Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Pathfinder Roleplaying Game Buff Deck
****( ) by Lady Ophelia

Pathfinder Chronicles Miniatures: Galtan Freedom Fighter
***** by Patrik Ström

Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDF
***** by The Grandfather

Pathfinder Roleplaying Game Buff Deck
****( ) by Todd Lower

Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb (PFRPG) PDF
**( )( )( ) by Azothath

   RSS Posts    RSS Reviews    RSS Wishlists
Lamatar Bayden

seekerofshadowlight's page

Pathfinder Society Member. 13,286 posts (19,314 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 24 aliases.


1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>

Just wanted to put this out. Games and Comics in London KY was looking for folks interested in running PFS games. I myself have zero interest in running such a game, but I thought I would bring it up here.


Or even seen the beast? Most times I see anything about this it is assumed the wizard have near unlimited numbers of "Any spell I happen to need right now" ready. It also assumes the wizard has any and every spell they want. And can find or make any and every magic item they happen to want.This has never been a case in any game I have run or really ever played in.

In Theory wizards can pull off almost anything, in practice it never has been that way as far as I can see.

So anyone actually seen such a beast at the table or is it like most other myths and seen mostly on message boards?


To those among us who celebrate this day I wish you a bright and blessed Samhain.
May your Gods, Goddess and Spirits greet you on this day
The harvest and seasons change, the old year at end, The lord of winter come heiter a new cycle has begin.
May this new cycle bring you joy no matter how you choose to greet it.

Merrily met and merrily part, and merrily meet again.
Blessings to all.


I don't care if they keep the name but I 100% agree the race based requirements need to go.


Well as the title says, I feel Paizo has confused themselves on just what these are. In the APG it was clear, an archetypes was a few switches and all worked the same way. An Alt class was a near total rework of the class that seems to leave no Ability unchanged.

It wasn't based on word count or size of the write up but how much was changed. What was an archetype was clear and well defined as what was an Alt class.Then we get UM and UC.

In Um we get the Qinggong Monk. An archetype that does not use the rules for archetypes. It seems to be a total monk rework, which to my mind and going off the APG is not an archetype but an alt class. Or be honest and call it a reworked and new Monk.

In UC it gets worse. we have a new "class" which is clearly a fighter with replacement features. He gets things at the very same level a fighter does but swaps every feature. This is an Alt class on par with the Anti-paladin. So one of em are being called the wrong thing.

Then the new "Alt classes" which are clearly archetypes. The Samurai simply swaps items and adds two new Orders. It is in line with the current Archetypes and smaller then some. The Ninja has the same issue, its a archetype that swaps 4 abilities and ads one and the only thing that even makes it large is calling the Rogue talents "Ninja tricks"

It just seems to me they have lost the way on what is what. It seems of late if something is a class/alt class or archetype depends totally on what name they call it. And this just makes me a bit sad.


33 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

Ok this keeps popping up in the ninja thread so i moved it here. It seems a large number of people are useing this archetype incorrectly. Or at lest What i think of as incorrectly. They are claiming it can be cherry picked. But Archetypes do not work that way.

Now the archetype states

PRD wrote wrote:
Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

Now folks are claiming you do not have to take a replacement , which is false. And they say this based upon the word "can" which many archetypes use. And we know you must take all the replacements with an archetype and may not choose to skip one.

The Break is what is getting people. Read it this way "A qinggong monk can select a ki power for which she qualifies" They replace slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th)

Now some claim for example you can skip high jump but lets look at the rest of the option. The Archetype says you can indeed have high jump, but most be at lest 6th level to take the ki power.

What this says is you can not have it at 5th. The archetype does not allow it, you must be at lest 6th level to take high jump if you are this type of monk. What this archetype does is replace all the options at 4th,5th.7th.11th,12th,13th,15th.17th,17th,19th and 20th with options, lots and lots of options.

You can still take some of those Powers but only at the level the archetype allows.

Now if you can show me where paizo has stated this archetype does not in fact use the normal archetype rules I would like to see it.


Ok this keeps popping up in the ninja thread so i moved it here. It seems a large number of people are useing this archetype incorrectly. Or at lest What i think of as incorrectly. They are claiming it can be cherry picked. But Archetypes do not work that way.

Now the archetype states

PRD wrote wrote:
Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

Now folks are claiming you do not have to take a replacement , which is false. And they say this based upon the word "can" which many archetypes use. And we know you must take all the replacements with an archetype and may not choose to skip one.

The Break is what is getting people. Read it this way "A qinggong monk can select a ki power for which she qualifies" They replace slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th)

Now some claim for example you can skip high jump but lets look at the rest of the option. The Archetype says you can indeed have high jump, but most be at lest 6th level to take the ki power.

What this says is you can not have it at 5th. The archetype does not allow it, you must be at lest 6th level to take high jump if you are this type of monk. What this archetype does is replace all the options at 4th,5th.7th.11th,12th,13th,15th.17th,17th,19th and 20th with options, lots and lots of options.

You can still take some of those Powers but only at the level the archetype allows.

Now if you can show me where paizo has stated this archetype does not in fact use the normal archetype rules I would like to see it.

Osirion (male Human 8th level seeker/6th level gamer /4th level bad speller)

Ok this shall be the OOC thread.

Standard char creation, all three books allowed {Core,Sunward and gatecrashing}

Station Info

Spoiler:

Arch Royal " The Arc"
Orbit: MEO
Station Type: Torus
Allegiance: Lunar-Lagrange Alliance
Primary Languages: English,French, Mandarin
Major Industries: Salvage

The Arc started life as a grand hotel orbiting at Earths L1 Lagrange point. Then came the fall and all those desperate people fleeing a dying world, The Arc was overwhelmed by refugees, its Splendider
marred by shanty-towns, hovels, and camps. Its once lush groves of exotic plants hacked to bits for firewood and shelter.

Now the station sits in a no mans land of drifting and abandoned Habitats, overlooking a ruined world no one wants to really see, populated by people no one really wants and who have no where else to go and most have no means of going if they did.

Officially The Arc belongs to the Lunar-Lagrange Alliance, but really it has no power within the LLA and is often ignored or used as a dumping ground for the unwanted and those wishing to hide. However its location does make it useful for salvages as well as smugglers and people who just do not want anyone looking to closely. And the Arcs Government is corrupt enough not to care as long as they profit.

The Arc can be divided into three sections. Central control,The Ring and The spine.

Central control is the Center most area of the Ring. The heart of the station, this is the never center and controls not only the ring exists but the Spine as well. The government is centered here and still live in the only well maintained pre fall splendor left upon the Arc.

The ring is the largest area upon the Arc and has been given over to shanty towns and refugees and criminals. The Ring can be Split inot six sectors.

Sector 1: This used to be the shopping center of the arc with splendor abound and everything a guest could want. Now it is a hive of packed hasty built shacks and open markets, selling anything and everything, salvage, drugs, xp,prostitution, you name it and someone here can get it, for a price.

