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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.


I was wondering if any one had homebrew prices for higer level hireling?


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.


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.


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?


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


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.


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?


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).


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?


One of the bad guys in my current campain die and is suppoed to come back as a Grave knight but he is more a bug guy so I was hoping you guys and girls could help me come up with a bug related variant. If it helps he is a Deskari worshper.


Adventure
Starting wealth: 5D6 X 10
HD: D10
Class skills: Apprise, Craft, Climb, Diplomacy, Disable device, Heal, Knowledge (All), Linguistics, Perception, Profession, Spellcraft, Slight of hand, Stealth, Survival, Swim
Skill ranks: 4 + int
Weapon and armor proficiency’s: Simple and martial weapons, light armor and shields (Not tower shields). The Adventure does not incur the normal arcane armor penalty with light armor and shields (Not tower shields).
BAB: Full
Good saves: Fort and Ref
Well-prepared: The Adventure gains Well-prepared even if the Adventure is not a Halfling. If the Adventure is a Halfling the Adventure can use Well-prepared twice per day.
Adventure tricks: At second every even level after the Adventure gains a trick. This list comes from the rogue, and slayer talents and alchemical discovery’s. If the Adventure takes and alchemical discovery treat her adventure level as the alchemists level.
Adventure tricks: Assault Leader, Black Market Connections, Camouflage, Charmer, Combat Trick, Cunning Trigger, Disease Use, Expert Leaper, Fast Picks, Firearm Training, Hold Breath, Nimble Climber, Papercraft Tools (Ex), Quick Disable, Resiliency, Rope Master, Scavenger, Strong Stroke, Weapon Training, Preserve Organs, Cognatogen, Psychokinetic Tincture, Ranged Baptism, Poison Use, Enhance Potion
Improved equipment: The Adventure learns how to improve her equipment. After spending an hour the Adventure can add a + 1 to break DC and + 5 hit points to non-magical adventuring equipment.
Trap sense: At third level the Adventure gains a + 1 Dodge bonus to armor class and reflex saves vs traps. This bonus increase by + 1 at 6th level and every third level after.
Spell casting: The Adventure gain the ability to cast a small number of spells of the illusion, divination, and transmutation schools of the Sorcerer/Wizard spell list. To learn or cast a spell, an Adventure must have a intelligence score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a Adventure’s spell is 10 + the spell level + the Adventure’s intelligence modifier. This spell casts is like the Bloodrager’s spell casting ability.
Equipment tricks: At 7th level for a minute per level per day the Adventure map pick a section of tricks form the Equipment tricks feat such as shield tricks or sunrod tricks. The Adventure ignores the prerequisites for these tricks. The Adventure does not have to use this ability all at once but it must be used in one min increments.
Medium armor: At 10th level the Adventure gains proficiency in medium armor and takes no arcane armor penalty for medium armor.
Advanced Adventure tricks: At 10th the Adventure gains access to Advanced Adventure tricks.
Advanced Adventure tricks: Assassinate, Armor Mastery, Combat Escapist, Melee Archer, Superior Senses, Trap Training, Celestial Poisons, Greater Cognatogen, Mummification, Malignant Poison, Feint Expert, Throw Off-Balance

I don’t guess: At 14th level the Adventure gains the ability to always take ten on apprise, knowledge (All), and spellcraft even when normally not be able to.


Body guard
Bouns feats:The Fighter can select teamwork and combat feats.
Bodyguard: At frist level the Bodyguard gains the feat Bodyguard as a bonus feat. This replaces the Fighters frist level bonus feat.
Avoid control: The Bodyguard gains + 1 vs charm and compulsion spells and effects. This increases by + 1 every four levels after 2nd. This replaces Bravery.
Improved aid: At fourth level when the Bodyguard uses the Aid another action the bonus increases to + 4. The Bodyguard can also use the Aid another action as a move action. At 7th level this becomes a swift action. This replaces Armor traning 1.

Holy fighter
Class skills: The Holy fighter gains use magic device.
Favored weapon traning: At 3rd level the Holy fighter gains a + 1 to attack and damage with the Holy fighter's diety. This increases by + 1 every four levels after 3rd. This replaces Weapon traning 1, 2, 3, and 4.
Healing or pain: At 7th level the Holy fighter can allways take 10 on use magic device to cure or inflict wands and scrolls depending on his dietys alighment. If the deity is good then it is cure, inflict for evil, and if the diety is netural the Holy fighter must make the choice at 7th level. This replaces armor traing 2.


Orc
Skill: Knowledge(Dungeoneering)
Feats: Diehard, Endurance, Great fortitude, Intimidating prowess, Improved overun, Power attack, Toughness, Widen spell
Spells: Burring hands (7th), Bull's strength (10th), Fireball (13th), Wall of Fire (16th)
Bloodline Powers

Frightful rage: At frist level the Bloodrager may make an intimade check as a move action after a melee attack. This ability maybe used as free action at 8th level.

Rage magic: Once per day at 4th the Bloodrager may cast one spell that deals damage while in rage. This ability maybe used an extra time per day at 8th level and every four levels after.

Orc resistances: At 8th level the Bloodrager gains immunity to shaken, sickned, and the daze condations. The Bloodrager also loses light sensitivty if he had it and he also gains fire resistance 10.

Orc strength: At 12th level the morale bouns to strength increases by 2 but the armor pentaly in increaed to - 4. At 16th level this bouns increases to + 4 and + 6 at 20th.

Fire!: At 16th level the Bloodrager gains more power over fire. When the Bloodrager uses the Rage Magic power he can ingonre half fire resistance and treats immunity as fire resistance 30. The Bloodragers melee weapons deals an extra D6 ponits of fire damage.

Orc warlord: At 20th level the Bloodrager gains immunity to fire, fear, and gains a + 1 increase to his DR.


Magic from the dead
Prerequisite: Must worship a dead god
Even though a god has been killed their power does not so easly fade away and sometimes that power still comes to followers
Benfit: A divine caster, like a cleric, is allowed to pull spells from a dead god or dead demi-god.
GM Note: This is a rare feat and should very rarely be used much less given to PCs as it loses its flavor.


I wanted to make a town and decided that it would be cool if it were made random.

