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Pathfinder Society Member. 13,453 posts (17,528 including aliases). 1 review. 1 list. 1 wishlist. 2 Pathfinder Society characters. 79 aliases.


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Guy St-Amant wrote:
Odraude wrote:
Not really sure what that has to do with the occult... did you mean to post that in Mikaze's thread?
That it can spark thinking, discussions and changes. Maybe something in the Bestiary.

Which would be relevant to the Bestiary. This particular discussion is as not-relevant to Occult Adventures as whether or not Paizo is providing a slanted view of communist philosophies, or shortchanging atheism.

While I'm sure there's precedent for a class or system based around how monstrous (or merely unattractive) a character (female or male) can get, as a way of incentivizing or promoting unattractive / unsexy characters, perhaps based around creature grafts or body scarification or a slow progression into another creature type (such as a half-dragon or hag) or a character whose powers are dependent upon age category (encouraging playing of older characters, and not parties of hot young twenty-somethings), that, as I mentioned earlier about the Bloatmage, isn't really addressing the 'all X characters tend to be sexy,' so much as making an option for people to have 'fat superpowers' or 'ugly superpowers.' A class- or mechanic-based solution would hilariously miss the mark, IMO.

That said, such a mechanic / class option could be intriguing, and fit the more transformation-y/Jekyll & Hyde/Lovecraftian body horror aspects of the 'Occult' theme, and provide an excuse for some unsexy artwork (a woman halfway through a Dragon Disciple like transformation into an Aberration, via advancement of the Aberrant Bloodline Sorcerer features, frex).

But that still creates the muddled message that the only reason a female adventurer wouldn't be crazy hot, is if she gained super-powers from being ugly, which not only doesn't address the question of why all adventuring ladies have to be four-alarm babes (even if, like Feiya, that flies in the face of their backstory...), but actually kind of makes it worse by so egregiously missing the point.

Eh. It's late, and I'm cranky about the tone. I feel like someone just drove-by a bunch of threads and said 'Topic X! Discuss, my dancing minions, because I can't be bothered! Make my random proclamation topical for me!'


KingmanHighborn wrote:

First just some raw data:

** spoiler omitted **

Here's my own list, ordered by WotC product;


11 Core – Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
3 Complete Divine – Favored Soul, Shugenja, Spirit Shaman
3 Complete Warrior – Hexblade, Samurai, Swashbuckler
3 Complete Arcane – Warlock, Warmage, Wu Jen
3 Complete Adventurer – Ninja, Scout, Spellthief
1 Dragon Magic – Dragonfire Adept
4 Player’s Handbook II – Beguiler, Dragon Shaman, Duskblade, Knight
5 Oriental Adventures – Samurai, Shaman, Shugenja, Sohei, Wu Jen
1 (+5) Dungeon Master’s Guide – Witch, Adept, Aristocrat, Commoner, Expert, Warrior
2 Heroes of Horror – Archivist, Dread Necromancer
1 Dungeonscape – Factotum
1 (+2) Eberron Campaign Setting – Artificer, Divine Adept, Magewright
3 Tome of Magic – Binder, Shadowcaster, Truenamer
2 (Warmage was already counted under CArcane) Miniature’s Handbook – Healer, Marshall, Warmage
3 Tome of Incarnum – Incarnate, Soulborn, Totemist
3 Book of Nine Swords – Crusader, Swordsage, Warblade
4 Expanded Psionics Handbook – Psion, Psychic Warrior, Soulknife, Wilder
4 Complete Psionic – Ardent, Divine Mind, Erudite, Lurk
2 Ghostwalk – Eidolon, Eidoloncer
1 Magic of Eberron – Psionic Artificer
(1) Sharn: City of Towers – Urban Adept

2 Dragonlance – Mystic, Noble
1 War of the Lance – Masters
1 Age of Mortals / Legends of the Twins – Mariners
1 Races of Ansalon – Nightstalkers

So, not counting NPC classes, I've got 65 (although some, like the DMG Witch, are squiffy at best). Plus 8 NPC classes.

And then there's all the variants in Unearthed Arcana, including the Adept, Expert and Warrior variants.

KoK, IMO, is 3rd party, like the Nyambe/Hamunaptra/Green Ronin Advanced Players Guide/etc. base classes or the Arcana Unearthed/Evolved base classes.


Necromancer wrote:

[slight tangent]

I've also noticed that mages/casters tend to be either older average-sized men, sexy women, or some tiny race/creature...why can't we see any tall and thick Ulfen types in very civilized caster roles?
[/slight tangent]

If point-buy is the only way it's done, then it might make sense that wizards might be scrawny folk, children, elderly, etc. But with rolled-stats as an option, it's entirely possible that a wizard might have a decent Str score, and be pretty buff.

Certainly, I'm all for non-traditional appearances. Stout Dwarven wizards. Lithe (Elven?) Dex fighters. A burly half-orc 'thug' rogue.

A Rule 63 Alhazra, named Alhazred, who is all scraggly-beared, Einstein-haired and wild-eyed and very much the spitting image of a certain 'mad Arab.'


Robert Brookes wrote:
Outside of classes, what other kinds of things do you think would be fitting in Occult Adventures? The title itself evokes a pretty broad landscape, painted in with the boundaries of pulp-era mysticism. When you veer away from the new classes being introduced, what sort sof alternative systems, gameplay mechanics, or flavor would you be interested in seeing?

Something to do with non-undead spiritualism (in that not all souls that leave their bodies turn into undead, such as a person using astral projection or magic jar). Ghostwalk was the last product that dealt with that sort of thing in any depth (although it did use undead rules for much of it, only skipping the whole 'dying makes both your body and your soul turn corrupt and evil' thing).

Divination, from Tarot (Harrow) reading to séances and mediums seem a big part of occultism, as well as hermetic practices and philosophical alchemy (more about purifying the self and less about Jekyll & Hyde or throwing explosives around).

More about the corners of magic, the supernatural and the 'weird,' like golem creation and homunculi, warding circles, ley lines, places of power, sacred numerology, astrological conjunctions, and the properties to affect supernatural forces of such mundane things as silver mirrors or lines of salt or powdered silver, perhaps even incantation-like effects, magics used by non-spellcasters to make deals with devils or get themselves attacked by hounds of tindalos, etc. less about standard spells and class abilities.


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Sissyl wrote:
Asmodeus has certain views about women too, right? Which doesn't mean women can't be clerics, but I would think there is a pretty serious glass ceiling.

Asmodeus is *said* to be a misogynist, but it seems like the rulers of nations or city states under his sway are women (rulers of Cheliax and Korvosa, for instance).

Much like chatter about Rahadoum being punished by the gods with a terrible drought, and yet being, on the map, the greenest and most fertile land on it's latitude, some of what is said about Golarion seems to be in contradiction to what's actually going on in Golarion...


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Dragon78 wrote:
Has anyone seen the movie, "Push"?