Sector 2: Used to be spas and parks with breath taking Views of the earth. Now it stands as a run down, poverty stricken area for those who have no where else to go. The once grand views now reminders of the horrors of the fall and no one wants to stare at the dead world for long. A sect of reclaimers have taken over an old spa house and operate out of the section.

section 3: Lovely dubbed "china town" This used to be the quarters of the staff, it became a haven for both them and their families as well as many refugees. Section three is crime heavy but well run and with much less Violent crime then other sections of the station. Outsiders are not welcome here.

Section 4: This used to be the Guest suites and is now little more then sections shanty towns and clannish gangs control much of this section. The section can be relatively safe as ling as you throw in with one of the gangs

Section 5: This was also Guest suites, but the section was damaged sometime after the fall and never repaired. With no life support and little in the way of power the section stayed abandoned for a while. Now days it is a haven for sythamorphs who live here away from those who fear and oppress them, many work salvage or station maintenance.

Section 6: Once the greeting area as well as containing resleeving facilities, this area is now under the firm control of station government

The spine contains the life support, station functions , cargo and docking area's. As well as several communities of Uplifts who have carved a home for themselves out of the stations innards. Many such communities lack gravity, being outside the ring.


After thinking it over and getting some interest a while ago, I have decided I will start up an Eclipse Phase PBP.

The game will start with each player as a fire wall agent, you need not be an active agent and can have a life outside of firewall. The game will be set in Earth orbit (Meduim earth orbit really) at earths L1 Lagrange point.The setting will be a torues habitat, a former high end hotel know as "The ArcRoyal " Mostly known now days as the Arc. Once a place for the rich with fabulous spas, spacious rooms and gardens and breathtaking views of earth, the arc has seen better days. Now its an over crowed station, its luster long gown, mostly home to the destitute and those with no other place to go or those not wanting to be seen by places with more security. Its gardens replaced with shanty towns, its spars and rooms now repurposed and replaced with crap quarters. Only a few powerful elite still on the station still live in the upper section.

The station is a port of call for scavengers, scum barges , criminals and those with no other place to go.

Each Pc would need a reason to be on the Arc, business, thrill seeking, being stuck there or the like. They would also need to list how they got there, ship (what kind), infogee,refugee or egocast.

So anyone willing to defend Transhumanity from all comers?

Books: I allow the core book, sunward and gatecrashing , although please list were and from what page you have gotten things.


Interest check: Possible Rouge Trader or Eclipse Phase Game

So My life has settled back to mostly normal and I have found all but one of the Games I play in are dead. And well I have a massive whole in my online gaming now.

So I am strongly tempted to start yet another game {I might be a bit made really}, However I am not wanting to do another pathfinder game. I have a shelf full of other games I want to run and these two are on the top of the list.

So, is there any interest in these two on paizo?


Does anyone else feel like grit should be an optional rule that replaces the 1st level feat of any fighter archetype {AsI know of none that replace it off hand} and then have a whole slew of deeds made for things other then the gunslinger that you can take in place of a fighter feat?

Much like rage powers or rogue talents.

Anyhow just a thought


To those among us who celebrate the day of yule I wish you a merry one. Many well wishes for you and yours.


For those of you that do not know what I speak of a time of war is the new mech warrior RPG for batletech. I have long been burnt out of anything past 3058 in canon BT universe, but I do wonder if this is any good.

Well Trothkin does anyone have this? And if so is it any good.


To those among us who celebrate this day, I wish you a merry Samhain and the blessing of it.

May your Gods, Goddess and Spirits greet you on this day
The harvest and seasons change the old year at end, The lord of winter come heiter a new cycle has begin.
May this new cycle bring you joy no matter how you choose to greet it.

Merrily met and merrily part, and merrily meet again.
Blessings to all.


I have been on a steampunk kick of late, wanting to run something steampunkisish. So I thought I would throw this out and see if there was some interest before I put a ton of work into this.

The Idea: Pc's would be members of the Imperil Bureau of Esoteric Investigation. A part of the Lanathan Empire, that works outside the normal china of command for the greater good of the empire. The IBEI is in charge of finding, Investigating and dealing with threats both mundane, magical and those born of science gone wrong.

The world: That is a bit vague right now. The setting will have more then one great empire, but none as large or as powerful as the mighty Lanathan Empire. Very British empire, large underclass, very industrialist driven, with a big difference in how the rich live over how the poor underclass lives and is treated.

Now here is the biggy for me. I have two thoughts of how I want to run this. And I want to see where the interest is if any before spending mass amounts of time on it.

1: Story teller system. I really like the core world of darkness rules and thing they would be great for something like this myself. Maybe throw in some rules from second sight to allow psychics and mystical so common to Victorian stories. It would be a pure mortal game however, no vampires or the like. No world of darkness story just the story teller system.

2: Modified pathfinder rules. That means classes would be limited {Barbarian,fighter,spell less ranger,rogue and alchemist maybe the witch} Races would be Human only with maybe some kind of created race. Magic items would be non existent, except some potions. items would be steampunk items, weapons would be firearms for the most part, armor would be rare and I would use a scaling ac bonuses. Very low magic, but still very fantastical in its own way.

So if anyone is interested in something like this , let me know and which system each of you are most interested in. Thanks for your time reading this everyone.


If its an ugly puppy? Or a Tuesday?


Ok guys at the risk of making this worse the other two threads got me thinking. Just what does need to change? What needs taken out, fixed, reworked or what have you?

What is the things you think must be fixed for pathfinder?

For me I have a few.

1: I think powers must be spells. They must use the same casting rules from chapter 9 of the PFRPG. This is not about points or no points but when I stat up a psion I should be able to list his "powers" from the core rule book like any other class. They should use the same rules, same SR and same freaking skill checks.

2: The free still, silent spell needs to go As for the V,S,M not fitting I call bull on most of it. In books and tv psychic powers always have gestures or words of some type, many need a focus or an item to use. So really it fits {Also though ya could have eschew materials for free, which to me works best}

3: Novaing, It needs addressed and ended, I don't care how, no points , max points per power per level, a prancing pixie keeping score. Does not matter as long as it is addressed and ended.

These are my big three, to me these must be fixed or your wasting time even messing with it as you have the same issues as now.

So lets see what you think needs fixed, both PRo, anti and guys in between. What is on your list as needing fixed?


Ok 3rd try here, I am running a type of post apocalyptic game using the new world of darkness rules. The game has been going on for a while, but started off very slow and we have just gotten up to a good pace, one I hope to keep us at.

It is set in Kentucky in 1998 and based off the book "dies a fire" by S.M.Sterling.

A basic rundown is an event happened, no one knows what caused it, but a blinding white light on March 17, that every felt. After it pass, technology no longer works, cars, electricity, gunpowered and so on.

So the story so far is it is day three, and it's been three days of rain, snow and cold weather with no power, no running water and no firearms. The party was held up in a farm but went into town and got into a brawl that left two of em hurt and 5 men dead. One of the players plan to head north to fetch his lady love while the others where going to try to keep their family/friends safe as the world falls apart.