1) The gnome under the bridge- This small run down building is run by Shamar Arrington (CN, Male, Human, Expert 1) who won it in a game of cards. It originally was run by a gnome who built bridges but shamar turned it into a run down gambling den.


Marry x-mass!

Santa Claus CR 21/ MR 3
LG Medium Outsider (extraplanar, Law, Good)
Init Senses Darkvison 60ft, Truesight, Scent (Cookies and Milk only)
Aura: Wonder (30ft)

Defense
AC: 36 (+ 4 dex, + 9 defection, + 13 natural armor) Touch: 23 Flat-footed: 32
HP: 350 (20HD)
Fort: 19 Ref: 12 Will: 18
DR: 10/ Silver and Unholy
Immune: Mind-affecting, Disease, Poison, Petrifaction, Cold
Resist: Acid 10, Fire 10, Electricity 10
Spell resistance: 32
Fortification: 50% to treat a critical hit or sneak attack as a normal hit.

Offense
Speed: 30ft
Melee: Sack of toys + 27/22/17/12 (3D6 + 9)
Ranged: Cookie + 25 (1D2 + 4 + Glee)
Spell-like abilities (CL: 20th): At-will: Dominate elves [DC: 26], Locate creature, Crate food and water, Passwall, Gaseous form, Fog cloud
3/Day: Ice slick, Sleet storm, Flurry of snowballs
1/Day: Heroes feast, Quickened Flurry of snowballs
Cleric spells prepared: 9th level: Mass heal (2), Miracle, Polar midnight [DC: 28] (2)
8th level: Nine lives, Mass cure critical wounds (2), Euphoric tranquility [DC: 27] (2)
7th level: Control weather (1), Greater Scrying, Holy word [DC: 26], Mass cure serious wounds
6th level: Animate objects (2), Cold ice strike [DC: 25] (2), Heal
5th level: Breath of life (2), Dispel evil, Holy ice [DC: 24] (2), Scrying
4th level: Death ward, Holy smite [DC: 23] (2), Restoration, Cure critical wounds (2)
3rd level: Dispel magic, Magic vestment, Searing light (2), Greater stunning barrier [DC: 22] (2)
2nd level: Aid, Hold person [DC: 21] (2), Shield of fortification (2), Snow shape, Lesser restoration
1st level: Air bubble, Dancing lantern (2), Entropic shield (2), Cure light wounds (2)
0: Detect magic, Detect poison, Read magic, Purify food and drink
Special attack: Glee, Mythic magic 3/Day

Statistics
Str: 19 Dex: 20 Con: 24 Int: 23 Wis: 22 Cha: 28
Base attack: 20 CMB: 24 CMD: 28
Feats: Spell penetration, Greater spell penetration, Quicken spell-like ability (Flurry of snowballs), Skill focus (Sense motive), Eschew materials, Toughness, Lighting reflexes, Alertness, Endurance, Iron will, Quick draw, Mythic Quick draw, Mythic Spell Penetration
Skills: Appraise + 24, Climb + 15, Craft (wood) + 29, Diplomacy + 24, Intimidate + 24, Knowledge (engineering) + 16, Knowledge (geography) + 24, Knowledge (history) + 16, Knowledge (local) + 24, Knowledge (nature) + 11, Knowledge (planes) + 24, Knowledge (religion) + 11, Perception + 33, Sense Motive + 33, Spellcraft + 24, Swim + 15, Use Magic Device + 27
Languages: Common, Truespeach
Treasure: Sack of toys, Nice and naughty list, 10 cookies, 5 Holy waters, a large amount of toys, 2D minor magic items, 1D4 medium magic items
SQ: Squeeze, Mythic surge 1D6 (11/Day)

Special abilities
Glee: When an enemy is hit with a throw cookie the enemy is over come with happiness and spends a round eating the cookie while taking no other actions (DC:). This is an emotion mind-affecting based affect.
Aura of wonder: This aura fills those in it with wonder and leaves them dazed for 1D4 + 1 rounds (DC: 29 will) and can be active as a swift action. Those that save cannot be affected for 24 hours.
Sack of toys: This red burlap sack is a major artifact. This allows the user to use Major Creation at will with the casting time being one standard action and the user is proficient in anything they create but the user can only have four items created at the same time. If a weapon, armor, or shield is created it can be given up to a + 3 bonus. The Sack also has an unnatural weight and can wield as a + 3 Greatclub sized for a huge creature with no size penalty’s and the damage type can be changed each round as a swift action. The Sack of toys also works like a bag of holding that hold up to 20,000 ponds. This can only be used by Santa Claus and can be summoned to his side form any range.
Nice and naughty list: This list is a minor artifact. This list allows the user to Detect good or Detect evil at will as a standard action with the spell atomically bay passing spell resistance, the target cannot hide their alignment by any effect, and the can be used to target a creature instead of a cone burst and has unlimited range including reaching to other planes. When the list used on a target it becomes under the effect of Bane if on the naughty side (no save) or Bless if on nice side and these effects stay as long as the Nice and Naughty list is within 100ft. This can only be used by Santa Claus and can be summoned to his side form any range.
Dominate elves: This works as Dominate person but can only affect elves. This has a + 2 bonus.
Squeeze: Santa Claus counts as being tiny sized for the purposes of taking Squeeze penalty’s and whether or not can Squeeze into an open area. This also give Santa a + 4 vs grapple checks made against him.
Divine caster: Santa casts spell as though he were a 20th level cleric but he gains no domains and uses his cha mod for casting DCs.
Jolly old man: Santa Claus adds his cha mod to his armor as a deflection bonus.


I wanted to make a class, archtype, or prestigeclass based around random rolls, or rolling extra on items like the rod of wonder. Any ideads?


I have been playing Dragon age and wanted to make a non-magic aracne spellcaster hunter, like the Templars. Please let me know what you think and how I can improve it or if I need to.

Mage hunter
Fighter Archetype

A Mage hunter is one who dedicated their life’s to fighting those who wield arcane forces. These maybe those who hunt all that use arcane might, those who contain mages, or those who are smart enough to think of the danger that arcane power brings. There is many debate as to who first brought Mage Hunters into the world but it is mostly believed to be the Dwarfs.

Alighment: Any

Class skills: Replace Knowledge(Dungeoneering) and Knowledge(Engineering) with Knowledge(Arcana) and Spellcraft.

