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How is this?
Requirements
Skills Craft (any two) 5
Feats Master Craftsman or any item creation feat
Table: Craftsman
Hit Die: d8
Level Base
Attack Bonus
Saving Throws
Special
Fort
Ref
Will
1st +0 +1 +0 +1 Quick Crafting, Bonus Feat, Skilled Crafting
2nd +1 +1 +1 +1 Modifications
3rd +2 +2 +1 +2 Bonus Feat, See Weak Points
4th +3 +2 +1 +2 Greater Modifications, Repair
5th +3 +3 +2 +3 Bonus Feat, Quick Enchanting
Class Skills (4 + Int modifier per level)
Appraise (Int), Knowledge (all), Spellcraft (Int), Use Magic Device (Cha).
Class Features
All of the following are class features of the Craftsman.
Weapon and Armor Proficiency Craftsman are proficient with simple and martial weapon. Craftsman are proficient with light, medium, and heavy armor, and with shields (not tower shields).
Quick Crafting At 1st level craftsman crafts non-magical items in half the normal time. Essentially, the progress he makes each week or each day is doubled
Skilled Crafter At 1st level the Craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
Bonus Feat At 1st level the Craftsman gains a bonus feat from those listed as item creation feats. This feat follows the rules for the Master Craftsman feat and requires a craft skill that works for that magic item creation feat, for example craft (jewelry) for forge ring. An extra bonus feat is gained at 3rd and 5th level.
Modifications At 2nd level a Craftsman can change or modify weapon, armor, and shields. Only one modification can be added to a single weapon, armor, or shield. It costs 100gp to add a modification.
-Buoyant: Reduce armor check penalty to swim by 1.
-Light: The item weighs 25% less.
-Tough: Increase hardiness by craftsman level and hit points by 2 per craftsman level.
At 4th level the Craftsman gain access to new modifications but these new modifications costs 300gp.
-Distance: Weapons of the bows, crossbow, gun, and thrown weapons groups gain +5 range.
-Less encumbrancing: Armor or shield has 1 less armor check penalty.
-Special quality: Add one weapon special quality from this list to a weapon; brace (weapons of pole arms group only), deadly, distracting, nonlethal, reach (weapons of the two-handed weapon groups), and sunder.
See Weak Points At 3rd level the Craftsman knowledge of crafting allows him to find weak points in others work. The Craftsman can score critical hits on objects and constructs. The Craftsman ignores 5 points of hardness or 5 points of DR adamantine.
Repair At 4th level gains the ability to cast greater make wholeTG as a spell-like ability 1/day.
Quick enchanting At 5th level when creating magic armor, weapons, rings, rods, staffs, or wondrous items the craftsman makes progress at 2,000gp per day instead of 1,000gp. This effetely doubles the speed at which the Craftsman creates these magic items.

Ciaran Barnes wrote: The Master Craftsman feat allows the character to avoid that requirement.
I'd say that all in all this prestige class is good for crafting, but pretty weak otherwise. It needs a boost. I think this should take on a skill money aspect instead of warrior.
Prereqs:
These seem fine, although for the sake of opening it up to a variety of classes I would change the feats to "Masters Craftsman OR any item creation feat".
BAB / HD:
I suggest 3/4 BAB and d8 HD.
Saving Throws:
I would be OK with this having two or three good saves.
Skills:
First off, jack this up to 4 or 6 skill points per level. Second off, every one already has Craft and Profession so there is no need to list those. Using your list as a cue, I would make the class skill: Appraise, Knowledge (all), Spellcraft, and Use Magic Device.
What is an Iron Chef? ;)
Proficiencies:
This is fine.
Quick Crafting:
The wording is funny so it's not fully clear how it works. If anything I would say "A craftsman crafts non-magical items in half the normal time. Eassentially, the progress he makes each week or each day is doubled."
Bonus Feat?
How about a bonus item creation feat at 1st level? If he has the master craftsman feat, he should also be able to qualify for those. Maybe he has a caster level equal to twice his craftsman level for the purpose of qualifying for them.
Skilled Crafting:
The first part is fine. I'm kind of meh about the second part because he already proficient in most weapons anyways. I might change it to:
Skilled Crafter (Ex): A craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
What about a repair ability? I think he should gain either mending or make whole as a spell-like ability, or he should gain an ability to repair HP damage to objects quickly by making a Craft check (or something). If you choose the...
Thank you very much for your in depth review. Was think that there was more that needed to be added to make it more combat capable but I was not sure what. I will make changes to the class and I will post an updated version. Thank you.

