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I am totally not responsible for the idea of this Archetype/prestige class. this concept was taken from the savage worlds compatable 'wonderland no more', an Alice in wonderland based game with a school of magic linked to food, and used cooking to create magical foodstuffs to provide them with abilities(think an alchemists infusions, only as food instead of potions). I am just wondering how to translate something like that into paizo's pathfinder. I'm thinking a mixture of spells(most centered on the inbiber) that provide a useful mix of abilites(like a temporary breath weapon from a Spiced curry, healing magic from a tasty broth.Etc) along with some abilities that enable for resisting ingested toxins and organic poions, being able to prepare something on the fly from local ingredients, and maybe a culinary insight that can boost the potency of their magical food. What do you think about the idea, and has it been done before.
With the release of agents of evil, I am wondering about making an (insinuator) anti-paladin with the help of the background generator from ultimate campaign. It was going well until i got to the part where you were meant to get into the adolecent events of the past. Specifically the class Backgrounds. Ultimate campaign does include backgrounds for the core, and all the base classes except the hybrids, the occult classes and the Antipaladin (a class that has been playable in the game since the advanced players guide). What should i do. Substitute one of the other class backgrounds and muddle with it, or is there some paizo book that helps fill this role?
I admit, i love undertale, and i love pathfinder as well. so i was wonderting how to build some of those kind of characters in pathfinder. The main ones i would like to create are Undyne(the magical spear wielding, Heavily armoured fishlike warrior "OF JUSTICE"), Alphys(the highly intelligent, socially awkward, techno-savvy Reptilian scientist), and Muffet(the bakesale Spider queen with command over a small Arachnid force(and one big Spider muffin)). Playable versions are preferable, but not necessarily required. you can also post your own favorite characters and how you would translate them into pathfinder. Have Fun.
I admit, i love undertale, and i love pathfinder as well. so i was wonderting how to build some of those kind of characters in pathfinder. The main ones i would like to create are Undyne(the magical spear wielding, Heavily armoured fishlike warrior "OF JUSTICE"), Alphys(the highly intelligent, socially awkward, techno-savvy Reptilian scientist), and Muffet(the bakesale Spider queen with command over a small Arachnid force(and one big Spider muffin)). Playable versions are preferable, but not necessarily required. you can also post your own favorite characters and how you would translate them into pathfinder. Have Fun.
Most poly-morph spells are very much a sort of less than lethal affair in most cases I find. The ones that come of the top of the head are shrink person,grow person, and the all important baleful poly-morph spell. while all these are useful in their own way, there is one poly-morph spell from fairytales that is much more lethal in its potential, very often forgotten in its origin, and possibly even more disturbing in its subtext than even some of the most horrifying monsters in pathfinder. This is the Inorganic poly-morph spell(i don't really have a name for this spell yet -_-). When the victim is hit by this spell, the effect is similar to that of baleful poly-morph, but rather than turning them into an animal, it turns them into an object equal to or one size smaller than the victims size. That is if they fail the fortitude test to resist the poly-morph effect. their hardness points as an object are equal to half their current hit-points, and they can only be restored to normality by anything that would reverse baleful poly-morph. Any hardness damage or injuries sustained on the object will be transferred across to the victim in some way upon restoration.If they are destroyed as an object, the victim is permanently dead, and can only be restored to life by the wish spell. If they fail the will save to resist the poly-morph mind-altering effect, they are permanently turned into the object and are considered dead by counts until they given a true restoration spell, or a wish is used. Because if you fail the will save, you will become the object and that object is non-living already. The origin for this comes from the story of Frau Hexen(or hex Trude in non-german translations), in which a girl seeks out a infamous witch, who then turns the girl into a log and throws her on the fire. there is no revenge, no happy ending, no girl brought back to life. just the witch sitting comfortably by the fire musing about the lovely glow the most recent log makes. This is a spell slot level 8-9 spell, because if it is possible to turn the tarrasque into a colossal wardrobe, the spell is way more powerful than any other poly-morph spell should be.
Well this is retreading some old ground. The evolutionary, a class that quite a lot of pool pointed out had already been done before, in a multitude of other ways. Well this is take 2 since I'm now going to be trying to build this classes skeleton. Hit die-d10
Proficiencies-the evolutionary is proficient in all simple weapons, unarmed strikes and their own natural weapons. They are proficient in all simple armour but not shields. Main Ability:Adaptations-depending on the evolutionary basis, the evolutionary can gain a number of physiological or biological adaptations to help improve or add to their capabilities. The evolutionary picks an evolutionary basis at first level, from which to draw upon any number of evolutionary adaptations, always receiving the basic talents of the basis before choosing adaptations form that basis or the universal adaptations list. Sub Ability: Evolution points- the natural ability of the evolutionary is the capacity to focus their own latent ability to self improve into one of their numerous adaptations, enabling them to enhance the adaptation to supernatural levels of power. An Evolutionary gains a number of evolutionary points equal to their constitution modifer. These points can only be restored after a full nights rest, or through the classes own abilities. Basis types: bestial- the evolutionary takes on trates that make them not de similar to wild animals, like tigers, bats, lions, wolves etc, applifying their strength and ferocity to make savage combatants out of themselves. Insectile- the evolutionary takes on the grace and evolutionary prowess of insects and arachnids, gaining the ability to spin a spider like web, sting enemies like a wasp, drink blood like a mosquito, use pheromones like a bee, or any other traits to out manoeuvre and eliminate dangerous opponents. Abberant-the evolutionary alters their own physiology to grow more akin to a monsterous abberent, gain abilities like a slimes amorpherous form, a mimics ability to shapeshift, an aboleths ability of dominating minds, and other such powers to turn the odds in the evolutionarys favor. Self perfection-the evolutionary chooses to focus on improving their own physical prowess and abilities rather than adopt the traits of other evolutionary species. Improving intelligence, reflexes, stamina, vision etc, or making more drastic improvements by forcing arcane or psychic growth.