Now for anyone still interested a few things. World of darkness storyteller system is lethal, it is not easy on combat, its short and it's brutal. Very grim and gritty , as such the game will not be combat heavy as combat is brutal

So I am looking for folks that do not mind the low or brutal combat and can post once a day most weeks.


Just what it says, anyone have any interest in this? I was in a player elsewhere and the game just died the PBP death but was enjoying it till then.

So far they have released, the core book, the GM screen and today sunward. All can be downloaded free as they are creative commons. If ya like em buy and all that.

Ideally I was seeing if anyone had an interest in running the game as I run to many to take on yet another game, but I would also like to see who else is here that likes the game


Ok as spoiler are spread across the board now I am gonna post the ones here I know about. Please feel free to post any ya find or wish to share

Feat

Crossbow Mastery (Combat)
You can load crossbows with blinding speed and even fire
them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload,
Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery
combat style may select Crossbow Mastery as a combat
style feat.

Archtype info

Monk of the Empty Hand :

- proficient with shuriken only
- considers all normal weapons as improvised weapons (except shuriken, I guess)
- FoB works with improvised weapons
- can spend ki points to deal his unarmed damage with an improvised weapon and later on to give his improvised weapon any enhancement bonus or magical weapon ability

pole fighter info{from ice Titan}
- The ability to short haft in return for bravery
- normal weapon training stuff, including weapon mastery-- notable because many other fighter archetypes lose it
- the ability to choose a square he threatens to flank from, including occupied squares-- a polearm master could be in a configuration like this:

ooooooo
X.O
..x

the o's are a wall, the x is a rogue and the polearm master is the small X. he chooses to flank from inside the wall and gets +2 to attacks
-the ability to five-foot step back as an immediate action when threatened creatures step adjacent to them
-the ability to give allies attacked in his threatened area +2 to AC and DR 5/- as an immediate action
-can trip or bullrush with any polearm at a -4... which you could already do anyways???

Phalanx fighter can wield any spear or polearm his size as a one-handed weapon when he uses a shield (so, halberd or longspear as a 1-handed weapon w/ a tower shield) and negates the attack penalty of his tower shield by 11th level. Also other bonuses, like CMD bonuses, evasion when wielding a shield, or readying against charges as an immediate action.

Archer fighters can grapple with arrows at level 11. Enough said.

TWF fighters get the ability to attack with both weapons as a standard and on opportunity attacks, and other goodies. Fairly good.

Two-handed fighters get the old Pathfinder beta feats, like Overhand Chop, Devastating Blow and Backswing, in new forms. Really good.

Weapon masters are like the Sword & Fist variant in that they're the master of critical hits. Can add +1 to their multiplier as an immediate action x/day and gets a +4 to DCs of effects caused by critical hits.

New ranger combat styles

Crossbow
Mounted combat
Natural weapon
Two-handed weapon
Weapon and shield

Someone posted this as well

Sweeping Fend (Ex): At 13th level, a polearm master
can use any spear or pole arm to make a bull rush or trip
maneuver, though he takes a –4 penalty to his CMB when
making such attempts. Weapons with the trip property
do not incur this penalty on trip maneuvers. This ability
replaces weapon training 3.


Ok so not to derail another thread I started this one. Lets not get into Points and such but here is the deal.

A psion should be something new you can't do with other caster even if it uses the same system. What we need to ask is why a psion? why this class? what makes it different? And if all you have is "spell points" then there is really no point to the class.

What could be it's thing? what could it do other casters could not? Lets suppose your limited to using the core casting system , much like all other casters do, what makes it a psion? how does it stand out? What makes it not just another wizard? What makes it stand out? What can it do no other caster can do?

This thread is for your thoughts, lets hear em.


The keeper of Forbidden lore looks across many worlds, many reality's, across the plans to both things that have been,will be never, were and may yet be again. This day her gaze is drawn to a small world spinning in a galaxy in one of many universes, one of many reality's. Her gaze is not drawn by the people or the world it's self but by an event which crosses time and space, and event which changes reality and splits what is with what never was and yet shall be. Her phantom less gaze settle upon an small area in the Appalachian region of a nation call The United States of America. A place ringed with hills and covered in forests, a place where technology has made farmland and homesteads out of what once was a frontier and land of tribesmen what was once vast wilderness .

Her gaze settle upon the town of Jackson, and the event begins to unfolds.

Bryan Woods

Spoiler:

…...”I still miss her in a- round about waaaaaaaaay
Around about the time that midnight rolls around
That's around about the time my tears start fallin' down
'Cause she's not around I come unwound and my heart breaks
Yeah, I still miss her in a round about way
Yeah, I still miss her in a round about waaaaaaay”

The singer on the radio trangs as the windshield wipers brush the snow/rain mix off your windshield with a THWACK!, THWACK,THWARCK. It had been a long day, cloudy, wet and cold. And of course you had to tread though the muddiest farm in the country to check the Millers story about the fire. Not that you could tell much given the swap the ruined outbuildings where in and the snow that had just recently melted off with the rain..the oh so cold rain.

Bryan looks down at the clock on the radio 3:16, sigh he still had to get this paperwork in and follow up on the Hastings case as well. Things just kept getting better it seemed. Suddenly a flash of white light, stretching from horizon to horizon flashes before him, not just his eyes but with a flash of pain, like any he had ever known flashes though his head. The few seconds he was blind where enough, when his vision came back the truck was headed toward the ditch. His wipers no longer working, the radio was dead the wheel not responding. Bryan barely manages to get the truck under control as he hits his brakes. He hears a thunderous crash of metal on metal somewhere as the truck slams into the ditch cleaning out a good fifty feet before coming to a stop with a jerk.

You pull yourself out of your truck, not really sure what the hell happened, your bleeding a little from you mouth and feel blood running down your knee from the dashboard but all in all your not really much worse for wear. You feel the cold rain/snow mix hit your skin and as you look around you can see a few other cars have slammed into each other of the ditch, some looking bad , one on it's side not to far from where your truck rests. A bit down the road maybe a mile downhill on the bend you see what looks to be a bus torn near in half by a semi, it's trailer sideways and contents spread across the highway. You can see a few forms unmoving on the rain slick highway from here.

Your only a few miles outside of Jackson but from the looks of it highway 15 is a mess.

Father Wallace Salvatori

Spoiler:

Father Salvatori seat near the back of the mostly empty greyhound as it speed along Highway 15 toward Jackson. It looked cold out, no snow on the ground here but everything was gray and a rain/snow mix beat against the window of the bus. Most of the other passenger seat near the front, Leaving the Father alone in the gloom of the buses rear seats. It suited him fine, he had much to think about and the last few weeks had shaken his faith a bit, if not in God then in the church itself.

He was looking out into the leafless trees and rain slicked earth when the Flash burned across the sky, and his mind. It was unlike any pain he had know, it ripped though his head blinding him for just a moment, But in that Moment hell was unleshed upon that bus. He could hear screams and someone maybe the driver yelling ”F%#$! It won't turn, G%+ d$+n it wont turn!' Other screamed, or cried out, then someone yelled ”The truck!' and Wallace looked up to see not only the bus going sideways as the driver fought for control but a yellow semi headed straight at them.

