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Female Native American/Scotts_Irish Nostic Christian Mystic

Romani folklore encompasses the folktales, myths, oral traditions, and legends of the Romani people. The Romani were nomadic when they departed India during the Middle Ages. They migrated widely, particularly to Europe, while other groups stayed and became sedentary. Some legends (often from non-Romani peoples) say that certain Romani have passive psychic powers such as empathy, precognition, retrocognition, or psychometry. Other legends include the ability to levitate, travel through astral projection by way of meditation, invoke curses or blessings, conjure or channel spirits, and skill with illusion-casting. The Roma from Slavic countries believe in werewolves.[1] Romani chovihanis often use a variety of herbs and amulets for protection. Garlic is a popular herb used by the Roma.

Gypsy mysticism includes a variety of customs, ceremonies, and beliefs related to fortune-telling, sorcery, and witch-doctoring. Some of these beliefs include:

Psychic powers: Some legends say that Romani people have psychic powers, such as empathy, precognition, and the ability to levitate.

Amulets and herbs: Romani people often use amulets and herbs for protection, with garlic being a popular choice.

Werewolves: Roma people from Slavic countries believe in werewolves.

Divination: Gypsy mysticism includes divination under the moonlit sky.

Charms: Gypsy mysticism includes the art of crafting powerful charms.

Some say that Gypsy magic may have originated in India or the East.

Here are some books that explore Gypsy mysticism:

Dictionary of Gypsy Mythology
By Claude Lecouteux, this book is described as a great starting point for learning about Gypsy culture.

Mystical Gypsy Magic
This book explores the rich tapestry of Gypsy mysticism, including the art of fortune-telling and crafting charms.

Feud
The blood revenge, blood feud or vendetta is an old form of private vengeance, which is usually intended to restore Romani family honor by killing an opponent. It only occurs after serious damage to honor, such as the killing itself, which no other damage compensation within the feud can do justice to.

Purity and death
See also: Marime
Clothes for the lower body, as well as the clothes of menstruating women, are washed separately. Items used for eating are washed in a different place.

Childbirth is considered "impure" and must occur outside the dwelling place; the mother is considered "impure" for 40 days.

The Muslim Roma (Horahane) in the Balkans adopted the Islamic culture during the Ottoman Empire period, and so did the Ritual purity in Islam.

Gypsy Folklore

Gypsy Society

Gypsy Society:
The Romani people are a distinct ethnic and cultural group of peoples living all across the globe, who share a family of languages and sometimes a traditional nomadic mode of life.[1] Though their exact origins were unclear,[2] recent studies show Kashmir in Northwest India is the most probable point of origin.[3] Their language shares a common origin with, and is similar to, modern-day Gujarati and Rajasthani, borrowing loanwords from languages they encountered as they migrated from India. In Europe, even though their culture has been victimized by other cultures, they have still found a way to maintain their heritage and society.[4][5] Indian elements in Romani culture are limited, with the exception of the language.[6][7] Romani culture focuses heavily on family. The Roma traditionally live according to relatively strict moral codes.[8] The ethnic culture of the Romani people who live in central, eastern and southeastern European countries developed through a long, complex process of continuous active interaction with the culture of their surrounding European population.

Linguistic and phonological research has traced the Roma people's origin to places in the Indian subcontinent. Many report in extracts from popular literature that Romani emerged from the North-west regions of India, rather than from Central India.[10] Features of phonological developments which emerged during the early transition stage from Old to Middle Indic prove that the history of Romani began in Central India.[11] The Romani language shares many features with the Central Indo-Aryan languages such as Hindi, Urdu, Punjabi and Rajasthani; it also shares connections with Northern Indo-Aryan languages like Kashmiri, and the language itself contains Persian, Arabic, Greek and Armenian words.[12] Linguists use these phonological similarities as well as features of phonological developments which emerged during the early transition stage from Old Sanskrit to Middle Indic Prakrit to conclude that the history of Romani began in Central India.

Another legend described the Persian king Bahram V, who took musicians from India to Iran at A.D. 420–438, then wandered over the Silk Road to Europe. Some believe the Roma are their descendants.

