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248 posts. Alias of Uncommoner.




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The Culinary Magic Cookbook contains updated rules for the Culinary Magic subsystem, previously introduced in Letters from the Flaming Crab: Culinary Magic.

The Cookbook features 75+ recipes that both you and your character can make. What better way to enhance your RP than to share with your gaming group the same Breakfast Pizza that your character makes!

All that is required to utilize the Culinary Magic subsystem is 1 feat and an investment in the Craft (culinary) skill. We believe that cooking is the magic which belongs to everyone!


Now available!

And the first ten folks to leave a comment below get a free copy of Monster Circus!

If you receive a free copy of this PDF, we would greatly appreciate feedback in return (review, comment below, email, or PM)!


Now available!

And the first ten people to leave a comment below get a free copy of the Household Magic Catalog!

If you receive a free copy of this PDF, we would greatly appreciate feedback in return (review, comment below, email, or PM)!


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Here!

The series exploring the strange and the familiar is back!

We haven't assigned the Letters to months, yet. The schedule will be up by tomorrow. Here's what we've got coming:

  • Libraries and Research
  • Imaginary Friends
  • Religious Communities (Deific Benefits for non-Clerics)
  • The Puppet Show
  • Gremlins
  • Dangerous Spores


Flaming Crab Games turned 2 years old this month! And the owner Alex Abel got engaged, moved to Texas, and is now a fire-breathing crab 40 hours a week!

Celebrate with us and help Alex stock his new home with food. (We're not really sure what crabs eat.)

Check out the sale here! Everything is 40% off!


Lots of exciting 3pp material this month!

Thanks for the Coins & Credit mention!


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Hi, all!

The last few months I've had a real blast helping get J Gray's (soon to be monthly) project The Letters from the Flaming Crab off the ground. Each "Letter" we hire 3-4 writers to tackle a completely different topic than the last brewed by J.

Letters that do well are explored further into more robust books. For example, we're about to get writing for Culinary Magic II underway with ALOT more magical recipes! These Letters are a fun way for us to toy with experimental topics in 10-12 pages.

However, as a ghost crab sized company, it's not financially feasible for me to hire 3-4 writers and 1-2 artists every single month. So Flaming Crab Games will be launching a Kickstarter next week to make that possible. (We did just get funding for the Archetype Compendium, but a completely different team is working on that. The Letters won't get in the way of the Archetype Compendium and vice versa)

But before we launch the Kickstarter, I'd love to have you guys vote on what topics we should tackle next. It doesn't matter how wacky or weird! These Letters are all about being spontaneous and fun! The poll is here. Feel more than free to add your own suggestions! The poll will continue during the Kickstarter. We just want to get an idea of what's going to be popular.

Also, we've got a sale going on for our 2015 Letters! J started a thread discussing that here.


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I was flipping through the CRB here, and it said true resurrection takes 10 minutes to cast. With my luck, however, it's going to take 12 days. Oh well, I can't stop casting now! I'll see you guys December 1st on Kickstarter!

Here are some changes for this launch:
Because we figured out how to significantly reduce printing/shipping costs we've reduced the base goal to 1/5 of what it was before (we exceeded that number in the first launch).

We're redesigning the way we're doing archetypes. Every single archetype will have something unique and flavorful. No archetypes will be simple combinations of classes or reused archetypes from other classes. Expect these archetypes to provide more options than your average archetype!

We're doing away with the voting system. It prevented us from showing anything off during the Kickstarter. We'll be able to show off multiple archetypes each week with examples and concept art!

----

Feel free to discuss what you'd like to see for the relaunch below!


For those of you that haven't picked up any of Flaming Crab Games' products, we typically use a parchment style for our PDFs to make them prettier and to have fantasy-esque style. Additionally, we aim to use plenty of original art whenever possible.

Unbeknownst to me until recently, it seems as though many folks print out 3pp PDFs for use at the table. And thinking about it, our parchment style would likely use up a decent amount of ink. I'm sure the art would soak up a lot of ink, as well.

