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These feats (and one skill use) are intended to represent a soldier who is practiced in fighting with a unit. They are intended to enhance both the soldier's effectiveness, and that of his allies. I felt the lack of these when writing up fideles and thought I would produce a few. In addition to these feats, if you are using third-party materials I would add Improved Flanking and Formation Expert from Complete Warrior as Combat feats, and Coordinated Spell from Complete Arcane as a Metamagic feat.

These are a first draft and may be underpowered, overpowered, or unclear. Comments are welcome.

Wide Flanking (Combat): You can flank a foe if an ally threatening the same creature is in a square adjacent to one that would normally allow you to flank that creature.

Got Your Back (Combat): Choose an ally in a square adjacent to you. Attempts to make sneak attacks against that ally provoke attacks of opportunity from you. At 10th level, you can keep an eye on two nearby allies.

Pincer Attack (Combat): If you and an ally are flanking a foe, and you come before your ally in the initiative order, you may declare that you are using this feat and ready an action to attack when your ally does. You and your ally attack simultaneously, and in future rounds you drop to immediately after your ally in initiative order. For this attack, the target is denied any Dex bonus to AC. In order to use this feat again, either another flanking ally must have and use Pincer Attack, or you must again delay until the next attack of an ally after your turn.

Tie Down (Combat): You can hamper a chosen foe in making attacks of opportunity against your allies. You must attack a specific enemy and declare that you are using this ability on that enemy. Until your next turn, if your foe attempts to to make an attack of opportunity against anyone else, you can attempt to interrupt their attack with an attack of opportunity of your own.

Covering Fire (Combat): You are practiced at firing rapidly in the general direction of foes to distract them. You must take a full attack with a physical weapon to use this feat. You can fire or throw twice as many projectiles as you normally could, but you can only aim at a grid intersection. Foes adjacent to that grid intersection or in line of effect between you and those squares are distracted; spellcasters and those performing delicate actions must make the usual checks to concentrate. Allies of yours beyond the area of effect gain concealment from foes within the area of this effect.
You may hit foes by chance; roll once at the beginning of the turn for each foe within the area of effect, or entering it, before your next turn, up to a number of times equal to the number of projectiles you fire. A critical hit is resolved as a normal hit.

Spellshot (Metamagic): You can distribute the damage of a line or ray spell that deals damage of an energy type, breaking it in to small amounts and firing it rapidly in the general direction of foes to distract them. Use the rules for the Covering Fire feat, but the number of projectiles fired is as high as you wish. The damage of the spell is rolled normally and divided by the number of projectiles fired. Other effects, such as possible blinding and stunning, are much weaker; the GM should adjudicate these situations.
Prerequisite: ability to cast a damage-dealing line or ray spell with an energy descriptor of 1st level or higher.
Special: if you have fighter levels and qualify for this feat, Covering Fire includes this ability.

Coordinated Blow (Combat): You and any number of allies with this feat, all of whom threaten the same foe, declare that you are using this feat and delay your attacks until the turn of some particular ally, who need not have this feat. When that ally attacks, you all do. (If more than one ally is using Coordinated Blow, the fact must be communicated by the first user.) The totaled damage rolls from all attacks that hit and do not bypass the creature's damage resistance count as a single attack for the purposes of overcoming damage resistance.

Formation Spell (Metamagic): You can prepare a burst, emanation, or spread-shaped spell which will exempt from immediate effect any creature or object in a given selection of squares that you choose at this time (presumably your allies, in a practiced formation) removed from its normal shape. The area exempted is lost. A formation spell takes up a spell slot one level higher than the spell's actual level.

Formation Movement (Combat): Describe a selection of squares on the field, one of which must be designated as being occupied by you. You and any allies in these squares can, at your communicated command, take a 5-foot step in a direction of your choosing as an immediate action of yours. All involved must be legally able to take a 5-foot step in the direction chosen. If you have had several hours to train with your allies, you and your allies may ignore difficult terrain or darkness. If your Leadership score is 12 or higher, the formation can take the step as long as you can take a 5-foot step and your allies are not restrained. For every 3 points your Leadership score is above 9, you may specify an additional formation.
Prerequisite: Leadership

Combat Signals: A "language." You have elected to have one of your languages, whether starting or picked up with Linguistics, be a system of combat signals practiced by yourself and your allies. Messages sent using this system, consisting of a mix of quick gestures and short calls or whistles, can convey a wide range of battle-related orders and concepts without the need to hide your message from foes. Even an active tongues ability is no help; it will distinguish 'words' of unfamiliar jargon. Sending such a message is a free action if you have Combat Signals as a learned language; if you do not, it is a standard action with a Linguistics DC of 10, and you can only send common sorts of battle-related information, in the GM's judgment. To understand each other's messages, a group must take a least a few hours of training to share and practice their system.


So I've seen the divine art in the blog. And brudda, it is divine. But it got me to thinking. Between lillends, succubi, and erinyes, you know what this game's bestiary is missing? Where's the LG version?

We consider love a good thing, an important thing, and every culture has an enormous number of rules and traditions surrounding it. Many people would say that real love isn't dirty (erinyes), it isn't dangerous lust (succubi), and it isn't always blazing, reckless passion (lillends). It can be a source of deep, quiet contentment, and visible beauty as well.

A community with strong morals regarding sex and marriage, a rich tradition of courting and romance and abiding family ties, is a community resilient in the face of enormous shocks. It's one that will be happy and healthy. And that's exactly the kind of community Erastil likes. So here's an angel that stands up for the sacrament of matrimony, for lifelong love, by giving us an eternal example of fidelity rich with love, sex, friendship, and family. In fact, it's such an important job, here's two, and maybe someone will be inspired to draw us a picture of the happy couple.