In Balkan Romani an Orthodox Christian Roma is named Dasikane or Daskane or Das, the meaning is sometimes given as a slave or servant.

Deities and saints
Ritual bath during the Romani pilgrimage of Saintes-Maries-de-la-Mer
Blessed Ceferino Giménez Malla is considered a patron saint of the Romani people in Roman Catholicism.[45] Virgin of Hope of Macarena is considered a patron saint of the Spanish Gypsies.[46]

Saint Sarah, or Kali Sara, has been revered as a patron saint in the same manner as the Blessed Ceferino Giménez Malla, but a transition occurred in the 21st century, whereby Kali Sara is understood as an Indian deity brought by the refugee ancestors of the Romani people, thereby removing any Christian association. Saint Sarah is progressively being considered as "a Romani goddess, the Protectress of the Roma" and an "indisputable link with Mother India".[47] The Roma pilgrimage for the dark-skinned Saint Sara in Saintes-Maries-de-la-Mer is said to have possibly been the Egyptian servant of the three Marys.[48][49] The day of the pilgrimage honouring Sarah is May 24; her statue is carried down to the sea on this day to re-enact her arrival in France.

Christian Roma ceremonies and practices
Roma often adopt the dominant religion of their host country if a ceremony associated with a formal religious institution is necessary, such as a baptism or funeral (their particular belief systems and indigenous religion and worship remain preserved regardless of such adoption processes). Some Roma continue to practice "Shaktism", a practice with origins in India, whereby a female consort is required for the worship of a god. Adherence to this practice means that for the Romani who worship a Christian God, prayer is conducted through the Virgin Mary, or her mother, Saint Anne. Shaktism continues over 1,000 years after the people's separation from India.

Romani elders serve as spiritual leaders; there are no specific Christian Roma priests, churches, or Christian Roma scriptures, the exception being the Pentecostal Roma, most in Western society.

Within the United Kingdom, a large proportion of British Roma (40% by some estimates) are members of Light and Life, a Charismatic Pentecostal Christian movement.

Gypsy Lore:

Romani folktales
edit
Bald Pate[3]
"The Captive's Tale and Circumcision"[4]
"The Creation of the Violin"[5]
"Fedor and the Fairy"
The Foam Maiden
"Jack and His Golden Snuff-Box"
"The King of England and his Three Sons"
"The Little Bull-Calf"
"Mossycoat"
"The Red King and the Witch"[6]
"The Yellow Dragon"[7][8]

Motifs in Romani folklore
See also: Motif (folkloristics)
Bababiljos (male love deity)
Baba Fingo (the Saviour)
Baro kar ("big human penis"; see also lingam)
Bear worship
Beng (the Devil)
Bibi (Romani cult)[9]
Bona ("baptism")
Biboldo ("unbaptized")
Crystal ball
Crystal gazing
Curse
Chindo ("circumcised")
Devla (God)
Devleski Day (Mother Goddess)
Dhampir (half-vampire)
Dispater (god of death)
Divination
Dragon
Fairy[10]
Fire worship[11]
Fortune-telling
Gana (Queen of Witches)[12]
Gemstone
George's Day in Spring
I Gudli Saybiya (female guardian angel)
Gypsycraft (Romani magic or witchcraft)
Hamsa (amulet)
Horse worship
Household deity
Incantation
Kakava (Turkish spring festival)
Moon worship[13]
Mullo (vampire)
Palmistry
Phallus worship[14]
Pharaun[15]
Psychic
Rat-catcher
Saintes-Maries-de-la-Mer
Saint Sarah
Shaktism
Sunet bijav ("circumcision ceremony")
Tarot card reading
Tasseography
Trishul ("cross"; see also trishula)
Ursitory
Vampire pumpkins and watermelons
Werewolves
See also
edit
Gypsy Lore Society
The Red King and the Witch: Gypsy Folk and Fairy Tales
Romani society and culture


hello, i am posting as a alternate for shandar, no clue about where we are but i will attempt to read catch up and post in his stead. Thank you.