So my question is this: would you like a simple low-ink version of each future PDF we release (no illustrations, no parchment backgrounds, etc.)? We still want our books to look nice, but we want an option for folks that want a physical copy of our stuff to take to a table without dishing out money for a hardcover.


Woot! Thanks for mentioning the Demon Shaman!


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As plenty of you folks are aware, Superstar 2015 is underway! It's a time of blood, sweat, tears, and most importantly...courage!

Stepping into the world of freelancing is daunting. And those of you that have submitted a magic item this year have completed a task so few have been able to do.

About 800 people have submitted to the contest this year, and that's just plain awesome! However, only 32 will make it to the next round. But I'm sure there's plenty of talent to be found in the other 700+ submissions out there.

So here's an open call to all who've submitted to the Superstar contest this year! You're already a star, so let's get something of yours made!

The next Flaming Crab Games product (to be named) will be a tome of magic items made by you folks! We want to get as many talented people on board as we can! And we already know you've got experience making magic items!

EDIT: Please wait until the first round is over to let me know which item you submitted. Feel free to PM me or email me at flamingcrabgames@gmail.com.
I previously stated that you could use your Superstar submission. Please do not, it's the property of Paizo.


Hi, all.
For the vast majority of products thrown up for public playtesting; we see classes, feats, and other player products. I'm interested in playtesting a bestiary that I'll be releasing relatively soon; however, I'm not sure if this is a vain effort since it's a lot more work to get a GM to test something out for you than it is for a player to try something out. Do you publishers that sell monsters usually just playtest them within your groups?

IF people happen to be interested in playtesting monsters for my company Flaming Crab Games, the mentioned bestiary is the the Flaming Crab Monster Codex: Urban Encounters I.

It'll contain 12 urban themed monsters (CR 1/2 to 11), 2 templates, and possibly 10 (semi-player friendly) monster feats. We're most interested in getting the templates playtested. However, getting most of the material tested-out would be fantastic!


Does anyone have any house-rules they use to make Pack Lord Druids, Broodmaster Summoners, Beastmaster Rangers, etc. work?

As of now, having a level 20 character with four level 5 wolves seems a little underwhelming. Even having a level 19 and a level 1 wolf seems ridiculous. Of course, there's the option of taking Boon Companion, but that seems to only fix the temporary for each time it's taken.

Off the top of my head, I may suggest something like this (very rough):

On the left is the number of animal companions. On the right is the effective druid level adjustment for each companion. Then have a feat that does something like "Boost your effective druid level for each of your companions by 1. This feat may be taken multiple times, its effects stack."

1 | -0
2 | -1
3 | -2
4 | -3
6 | -4


Hey, all!

To cut to the chase, Flaming Crab Games is an upcoming publishing company dedicated to bringing you plenty of options like new base classes, archetypes, monsters, magic/mundane items, spells, and a lot more!

Most of our products will be light-hearted and fun! Our classes, monsters, and eventually the campaign setting of Ren will be taken much more seriously (while still hopefully fun!).

Here's what we have lined up:

*Bosco's Precious Wares (featuring items such the Movable Rod, Deck of Many Cards, Overly Buoyant Shoes, and much more ..erm..useful items!)
*101 Silly Spells (featuring spells such as Anticipate Barrel, Endure Elephants, Open Clothes, Meatier Strike, Commend Undead, and many more spells for that special wizard!)
*New Base Classes: including the Drifter (a jack-of-all-trades/master-of-none inspired by the Factotum) and the Shifter (a "mundane" shapeshifting class)
*101 Plot Hooks
*Animals & Familiars (featuring new familiars such the Venus Flytrap, Elementals, and Butterfly; and animal companions such as the Goat, Sloth and Chameleon!)
*Non-Magical Weapon/Armor Enhancements!
*101 Cursed Items and Cursed Properties!
*Archetypes for existing classes, such as the Scoundrel, a sneak-attack less rogue archetype!
*1001 Tavern Options (featuring a variety of food and drinks, both exotic and simple)

Our bigger projects:
*The Flaming Crab Bestiary (featuring 150 new monsters, about 30 mythic monsters, 20 monster templates, more monster feats!)
*The Ren Campaign Setting!