I think there is a lot of Agro directed at the kineticists apparent lack of options, and or their limited number of specified infusions. While the majority of other classes seem to have very straightforward niches or uniques styles of applying their abilities, the Kineticist seems to lack a lot of obvious potential power with fairly simple blasts and a limited arsenal of weapons. Yet to me, I think the Kineticist can actually pull some of the most amazing and deadly things from the apparent lower tier of classes. First is understanding that, for the most part, infusions are basically 'spend X burn, to do something awesome'. With that in mind, a basic fire or lightning Kineticist could do some serious damage by applying their elemental blasts in a point blank direct pulse to the body or head by grabbing their foe and applying the energy through them. Melting through metal is a simple application of heat, so fire Kineticist could potentially incinerate an armoured for by simply heating up the armour to red or white hot temperatures while he is wearing it. Throw a small pouch of flour or powder, then ignite the cloud to create a fairly cheap but powerful explosion directly on the target. Now elements outside of fire could also have some fairly lethal applications, though seemingly with a more limited. Earth, the most apparently defensive, can be used to create a nearly endless supply of sharp pointed blades, blunt but effective bludgeons, dangerous to navigate hazards and even portable boxes to seal your enemies up inside to suffer a long slow death from starvation or dehydration. The list of possible applications is only limited by your burn and your own imagination.
Really want to run a campaign set in something like an Alice in wonderland/American mc gees Alice meets pathfinder setting, with the players getting caught in a situation where they need to deal with a dark entity or threat that has taken up residence inside the mind and dreams of a young girl(who also is connected to an entirely different reality). The players must travel through this 'wonderland-esque' world, locate the evil, and deal with it. And then probably try to escape back to the normal world before they end up trapped and merged with the girls mind forever. What I am looking for is some books or ideas for the setting to flesh out the world and encounters more. Does anybody know anything that might help?
Just a Basic idea for some classes or archetype based on some interesting ideas i have had around the often ignored or hated samurai and gunslinger classes. Problems with the samurai- Very Limited archetype options. There is the sword saint... And that's it. Outside of the orders, Most(if not All) samurai are Cavaliers that specialize in Horse archery over direct charge attacks. Problems with gunslingers-Controversy on the ranged touch attack. MISFIRE- There are very few people on this forum that like the misfire mechanic. Okay, Now that's out of the way, time for some Base Character concepts from my mind right now. The Yakuza- Samurai Archetype that is more of a dishonorable bastard than the main idea of the samurai. Could be an Order but the main element is their corrupt tendencies and their ability to manipulate people through intimidation or extortion. The Cursed Sword-smith- A Samurai who specializes in wielding and making sword with special abilities and properties, but Also have a curse attached(similar to an oracle). They can eventually make swords that either possess the bonuses of cursed swords without the attached curse, or Cursed blades that have a more potent effect compared to their regular counterparts. The Possessed/Cursed Gunslinger- A gunslinger that had the fortune(or Misfortune) of getting a gun possessed by dark spirits(or demons). While the gun has no risk of breaking when it would misfire, the spirits get restless and will curse the gunslinger until they are pacified, either through blood or fulfilling some desire of the spirits within the weapon. In return for slaking the weapons desires, the Gunslinger can tap into some of the more twisted and supernatural abilities the spirits possess, using grit. Any thoughts on this?
I'm not quite sure about the name, but I was wondering about an archetype for a class based in part on the bets with Devils, Angels and the games with the reaper, as well as being a Master of supernatural level luck. The class(or archetype) uses a special resource called luck to influence their odds in battle, perform better at skill tests, and do the impossible(like literally cheating death). The gambler has a luck max equal to their charisma modifier+1/2 (or 1/4) their level. They generate luck by getting kills(as in landing the killing blow), getting critical hits(natural luck), pleasing their backers(more on that later), and other things to get fortune responding favourably. Your backers are the beings/powers you gained your unnatural luck from. They will grant you luck if you do certain things for them, like put your self at risk for others, make a deal that will cause someone to suffer badly etc. these beings also give you acess to their paticular styles of luck and relative favours. While this is powerful, there are drawbacks. There is a mechanic called debt, where you can try to use a luck based ability for less than the normal luck amount, but you get some debt with your backer(who generally exist on the spectrum of dangerous people to cross). As your debt climbs, you start suffering perminant penalties, which get worse, until your body and soul are made forfit to the mercy of your backer.
These are some basic ideas but I was wondering if anyone had any clue as to develop the idea further.
The title should explain this, but what i was wondering about was if the players or enemies (with the relevent feats like catch off guard) could combine non weapon objects into an improvised weapon (like a horse shoe on a rope). i imagine it would be possible to tie a length of rope or sting onto a dagger to make it easier to retrieve(but limiting range), but i'm not clear if you could have a bucket on a rope and use that as an impromptu flail/ meteor hammer.