Quote:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: PFRPG_Adjustments_frumple.user (line 914) - Thing 'sCBFlyPoor' (dynamic tag) - Group 'AdjManeuv' not defined
File: PFRPG_Adjustments_frumple.user (line 919) - Thing 'sCBFlyGood' (dynamic tag) - Group 'AdjManeuv' not defined
File: PFRPG_Adjustments_frumple.user (line 925) - Thing 'sCBFlyAver' (dynamic tag) - Group 'AdjManeuv' not defined
File: PFRPG_Adjustments_frumple.user (line 929) - Thing 'sCBFlyPerf' (dynamic tag) - Group 'AdjManeuv' not defined
File: PFRPG_Adjustments_frumple.user (line 935) - Thing 'sCBFlyClum' (dynamic tag) - Group 'AdjManeuv' not defined
I just did these same steps and it all worked fine. It would appear somehow the file "PFRPG_Adjustments_frumple.1st" is gone. My only thought would be is that did NOT have the "Community Bestiary" installed? As the above only fixes the "Community Bestiary" package not "all" community packages.

So go to "Tools->Manage Third Party Updates" please remove the "Community Bestiary Hot Fix" if you never had the CB installed.

FAQs for Community Pathfinder Pack:

1) How do I remove a Community Pack or see which Addons I have installed?
A: (Windows/Mac) Go to Tools->Manage Third Party Updates this will show all the Packs you have installed and the version. To remove highlight Pack name and press "Delete".

A: (iPad) Start the app and Pathfinder game system. At the bottom of the app is the "Updates" button press it. In the bottom left side is a box (Installed Updates) that contain all the Packages (official and community) you have installed. To remove "LEFT SWIPE" on the Pack name until you see the "DELETE" button appear. Press the red "DELETE" to remove the Pack.

http://www.shadowsoftware.net/herolab/d20/

http://www.shadowsoftware.net/herolab/d20pfsrd/

http://forums.wolflair.com/showthread.php?t=51966

Or you may go here to download the software to install it, its up to you.

(PS, THIS IS KARA OF EOSTROS GAMES, YES I AM ASKING AND ANSWERING MYSELF, SORRY FOR THE CONFUSION, HOPE YOU CAN USE WHAT I FIND!)

ADD THIS TO YOUR UPDATES SOURCES
http://www.shadowsoftware.net/herolab/d20pfsrd/updates.xml

http://www.shadowsoftware.net/herolab/d20/updates.xml

Shadow Chemosh of Shadow Software wrote:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: PFRPG_PlayerPack_Sources.1st (line 21) - Source - Duplicate record encountered ('srcHideDei')

Any Ideas
Not sure what "fix" you are referring too actually. But the above looks like you installed the Community Bestiary and Community Player Pack which can not be loaded together.

So uninstall both CB and CPP and reload just the ONE you need.


File: FGG_Rappan_Athuk.user (line 6511) - Thing - Duplicate record encountered ('skCrafPois')

SHADOW CHEMOSH wrote:

ShadowChemosh
Senior Member
Volunteer Data File Contributor

Here is my two cents on how to do this really easy.

1) Start HL
2) Start Pathfinder
3) go to "Tools->Start Editor".
4) go to "File->Open Data File...".
4) Open file "FGG_Rappan_Athuk.user"
5) Click on "General->Skill" tab.
6) Find "Craft Poison" and click on it on the left side.
7) Press blue button "Delete" at bottom left of screen (say "yes" to really delete).
8) Press blue button "Save"
9) go to "File->Save Data File"
10) Close Editor.
11) Close Hero Lab
12) restart HL and Pathfinder.
13) Enjoy!


Female Native American/Scotts_Irish Nostic Christian Mystic

well figured how to login on this as myself

-Posted with Wayfinder


Female Native American/Scotts_Irish Nostic Christian Mystic

Cherokee Prayer Blessing
May the Warm Winds of Heaven
Blow softly upon your house.
May the Great Spirit
Bless all who enter there.
May your Mocassins
Make happy tracks
in many snows,
and may the Rainbow
Always touch your shoulder.