I wanted to make a prestige class for non-magic classes and this is what I came up with.
Requirements
Skills: Craft (any two) 5 ranks
Feats: Master CraftsMan, Craft magic arms and armor
Table: Craftsman
Hit Die: d10
-1st +1 +1 +0 +0 Quick Crafting, Skilled Crafting
-2nd +2 +1 +1 +1 Modifications
-3rd +3 +2 +1 +1 Quick Enchanting
-4th +4 +2 +1 +1 Greater Modifications, See Weak Points
-5th +5 +3 +2 +2 Ring or Rod
Class Skills (2 + Int modifier per level)
Appraise (Int), Craft (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Class Features
All of the following are class features of the Iron Chef.
Weapon and Armor Proficiency Craftsman are proficient with simple and martial weapon. Craftsman are proficient with light, medium, and heavy armor, and with shields (not tower shields).
Quick Crafting At 1st level the Craftsman uses the 1/10 gp value of items to determine how much time it takes to craft mundane items.
Skilled Crafting At 1st level a Craftsman gains a bonus equal to his class level on all Craft checks and the Craftsman gains proficiency in any weapon that he crafts, not other weapons of the same type.
Modifications At 2nd level a Craftsman can change or modify weapon, armor, and shields. Only one modification can be added to a single weapon, armor, or shield. It costs 100gp to add a modification.
-Buoyant: Instead of double armor check penalty on swim checks, the armor check penalty is one and a half.
-Light: The item weighs 25% less.
-Tough: The item gains +2 hardness and +2 hit points.
At 4th level the Craftsman gain access to new modifications but these new modifications costs 300gp.
-Distance: Weapons of the bows, crossbow, gun, and thrown weapons groups gain +5 range.
-Less encumbrancing: Armor or shield has 1 less armor check penalty.
-Special quality: Add one weapon special quality from this list to a weapon; brace (weapons of pole arms group only), deadly, distracting, nonlethal, reach (weapons of the two-handed weapon groups), and sunder.
Quick Enchanting At 3rd level the Craftsman can create magic items at twice the normal rate.
See Weak Points At 4th level the Craftsman knowledge of crafting allows him to find weak points in others work. The Craftsman bypasses 10 points of harness of unattended objects.
Ring or Rod At 5th level the Craftsman can chose either forge ring or craft rod as bonus feats and ignores the perquisites. The bonus feat works as if it were part of the Master Crafsman feat and follows its rules for crafting.
36. The statue of the fishing god This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.
Thank you. This makes sense.
I was wondering if any one had homebrew prices for higer level hireling?
Ethereal Gears wrote: I love this! And I'm possibly playing a troll-blooded sorcerer in an upcoming game, so I will totally nab this! I definitely approve of the change to regeneration for the capstone. That was the thing that stood out as wonky about the original version. Thank you. Please let know how the bloodline works for you.

Thank you everyone. This come out much better than I had thought it would.
Class Skill: Perception
Bonus Spells: enlarge person (3rd), aspect of the bear (5th), rage (7th), bloody claws (9th), feast on fear (11th), mass bull’s strength (13th), giant form 1 (15th), giant form 2 (17th), clashing rocks
Bonus Feats: Cleave, Improved iron will, Intimidating prowess, Iron will, Power Attack, Skill focus(perception), Widen spell, Toughness
Bloodline Arcana: Add Troll hound to the list of creatures summoned on the summon monster 3 list, add Troll and Scrag troll to summon monster 5, and Mountain trolls to summon monster 9.
Bloodline Powers: Many become afraid of your powers thinking you are in fact a troll but you are not one yet.
Bite (Su): At 1st level, you can grow long teeth as a free action. This bite are treated as natural weapons, allowing you to make bite attack as a full attack action using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 5th level, this bite are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, this bite attack gains the keen weapon property. You can use your bite for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Troll healing (Ex): At 3rd level, you gain fast healing one 1 for a number of rounds equal to your level. This ability can be activated as swift action and fire and acid damage cancel this ability for once round. At 9th level the fast healing becomes 2, and at 15th level it becomes fast healing 3.
Toughness of trolls (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Strength of trolls (Sp): At 15th level, you may use giant form 1 as a spell-like ability once per day (using your level as the caster level) but you can only take the form of a troll. At 20th level this ability counts as giant form 2 and is usable twice per day.
True giant power (Su): At 20th level, the power of troll kings becomes you. Your Bite bloodline power becomes permeant, you gain regeneration 5 fire or acid, immunity to disease and poison, and darkvision 60ft or if you have darkvision you gain 60ft to your darkvision.