Okay, I know about how the witch class works for the most part. Despite not being able to play pathfinder as much, also having never gone to any society elements(being a novice with an interest in the books and living in Hamilton nz(also still being at high school, and new to the country)), understand the witch is a curse/debuff machine(with other goodies thrown in for good measure). I have a question though about something. Namely the witches hut grand hex. The way It's described in the book, this thing is as a walking shed on legs, a mobile home that follows you around and follows orders. Now we come to some of the art from the reign of winter adventure path...with the Witchs huts getting involved in the fight. Now considering this, I now imagine a clan of witches, in their witches huts, going to war. Vibes of Star Wars kick in with the chicken walkers and suddenly that shack seems to be worth the investment. Near perminant housing anywhere, a powerful creature to help in a fight, a method of faster travel, and a mobile platform to unload artillery(nuking spells) and allies. Provided nobody minds the house shaking as it moves. Do I have this right, or is it just a shack.
This is a revival of a race i posted on the forums before. the thing i have noticed is there are no options in paizo for an undead player race, or a plant race for that matter. they leave you the tool kit but then just kind of leave. I'm going to try to create a undead race that isn't just a zombie or skeleton, starting with my original race idea... the stitched(or stitchling). The stitched are a product of necromancy like most undead. However, because of sheer luck or an change to the original spell, they maintain their free will and some vestiges of their former personality. This fortunate sentience has helped many to avoid the usual fates of the undead, however the same courtesy is not truly extended to their body. Most stitched are cursed with decay, a rot that will eventually claim their flesh and return them to death. To off-set this, the stitched use a variety of methods of prevent the physical decay of their bodies, often substituting skin, limbs and organs with artificial or natural alternatives, harvesting materials from the dead, or purchasing them from various sources. Though their exterior is more easily maintained, the internal decay of the stitched is more insidious. without the application of certain preservative chemicals on a daily basis(around 2+ liters daily), their mental and physical state deteriorates, leading often to regression toward more mindless undead behaviour, or insanity. Some have Achieved a cure for their deterioration, but these cures is rare, highly expensive and often very unpredictable. Most stitched live toward the poorer sectors, where the persecution of the undead is more limited, or in secretive communes that live alongside the general populations but are still restricted by the isolation. Stitched or Stitchling adventurers are often a little unstable but will work themselves to their physical limits(and somethimes beyond) to help their freinds and allies, even if only for personal gain. Stitched
Decay (stitched must injest at least 2 litres of presevative fluids (30 gold per liter(or 2x that in similar toxin, or 4x that amount in strong alcohol) every day or suffer from -2 dex, and a cummulative -2 to 1 random mental stat per day. if any of the 3 mental stats reachs 0, the player dies(charisma), becomes a hostile undead zombie(intelligence), or becomes an hostile stitched under the control of the gm. penalties to mental stats are removed with remove
In the ancient days, before the rift scarred the moon with its power-seeding the planet below with crystals and rare minerals, while also rendering the great empires of Tarskan unto the dusts of ruin and ending the golden age-the planet of Tarskan had prospered into a beacon of science, magic, and technology, fuelled by the mining of the moons bounty. But as technology grew more and more advanced, so to did tensions and demand for the minerals and rare jewels of the moons caverns. Wars broke out on the surfaces and in the caverns of both spheres. Though it is unclear how, a rift formed in the deepest depths of the moon, swallowing a large section, and regurgitating it toward the planet. The resultant impact decimated all but a handful of the cities and reshaped the world into a desolated wasteland. Though life survived, the old world was all but Smoldering ruin. For the next few centuries, the surface rebuilt slowly, while cities in the depths flourished as trade, power and authority grew as weak spirits were drawn to shielded embers of the old world. Then troubles began, starting in the old gated cities, as the portals opened and insidious creatures began to emerge. The balance of magic was corrupted as jet black crystals erupted around the planet, spreading like a cancer over the surface and into underground, twisting the minds and bodies of those exposed to these dark stones. The primal forces became restless and the very aspects of nature fought back against this blight. It is a time for heroes to emerge and protect the shards of civillisation from the dangers of Lunatarska. Setting details so far... Advanced tech is available Magic is drawn from either 'the tides', pure crystal devices, or the dangerous powers of the rift Bulletproof armours and weaves exist(acting as armour against bullets) Guns everywhere(sort of, with the advanced technology, a firearm is generally a good weapon, but the lack of establishments for industry leave ammunition in short supply, and most high tech weapons are hard to find) A currency of barter+service-trading a laser rifle for a sack of raw crystals is more likely to be a good trade if you know who has the best deals on processing the crystals into clips. So yes, you can spend all your money killing an enemy, metaphorically and literally.
The antipaladin really has not recieved a lot of love from paizo for a while, while the paladin recieved a lot more in comparison. So here I was wondering what you could do to make an antipaladin that could stand up to some of the more modern iterations of the paladin. What better place to start than with the antithesis of the holy gun archetype, the hell marked gunslinger, a chaotic gunslinger who uses dark magic to help bolster his lethal skill with firearms. As for building the class, I was thinking of dissecting the holy gun and replacing the main spell lists and relevant abilities with those that would suit an antipaladin. Personally I could see such characters as being the kind of whom act as debt collectors for demons, made deals with Devils for vengence and blood, and indulge in vice and sin for the pursuit of pleasure and personal gain. And if a posse come to collect whatever bounty is on your head, lay them out or hang them high. Either way, only one of you is leaving that situation alive. Any ideas to make this work better? Or are there any that have any crazy class ideas they want to share?