Check us out Flaming Crab Games!

We hope to bringing you snazzy products in a matter of weeks!


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Since the days of old, there's been a strange expectation that divine casters in D&D/Pathfinder have the role of whacking people with a mace instead of working magic like their arcane counterparts.
In other games, such as World of Warcraft, it's hardly uncommon to see classes like the Priest that fully depend on the use of magic and not martial process.

Because much of the desire to play a divine caster is in its flavor, most notably the Domains of Clerics; I have created Domain-like Dogmas for the base class below. These dogmas have much more "arcane-like" spells that focus on battle-field control, blasting foes, buffing allies, etc. instead of self-buffing, while still staying true to the divine flavor of domains. These dogmas are spontaneously cast in the same way that a cleric spontaneously casts cure spells.

And because of time that'd be spent formatting, I won't put up all of the dogmas/subdogmas nor archetypes.

I present to you: the Reverend! (I'm respectfully giving Adamant Gaming the rights to the name Priest)

Within the echoing halls of every cathedral are clergymen preaching or even orchestrating the miracles of their praised deity. While most of these holy men are content with the life behind a podium, some don their robes and holy symbols and venture into the world of adventure as a hand of their god. Whether these reverends bring peace, disorder, healing, or corruption depends on the forces that grant them their awesome power.

Role: A reverend often stays near the back in the party,taking on a role not unlike the wizard. A reverend's dogma heavily influences her spellcasting style, causing her to be a master of buffing her allies, controlling the battlefield, or blasting her foes. Like a cleric, all reverends must focus their worship upon a divine source. While the vast majority of reverends revere a specific deity, a small number dedicate themselves to an abstract concept worthy of devotion - such as battle, death, justice, or knowledge - free of deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Ability Scores: A reverend’s spells rely on Wisdom. Her special abilities Channel Energy depend on Charisma. Due to her her lack of armor, a decent Dexterity score is helpful. And such is the case for every adventurer, a good constitution is important.

Alignment: A reverend’s alignment must also be within one step of her deity's, along either the law/chaos or the good/evil axis.

Hit Dice: d6

Starting Wealth: 2d6 x 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10gp or less.

Starting Age: As wizard.

Class Skills
The reverend’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Base Attack Bonus Progression: Half (as wizard)

Fort: Poor
Ref: Poor
Will: Good

Spells Per Day: As Cleric, but +1 spell slot per level instead of domain spell slot.

Class Features

Weapon and Armor Proficiency:

Reverends are proficient with the club, dagger, light mace, quarterstaff, and wooden stake. Reverends are not proficient in any armor or shields. A reverend's spellcasting is affected by arcane spell failure if she wears armor or shields.

Aura (Ex):

A reverend of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells:

A reverend casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A reverend must choose and prepare her spells in advance.

To prepare or cast a spell, a reverend must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reverend’s spell is 10 + the spell level + the reverend’s Wisdom modifier.

Like other spellcasters, a reverend can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Reverend Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Reverends meditate or pray for their spells. Each reverend must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a reverend can prepare spells. A reverend may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Dogmas:

A reverend’s deity influences her alignment, what magic she can perform, her values, and how others see her. A deity grant dogmas of the same name as the domains they represent. A reverend chooses three dogmas from among those belonging to her deity. A reverend can select an alignment dogma (Chaos, Evil, Good, or Law) only if her alignment matches that dogma. If a reverend is not devoted to a particular deity, she still selects two dogma to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment dogma still applies.
Each dogma grants a number of dogma powers, dependent upon the level of the reverend, as well as a number of bonus spells that a reverend adds to their list of spells known.
In addition, a reverend gains the listed powers from both of her dogmas. Unless otherwise noted, activating a dogma power is a standard action.

Orisons:

Reverends can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Reverend Spells Per Day. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:

A reverend may “lose” any prepared spell in order to cast a dogma spell of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells:

A reverend can’t cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:

A reverend’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Channel Energy (Su):

Regardless of alignment, any reverend can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good reverend (or a neutral reverend who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil reverend (or a neutral reverend who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral reverend of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the reverend. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two reverend levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the reverend's level + the reverend's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A reverend may channel energy a number of times equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A reverend can choose whether or not to include herself in this effect.