Thank you every one for your help. Here are the changes to the blood line.
-Change bull's strength for aspect of the bear and crushing hand for clashing rocks.
Bite (Su): At 1st level, you can grow long teeth as a free action. This bite are treated as natural weapons, allowing you to make bite attack as a full attack action using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 5th level, this bite are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, this bite attack gains the keen weapon property. You can use your bite for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Troll healing (Ex): At 3rd level, you gain fast healing one 1 for a number of rounds equal to your level. This ability can be activated as swift action and fire and acid damage cancel this ability for once round. At 9th level the fast healing becomes 2, and at 15th level it becomes fast healing 3.
Strength of trolls (Sp): At 15th level, you may use giant form 1 as a spell-like ability once per day (using your level as the caster level) but you can only take the form of a troll. At 20th level this ability counts as giant form 2 and is usable twice per day.
True giant power (Su): At 20th level, the power of troll kings becomes you. Your Bite bloodline power become permeant, you gain regeneration 5 fire or acid, immunity to disease and poison, and darkvision 60ft or if you have darkvision you gain 60ft to your darkvision.
Does any one have a suggestion for a better bloodline arcana?
RuyanVe wrote: Greetings, fellow traveller.
I like your bloodline so far.
Maybe have a look at the draconic bloodline(scroll down) from the CRB for comparison--but I think you've modelled your bloodline after that, right?
You can have a look at dragon form here.
I'd let Strength of Trolls work like giant form I only allowing the troll.
How is fast healing "turned off"? Otherwise, I'd let it be active for the specified number of rounds where fire and acid damage are not healed by it.
By the way, do fast healing and regneration stack?
Ruyan.
I don't think that fast healing and regeneration stack. Thank you for your help.
Does this work better?
Strength of trolls (Sp): At 15th level, you may grow to Large size as a standard action, and take the shape of a troll. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus, darkvision 60ft, and regeneration 5 fire and acid. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
True giant power (Su): At 20th level, the power of troll kings becomes you. Your Bite bloodline power become permeant, you gain regeneration 5 fire or acid, and immunity to disease and poison.
Azten wrote: Troll Healing is nice, and Bite is good too. Strength of Trolls shou probably give Regeneration 5 and no elemental resistances. You should be more like a troll, not less. True. I was worried it might be a bit much.

Class Skill: Perception
Bonus Spells: enlarge person (3rd), bull's strength (5th), rage (7th), bloody claws (9th), feast on fear (11th), mass bull’s strength (13th), giant form 1 (15th), giant form 2 (17th), crushing hand
Bonus Feats: Cleave, Improved iron will, Intimidating prowess, Iron will, Power Attack, Skill focus(perception), Widen spell, Toughness
Bloodline Arcana: Whenever you cast a spell that grants you a natural armor bonus you gain a +1 bonus to that natural armor.
Bloodline Powers: Many become afraid of your powers thinking you are in fact a troll but you are not one yet.
Bite (Su): At 1st level, you can grow long teeth as a free action. These claws are treated as natural weapons, allowing you to make bite attack as a full attack action using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, this bite attack gains the keen weapon property. You can use your bite for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Troll healing (Ex): At 3rd level, you gain fast healing one 1 for a number of rounds equal to your level. This ability can be activated as swift action and cannot be activated a round after you take acid and fire damage, acid and fire damage stops this fast healing for one round. At 9th level the fast healing becomes 2, and at 15th level it becomes fast healing 3.
Toughness of trolls (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Strength of trolls (Sp): At 15th level, you may grow to Large size as a standard action, and take the shape of a troll. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus, and darkvision 60ft. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
True giant power (Su): At 20th level, the power of troll kings becomes you. Your Bite and Troll healing bloodline powers become permeant, you gain acid and fire resistance 10, and immunity to disease and poison.
I like this idea alot, but I think that the class gets too little spells. Perhaps they can chose spells from any bloodline or mystery or a small list from oracle/sorcerer that you make. I think Goku will win.

