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![]() Is the damage done by this feat Force damage? If so why is there a line about bypassing DR/Magic? If not does it still work against Incorporeal creatures? ![]()
![]() So I am getting close to submitting a character for this little event but have hit an issue on the contact page. When I attempt to ask a question about formatting I get the following message: "Error. Please note: The form data could not be sent to the specified email address." Does anyone have a solution to this issue? Edit: Maybe when it asks for an email it means the site owner's email? i can't seem to find that anywhere either. ![]()
![]() I recently heard a lot, if not all, of the Third Party Companies that worked with Paizo have pulled away from the company because Paizo told them about PF2 at the same time they told everyone else. It was a complete surprise to people producing products for a system that, quite suddenly, wouldn't have it's own company behind it in a very short amount of time. Is this true? Does it sound like something that could be true? Bear in mind there is history of something similar happening in the past... when WotC made 4th edition and Paizo made Pathfinder. Just posting this for the discussion and possibly confirmation(one way or the other). ![]()
![]() So I've been thinking about a backup character should my current one in an Astral Plane game die or be forced to run from the party. Due to the way we're creating characters one of my options is Shaman(not going to multiclass). Keeping in mind I'm using this blog post as a basis for the character, what Spirits(we have plenty of healing, so Life isn't necessary) and spells would you suggest and why? Are any archetypes besides Animist and Benefactor secretly helpful? Feats I might look into? ![]()
![]() Has anyone else wondered why, if they are not races(Leadership) or normal animals(animal companions), the options for having monsters in the party are terrible and overvalued to the point you don't want to take them? I was trying to find some way Monstrous Companion or monster cohorts could be good, but looking at that and things like the saddening drake archetypes... I can't help but think Paizo doesn't want players actually having anything the Leadership feat doesn't grant. To give two examples, let's look at Pegasus and Young Dragons. This assumes the GM is allowing the monster cohorts, of course. A pegasus is listed as a level six cohort, so you can get one at level eight at the earliest. At level eight you have a CR 3 creature with 4 HD and two spell-like abilities. It's strong enough to carry a rider, but only has 34 HP and, for level eight, pretty low saves. At the same time, getting a Young Dragon is truly a waste of a feat. The lowest CR among them is the Young White Dragon at 6, so it has a Cohort Level of 14. How is a CR 6 creature of any us when you are level 16? Is there something I'm missing on what should be a cool option? ![]()
![]() If this is the wrong part of the forums for this kind of thing please flag it for moving. So a few days ago I had an idea to get through some of my free time. Taking third party products(that can be found online, such as the d20pfsrd site) and making characters with them to post online. The name of this little project is my attempt to be funny. So, for now, I present the rules for The Broken Journal. The purpose of this thread is to take third party options and make characters with them. Not just stat blocks through. I will be attempting to put little bits of story into the characters to give them depth. Character Creation Rules
Suggestions for character concepts are appreciated, as are contributions of characters using the above rules. ![]()
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![]() While browsing YouTube videos I stumbled upon a funny compilation of someone playing Winston from Overwatch. The phrase "I'm not a monkey" get's used and suddenly the idea to play a Vanara Alchemist/Master Chemist using lightning bombs and a large form popped into my head. Has anyone else thought of making Pathfinder characters based off Overwatch? I'd love to hear about them. ![]()
![]() Things had gone so well on the last job. Clearing out some bandits and even bringing done a rabid wererat gave you some minor fame in town and earned the attention of caravan owner, Silas Grib, about working for him as caravan guards. After fighting for your life it seemed like an easy job and you'd get to travel by caravan instead of on foot! As the town of Belhaim comes into view, however, you get the feeling the easy job might be over quickly and your payment not coming. Greeting you just outside the city is a rather imposing man and a few others. "Silas Grib, you're under arrest for smuggling! Come peacefully and you might get out of jail quicker!" The man calls out loudly, causing your employer to jump from his caravan and run back towards the treeline. He's caught by the guards rather quickly and manacled before he can get far. The leader then turns to you, looking you up and down. "Are you in league with Grib? Don't try to lie now or things will only get worse!" ![]()