Lots of neat stuff in that. Both Minority Report (to a lesser degree) and Next are great movies specifically for Precognition stuff. A Precognitive fighter or martial artist type could be scary. To quote a Naltorian 'PreCop', from a Legion run, "It's kind of boring, actually. Like fighting an old movie you've seen a hundred times before..."

Oddly, telepathy has gotten so mainstream, in a way, that I don't think we've had any good showings for telepathy in movies for a while.


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Ross Byers wrote:
<tinfoil>What if Cheliax ensures that Galt's revolution never ends so they have a nice cautionary tale about what happens if you try to unseat the Majestrix or fight the Hellknights? After all, if Andoran is the example, it makes revolution look a lot more attractive.</tinfoil>

I think that's so much a given that it didn't even make the Conspiracy Theories thread. :)


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Bellona wrote:
Does anyone recognise the crown on that skull which Seltyiel is holdng?

If the skull looked elfy-er, I'd say it was his father's...


What's your favorite underrated / unpopular movie?

The Numbers site has lists of movies and what they cost and what they made, and I'm always shocked to see that movies I liked, like Cowboys & Aliens, The Thirteenth Warrior, Sahara, etc. were box-office bombs...


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Barong wrote:
Like, if a half-orc worships Erastil or Cayden, human deities. Or, even more extreme, a bugbear decides to worship Shelyn. Or, going in the other direction, a human worshipping Torag, the dwarf deity.

Torag is called out as a popular god among gnomes, halflings and humans, as well as dwarves. The rest of the dwarven pantheon seem to be more dwarf-centric, but even then, it's entirely possible that a group of human mountaineers or gnomish craftsmen who live in the Five Kings Mountains might reverse Kols or Dranngvit or something.

The only race-specific gods I recall being overly picky about the race of their followers are one of the elven gods (Findeladra, IIRC, who is specifically the goddess of elven craftsmanship, and not 'humans who like to cosplay as elves and craft stuff'), the serpentfolk god Ydersius (who is a serpentfolk supremacist and hates humans, after one [spoiler alert] cut his head off), etc.

Even the demon lord Anghazan, who's pretty much 'god of apes,' has human followers, as do the dragon gods Apsu and Dahak.


Kirth Gersen wrote:
The Akashic class makes a dandy Oracle mystery, if you don't want yet another separate base class -- that's what I did with it in my homebrew. All the SLA-type abilities they get can be turned into mystery spells instead, and you then spread the other class features out as revelations.

Ooh, that's a neat idea. Putting the Akashic knowledge / memory features as Revelations on the already-workable Oracle chassis is brilliant.

Spell Templates and Dire Weapons are two more things I liked about Arcana Unearthed.


Alceste008 wrote:
Being a huge story fan myself, the climb from 20 to 80 in AoC was very rough at times.

Ha! I didn't know it was up to 80! I think 50 was the end level when they lost me. I just loved those first 20 levels in Tortuga. Solid story for a good eight hours, and then bang, nothing until level 30, and the 'class story' for 30 was 15 minutes of 'go to some cave and kill some dudes.' I was very disappointed!


thejeff wrote:
I'd like to see more of those kinds of things, but you're not really describing iconics here. We already have Iconic wizards, clerics, fighters, etc.

As I don't yet know the six new classes coming up, I used wizard, cleric, fighter, etc. as examples of what sorts of character types would be neat to see.


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Prince of Knives wrote:
blahpers wrote:
Int-witches still bug me a little, though I see what they're going for and why they didn't want yet another Charisma-based arcane caster. But screw it, at least there should have been options for a Charisma-based witch.
Nah bro. Wisdom.

Yes to all.

Witches could have a tripartite option to follow the way of the Bell (Cha), Book (Int) or Candle (Wis), using the selected stat to govern their bonus spells, and spell and Hex DCs. (With the 'book' being as metaphorical as the bell and candle, a 'book' Witch would still store spells in her familiar, just like most other Witches).

Wisdom definitely feels like the most thematic to me, but I don't see any reason why someone who wants to have a Charisma based Witch shouldn't also be viable. Of the three, Intelligence feels the least on-theme, but I'm not like, opposed to it, or anything.

More options, always good.


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ChrisLKimball wrote:
There are already alot of shirtless male iconics so I'd like to stay away from that. A youngish iconic and an elderly female make sense. I would definitely like to see a "thicker iconic" someone towards the higher weight scale.

I know that drawing chain mail is a pain in the butt, but I'd like to see more characters (male and female) wearing chain shirts, breastplates and / or leather armor, as well as perhaps some crazy fool wearing one of the armor types that nobody ever wears anyway, like banded or scale or splint. (I've honestly seen more characters wearing dragonscale or ironwood breastplates, than banded or scale or splint! Indeed, the last time I saw scale armor was in 2nd edition, when Sea Elven Scale was a poor man's Elven Chainmail for your armored wizard spellcasting needs!)

A young wizard apprentice or acolyte cleric or witch could be interesting (although some wag will decry it as a Harry Potter nod, as if there were never young adventurers like Ged (Wizard of Earthsea) or Pug (Magician) or the kid from the Dragonslayer movie before J.K. Rowlings...).

And yeah, a portly Caydenite cleric, or a stout Trapsmith rogue (not all rogues are acrobats!), or even a burly Fighter could be something new. Or just throw expectations out the window and have an overweight Paladin! Anything but a bloatmage. There's no more need for a fat NPC to have 'fat superpowers' than there is for a black one to have 'black superpowers' or a gay one to have 'gay superpowers.'

Personally I'd like an exceptionally tall iconic (as a person that exceeds racial maximums I feel that blatant heightism in Pathfinder deserves some notice).

It might add to the 'our elves are aliens!' aesthetic (along with the dead black eyes) if a small sub-population of elves (perhaps those 'fresh through the gate' from Sovyrian) average seven feet tall!


Random followup, now that I've had time to sleep on it.

Doesn't have to be a Doppleganger, specifically. The Ranger corpse could be half-formed and twisted (giving the impression that something was deforming/mutating/transforming him when it killed him, when actually it's more like that scene from John Carpenter's Thing movie, where people find a corpse of an alien that was frozen halfway through attempting to shapeshift into a person to impersonate them). Some sort of Lovecraftian ooze-beastie could be the culprit, dropping on a creature and paralyzing it with Dex-damaging venom, and then slowly turning into it (and then devouring it?). It died before the action was complete, and the Ranger got away before the Dex damage finished paralyzing him.

This also might help keep the Ranger alive, since he'll have positive hit points (if no Dex), and not be subject to a friendly fire insta-kill if someone in the party does something bone-headed like chuck alchemist's fire near his incapacitated body during whatever final encounter is to occur. (Which sounds *exactly* like something my players would do...)

The Ranger player, when he returns, can be messed with as well, as you plant hints that the shapeshifter laid some sort of egg inside him, or he could have odd 'alien dreams' that suggest that the deformed 'monster corpse' his friends found might really have been the body of their friend, and that he might indeed be the shapeshifting ooze-alien, having taken on not only the form, but also *the memories* of the person it killed...