Welcome Gypsy Rose! Glad to see you accepted my invite. We can totally help you with your builds. What I will do is place you in the queue, so as a new comer, you will get preferential treatment for your first MCA, meaning, you'll be up next after we finish with the current Warlord and Spell Rider MCAs. After that, you'll be placed in the normal cycle in the queue, of which I post updates for every so often.

Thank You for the priority, that is great!

I would suggest look at our Creative Guidelines for MCAs. This will give you an idea of what we do and how we do it. I assume you want to go with your Wiz/Drd first?

Thank you, I will look at them, and yes, my priority is the wizard/drd combo; I am currently playtesting a version of it in a campaign, but I could figure how to do it as a MCA, so stacked it as a prestige class. Although doing it that way in pathfinder seems to confuse people as my DM says prestige classes are no good.

Some things to consider for your first MCA are:

1) What class features of the Wizard do you want to keep, and what are you willing to lose.

2) What druid abilities would you like to add to the wizard chassis.

I was hoping I could get some suggestions, i have some definite ideas and have versions of each made but am reluctant to post my versions because they may cloud the advice, would rather just give the goals of the class and see what people throw out so i can see if what i have is a valid test, then i will be happy to post it in full.

You may want to check out our Terramancer (Wiz/Drd), Spellfused Warden (Drd/Wiz), and Essentia Shaman (Drd/Wiz) to see if any of those have what you are looking for, or for ideas.

Feel free to search our Primary Class list of MCAs...

thanks


Elghinn Lightbringer wrote:

Welcome to the 7th Multiclass Archetypes thread both old and new posters. As always, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Dependign on how things progress, only one NEW MCA will be posted at a time, with a wiki MCA revision, or two new MCAs at the same time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that...

Hi, I am new here, but I wanted to take this opportunity to say hi and mention i am looking to build three MCA's;

First is a Primary Wizard, Secondary Druid with a focus on Combined Spells, Summoning and Wild shaping.

The second one is a Primary Cleric and Secondary Monk with a focus on Favored Weapons and Elemental Fist and Nature.

Third is a Primary Ranger Secondary Witch; The ranger is a ranger who cast arcane spells as a witch (instead of a druid) and keeps a magical beast as a companion instead of a animal.

Any ideas on how to accomplish these classes would be appreciated.

Gypsy Rose


Elghinn Lightbringer wrote:

This is a continuation of the previous thread MULTICLASS ARCHETYPES, which was becoming too long. So we have begun a second thread, and will continue to do so as long as our work continues and each thread becomes too long

This is a collaborative development thread for the Multiclass ARchetypes concept presented in the previous thread. Anyone is welcome to make suggestions, give feedback, and try our playtests. Many of the MCAs (Multiclass Archetypes) are under reconstruction to be more in line with our most recent adjusted guidelines for creating them.

We now return you to your regularly scheduled developmental thread.

This is the most current paytest document for any one wishing to see what we are doing, or to actually playtest them.

Core and Base Multiclass Archetypes Playtest Document

For additional or previous documents go HERE, and go to the Multiclass Archetypes folder.

Wizard/Druid - Arcane Heirophant

Hit Die: d6
Requirements
• Base Attack Bonus: +4
• Feats: Arcane Armor Training
• Skills: Knowledge (arcana) 5, Knowledge (nature) 5
• Spells: Able to cast 2nd level arcane spells and 2nd level divine spells
• Special: Arcane Bond and Hunters Bond or Nature Bond class feature

Class Skills
The Arcane Hierophant's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency: You gain no proficiency in any weapons or armor. You abide by the same armor restrictions that druids do, and you lose your divine spellcasting ability and supernatural or spell-like class abilities if you wear prohibited armor or carry a prohibited shield.

Arcane Armor Mastery: When casting an arcane spell, the Arcane Hierophant can reduce the arcane spell failure chance for any non-metallic light or medium armor. You learn to cast arcane spells while wearing the types of armor that druids favor. You gain Arcane Armor Mastery as a virtual bonus feat when wearing non-metallic armor.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class and a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one arcane spellcasting class or more than one divine spellcasting class before becoming an arcane hierophant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Eldritch Bond: The Arcane Heirophant gains certain abilities based on her Arcane Bond/Nature Bond/Hunters Bond class Features.

the Arcane Hierophant strengthens her connection to a special animal or Bonded Item and Domain or School. At 1st level, choose either an existing animal companion, Familiar or Bonded object and if she has both a animal companion and arcane familiar she must choose one to release (though she takes no penalty for doing so).