A reverend must be able to present her holy symbol to use this ability.

Religious Study:

Starting at 2nd level, a reverend gains a bonus on Knowledge (Arcana), Knowledge (Religion), and another Knowledge of her choice (reflecting the focus of her deity) and Linguistics skill checks equal to half of her deacon level (rounded down). In addition, she may make these Knowledge and Linguistics skill checks untrained.

Enlightenment:

At 20th level, a reverend discovers the ultimate truths in all of her deity's dogmas, not just the three that she has rigorously studied. At the beginning of each day, a reverend may change her selected dogmas to up to three others that she qualifies for.

Dogmas
A reverend can select any two dogmas granted by her deity. Deities grant dogmas of the same name as the domains they grant. A reverend without a deity may select any two dogmas (subject to GM approval). If a dogma’s power duplicates a spell effect, the reverend’s caster level for that power is equal to her reverend level.
Subdogmas are listed under each corresponding dogma. Subdogmas have different powers and spells than their associated dogma. A reverend may not select both a dogma and one of its subdogmas.

Air:

Dogma Power: +1 caster level when casting spells with the air descriptor
Dogma Spells: 1st—alter winds, 2nd—wind wall, 3rd—call lightning, 4th—river of wind, 5th—control winds, 6th—chain lightning, 7th—scouring winds, 8th—whirlwind, 9th—elemental swarm (air spell only).

Cloud
Associated Dogma: Air
Replacement Power: +5-ft. radius of cloud spells
Replacement Dogma Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—stinking cloud, 4th—solid fog, 5th—cloudkill, 6th—greater sand whirlwind, 8th—incendiary cloud, 9th—storm of vengeance.

Wind
Associated Dogma: Air
Replacement Dogma Spells: 3rd—cloak of winds, 6th—path of the winds, 9th—winds of vengeance.

Animal:

Dogma Power: Allies’ animals (summoned, companion, or mount) are healed +1 damage per die from your healing spells and channel energy.
Dogma Spells: 1st—charm animal, 2nd—animal aspect, 3rd—dominate animal, 4th—greater animal aspect, 5th—animal growth, 6th—summon nature's ally VI*, 7th—animal shapes, 8th—summon nature's ally VIII*, 9th—summon elder worm
*animals only

Feather
Associated Dogma: Animal
Replacement Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Dogma Spells: 2nd—animal aspect, 3rd—fly, 4th—cape of wasps (takes the form of hummingbirds), 6th—mass fly, 8th—summon nature's ally VIII*, 9th—shapechange (beast shape IV* only)
*birds only

Fur
Associated Dogma: Animal
Replacement Dogma Spells: 4th—cape of wasps (takes the form of small bats), 9th—shapechange (beast shape IV* only)
*mammals only

Artifice:

Dogma Power: Your healing spells and channel energy can restore hit points to objects and constructs.
Dogma Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—transmute metal to wood, 8th—polymorph any object, 9th—gate

Construct
Associated Dogma: Artifice
Replacement Dogma Spells: 2nd—skinsend, 4th—soothe construct, 5th—rapid repair, 6th—animate objects, 7th—control construct, 8th—call construct, 9th—true resurrection (only constructs)

Toil
Associated Dogma: Artifice
Replacement Power: Your harming spells and channel energy can damage objects and constructs.
Replacement Dogma Spells: 1st—command, 2nd—disfiguring touch, 3rd—ray of exhaustion, 4th—bestow curse, 5th—waves of fatigue, 6th—major curse, 7th—waves of exhaustion, 8th—binding, 9th—mass hold monster

Trap
Associated Dogma: Artifice
Replacement Power: Whenever you make a trap, choose one: increase the DC of the Perception check required to locate your trap by +2, increase the DC of the Disable Device check required to disarm your trap by +2, increase your trap's attack bonus by +1, or increase your trap's saving throw by +1.
Replacement Dogma Spells: 1st—detect snares and pits, 2nd—snare, 3rd—improve trap, 4th—fire trap, 5th—spike stones, 6th—major curse, 7th—teleport trap, 8th—binding, 9th—mass hold monster