(All just side-effects of the neurotoxin, surely! Especially since the player probably didn't sign up to play a very confused monster that thinks it is his original character!)


Lord Snow wrote:
I got tired of MMOs after playing WoW for, like, 6 levels. I don't really care about computer games as a social activity and the gameplay of MMOs is not interesting to me. Further, I find that a computer game where your goal is to collect more stuff and level up to be very uninteresting. I just don't see the point. I need a story.

Star Wars: The Old Republic has an individual storyline for each of the classes, and then further storylines for each of the companion NPCs that you travel with. A few quest lines, such as the Gree Enclave quests on Coruscant, also have a bit of story built in. It's nothing quite like a tabletop game, for story, but's miles above anything you'll see in most other MMOs.

Age of Conan had a great storyline, for the first 20 levels, and then turned into a vast empty wasteland for the next 30 levels. I ended up making five different characters up to 20-ish, but never could 'max out' one of them, as it was so boring afterwards!


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They find the body of the Ranger, dead, and a trail leading away. Cue shock and outrage! (Might want to text the Ranger player and let him know what you're planning, lest one of your players text him that you killed his PC and avoidable drama / misunderstanding hijinks ensue!)

His gear appears to have been pillaged, and, if they think to examine the means of his death, the wounds are consistent with whatever sort of weapons he carried.

The blood trail leads to a cave in which they will find signs that some wounded beast dragged itself here to hole up, the Ranger having apparently gotten some good hits before falling. An encounter with scavenger animals that have also followed the blood trail ensues (wolves, jackals, giant vultures, some sort of vermin, whatever suits the area).

Entering the cave to get revenge (and / or recover their companion's gear, depending on their motivation), the PCs finally discover their Ranger companion, having retreated here and then passed out after getting in a fight with a Doppleganger that assumed his form, and then died (the body they discovered).

(If he's got an animal companion, he might be unconscious and have been dragged here by said companion, which is guarding his body, which has stabilized and is in no danger, although the party might have to finesse their way past the angry animal companion to reach their friend, as the beastie is not allowing anyone close...)


34) Merge with every other member of your species into a conjoined hive-entity, a la the Axiomite Godmind, or Marvel's Stranger or Eternal Uni-Mind.

35) Seize control of a plane of existence, or the center of power of a deity or former deity, such as the central section of Axis that was once Aroden's domain, or the Peacock Angel's domain in Heaven.


aetherwisp wrote:

Demigods that could be featured in such a book include:

  • primal inevitables
  • protean lords
  • the axiomite god-mind
  • psychopomp ushers
  • infernal dukes (yes, Lorthact, I see you there)
  • kyton demagogues
  • rakshasa immortals
  • elemental lords
  • the Eldest
  • I would definitely love to see more axiomite, inevitable, protean and / or psychopomp demigods, as those would be the most usable for clerics, paladins, inquisitors, etc. in 'no evil allowed' sorts of games.

    (Although kyton, rakshasa, etc. demigods would be useful for evil NPC clerics.)

    Oracle mysteries relevant to protean, inevitable/axiomite, formian, etc. interests would also make sense, for any factions that either don't have clerics, or have both oracles and clerics.


    Artifice, Community, Law and Knowledge seem like logical choices for Axiomite Godmind Domains.

    But yeah, I'd love to see something more official along those lines, as well as Domains for whatever passes for Archdevils/Demon Lords/Empyreals among the Proteans or Formians.

    (Or oracle Mysteries relevant to their interests, if the answer is 'that's what oracles are for.')

    Formian Inquisitors rooting out errant behavior sound *awesome.* (Or Inevitable Inquisitors, for that matter.)


    PrismaticMonk wrote:
    Anyone have a recommendation for a game (MMO or not) where I can reconnect with my cartoon characters?

    Champions Online has a pretty distinctive 'comic-book-y' visual aesthetic, but for fantasy fare, Allods Online (a free to play European game) is pretty cartoon-y, and has some fun classes (and races).


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    Jamie Charlan wrote:
    LazarX wrote:

    Psionics however is more Jean-Grey, Scanners, Mind Control, and general sci-fi and "New Age" and comic book tropes.

    Also old scripture like the Mahabharata.

    Don't let the power names in psionics throw you off; most of that stuff is ancient.

    Yup. 'The Sight,' remote viewing, foretelling the future, controlling the minds of others, communing with the dead. Most 'psionic' stuff has been around for millennia, and is currently folded into the magic system. (Whereas arcane magic, with it's spellbooks and somatic components is more hermetic and 'merely' centuries old.)

    Psychic stuff is *far* less 'sci-fi' or 'comic-book' than spells like clone or teleport or temporal stasis, or throwing mini-black holes at people (spheres of annihilation).


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    The Crusader wrote:

    This line of justification has never really held water for me. The bottom line is, no amount of editing is going to stop a DBAG-DM or a crass, vulgar player from making someone feel uncomfortable at the table. Sacred Calistrian Prostitutes, you say???

    Or the 'Whore Queens' or Arazni 'the Harlot Queen,' and the probably unintentional association between women-in-power and hookers. Or a drink named 'Whore's Breakfast' in Cities of the Inner Sea and a drug named 'Harlot Sweets' in Rivals Guide. Pretty selective woman-friendly language, there.

    I'm all for an inclusive setting, but when 'inclusive' is being used to *subtract* options and make the world smaller, that's pretty much the opposite of 'inclusive,' as I understand it.

    Then again, everyone draws the line in different places. For some, evil folk are robots, or the scorpion from the fable, incapable of making terribly short-sighted choices that eliminate any possibility that they could ever actually succeed at anything (making the good 'heroes' who defeat them kind of meaningless and unheroic, since all good has to do to triumph over evil is sit around and wait for them all to betray each other to death...).

    I'd like both evil and good to be a bit less monolithic, and for it to be possible for two people of good conscience to disagree.

    Save the inflexible codes of behavior punched onto cards and inserted into their brains for Android Paladins.


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    Rysky wrote:
    Tacticslion wrote:
    Heh. "It is clear who would make the better homemaker." indeed. :)
    OCD man, OCD.

    Oh yeah. The local comics/gaming store loves when I come in and browse, since I always end up organizing the gaming books on the shelves.

    'Why are the adventures mixed in with the player's companions? And nothing's organized! It's like everything gets shoved into the first open shelf space or something...'


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    W E Ray wrote:

    If we PCs succeed then Kintargo remains wholly Chelaxian. ("Chellish" is some dumb-sounding sandwich spread, not sure who in Paizo thought it was appropriate to say "Chellish" instead of the correct, "Chelaxian.") If we the PCs fail then Kintargo gains its independence.

    That's what the AP SHOULD be!

    Rebellion against the lawful Majestrix? Do you people want Galt? This is how you get Galt!


