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Organized Play Member. 98 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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pad300 wrote:
Jhar226 wrote:

On a similar note for errors regarding spell levels;

Medium's Spirits Heretic (Hierophant) and Lich (Archmage) also list 5th and 6th level spells capable of being cast by them that they gain despite being unable to cast 5th and 6th level spells.

Lich grants magic jar (5th level) and create greater undead (6th level).

Heretic grants mass castigate (5th level) and overwhelming presence (6th level).

No, both those work as the archmage and heirophant lesser spirit powers which grant the medium mesmerist chart casting (ie up to 6th level spell slots at higher levels). The only thing that is being modified is the bonus spells known he lesser spirit power grants...

My bad, I missed those.

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On a similar note for errors regarding spell levels;

Medium's Spirits Heretic (Hierophant) and Lich (Archmage) also list 5th and 6th level spells capable of being cast by them that they gain despite being unable to cast 5th and 6th level spells.

Lich grants magic jar (5th level) and create greater undead (6th level).

Heretic grants mass castigate (5th level) and overwhelming presence (6th level).

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1 person marked this as FAQ candidate.

Medium is listed as having 5th and 6th level spells in Occult Origins, Blood of Shadows, and Arcane Anthology sourcebooks.

Did someone forget they're only up to 4th level spells? Or is there a way they get them naturally?

https://www.aonprd.com/SpellDisplay.aspx?ItemName=Subjective%20Reality
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Baleful%20Shadow%20Transm utation
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Transmutation
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Emblem%20of%20Greed

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Hello! I wanted to post on here to see if I could garner interest for a system I've been working on for the past couple years, and wanted to share it so people could see it, give feedback, and potentially get any opinions on content (or maybe suggestions for new things to add to the game).

The system is a d10 keep based system; and is focused on grittier combat, a robust amount of customization, and a horror-themed fantasy setting (though home games which don't use the Core setting can be anything really). It's relatively simple once you get the core mechanics down, and has a wide breadth of options available including various Species to play as, 15 individual classes (with archetypes adding more options), equipment customization for more specialized gear, and so on.

If you have any questions or comments, let me know! I'm eager to see if people are interested, and what people think. I'm always changing the game, and willing to alter things if they seem unfair/unbalanced, or to discuss things which should be added. So if you have comments or suggestions, lay them on me!

The link to the SRD

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Now available! Next supplement after this one will be released Winter 2019, keep an eye out for it!

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So, I remember a lot of people I knew complaining that Pathfinder 1e had a problem of feat bloat, and the fact that new players would have choice paralysis when making characters due to the sheer amount of different things they needed to add to their characters (usually at later levels).

With archetypes, multiclassing, half-breeds, and prestige classes (not including general, metamagic, class, race, etc. feats) becoming feats, is this going to give Pathfinder 2e feat bloat worse than Pathfinder 1e at an earlier date?

Even if a majority of feats are worth taking, that's a lot of feats still.

(Also, not too impressed that everything related to character choice as listed above that let people make unique characters - especially archetypes - are all being boiled down to feats.)

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Rick Kunz wrote:
Now Available!

Thanks, Rick!

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Now featuring The Fade Tabletop 2nd Edition! Folks, I hope you're ready. Expect at least 2 books per year for this system from the official source (Black Flame Studios) plus any additional supplementary books from 3rd Party Publishers!

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Thanks, Rick!

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QUARTS now has an SRD! Updated semi-regularly.

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Rysky wrote:

Oooo, looks fun though :3

I should be able to download The Abomination in a bit when I get home.

The Tainted Berserker is now available in this book!

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Chris Lambertz wrote:
Now available!

Thanks, Chris!

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With the advent of demigod enemies, will there be enemies who are higher than CR 30, or is CR 30 the limit?

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Here4daFreeSwag wrote:
Jhar226 wrote:
Here4daFreeSwag wrote:
Good to see some free abominably stuff. ;)
Free for all of those who want to play a part undead without being a pretty vampire poser!
Heh, so nary a sparkling, glittering hide to be had? ;)

Indeed, only rotting flesh here!

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Here4daFreeSwag wrote:
Good to see some free abominably stuff. ;)

Free for all of those who want to play a part undead without being a pretty vampire poser!

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Rysky wrote:

Okay, I read it over.