Pathfinder is a game with dark aspects and elements. dark subject matter like torture, crime, death and other subject matter that is quite uncomfortable to think and talk about, are potentially able to be used. So, in the vein of dark fantasy law and order, i was wondering what kind of Non-standard (i.e not the usual hanging, beheading or burning that has been done before). Points for being especially creative and/or terrifying. but please...lets not have rape be an element of these executions. its disturbing enough as it is without the added trauma. okay. to start this going... 1. The LAST THRONE OF THE MONARCH: an execution reserved for the nobility. the victim is locked into a chair of metal by both the hands and feet. the chair is then hooked onto a crane and submerged slowly into a Vat of molten gold, heated to white hot temperatures. once the monarch is completely submerged in the liquid gold, a sorcerer flash freezes the victim in the liquid gold, freezing them solid and then the chair and the victim is drawn out of the vat, a golden statue of their last moments of agony before their death.
The Ulster cycle is a series of stories and tales drawn together following the legendary heroes of irish/celtic myth and legend. While all this is very interesting, i was wondering how to translate some of these legendary heroes into the pathfinder setting and system. The ones i am most interested in are... Scáthach, the teacher and warrior woman, also known as 'the shadow' and 'warrior maid' (my feelings lie toward the areas of brawler/fighter, given her skill as a warrior woman and a martial artist) Cú Chulainn, resident raging badass of the ulster cycle. My opinion is that he probably might fall under the areas of bloodrager or barbarian(due to his ríastrad(or warp spasm, which leads to his rage mutating his body and causing him to inflict a brutal amount of damage). true neutral since he is honor bound as well as prone to rash actions that cause problems for himself and others.
Alchemists and spell casters share some distinct similarities when it comes to options. The major difference is how a spell and an infusion operate. A spell can be instantly cast, or takes time, while an infusion ends up being bottled just like a potion. However, I would say that some spells could be insanely fun if opened up to an alchemist. Paticularly the offensive spells. So to facilitate this, I am thinking of creating offensive infusions called blast mixes. A blast mix is an alchemical varient on the actual spell, which must be mixed before the spell can be used. Once the reagents are mixed, the spell activates, so it would be a good idea to direct the reaction towards the enemy, have the reaction hit you. The alchemist can store and preserve a blast mix, but it can only be used once and never recieved the perminant alteration to the infusion.
Note, this setting is inspired by '9', a film set in a stitch punk/diesel punk world. The world of Phantasma is one where a timeline might be nessesary, but to make a long story shorter, around the 19th century, scientists discover a miracle power source called Phantasma. Extracted from the bodies of the dead, Phantasma supercharges the technological elements of the era, with the creation of powerful robots, extremely advanced devices, and deadly weapons. However as life expectancies increased as the dread epidemic typhoid was dealt with, the scientists found that Phantasma supplies were running low. Desperate to cause more deaths to enable the generation of more Phantasma, some turned to more insidious methods, including murder and increasing political tensions between the great powers, all while perfecting machines to harvest the Phantasma where ever it might appear. Eventually some scientists developed a virus that would extinguish life from all living beings in an area. This virus was released, and ultimately wiped out almost all life on the planet, save a few species. It also wiped out all human life. However, machines created to harvest and process Phantasma began work overtime, changing the vaporous Essense into a crystalised form which was then used by the fabricators to create from the remains of the old world, tiny constructs. Sentient and curious, these creations began to explore and interact with the large world around them. Overtime, these constructs have become entire species, from the cloth covered stitched to the doll-like marionettes, the flesh covered Skinned to the near skeletal Remenants. They have divided, and began to shape the world they exist in. But their world is still fraught with peril, as the ancient machines that keep the cycle of 'life' and 'death' going become more and more unreliable, as the surviving speicies grow more and more intelligent as they feed on the crystal hearts of any construct they can kill, as monsterous aberrations of construct begin to roam the crumbling ruins of the city, seeking new victims to capture and harvest for parts. And even the smallest heroes must rise to face the challange. Main elements about the setting: The game is set to a tiny/diminutive scale with medium equating to gigantic in pathfinder terms. Magic is a part of the setting, coming from manipulating the energy stored within the crystal Hearts of the constructs, or drawing on naturally existing Phantasma. There are no divine powers in the setting persay but there are various powerful machine gods that the players can be Servents and believers of. These do not grant spells, but do grant unique and powerful abilities to such constructs. There are no 'living' creatures in the setting that you can play as. The only living species are instinctual, insane and dangerous. The players, and most entities in the setting are constructs, most only about a few inches high. The machine gods are not playable and also are at about 6-9ft high in terms of actual scale. No money, at least as a currency. Most currency is bartered scrap and therefore has good level of haggling involved to get good trades. Guns are a strange case. Most of the players are really small, and therefor a bullet is actually quite powerful. All guns are heavy weapons that have extreme recoil. Any shot from a gun will force the firer backwards. So while guns are everywhere, because of small scale and their value, guns are also very difficult to come by. Most cannot carry allot of ammo for the gun, as bullets are naturally quite big. Mobility is key. Having a grappling hook, a rope or even a zipwire can mean the difference in getting a good position or being dead. Any thoughts or ideas on how to make the setting work, or ways to improve it?