She must also choose to continue focus on either her domain powers or her arcane school powers as part of this choice. If she chooses her arcane school she may choose her current school powers or a sub-school to advance in and gains the improved arcane bond ability with a bonded object. If choosing a Domain, she may choose to continue advancing in her current domain or gain a second domain with its related powers. If she does not have bonded object or animal, this ability does not grant her one, but improves on the choice she already made.

Levels in arcane hierophant stack with those of the class providing the companion or familiar for the purposes of determining the creature's Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment, special abilities, stats, tricks and so on from the Animal Companion table (Core Rules). Treat her arcane class levels as druid levels for determining the eldritch companions abilities for a familiar on this table.

In addition, your eldritch companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and additional special abilities of your eldritch companion accordingly, taking the better of the two when needed. (Intelligence, improved evasion, share spells, empathic link, deliver touch spells, speak with master, devotion, and speak with animals of its kind.)

The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the eldritch companion are determined as normal for an animal companion. Due to the eldritch companion’s unusual Intelligence score, it may very well have more skill points than other animals of its kind.
The eldritch companion is a magical beast (augmented animal), but you can bestow harmless spells on your eldritch companion as if it were an animal instead of a magical beast.

If the arcane hierophant instead chose a Cleric domain or Arcane School with a Bonded Object instead of an eldritch companion, she gives up any animal she has from any base class and her levels stack when determining the powers and bonus spells granted by this domain or her arcane school. She may not retain a lower level animal companion/arcane familiar from her base class when making this choice.

In either case the Arcane Hierophant’s effective level is equal to her base class level plus her Arcane Hierophant class levels. (Any feat taken to increase animal companion or familiar level stack for the purposes of increasing the powers and levels.)

Wild Shape (Su): If the Divine class used to qualify for the Arcane Hierophant does not have this class ability, you do not gain the ability to wild shape. However, you add your Arcane Hierophant level to your Druid level to determine the limits of wild shape ability and gaining the Wild Shape ability if you do not already possess the ability from your Druid class. You must have at least three levels in druid to take advantage of this ability.

Improved Arcane Bond:
The wizard may Spontaneously cast one additional spell per day for every 5 class levels (1 additional at 1st, 5th, 10th) from any spell she has in her spellbook; She loses this ability if she possesses a familiar or animal companion at 1st level in place of continuing her arcane school or domain. If the Wizard specializes in an arcane school, this second spell must come from that school. This additional spell otherwise follows all the rules of the standard arcane bond ability.

Combined Summoning (Su)

Starting at 1st level, a Arcane Heirophant can channel stored arcane or divine spell energy from her spell casting classes into summoning spells that she hasn't prepared ahead of time.

She can "lose" a prepared spell from either a arcane class or divine class in order to cast either a {i}summon monster or summon natures ally{/i} spell of the same level or lower. Using arcane for {i}summon monster{/i} and divine for {i}summon natures ally.{/i}

She can cast this spell as a full round action or {b}standard action{/b} if she shares the creatures alignment subtype. Any creatures summoned in this manner remain for {b}1 minutes plus a number of minutes equal to 1/2 her caster level (minimum 1{/b};instead of 1 round per level). This increase is not doubled by {i}Extend Spell{/i}.

At 2nd level, she gains the augment summoning feat as a bonus feat even if she does not meet the prerequisites.

At 3rd Level, the Arcane Heirophant may expend a spell one level higher from her arcane class to cast a {i}summon nature ally{/i} spell or from divine class to cast a {i}summon monster{/i} spell. When doing so, she summons one additional creature of the same kind (This does not stack with the Master Summoner Feat).