Resist the mages: At second level the Mage Hunter gains a + 1 bonus on Will saves vs Arcane spells and spell-like ability’s that are arcane in nature. This bonus increases every four level beyond second level. This replaces Bravery.

Spell resistance: At seventh level the Mage Hunter gains spell resistance equal to 5 + HD vs arcane spells. This replaces Armor training one and two.

Break spells: At 13th level the Mage Hunter are able to dispel spells casts on another. Three time per day as a standard the Mage Hunter may make a attack at its highest base attack and if this hits the subject is hit with a targeted Dispel magic, Grater (CL equals the Mage Hunters level). This Replaces Weapon training three and four.


Were attacking people and an enemy got shoot Enervation and it crit. It also stuck the person to the ground so I came up with this spell.

Sticking Enervation

School necromancy; Level sorcerer/wizard 8, witch 8
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect Glob of negative energy that requires a touch attack
Duration 1 round per level
Saving Throw See text; Spell Resistance yes

This spells fires a black glob of negative at one target that requires a touch attack. The hit target is takes 1D4 negative levels and gets a reflex save to avoid being stuck to the 5 foot squire it is standing in when it was hit. The target stuck takes one negative level at the being of each of the caster’s turn but the target can take a standard action to make a strength check or escape artist check at the relaxes save to remove themselves from the ground. The negative levels last a number of hours equal to the caster level (Max 20 hours). An undead hit by this spell gains 1D6 X 5 temporary hit points and fast healing one for as long as it stands in the same squire as Sticking Enervation.


Me and my my dad are making a base class based around battlefield contol. Here is what we have so far. Please let know if you have any ideas. We are stuck.

1 +1 +0 +2 +2 Maneuver tricks/ Extra maneuver (1)
2 +2 +0 +3 +3 Evasion/ Grease
3 +3 +1 +3 +3
4 +4 +1 +4 +4
5 +5 +1 +4 +4
6 +6/+1 +2 +5 +5 Extra maneuver (2)/
7 +7/+2 +2 +5 +5 Fast or Slow
8 +8/+3 +2 +6 +6
9 +9/+4 +3 +6 +6
10 +10/+5 +3 +7 +7 Master maneuvers
11 +11/+6/+1 +3 +7 +7 Extra maneuver (3)
12 +12/+7/+2 +4 +8 +8
13 +13/+8/+3 +4 +8 +8
14 +14/+9/+4 +4 +9 +9
15 +15/+10/+5 +5 +9 +9
16 +16/+11/+6/+1 +5 +10 +10 Extra maneuver (4)
17 +17/+12/+7/+2 +5 +10 +1
18 +18/+13/+8/+3 +6 +11 +11
19 +19/+14/+9/+4 +6 +11 +11
20 +20/+15/+10/+5 +6 +12 +12

Hit dice: D8

Weapon and Armor Proficiency: Light Armor, Bucklers, Simple weapons, Sap, Light flail, Aklys, Swordbreaker dagger, whip, Bolas, and the Snag net.

2 + int skill points per level
Class skills: Acrobatics (Dex)/ Bluff (Cha)/ Disable Device (Dex)/ Disguise (Cha)/ Intimidate (Cha)/ Knowledge (Local)/ Perception (Wis)/ Spellcraft (Int)/ Stealth (Dex)/ Use Magic Device (Cha)

Maneuver tricks/ 1st level: The Decoy counts as having Combat Expertise, Improved Unarmed Strike, and Power Attack for the purpose of meeting the prerequisites for combat maneuver feats.

Extra maneuver/ 1st level: When making a full attack with combat maneuver checks the Decoy can make an extra combat maneuver. At 6t level the Decoy gains an extra combat maneuver making it two extra, then 3 extra at 11, and 4 extra at 16.

Evasion/ 2nd level: This works as the rouge ability of the same name.

Grease/ 2nd level: The Decoy gains the Grease as a spell-like ability usable 3 a day.

Fast or Slow/ 7t level: The Decoy gains Haste and Slow as spell-like ability each usable once per day.

Master maneuvers/ 10th level: Combat maneuvers now are done with an attack instead of a standard action.


I am looking to make a new base class arouns Grave diggers. Any ssuggestion?


I will soon be GMing the The wrath of the righteous adventure path and was woundering if any one had any suggetions for items, arctypes, or anthing else fun. Homebrew is okay and is encouraged. Thank you.


I wanted to start a page for hombrew items

Dragon Spear
Price: 4,500GP
CL: 10
This + 1 Spear is shaped like a Dragon. Each spear is shaped like a different dragon but all are made out of metal. The back end has a slot where one could put an alchemist weapon like an alchemist fire or wand. Depending on what type the dragon is depends on the effect that is has. If the spear is a Red dragon you could put a Alchemist fire it or a wand of burring hands in it (A move action that provokes attack of opportunity). The spear gives the Alchemist weapon or wand + 5 feet, + 1 on attack, and + 1 damage, using a wand or Alchemical weapon in this way is standard action, and this has no effect on wands or alchemist weapon that are not from that dragons element. You can use a charge from a wand, as a swift action, to give the Spear the elemental weapon property or burst if the wand is at least 3rd level that the Dragon uses, Such as Flaming for a Red dragon, or if the weapon already has the corresponding property add an extra damage dice.


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This idea hit me so I thought I would give it a try.

Familiar: At first level the Dragon Sorcerer gain a Pseudodragon as a familiar. The Pesudodragon is the Alignment of the caster and has the color of their dragon from the blood line. At fifth level the Pesudragon has hit points equal to its masters hit points. At 10th level the Pesudodragon gains a 1/Day breath weapon that does 1D3 (Energy damage equal to dragon from blood line) and the reflex save is equal to half sorcerer level + cha mod. This ability replaces the first level ability of the Dragon blood line.


I wanted to make a new orcale curse based around haveing issuse with metal. This what I have so far. What do you all think?

Metal problems
You have been cursed by nature.

At first level you lose proficiency in all metal weapons and armor and cannot gain proficiency in them but proficiency in the and add Shillelah to your list of spells known.

At 5th level you wooden weapon and armor grow brambles. When you are hit while wearing wooden armor the attacker takes 1D4 points of slashing damage and your wooden weapon deal an extra 1 point of damage.