Chaos:

Dogma Power: +2 to pierce the spell resistance of Lawful outsiders
Dogma Spells: 1st—protection from law, 2nd—communal protection from law, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—freedom

Azata
Associated Dogmas: Chaos, Good
Replacement Dogma Spells: 1st—expeditious retreat, 3rd—fly

Demon
Associated Dogmas: Chaos, Evil
Replacement Dogma Spells: 1st—doom, 3rd—rage, 4th—chaos hammer, 6th—planar binding (demon only), 9th—summon monster (chaos spell only)

Entropy
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—entropic shield, 4th—confusion, 7th—destruction

Protean
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—lesser confusion, 3rd—displacement, 6th—planar binding (proteans only)

Revelry
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—goodberry, 2nd—hideous laughter, 3rd—good hope, 4th—create food and water, 6th—heroes' feast, 8th—irresistible dance

Whimsy
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—color spray, 2nd—hypnotic pattern, 4th—confusion, 6th—cloak of dreams

Charm:

Dogma Power: +1 caster level when casting enchantment spells
Dogma Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—charm monster, 5th—dominate person, 6th—geas/quest, 7th—mass charm monster, 8th—demand, 9th—dominate monster

Love
Associated Dogma: Charm
Replacement Dogma Spells: 2nd—enthrall, 8th—euphoric tranquility

Lust
Associated Dogma: Charm
Replacement Dogma Spells: 2nd—unnatural lust, 3rd—lover's vengeance, 4th—confusion, 8th—sympathy


Just to be clear, I'm not looking for digital form-fillable sheets/excel files. I'm looking for a character sheet that lets me edit the text itself on the sheet. Specifically, I want to edit the skills on a character sheet (Replace X skill with Y skill).
I know that I could just create my own character sheet, but I'd love to have something like the Neceros character sheet with minor homebrewed tweaks.
Thanks


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I’ve always believed that a wonderful archetype of fantasy was the wise, gentle healer. An elderly fellow monk-like fellow (without the calloused knuckles!) who went out of his way to heal the weak but was fully capable of kicking some evil behind by blasting holy light. I’m afraid the cleric class tries too hard to make a character a mini-version of their god, capable of smacking foes over the head with a mace and fully decked out in shiny armor.

I present the Priest. A base class for those who want to play a clerical type that focuses more on healing and magic than self-buffs for foe-smacking.

The Priest
“It is better to light a candle than curse the darkness.”
- Eleanor Roosevelt

The power of faith is not always embroidered in shiny armor and a bloodied sword. One does not need to become an avatar of a deity to do good in this world. For many, hope does not come from brave knights lathered in holy symbols, it comes from the simple and soft-spoken preacher in robes. Sometimes, healing the weak does more good than slaying evil. However, that’s not to say the priest does not excel at blasting her foes from afar with holy fire.

Role: A priest often stays near the back in the party, healing the injured from afar and blasting enemies from even farther away. A priest is often less zealous about her religion as a cleric. A cleric may do good because her deity expects it. A priest uses her religion to do good.

Ability Scores: A priest’s spells rely on Wisdom. Her special abilities like Holy Strike and Lay on Hands depend on Charisma. Due to her use of ranged strikes and her lack of armor, a decent Dexterity score is helpful. A priest of high Intelligence can best utilize her excellent knowledge skills.

Alignment: Any good. A priest’s alignment must also be within one step of her deity/religion, along either the law/chaos or the good/evil axis.

Hit Die: d6

Starting Wealth: As cleric.

Starting Age: As wizard.