** spoiler omitted **

It's an old race I built forever ago, I probably should have added more racial abilities. It was made back around the time that I was making races for my own games and just didn't really have any particular ideas for it.

As for the reach increases, it's based off an undead character from an anime I watched a while ago, I can't remember the name, only that they were pale and their arms stretched out often for melee attacks.

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Rysky wrote:

Oooo, looks fun though :3

I should be able to download The Abomination in a bit when I get home.

Please, do tell me what you think when you get the chance!

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Tainted Berserker
The tainted berserker is an archetype of the barbarian classes available to the abomination race.

Rage of Undeath (Ex)
Tainted berserkers stray from typical barbaric rages in that when they enter such a rage it is part of a primal instinct to kill due to their undead blood. The tainted berserker gains a +4 morale bonus to strength as usual, however instead of gaining a bonus to constitution they gain a +5 ft. bonus to their reach. They do not gain a bonus to their will save or the penalty to their AC.
This ability changes Rage.

Measured Response (Ex)
A tainted berserker gains a bonus on fortitude saving throws against poison, disease, and effects that may inflict the following; nauseated, sickened, fatigued, and exhausted). This bonus is equal to the bonus gained from trap sense. This bonus starts at +1 at 3rd level, and increases by +1 at every 3 levels thereafter (6th, 9th, 12th, 15th, 18th).
This ability replaces Trap Sense.

Greater Rage of Undeath (Ex)
The bonus to strength gained from rage increases to +6, and their bonus to reach increases to +10 ft.
This ability changes Greater Rage.

Mighty Rage of Undeath (Ex)
The bonus to strength gained from rage increases to +8, and their bonus to reach increases to +15 ft.
This ability changes Mighty Rage.

Edit: Oh, right. Forgot to mention this is unfinished and hasn't been play-tested. Be warned!

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Rysky wrote:

Ooo neat!

(Sorry i didn't notice your reply earlier >_<)

That's okay! I've finished up the "Tainted Rager" archetype for the Abomination Barbarians, wish to see what they can do?

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Rysky wrote:
Ooo, this wouldn't be like the Gheden template from 3.5 would it?

Just checked up on the Gheden, and it is indeed similar (though not based upon it entirely, this was what I thought was an original creation ;p I guess there truly is nothing original under the sun! But that's okay.)

Gheden (+4 STR, -2 DEX, -2 all mental stats) has stats which are similar to the Abomination (+4 STR, +2 CON, -4 INT). Their special qualities are what's a bit different.

Abominations get all of the standard Half-Undead traits (as seen here.)

They can take an alternate racial trait that reduces their strength bonus to +2, their intelligence penalty to -2, and they get common as a language. This is just in case GMs find +4 Str and +2 Con to be too powerful.

Their racial feats are also pretty good, granting them a combat style to be used with a slashing weapon that either inflicts bleed, 1 physical ability damage, or -5 to their speed. They can also take the "elongated arm" racial feat tree to increase their reach (up to +10 ft. reach on the first attack, and +5 ft. reach on the rest on a full-attack. This stacks with Lunge.)

With my next book I hope to be adding additional content for all previous Pathfinder books released, and thus it'll include archetypes for the Abomination, Satori, and Neun as well as archetypes for all of the classes I've made in the past.

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Rysky wrote:
Ooo, this wouldn't be like the Gheden template from 3.5 would it?

I don't know what that is, but it might be similar! What is that exactly?

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Liz Courts wrote:
Now available—and FREE!

Thanks Liz!

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Tacticslion wrote:
"The rules work where they work, and don't where they don't. Apply accordingly."

All I can think of after hearing that is of head-on. Apply directly to the forehead.

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thejeff wrote:
Jhar226 wrote:
thejeff wrote:
Jhar226 wrote:

Is this a serious issue that people have? I mean...really. This is the first time I've ever heard of seeing the sun being a problem.

Look outside. Assuming it is daytime and you have a window in your house with no trees blocking it, you can see the sun. Pathfinder works no differently. The only check you have to make is lifting your head.

No. It's not actually a real issue.

It's a reductio ad absurdum example of a real issue. Which is itself fairly easy to handwave around.
It is a problem if you want to use Perception to spot things more than a short distance away.

