to do about those pathetic skill ranks and the lack of Stealth as a Class Skill for the Fighter?" Simple: Skill Focus. Put your Fighter Bonus feats to work for shuriken, and Skill Focus everything else you'd need.

It's not perfect, but it could work quite well for all I know; I haven't actually run the numbers.

~~~~

Additionally, if you want to go full Uchiha, ask your party mage to make "wands of Burning Hands" in an unusual slot, like a mask that you can blow through to create the flames. A wand of Shocking Grasp in the bracers slot would work too. Add Weapon Focus/Training in a longsword and enchant it to be Shocking Burst.

~~~~

If someone would like to crunch those numbers and compare them to, say, a greatsword or something, that'd be great. Level 6 is about the point this would really come into its own, thanks to Manyshot and the additional attack per round.

Is this cool? Silly? Stupid? Let me know.


Ragoz wrote:
Machaeus wrote:

Totally off-subject but...

You can stack Archetypes? o_o

As long as they don't both alter the same class ability, sure.

Well that seems obvious, but...is that explicitly spelled out somewhere, or is it PFS only, or what?


Totally off-subject but...

You can stack Archetypes? o_o


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Milo v3 wrote:
Ah, yes.... because when you become a lich you can still see, hear, smell, touch, and have a sense of balance.... but suddenly you lose the ability to taste coffee?

Order of the Stick reference, I think. "Start of Darkness".

Kryzbyn wrote:
Lich + Transformation = Mum Rah, the everliving.

I love this.

Guru-Meditation wrote:
Tiny Coffee Golem wrote:

Also, you're a magic user. I see no reason why a remotely intelligent lich couldn't/wouldn't take steps to keep his body from decaying. As a matter of fact, that'd be on my list of spells to research during the process of finding 120K GP.

Assuming no other spell would do, though I think there are multiple options, I'd just research a spell. "Appear living" Target: Dead body for the next 24 hours the dead body does not decay and has all appearances of life (heartbeat, breathing, warmth, etc.). You're an 11th level caster. This is probably the equivalent of a first or second level spell.

Edit: Hell, with just a little prep it wouldn't be that hard to convince people you're not dead.

Gentle Repose.

And just to be safe against dispels and just so should you forget to refresh it immediately over the coming centuries Unguent of Timelessness, so that you don't start to desiccate as fast as a normal fresh corpse.

If you plan it from the start, and are diligent in your rebuffing, you are just a bit cooler that "normal". and this is what Gloves are for. .. Well, not exactly, but you get the drift.

If in the centuries something or the other happened, there is still Alter Self when you interact with society. The less they know about you, the better. The best way to defeat a danger to your eternal undead existence, is to never let it raise to oppose you.

Dotting for these two replies.


Why not? :c


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Does anyone else read Quinn's lines in Morgan Freeman's voice? Somehow, I'd love to see/hear that.

This trend of mine started with Occult Adventures's Chapter 6 blurb, where he and Estra are exploring a wizard's library.

And now I'm thinking about the possibilities of Morgan Freeman doing Quinn's voice in an audio novel/play where the Investigator is a hero.

Someone stop me.

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On that rather silly note, who here has an actor/voice actor they'd like to see represent a class iconic from Pathfinder, and who would the actor and corresponding iconic be?


Maybe he means Pun-Pun.

Either way, I've always liked the idea of a kobold barbarian, and actually this can work. It's not going to be great, but it can work decently, mechanically speaking. That bonus to attack and damage will offset the huge Strength penalty, and the improved Dexterity, natural armor, and Size bonuses will offset the raging-lowers-AC problem. Using the Unchained barbarian means he doesn't drop when he gets out of rage, too.

The main appeal for me is seeing the party run screaming as the kobold cuts the half-orc's leg in half with a good battleaxe chop, screaming Draconic obscenities at his foes all the while.