Paladin of law
While most paladins focus on the good side of her alignment the paladin of law focus on law. She seeks to bring law to chaos, changes unfair laws, and seeks justice where it is needed.
Aura of law The paladin’s aura of law (detect law) counts as his level. This alters aura of good.
Detect chaos This ability works as the paladin’s detect evil ability but instead works as detect chaos. This alters detect evil.
Smite chaos This functions as the paladin’s smite evil except that it deals double damage to chaotic outsiders, chaotic aberrations, and fey instead of evil outsiders, evil dragons, and undead. This replaces smite evil.
Mercy At 9th level the paladin of law adds confusion to the list of 9th level mercies she can chose. This ends all confusion effects on the target.
Aura of clarity At 8th level the paladin of law is immune to confusion spells, spell-like abilities, and effects. Allies within 10ft gain a +4 morale bonus on effects vs confusion spells, spell-like abilities, and effects. This replaces Aura of resolve.
Aura of justice This functions as the paladin’s Aura of justice but uses smite chaos instead of smite evil.
Aura of law At 14th level, a paladin's weapons are treated as law-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as law-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead. This replaces Aura of faith.
Aura against chaos At 17th level, a paladin gains DR 5/chaotic and immunity to effects that would force her to reroll a roll she just made or to roll twice and take the lower result and insanity spells, spell-like abilities, and effects. This replaces Aura of righteousness.
Champion of law At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/chaotic. Whenever she uses smite chaos ability against a chaotic outsider she gains the benefit of dispel chaos till she disgorges the spell or her smite chaos abilities ends. This replaces Holy champion.
Goth Guru wrote: He(or she) could use rituals counting victims as sacrifices. Boiling an enemy alive or biting their neck out.
Are you the GM or is this an evil campaign?
Go to Link. [/QUOTE
This looks fun.
Java Man wrote: Knight of the sepulchre (antipaladin), make sure to use enemy heart, or a scarred witchdoctor with the cook leople hex.
I like this idea.
I thought of the ragging cannibal but I doing crit much. I think I want to do cleric to full base attack. I think third pary would be okay.
I am playing a half-orc cannibal in my next campaign who live in a temple that worships the demon lord of ghouls. I was wondering if anyone had suggestion on class, feats, prestige class, or gear?

This should make more sense.
Sorcerer magus
While a Magus normally gains magic through training, a Sorcerer magus gains his power from a bloodline.
Class abilities The magus class abilities use his cha modifier instead of his int mod.
Spells An sorcerer magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an sorcerer magus must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an sorcerer magus's spell is 10 + the spell's level + the sorcerer magus's Charisma modifier. An sorcerer magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
An sorcerer magus’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.
This ability replaces the magus's spells class feature.
Bloodline An sorcerer magus gains a sorcerer bloodline at first level. The bloodline is selected at 1st level, and this choice cannot be changed. An sorcerer magus’s effective sorcerer level for his bloodline abilities is equal to his sorcerer magus level. He gains bonus spells from his bloodline at different levels (see the bonus spell class feature below), but he does not gain the bloodline arcana or bloodline class skills. If an sorcerer magus takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces Spell recall, Knowledge pool, Improved spell recall, and Greater spell recall.
Bonus spells The sorcerer magus gains bonus spells from his selected bloodline at 3rd, 5th, 7th, 9th, 11th, and 13th level.
Bonus feats When gaining a bonus feat at 5th, 11th, and 17th level the sorcerer magus must select his bonus feat from the bonus feats of his selected bloodline.
Seranov wrote: Okay, with that out of the way: Nobody would ever play Eldritch Scion ever if your suggestion was an actual thing. I don't think people play it now. The Sorcerer bloodlines actually include ones that are, amusingly enough, just straight better for melee types.
I don't quite get what you mean by saying "casting as an Inquisitor". Do you mean spontaneously?
Yes and at the same rate. The same amount of spells known and per day.
Seranov wrote: Before I say anything else, were you aware of the Eldritch Scion archetype from the Advanced Class Guide? It is an alright arctype but I like the sorcerer bloodlines better and don't like that you have to spend points to use most of the bloodrager bloodlines powers.
I thought that this arctype would be fun.
Sorcerer magus
While a Magus normally gains magic through training a Sorcerer magus gains his power from a bloodline.
Class abilities The magus class abilities use his cha modifier instead of his int mod.
Spells The magus gains spontaneous spell casting equal to an Inquisitor’s spell casting. The magus uses his cha modifier for spell casting. This alters the magus spell casting ability.
Bloodline At 1st level the Sorcerer magus gains a bloodline from the Sorcerer class, including bonus spells but he does not gain the bloodline arcana or the extra class skill. This ability replaces Spell recall, Knowledge pool, Improved spell recall, and Greater spell recall.
Bonus feats When gaining a bonus feat at 5th, 11th, and 17th level he must select his bonus feat from the bonus from his selected bloodline
This would all make sense.
I wanted to throw the happy mask sales man into my campain but I am not sure what class or race he would be, or if he would be a monster instead?