![]() So I had an idea for a neat little PBP that's a bit of a deviation from the norm. Usually I see “no third party material” or, rarely, “third party on a case-by-case basis” in recruitment threads. I understand why, but I know part of it is a stigma/myth that surrounds third party material in many cases. So, yeah, this one is gonna allow a lot of third party material, just for the heck of it. CHARACTER CREATION:
Ability Scores: 25 Point Buy. This is for fun, so why not, eh? Hit Points: Max! This goes for any animal companions, mounts, etc, but not for anything you summon with Summon Nature's Ally, Summon Monster, or similar abilities. Background Skills: These are just nice. We're using them. :) Level and Starting Wealth: Level 2 and 2,000gp. You've some minor experiences(might have been adventuring, might not) and had a particularly reward venture or investment. Alignment: Any. However, I don't want people making Chaotic Evil characters. I feel that can be... disruptive and fits villains better. Magical Item Crafting: Yes, but you have to abide by the 2,000gp limit. In this way you can have items(most likely scrolls or potions, depending on your class/feats) your character made personally, but not enough to outshine the rest of the players. Races: Paizo's races(ask for higher powered ones if you're interested), and then some 3rd party races. These include Saurians, Entobian, Zif, Oakling, Numistian, Muse, Mogogol, Boggle(no Arcane Craft feat. It's too easy to make the +5 meaningless), Dragonkin, Seedling, Lizardfolk, and Briarborn. Classes: Dreamscarred Press Psionic classes, Swashbuckler, Warlock, Artisan, Spell-Less Ranger and it's variant Skin-Changer Ranger, Dragonrider, Magister, Scholar, and the wonderful Spheres of Power system, classes, and archetypes. Traits: Two. You can take a drawback for an extra Trait. You can reflavor the fluff of traits and even the name as long as you link to the original. Automatic Bonus Progression: You may use it if you want, but it is not required. The Adventures: I'm thinking either Murder's Mark or Dragon's Demand. Thoughts for other low level adventures? ![]()
![]() I was looking at the different spheres again and decided to check out Conjuration and see if it was as fun as some of the rest. Sadly, it doesn't look like it. This stems a bit from the need to select Extra Companion a lot. "You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise." To me this reads that I cannot have a creature with the Draconic Creature(form) talent and the Quick Creature(form) talent. Am I wrong? ![]()
![]() I've been looking at Spheres of Power a lot recently and finally got around to making a character for it, but since I'm new to the system I wanted to double check and make sure I got everything right. The idea for the character is I've had for a long time: a thief that learns runic magic, but hurts himself when using said magic. This is something hard to pull off(though A wilder with Warrior's Surge fits the bill), but pretty easy with SoP. For your review, here is Gerald Antairus. ![]()
![]() I'm wondering how these two talents interact. Kinetic Fist:
Element(s) universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier. Fire's Fury:
Element(s) fire; Type utility (Su); Level 1; Burn — When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack. Let's keep the example simple. A 3rd level Pyro Kineticist has Improved Unarmed Strike and Weapon Finesse(Said Kineticist is Human). He spends a move action to Gather Energy and reduce the Burn cost of Kinetic Fist down to 0. Is his damage
or 1d3(base unarmed damage)+1d6(Kinetic Fist damage)? ![]()
![]() Recently, this campaign has not only disappeared from my Campaigns tab, but every character that I was playing in it no longer has it listed as a game they've participated in. It is also not in my Previous Campaigns list. Is there anyway to figure out how/why this happened, and how it can be fixed? ![]()