Or her. Xena: Warrior Princess: Kobold Edition XD

EDIT: Another option, if your GM is willing to greenlight the Talented Barbarian, is that one of their rage-based abilities they can choose allows them to put a +4 to an ability score in ANY physical score once the rage starts - say, in Dexterity. Cold Fury could make that kobold damn near impossible to hit without having a level over him!


I've always liked blue dragons for some reason. More the color or shape than any mechanical reason, I think.

Otherwise, maybe be a brine dragon, and talk like a sailor/pirate. Complete with swears - and say that's their Painful Strikes in action! :P


Barbarian doesn't have spells.

The rest of this post is appreciated, however - I'll run through point-by-point on suggestions.

AwesomenessDog wrote:
It might be because I'm unfamiliar with the eidolon mutations but it seems to not have a flat or close to flat rate of advancement: there are levels that are clearly huge jumps in power ability

That was an issue I didn't know how to solve, unfortunately. Although now that I look again, I might have some ideas that would fix this, and I think I missed a major point from the archetype's base features.

Oops.

Quote:
and there isn't anything that limits what you can take as a evolution (which I know people complain is an issue of eidolons) as for when or major perquisites.

Hmm, so I should just rewrite the whole evolution list for genetics? Time-consuming, but easily doable.

Quote:
I like the ideas behind each dragon type and where it takes you, but it also seems you gain nothing without being in those forms so you have to be a raging dragon to be stealthy as a linnorm or charismatic as an imperial dragon.

Yeah, didn't think about that. Hmph, back to the drawing board I guess!

Quote:
Since the barbarian is also going through a drastic change, not just going super saiyne (even then it still took goku 27 episodes), I would make the action a standard that provokes and maybe even a full round action; this is also clearly much more powerful than even a double dragon disciple which means that it should take some amount of time to activate.

I'm not sure it should take THAT much time, but maybe I could make a ruling on armor needing an enchantment to stay on. (There's an enchantment that allows a druid to keep their armor while wild shaping, right?)

Quote:
Maybe a strategy of "once its up, you'll want to keep it up and be extra careful once it drops" could be implied by a longer startup time where you are completely vulnerable (for a couple rounds, but it doesn't eat your round usage until you have fully transformed) and once you drop it, you are exhausted for double the rounds you used it, with the level 17 ability making it only fatigued.

That seems a little extreme, but I'll look into that. I don't want to gimp this thing, but I don't want it too overpowered either.

Again, thank you!


Wow, no one? :/


Now I wanna start a game as Alphonse Elric, NG Phantom Armor Transmuter 1.


Okay, so a while back I made a Furious Dragon archetype for Barbarian. You can now be a dragon, and yes, you could allow animals (werewolf ahoy!) if you wanted.

I would like suggestions, thoughts, etc.

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Furious Dragon

Many savage or angry warriors with dragon blood end up as bloodragers. Others direct their power towards their bodies, instead of their minds. These furious dragons can thus develop the forms of their ancestors. This is a barbarian archetype.

Dracogenesis (Ex): At 1st level, the furious dragon gains the power of dracogenesis, the ability to take on the abilities and form of her dragon ancestor, though she can only do it for so long. This ability functions like a barbarian's rage, except that dracogenesis provides the benefits of dracogenetics. Her beginning dracogenetics are decided upon character creation, and gain more power as she increases in level.
This ability replaces rage.

Dracogenetics: A furious dragon has the ability to access her draconic forebearer's power and form. By calling upon her dragon blood, she gains various powers – her draconic genes, or dracogenetics.
A furious dragon has a gene pool, equivalent to the evolution points of a summoner's eidolon. However, a furious dragon's gene pool affects her own body, and only while in a state of dracogenesis. A furious dragon's gene pool is noted on Table: Furious Dragon Statistics.
When a furious dragon is created, she must choose a Subtype and Base Form, much like an eidolon, as well as a Base Energy. The base form and base energy, once chosen, cannot be changed, but their gene pool can still be changed whenever the furious dragon levels up. A quadruped base form is more of a traditional dragon, while a biped is essentially a human with a dragon's features, and a serpentine tends to be born of a linnorm or imperial dragon. Energy must be chosen from fire, cold, electricity, or acid.
This ability replaces fast movement and all rage powers.