Considering the variable nature of pathfinders archetypes, classes and variable feats, I was wondering what I would need to do to create a footpad(or highwayman). My first instinct was to try and build a swashbuckler or gunslinger, but I am still confused about how to incorporate the other elements of the character style(namely the pistols or rapier) into the character build. Should I go swashbuckler and pickup amateur gunslinger or should I go gunslinger and pickup weapon proficiency for rapier and build that way into it? Any thoughts or ideas?
Undead are generally creatures born from spirits that have been tainted to serve various masters, or have succumbed to taint and returned as dread Spectors and ghosts. There are naturally some exceptions to the rule but most fall into this category. Phantoms, meanwhile are spirits who's strong emotions Enabled them to break the cycle and return to the mortal plain, where they bonded with a spiritualist. Revenants are chance mixing of the 2, with semi-tainted spirits returning to their original bodies after their death, re-animating them as beings of inhumanly intense emotions. The nature of a revenant is twofold, one is their emotions are what drives to remain in the mortal plain, which are so intense they can only barely control them. A moments lapse can trigger a massive emotional outburst, sometimes leading to the harm of others. Another is their fragmented memory. The simple action of reanimating their body in their emotional state has the side effect of damaging their memory often to the point where most remenants cannot remember their own name or many details about their life before. Most revenants are Wanderers, traveling from place to place, seeking answers about their past, or trying to satisfy their powerful emotions. They might join with parties of adventurers to achieve these aims. Profile (from race builder)
Emotionally unstable-revenants are driven by their Intense and extremely powerful emotions, which sometimes they cannot control. During character creation, the revenant can pick one(and only One) of the following emotions and their triggers... Envy-Hearing or reading Complements of other peoples work Wrath/Hatred-Agressive or insulting actions or words thrown toward you Lust- Beautiful/Attractive people Jealousy-like lust, but with violent responses to People interacting with those you are attracted to. Fear- Frightening situations, stories or places Zeal- Praise given to your beilefs or work. negative responses against your work or beliefs provokes a violent responce. Vengance-Violent actions taken against yourself or others When a revenant engages in a social interaction that triggers their emotions, they must make a will save, or be forced to spend 1d6 minutes acting in acordance with that emotion in the most extreme and immediate way possible. They must continue to act in that manner until they return to their senses. they are not concious of their actions while in this state.(maybe a -4rp) Amnesiac-revenants suffer a -2 penalty on all knowledge checks, and can only recall small amounts of information about their past without assistance(-1rp) total (maybe 12-14rp) any thoughts or suggestions? I was building this race for a undead swashbuckler/mysterious stranger gunslinger based on a Highwayman or footpad.
The world of Golorian is around about(at its average peak) the 17th/18th century in terms of technology(with a little bit of 19th century+ thrown in for good measure), but at the same time the roads are generally the place where bands of cutthroats and monsters attack wagons and caravans. Considering the power and wealth of some people, it seems odd that a stagecoach has not appeared at some point. Drawing on the numerous romanticized tales of the likes of dick Turpin, I have decided to try and make a character that is(or was) a Footpad, which is basically a highwayman without a horse. Considering that, i was wondering (since highwaymen are known for the pistol and rapier combo), which class I should take for the character. Do i go with gunslinger(for pistol focused work), or the swashbuckler(for the rapier and general 'cavalier attitude to fighting') This is kind of an important factor for the character, an i'm not sure how to go about it. Any advice would be appreciated.
The advanced race guide gave people the option to play homebrew races, which were mostly crafted from a selection of preset traits from preexisting races. This got me wondering, could you go further into the realms of the bizzare. So I decieded to try an build a campaign where the players were not average in any way.
After this, the general setting would be... You are former employees of various big bands that got slain by the heroes. You have survived your masters downfall and now are free to seek employment as mercenaries and sell-swords. Because there are not that many groups immediately hiring your sevices, and funds are growing short, you decide to do the unthinkable...become adventurers and help the humans you have previously encountered as enemies.
For the most part, dream linked stuff in dungeons and dragons is generally in the realm of sleep spells, communication through dreams, or nightmares. While some of these spells are quite useful, I think that dreams are an element much like any of the numerous fire, ice, lightning, earth and other spells with connections to the various planes of existance. This is where I am putting in the idea(based in part on various magical girl anime, as well as other instances where the dream world has become a part of the story) that there is an elemental plane of dreams, much like there is for fire, ice and other elemental forces. Dream magic is something of an elemental anomaly, being potentially any element at any given time. Much like the wild magic sorcerer of dnd 4th, the players make the attack roll, and then roll a d6 when it comes to the element of the spell.
As for the look of it, think of the most interesting/bizzare, flashy, or beautiful looking images you have ever seen, then translate that into an attack. Like a flurry of exploding rose petals, or a rainbow beam of sparkly doom. Any ideas on what kind of spells would work with this. Or what sort of hexs, archetypes or other ideas you have about this sort of thing.