    Wolfgang Rolf wrote:

    From what I understood its basically used to buff feats that you have, and at the moment Fighters have the highest number of feats, so in a sense fighters will get the most use out of this system, but the question is how many feats does this fatigue pool effect? Will it effect Fighter only feats? I think its a decent idea, it doesn't address all the problems the fighters have but its something.

    If it works similarly to the Book of Experimental Might II's options, where Fighters can 'boost' the effects of the feats they already have, in ways that non-Fighters cannot, that could be neat, as it solves the issue of a Fighters 'class abilities' being 'more feats' by making those 'more feats' worth more, and unlock other options, for the Fighter.


    DM_aka_Dudemeister wrote:
    Oh boy! The Ethereal plane is finally going to be interesting, it had been largely ignored in favor of the Shadow Plane and the First World.

    True! The astral and ethereal planes have been mostly ignored for quite some time, so it's interesting to see some development there.


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    the Queen's Raven wrote:
    I know everyone is pointing out the differences between psionic and psychic, but in the original Pathfinder campaign setting book half elves were said to have special connection with crystals. This was due to their dual minds leaving them more open to psionics. But crystals are also tied closely with the occult and new age mystics. So the question is, will this idea resurface? And in what way?

    Crystals remain a thing with elves, through the focus of one of their gods, Yuelral, IIRC. The god seems focused on both druidic and arcane magic, primarily, as well as jewelers, gems and crafting stuff out of natural materials (which seems to be 'non-metal,' since, as usual, the definition of 'natural' and 'unnatural' seems to be whatever the speaker wants to be, and for these people, naturally occurring ore you pull from the earth are 'unnatural' and skins you rip off of animals you killed are 'natural').


    DM_aka_Dudemeister wrote:

    I know this is a bit of a tangent but I'm hoping there might be some inspiration from the Avatar: The Last Airbender/Legend of Korra series.

    Terrakinesis (Moving rock, earth, metal)
    Pyrokinesis (Electrokinesis, Spontaneous Combustion)
    Aerokinesis (Moving air, floating etc)
    Hydrokinesis (Moving, freezing water, blood)

    While I don't really think of any of that but pyrokinesis as 'psychic,' I certainly would like to see more spells (or class options, like variant Domain / Bloodline / Specialist School powers / Hexes / Revelations / etc.) that utilized the elements of air, earth and water, so that one could make something more of an elemental themed sorcerer or wizard, without having to dip into acid, cold and electricity effects.

    Earth domain clerics and elemental earth Bloodline sorcerers flinging wee blobs of acid at people *can* be fluffed as 'earth' if you squint hard enough, but really don't feel as 'earth-y' as flinging actual rocks at people, or making the ground tremble beneath their feet, or something. Same for water domain clerics and elemental water Bloodline sorcerers using cold attacks, which aren't necessarily any more thematically 'water-y' (or even less!) than jets of steam doing fire damage. Streams of water that knock people over, or stinging salt spray that temporarily blinds/dazzles, or even a dehydration attack could be far more appropriate for a Water themed character who *isn't* a Winter Witch, or comes from Sargava or some other tropical zone.

    Third party stuff, like the Genius Guides to Air and Earth Magic, have at least picked up that ball.


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    Huh, I don't remember my post having anything to do with real world religion, but since I don't remember it, it might have been all about real world religion!

    Anywho, 'scatter your enemies' doesn't seem to equal 'genocide' to me, so I'm not a fan of the write up being changed because of a faulty assumption / straw man.


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    Samy wrote:
    Brandon Hodge wrote:
    Still very early in the class design phase--we really want to hear what everyone wants to see in this book
    psychic knife -- the focused totality of one's telepathic powers

    Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.

    Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.

    "Also, I can [beat you up] with my mind!"


    Jeven wrote:
    Yes, but it must be an employee of the Summon Monster Call Center and working its shift at the time you cast.

    Yeah, they'd have to be 'on-call', or else you'd run the risk of summoning or calling extraplanar beasties right out of important business, or right after a battle when they are at half health and afflicted with whatever, or in the shower, or coitus interrupting a fiendish tyrannosaurus to the soul-searing horror of all present.


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    Brandon Hodge wrote:
    Set wrote:
    This has been weirdly understated. I've seen a few references to it, but this is the first link to / direct statement I've seen. Thanks for finding it RD!
    There are at least four threads that have been talking about this over the last week.

    I should rephrase. I've apparently been reading the wrong threads, and / or missed a bunch of stuff. All I'd seen were offhanded mentions of Occult Adventures and psychic magic, not anything in-depth.


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    KSF wrote:
    I just find the idea of someone imposing this on someone to be horrific. Or as Lissa said, nightmare fuel....

    Yeah, I don't picture that being particularly fun for anyone. Just from the perspective of someone whose been one gender all his life, the idea of forced reassignment is body-horror-ific.

    The potential of people in Absalom (where your *monthly rent* can range as high as 10,000 gp!) being able to run down to the Arcanamirium and plunk down 3200 gp. to have oneself changed via polymorph any object into a different gender, or an *entirely different species* opens up some potential for the rich and cosmopolitan folk of Absalom (or Nex, etc.) to be pretty blasé about folk changing their gender.

    Thanks to polymorph spells and the reincarnation tables, D&D has flirted with this body/mind dysphoria discussion for decades, without actually having it.


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    Archpaladin Zousha wrote:
    There are? Where? I thought turkeys were post-Columbus.

    Golarion's eco-system is quite a bit different than Earths, even apart from the megafauna, dinosaurs and dragons. Jaguars, for instance, are mentioned to exist in the Mwangi Expanse, as are tigers, neither of which exist in Africa. Both prehensile-tailed new world monkeys and 'old world' monkeys and apes seem to co-exist in the Mwangi Expanse, as well. Plus those marsupial thylacines as far north as Brevoy, quite far away from 'fantasy Australia' / Sarusan. :)

    I haven't looked too closely, but I wouldn't be surprised to see things like corn, peppers, potatoes, tobacco and tomatoes** existing in Golarion, outside of Arcadia, as well. (Whether or not such flora and fauna evolved 'naturally' in Avistan/Garund, or where introduced by Azlanti or even pre-Azlanti world-travelers, is up for grabs.)

    **In Cities of Golarion, in the city of Ilzmagorti, for example, one of the sample drinks on p. 32 includes a tomato wedge, and another is mentioned to taste like tomato.


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    No opinion. Or, no pre-set opinion, anyway. I'm not sure it's needed, so I don't want it for the sake of it, and yet it could be awesome, and I might love it.

    Since it's not only total vaporware, but I don't even know what sort of changes / evolution would even be considered, I have no idea if it would be going in a direction I'd love or one I'd hate.

    Imma just sit here on this fence, make sure it doesn't go anywhere.


    Ravingdork wrote:
    How did I miss this till now?

    This has been weirdly understated. I've seen a few references to it, but this is the first link to / direct statement I've seen. Thanks for finding it RD!

    The spiritualist sounds intriguing. I wonder if it's going to be setting-neutral, or be saddled with the 'any soul that doesn't immediately self-deport to the nearest alternate dimension is Always Evil and / or crazy, because... Pharasma' business.