At 10th level all wooden weapons and armor you wear or wield are treated as if they had the spell Iron bark cast on them.


As I was scrolling through looking at Oracle curses I found one that was being made by The Asp and I liked it so I thought I would give my hand at making it from my point of view. I hope it does the original idea justce.

Curse of Madness: Your mystery's influence on you has left you with a few screws loose, but strengthened your ability to resist magical effects on your mind.

You take a -4 penalty on Wisdom-based skill checks and Charisma-based skill checks. You gain a +2 competence bonus on saves made to resist Mind-Affecting Effects and add Daze to your list of spells known.

lv 5: when someone tries to scan mind/read thoughts (telepathy, detect thoughts, etc.), they have to make a will save or suffer the effects of the spell Lesser, Confusion (DC: Half Oracle level + Cha Mod) and you add Hypnotism to your list of spells known.

lv. 10: same thing, but is Confusion and works for scan mind/read thoughts and dominate effects(dominate person/monster, etc.) (DC: Half Oracle level + Cha Mod) and you add Mass, Daze to your list of spells known.

lv. 15: When another attempts to scan or read your thoughts, dominate your mind they are subject to the spell Insanity (DC: Half Oracle level + Cha Mod) and you add Vengeful Outrage to your list of spells known.


I know I posted this before but I am going to run it an wanted some las min look overs.

This is set to work at level 8
Background: Pavo was the son of two Andoran noble. His father Gurckalus use to live in Cheliax and found the Devil worship left a bad test in his mouth. When het 18 he grab his brother Alexite and headed. Gurckalus flourished in Andoran found an amazing women (His future wife Kale), got an partnership to an banker, and was well on his way. His brother found he hated Andoran, he liked the worship of Devils. He was unable to work in Andoran and spent his time stuck in his brothers shadow. Pavo as a baby was quiet and just stared at the walls. His maids would quit saying that they could hear voices. Gurckalus and his wife could hear nothing, but his brother could voices whispering nursing his hated. As Pavo grew he showed magic ability casting simple spells. This was the last straw for his uncle who killed his brother and sister in law. As he turned his attention to Pavo he the patron who granted Pavo spells twisted the world around him making the world around him a plane of his new instantly, and the nightmares of all around as Pavo killed his uncle.
Plane stats: The plane has a constant is constant night with a storm going, Rain pounding down and thunder. Those that come in from the plane and were not made or there when it changed feel both tired, and freighted. Much like they had spent all night having nightmares. This cause them to take -2 to Fear and Sleep effects, and the nightmare spell, it also removes the all those not interned in the plane lose their immunity’s to fear effect, and the spells, Nightmare, Dream, Sleep, and Deep slumber but does not affect resistances, but those who are normally immune gain a + 2 to there saves. The plane also resets the traps every 24 hour.
Suggestions: I suggest to use the heroic NPC stats on page 452 of the Pathfinder core rule book. Also I would tell the PCs as a possible about the manor and have them not start off with any special materials.
Approaching the manor: Lighting snaps across the sky as the rain pounds down. A manor is sits in the distance is storm shutters closed while some are gone. The wood looks warped and manor seems to glare down.
Level 1

A1: The green house
Description: The leafs and plants have over grown. Holes in the ceiling drip rain down to the plants. The leaves rustle and move.
Creatures: 5 Jak-o-Lanterns (CR 1) if the Lanterns hear screaming from the fear trap they rush out the attack.
Trap: Symbol of fear trap CR 7 (Perception 31/ Disable device 31)

A2: Cemetery Description: The ground is muddy water mixing with the dirt. The graves stone are worn down by the rain leaving it hard to read.
Creatures: 8 Zombie lords (CR3) (Bestiary 4, Page 286), burst out the mud as the PC arrive. All Zombies lords have Cloak of resistance + 1.

A3: Entrance Room Description: Many suits of armor stand on the walls, A red rug leads to the stars leading up to the upper story.
Creatures: 4 Giant Phantom Armors (CR4) attack any people who come in here. Replace all Giant Phantom Armor’s Heavy flail with + 1 Heavy flail. Heavy flail + 8 (2D8 + 8/19-20)
Treasure: Panting of a princess and one of a prince worth 100GP each, and a painting of a queen and one of a king worth 750GP each

A4: Kitchen storage Description: Can lay littered on the floor. A dead body lies here a knife in his back. The rest of the food is rooted.
Treasure: A full thing of Restorative ointment a DC 20 perception check to find

A5: Kitchen Description: Chopped human body parts are on a cutting board. A Pie tin holds human organs.
Trap: Insanity Mist trap CR: 8 is on the oven next to the door to A6 (Perception 25)

A6: Cleaning Room

Treasure: A box sits on the shelf with a potion of Bear’s endurance, Bull’s strength, Eagle’s splendor, Fox’s cunning, Cat’s grace, and Owl’s wisdom

A7: Servants quarters
Description: 3 Bunk beds with each with 2 sleeping people in each. The people here are trapped in eternal nightmares.
Dream warp: (CR7) The sleeping people have mixed causing a effect on the waking world. Each person that comes into the room is hit with the compulsion to lay on the lay bed and fail the save vs Deep slumber. Targets sleeping this room are subject to Nightmare. Subjects do waken until magic is dispelled (CL: 10th/ Suggestion DC: 17/Deep slumber(Up 15HD) DC: 18/ Nightmare DC: 20)
Creatures: The nightmares in this room have caused an Animate dream (CR8) to show up.

A8: Shadows in the library
Description: Shelves line this room. Books lie torn all over the. Blood is splashed on some of the books. A Candle flickers causing shadows to dance around the room. This is where Alexite killed his brother and sister in law.
Creatures: A Greater shadow (CR8) is in here
Treasure: The candle is a Everburning candle, a spell book containing: All catnips, 4D4 first level, 3D4 second level, 2D4 second level, and 1D4 fourth level

A9: Descent into darkness.
Description: A stair well leading into the basement.

A10: The betrayers ghost.
Descriptions: This was once a bedroom, now filled with dust and negate. The body of a man dressed in noble cloths.
Creatures: Alexite is the one laying here. He has manifested as a ghost driven by fear and madness. (Male Ghost Aristocrat 9)CR9.
Treasure: + 1 rapier, + quilted cloth, Ring of protection + 1
Destruction: As long as Pavo lives Alexite ghost will keep coming back.