(This is my first attempt at a creature writeup with the Pathfinder system, so comments are appreciated.)

FIDELES

A fidele usually appears to be a towering human, though other races are not unknown, with the antlers of a deer, elk, antelope, or similar creature, and deep, dark eyes. Male or female, they are gentle in mien and physically impressive, usually quite attractive: strong, healthy, vibrant with the life of the natural world. They are almost always encountered in married pairs promoted from petitioners among Erastil's faithful. This origin means some fideles have attributes rearranged from those presented here; for example, in a pair one often carries a pair of light weapons for melee combat while the other carries Erastil's signature longbow and switches the Str and Dex attributes.

Erastil charges fideles with exhorting mortals to respect the bonds of marriage and enjoy it to the fullest when it is achieved. Their feelings for their spouse are deep, joyful, and often on unabashed display. They assist licit lovers that face obstacles and punish adulterers, rapists and other offenders against love. Shelyn is also known to call upon them for these missions, while they are often demurely aghast at the behavior of Calistria and her faithful.

Fideles often advance as rangers, taking as a favored enemy either outsiders (evil) or mortals similar to the humanoid form they bear, the companion-bond version of hunter's bond, and the combat style that favors feats they already have. A few become clerics of Erastil.

Fideles (singular, Fidele) CR 7
LG Large Outsiders (Angel, Extraplanar, Good, Lawful)
Initiative: +3; Senses Darkvision 60 ft, Listen +13, Spot +13
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AC 17, touch 12, flat-footed 14 (–1 size, +3 Dex, +5 natural)
HP 45 (7d8+14)
Fort +7 (+11 versus poison), Ref +8, Will +8
DR 10/evil; immune electricity, petrification; Resist fire 10; SR 18
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Speed: 40 ft.
Melee Short sword +11 (1d8+5/19–20) or
Ranged Composite Longbow +9 (2d6+5/x3)
Full Attack: Melee Short sword +9/+4 (1d8+5/19–20) and short sword +9/+4 (1d8+2/19–20) or
Ranged Composite Longbow +9/+7 (2d6+5/x3)
Special Attacks: Charge +11 (1d8+7)
Spell-Like Abilities (CL 3rd):
At-will: Guidance, Light, Purify Food and Drink, Stabilize
1/day: Bless, Detect Evil, Protection from Evil, Consecrate, Cure Moderate Wounds
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Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Base Atk +7, Grp +11
Feats: Run, (Two-Weapon Fighting and Improved Two-Weapon Fighting) or (Point Blank Shot and Rapid Shot)
Skills: Acrobatics +15, Climb +15, Craft (any one) +14 or Profession (any one) +13, Diplomacy +16, Heal +13, Knowledge (nature) +12, Knowledge (religion) +12, Perception +13, Sense Motive +13, Survival +17
Languages: Abyssal, Celestial, Common, Infernal
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Environment: Heaven
Organization: Mated pair
Treasure: Standard
Advancement: By character class; Favored Class (ranger)
Level Adjustment: +6
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Special Abilities:

A fidele’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and good-aligned for the purpose of overcoming damage reduction.

Ever Touching (Su): All fideles wear wedding bands, some ornate and some simple, that are part of them and connect them to their mate. They are constantly aware of their mate's state as per the status spell. Wounds are shared equally by the two fideles, with injury rounded up. Any baneful effect that would lower the hit points of a fidele, such as negative levels, Constitution damage, or other effect must first overcome any relevant spell resistance or saves from both fideles, but if it does so it affects both fideles equally. For example, both fideles must fail a save versus poison, but if they do, the poison affects both. Vice versa, if one fidele makes a continuing save against poison or disease, both have saved. If removed, the bands are useless (a fidele never will, and when a pair of fideles is slain, the bands cease to function; the rings are useful only as particularly foul trophies).

To my Lover's Side (Sp): If separated from its mate, a fidele can use plane shift and greater teleport both once per day to the plane and immediate physical vicinity of their mate.

Unshakeable Fidelity (Su): No mind-affecting effect whatsoever can cause a fidele to act against the interests of its mate as it would rationally understand them.

Alternate Form (Su): At will, a fidele may change between its humanoid form and the form of a deer, elk, or antelope -- whatever species of animal its horns specify. They may also change into medium specimens of whatever humanoid species they appear as.

Tongues (Su): Fideles can speak with any creature that has a language, as though using a tongues spell (caster level 18th). This ability is always active.

Memory (Ex): Unusually for ex-petitioners, fideles fully remember their time as mortals unless later effects damage their memories. Erastil is a very old god; some fideles have memories of ancient histories indeed.

Skills: Fideles have a +4 bonus on Survival checks.


Hey all.

The intent of this post is to provide a resource for planar gaming in the Great Beyond, by introducing a planar highway -- the Tree of Life -- that can speed travel between planes and serve as a gaming site itself. I bought The Great Beyond and one of the things I figured it could use was a route across the planes, like the Great Road or the Infinite Staircase from the old Planescape I enjoy. I also included a small organization devoted to the Tree and some hopefully inspiring hooks for using the Tree in-game.

Wow, this project turned out way bigger than I thought it was going to be. Instead of dumping the whole thing here, I've uploaded it as a pdf to my webspace. (Which I normally use for my characters, but it'll do for the Tree of Life too. ^_^ )

I hope this project turns out to be useful to you, and I would enjoy hearing your comments.