He didn't really think, just reacted maybe it was all that training or maybe it was The Lords will. What ever made him ball with his head between his knees in the crash position may have saved him. Next thing he knew it was like the Hand of God had hit that bus. He heard screams, felt a jerk and blood from his lips as he spun.

Maybe he blacked out, for the next thing Wallace saw and felt was rain. He lay in the floor of the bus, or what was left of it. He smelled the sewage from the buses tanks on the floor and his cloths. He felt blood on his face, and he felt bruised. As he lifted his head he could see the bus was near in half, people or parts of people , the bus, truck and God alone knew what else was scattered along Highway 15.

Slowly Father Salvatori, Battered and bruised stands.

Tommy Butcher,

Spoiler:

Tommy carried boxes to the back of the shop, it was cold and rain dripped of his coat as he unloaded the van. Shelia Whitaker, The Clinics receptionist called out to him as he walked past. ”Your getting water on the floor!' She yelled. The woman always gave him hell, he thought. Nag, nag, nag. She didn't care much for what she called “No good low life Sara keeps hiring.” ”Dr. Wakeland is out at the Abner's, She wants you to run up there once your done here” She says, in a snide voice

Sara Wakeland, the owner of the Wakeland animal clinic and his mentor of a sorts, seemed to have a soft spot for people who had royally screwed up. He reckoned he counted for that. The fact her daughter Glenda had put in a good word had helped him out a bit once he got out of prison. He had a thing for Glenda but so far had not really acted upon it. He had a good thing going here and he didn't want to screw it up by Pissing the wakelands off so soon. He was after all staying at there place outside of town right now.

He was headed back out when the light ripped though his mind. Like 10'000 volts of nasty pored right though his head. He heard Sheila scream then crashes, a few of em. Once he made his way back to the main entry Sheila asks ”What was that light?' in a panicked voice. Tommy payed her little mind as he stepped out into the rain. Everywhere cars where piled into each other, building, poles and poor people who where not fast enough to get away. What struck Tommy and struck him fast was....No horns, no lights no sound at all from anything man mad.

What the hell Is going on? he thinks to himself

Adam Fletcher,

Spoiler:

Adam's last class of the day had just ended and was making his way toward his car. Rain he thought is was always rain or snow this winter. God it looked cold. Weather man was giving the chance or more snow. He sighed as he zipped his coat against the cold. ”Been cold hasn't it?” Professor Williamson said behind him. Adam turned to see the breaded man come toward him on the walkway. He was dressed in a long coat and that damnable hat. Williamson or “wacko willi “ as his friend Mason called him. Looked like a man a hundred years out of his time. His slacks and shirt were hidden by the leather frigged trench coat he wore, and the cowboy hat he always had on seemed to have seen better days. Add that to his “Mountain man” beard and the fact he was a “The lord's judgment is at had nut” with his own bunker didn't help him avoid the nickname

”Been a harsh few winters hasn't it?' He said. Adam just nodded hoping this was not leading up to another 'end is near” rant or yet another church invite. ”Weather man says we may have another big one coming, maybe like 96'. Best stock up on can goods and candles, just in case. Folks die when they are unprepared. Be prepared Fletcher” He says in solemn tones. ”Whelp” He says with a nod 'I need to get agoing, Don't forget to stock up” He says as he walks though the rain toward his truck.

Adam gives the crazy Professor time to drive off before walking toward his car with his hood up. He was standing at his car fumbling with his keys in the rain when the light rain across the sky. He saw it mere moments before it burned though his head, a swearing pain unlike anything he had ever known. Shacking a bit he sees other folks looking around, pointing here or there and hears screams and yells. Something sounds off. The radio , he thinks. Was it a nuke? Were we attacked, he hurry turns his ignition, but nothing happens. His wipers don't work, his lights are not on,

Stepping out of the car with a sinking feeling in his gut he realizes His car is not the only one not working.

Osirion (male Human 8th level seeker/6th level gamer /4th level bad speller)

Ok guys I more or less have talked myself into doing this. Now this will work out or it will die a horrible pbp death, but as to which one who knows. But my curiosity has got the better of me and my will save sucks

Now I have read the world of darkness rule set and loved the system as it seemed to fit, however I have never ran the system, so be aware of this I am in a learning curve a bit so if I make a rules mistake, point it out to me.

A few things here. This thread is not only to discuss the running game but also the set up. I have started tinkering with it a bit but have not for instance nailed down just where the main game will be set or just where it starts. Also there is the issue of getting a group together, In a book ya can work to have em meet and spend months in the book doing that, not so much in a pbp which might be months of real time.

The game will run somewhere in Appalachia, not sure where just yet. I have a vague story line as well as antagonists, groups and friendly folk I can place. I will take input from the players to nail down area and we will work as a group to set he stage.

I plan to run this game as a story, with "chapters" think of it as like parts to an adventurer path. Much like the book there will be spots where the chapter ends and we may skip ahead weeks or months to the new chapter. Allowing down time and time to spend those oh so lovely XP's

As how long a chapter will be or just how much down time, really depends on the story. If yall for example like the bear killers get a group together and march toward some goal, we could skip weeks of traveling only to start the new chapter when ya find a town.

Hope this makes some sence to ya. Just fancy words for "down time"

Ok now for the folks still interested in such a game we have some decisions to make.
1: Just what are you interested in playing?
2: Do we start at the location or travel to it
3: Why are we going to it{ I have some ideals here}
4: How do you meet?
5: Any input ya have or anything ya would like to add would be welcome

Ok I think that is it for now.


Ok I am still on the fence if I want to try this, but it has been in my head over a year now. So I opened this thread to see if there was enough interest in the game premises to put the work into running this

So for those of you who may not know the emberverse is the setting of S.M strilings most excellent post apoc books. The first of which is called 'dies the fire"

The basic concept is on march 19th 1998 the world as you know it came to an end. In a flash of light at 3:19 PM est technology stopped working, plans fell from the sky's electricity, gunpowder, steam engines and everything you know just stopped. In that bright painful white flash that even the blind saw the world changed. Everywhere people struggled to survive with out transportation, food, lacking everything we depend on. Cities become wastelands of the starving, everywhere people try to get out to find a place to hold up , to settle to lk out a living and some turn to the only food source readily available. People. eater, neo savages and the desperate all try to live in a changed world.

I was thinking a game just a few days after the event, maybe starting the day of the event. With the party coming to gather and going from there, will they live? will they die? will they found city's nations or kingdoms in the new world that is to rise from the death of the old?

Anyhow like I said I am Gauging interest before I put to much work into it. So if this is something that might interest a few of ya, let me know

This will be new world of darkness rules mortals only, I just like the rule set and it seems suited for this.


Ok folks do you say two thousand and ten or twenty ten

I say twenty ten myself , but was wondering


You have been near two weeks out of the town of Solku, on a long dreary camel caravan to an unknown location in the northern scrublands of Katapesh. You have been traveling with a Man named Garavel, he is the man that hired you. He seems to be a rather no-nonsense major-domo of a merchant princess who awaits you at your destination.