"Reductio ad absurdum"

The only absurd thing is the point of the thread's point. If this is to show the rules don't work, you're picking a really poor point to argue. Because of course you can see the sun. And before you continue to argue the rules, let me ask you. What GM has made this an actual problem? Not some rules lawyer seeking to prove "Pathfinder is broken! I have proof!", an actual GM.

Have you read the rest of the thread, where we talk about more practical problems?

As I said, it's easy to handwave, but it does mean you're handwaving any cases where someone might or might not notice something more than a couple hundred feet away.

I've read enough of the thread. It's an absurd conclusion to come to however.

If there's something that's big (even Huge sized) flying high in the sky, I'd say people would probably notice it just like they notice planes in the sky. Handwaving a ridiculous issue like this doesn't cause any problems in game other than the problems created by the people who think this is an issue.

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thejeff wrote:
Jhar226 wrote:

Is this a serious issue that people have? I mean...really. This is the first time I've ever heard of seeing the sun being a problem.

Look outside. Assuming it is daytime and you have a window in your house with no trees blocking it, you can see the sun. Pathfinder works no differently. The only check you have to make is lifting your head.

No. It's not actually a real issue.

It's a reductio ad absurdum example of a real issue. Which is itself fairly easy to handwave around.
It is a problem if you want to use Perception to spot things more than a short distance away.

"Reductio ad absurdum"

The only absurd thing is the point of the thread's point. If this is to show the rules don't work, you're picking a really poor point to argue. Because of course you can see the sun. And before you continue to argue the rules, let me ask you. What GM has made this an actual problem? Not some rules lawyer seeking to prove "Pathfinder is broken! I have proof!", an actual GM.

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Is this a serious issue that people have? I mean...really. This is the first time I've ever heard of seeing the sun being a problem.

Look outside. Assuming it is daytime and you have a window in your house with no trees blocking it, you can see the sun. Pathfinder works no differently. The only check you have to make is lifting your head.

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Scott_UAT wrote:
Jhar226 wrote:
I saw the Imprinted Arm was added O.o Didn't recognize that until just now. The other classes I made were The Tactician (getting a better cover image soon), and the three classes in Classes of the Soul

Could you give us some insight into what is in classes of the soul?

Edit: Tactician, Seishin Senshi, Seishin Suringa, and Seishin Mahoutsukai are all also listed in there.

Classes of the Soul is 3 classes based upon using pools similar to an Arcane Pool and when those pools of energy are exhausted, they are able to sacrifice their HP. The Seishin Senshi is a warrior based character, a Seishin Suringa fires blasts of force energy using their pool of energy/HP pool, and the Seishin Mahoutsukai uses their pool of energy/HP to enhance their arcane spells.

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I saw the Imprinted Arm was added O.o Didn't recognize that until just now. The other classes I made were The Tactician (getting a better cover image soon), and the three classes in Classes of the Soul

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Oceanshieldwolf wrote:

Have you considered offering a free Preview PDF?

Essentially I know nothing of the game mechanics/system other than being d20, and the theme/flavor is only very slightly hinted at.

Have a look at other system or even Campaign Setting product descriptions to get an idea of how they relay this kind of information.

The preview PDF for you and others to glance over: http://www.mediafire.com/download/xw3mgxm27zdof37/The+Fade+Tabletop+Preview .pdf

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Oceanshieldwolf wrote:

Have you considered offering a free Preview PDF?

Essentially I know nothing of the game mechanics/system other than being d20, and the theme/flavor is only very slightly hinted at.

Have a look at other system or even Campaign Setting product descriptions to get an idea of how they relay this kind of information.

I'll certainly consider that, I'm currently making the Advanced Guide (the follow up to this book. 36 more races, some more alt rules, and all that. But I'll get that done soon in order to help promote both books (Core and Advanced). Would you like to know anything specific? I can give you some information to help you understand some of the system, and learn some of the content/flavor?

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Now available on the Paizo store! If anyone has questions, please post them here!

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Some dank stuff that's free! :D

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New Imprints for the Imprinted Arm!

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The product description has been updated to make the classes easier to understand (hopefully)

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Skype is usually the best method since I'm always on it. Jeremy.h226

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Deadmanwalking wrote:
But so far, we lack any definitively asexual non-Evil people in Golarion...which would've made including an Evil one somewhat problematic.