    Kineticist might benefit from there being a bunch of built in options for 'telekinetic stunts' with the Combat Maneuver mechanic. Much of what a telekinetic does is ranged grapples, ranged disarms, ranged trips, ranged bull rushes / repositions, etc. along with the generic 'chuck stuff at people's heads' option. Using Deflect Arrows / Crane Wing style 'block one attack' options, in place of 'telekinetic force fields of fuzzy pink stuff' might be an interesting direction to go.


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    Joana wrote:
    Love the NPC on page 8 of the Iron Gods Players Guide. And the female android and Kellid are both hot while wearing reasonable armor!

    Every time I see that Android, I see this picture in my head. Great image.


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    Joana wrote:
    Core races. Kellid, Keleshite, and Vudran are all ethnicities of human and have no mechanics you don't find in the CRB; you don't need another book for their stats.

    Yeah, that's why the post you are replying to called them ethnicities and referred to them as campaign setting *content.*

    It's entirely possible, upthread, that I may have referred to them as races, but I didn't here. Content is content.

    Sarenrae, for instance, is core content, because she's in a core book.

    The temple sword, even if it didn't exist before Sajan, and is therefore about as 'Iconic' as Paladins of Asmodeus, is still mentioned in the core book, and so it's Game content and not just Campaign Setting content.

    But Vudrans, Keleshites, etc. aren't in the core books with the Roleplaying Game tag, they are in the setting-specific books with the Campaign Setting tag.

    Linguistics (core 100-102) doesn't list 'Kellid' or 'Vudran' as language options, because they are setting content.

    Tengu, on the other hand, *are* present in Roleplaying Game-tagged content (the Bestiary), and not only in Campaign Setting content, making tengu (and aasimar and goblins, etc.) *more* eligible for inclusion as Iconics than Vudrani or Keleshites or Kellids, at least, per the explanation ('not Core') being bandied about, since tengu *are* not only Core, but *more* Core.

    If Paizo ain't gonna do a tengu Iconics 'cause it doesn't want to do funny animal race Iconics, that's fine and dandy, and totally their choice to make, and I can even understand why they'd want to stick to more traditional Tolkien-derived fantasy races (especially with the Lord of the Rings and Hobbit movies having elves, dwarves and hobbits back in the public eye), but the 'not Core' argument is riddled with bullets and bleeding out.


    KSF wrote:
    Set wrote:
    When son five pokes his head into the world, I could see a father wringing his hands and saying to the midwife, 'Does it *have* to be another boy? Is there something you could do about that...'
    That would be kind of awful, though, wouldn't it? Imposing a different gender on one's child?

    Absolutely. Right up there with smothering kids of genders you don't want, or whatever.

    And it might make an interesting backstory for a transitioning NPC or PC, who has always felt disconnected with their body/gender, and only upon a chance encounter with the old midwife from scene 24 finding out that they are not the same gender that they were born as... It becomes a strange sort of transition narrative, when the character has grown up one gender, and isn't entirely sure that they want to 'go back,' after all this time, and yet, there's the question of what have they been missing? Would all the things that seem out of place in their life magically 'fit' if they transitioned back? And what sort of relationship issues would this create with family and siblings, some of whom (the parents) know, others (the siblings) don't? Would perfectly normal gender-neutral behaviors (liking horseback riding, for instance) suddenly be described as 'suddenly making sense' by people who aren't entirely getting it? There's some storytelling potential there, but most of it would be pre-game backstory stuff, unless the GM and other players wanted to include that level of character of development in-game. (And many do not. I've played many a game where my two page backstory was glanced at by the GM and never mentioned again. Some times you're just there to kill orcs and collect your GPs and XPs, and it's as much a 'game' as a game of poker, with slightly less role-playing.)


    Cr500cricket wrote:
    As much as we try, beg and ask, Paizo has already said no to non core iconics. :(

    Meh, they've already got an Iconic Kellid, an Iconic Keleshite, an Iconic Vudran, etc. and those ethnicities are very much not 'Core,' but pure Campaign Setting content through and through.

    If there's a 'no non-core Iconics' rule, it's already weeping in the corner, wondering where it all went wrong.


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    Kittyburger wrote:

    I was thinking this morning about how an Erastilan might be trans-affirming (because Erastil is often portrayed as the conservative-stick-in-the-mud god) and came up with this line:


    Erastili doctrine could be *very* trans-affirming if a community has a bumper crop of one gender or the other, since it's pretty big on pairing people off to produce family units. If there are 17 marriageable young men and only 8 marriageable young women, that's a problem. Encouraging some of the 'extra' young men to hook up with each other and adopt, transition, and / or go off and adventure and come back with women they meet elsewhere are all options that might seem, on the face of it, 'non-traditional,' but Erastil's tenets are less about tab A's and slot B's than about family units settling down and stability and the long-term growth and health of the community (and, yes, sometimes 'selfish' or 'ungrateful' individual preferences being sacrificed for the good of the community, which can get dark fast, under the right circumstances...).

    Similarly, depending on the culture, if you've got four sons and no daughters, you've got to divide up your land and inheritance among four sons, and there's no bride-prices coming in to help offset that. When son five pokes his head into the world, I could see a father wringing his hands and saying to the midwife, 'Does it *have* to be another boy? Is there something you could do about that...'


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    Random faith, that breaks some of the rules. But they're really more like guidelines, anyway...


    The Starry Sea
    Goddess of freedom, journeys and the sea and stars
    Alignment CN
    Domains Chaos, Travel, Void, Water
    Subdomains Azata, Exploration, Oceans, Stars
    Favored Weapon sickle
    Symbol flying fish, trailing stars
    Sacred Animal flying fish
    Sacred Colors green, gold
    Centers of Worship Mwangi Expanse (Senghor), the Shackles (Drenchport)
    Nationality Mwangi (specifically Bonuwat)

    It's unclear who or what answers prayers to Shimye-Magalla, perhaps Desna, perhaps Gozreh, perhaps both, or an Empyreal Lord in service to either or both of them, but the prayers are answered, although the Shimye-Magalla grants no rites of Obeisance, unlike many gods and empyreal lords, demon lords or archdevils.

    While Shimye-Magalla's tenets are free from association with morality, as the more 'civilized' faiths measure such things, the prayers of evil clerics are not answered, limiting clerics of this entity to CG, CN or N alignments.

    Wiki on Shimye-Magalla

    Shimye-Magalla is a funky one to find Domain options for. Desna and Gozreh have, between them, Chaos, Good, Liberation, Luck, Travel, Air, Animal, Plant, Water and Weather. Travel seems like a no-brainer. Chaotic Neutral was a compromise between Desna's Chaotic Good and Gozreh's Neutral, and so Chaos was a required choice, even if, like many aligned gods, Shimye-Magalla isn't really a 'god of Chaos.' Associated with fishing and the sea, Animal and Water seemed to fit, and with freedom and free spirits, Liberation and Luck. Obviously not all of those could happen, so I picked Water as the most relevant of them for a sea-god. And then there's stars. My first instinct was to go with the Sun domain and Light subdomain, but I changed my mind to the Void domain and Stars subdomain, if only because it feels even more 'Desna than Desna,' and I had to have it. There's not nearly enough Void (or Scalykind) available to non-evil / non-monster-god clerics, so this opens that up a little more.