Dragon's Glory: At 11th level, a furious dragon gains a +2 bonus to Diplomacy and Intimidate checks, and may use frightful presence, as per the eidolon evolution, but the save DC is reduced by 1. At 14th, 17th, and 20th levels, the skill bonus increases by +1. At 17th level, frightful presence gains its full save DC, and is treated as a free gene or evolution.
This ability replaces greater rage and mighty rage.

Dragon's Will: At 14th level, a furious dragon gains a +4 bonus on all Will saves while using dracogenesis.
This ability replaces indomitable will.

Dragon's Stamina: At 17th level, a furious dragon is no longer fatigued after using dracogenesis.
This ability replaces tireless rage.

Table: Furious Dragon Statistics

Genetics

A furious dragon's base forms are the same as an eidolon's (Advanced Player's Guide, pg 59-60), except that saves and ability scores do not change to the listed amounts; however, ability scores do gain a bonus based on the base form. A furious dragon also has genes gained from spending points out of their gene pool. Any abilities that rely on energy damage use the energy chosen upon creation, and cannot choose another unless noted.

Subtype

A furious dragon generally has an ancestor or totem dragon subtype. The dragon subtypes use the following notation:
Name: This is the name of the dragon subtype. The furious dragon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.
Description: This is a basic overview of the dragon subtype, including general guidelines on appearance and personality.
Base Form: Some dragon subtypes are limited in their base forms. If this is so, the base forms available are listed here.
Base Genetics: This describes the base genetics possessed by all furious dragons of this subtype. Furious dragons also gain additional abilities based on their subtypes and levels, usually genetics but sometimes more universal monster rules. These will also be listed here.

Chromatic or Metallic
Description: A Chromatic or Metallic Dragon takes on basic elemental energies and empowers them with elemental fury. They are a myriad of colors, but tend towards the well-known ten colors.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a chromatic or metallic dragon gains the bite and claws evolutions. They also gain immunity to their base energy, even though they do not qualify.
At 4th level, they gain the flight evolution with wings, even though they do not qualify. They may enhance their flight speed at later levels, but they must always have the winged version.
At 8th level, they gain the tail evolution.
At 12th level, they gain the breath weapon evolution, using their base energy.
At 16th level, they gain the tail slap evolution.
At 20th level, they gain the ability increase evolution, applied to an ability score of their choice.

Imperial
Description: An Imperial Dragon has a regal presence that intimidates its foes. A furious dragon enjoys their sheer charisma.
Base Form: Quadruped, serpentine.
Base Genetics: At 1st level, an imperial dragon gains the bite and skilled (Diplomacy or Intimidate) evolutions.
At 4th level, they gain the flight evolution without wings, even though they do not qualify. They may enhance their flight speed at later levels.
At 8th level, they gain the tail and tail slap evolutions.
At 12th level, they gain the ability increase (Charisma) evolution.
At 16th level, they gain immunity to their base energy.
At 20th level, they gain the ability increase (Wisdom) evolution.

Linnorm
Description: A Linnorm is a fierce foe, a great serpent with deadly poison, crushing coils and great size. Their furious dragons are no exception.
Base Form: Serpentine.
Base Genetics: At 1st level, a linnorm gains the bite and limbs (arms) evolutions. They also gain resistance to their base energy.
At 4th level, they gain the skilled (Intimidate or Stealth) and tail slap evolutions.
At 8th level, they gain the improved damage (bite) and skilled (Intimidate or Steatlh) evolutions.
At 12th level, they gain the constrict evolution. They also gain access to the fast healing evolution, even though most furious dragons cannot use it.
At 16th level, they gain the basic magic and improved natural armor evolutions.
At 20th level, they gain the minor magic evolution.