A11: Stairs
Description: Stairs to the basement.
Basement

B1: Stairs
B2: Basement Description: It a stone basement with a large furnace and rotted barrels.
Creatures: The guard captain meet his end by Alexite’s rapier, and Alexite throw his body into the furnace. This caused guard captain to raise as a undead. He is now a (Burring Skelton champion fighter 7 CR 8)
Level 2

TF1: Entrance

TF2: Hallway
Trap: 10 feet from the top of the stairs is a hall of bolts trap CR 6 (Perception 25/ Disable device 20)

TF3: Master Bedroom
Description: This the master bedroom but the door is locked Superior Lock with arcane lock (DC:50 Twice) and it requires two keys.
Creature: Pavo (Young Human NE Witch 12/ CR:10) and 1 Advanced Soul Bound Mannequin 2 CR:8 (That contains two masks on either side of it’s head that look like Pavo’s parents. Treasure: Plague rat belt, A gold chest set worth 500GP, a gold puzzle box worth 500GP, and a wooden toy in the shape of nightmare worth 100GP

TF4: Play room
Creatures: 8 Soulbound Dolls (CR2)

TF5: Spider stair way
Description: Spider webs and the stair way to the attic
Creatures: Advanced Nightmare Deathweb (CR8)

TF6: Storeroom
Treasure: a Broom of flying is among the normal broom
Trap: A symbol of pain trap CR 6 (Perception 30/ Disable device 30)

TF7: Guard room (CR8)

Creature: 4 Toy soldiers (Advanced, wooden, Medium, animated object)

TF8: Pavo’s room (CR10) Description: A child’s room
Creatures: A Bogyman (CR: 10) lives here trapped in the room and unable to leave. His fear powers are active but he craves real fear. Treasure: A Polymorphic pouch lies in a toy chest

TF9: Dream Caster
Description: The wooden door is locked DC: 30 Creatures: Legioviel (Female/ Elf/ CE/ Soccer [Dreamspun] 10) was the old spellcaster who lived here attempted to help the manor with the nightmares but went about causing them.

Attic
AF: This attic has boxes and broken mirrors Creatures: During the chaos a daughter of one of the maids ran up here in fear. She has long since died of fear and become (Female, Attic whisperer, Sorcerer [Undead] 9, CR 9)


I know I posted this before but I am going to run it an wanted some las min look overs.

This is set to work at level 8
Background: Pavo was the son of two Andoran noble. His father Gurckalus use to live in Cheliax and found the Devil worship left a bad test in his mouth. When het 18 he grab his brother Alexite and headed. Gurckalus flourished in Andoran found an amazing women (His future wife Kale), got an partnership to an banker, and was well on his way. His brother found he hated Andoran, he liked the worship of Devils. He was unable to work in Andoran and spent his time stuck in his brothers shadow. Pavo as a baby was quiet and just stared at the walls. His maids would quit saying that they could hear voices. Gurckalus and his wife could hear nothing, but his brother could voices whispering nursing his hated. As Pavo grew he showed magic ability casting simple spells. This was the last straw for his uncle who killed his brother and sister in law. As he turned his attention to Pavo he the patron who granted Pavo spells twisted the world around him making the world around him a plane of his new instantly, and the nightmares of all around as Pavo killed his uncle.
Plane stats: The plane has a constant is constant night with a storm going, Rain pounding down and thunder. Those that come in from the plane and were not made or there when it changed feel both tired, and freighted. Much like they had spent all night having nightmares. This cause them to take -2 to Fear and Sleep effects, and the nightmare spell, it also removes the all those not interned in the plane lose their immunity’s to fear effect, and the spells, Nightmare, Dream, Sleep, and Deep slumber but does not affect resistances, but those who are normally immune gain a + 2 to there saves. The plane also resets the traps every 24 hour.
Suggestions: I suggest to use the heroic NPC stats on page 452 of the Pathfinder core rule book. Also I would tell the PCs as a possible about the manor and have them not start off with any special materials.
Approaching the manor: Lighting snaps across the sky as the rain pounds down. A manor is sits in the distance is storm shutters closed while some are gone. The wood looks warped and manor seems to glare down.
Level 1

A1: The green house
Description: The leafs and plants have over grown. Holes in the ceiling drip rain down to the plants. The leaves rustle and move.
Creatures: 5 Jak-o-Lanterns (CR 1) if the Lanterns hear screaming from the fear trap they rush out the attack.
Trap: Symbol of fear trap CR 7 (Perception 31/ Disable device 31)

A2: Cemetery Description: The ground is muddy water mixing with the dirt. The graves stone are worn down by the rain leaving it hard to read.
Creatures: 8 Zombie lords (CR3) (Bestiary 4, Page 286), burst out the mud as the PC arrive. All Zombies lords have Cloak of resistance + 1.

A3: Entrance Room Description: Many suits of armor stand on the walls, A red rug leads to the stars leading up to the upper story.
Creatures: 4 Giant Phantom Armors (CR4) attack any people who come in here. Replace all Giant Phantom Armor’s Heavy flail with + 1 Heavy flail. Heavy flail + 8 (2D8 + 8/19-20)
Treasure: Panting of a princess and one of a prince worth 100GP each, and a painting of a queen and one of a king worth 750GP each

A4: Kitchen storage Description: Can lay littered on the floor. A dead body lies here a knife in his back. The rest of the food is rooted.
Treasure: A full thing of Restorative ointment a DC 20 perception check to find

A5: Kitchen Description: Chopped human body parts are on a cutting board. A Pie tin holds human organs.
Trap: Insanity Mist trap CR: 8 is on the oven next to the door to A6 (Perception 25)

A6: Cleaning Room

Treasure: A box sits on the shelf with a potion of Bear’s endurance, Bull’s strength, Eagle’s splendor, Fox’s cunning, Cat’s grace, and Owl’s wisdom

A7: Servants quarters
Description: 3 Bunk beds with each with 2 sleeping people in each. The people here are trapped in eternal nightmares.
Dream warp: (CR7) The sleeping people have mixed causing a effect on the waking world. Each person that comes into the room is hit with the compulsion to lay on the lay bed and fail the save vs Deep slumber. Targets sleeping this room are subject to Nightmare. Subjects do waken until magic is dispelled (CL: 10th/ Suggestion DC: 17/Deep slumber(Up 15HD) DC: 18/ Nightmare DC: 20)
Creatures: The nightmares in this room have caused an Animate dream (CR8) to show up.