This is in part a side path to This, focusing extensively on the idea of the borrowers(along the lines of the fantasy stories by Mary Norton). As a concept, Borrowers are a race of tiny, humanoid creatures that live in the shadow of "the Big People"(everything else). Because they are such a small race, they cannot build or manipulate the world around them to the same extent as "the Big people", so they instead live in the shadows of their civilizations, "borrowing" small objects and items to support their small colonies and havens. they "pay" the former owners of these objects with items and objects of their own. Since they are so small, they actually are at quite a risk from the "big people", with most encounters ending in swift and brutally violent deaths for the borrowers involved. Yet some borrowers form actual bonds with the big people and help them with their problems. Some are even fascinated by the stories and tales of adventure, danger and excitement, taking up the hallmarks of an adventurer and setting off to make a name for themselves as a hero or legend. These borrowers have learned to punch above well above their weight, scaling their larger adversaries and striking their weak points with devastating effect. others have turned to magical or divine arts, and become devastating small scale pockets of destruction against even the largest foes.
This is in part a side path to This, focusing extensively on the idea of the borrowers(along the lines of the fantasy stories by Mary Norton). As a concept, Borrowers are a race of tiny, humanoid creatures that live in the shadow of "the Big People"(everything else). Because they are such a small race, they cannot build or manipulate the world around them to the same extent as "the Big people", so they instead live in the shadows of their civilizations, "borrowing" small objects and items to support their small colonies and havens. they "pay" the former owners of these objects with items and objects of their own. Since they are so small, they actually are at quite a risk from the "big people", with most encounters ending in swift and brutally violent deaths for the borrowers involved. Yet some borrowers form actual bonds with the big people and help them with their problems, or are
Florafaunar is a home-brew setting of pathfinder that is designed to focus on the adventures of faeries, 'cultured animals', Intelligent insects, tiny constructs, and the numerous variants of borrowers(tiny versions of the pathfinder races we know and love). The Scale of the setting is tiny as medium, which puts diminutive and fine into small and tiny respectably. this also renders the entirety of the residual elements into several scales larger than normal. Now even a rabbit is a terrifying concept to face. Fortunately, whether it be naturally intense magic or the clever engineering of the people of the setting, weapons and items from pathfinder directly cross into the world of Florafaunar. Even Firearms, which you will need to survive the worlds you are in. Gods are an interesting element of the setting, being that there are the pathfinder gods as well as other gods who hold dominion over Florafaunar. these gods are based on the aspects of the seasons, ideas and on the principles of the various clans.
As someone with a bizarre imagination and a odd taste in music, many of my ideas end up originating from songs, like this one, a Servent of a dark God who lacks the general maliciousness of most others of her gods faithful(idea originating from 'take me to church'). I was thinking that might be interesting especially if I chose to play a warpriest, since this opens the doorway to a more militant options without locking me into a specific alignment(like lawful good or chaotic evil). The question is should I. Considering all the stigma attached to evil, especially chaotic evil, Should I try building a warpriest of lamashtu that is chaotic neutral. I would make no secret of it, but still try to be a hero like the others.
As the Joker is to Batman, Moriarty is to Holmes, so too are Pathfinders and their personal rivals locked in a deadly game of cat and mouse, cloak and dagger, destined to cross paths many a time, but until the time comes, never settle their scores. My Methodology to building these rivals is a matter of alignment, reputation, and affinities between the pathfinder and his rival, and vise versa. Generally, rivals are normally opposed to the character in alignment, though some are on the same axis or are even of the same alignment. Then reputation, normally it is the same as the protagonist, though their circles might differ(batman being the Dark Knight, while the Joker is the Clown Prince of Crime). As a general rule, they share the same level, as any fight between the 2 should be challenging, as both are evenly matched. Then the final Important element being affinities. Affinities are the feelings that both share for one another. They don't have to match, but they can(so the joker might Hold an awe/respect for batman, but Batman holds the joker in disgust). these might have mechanical elements, like if you hold somebody in dread(like John Val John does with Inspector Javier) and as such suffers penalties to engage directly with such foes. Any thoughts, or ideas on this, or even just your own experiences with rivals in the past.
As the Joker is to Batman, Moriarty is to Holmes, so too are Pathfinders and their personal rivals locked in a deadly game of cat and mouse, cloak and dagger, destined to cross paths many a time, but until the time comes, never settle their scores. My Methodology to building these rivals is a matter of alignment, reputation, and affinities between the pathfinder and his rival, and vise versa. Generally, rivals are normally opposed to the character in alignment, though some are on the same axis or are even of the same alignment. Then reputation, normally it is the same as the protagonist, though their circles might differ(batman being the Dark Knight, while the Joker is the Clown Prince of Crime). As a general rule, they share the same level, as any fight between the 2 should be challenging, as both are evenly matched. Then the final Important element being affinities. Affinities are the feelings that both share for one another. They don't have to match, but they can(so the joker might Hold an awe/respect for batman, but Batman holds the joker in disgust). these might have mechanical elements, like if you hold somebody in dread(like John Val John does with Inspector Javier) and as such suffers penalties to engage directly with such foes. Any thought, or ideas on this, or even just your own experiences with rivals in the past.