Primal
Description: A Primal Dragon is imbued with elemental power, even greater than that of the chromatic and metallic dragons.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a primal dragon gains the bite, claws, and basic magic evolutions. They also gain resistance to their base energy.
At 4th level, they gain the tail evolution. They also gain resistance to another energy type.
At 8th level, they gain the flight with wings evolution. They may enhance their flight speed at later levels, but they must always have the winged version.
At 12th level, they gain the minor magic evolution.
At 16th level, they lose their resistance to their base energy and gain immunity to it, instead.
At 20th level, they gain the major magic evolution.

Base Forms

Biped
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Ability Scores: +2 Str; Limbs: head, arms, legs.

Quadruped
Size: Medium; Speed: 40 ft.; AC: +2 natural armor; Ability Scores: +2 Con; Limbs: head, 4 legs.

Serpentine
Size: Medium; Speed: 20 ft.; AC: +3 natural armor; Ability Scores: +2 Dex; Limbs: head, tail.

Genetics List

The following 1-point evolutions are most suited to a furious dragon.
APG: Bite, Claws, Climb, Gills, Improved Damage, Improved Natural Armor, Magic Attacks, Mount, Pull, Push, Reach, Resistance*, Sting, Swim, Tail, Tail Slap, Wing Buffett.
UM: Basic Magic, Low-Light Vision.
PFUC: Scent, Skilled.
* Resistance increases to resist 10, +10 every 5 levels, with a maximum of 30 at 10th level.

The following 2-point evolutions are most suited to a furious dragon.
APG: Ability Increase, Constrict, Energy Attacks, Flight, Gore, Grab, Immunity, Limbs, Poison, Rake, Rend, Trample, Trip.
UM: Head, Minor Magic.
PFUC: Tremorsense.

The following 3-point evolutions are most suited to a furious dragon.
APG: Burrow, Frightful Presence, Swallow Whole.
UM: Major Magic.
PFUC: Damage Reduction*, Pounce.
* The first time Damage Reduction is taken, the furious dragon gains DR 5/magic. The furious dragon may take this evolution twice.

The following 4-point evolutions are most suited to a furious dragon.
APG: Breath Weapon, Large, Spell Resistance.
UM: Ultimate Magic.
PFUC: Blindsight.

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I'd say PEACH if I thought I could take it, but I'm too thin-skinned for that I think. Still, tell me your thoughts please!


Huh. I was not aware of that fact!

Then again I'm rarely on at this time of the morning.


StarMartyr365 wrote:
"The occult is on the rise and teenagers are saying that parents had better listen before it's too late..."

Rofl :3


So I just saw a few spam threads pop up. They're gone, and kudos to the forum admin for that.

But that sparked a question: How often DO you get spam threads like that? Once every quarter, month, year? Less often? Just curious.


1 person marked this as a favorite.

[obtuse function activate]

Of course PF 2 isn't an inevitable. THIS is an inevitable. DUH.


Chris Lambertz wrote:
I'd expect Unchained to appear shortly after PaizoCon. Generally we wait a month until after our hardcover releases before they appear on the PRD.

Is there any chance someone might sticky this thread? It might make it easier for others to locate. I myself was about to ask this question, but thought to search first.

Gasp and shock. :P


1 person marked this as a favorite.

*reads only the first few posts*

Because we all love cheese. It's so yummy c:

But seriously, if no one's asked this: Why do we call it "cheese?" Why not "pork" or "tomato soup?"


Really? Dang :P

But on its remaining merits? And the points raised above?


Quick Edit: The Dragon's Glory ability should be clear on it being a non-Dracogenesis ability, not a gene. I didn't make that clear. Sorry!


A little, but it's fine. I figured you just meant it as an explanation.

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