At 4th Level, When casting a summoning spell from either {i}summon natures ally or from summon monster{/i}, if the creatures shares her alignment subtype (good, neutral, evil), these summoned creatures are granted the Diehard feat. Creatures not of her alignment do not gain the feat. (note, per spell description for summoning, any creature not listed with an alignment shares your alignment subtype.)

At 4th/6th/8th class Level, she adds {i}lesser planar ally, planar ally, greater planar ally, lesser planar binding, planar binding, greater planar binding{/i} to her spell list and can cast these spontaneously as above. (she must pay the normal material component and gold piece value as normal.)

{i}These spells and the summon spells are considered to be part of his spell list in addition to any other spells gained each level and for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.{/i}

At 10th class level, you can change the duration of one {i}summon natures ally/summon monster{/i} spell to permanent. You can have no more than one {i}summon monster{/i} spell made permanent in this way at one time.

When she gains 9th level spells, this ability can be used to add gate to her list of spells she may spontaneously cast. If used for gate, the Arcane Heirophant must pay any required material components as normal.

Spell Conduit (Bond Senses) (Su)

Starting at 3rd level, a arcane heirophant can, as a standard action establish an empathic link to passively share the senses of the creatures she summons, hearing, seeing, smelling, tasting, and touching everything the summoned creature does as per the spell magic jar.

She may on the following round as a full round action possess control of the creature, creature is considered willing. Unlike magic jar, the creatures soul is not displaced, but is just unconscious during the possession and is unharmed.

She can use this ability a number of times per day equal to 1/2 her class level, minimum 1 (as long as the creature is within 30 feet & the effect ends if she goes beyond 1 mile of her body) and she may end this effect as a swift action. This effect last 1 round per caster level. If the creature is under her control at the time the creature is slain or the summoning spell ends, this effect ends and she is returned to her own body, she takes 4d6 points of damage, stunned for 1 round and the creature departs as normal. However, if she is merely passively sharing senses at the time, she takes no damage and is stunned for one round.

as a swift action the arcane heirophant can expend a daily use to shift her perception to her companion or familiar, allowing her to experience what it sees, hears, and so on. On the following round, once she establishes the link to her companion or familiar, she may as a standard action take control as per the spell magic jar to share the body. She can maintain this connection as long as she likes (she must be within 1 mile to start this effect, but may move beyond this area once doing so) and end it as a free action. If her companion or familiar is slain while in control within 1 mile of her own body, she may return to her own body and the effect ends with 4d6 damage and stunned for 1 round (see above). If slain beyond 1 mile, both you and your companion/familiar die.

The arcane heirophant can only use this ability on one creature at a time, and cannot see, hear, or smell with her own body while maintaining this connection and while she is transferred to a summoned creature, companion or familiar her body is, as near as anyone can tell, dead. She may switch from control to passive as a free action but must take a full round or standard to take control once again.

During a possession keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The

body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. The creature's spells and spell-like

abilities do not stay with the body. You do gain access to the creature extraordinary abilities and supernatural abilities (like evasion and smite).

If the creature does not possess the ability to speak, you may apply your feats like natural spell that are normally used with wild shape while in this

form. While in this form, any spells cast with a target of you are cast upon the creature, companion or familiar and stay with the body when the effect is ended. if her body is slain while using this effect, she is considered slain and the link is broken, ending the effect.

Bonus Feats: At 1st, 5th and 10th, an Arcane Hierophant gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, General Feat (summoning, animal companion, or wild shape), Spell Focus feats, Arcane feat, Natural Spell or Spell Mastery. The character need not meet the prerequisites for a bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Totemic Summoning: At 6th level, an arcane hierophant may cast summon nature’s ally or summon monster as a standard action when summoning any creature with a simple template. The summon creatures hit points are maximized and they gain temporary hit points equal to her caster level.

She can apply the young template to reduce the level of the summoning spell required by one. She can apply the all simple or totem templates without level increase. She can also increase the level of summoning required by one in order to apply either the dire template, or two simple templates. (If expending a divine spell for summons monster or arcane spell for summon natures ally, you may subtract one from level required and all creatures acquire the same templates, * see note.)