![]() []Yes? []No? When the VR device -a simple looking helmet with directions on it's use- showed up at your house you couldn't help but put it on and begin the beta test. You might have felt excited, or a little scared perhaps, but this felt like it was the right decision. At first the game started out a bit cliche. You and a few others were offered jobs as caravan guards. Eveeything went smoothly the first few days, though you were kept busy fending off some wolves and a couple bandits, but it wasn't until the caravan arrived at Belhaim that the real adventure seemed to start. The town had barely come into sight when several armed guards rode up and stopped your caravan, promptly arresting the owner on smuggling charges. While the owner seems intent on taking you down with him, the sheriff believes you knew nothing about this, and takes him away. Unfortunately, this means you aren't getting paid and are now stranded in Belhaim. Luckily a local tavern owner, a human named Talia Orem, offers to give you room and board for a few days. That's how you and the other players ended up eating an early dinner in the tavern... Take some time to roleplay with each other. :) ![]()
![]() "You've been selected to test a new virtual reality MMO! Do you wish to explore a wondrous world?" Yes
A message every gamer wants to see at some point or another. With VRMMOs on the rise around the world, everyone's competing for an account in their genre of choice and keeping tabs on new developments, you haven't heard anything about Golarion Online. No one seems to know anything about it, and dismiss it as a hoax. Still, something made you click Yes and put on the headgear... House Rules:
Character Creation Rules for “Golarion Online, Beta Testers”
20 point buy
Paizo Classes: Core, Base, Hybrid. No Summoners(Monster Trainers, below, take their place), Unchained, or Occult.
Two Traits, but no drawbacks.
Melee Feats: Feat trees are consolidated into the first feat, but you must pick a “path” to go when you take the feat and you gain the next feats when you qualify for them. Talk to me about the path if it's unclear. This is to help melee martials compete a bit more with their ranged counterparts.
Magic Item Creation: Dynamic Magic Item Creation from Pathfinder Unchained will be used, with the exception that the time is cut down immensely. When you start creating the magic item you make all the checks one after the other until the item is either finished, destroyed, or you simply failed. I'll roll for the events after we find out how many checks are needed. Other Variant Rules: Ask and we'll see. Called shots are in. Video Game stuff: HP and level display for allies, along with names. You can sends messages to your fellow players as well, as the spell sending. Items are stored in your Inventory, and while they aren't visible, they still count against encumbrance and can be stolen as normal. Think Sword Art Online, since that's part of the inspiration for me to try and run a game again. Thanks to Jaster Kite, I'm going to try and run a game of my own, inspired by his. You'll be taking part as people controlling online avatars and exploring a new game world by taking part in a starting quest called The Dragon's Demand. Of course, that's the same name as the module made by Paizo, and the game I'll be running. :) I will say there are going to be times I won't post for a few days though, so the game probably won't move as fast as it could. I apologize in advance. One last thing. Don't talk about your characters here. Send me a private message. It's a test run made up of strangers, not a group of people getting together to plan out who plays what in the new game. Any questions you may have can be asked here though. ![]()
![]() My second attempt ever at a guide(the first being a Wilder guide I only ever got as far as naming), I decided to work on an Elan guide for a few reasons. One, I like the idea of a race being remade. Two, they're pretty versatile and durable. Three, i just like psionics. :) I still to work out the exact builds for the five pregenerated Elans, a more in-depth look at the racial archetypes, and general feats that are good for any Elan. Feedback and discussion are always welcome. ![]()
![]() Fire God's Blessing.
Is Fire God's Blessing considered magical healing or healing from resting for the purpose of if you gain the extra healing from Fast Healer? ![]()
![]() I know it's a bit late to be asking this, but would any gamers going be interested in playing a bit of the Emerald Spire during the convention? I'll be bringing ore generated characters in case someone doesn't have one or doesn't want to make one. I'll only be accepting, at most, 5 players. Character Creation: 25 point buy. Any Paizo material, but you have to bring the book it came from with you or the relevant pages printed out. Try to bring your own dice. Common and Featured races. Only one archetype(if any). Max hit points. Average starting gold. Two traits.