To the west, in the distant haze you can make out the outline of what must be an immense mountain looming over the whole area like a tombstone, you have watched it grow closer in the passing days. Your caravan seems to be getting close to the destination, but your not sure, Garavel is a man of few words. But you look to your fellow travlers, each on his own camel, with two pack camels bringing up the rear.

As the day grows short, Garavel, calls for a night camp. As you all know the drays are hot and the nights are cold so a fire and meal would be nice. Beside as you have also seen the scrublands are not empty after all

Osirion (male Human 8th level seeker/6th level gamer /4th level bad speller)

Ok this will be my first game set in golarion so lets get to the basics

Basic Info
20 point buy
2 traits from any of the books listed below{1 being a campaign trait}
Average starting gold
Hp= Max+con mod

Books I will allow
Core, most of the PFCS,Lof player guide, equipment from the RotRL and Cotct players guides

I will also allow the following companions: Talador, cheliax,Qadria and elves of Golarion.

I will also be allowing the playtest classes as long as your ok with them maybe changing.

I may allow some other races, earning your freedom trait would suit that, but see below about getting alone

House rules:
min number of skills are 4 per level all classes have at lest 4.

Multi-classing can only be done if you spend time training before you level up. This may be done during down time but you must make tell me that you are doing so. No more then one PRC unless you have a damned good role playing motive

Also I would ask that you make a group that can work together and mesh. I really do not want a group that can't get along and falls about due to not being able to get along

So far we have
Guy = gnome druid
Kevin mack=Gnome paladin
Dax=?

so I have room for 2 or at most 3 more players
think thats everything for now


Ok rather then derailing another thread I am making yet another Arcane warrior thread (Yay me)

1. Gish does NOT mean any fighter mage..stop using it as such
2. We need a new name for the ideal of a fighter/mage

So far we have seen arcane warrior and spellthane

Anyone got any suggestions?


To those among us who celebrate this day I wish you a merry one and the blessing of it.
May your Gods, Goddess and Spirits greet you on this day
The harvest and seasons change the old year at end, The lord of winter come heiter a new cycle has begin.
May this new cycle bring you joy no matter how you choose to greet it.

Merrily met and merrily part, and merrily meet again.
Blessings to all.


I would like to say Thank you and here have a 1d20 ⇒ 8


"I have been a bit nostalgic of late, missing the call of battle. The joy of Battlearmor against my flesh. The feel of victory and the pule of pure excitement that runs though my veins As I rip the armor from a Omnimech with my hands. To long have I stayed from the path of Kerensky, to long have I felt the joy of battle, to long have I waited with no trails, no battles , denying myself honor and my clan bondsmen

So I call to you warriors one and all brethren of battle, children of war to step forward and name Thy self. Clansmen, Servant of the corrupt Houses or honor less mercenary. Step forward and be named."

-Star Captain Johnathan Fletcher, 666th Mechanized Assault Cluster, Beta Galaxy. Clan Hell's Horses


"I have been a bit nostalgic of late, missing the call of battle. The joy of Battlearmor against my flesh. The feel of victory and the pule of pure excitement that runs though my veins As I rip the armor from a Omnimech with my hands. To long have I stayed from the path of Kerensky, to long have I felt the joy of battle, to long have I waited with no trails, no battles , denying myself honor and my clan bondsmen

So I call to you warriors one and all brethren of battle, children of war to step forward and name Thy self. Clansmen, Servant of the corrupt Houses or honor less mercenary. Step forward and be named."

-Star Captain Johnathan Fletcher, 666th Mechanized Assault Cluster, Beta Galaxy. Clan Hell's Horses


I did not see such a thread so I have started one

Tonight we lost Harn Bonesteel, dwarven Barbarian 2.

Within the depths of the The Refuge of Nethys, Harn charged the accused Haidar while ragesing. Under the effects of the breath of Nethys Hard held the beast back two full rounds while so inflicted. He was brought low and lay bleeding upon the craven floor for two rounds while his companions looked on unable to make to reach him until to late.

The party Killed Haidar then broke apart the decaying Barq of Nethys to make a pyre for the fallen dwarf. Sadly the mold speaker is now dead and his weapon lays forgotten wrapped with in a cloth back in the party's room


Upon talking with Flash_cxxi Tonight and haveing thoughts on flying races from that talk I wrote this down. Was trying for something not just under +1LA it is pathfinder based. So I'll post and would like feedback on if it's to good or not.

Avian Racial Traits
+2 Dexterity, +2 Wisdom, –2 Constitution: Avian are nimble, and perceptive, but their bones are light and hollow making for a frail form.
Medium sized: Avian are Medium creatures, and have no bonuses or penalties due to their size.
Movement: Avian have a base speed of 20 feet as they do not walk but rather take bird like short hops. They do however have a fly speed of 40 feet.
Low-Light Vision: Asians can see twice as far as humans in conditions of poor illumination.
Keen Senses: Avian receive a +2 bonus on sight Perception checks
Nimble: Avian receive a +2 racial bonus on acrobatics checks
Air’s child: Avian are creatures of that sky as such they always have Fly as a class skill and gain it as a bonus skill at first level. Also for every 10 ranks an avian puts into the fly skill his base flight increases by 10 feet. If an Avian has a class ability that increases speed apply to fly speed only and is always half listed bonus.Farther more an Avian may never wear armor heaver then light and may not wear armor not designed for his race
Natural attacks: Avian have talons on both hands and feet. That inflicts 1d4 +Str damage. They are always proficient in their use. However they take normal penalties for multiple attacks without the proper feats.
Claustrophobic: Avian are a race of the open sky and the wide outdoors. As such they are unnerved by enclosed spaces and suffer a -4 circumstance penalty on all attack, skill, caster and willpower checks while in an enclosed space
Languages: Avian begin play speaking Common and
Avian. Elves with high Intelligence scores can choose any of the following: Draconic,, Auran and Sylvan.


The 444th layer of the abyss, at first seems very hospitable. Moreover, indeed it is from the rolling plains to the idyllic forests to the crystal shores of it’s many lakes. How ever like all realms of the abyss not all is what it seems. Many predators will the layer as do demonic creatures of unholy lusts and endless desires.

In other words it is a land of cute fuzzy death. Many creatures on this layer charm and delude travelers . The halls of the demon lord of areas of relentless carnal lusts and endless feasts . The carnival of the flesh a never-ending testable held by the layers many fiendish satyrs , nymph and dryads often end with the unwary as the main coarse.

The creatures:
Tribbles are one of the most common creatures of this layer. Some are harmless other are very deadly, from the hive minded swarms to the flesh eating ones. Fiendish satyrs, nymphs and dryads dance and frolic in the many glades, indulging in dark and unending lusts

Deep within this layer, within a ring of stone in the heart of a forest of furry flesh the demon lord is at work. He has gathered items to his cause; he will create an item of power here, an item that will rival the gods themselves in power.

First he takes a rod crafted from the heart of the layers oldest and most decadent dryads tree, she was fun but like all things he her life is his to take at will. Next he pulls his ribs from his very chest binding the staff with his blood and essence. He works in iron from a clubhouse and bones dust from a undead kobold along with dust from the creators cult with the essence of theft.