A8: Shadows in the library
Description: Shelves line this room. Books lie torn all over the. Blood is splashed on some of the books. A Candle flickers causing shadows to dance around the room. This is where Alexite killed his brother and sister in law.
Creatures: A Greater shadow (CR8) is in here
Treasure: The candle is a Everburning candle, a spell book containing: All catnips, 4D4 first level, 3D4 second level, 2D4 second level, and 1D4 fourth level

A9: Descent into darkness.
Description: A stair well leading into the basement.

A10: The betrayers ghost.
Descriptions: This was once a bedroom, now filled with dust and negate. The body of a man dressed in noble cloths.
Creatures: Alexite is the one laying here. He has manifested as a ghost driven by fear and madness. (Male Ghost Aristocrat 9)CR9.
Treasure: + 1 rapier, + quilted cloth, Ring of protection + 1
Destruction: As long as Pavo lives Alexite ghost will keep coming back.

A11: Stairs
Description: Stairs to the basement.
Basement

B1: Stairs
B2: Basement Description: It a stone basement with a large furnace and rotted barrels.
Creatures: The guard captain meet his end by Alexite’s rapier, and Alexite throw his body into the furnace. This caused guard captain to raise as a undead. He is now a (Burring Skelton champion fighter 7 CR 8)
Level 2

TF1: Entrance

TF2: Hallway
Trap: 10 feet from the top of the stairs is a hall of bolts trap CR 6 (Perception 25/ Disable device 20)

TF3: Master Bedroom
Description: This the master bedroom but the door is locked Superior Lock with arcane lock (DC:50 Twice) and it requires two keys.
Creature: Pavo (Young Human NE Witch 12/ CR:10) and 1 Advanced Soul Bound Mannequin 2 CR:8 (That contains two masks on either side of it’s head that look like Pavo’s parents. Treasure: Plague rat belt, A gold chest set worth 500GP, a gold puzzle box worth 500GP, and a wooden toy in the shape of nightmare worth 100GP

TF4: Play room
Creatures: 8 Soulbound Dolls (CR2)

TF5: Spider stair way
Description: Spider webs and the stair way to the attic
Creatures: Advanced Nightmare Deathweb (CR8)

TF6: Storeroom
Treasure: a Broom of flying is among the normal broom
Trap: A symbol of pain trap CR 6 (Perception 30/ Disable device 30)

TF7: Guard room (CR8)

Creature: 4 Toy soldiers (Advanced, wooden, Medium, animated object)

TF8: Pavo’s room (CR10) Description: A child’s room
Creatures: A Bogyman (CR: 10) lives here trapped in the room and unable to leave. His fear powers are active but he craves real fear. Treasure: A Polymorphic pouch lies in a toy chest

TF9: Dream Caster
Description: The wooden door is locked DC: 30 Creatures: Legioviel (Female/ Elf/ CE/ Soccer [Dreamspun] 10) was the old spellcaster who lived here attempted to help the manor with the nightmares but went about causing them.

Attic
AF: This attic has boxes and broken mirrors Creatures: During the chaos a daughter of one of the maids ran up here in fear. She has long since died of fear and become (Female, Attic whisperer, Sorcerer [Undead] 9, CR 9)


I wanted to make a campaign based around the PCs being Goblins. Here is what I am plaing:

Level 1: We be Goblins
Level 2: Skeleton and sandpont attacks
Level 3: We be Goblins too
Level 4: Raid the little feet (Haflings)- Destory the long shanks and thier gods (Raid a church)
Level 5: Burn the wizard and his books!

I don't have any ideads past this and was woundering if anyone had any suggetions?


I wanted to maake an adventure based more around child fears, and classic horror. Plase let me know what you think or if their is any thing I can do to make it better.