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![]() As it stands right now, damage is pretty simple. Take damage, discard a number of cards equal to the damage you took. If you didn't have enough cards, so what? Discard what you can and ignore the rest. Somehow, back when we started Risemof the Runelords, we got that wrong. Instead of damage coming from our hand, we send cards from our deck into the discard pile. While we were all relieved, I noticed how easy the game became later on. Now that I've got Skull & Shackles, I'm thinking about making our mistake a Houserule. What everyone think? Is it too much? Should any excess damage come from your deck instead of being ignore? ![]()
![]() "Things aren't going to get better for a long time, I can tell. The people that didn't change, the ones that are still human? I already know they're going to hate us. Hate the Pulsed. I'm lucky. I can hide my horns and tail. My only friend looks like a humanoid cat right now though. He'll have a much harder time. I'll help keep him safe though, just like he will keep me safe. Signed, ImpTail." "This is my fault, I just know it. For three years I was.. Well, the doctors call it a coma, but it was much, much more for me. I was just dreaming, and that dream was more real that anything at all. Not that you'd believe me it I told you what was going on..." ~Máché37 Posts like that and more are showing up on UnknownPower, with the number growing as time passes by. Some people are talking about the riots, the looters, the strange way they look. Some are happy about the Second Pulse, because now at least they know they aren't alone. How could they not, when it seems to be all the news is talking about? ![]()
![]() To some of you, welcome back. To other, thanks for joining us. I'm rebooting the play by post game "An Age of Modern Magic" just a few hours after the second Pulse, an in-game event, occured Enjoy the new world. Much like another pbp I'm in, this game is player/story driven. Unlike said pbp, we're not going to be so rules light. For reference to the rules and to the first game itself, here is the old recruitment thread. If you have any questions, please feel free to ask. Enjoy the new world. ![]()
![]() The KD is an archetype for Magus that focuses on Bladed Scarves. At 9th level they can pick this arcana. Curse (Su):
Choose an ability score upon taking this arcana. Whenever the bladed scarf dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The bladed scarf dancer must be at least 9th level before selecting this arcana. If you activate this ability and have the arcana six tines, does it take 1 point or 6? ![]()
![]() A friend of mine has mentioned an old feat that gave you extra hut points, and every time you took it you gained more plus what you had before(3 the first time, then 6, then 9, for a total of 18) or something like that. Can anyone help me find it? My curiosity has been piqued. Things I know.
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![]() My question us simple. When adding a temple that increases a creature's CR, what us it's new CR? For example, does a house centipede with the Giant and Advanced templates become CR 1/4 or CR 2? ![]()
![]() So, getting away from the recent questions about half-elves and their FCB's, I was looking at their Multitalented ability. Here it is for reference. Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. So, my question is if the +1 hit/skill point is in addition to the one they normal gain from level up in a favored class? If not, should the language have been cleared up to state that, and add in the alternat FCB's they can choose from when the Advanced Race Guide came out? ![]()
![]() So yesterday I decided I would run a one-shot for my friends. The thing is I want it to be as creepy and firmly in the horror genre as it can get. (:< Here's the rules they got.