A campain I have been wanting to do for some time is one linked to the conceptial maguffin of the staff of time. Basically, the party end up going through a dungeon, face a villan(who is an evil Magic user that uses a staff to control time). they defeat the villan and... they end up sending themselves back in time to prehistoric golorian. the staff can take them back, but it needs time to charge up the power for another time jump. Because the party kind of duffed it up during the battle, the time jumps can only take them a random amount of time into the future. during their journey, they encounter various time periods where the general understanding and mechanics of the game are altered(for example, the first time period "the Age before Gods", has very limited divine magic, since the majority of the gods do not exist in this time periods. they can gain divine power by encouraging faith into the people of this time period into their god, though this will affect the world later.) the timeperiods i have at the moment are as follows. 1. The Age Before Gods-prehistoric golorian, where gods are more concepts, and 'divine beings' are normally creatures that have gained their power through the beleifs of people. 2.The 6 kingdom periods(or the Empires of the jinn)-Genies and outsiders invade and conquer large portions of Golorian, the primative humans and other races are forced into slavery or are merely subjects to these beings. This is a period of great magic, and vast technological expansion. the era ends with the great uprising, where humans and the other races banish the outsiders or seal them away in vessels, forceing them into serving those that release them.
Like a living trap, the mimic is a creature born to hide in plain sight, a monster that masquerades as something ordinary and harmless, like a treasure chest, a door or some innocuous object. Their are many variants of the mimic, from the wolf-in-sheep's-clothing to the bag of devouring. their aberrant nature is alien on its own yet some twisted experimenters(in the alchemical and arcane arts) have created something even more twisted. Through their experiments they managed to meld the living physiology of a test subject with the aberrant and alien nature of the mimic. The result of these experiments were more ofthen than not, desasterous failures, with the spawn not surviving more than a few days. But sometimes a successful hybrid is born, a species only known as the Mimic-kin, A humanoid creature sharing a similar shifting physiology to the mimic, while maintaining a mind and intellect to assume a humanoid form. Of this variant to the mimic, there are a number of sub-catagories associated with them, from the deceptive and vicious trapjaws to the reflexively shifting sheild-skins to even the arcane experts of the Runecarved. regardless, most mimic-kin have a painful exisitance associated with social stigma and their true nature bubbling below the surface of their skin. Race profile from race builder(approximate point limit=18rp total)
If you are setting a campaign in an aquatic environment(going in the style of sinbad the argonauts, the odyssey, or just pirates), what kind of races do you bring, what weapons do you give the players and how do you make it work. I already know about skull and shackles, the amazing little sand box that it is. What kind of stories do you tell, what threats do you have them face. Personally, I would get the players in an odyssey/sinbad style adventure where it is not the destination, but the journey that really matters. and if the destination changes as they choose to go full pirate, then i just roll with the punches. If i was in skull and shackles, i'm playing an gillman, since i am of a really soft disposition and "SCREW YOU CAPTAIN!!, I am saving that woman you threw overboard". or if i run it, i will make her a gillman and laugh when she climbs back onto the players ship, with much profanity toward the captain that just stole her ship.
Gods and godhood in Golorian are kind of bizzare thing. Given the fact that some people actually become gods within the setting(intentionally or unintentionally), there must be some way for people to become gods, though my guess is that there must be some thing to it. And now i come to my three at the top. Lesser gods(or local gods) are gods normally worshiped within a small area, but also possess power divine(though not as much as the actual gods). These gods might have more direct connections to peoples lives and might be worshiped in different way to the general groupings(thinking HOLO from spice and wolf). Incarnations are the forms and ways a god might appear to the people, normally to help or punish specific people. For the lesser gods, this is more or less their main state of being. and my question as far as these things is, should i try to make an archetype or class based around the idea of a chosen vessel for these lesser gods. Like a oracle or cleric that was able to channel the power of their divine state through their mortal body to do magic(being able to manifest their divine side as a physical thing rather than a spiritual communion.
The occult playtest introduced a bunch of really cool classes for the occult adventures book. Now I wonder what kind of options/archetypes they will introduce for these classes. Some I can already imagine, but others I wonder about what kind of things you would do with the classes. From vital energy kineticists to dark spirit spiritualists, there are huge amounts of potential for cool, exicting variations of these classes. What do you think, leave comments and ideas below.
This might be something of a personal question, or a minor fan-style thing. But I have to get this off my chest. Does anyone have any ideas on how to recreate mechanically some thing resembling the ghouls/ghouls abilities from within Tokyo ghoul. Ghouls are here, their abilities are here. With the pathfinder system, I imagine it would be possible to recreate this using elements from the white haired witch archetype(done as its own thing though, not as part of the witch), but after that more help and work would need to be done. Any thoughts and comments below, and feedback is appreciated.
Having never played a pathfinder game and maybe getting to try one at Armageddon in Hamilton this year(missed the chance last year), I was thinking about Homebrew options for existing pathfinder classes, and ideas for Homebrew classes of my own. Given my experience as far as games and mechanics(none), my main element is in concepts, with a few interesting ideas turning into really flavourful personalities and abilities. Some of my previous ideas included the Murumasa sword smith(a samurai archetype that made and used cursed swords), and from there the order of folded steel(a cavalier order that treated the sword as an extension of the self, and so forged and tempered their own weapons against others). Yet I need to learn how to make classes and races without relying as heavily on the help of others(though I am thankful for any assistance given in the past and in the future to help work the concept with the mechanics since I know how bad I am with this). So this is me putting some ideas out for abilities and classes and also asking for advice on making the classes work while remaining balanced and not retreading ground already covered. I did that before and ultimately felt very foolish in comparison to everyone else.