Rules: If this is a one shot created players charters do not get special materials.
Background: Pavo was the son of two Andoran noble. His father Gurckalus use to live in Cheliax and found the Devil worship left a bad test in his mouth. When het 18 he grab his brother Alexite and headed. Gurckalus flourished in Andoran found an amazing women (His future wife Kale), got an partnership to an banker, and was well on his way. His brother found he hated Andoran, he liked the worship of Devils. He was unable to work in Andoran and spent his time stuck in his brothers shadow. Pavo as a baby was quiet and just stared at the walls. His maids would quit saying that they could hear voices. Gurckalus and his wife could hear nothing, but his brother could voices whispering nursing his hated. As Pavo grew he showed magic ability casting simple spells. This was the last straw for his uncle who killed his brother and sister in law. As he turned his attention to Pavo he the patron who granted Pavo spells twisted the world around him making the world around him a plane of his new instantly, and the nightmares of all around as Pavo killed his uncle.
Plane stats: The plane has a constant is constant night with a storm going, Rain pounding down and thunder. Those that come in from the plane and were not made or there when it changed feel both tired, and freighted. Much like they had spent all night having nightmares. This cause them to take -2 to Fear and Sleep effects, and the nightmare spell, it also removes the all those not interned in the plane lose their immunity’s to fear effect, and the spells, Nightmare, Dream, Sleep, and Deep slumber but does not affect resistances.
Approaching the manor: Lighting snaps across the sky as the rain pounds down. A manor is sits in the distance is storm shutters closed while some are gone. The wood looks warped and manor seems to glare down.
Level 1
A1: The green house (CR8) Description: The leafs and plants have over grown. Holes in the ceiling drip rain down to the plants. The leaves rustle and move. Creatures: Moonflower CR:8 Treasure: Potion of delay poison, + 1 spear, + 1 longsword,
A2: Cemetery (CR8) Description: The ground is muddy water mixing with the dirt. The graves stone are worn down by the rain leaving it hard to read. Creatures: 8 Zombie lords (CR3) (Bestiary 4, Page 286), burst out the mud as the PC arrive. All Zombies lords have Cloak of resistance + 1.
A3: Entrance Room (CR8) Description: Many suits of armor stand on the walls, A red rug leads to the stars leading up to the upper story. Creatures: 4 Giant Phantom Armors (CR4) attack any people who come in here. Replace all Giant Phantom Armor’s Heavy flail with + 1 Heavy flail. Heavy flail + 8 (2D8 + 8/19-20) Treasure: Panting of a princess and one of a prince worth 100GP each, and a painting of a queen worth 750GP
A4: Kitchen storage Description: Can lay littered on the floor. A dead body lies here a knife in his back. The rest of the food is rooted. Treasure: a Rope of knots is hidden behind boxes and requires a DC 15 perception check to find.
A5: Kitchen Description: Chopped human body parts are on a cutting board. A Pie tin holds human organs.
A6: Cleaning Room Treasure: a Wand of deeper darkness lies in a bucket, a potion of eagles splendor lies on a shelf.
A7: Servants quarters (CR9) Description: 3 Bunk beds with each with 2 sleeping people in each. The people here are trapped in eternal nightmares. Dream warp: (CR7) The sleeping people have mixed causing a effect on the waking world. Each person that comes into the room is hit with the compulsion to lay on the lay bed and fail the save vs Deep slumber. Targets sleeping this room are subject to Nightmare. Subjects do waken until magic is dispelled (CL: 10th/ Suggestion DC: 17/Deep slumber(Up 15HD) DC: 18/ Nightmare DC: 20) Creatures: The nightmares in this room have caused an Animate dream (CR8) to show up. Treasure: An Improved ring of jumping lies on the finger on a one of the sleeping person.
A8: Shadows in the library (CR8) Description: Shelves line this room. Books lie torn all over the. Blood is splashed on some of the books. A Candle flickers causing shadows to dance around the room. This is where Alexite killed his brother and sister in law. Creatures: A Greater shadow (CR8) is in here Treasure: The candle is a Everburning candle, A book of the lore master in on one shelf
A9: Descent into darkness. Description: A stair well leading into the basement.
A10: The betrayers ghost. (CR9) Descriptions: This was once a bedroom, now filled with dust and negate. The body of a man dressed in noble cloths. Creatures: Alexite is the one laying here. He has manifested as a ghost driven by fear and madness. His ties are with his Rapier believing that it will still him. (Male Ghost [Grave trappings] Fighter 5, Rouge 3)CR9. Destruction: As long as Pavo lives Alexite ghost will keep coming back. Treasure: A + 1 rapier, + 1 quilted cloth, and a ring of protection + 1 are on Alexite’s body.
A11: Stairs Description: Stairs to the basement.
Basement
B1: Stairs
B2: Basement (CR7) Description: It a stone basement with a large furnace and rotted barrels. Creatures: The guard captain meet his end by Alexite’s rapier, and Alexite throw his body into the furnace. This caused guard captain to raise as a undead. He is now a (Burring Skelton champion fighter 8 CR 9)
Level 2
TF1: Entrance
TF2: Hallway
TF3: Master Bedroom (CR11) Description: This the master bedroom but the door is locked Supeior Lock with arcane lock (DC:50 Twice) and it requires two keys. Creature: Pavo (Young Human NE Witch 12/ CR:10) and 1 Advanced Soul Bound Mannequin 2 CR:8 (That contains two masks on either side of it’s head that look like Pavo’s parents. Treasure: Rod of fire extinguishing, Plague rat belt, A gold chest set worth 500GP, a gold puzzle box worth 500GP, and a platinuim mask worth 900GP.
TF4: Play room (CR8) Creatures: 8 Soulbound Dolls (CR2)
TF5: Spider stair way Description: Spider webs and the stair way to the attic Creatures: Advanced Nightmare Deathweb (CR8)
TF6: Storeroom Treasure: a Broom of flying is among the normal broom
TF7: Guard room (CR8) Creature: Toy soldiers (Advanced, wooden, Medium, animated object)
TF8: Pavo’s room (CR10) Description: A child’s room Creatures: A Bogyman (CR: 10) lives here trapped in the room and unable to leave. His fear powers are active but he craves real fear.
TF9: Dream Caster Creatures: Legioviel (Female/ Elf/ CE/ Soccer [Dreamspun] 9) was the old spellcaster who lived here attempted to help the manor with the nightmares but went about causing them.
Attic
AF: This attic has boxes and broken mirrors Creatures: During the chaos a daughter of one of the maids ran up here in fear. She has long since died of fear and become (Female, Attic whisperer, Sorcerer [Undead] 9, CR 9)


I made a faction based on dwarfs fihting orc. I aslo used some of the stuff in the Pathfinder Faction guide by Joshua J. Frost, Jason Nelson, and Sean K Reynoolds.