Iconic Ninja. Not evil.

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Eliandra Giltessan wrote:
Jhar226 wrote:

So, this is obviously a very heated/touchy subject for some, but I'll do my best in treading lightly as to not explode on something.

I saw some posts about a certain Adventure Path NPC being a (potentially) bad representation for asexuals, and that being part of the discussion. I mean, not to be rude but should it matter what their sexual preferences are? I mean, regardless of their sexual preferences a villain is a villain. So long as the sexual preference isn't the basis for their villainy, everything should be fine, right?

I don't own the AP yet, so forgive me if I'm wrong about certain aspects of it.

I'm spoilering this because it's a pretty big spoiler for Hell's Rebels, but really, the fact that the details of someone's sexual orientation are a plot point is pretty much sufficient to say that it would not be ideal representation.

** spoiler omitted **

That said, the Hell's Rebels players guide indicates that Barzillai Thrune had never had a lover, which in and of itself was not thrilling. Another stereotype of aces is that we aren't really human or lack human emotion. So seeing a sadistic murderer as the first asexual character would not really be the kind of character we would want to see either.

So, yes, someone can be asexual and a villain. Someone can be asexual and sadistic or asexual and <fulfilling of all other stereotypes>. But the problem is that the first instance of a minority group has to stand in for all members of that group until there are more representations. And it's better if that first case does not serve to confirm some of the major negative stereotypes about a group.

Uh-huh...well, I guess it's good that it was clarified that he wasn't asexual.

Going to drop off from the conversation from here on. Almost wrote a big 'ol thing, but I'd rather not accidentally kindle a flame war or look like a bigot. I'll resort to watching the thread for now.

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So, this is obviously a very heated/touchy subject for some, but I'll do my best in treading lightly as to not explode on something.

I saw some posts about a certain Adventure Path NPC being a (potentially) bad representation for asexuals, and that being part of the discussion. I mean, not to be rude but should it matter what their sexual preferences are? I mean, regardless of their sexual preferences a villain is a villain. So long as the sexual preference isn't the basis for their villainy, everything should be fine, right?

I don't own the AP yet, so forgive me if I'm wrong about certain aspects of it.

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I have quite a few pieces of custom content on this page. I'm looking for some suggestions on changes or potentially new content to be added.

I have more content planned to be added:

  • Breath Weapon-focused Wizard. 1-4th level caster, medium BAB, d8 hit dice.
  • Pashal (Orcs with ties to the genies.)
  • I'viek (Humanoids who have crystals embedded into their skin. Inclined to arcane magic, and detest violence)
  • Kharitar (Humanoids with gracefully beautiful bodies, but horrifying bug-like mandibles. They must feed on a sentient human at least once a week.

Also, it's 5:40 AM here...might be a bit (very) sleepy

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SACplayin wrote:

Hello fine folks at Black flame studios, I was hoping I could get more elaboration about your product.

I liked the flavor of the imprinted arm, but over all it seemed unfinished. I'm very curious about how these awesome classes function and what makes them unique.

Thank you for taking a look and have a good day.

The message I was writing on my phone got butchered just as I hit send, so I'm going to try to be brief. I'll explain anything else needed once I'm on a computer.

Seishin Senshi is a full BAB class which gains special talents every odd level that uses their inner pool, which when exhausted, they can instead deal temporary con damage to use an ability again.

Seishin Suringa are ranged characters using their spirit pool in order as their ammunition for their spirit gun. Like the Seishin Senshi, they gain special techniques which morph their spirit gun.

The Seishin Mahoutsukai casts spells, and alters their spells using Spell Altercations, changing the shape of the spell, or even extending the durations.

I'll post more once on a computer.

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Volvogg wrote:
Quote:
Full BAB, d12 Hit Dice, no armor proficiency, they attack with their Imprinted Arm which functions as an unarmed strike (which scales with levels).
I am assuming that they gain a bonus to Natural Armor?

It depends on the Imprint. The class itself doesn't give a flat natural armor bonus, however some of the Imprints (namely Celestial) have defensive abilities.

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137ben wrote:

I feel like I'd need quite a bit more information before purchasing.