Bone, hair and stone are worked from the land of the poodlelords and castings from the heart of a collective are added along with items from the court of a king. The demon lord then fashions a gem from his soul and the souls of ten thousand slain innocents. He polishes this orb with water from a pond and fills it with light of the purist sun and air of the mightiest wind.

With words best not spoken, he pulls forth power from the very layer as he uncorks a scared bottle and the essence of the untitled is mixed within the staff.

Holding up the item of his creation “It is done!” he exclaims as a ringing fills all the realms Libus Nakanum is born


Ok to me clerics are just that. They're the warriors of the church the crusaders of their faith. 3e never come out and class them that it hints at it but never spells it out.

Now in 2e it was spelled out loud and clear what they were. They are based off the knight templars, the Hospitalers and the Teutonic knights.

Lets look at them as a class. Now most church men be commoners or experts more then anything.

HD=d8 a good HD that puts them above both commoners and experts

Two good saves are not shabby at all

BAB is 2nd best in the game lets em be compatant in the battle field

Armor= they are trained in the use of all armors puts them on pare with the melee classes

Weapons simple+ gods weapon ...still some good combat weapons here

Skill points do not match a worldly bookish type but more the fighter and the paladins

spells= this is another area the cleric shines they have many uses to buff themselves and others as well as healing

so here is what i would ask how are they not holy warriors when thats the role they were built for?


The Keeper of Forbidden Lore watches the multiverse spine and weave. She watches tells turn, worlds spin and lives lived. She watches events unfold across the multivers .Sees the tales unfold, bears witness to victories and defeats. Records glories, sadness and shame of her subjects. Looks on in moments of greatness, and times of great loss.

Today she looks to another world, another when. Today her gaze turns to the world of Abeir-Toril. On the continent of Faerun in the region of Chessenta he gaze settles on the city of Korvosa . A place rules by an aging Mulan king and his young sembian queen. Here something is happening, soon the city will rock and events will change the region. She gazes upon those that will be center of this storm, those who will shape the things that are to come.

The city is muggy today as it often is. The streets are lined with people mostly of mulan decent with the odd turmish and chordathan here and there. The wind from the bay keeps the city cool in light of the last few rainless tendays. Ships from the nations of the sea of fallen stars line the harbor and there is a felling of unrest among the people of the city. Unease seems to seep from the dry clay brick of the walls of the city itself. The queen is not well liked, nor is her knights of the black hand. A knightly order dictated to the lord of tyrants often but people ill at ease. Combine that will the kings failing health and you get a tenderbox ready for the flame. And this is where you find yourself this muggy morning.

Osirion (male Human 8th level seeker/6th level gamer /4th level bad speller)

Ok guys base stuff lets get my house rules out of they way first.
*No class will have less then 4 skill points per level, if they had 2 they now have 4
*Potions of healing do full Hp out side of combat

Rules for a pbp
• I normally roll AoO and saves for you if I need to. As it prevents stalling
• I use a static Init , meaning it always stays the same as this also prevents stalling

Ok down to the basics
The year is 1374DR. base will be the 3.0 FR campaign setting
Korsava will be places in Chessnta Map is here
Common gods of the area are

Anhur
Azuth
Bane
Hoar
Lathandar
Red knight
Taimat
Wakeen

You may use other gods these are just the most common of that region
20 point pathfinder purchase
Hp racial
Starting gold Average

Races allowed are sight unseen anything else ask

Other then stats some of the races are very diff ask if ya want to know
Dwarves
*Gold +2 con,-2 dex+2 wis
*Shield : as beta
Elves
*Moon +2 dex-2 con +2cha
*sun as beta
* wood +2 str +2dex -2cha
*wild +2 dex -2 int +2 wis
Gnome as beta
Half elf/orc as beta
Halfling
*lightfoot as beta
*strong heart .as beta more or less
Planetouched
*aasimar +2 wis+2 cha
*tifling +2 dex +2 int -2cha

Books allowed sight unseen
FRCS, CotCT players guild, Races, Lost empires of, faiths of and magic of Faerun

Anything else just ask

You can pick a region either race based or homeland based
They can be found here

You may select one of the feats from your region[race or region you chose] as a free feat
Note: some of the feats my be a bit much I have not checked them all if I feel they are I will let ya know

It will give you a few options on Equipment: you may select on of the
options as free Equipment: at 1st level

Your region also determines your Automatic and starting bonus languages

And lastly you start with one of the traits from CotCT player guide it’s a free download,

Ok if I missed anything or if ya need to know anything at all let me know


Humm this is to check interest mostly. I am thinking of running this as a pbp set in the Forgotten realms. It would be using pathfinder beta.

More then that I am not too sure of right now

so is there any interest?


Can we get undead crafting in the book. The feat brings undead creation more in line with golem creation. I t also gives necromancer a better more stream lined way of crafting undead.

I would ask that this at lest be looked into.


How about we make the rules from the article the black art of undead core? It would make a necromancer scale better and it fits the system as golems have always been done that way.

I would ask jason to at lest look it over and consider using something like that.


I am posting this cause I was asked to. This is a reworked familiar. I did this for a few resion. A familiar can be awesome but they are often not used or treated lika like a poke pet. There way to easy to till and trading one in for a better one like a used car never set well with me.

So here is my take on a familiar. It may have errors I have tried to get them all out. And please over look the chart i have made them as best i can on here.

Spoiler:

Familiar many say the word with out understanding just what they are, most seem to think of them as magic pets and little more. They are wrong; familiars are a part of a spellcaster much as his skin or his very soul. They are companions and helper, they help the spellcaster keep notes and spell jesters, and they are a scout for dangerous areas and a spy when needed. There are two ways a familiar comes into being each has the same effect but happen in distinct ways. The first the caster and most common a spellcaster summons forth a normal animal and though arcane magic imparts a piece of his soul into the creature making it into a being of magic and as much a part of the caster as his own heart. The second method the caster takes his own blood and non magical materials, earth, rock, plants, metal and though arcane magic and long hours of craft work impart a piece of his soul into his creation giving it form and a spark of life. Familiars created in such a away often have shapes such as metal crabs, small winged humanoids, fairies, and small dragons but function the same way as animal familiars.
Familiars however are no longer creatures of just flesh and blood or metal and clay but rather a part of the caster. A familiar has two states of being manifested and bonded. While manifested the familiar has a physical form and is visible. In this state the familiar may move about as normal, it may walk, fly, crawl or swim as its form dictates up to 30 feet per round; this ability improves by 10 feet every 5 caster levels. As long as it stays within the range of its caster as defined by the casters level the caster is granted all the benefits of the familiars bond. While is physical form the familiar has HP equal to the casters spell level+3 and an AC of 15+1/2 the caster spell level. A familiars BAB and saves are always are the same as their masters. Damage from an attack is as animal type or 1d2. Any damage to the familiar that exceeds its HP causes its form to fractures and dissipates and it can not be called forth again for 24 hours. Further more the caster takes a -1 caster level for that time and looses the granted benefit. The second form is bonded: while bonded the familiar is apart of the casters body it melds into his skin as become one with him. A caster may bond with its familiar as long as he is touching it doing so is a move action. A bonded familiar is still active and can commutate with its master, however it is a part of the caster, as much as his arm or heart and can not take actions that require more then thought. A bonded familiar can not move or act outside of his master body; it is a voice in his head. The caster still receives all benefits from the familiar that do not depend on it being separate.