Class Skills
The priest’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Saves: Fort-poor, Ref-poor, Will-good
Base Attack Bonus: 1/2 progression
Spells Per Day + Known: As cleric, without bonus Domain spell

Class Features by Level:

1: Aura of Good, Domains, Holy Arcane, Holy Strike 1d6, Orisons, Spontaneous Casting
2: Lay on Hands, Religion Study, Holy Power
3: Holy Arcane, Holy Strike 2d6
4: Holy Power
5: Holy Arcane, Holy Strike 3d6, Lay on Hands 10'
6: Holy Power
7: Holy Arcane, Holy Strike 4d6
8: Holy Power, Lay on Hands 15'
9: Holy Arcane, Holy Strike 5d6
10: Holy Power, Lay on Hands 20'
11: Holy Arcane, Holy Strike 6d6, Lay on Hands 25'
12: Holy Power, Lay on Hands 30'
13: Holy Arcane, Holy Strike 7d6, Lay on Hands 35'
14: Holy Power, Lay on Hands 40'
15: Holy Arcane, Holy Strike 8d6, Lay on Hands 45'
16: Holy Power, Lay on Hands 50'
17: Holy Arcane, Holy Strike 9d6, Lay on Hands 60'
18: Holy Power, Lay on Hands 70'
19: Holy Arcane, Holy Strike 10d6, Lay on Hands 80'
20: Holy Power, Lay on Hands 100'

Class Features
The following are class features of the priest.

Weapon and Armor Proficiency
Priests are proficient with the battle aspergillum, club, dagger, light mace, quarterstaff, and wooden stake. Priests are not proficient in any armor or shields.

Aura of Good
The power of a priest’s aura of a good (see the detect good spell) is equal to her priest level.

Spells
A priest casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A priest must choose and prepare her spells in advance.
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Priest Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Priests meditate or pray for their spells. Each priest must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Dogma
A priest’s deity influences her alignment, what magic she can perform, her values, and how others see her. A deity grant dogmas of the same name as the domains they represent. A priest chooses two dogmas from among those belonging to her deity. A priest can select an alignment dogma (Chaos, Evil, Good, or Law) only if her alignment matches that dogma. If a priest is not devoted to a particular deity, she still selects two dogma to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment dogma still applies.
Each dogma grants a number of dogma powers, dependent upon the level of the cleric, as well as a number of bonus spells that a priest adds to their list of spells known.
In addition, a priest gains the listed powers from both of her dogma, if she is of a high enough level. Unless otherwise noted, activating a dogma power is a standard action.

Holy Arcane
A priest’s faith grants her extraordinary magic unavailable to most divine casters. Starting at first level and every odd level after, add one spell from the sorcerer/wizard spell list to the priest’s list of spells known. Once a spell is chosen, it may not be changed.

Holy Strike
A priest may send out a surge of holy fire through her holy symbol to sear her enemies. As a standard action that provokes an attack of opportunity a priest may fire a close range ray (25 ft + 5 ft/ 2 levels) that deals 1d6 damage at first level and an additional 1d6 damage every 2 levels after. A priest may holy strike 3 + Cha times per day.

Orisons
Priests can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Priest Spells Per Day. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
A priest may “lose” any prepared spell in order to cast a “holy arcane” or domain spell of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells
A priest can’t cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages
A priest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Lay on Hands
Beginning at 2nd level, a priest can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her priest level plus her Charisma modifier. With one use of this ability, a priest can heal 1d6 hit points of damage for every two priest levels she possesses. Using this ability is a standard action, unless the priest targets herself, in which case it is a swift action. Despite the name of this ability, a priest only needs one free hand to use this ability.
Alternatively, a priest can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the priest possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
At 5th level, lay on hands is a swift action even when using it on others. In addition, the priest may use this ability as a ranged touch attack with a 10 foot range. With more priest levels, this range continues to increase, as seen on Table: Priest.

Religious Study
A priest gains a bonus on all Knowledge and Linguistics skill checks equal to half of her priest level. In addition, she may make Knowledge and Linguistics skill checks untrained.

Holy Power
At 2nd level and every 2 levels after, a priest may select an altered effect for her holy strike ability. Abilities marked with an (*) asterisk may not be used in the same strike.

List of Holy Powers:

Burning Retribution: Targets that are hit by the ray form of holy strike or fail the reflex save against one of the other forms must make a Will save equal to 10 + ½ the priest’s level + the priest’s charisma modifier or take additional divine damage equal to the priest’s level for a number of rounds equal to the priest’s charisma modifier. If cast on a target that’s already taking burning divine magic, the length of the burning simply renews; no additional damage per round is dealt. A priest must be 6th level before taking this holy power.