    The sickle as a favored weapon just felt right, and, again with the 'more Desna than Desna,' looks all crescent-moon-y, and also works well with Gozreh's druid-ish associations (being the weapon carried by Lini, the 'Iconic Gozreh/Green Faith worshipper'). Colors and sacred animal kind of flowed from a combination of what worked, and what would look good together. If Shimye-Magalla was nothing more than a by-the-numbers mashup of Desna and Gozreh, a butterfly with water-dripping leaves for wings would have been the perfect 'syncretic symbol,' but didn't feel appropriate for a sea and stars goddess who has little (if anything...) to do with bugs or plants.


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    Where Set reveals his glassy eyed incomprehension of how to make a Fighter Archetype, most likely...


    One Hit Killer (Fighter Archetype)
    A flurry of unfocused blows can never match a precise single strike, carrying all the force to a pinpoint location.

    ...Brutal Strike (Ex): At 1st level, a one hit killer who exceeds the attack roll necessary to bypass a foes AC inflicts bonus damage equal to the number by which he exceeded the targets AC. If this attack is made with an off-hand weapon, the damage bonus is 1 point for every 2 points by which the target AC was exceeded. If the attack is made with a two-handed weapon, the damage bonus is 3 points for every 2 points by which the target AC was exceeded. This replaces the bonus feat gained at this level.

    ...Integrated Focus (Ex): At 6th level, a one hit killer gains Vital Strike as a bonus feat. A one hit killer can Vital Strike as part of an attack action that otherwise requires a separate standard or full-attack action, such as Cleave, Spring Attack or Whirlwind Attack, although the bonus damage only applies to the first successful blow (in the case of actions like Cleave or Great Cleave). This replaces the bonus feat gained at this level, and the ability to make an iterative attack.

    ...Accurate Focus (Ex): At 11th level, a one hit killer gains Improved Vital Strike, and can choose to forgo the bonus damage dice that would normally accrue from a Vital Strike to instead add a +4 to that attack roll. A one hit killer can also apply his extra Vital Strike damage to a single attack of opportunity per round as the base Vital Strike feat. This replaces the bonus feat that would be gained at 12th level, and the ability to make a second iterative attack.

    ...Exclusive Focus (Ex): At 16th level, a one hit killer gains Greater Vital Strike, and can choose to forgo the bonus damage die when making a Vital Strike to instead add a +6 bonus to that attack roll. If the one hit killer chooses to strike for extra damage, his Strength bonus to damage is multiplied by the number of iterative attacks he would have normally had (damage bonuses from Specialization, weapon enhancements, etc. are not increased in this fashion, and this extra damage is not multiplied on a critical hit). This replaces the bonus feat gained at this level, and the ability to make a third iterative attack.


    If staggering fall didn't have a Fort save gumming up the works, I'd totally recommend combining it with grease.

    Still, grease and glitterdust and create pit are fun options for the conjuration junkie.

    If they are particularly dumb, sending in expendable groups of lower level summons, like mephits, to eat up AoOs, might also be a decent tactic. (Note that the 1d4+1 mephits you can summon with summon monster V can be tossing out 1d4+1 CL 6 scorching rays and heat metals (fire), magic missiles and chill metals (ice), acid arrows and stinking clouds (ooze or water), glitterdusts (salt) or pyrotechnics (magma), so they can launch some spells before flitting about and breathing their weeny breath weapons and eating AoOs to the face.)


    Calistria and wasps goes together like bullets and guns, or something...


    Wasp Handler
    The church of Calistria regards the training of ‘sacred wasps’ as a holy duty, and millennia of interbreeding both mundane and giant wasps with wasps called forth from the goddesses domain in Elysium has led to the formation of a bond with a unique strain of ‘blood wasps.’
    ...Prerequisites: Follower of Calistria, must be able to cast divine spells.
    ...Benefit: You can summon a blood wasp to serve as familiar or companion. A familiar wasp must be a blood wasp worker (size Tiny) and advances as a familiar using your divine spellcasting class levels in place of Wizard levels. A companion wasp is a blood wasp royal (size Medium, then Large, advancing as a Giant Wasp companion but starting with Int 2, the great agility quality, appropriate feats and skills, and lacking the mindless trait) and advances as a Druid companion as if you were a Druid of one half your divine spellcaster levels. Summoning a wasp ally replaces any familiar or companion creature you already possess, and levels you possess in a class that provides access to a familiar or animal companion stack (to a maximum of your character level) for determining the advancement of your wasp ally. A blood wasp familiar grants its master a +2 to Reflex saves.

    If your wasp ally dies, you can replace it by replicating the original summoning ritual, smearing yourself with blood and honey. A wasp swarm appears and inflicts one round worth of damage upon you before disappearing (this damage cannot be avoided or mitigated without causing the ritual to fail). Afterwards, a larval wasp emerges from your flesh (generally from the abdomen). This process takes 24 hours, and you cannot heal the damage inflicted by the swarm’s damage or poison until the larva emerges without ruining the ritual.

    ...Special: At 5th level, you can take this feat a second time, allowing you to choose to add the celestial, entropic or fiendish template to your wasp familiar or companion (you cannot be evil, if you choose the celestial template, lawful if you choose the entropic template or good if you choose the fiendish template, no matter your alignment, you can only choose one template). Any new blood wasp familiar or companion you summon can also have this template, if you so choose. Additionally, if your blood wasp is a familiar, you can choose to advance it to a size small blood wasp soldier, if you wish.

    Wasps from Elysium (or crossbred with wasps from Elysium…) seem a natural to potentially have the celestial or entropic templates. But where do the Savored Sting’s less ‘kindly’ followers get wasps with the fiendish template? Could she have a ‘summer home’ in the Abyss? She’s not telling. And Aolar wasn’t using it anymore anyway…

    This unusually large wasp is banded like a yellowjacket, but the yellow bands are darker, almost the color of mustard, and the black bands or more of a reddish-brown, like brick. It’s buzz is even larger than its size would suggest, and it looks angry…
    XP 200
    N Tiny vermin (augmented)
    Init +4; Senses darkvision 60 ft.; Perception +9
    AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
    hp 4 (1d8)
    Fort +2, Ref +6, Will +1
    Speed 10 ft., fly 60 ft. (good)
    Melee 1 sting +6 (1d2-3 plus poison)
    Space 2-1/2 ft.; Reach 0 ft.
    Str 4, Dex 19, Con 10, Int 2, Wis 13, Cha 11
    Base Atk +0, CMB -2, CMD 9
    Feats Weapon Finesse
    (1) Skills Climb 0 (+4), Fly 1 (+14), Perception 0 (+9); Racial Modifiers +8 Perception
    Great Agility (Ex) Blood wasps have Good Reflex saves.
    Intelligent (Ex) Blood Wasps are uncannily intelligent, more like animals than vermin, and lack the mindless trait. They have feats and skills, and treat Climb, Fly and Perception as class skills.
    Poison (Ex) Sting-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
    Environment temperate forests
    Organization solitary, pair, group (3-6), nest (7-19) or hive (20-50)
    Treasure incidental