Continuation of this thread, my first undead race is looking good, thanks to the help of the likes of Goddity and kazaan. Now I want to experiment with the concept of undead(or restless dead) as player races. From the use of uniques limitations and interesting abilities, the concept and mechanics might mesh into a beautiful or grotesque creation. With that in mind, I wonder what kind of undead(or restless dead) based races exist already (homebrew or otherwise) and what might you like to see more of. I will put some more races on here as soon as I work out the concept properly. Thank you
there are not that many pathfinder undead player races. we have dhampirs, but they are only half undead. For me, I want to create a undead that does not fall into the general area of skeleton or vampire type. Inspired by Sankarea and some of Tim Burton's more human looking undead(or non-mechanical constructs), I have decided to make an undead in the style of a zombie. This is the Stitched. Stitched are Undead, born from the bodies of those reanimated while still barely alive(like extremely near death, heading into the light kind of deal). While they are undead, they lack the normal compulsions of zombies to feed on the flesh of the living, and have a vivid lust for life that might be explained as their minds coming so close to death that they learn to enjoy life to the fullest. Despite this, they are still undead, as is defined by the nature of their condition. Stitched are subject to decay, like all undead(save the vampire) and as such slowly begin to fall apart-physically and mentally. This is extremely distressing, as most that decay too far become insane violent monsters, hell bent on gorging on living flesh, or eventually succumbing to rot and fading from life. To prevent this, all stitched have a compulsion- the need to have at least 2 pints of embalming fluid/preservative poisons daily to prevent the decay. In addition, most stitched will use various materials(including cloth, sawdust, Wood etc to patch up their forms and replace missing limbs(this is not necessary for their survival, but most do it to keep up the image of continued life, and look presentable to other living creatures). Failure to do so will cause symptoms to develop(namely the stiffening of the body, the repressed instinct to feed on living flesh, insanity, the loss of inhibitions). If these symptoms persist for roughly 10 days, the stitched will succumb to the decay, becoming a violent monster under the control of the GM. 2 months later, they will die(if they are not killed already). These symptoms can be stopped with the missing dose of embalming fluid/preservative poison. Most Stitched tend to live in specially built enclaves outside of cities and towns, or in abandoned, derelict buildings, often with the buildings other residents. Because of their existence, most are refused entry into the majority of temples, inns and other places of the living, though adventures of good repute are allowed in such establishment(normally after a detect alignment spell is cast on them, along with detect intent). Most enclaves are lead by a powerful necromancer, a skilled alchemist or a charismatic individual, who works to protect the enclave and help the stitched find a cure for their condition(namely the preventing of madness and death by the decay, rather than their own undeath). Life within the enclave is a life full of color and excitement, as most try to experience the wide array of sensations life has top offer.
there are not that many pathfinder undead player races. we have dhampirs, but they are only half undead. For me, I want to create a undead that does not fall into the general area of skeleton or vampire type. Inspired by Sankarea and some of Tim Burton's more human looking undead(or non-mechanical constructs), I have decided to make an undead in the style of a zombie. This is the Stitched. Stitched are Undead, born from the bodies of those reanimated while still barely alive(like extremely near death, heading into the light kind of deal). While they are undead, they lack the normal compulsions of zombies to feed on the flesh of the living, and have a vivid lust for life that might be explained as their minds coming so close to death that they learn to enjoy life to the fullest. Despite this, they are still undead, as is defined by the nature of their condition. Stitched are subject to decay, like all undead(save the vampire) and as such slowly begin to fall apart-physically and mentally. This is extremely distressing, as most that decay too far become insane violent monsters, hell bent on gorging on living flesh, or eventually succumbing to rot and fading from life. To prevent this, all stitched have a compulsion- the need to have at least 2 pints of embalming fluid/preservative poisons daily to prevent the decay. In addition, most stitched will use various materials(including cloth, sawdust, Wood etc to patch up their forms and replace missing limbs(this is not neccesary for their survival, but most do it to keep up the image of continued life, and look presentable to other living creatures). Failure to do so will cause symptoms to develop(namely the stiffening of the body, the repressed instinct to feed on living flesh, insanity, the loss of inhibitions). If these symptoms persist for roughly 10 days, the stitched will succumb to the decay, becoming a violent monster under the control of the GM. 2 months later, they will die(if they are not killed already). These symptoms can be stopped with the missing dose of embalming fluid/preservative poison. Most Stitched tend to live in specially built enclaves outside of cities and towns, or in abandoned, derelict buildings, often with the buildings other residents. Because of their existence, most are refused entry into the majority of temples, inns and other places of the living, though adventures of good repute are allowed in such establishment(normally after a detect alignment spell is cast on them, along with detect intent). Most enclaves are lead by a powerful necromancer, a skilled alchemist or a charismatic individual, who works to protect the enclave and help the stitched find a cure for their condition(namely the preventing of madness and death by the decay, rather than their own undeath). Life within the enclave is a life full of color and excitement, as most try to experience the wide array of sensations life has top offer.
For the most part, the nightmare hex is generally impractical since it can only be used on a sleeping target, and if the person is sleeping, they are vulnerable to coup de grace attacks from everyone. To counter this uselessness, I have an idea for a hex designed to make nightmare more viable in combat. Hex name:waking dream
So now you can target people in battle with nightmare after hitting them with waking dream, giving them penalties to hit and dodge while also dealing a lot of damage to the target. Any thoughts on this hex? Do you have any ideas for Homebrew hexes of your own? Please leave your thoughts and ideas below. Thank you |