I wanted to make a ghoul bloodline for a charther I plain to play but I need a little help. This is what I have do far.
Ghoul
You crave the flesh of your fellow being and the craving so hard to fight against
Bonus feats Arcane Strike, Combat Casting, Power Attack, Skill Focus (stealth), Spell Focus (necromancy), Toughness, Weapon Finesse, Weapon focus (bite)
Bonus spells Restore corpse (7th), Ghoul touch (10th), Aura of cannibalism (13th), Contagion (16th)
Bloodline powers
Maw of the dead At first level you gain a bite attack that deals an amount of damage for you size (d6 for medium and d4 for small). At 7th level your bite attack increases by one step and when you make a successful bite attack against an enemy of your same type you gain a number of temporary hit points equal to your Bloodrager level, these temporary hit points do not stack with each other.
Eat the dead As a full-round action, that provokes attack of opportunity, you may eat a corpse of your same type to regain a number of hit points equal to 1d6 plus the creatures HD, you regain an extra round of rage, and you regain one point of ability damage. You may use this ability out of rage and you can use this ability once per day and you can use this ability one extra time per day at 8th level and every four levels after.
Ghoul resistances At 8th level you gain a cold and electricity resistance 5, and DR 5/- against nonlethal damage. At 16th level the energy resistances increases to 10 and the damage DR increases to 10/-.
Hunt your kind At 12th level you gain favored enemy +4, as the ranger ability, vs enemy of your same type. You gain scent and +2 on perecpion checks to find a enemy of your same type.
Cyrad wrote: I always wanted to run a campaign through a megadungeon of mostly transformative curses (both mentally and physically). As the PCs explore and dive deeper through the dungeon, they gradually accumulate curses they have to live with. Some of them might actually be beneficial or ones the PCs might want to keep. By the end of the campaign, the whole party has become powerful and monstrous, likely becoming the dungeon's next denizens. This sounds fun.
Val'bryn2 wrote: Find out what they are strong against, and don't use it. Find out what they are weak to, and do use that. The party's an absolute killer in melee combat? Go ranged. The wizard has very powerful spells? Bring in a party where the sorcerer uses his every turn to counterspell the wizard. Take a good, long look at their strategies, and find weak points in it that your people can exploit. But, above all, play by the rules. Do not simply have a curse that affects all the PCs as a way of saying "ha ha, I got you, I win" As others have said, that way leads to losing your party, and word will spread that you are a jerk GM, whether you usually are or aren't. I will see what I can do then.
Thanks for all the help. It might be a little flawed but I wanted to make a tough dungeon as a party tends to mash through it.
I looking to make a dungeion called the Temple of cures. The playes will be hit with a curse that they gain no save aginst. The temple is planed to be a party killer. Any suggestions?
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The temple of cures: People enturing this temple is subject to a curse (Use a instering curse like one from lendary treasures, no save, no spell resstances, no immunity, no removing the curse). The only way to remove the curse is to defat the dungeon, which is a party killer.

Goth Guru wrote: Brokenbane wrote: 20-The Buxom minotaur: This oddly named tavern is run by the cheery Bolton (Gamemaster guide [Barkeep], 303). When asked about the strange name he simply states that “the name came from a strange encounter.” Three barmaids (Gamemaster guide[Barmaid], 302), Bolton, and Huynn (Gamemaster guide[Prostitue], 301) the pleasure for the night that costs 5sp per night. The menu consist of: Apple cake 2CP, Boiled trotters 1sp, Clear soup 2cp, Meat pie 1sp, Boiled salmon 3sp, and serval bad alcoholic drinks 2cp.
21-Peppermint Palace Pastries: This is a small candy store specializing in peppermint items. This shop is run by the bountiful Anya Roth. This shop is actually a front for a drug and poison den
Sooooooo candies laced with cocaine?
Each pastries and candies are laced with a sligly addicative compond, DC 10 fort. The more expensivse ones are laced with actual drugs.
Brokenbane wrote:
22-The statue of the fishing god: This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.
23-The abandon house: This two story house holds an attic and a basement. This house sits on the outskirts of town and once belonged to a wealthy fisherman. In a fit of rage he was murdered by a jealousy rival and the house has stayed empty for fear of ghosts.
"and what characters can expect to get, including adventure leads."
Thier is a rumor is underground complex that holds a magical fishinf rod under the statue of the fishing god. Teh abandon house has a posable ghost haunting.