    Blood wasps come in a bewildering array of sizes, with a small number of wasps the size of large dogs sharing a hive with a half-dozen or dozen the size of smaller dogs, and as many as a hundred worker wasps as small as hawks. Blood wasps feed on both nectar, which they make into ‘blood honey’ to raise their young (and used by the elves to craft a bittersweet honey mead that they prize highly), and on flesh, paralyzing prey and either draining it of blood on the spot, before carving away meat to bring to their hive, or bringing the entire creature back to the hive, if it is light enough to carry.

    Only the largest hives, carefully tended by elven handlers, contain the largest blood wasps, called gigants, which are large enough that some fearless and slender elves have been able to tame enough to ride.

    XP 400
    N Small vermin (augmented)
    Init +3; Senses darkvision 60 ft.; Perception +9
    AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
    hp 11 (2d8+2)
    Fort +4, Ref +6, Will +1
    Speed 10 ft,. fly 60 ft. (good)
    Melee 1 sting +5 (1d3-1 plus poison)
    Space 5 ft.; Reach 5 ft.
    Str 8, Dex 17, Con 12, Int 2, Wis 13, Cha 11
    Base Atk +1, CMB -2, CMD 11
    Feats Weapon Finesse
    (2) Skills Climb 0 (-1), Fly 2 (+11), Perception 0 (+9); Racial Modifiers +8 Perception
    Great Agility (Ex) Blood wasps have Good Reflex saves.
    Intelligent (Ex) Blood Wasps are uncannily intelligent, more like animals than vermin, and lack the mindless trait. They have feats and skills, and treat Climb, Fly and Perception as class skills.
    Poison (Ex) Sting-injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
    Environment temperate forests
    Organization solitary, pair, group (3-6) or nest (7-19)
    Treasure incidental

    XP 600
    N Medium vermin (augmented)
    Init +2; Senses darkvision 60 ft.; Perception +9
    AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
    hp 19 (3d8+6)
    Fort +5, Ref +5, Will +2
    Speed 10 ft,. fly 60 ft. (good)
    Melee 1 sting +5 (1d4+1 plus poison)
    Space 5 ft.; Reach 5 ft.
    Str 12, Dex 15, Con 14, Int 2, Wis 13, Cha 11
    Base Atk +2, CMB +3, CMD 15
    Feats Dodge, Weapon Finesse
    (3) Skills Climb 0 (+1), Fly 3 (+10), Perception 0 (+9); Racial Modifiers +8 Perception
    Great Agility (Ex) Blood wasps have Good Reflex saves.
    Intelligent (Ex) Blood Wasps are uncannily intelligent, more like animals than vermin, and lack the mindless trait. They have feats and skills, and treat Climb, Fly and Perception as class skills.
    Poison (Ex) Sting-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
    Environment temperate forests
    Organization solitary, pair or group (3-6)
    Treasure incidental

    XP 800
    N Large vermin (augmented)
    Init +1; Senses darkvision 60 ft.; Perception +9
    AC 15, touch 11, flat-footed 13 (+1 Dex, +1 dodge, +4 natural, -1 size)
    hp 38 (4d8+16+4)
    Fort +8, Ref +5, Will +2
    Speed 10 ft,. fly 60 ft. (good)
    Melee 1 sting +7 (1d6+7 plus poison)
    Space 10 ft.; Reach 5 ft.
    Str 20, Dex 13, Con 18, Int 2, Wis 13, Cha 11
    Base Atk +3, CMB +9, CMD 20
    Feats Dodge, Toughness
    (4) Skills Climb 0 (+1), Fly 4 (+9), Perception 0 (+9); Racial Modifiers +8 Perception
    Great Agility (Ex) Blood wasps have Good Reflex saves.
    Intelligent (Ex) Blood Wasps are uncannily intelligent, more like animals than vermin, and lack the mindless trait. They have feats and skills, and treat Climb, Fly and Perception as class skills.
    Poison (Ex) Sting-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
    Environment temperate forests
    Organization solitary or pair
    Treasure incidental

    Boring stat blocks. Various sizes of wasp, smarter and more agile than the average.


    Spells that relate to caster class features, 'cause I'm all practical like that.


    Arcane Transference/Transcription
    School transmutation; Level witch 1, wizard 1
    Casting Time 1 hour or more (see text)
    Components V, S, M (see text), F (one or more spell books or a new familiar)
    Range touch
    Duration Instantaneous

    This spell allows a wizard or witch to transfer all spells currently prepared to a new familiar (in the case of a witch who has lost her previous familiar) or one or more spellbooks (in the case of a wizard whose spellbook has been destroyed). Every memorized spell (except for a witches Patron spells) is expended and lost when this spell is cast, even if the new familiar or spellbook already knows or contains one or more of the spells memorized (or the wizard choose not to transcribe one or more spells to save money). A witch incurs no additional cost, but a wizard must expend materials equal to the cost to copy spells from another’s spellbook or a scroll to transfer each spell (Core p 219), although he can choose to not transcribe specific spells to save on material costs on a case by case basis. A wizard also can transcribe any spells he knows through Spell Mastery, and read magic, even if he does not have those spells currently prepared, as long as he is willing (and able) to expend the necessary material costs (which can be in coin, precious materials or crafted goods, as the spell draws upon their value and they are reduced to ashen ink, which is used to transcribe the selected spells). Whether spells are being transferred to a familiar or transcribed to spellbooks, the process takes 1 hour per level of spell transferred (30 minutes for a cantrip), with a minimum casting time of 1 hour.

    Witchy familiar bite the big one? Wizardy spellbook catch fire or fall overboard? At least you can salvage the few spells left in your brain, and download them into the new familiar / transcribe them into a new book, before they are lost and gone forever and you have to go hunt them down again! Well, at least if you had this spell prepared, or on a scroll, or something...

    School transmutation; Level druid 0, sorcerer/wizard 0
    Casting Time 1 minute per level of the spell or slot to be recovered
    Components V, S, F (an object bearing a magical aura)
    Range personal
    Duration Instantaneous

    If you have a 1st level domain power, bloodline power or school power that is usable a number of times per day as a standard action, such as acidic ray, grave touch or telekinetic fist, you can expend a use of that ability to recover a used 1st level sorcerer spell slot or recall an expended prepared 1st level wizard spell. When you become capable of casting 2nd level spells, you can expend three uses of such an ability to regain a 2nd level spell slot (or recall an expended 2nd level prepared wizard spell), and when you become capable of casting 3rd level spells, you can expend 5 uses to restore a 3rd level slot or spell. 4th level or higher spells or slots cannot be recovered by this means.