*Note: When using any feat or ability to modify the summoned creature with additional templates, other than those noted in the description (i.e. dire, celestial, advanced, or augmented), the casting time increases to a full round action casting time. Any feat that is usable with {i} Summon Monster or Summon Natures Ally {/i}, stacks with this ability.

Assume Control (Su)

At 8th level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. When you gain control in this way, the creature is treated as having changed alignment to your alignment subtype and as if under effects of dominate monster. you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

10 Level: Master Summoner: She gains the ability to summon creatures using Totemic Summons with no level increase. Casting time is decreased for all summoning spells to a standard action and as a full round action the arcane heirophant may cast to summoning spells gaining 1d3+1 creatures per spell, without a level increase. She may choose one summoned creature to make permanent.

10 level: Wild Shape at will.


GYPSY ROSE wrote:

So on first glance at the spider lich, seems like a great concept, but it seems to me to be more of a template for a phase spider, so what would it look like with the phase spider abilities included?

Also, as a previous purveyor of monsters, Did you happen to include the storm elemental s and black Unicorns (of course i did my own version of this one in 3.5 when we wrote Citadel of Fire, evil as hell).

Shabast, Storm Elemental: pg 84 cof, CR10, HD 10, HP 65, AC25, Fly 60, Swim 20, BAB +7/+2; ATK +3 SPEAR +16 RANGED OR 2 SLAMS +13 2D4+4 (+1D8 ELECTRICAL)MELEE; Medium Elemental, SA Electric Arc, Spell-Like abilities, SQ DR5/magic, Darkvision 60, Freedom of Movement, Vapor Form, Elemental Traits, Electric subtype. (from plane of Air): Str 18, Dex 22, Con 14, Int 10, Wis 15, Cha 18; FEATS: COMBAT RELEXES, IMPROVED INITIATIVE, WEAPON FINESSE, ABILITY FOCUS (Sp).

POSSESSIONS +3 SPEAR OF THUNDERING SHOCK; +2 MITHRIL CHAIN SHIRT.

K GEILMAN

So on first glance at the spider lich, seems like a great concept, but it seems to me to be more of a template for a phase spider, so what would it look like with the phase spider abilities included?


Hobbun wrote:

Ah, there it goes. I think it actually did have something to do with being at work. I just tried it at home and it now added the shipping cost when I chose the first option.

It's odd, FGG loaded just fine at work, but trying to finish the order was another matter.

Well lets get back on the subject, about the monsters in the book or the book its self. Seems we are turning this into a Q and A for web support of FGG, its about TOH4 content.


So on first glance at the spider lich, seems like a great concept, but it seems to me to be more of a template for a phase spider, so what would it look like with the phase spider abilities included?

Also, as a previous purveyor of monsters, Did you happen to include the storm elemental s and black Unicorns (of course i did my own version of this one in 3.5 when we wrote Citadel of Fire, evil as hell).

Shabast, Storm Elemental: pg 84 cof, CR10, HD 10, HP 65, AC25, Fly 60, Swim 20, BAB +7/+2; ATK +3 SPEAR +16 RANGED OR 2 SLAMS +13 2D4+4 (+1D8 ELECTRICAL)MELEE; Medium Elemental, SA Electric Arc, Spell-Like abilities, SQ DR5/magic, Darkvision 60, Freedom of Movement, Vapor Form, Elemental Traits, Electric subtype. (from plane of Air): Str 18, Dex 22, Con 14, Int 10, Wis 15, Cha 18; FEATS: COMBAT RELEXES, IMPROVED INITIATIVE, WEAPON FINESSE, ABILITY FOCUS (Sp).

POSSESSIONS +3 SPEAR OF THUNDERING SHOCK; +2 MITHRIL CHAIN SHIRT.

K GEILMAN


someone also forgot to add the Rage (condar) with Black Lightning. Should also make Knowledge Nobility and Royalty as a class skill. I think the Charm Person and Dominate person should be done away with and then add another +2 to the CR because, its not just persons but anything and also, the charms should be no save and permanent. As for the idea of the die effect, its kinda like a suggestion where you tell someone to kill themselves after failing there saves, but with her you add the effect of a phantasmal killer to the suggestion or a finger of death type spell.