Each familiar is its own creature with its own mind. While loyal to its master it has a unique personality and should never be thought of as just an object. They often have there own quirks, likes and dislikes and can act on there own without leave of there master while manifested.
Benefits of a familiar.

Personality
Upon creating a familiar a part of the caster soul is imparted into it grating it a personality and the caster extra benefits. You may choose a personality type or an animal type according to what type of familiar you create
You only gain one benefit. You gain the benefits as long as the familiar is active but not if it is fractured the familiar has an INT equal to the caster -2

Created familiar
Artisy....Master gains a +3 bonus on Craft checks
Bully.....Master gains a +3 bonus on Intimidate checks
Coward....Master is never surprised while bonded
Friendly..Master gains a +1 step to starting attitude if at lest indiffent
Hero......Master gains a +2 Bonus on fortitude saves
Meticulous...Master gains a +3 bonus on search based perception checks
Nimble....Master gains a +2 bonus on Initiative checks
Observant.May make a check to spot secret/concealed doors within 10 feet
Poised....Master gains a +3 bonus on acrobatics check
Sage......Master gains a +3 bonus on any one knowledge skills
Single minded...Master gains a +3 bonus on any one skill
Sneaky....Master gains a +3 bonus on stealth checks
Storyteller.....Master gains a +3 bonus on bluff checks
Sympathetic.....Master gains a +2 bonus on Diplomacy check

Note all crated familiars have base stats as either a Bat, cat, hawk, Lizard, Owl. rat, raven, snake, toad or weasel. This should be based off which base creature best suits the form your familiar takes.

Animal familiar
Bat.............Master gains a +3 on Listen checks
Cat.............Master gains a +3 bonus on Move Silently checks
Chameleon...as lizard...Master gains a +3 bonus on Disguise checks
Crow..as raven...Master gains a +2 bonus on Fortitude saves
Goshawk..as Hawk...Master gains a +2 bonus on Will saves
Dog.............Master gains a +3 bonus on Sense motive checks
Flying fox[fruit bat]..as raven....Master gains a +3 bonus on Slight of hand checks
Hawk............Master gains a +3 bonus on sight based perception checks
Lizard..........Master gains a +3 bonus on climb checks
Owl.............Master gains a +3 bonus on perception In shadows
Monkey..........Master gains a +3 bonus on acrobatics checks
Night lizard..as Lizard....Master gains a +3 bonus on stealth checks
Rabbit..as cat....Master gains a +3 bonus on Sound perception checks
Rat.............Master gains a +2 bonus on fortitude checks
Raven*..........Master gains a +3 bonus on appraise checks
Squirrel..as rat..Master gains a +3 bonus on jump checks
Snake**.........Master gains a +3 bonus on bluff checks
Toad............Master gains The toughness feat
Weasel..........Master gains a +2bonus on Reflex saves
*A raven may speak 1 language know to its master
** use tiny viper for the stats

HD......As Masters arcane level
HP......As Masters arcane level +3
AC......15+ ½ the Masters arcane level
BAB.....As Masters /damage as animal or1d2
Saves...As Masters
Speed...30+10 per 5 arcane caster levels

Improving familiars: A familiar improves as you gain levels in your spell casting class. The levels below reflect the levels you have in your arcane spell caster class

1st.....Alertness, telepathic link 5’,Imporved evasion
2nd.....Share spells 5’ per 2 caster levels
4th.....Deliver touch spells
5th.....Meta magic assistance I
6th.....Extend telepathic link 5’ per level
7th.....Speak with others
8th.....Deliver spells [1st -2nd level]
11th....Meta magic assistance II
12th....Extend telepathic link 25’per level
14th....Deliver spells [3-4th level]
18th....Meta magic assistant III, telepathic link 50’ per level
20th....Deliver spells[5-6th level ]
Alertness
A familiar grants the Alertness feat to its master while bonded.
Improved Evasion
While manifested if a familiar is subject to an attack that normally allows a reflex save for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
At the master’s option, he may have any spell he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type This ability increase in range by 5 feet every 2 arcane caster levels

Metamagic assistance: The familiar grants a number of metamagic points which can be used to reduce the metamagic increase when preparing metamagic spells. The points may be spilt if you have more then 1, but never lower then 1 point. The points can not reduce the spell to lower then its spell level. Starting at 5th level the familiar grants its master1 metamagic point. These increases to 2 metamagic points at 11th level and 4 metamagic points at 17th level The familiar must be bonded in order to cast the Meta magic spell.

Deliver spells: If the master is 8th level or higher, a familiar can deliver touch, ray or area of effect spells for him. If the master and the familiar are in contact at the time the master casts a touch, ray or area of effect spell, he can designate his familiar as the "caster." The familiar can then deliver the spell just as the master could. As usual, if the master casts another spell before the familiars spell is delivered, the spell dissipates.
At 8th level the familiar my deliver 1 and 2nd level spells. At 14th he may deliver 3rd and 4th level spell. And at 20th he may deliver 5 and 6th level spells. This ability is usable 1/day per every 4 levels of the caster.

Telepathic link: The caster and familiar share a deep telepathic bond and can speak with each other without words. This bond works within a range of 5 feet. At 6th level the bond increase to a range of 5 feet per arcane caster level. At 12th level the telepathic range increase to 25 feet per arcane caster level. And finally at 18th level this changes to 50’ per level of the arcane casting level

Speak with others: At 7th level a familiar gains the ability to speak any language its master knows.

Feats
Improved familiar
Your familiar gains a second personality trait, or animal form .You gain the benefits of both familiar personalities/forums. Your familiar personality adjusts and becomes a blend between all implanted personality fragments. Or if animal form can manifest as both forms
You can take this multiple times.

Hardy Familiar
This feat improves your familiars’ toughness. They gain benefits of the toughness feat also there natural attack damage improve by 1 die.

Spell receptacle
The familiar bond with the caster allows him to help his master recall more spells then normal. You gain number of slot points up to you INT mod of spell levels that your familiar stores for you, much like a scroll. The spells may be cast by the caster as a move action and the familiar must be bonded to do so.
Perquisite
Improved familiar

Morphic familiar
You may alter your familiars form as a full round action and it must be bonded to you to do so. I t allows it to take on the form and movement type of a creature of similar size and HD

Improved manifestation
Your familiar becomes a tougher version of itself. Add the dire template to your familiar while manifesting
Perquisite
Hardy Familiar


AND NOW


Ok guys here is my shot at making the dragon disciple good for all bloodlines.