    And for people who find those 1st level bloodline/school powers to be a useless joke, might as well give them a means to burn them up and turn them into additional spell slots. I did not extend this to clerics, because they have two domains, and the potential to have two separate pools to draw upon for this, which seemed, if not overpowering, at least 'more than intended.' Inquisitors don't get cantrips, and it's kind of a fool's errand to cast this as a 1st level spell, so Domain Druids are pretty much the only divine casters who can take advantage of this.

    School transmutation; Level sorcerer 1
    Casting Time 10 minutes
    Components V, S, F (a drop of blood from a creature of your bloodline)
    Range personal
    Duration 24 hours

    For the duration of the spell, the effectiveness of the bloodline power you gained at 1st level is calculated as if your effective Sorcerer level was equal to your Sorcerer level plus your current Charisma modifier.

    Your Sorcerer might want to put this into a wand, rather than use a 1st level spell slot on it... I worded that 'current' Charisma modifier just because of vague memories of people in 3.X jacking up their casting stat with eagle's splendor or whatever before using abilities that calculated their effect on the attribute-at-the-time-of-use. I have no idea if that's still a thing, but I don't want to be the jerk who brings it back into vogue.

    School transmutation; Level sorcerer 2

    This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 3rd level.

    School transmutation; Level sorcerer 5

    This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 9th level.

    School transmutation; Level sorcerer 8

    This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 15th level.

    The premise is pretty much the same. You are enhancing the effectiveness of your bloodline powers by chewing away at your spell slots (and probably spells known, a more precious resource for spontaneous casters). An 8th level Sorcerer with a 24 Charisma can treat his effective Sorcerer level as 15 for the purposes of calculating his bloodline powers and their effects (so an Aberrant Sorcerer's acidic ray would do 1d6+7 instead of 1d6+4, and his Long Limbs would give him +10 ft. reach, instead of +5 ft. reach, but he wouldn't have early access to the powers that require him to be 9th or 15th level), but would need to know and cast both the 1st level and 2nd level bloodline empowerment spells). This spell has the most fun interaction with powers like the Arcane bloodline's 'new arcana,' adding some nice versatility there.

    School transmutation; Level sorcerer 1 to 9 (special)
    Casting Time 1 move-equivalent action
    Components V, S
    Range personal
    Duration Instantaneous

    If you have a 1st level Sorcerer bloodline power that can be used a number of times per day as a standard action, such as acidic ray or touch of destiny, you can learn this spell as a Spell Known at any level from 1 to 9, casting it as a move-equivalent action before using that ability, enhancing an effect that inflicts dice of damage (such as acidic ray, elemental ray or heavenly fire) by +1 die of damage for each level of the spell, or an effect with a duration measured in rounds (such as claws, touch of destiny, laughing touch, corrupting touch or grave touch) by an additional round for each level of the spell. Once you have learned a version of this spell at one spell level, whenever you gain access to a new level of spells, you can automatically advance it to the next spell level, and replace the old spell with a new spell of the previous level.

    It's like you're a 3.X Warlock, turning 2nd level spell slots into 2 extra dice of effect with your elemental ray or whatever (or adding two rounds to the effects of your touch of destiny). Spells that synergize with the 'new' PF class abilities for Sorcerers, Wizards and / or Clerics are a mostly unexplored niche.

    School transmutation; Level cleric 1-9, sorcerer/wizard 1-9 (special)
    Casting Time 1 full round
    Components V, S
    Range personal
    Duration Instantaneous

    If you have a 1st level domain power, bloodline power or school power that is usable a number of times per day as a standard action, such as acidic ray, fire bolt, grave touch, hand of the acolyte or telekinetic fist, casting this spell refreshes a single use of that ability. If this spell is learned in a higher level slot, for a sorcerer, or prepared as a higher level spell, if a cleric or wizard, it refreshes a number of daily uses equal to the level of the spell. You cannot have more uses of that ability than your normal maximum, and the spell is wasted if you are already fully refreshed.

    Convert prepared spells (or spell slots) into more uses of that 1st level Domain/Bloodline/School power! Barring some of the options above, this would almost never be a wise choice, since spells are almost always better than those 1st level 'barely better than a crossbow' powers, but still, it's an option.

    Random damage spells, not at all practical, just to cleanse the palette of all the thinky stuff.

    School evocation [electricity]; Level sorcerer/wizard 2
    Casting Time 1 standard action
    Components V, S
    Range Close (25 ft. + 5 ft./2 levels)
    Duration instantaneous
    Saving Throw none; Spell Resistance yes

    This spell functions as shocking grasp, except at range. At 5th level, if the initial attack hit, the surge arcs to a second target, which must be within 15 ft. of the initial target. At 10th level, 15th level and 20th level, the surge can arc again, so long as no target is struck more than once, and each new target is within 15 ft. of the last target, inflicting full damage on each target, although a miss (or successful spell resistance on the part of any target) ends the effect.

    Lightning bolt and chain lightning's little brother.

    School conjuration [cold]; Level sorcerer/wizard 2
    Casting Time 1 standard action
    Components V, S, M (a flask of meltwater or snow, or chunk of ice)
    Range Close (25 ft. + 5 ft./2 levels)
    Duration instantaneous
    Saving Throw none; Spell Resistance no

    This spell creates a pair of projectiles of ice and propels them at one or more targets in range. The projectile can manifest as ‘boulders’ of ice that inflict bludgeoning damage, giant snowflake shuriken that inflict slashing damage, or large icicles that inflict piercing damage. Whatever form they take (and all projectiles from a single casting must take the same form), they inflict 1d6 damage, and have a +1 enhancement bonus to attack and damage, as well as the frost property (+1d6 cold damage). At 5th level, the enhancement bonus increases by +1, and by another +1 per 5 additional levels, to a maximum of +5 at 20th level. Every two levels beyond 3rd level, you conjure an additional projectile, to a maximum of six projectiles at 11th level, each requiring its own ranged attack roll.

    Power Components: A flask of liquid ice used as a Focus component causes the projectiles to inflict 1 pt. of cold damage to any within 5 ft. of the target(s) struck. If one of the projectiles scores a critical hit, you can expend the flask of liquid ice as an immediate action to give that projectile the icy burst property for the purposes of that hit.

    I wanted a spell that allowed the visual of throwing icicles or giant spinning icy snowflake 'shuriken' at people. Snowball may be a fine spell, mechanically, but, visually, it's the pits!


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    K177Y C47 wrote:
    I'm just throwing this out there.. the book is called the advanced CLASS guide...


    An Advanced Archetype Guide sounds like a logical next step, 'tho.

    Perhaps with whacky 'advanced' concepts like multi-class Archetypes and Prestige Class Archetypes and Archetypes that 'break the rules' and adjust HD and BAB and Saves...

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