Is this a general guide to a new demiplane/plane?
What classes get archetypes?
Could you describe the plane a bit more in the product description?
Could you give like one sentence descriptions of each of the races? A made up word no one has ever heard before isn't very informative.
Page count?

Purple Duck Games seems to have answered most of what was asked (thanks man). Below is the short description of the two races, as well as some features they get. (And sorry for the poor descriptions on my products, I'll try to make more informative ones for the future)

Kendari
Kendari, also known as Corruption Beasts to non-natives of the Plane of Corruptions,
are the ruling race of the Plane of Corruption. They worship their Godking, their
creator and the ruler of the plane.

Kendari have tan skin, Dark hair, and either red or blue eyes. They have +2 Strength, +2 Intelligence, and -2 Charisma.

Beyonder
An abnormal creature composed of their innards in their true
form, however they are able to magically alter themselves to come together into a
humanoid form. The beyonder chooses what their humanoid appearance is, however
they do not choose the sex of their humanoid form.

Beyonders have +2 Intelligence and +2 Charisma.

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Volvogg wrote:

I am assuming that the chassis with which the class is built upon is full BAB? Mind giving us a little bit more? I am on the fence and I am not sure if I should pick this up or not. Possibly even some hints/spoilers on what abilities they get.

Cheers
Volf

Full BAB, d12 Hit Dice, no armor proficiency, they attack with their Imprinted Arm which functions as an unarmed strike (which scales with levels).

The basic one that I've used is the Demonic Imprint, so here's some samples from that Imprint. There are a few other Imprints however.

Vicious Blow: A number of times per day equal to your Constitution modifier as a full round action you may deliver a single attack against an adjacent enemy. If the attack roll is successful and is no more than one size category larger than you make a second attack roll against any enemy within 20 FT. If the attack roll is successful, deal normal damage to the target and half damage to the second target. Even if the second attack is not successful, the first target is flung back to the nearest square adjacent to the second target.

Designated Malice: At 5th level the Imprinted Arm may designate a single target. Upon designation, the Imprinted Arm gains a +2 to Attack against this target, and once this target is slain, the ability ends. This increases by +1 for every 5 levels thereafter. This ability can be used a number of times per day equal to half their Class Level.

Powered Uppercut: At 17th level as a full round action, the Imprinted Arm may make a single attack at his highest BAB. If the Imprinted Arm hits, deal double his amount of damage dice to the enemy. This stacks with other feats and abilities that increase damage dice.

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Milo v3 wrote:
Jhar226 wrote:
I have no clue, so I wouldn't know whether you could or not.
He's a videogame character who get's various powers from his demonic artificial arm which allows him to drain life from enemies, shape his arm into a massive claw, and gives him immense strength.

Sounds pretty much like this class. It should fill your needs.

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Milo v3 wrote:
Question.... Can you make Ragna the Bloodedge with this class?

I have no clue, so I wouldn't know whether you could or not.

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Malwing wrote:
Seconded. The description isn't exactly cutting it for me either. I have no clue what the product is.
GarnathFrostmantle wrote:
maybe liz could poke them with a stick (email) to see if she can get them to respond to that post.

The update must not have gone through, but this is what was meant to be the updated description here:

"Born with powers bestowed by their heritages, the Imprinted Arm utilizes their extraordinary power to plow through enemies. The Imprinted Arm is tough and soaks damage due to its inability to use armor effectively, and their main ability of course is the arm and the energy radiating from it, allowing it to deal massive amounts of damage."

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isdestroyer wrote:

Blood Mage (Wizard)