20-The Buxom minotaur: This oddly named tavern is run by the cheery Bolton (Gamemaster guide [Barkeep], 303). When asked about the strange name he simply states that “the name came from a strange encounter.” Three barmaids (Gamemaster guide[Barmaid], 302), Bolton, and Huynn (Gamemaster guide[Prostitue], 301) the pleasure for the night that costs 5sp per night. The menu consist of: Apple cake 2CP, Boiled trotters 1sp, Clear soup 2cp, Meat pie 1sp, Boiled salmon 3sp, and serval bad alcoholic drinks 2cp.
21-Peppermint Palace Pastries: This is a small candy store specializing in peppermint items. This shop is run by the bountiful Anya Roth. This shop is actually a front for a drug and poison den
22-The statue of the fishing god: This statue is of a man holding a fishing rod and is weathered, with fishing rods, nets, and lures, and line laying around it in offering. None know the origin of the statue but it is to be believed to be a statue of a god of fishing and it is.
23-The abandon house: This two story house holds an attic and a basement. This house sits on the outskirts of town and once belonged to a wealthy fisherman. In a fit of rage he was murdered by a jealousy rival and the house has stayed empty for fear of ghosts.
Arachnofiend wrote: The Craftsman should be able to take crafting feats as bonus feats. Like this?
Bonus feats: The Craftsman may take may any feat with the word “craft” as a bonus feat in addition to combat feats, as well as Forge ring or Master Alchemist. This alters the fighters bonus feats.

Ciaran Barnes wrote: Craftsman (Fighter archtype)
Professional (Ex): Craftsman gain an additional 2 skill ranks each level. These skill rank must be spent on Appraise, Craft or Profession skills. Appraise is considered a class skill for a craftsman, and once per day he can roll twice when making an Appraise check, using the higher result. This replaces the his proficiency with tower shield and the bonus feat he would normally receive at 1st level.
Consummate Craftsman (Ex): Beginning at 2nd level, a craftsman gains a +1 bonus on all Craft and Profession skill checks he makes. This bonus increases by +1 for every four levels beyond 2nd. This replaces bravery.
Master Craftsman: At 4th level a craftsman gains Master Craftsman as a bonus feat, even if he does not meet the prerequisites. If he wishes, any item he creates is affected as though he cast arcane mark on it, except the duration is permanent. He can use Appraise or the appropriate Craft or Profession skill in place of Spellcraft to determine the properties of magic items, as though he were using detect magic. This replaces the bonus feat he would normally receive at 4th level.
Swift Crafting (Ex): Beginning at 8th level, a smith can create a manner of armaments and equipment with astounding speed. It takes a craftsman half the normal amount of time to create non-magical items with Craft skills. This replaces the bonus feat he would normally receive at 8th level.
Legendary Craftsman: Beginning at 12th level, the benefit of a craftsman's Master Craftsman feat improves and he receives a +2 bonus to any Craft of Profession skill for which he has at least 5 ranks. He also counts his craftsman level as his caster level for the purpose of qualifying for any item creation feats. When creating a magic item, he must use his ranks in the appropriate Craft or Profession skill to determine his caster level. This replaces the bonus feat he would normally receive at 12th level.
I like this.
I rember that balor, but I thought it would be cool to make a cold varent. I also tried to keep him at 20th CR so that people could make it a balor lord if they wanted to. This was made out of the thought what would my players do if....
Thank you. I did mean assassinate but could not spell it.