Careful Strike: The priest may ignore one target in holy explosion, holy blast, or holy spray. She may take this multiple times. Each time she takes this holy power, she may ignore an additional target. She must have Holy Bomb before taking this holy power.

Empowered Blast: Increase the damage die from holy strike by one step to a max of 2d6. (i.e. 1d6 to 1d8 to 1d10 to 1d12 to 2d6) This may be taken multiple times, its effects stack.

Extra Strikes: The priest gains 3 additional uses of holy strike per day. This may be taken multiple times. Its effects stack.

Holy Blast*: The priest releases a holy strike as a line from her holy symbol. All creatures within a 120-foot line from the priest receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier.

Holy Bomb*: The priest may direct a holy explosion, holy blast, or holy spray in a spot within close range of the priest (25 ft. + 5 ft./2 levels). A priest must have holy explosion before taking this ability.

Holy Chain Strike*: After a holy strike hits a target, it immediately leaps to a target within 30 feet, dealing one die less damage. If this second ray hits, it leaps to another target, dealing one die less damage than the target before it. Each consecutive target gains +2 AC versus the ray than the target before it. All targets must be within 30 feet of each other.

Holy Explosion: Holy strike causes a burst centered on the priest that affects all creatures in a 30-foot radius. Instead of a touch attack from the priest, all creatures affected receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier.

Holy Shield: A priest may use a charge of holy strike to add her Charisma bonus (if any) to her deflection bonus to AC and CMD for a number of rounds equal to her priest level.

Holy Spray*: The priest’s holy symbol blasts a 60-foot cone. All creatures within a 60-foot cone from the priest receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier.

Martyr Strike: The priest deals full dice damage with holy strike, but she takes half damage. If her holy strike affects multiple targets, she takes full damage as if it were a single ray. This self-inflicted damage stacks with damage a priest takes if she is hit with her own strike.

Merciful Strike: A holy strike deals nonlethal damage.

Persisting Shield: A priest’s holy shield’s duration is increased to a number of minutes equal to her priest level.

Permanent Shield: A priest’s holy shield lasts until dispelled. A priest must be level 6 before selecting this holy power.

Quick Strike: Holy strike is treated as an attack action, not as a standard action.

Safe Strike: Holy strike does not provoke an attack of opportunity.

Dogmas

A priest can select any two blessings granted by her
deity. Deities grant dogmas of the same name as the
domains they grant. A priest without a deity may
select any two dogmas (subject to GM approval). If a
dogma’s power duplicates a spell effect, the priest’s
caster level for that power is equal to her priest level.

Dogmas:

Air Dogma

Dogma Power: Holy Strike deals +1 lightning damage per die
Dogma Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Animal Dogma

Dogma Power: Allies’ animals (summoned, companion, or mount) take no damage from Holy Strike. In addition, these animals are healed +1 damage per die from your healing spells and lay on hands.
Dogma Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Artifice Dogma

Dogma Power: Your healing spells and lay on hands can restore hit points to objects and constructs.
Dogma Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Chaos Dogma

Dogma Power: +2 to pierce the spell resistance of Lawful outsiders
Dogma Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Charm Dogma

Dogma Power: Treat caster level as 2 higher for purposes of enchantment spells
Dogma Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Community Dogma

Dogma Power: Treat caster level as 1 higher when casting a spell that benefits every ally within 60-ft.
Dogma Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Darkness Dogma

Dogma Power: +1 caster level while in shadowy illumination or dimmer
Dogma Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Death Dogma

Dogma Power: Treat caster level as 2 higher for purposes of reanimating and controlling undead.
Dogma Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

Destruction Dogma

Dogma Power: Deal +1 damage with spells that deal negative energy and with touch of corruption.
Dogma Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Earth Dogma

Dogma Power: Holy Strike deals +1 acid damage per die
Dogma Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Evil Dogma

Dogma Power: +2 to pierce the spell resistance of Good outsiders.
Dogma Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Fire Dogma