Then I added a bit of randomness. Player 1 (Personality trait: Proud. Focus: Knowledge)
So far, my plan us rough. Around the time a carnival/circus troupe comes into town, people start disappearing and the population of stray dogs seems to boom overnight. A few people will be found torn apart, supposedly by the dogs. Wether if not the carnival/circus has anything to do with the real villians(a cult of Lamashtu*) is undecided, but there will be a Gray Jester with them(heroes of horror monster). So what I'm looking for is ideas. Traps? Haunts? Monsters, some tweaked to look different to avoid meta gaming? NPC's? *:
A pregnant midwife, who is later 'kidnapped', will tell them about the cult! and show them the mark on her stomach and revealing her 'past' as a worshiper, lying about no being a Lamastuan. She's not pregnant, but rather a summoner who births her Eudolon(a glabrazu type). Her 'water' will break during their rescue attempt. For added creepiness, she'll take 1-2d4 points of damage while summoning her eidolon, and the damage she takes will not only grant temporary hp to the eidolon, but tear open the marks on her stomach. 3/4ths of the group are experienced gamers, so I really want this to be memorable! ![]()
![]() First, sorry if this is the wrong part of the forum. Second, the gift I want to buy is a hardcover and a pdf of different products. When I look at it in my cart the pdf, which is from my friend's wish list, says it will be added to my downloads upon purchase. Shouldn't it go to hers? Will the book be sent to her or to me as well? ![]()
![]() So, in the likely event that my Goblin Sage Sorcerer dies(I say likely because, well, there's been groups of enemies so far, and our main melee is a Tiefling magus and a mount less goblin cavalier), I'm planning on a Samsaran Druid(Saurian Shaman) going into Barabarian(Invulnerable Rager) and the Vital Strike chain. Reason for Samsaran: I want to grab Divine Power(1st level), Holy Sword(4th level), and Forceful Strike(4th level) from the Paladin spell list with Mystic Past Life. So what ability scores(20 point buy) and order of feats would you suggest? ![]()
![]() My players have asked if merely closing your eyes defeated the multiple chance to miss. Say the spell caster is using Mirror image and gets five images. To make things easy, on a roll of 6 on a d6 you hit the real spell caster. But if you close your eyes, your chance of hitting goes from 1in 6 to 1 in 2. Us this correct?
About Nixis Dra'norVitals:
HP:6/6 AC:=10+(2Dex) Fort:0 Refl:2 Will:3 CMB:-1 CMD:11 Perception:+5 Init:+2 Elf Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Creepy
Illustrious Urbanite
Arcane Focus
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Sorcerer Traits:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat. Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs. Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.
Psychic Traits:
Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield. Spells: A psychic casts psychic spells drawn from the psychic class’s spell list (see page 69). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal. Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost. Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function. Note from Nethys: The full list of phrenic amplifications is available here. Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels. Specific psychic disciplines are further described starting on page 64. Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one. Telepathic Bond (Sp): At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one. Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification. Note from Nethys: The full list of major amplifications is available here. Telepathy (Su): At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy (see page 189) gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one. Remade Self (Sp): At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool. This amplification is in addition to the normal maximum of one amplification per spell
Phrenic Amplifications:
Overpowering Mind (Ex) (Occult Adventures pg. 62): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw Sorcerer Bloodline(arcane-Sage Wild blood):
Class Skill: Knowledge (any one). Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th). Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell. Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you. Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. Enhanced Varisian Tattoo (Su): At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power. School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Psychic Discipline: Abomination:
Abomination Source Occult Adventures pg. 64 Your mind is impure, tainted by outside forces. These might be monstrous ancestors whose blood still flows within you, or powerful and unknowable psychic forces that intrude upon your mind. Like a psychic disease, this influence consumes part of your brain, creating a dark counterpart to your normal self. Every time you call forth a psychic spell, you’re drawing on this dangerous force—and potentially giving it a greater hold on you. This malign influence might stem from creatures like rakshasas and aboleths, or perhaps malign entities that dwell in the voids between the stars. Phrenic Pool Ability: Charisma Bonus Spells: ray of enfeeblement (1st), alter self (4th), excruciating deformation (6th), black tentacles (8th), explode head (10th), repulsion (12th), insanity (14th), orb of the void (16th), telekinetic storm (18th). Discipline Powers: Your powers allow the dark influences to take over, and it can be difficult to come back from the brink. Dark Half (Su): By allowing the dark forces to overcome you, you can enter a state of instinctual cruelty as a swift action. While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. While manifesting your dark half, you can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round. You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check. Morphic Form (Ex): At 5th level, while manifesting your dark half, you gain DR 5. This damage reduction can be overcome by a random type of damage each time you manifest your dark half, determined by rolling on the table below. d% Damage Reduction
Psychic Safeguard (Su): At 13th level, you project constant mental defenses, gaining spell resistance equal to 8 + your caster level. While manifesting your dark half, this spell resistance increases to 16 + your caster level
Spells:
Arcane 0-Detect Magic, Haunted Fey Aspect, Prestigitaion, Read Magic 1-(4/day):Silent Image, Ear-piercing Scream, Psychic
1-(4/day):Color Spray, Mind Thrust I,+ Ray of enfeeblement Skills/Feats/Traits:
Skills(rank+class/Ability/other) Appraise (Int), Bluff (Cha), Craft (Tattoo)(Int),4/4/0 Diplomacy (Cha),4/3/3 Fly (Dex), Intimidate (Cha),4/3/0(2 Demoralize) Knowledge (arcana) (Int),4/4/1 Knowledge (History) (Int),4/4/1 Linguistics (Int),4/4/0 Perception (Wis),4/1/0 Profession (Wis), Sense Motive (Wis), Spellcraft (Int),4/4/0 Use Magical Device (Cha), Feats
*Bonus Feats Traits
Distance Aptitude
Nervous
Insular (Elf)
Equipment:
gold=13
a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, Quarterstaff, Aura Goggles, Prismatic crystal, Spell component pouch, masterwork Fortune-teller's deck, Traveller's outfit, Familiar:Willow Feather:
Tiny animal(Augmented), Thrush HP:(half PC), AC:18=10+(2dex, 4size, 1Natural, 1Dodge) Fort:0 Refl:4 Will:4 Language: Sylvan Str 1,
Feats: *Alertness, Dodge, Skills:
Qualities:Share spells, Empathetic Link, improved Evasion, Tattoo Familiar* Attacks: Bite:+2 (1d2-5[min 1]) Granted Power:+3 Diplomacy
The Fluffy Stuff:
Appearance Nixis is a strange-looking elf, tall and gangly, even for a tower elf! Her arms and legs are long and thin, her neck is just as proportioned, and her long ears droop at the ends. She often wears strange Violet goggles over her large eyes and rarely takes them off. Those that meet her often talk about how disturbing she was, even if she did nothing to bring those feelings. Most don't know about the strange alien entity changing her, but then again, so does she... She stands 6'7" tall, her skin is abnormally pale, and her hair is a Sandy blond. Her body is covered in tattoos, she keeps them hidden most of the time, to spare those who see her from her creepy body. Although she still retains her beautiful stature and voice despite being so strange. Personality
However, that is only her real Personality, there is a darker self, deep inside. Her internal rage, a dark desire to kill, main, and destroy. It rarely emerges, mostly because there has never been a reason for it to emerge. Nixis hardly ever is angered, and when she is she usually keeps her desires inside. Background
During her training, Nixis was in the midst of a research session on the nature of magic when she attracted the attention of an ancient spirit. It found her interest in magic all that it needed to crawl into her mind, and she never realized it. Slowly her body changed, her arms became thin and long, her body seemed to wither yet keep it's beautiful appearance. When her new powers emerged, her parents strove to hide them, for Psychic magic was far more dangerous than Sorcery. They let her test her limits with them, and train herself to use them. They figured that if she could perfect her Psychic magic, then she could be the strongest of their Bloodline. But they needed someone to protect her... Her parents Hired a Bodyguard, in return they would teach him basic magic. Nixis at first just thought the man a simple guard, but as she met him and became friends with him she slowly grew closer. Her shy personality however keeps her from mentioning her crush... And her longevity gives her plenty of reason to hold it off. Nixis was 78 when she became curious about Thassilon, the ancient Empire that stood where Varisia now stands. She began intensive research and even was able to create a good translation of the ancient language of the old lands. She left her family's Home in search of more information on the ancient lands. It led her to almost everywhere in Varisia, and her most recent venture has put her in Sandpoint only a few days before the festival,
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