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I did a bit of updateing.
Demon, Shadow Balor
This winged fiend's horned head and fanged visage present the perfection of the demonic form, shadow twisting around its black flesh.
BALOR CR 20
XP]/b] 307,200
CE Large outsider (chaotic, demon, evil, extraplanar)
[b]Init +11; Senses darkvision 60 ft., low-light vision, true seeing, see in Darkness; Perception +38
Aura flaming body, unholy aura (DC 26)
DEFENSE
AC 36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 natural, –1 size)
hp 400 (20d10+260)
Fort +29, Ref +19, Will +23
DR 15/cold iron and good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 31
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal stalking steel terbutje +31/+26/+21/+16 (2d6+13/19-20-X2), +1 vorpal frost whip +30/+25/+20 (1d4+7 plus 1d6 cold and entangle) or 2 slams +31 (1d10+12)
Space 10 ft.; [b]Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true seeing, unholy aura (DC 26)
At will—dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater shadow conjuration (DC 25), vampiric shadow shield
3/day—quickened vampiric shadow shield
1/day—blasphemy (DC 25), polar ray, Shades (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
STATISTICS
Str 35, Dex 25, Con 36, Int 24, Wis 24, Cha 27
Base Atk +20; CMB +33; CMD 54
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning reflexes, Power Attack, Quicken Spell-Like Ability (Vampiric shadow shield), Two-Weapon Fighting, Weapon Focus (Terbutje)
Skills Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +26 (34 in areas of darkness or dim light), Use Magic Device +31; Racial Modifiers +8 Perception, +8 Stealth in areas of darkness or dim light
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
SPECIAL ABILITIES
Death Throes (Su)
When killed, a balor explodes in a blinding flash of ice that deals 100 points of damage (half cold, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Entangle (Ex)
If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Shadow Body (Su)
A balor's body is covered in dancing shadows. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of cold damage. A creature that grapples a balor or is grappled by one takes 6d6 points of cold damage each round the grapple persists.
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
ECOLOGY
Environment any (Abyss)
Organization solitary or warband (1 balor and 2–5 shadow demons)
Treasure standard (+1 frost whip, 1 stalking steel terbutje, Deathblade poison (2), other treasure)
Shadow Balors appear be to giant man-bat like creatures in the image of their creator a dead demon lord. Shadow Balors are very rare and focus more using darkness to assonate their foes and focus on ice instead of fire. Those that take class levels then to take levels in in Assassin, Rouge, Shadowdancer, and Slayer.
Shadow Balor lords
Killer: This Balor lords focus more on assignations and out right murder. The Balor gains +3D6 sneak attack (This stacks with sneak attack gained from other sources), the rouge talent bleeding attack, and the assonate ability (DC: 10 + Half HD + Int mod).

Fighter smith (Fighter archtype)
Crafter of arms and armor: At second level you gain a + 1 on craft(weapon) and craft(armor) checks you can also use these checks in place of spellcraft to determine the magic abilities of magic weapons and magic armor. This bouns increases by + 1 6th level and every four levels after. This replaces bravery.
Craft magic arms and armor: At 5th level you gain Master craftsman as a bonus feat. When you craft a weapon you may add one special feature to it, such as blocking, trip, or blocking but this must be possible for the weapon. This replaces weapon training 1.
Faster crafting: When crafting a non-magic weapon of armor you use the items gold value to determine the time it takes to make it. Magic weapons and armor you craft take half the normal time to craft. This replaces weapon training 2.
Switch enchantments: 3/Day you can switch an enchantment to another item. As a standard action you can switch a magic enchantment form a weapon or armor to an appropriate item. If the weapon is attended to wielder may make a will save (10 + half-level + crafter of arms and armor bonus). This ability lasts a number of rounds equal to your level and does not affect artifacts. This ability replaces weapon training 3.

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I thought of this as a cool verant to toss a PCs exepcting a typical Balor.
Demon, Shadow Balor
This winged fiend's horned head and fanged visage present the perfection of the demonic form, shadow twisting around its black flesh.
BALOR CR 20
XP 307,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., low-light vision, true seeing, See in Darkness; Perception +38
Aura flaming body, unholy aura (DC 26)
DEFENSE
AC 36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 natural, –1 size)
hp 400 (20d10+260)
Fort +29, Ref +19, Will +23
DR 15/cold iron and good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 31
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal Stalking Scimitar +31/+26/+21/+16 (2d6+13/18-20-X2), +1 vorpal frost whip +30/+25/+20 (1d4+7 plus 1d6 cold and entangle) or 2 slams +31 (1d10+12)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true seeing, unholy aura (DC 26)
At will—dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), Greater shadow conjuration (DC 25), Vampiric shadow shield
3/day—quickened Vampiric shadow shield
1/day—blasphemy (DC 25), Polar ray, Shades (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
STATISTICS
Str 35, Dex 25, Con 36, Int 24, Wis 24, Cha 27
Base Atk +20; CMB +33; CMD 54
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning reflexes, Power Attack, Quicken Spell-Like Ability (Vampiric shadow shield), Two-Weapon Fighting, Weapon Focus (Scimitar)
Skills Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +26 (34 in areas of darkness or dim light), Use Magic Device +31; Racial Modifiers +8 Perception, + 8 in areas of darkness or dim light
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
SPECIAL ABILITIES
Death Throes (Su)
When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half cold, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Entangle (Ex)
If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Shadow Body (Su)
A balor's body is covered in dancing shadows. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of cold damage. A creature that grapples a balor or is grappled by one takes 6d6 points of cold damage each round the grapple persists.
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
ECOLOGY
Environment any (Abyss)
Organization solitary or warband (1 balor and 2–5 shadow demons)
Treasure standard (+1 Stalking Scimitar, +1 frost whip, other treasure)
Shadow Balors appear be to giant man-bat like creatures in the image of their creator of a dead demon lord. Shadow Balors are very rare and focus more using darkness to assonate their foes and focus on ice instead of fire. Those that take class levels then to take levels in in Assassin, Rouge, Shadowdancer, and Slayer.
Shadow Balor lords
Killer: This Balor lords focus more on assignations and out right murder. The Balor gains +5D6 sneak attack (This stacks with sneak attack gained from other sources), the rouge talent bleeding attack, and the assonate ability (DC: 10 + Half HD + Int mod).