The lost legion started after the quest for sky. A large legion of dwarfs stayed behind in the quest for sky to fight the orcs. The legion threw them self’s at the orcs staying in the way till only a few escaped. The few who escaped felt terrible at their fear while leaving their comrades behind so they renamed the legion to the lost legion and sated that they would die in battle. The lost legion fights orcs not by stagey but either staying in place or throwing them self’s at the orcs. They know and plan on dyeing in battle so they tend to attract older dwarfs who wish to die in battle. Since Lost legion knows that if they die there is no one left to carry on they leave a post open with a member to recruit new dwarfs and keep track of those who joined the lost legion. There are little healers in the Lost legion as they plain to die, but some do worship the leader of the legion who died fighting the orcs in the quest for sky (Rylan Orangejade) as a god and some believe that he is granting them divine power.
Goal: Die fighting orcs, while trying to destroy all orc kind.
Alignment: N (If you can fight and are willing to die they will take you)
Leader: The current leader is Brac Axe-Alum (Male, Middle age, CN, Dwarf Barbarian 5/ Lost legion solider 5). A dwarf who even though he throws him-self head first into a orc horde he some how comes out alive, again and again.
Good class choices: Fighter, Barbarian, Ranger, Slayer, Brawler
Challenging class choices: Cleric, Oracle, Arcanist, Wizard
Headquarters: They have no permeant headquarters as it tends to move but there is a joining station at High helm.
Joining: You can be brought in by s member of the Lost legion or hit up the join station in High helm. The current Lost legion outpost is held by Doug Track-Marble (Male, Old, N, Dwarf, Fighter 5/ Lost legion solider 1/ Expert 1) in High helm.
Gaining prestige: You can prestige by fighting and killing orcs. Killing a large number of orcs or one who is important to a tribe, such as a shaman or chieftain, or one who is a big shot who give more prestige them normal.
Resources:
5 CPA: You are given a tattoo on your forehead of an orc with an axe in it head. This tattoo gives you a + 2 to intimate vs orcs who knows what it means, but this means you can never use Diplomacy on a orc and they always assume you are lying, if they know what is means. This takes a day,
7 CPA: You are taught how to charge more effetely. You gain a + 3 to attack on charges instead of an + 2. This takes a week.
8 CPA: As orcs often covert with demons you are taught how to fight them, at least in the hitting part. You gain a + 1 racial bonus on attacks vs demons. This takes a week.
12 CPA: As giants are no concern to the Lost legion you have put your defense training to better use. You trade out your + 4 Dodge vs giants for + 2 Dodge vs orcs and goblins. This takes a week.
5 TPA, 1 CPA: You gain information form rumors of an orc tribe and bit of knowledge about them. This gives you a + 2 on knowledge(Geography) and Knowledge(Local) checks related to the tribe.
10 TPA: You gain -10% or a +10% on weapons with the Bane(Orc), Furious, Vicious, and mighty cleaving this also applies to the armor Defiant(Orc), Impervious, and Grinding. The price changes in the dawrven communities quite a lot. The goal of the Lost legion is to kill orcs and die in battle and they tend to not worry about the damage caused to others. The GM decides whether a dwarven town likes or dislikes the Lost legion (Must have the Lost legion tattoo to get this effect).
10 TPA, 3 CPA: Gain a low level raiding party. This consist of 10 first level dwarven warriors. You can only use this when you are raiding in orc held area. They fight to the death to die a glory filled death.
15 TPA: You plus or minus now applies to Dwarven plate, Boulderheaded mace, Dwarven thrower, and warbringer
15 TPA, 10 CPA: Orcs tend to like fire so you take as the last legion burns you and uses magic to give you a permit fire resistant 5.

15 TPA, 8 CPA: If you have already gotten training racial training vs daemons you may take a week to increase this bonus to + 2.

20 TPA, 10 CPA: You can take a ritual that infuses you Lost legion tattoo with magic. This allows you to detect orcs 3/Day. This effects functions like detect evil but instead detects orcs.

25 TPA, 1 CPA: You can now take the Power attack the orc! feat.

25 TPA, 5 CPA: You gain a high raiding party that consist of 10 2nd level dwarf fighters. You can only use this when you are raiding in orc held area. They fight to the death to die a glory filled death.

30 TPA, 20 CPA: You go through a day long ritual in which you gain Rylan Orangejade’s unwillingness to back down from the orcs and his Blessing. You gain False life as a spell-like ability you can activate as a swift action 2/Day. You also gain double the normal hits points form sleeping.

Feats

Power attack the orc!
You can power attack orc more effetely
Prerequisites: Power attack, Dwarf, Member of the Lost legion, 25 TPA, 1 CPA
The sight of an orc brings rage to you. You add a + 2 to damage and a – 1 to attack when using power attack vs orcs but this bonus only applies when you can see the orc you are power attacking.

Lost legion solider
Requirements: To become a Lost legion solider a character must meet the following requirements.
Skills: Knowledge(Dungenoring) 3 ranks, Survival 3 ranks
BAB: + 5
Feat: Endurance
Special: Must be brought in by a member of the Lost legion.
Special: Must be a Dwarf
Class skills:
The Lost legion solider has the following class skills (And the ability for each) are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge[Dungeoneering] (Int), Knowledge[Geography] (Int), Precption (Wis), Survial (Wis), Swim (Str)
Skill ranks at each level: 2 + Int
Hit dice: D10
Table: Lost Legion solider
Level BAB Fort Ref Will Special
1 +1 +1 +1 +1 Orc training + 1/
Dwarven weapon training

2 +2 +1 +1 +1 Resist death and fear + 1/ Parting shot

3 +3 +2 +1 +1 Wounded rage/ Orc training + 2

4 +4 +2 +1 +1 Resist the shamans/ Resist death and fear + 2

5 +5 +3 +2 +2 Orc bane/ Orc training + 3

Class features
Weapon and armor Proficiency: A Lost legion soldier is proficient in simple and martial weapons, and with all armor and shields.

1st level/ Orc training: The lost legion trains is solders to better fight orcs. Increase the Dwarven hatred bonus on attack to orcs by + 1. This bonus increases by + 1 every two levels past first to a max of a + 4 bonus (This includes the dwarfs normal + 1 to start from).

1st level/ Dwarven weapon training: The Lost legion solider is given weapon focus in Heavy picks, Warhammers, or any weapon with the word “Dwarven” in its title.

2nd level/ Resist death and fear: The Lost legion soldier has become tougher and less afraid. The Lost legion solider gains a + 1 vs fear and death effects this bonus increases at fourth level to a max of a + 2 bonus. These bonus stack with other bonus.

2nd level/ Parting shot: 1/Day when a Lost legion solider is brought to negative hit points or killed he may make a melee attack, as an intimate action, at each enemy within range.

3rd level/ Wounded rage: When the Last legion soldier is at one third his hit points he may enter a lesser form of rage as a free action. This form of rage lasts for 4 + con mod of rounds per day and gives a + 2 morale bonus to str and con, a + 1 morale bonus to will, and a – 1 to armor class. Theses bonus can instead be added to an already active rage. When the Last legion soldier drops out of rage he is fatigued or exhausted if already fatigued.

4th level/ Resist the shamans: The Lost soldiers have developed ways to resist the divine magic of orc shamans. The Lost legion soldier gains spell resistance against divine spells equal to 11 + full level. This resistance cannot be lowered.

5th level/ Orc bane: For a number a rounds equal to your Lost legion solider levels + your con mod you can give a weapon you hold the Bane (Orc) weapon quality. This bane instead give the weapon a + 3 enhancement and deals an extra 3D6 damage instead of the normal bane abilities. This can be used in 1 round increments and stops if the weapon leaves our hand.