Dogma Power: Holy Strike deals +1 fire damage per die
Dogma Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Glory Dogma

Dogma Power: Holy Strike deals +2 damage per die against undead
Dogma Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Good Dogma

Dogma Power: +2 to pierce the spell resistance of Evil outsiders
Dogma Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing Dogma

Dogma Power: Allies heal +1 damage per die from your healing spells and lay on hands.
Dogma Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Knowledge Dogma

Dogma Power: Use Wisdom bonus instead of intelligence on knowledge checks.
Dogma Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Law Dogma

Dogma Power: +2 to pierce the spell resistance of Chaotic outsiders.
Dogma Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Liberation Dogma

Dogma Power: +2 on dispel checks against effects that restrain or constrict.
Dogma Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Luck Dogma

Dogma Power: Targets of your lay on hands gain a luck bonus on attack rolls, AC, and saving throws equal to your Wisdom bonus (minimum 1) for 1 round.
Dogma Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Madness Dogma

Dogma Power: Targets of your touch of corruption receives a penalty on either attack rolls, AC, or saving throws equal to your Charisma bonus (minimum 1) for 1d3 rounds.
Dogma Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Magic Dogma

Dogma Power: +1 caster level when casting spells gained with holy arcane.
Dogma Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Nobility Dogma

Dogma Power: Add your Wis in addition to your Cha to determine Leadership score.
Dogma Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Plant Dogma

Dogma Power: You may select from the druid spell list with holy arcane.
Dogma Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Protection Dogma

Dogma Power: Spend a use of Holy Strike to grant an ally a deflection bonus to AC equal to your Wisdom modifier for a number of rounds equal to your level.
Dogma Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Repose Dogma

Dogma Power: Treat your caster level as 1 higher when casting spells of the necromancy school.
Dogma Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Rune Dogma

Dogma Power: +1 caster level when casting a spell from a scroll.
Dogma Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Scalykind Dogma

Dogma Power: Select one- acid, cold, electricity, and fire. At the beginning of your turn, decide if holy strike deals this damage.
Dogma Spells: 1st—magic fang, 2nd—animal trance, 3rd—greater magic fang, 4th—poison, 5th—animal growth*, 6th—eyebite, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange.
* Includes only viper and constrictor snakes

Strength Dogma

Dogma Power: Use your Wisdom score to determine your carrying capacity and on Strength checks (to kick open doors, etc.)
Dogma Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Sun Dogma

Dogma Power: +1 caster level while in bright light.
Dogma Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Travel Dogma

Dogma Power: +10 movement speed.
Dogma Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Trickery Dogma

Dogma Power: +1 caster level with illusion spells
Dogma Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Void Dogma

Dogma Power: +1 caster level with summoning spells
Dogma Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th—greater planar binding,9th—interplanetary teleport.

War Dogma

Dogma Power: Targets of your lay on hands gain a bonus to damage equal to your Wisdom bonus (minimum +1) for a number of rounds equal to ¼ your priest level (minimum 1).
Dogma Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Water Dogma

Dogma Power: Holy strike deals +1 cold damage per die
Dogma Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Weather Dogma

Dogma Power: Your holy strike causes gust of wind to those it affects. Holy strike that affects an area also affects the area with gust of wind.
Dogma Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

Archetypes currently being made:
Dark Priest: Evil, swap touch of corruption for lay on hands, Aura of Evil swapped with Aura of Good
Necromancer: Targets killed by (weaker) holy strikes are raised as undead, lay on hands -> touch of corruption
Warlock-type: More frequent and more powerful holy strikes. Diminished spellcasting. No lay on hands and one dogma.
Grey Priest: No aura, can do both (weaker) touch of corruption and lay on hands, can have conflicting dogmas and spells (ex. evil and good dogmas), perhaps diminished spellcasting


http://paizo.com/pathfinderRPG/prd/advanced/spells/suffocation.html
^ Link to the spell in question

I was wondering what happens to a player's HP if he fails the first save but survived the next couple. Does the character stay at 0 HP until he gets healed or does a night's rest get that HP back? I understand that getting all air extracted from your lungs doesn't spell happy times, but I find it odd that a high level character would have to get bombarded with healing spells to get his breath back.