I came up with when I was borded.
Halfling bloodline
Class skill: Perform(All)
Bonus spells:
Bonus feats:Ammo drop, Arcane jinx, Dodge, Fleet, Mobility, Lucky Halfling, Sure and fleet
Bloodline arcana: You wherever you make a climb or acrobatics check you can take 10 even when not normally able to do so.
Bloodline powers
Jinx: At first level the sorcerer gains the Jinx halfling racial trait ability (Halfling of Golarion, 27). This ability can be used a number of times per day equal to 3 + the sorcerer cha mod, the save DC is 10 + halt level + cha mod. This ability can be used as a swift action at 9th level.
Change fate: At third level the sorcerer gains the ability to change she fate, at least a bit. Once pre day when the sorcerer rolls a natural 1, she may choose to reroll it at ninth level this ability can be used twice per day and three times per day at 15 level.
Twist your luck: At ninth level the sorcerer gains the ability to force an enemy within 60ft to roll an attack roll, saving throw, or skill check. This ability can be used twice at 15th level and three times at 20th level.
9-The gemsword: This large stone building is run by a thin old man (Male, Human, CE, Rouge[Charlatan] 8), who goes what ever people want to call him. He is believed to be one of the best sword makers, but the truth is he has not skill at all. He has been kinpaning weapon makers and selling their items for himself and them to leng. A gem sword sits in a glass case, this weapon is made of leng rubys.
At 5th and every 4 levels you can pick one of those abilitys. I added them because I toke out the other weapon groups and thought it would be fun to add some thing extra.

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Dwarven warrior (Fighter)
Bonus feats: The Dwarven warrior can take either combat feats or feats that have being a dwarf as a perquisite as bonus feats.
Protective armor: At 3rd level the Dwarven warrior gains a + 1 bonus to armor class against critical hits this stacks with the Dwarven boulder helmet. This bonus increases by + 1 at 7th level and by + 1 every four levels after 7th. This replaces armor training 1, 2, 3, and 4.
Dwarven weapon training: At 5th levels the Dwarven warrior gains a + 1 to attack and damage with weapons of the Dwarven weapon group. This increases by + 1 every four levels after 9th level. This replaces weapon training 1, 2, 3, and 4.
Dwarven weapon group: Battleaxes, Pick (Light, Heavy), Warhammers, Light hammers, Handaxes, Throwing axes, Earthbreakers, Crossbows (Light, Heavy), Heavy flails, Stonebows, Lucerne hammers, Greataxes, and any weapons with the word Dwarven in its name. At 5th level and every 4 levels after wards the Dwarven warrior gains a special ability that can only be used with the Dwarven weapon group.
The harder they fall: The Dwarven warrior can trip an enemy up to one size category larger then him/her self. The Dwarven warrior no longer provokes attacks of opportunity while making trip attacks when using a weapon from the Dwarven group.
Breaker: When making a sunder attempt, the Dwarven warrior ignores 5 points of the objects hardness. The Dwarven warrior no longer provokes attacks of opportunity while making sunder attacks when using a weapon from the Dwarven group.
Throwing: The Dwarven warrior treats any melee weapon from the Dwarven weapon group as having the Throwing weapon property.
Intimate racial enemies: Dwarven warrior gains a + 2 on intimidate checks vs Orcs, Goblinoids, Giants, Elfs, Drow, and Duergar.
Weapon mastery: This must be taken with a weapon from the Dwarven weapon group.
True but I was trying to make sure of the meaning before I used a Demon lord and do you think that adding mythic feats and ability ups would be too much on a demon lord. Is it simply mythic power or and mythic spells.
Mythic: A demon lord functions as a 10th mythic rank creature, including the mythic power ability (10/day, surge +1d12). It may expend uses of mythic power to use the mythic versions of any spell-like ability denoted with an asterisk (*) just as if the ability were a mythic spell.
Does this mean that in their Abyssal realm Demon lords gain the 10th abiltys scores up and mythic feats?
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