Spoiler:

Bloodline Disciple

HD: d12
Requirements:
To qualify to become a bloodline disciple, a character must fulfill all the following criteria.
Race: Any non bloodline type (cannot already have a template or any ability asserted with your bloodline creature).
Skills: Knowledge (arcana) 5 ranks.
Languages: Native tongue of bloodline type if there is one.
Spellcasting: Ability to cast 1st level arcane spells without preparation. If the character has levels of sorcerer, he must have the same bloodline as he takes in disciple. If the character gains levels of sorcerer after taking this class, he must take the same bloodline.

Class skills:
The bloodline disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist
(Dex), Knowledge (all skills taken individually) (Int), Perception (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class features:
All of the following are Class Features of the bloodline disciple prestige class.
Weapon and Armor Proficiency: Bloodline disciples gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, a bloodline disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a bloodline disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Power of the blood: A bloodline disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the bloodline disciple does not have levels of sorcerer, he instead gains bloodline powers of the chosen bloodline, using his bloodline disciple level to determine the bonuses gained. He must choose a bloodline type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Lost bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a bloodline Disciple an increase to the character’s existing natural armor (if any), (the numbers represent the total increase gained to that point). As his skin thickens, a bloodline disciple take son more and more of his progenitor’s physical aspect.

Ability Boost (Ex): As a bloodline disciple gains levels in this prestige class, his ability scores increase
.These increases stack and are gained as if through level advancement.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a Bloodline disciple receives one bonus feat, chosen from the bloodline’s bonus feat list.

Bloodline power 1: at 3rd level the bloodline disciple gains the power of his bloodline from table 2
He gains a 2nd power at 9th level

Bindsenses with a range of 30 feet. Using nonvisual senses the bloodline disciple notices things it cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the bloodline disciple cannot see still has total concealment against him, and the bloodlinedisciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of
a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Bloodline form[su]: At 7th level a bloodline disciple can assume the form of his bloodline for a limited period of time.

Class abilitys ; Table 1
1st : Power of the blood, natural armor increase [+1] arcane spellcaster level +1
2nd: Ability boost [str+2]Bloodline feat
3rd Bloodline power 1, Arcane spellcaster level +1
4th Ability boost [str +2] , natural armor increase [+2], arcane spellcaster level +1
5th Blindsense 30’, Bloodline feat
6th Ability boost [con+2], arcane spellcaster level +1
7th Bloodline form 1/day, natural armor increase [+3], arcane spellcaster level +1
8th Ability boost [Int +2], Bloodline feat
9th Bloodline power 2 , arcane spellcaster level +1
10th Blindsense 60’ , Bloodline form 2/day , arcane spellcaster level +1

Table 2 Bloodline powers.

Aberrant;
Bloodline power 1:
Unusual Anatomy (Ex): At 3rd level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains a 50% % chance of ignoring any critical hit or sneak attack scored against him.

Bloodline power 2: At 9th level the bloodline disciple grants you Alien Resistance (Su): you gain spell resistance equal to your sorcerer level +10. Even if his sorcerer level is not high enough to grant it..

Abyssal :
Bloodline power 1:
At 3rd level you gain Strength of the Abyss (Ex): you gain a +2 inherent bonus to your Strength. even if his sorcerer level is not high enough to grant it. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple power increases to a total of +4 Strength

Bloodline power 2: At 9th level the bloodline disciple gains Added Summonings (Su): whenever you summon a creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple summons two additional creatures

Arcane:
Bloodline power 1:
At 3rd level you gain New Arcana (Ex): you can add any one spell that
you are capable of casting to your list of spells known. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an another spell

Bloodline power 2: At 9th level you gain School Power (Ex): pick one school of magic.
The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Even if his sorcerer level is not high enough to grant it

Celestial
Bloodline power1:
AT 3RD level you gain Wings of Heaven (Su):, you can sprout feathery wings and f ly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.
He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use it a number of minutes equal to his caster level +3

Bloodline power 2: At 9th level you gain Conviction (Su):, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this
ability once per day. . Even if his sorcerer level is not high enough to grant it

Destined
Bloodline power 1:
At 3rd level you gain It Was Meant To Be (Su):1/day you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second
result, even if it is worse. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use it 2/day

Bloodline power 2: At 9th level you gain Within Reach (Su): your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized.
The bonus from your fated ability applies to this save . Even if his sorcerer level is not high enough to grant it

Draconic
Bloodline power 1:
At 3rd level, a bloodline disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the bloodline disciple, as noted on page 45

Bloodline power 2: At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple’s speed increases to 90 feet.

Elemental
Bloodline power 1:
At 3rd level, a bloodline disciple gains the elemental blast bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an additional use of his elemental blast each day. The type and shape of the breath weapon depends on the type of element selected by the bloodline disciple, as noted on page 46

Bloodline power 2: At 9th level you gain Elemental Movement (Su): you gain a special movement type or bonus. This ability is based on your element.. Even if his sorcerer level is not high enough to grant it. If you have or later gain this power your speed increase 15 feet

Fey
Bloodline power 1:
Fleeting Glance (Su): At3rd level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive. . He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use a number equal to there caster level +3

Bloodline power 2: Fey Magic (Su): At 9th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will. You gain this power Even if his sorcerer level is not high enough to grant it

Infernal
Bloodline power 1:
Hellfire (Su):1/day at 3rd level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level.
The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use this power 2/.day

Bloodline power 2: On Dark Wings (Su): At 9th level, you can grow fearsome bat wings as a standard action, giving you a f ly speed of 60 feet with average maneuverability. The wings can be dispelled as a free action You gain this power Even if his sorcerer level is not high enough to grant it

Undead
Bloodline power 1:
Grasp of the Dead (Su): 1/day At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use this power 2/.day

Bloodline power 2: Incorporeal Form (Su): At 9th level, you can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day.

Table 3: Bloodline forms:
Aberrant Aberrant form[new spell]
Abyssal abyssal form[ new spell]
Arcane: not sure
Celestial angelic form[ new spell]
Destined
Draconic: Form of the dragon I at 7th 1/DAY at 10 it is form of the dragon II and 2/day
Elemental Elemental form III, 1/day at 10 it elemental form IV and is 2/day
Fey fey form [new spell]
Infernal hellish form[new spell]
Undead: undead form[ new spell.

Others I need new spells am working on it

Now it may need a bit of formatting and such but ya get the jest of it.
I will have to have new sharp form spells but am working on that

now many of this can be done with new spells. I am thinking abyssal, celestial and infernal should be a new spell[ form of outsider?]
While fey, aberrant and undead all get there own spells.

Now what of destined?

also if ya think something needs improved or is just plan wrong let me know

Edit: I may rip out the arcane and destined blood lines ass they really don't fit. Also I am strongly thinking the HD should be a d10.


To those among us who celebrate this day I wish you a merry one and the blessing of it.
May your Gods, Goddess and Spirits greet you on this day
The harvest and seasons change the old year at end, The lord of winter come heiter a new cycle has begin.
May this new cycle bring you joy no matter how you choose to greet it.

Merrily met and merrily part, and merrily meet again.
Blessings to all.


yes, oh glorious gods yes!

1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.