Blood magic is one of the oldest forms of magic, and is considered taboo in most civilized lands. It is a path fraught with peril, but offers great power.
Class Skills: Craft (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Blood Sacrifice (Su): Instead of normal material components, a blood mage uses his blood, or the blood of another sentient creature, as the material component for spell casting.
At 1st level, as part of the casting of the spell, the blood mage may inflict an amount of bleed damage equal to the level of spell he is trying to cast as a substitute for the material component cost (if any) of the spell (minimum 1). Valuable components cost 1 additional point of bleed per 100 gp in worth.
In addition, when preparing spells for the day, the blood mage may gain additional spell slots of levels he can cast by sacrificing an amount of Hit Points, and treating his Intelligence score as being higher by the amount sacrificed for the purpose of determining extra spell slots. These Hit Points may not be healed by any means until these extra spells are cast, or until the blood mage next prepares spells for the day.
At 3rd level, as a swift action, the blood mage may inflict an amount of Constitution damage to increase his caster level by the amount sacrificed for one round per level.
At 5th level, the blood mage may use his blood sacrifice ability to craft magical items.
At 7th level, as a free action, the blood mage may spontaneously apply any metamagic feat he possesses to a single spell he has prepared, by inflicting an amount of Constitution damage equal to the adjusted level of the spell, without taking up a higher level spell slot. If this would normally increase the spells’ level to a level higher than he can cast, the blood mage must make a caster level check against a DC equal to 10 + double the spell’s adjusted level in order to cast the spell.
At 11th level, as a standard action, the blood mage may regain 1 spent spell slot for every 3 caster levels (max 5) by sacrificing a number of Hit Points equal to double the spell slots level (minimum 1). He may immediately fill that slot with a spell of an appropriate level. These Hit Points may not be healed by any means until these extra spells are cast, or until the blood mage next prepares spells for the day.
At 13th level, once per day as a reaction, the blood mage may cast any one spell in his spellbook with a casting time of less than a full round, even if the spell was not prepared beforehand. This inflicts an amount of bleed damage equal to twice the level of the spell. This damage can only be inflicted on you.
At 17th level, as a move action, the blood mage may inflict 1 point of bleed damage per caster level, to gain spell resistance equal to the bleed damage + 10, for 1 round per level.
At 20th level, the blood mage has learned to store his spells in his blood. He gains the ability to cast his spells spontaneously, as the sorcerer does. He must still prepare his spells as normal, but he may cast any spell prepared as many times as he has slots of that spell’s level. However, he no longer needs to study his spellbook to prepare his spells.
Unless otherwise specified, the blood mage may use his Blood Sacrifice abilities on an adjacent sentient creature instead of himself. If the creature is unwilling, it must be rendered helpless before performing the Blood Sacrifice. Whether a creature is willing or unwilling, using this ability on a sentient creature other than you is considered an evil act.
Any Constitution sacrificed with this ability may not be healed by any means (including, wish, limited wish, or miracle) except natural healing. If the blood mage is immune to Constitution damage, or does not have blood, he cannot use blood sacrifice on himself, he must use another sentient creature to gain its effects. If the blood mage suffers bleed damage from another source, he may use that for this ability (though the damage must be greater than, or equal to, the cost of the effect used). Temporary Hit Points may not be used for this ability. This ability replaces Arcane Bond and Arcane School.
Toughness: Blood mages gain the Toughness feat. This ability replaces Scribe Scroll.
Cruornomica: A blood mage writes his spellbook and scrolls in blood instead of ink. They function in every way as normal spellbooks and scrolls, except that he must use his blood sacrifice ability to pay any associated material and gold piece costs when scribing scrolls, or copying spells from another wizard’s spellbook or scrolls into his own.

The sacrificing HP for spell slots should probably have a limit. Say, up to your unmodified intelligence modifier number of spells. I can just see a Blood Mage Wizard doing this to bring himself down to unconsciousness only for his Cleric buddy to heal him up.

17th level ability should have a limit, again for the reason listed by Amanuensis because let's say my theoretical blood mage has 18 Con. He should, on average, have 148 HP. He can decide to take 100 bleed damage to give himself 110 Spell Resistance, then have the Cleric who is obviously a bro in all of this heal you up once again. You now have 110 SR. Not even Cthulhu would want to deal with that. Perhaps the limit should be up to your levels in Blood Mage (maximum of SR 30, which even then is high).

Edit: Did not see the "per caster level" for the 17th level ability. Disregard that.

Other than that, looks pretty neat to me.

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I just put an update for the PDF + page out, hopefully the new description (once live) will help!

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Liz Courts wrote:
Now available—and it's FREE!

Thanks Liz!

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Hey, I've been checking the products every now and again, sorry if the description needs work. I'll be sure to get right on that!

It is indeed a class with an arm they are born with and bound to that allows them to deal unarmed strike damage, as well as perform other sorts of abilities depending on their choice of Imprint (Demonic, Angelic, Titanic, and Draconic).

If there's anything else I can offer, feel free to let me know I'm rarely not online. ;P

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