Homebrewing up a new race, and I want to use this racial trait. Need advice on how many RP it should be worth.
• Second Soul: The [race name] that dies does not die. Instead their second soul becomes dominant, the character rerolls their mental ability scores and re-assigns their skill points as if they are first level. The second soul as treated as a completely different persona effectively as a first level character, immediately re-training two older class levels for a new class level and retrains their saving throws as if their new level in their new class is their first character level. As the character gains new levels, she gains one new level and retrains one level from her first level and continues to do this until all of their old class levels from their first soul are re-trained.
Cloaked Soul (Ex): Though [redacted] are monstrous humanoids, they detect and are treated as human for the purpose of racial effects. Any game effect that is helpful or harmful for humans applies to [redacted] as well. [Redacted] count as human for the purpose of racial prerequisites.
How much RP do you think this is worth?
My posters arrived...destroyed. Can these please be reshipped with the words 'DO NOT BEND' written on the tube?
And on top of which, though my books show that hey have been delivered by tracking, they did not arrive in my mailbox. I suspect USPS employee interference, but I would really like to have the books I purchased delivered to my front door by UPS this time rather than dealing with incompetents that work for the USPS.
This whole order with the posters and the muck-up of parcel delivery is entirely frustrating.
Also, the Deep Magic pdf has not been added to my downloads.
Does the racial bonus from these two traits stack (for a total of +12 if a race has both)? Also is the Take 10 while swimming exclusive to the Water Child or do races Swim trait also get it?
Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
First I want to express a little disappointment that my card had to be charged for shipping Order # 2588731. Since the rest of my year is under financial scrutiny the card I am currently using only had enough money on it to cover the next four months of the monthly $3 monthly use fee. Now I don't know how well that's covered. This leads into the next part.
Since I know I am not going to have the funds available on my card to process the shipping fee of Order # 2590931, I request that the shipping fee be deducted from my store credit. If that can't be done then please cancel Order # 2590931.
As a backer of the Pathfinder Online: A Fantasy Sandbox MMO who is in for quite a bit of money, I am a little bit nervous about the whole survey thing (about it potentially not going out).
So now I need to know, do I absolutely need to have my Kicakstarter and Paizo accounts synced up so that I can be sure of getting what I want out of it? If yes, how do I sync them up?
I'd really like to add an extra AP subscription to my account to be able to get additional copies for Reign of Winter. As an experiment I tried to see if it would work, but I'm guessing Paizo folk are going to have to do something on their end to ensure that subscribers who want more than 1 sub to a specific product line can have them.
Take Earth. Advance it to being one planetary city. Inject magic. Inject Fantasy. Result equals a fantasy equivalent of Star Wars Coruscant.
In a Pathfinder game, how would such a setting work? How would the races work now that there is no more wilds? How would racial traits change? How would the classes change? What kind of new classes or archetypes would emerge. How would the blending of magic and tech work, and what new things (magitech) would appear?
This is something I've been thinking about for a very long time. Expect to see answers to these questions soon.
You can find here on the Pathfinder database, but see below as well.
Skill Ranks Per Level: 8 + Int modifier
....................Chi Abilities Known
Anchorites are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the anchorite loses her Upsurge, Unfettered and Evasion abilities.
Aura (Ex): Anchorites, like clerics, have a particularly powerful auras corresponding to their alignment (see detect evil for details).
Chi Ability (Su): When the anchorite’s class table indicates this class feature, she may choose any one chi ability that she qualifies for. Using chi abilities always costs chi points and type of action required to use it varies. At 1st level through 6th the anchorite can only select chi abilities from those listed under those listed as basic abilities.
Chi Pool (Su): At 1st level the anchorite gains a pool of chi points, which allows her to call upon her own life energy to perform amazing and awesome deeds. Doing so is not without its danger though and an anchorite must be careful about the amount of chi energy expended or they might succumb to fatigue or exhaustion, or even worse. The number of points in an anchorite’s chi pool is equal to her character level + her Anchorite level times three + her Wisdom modifier times two.
When the anchorite’s chi pool is brought down to half its maximum value (rounded down) the character must make a Will save (DC 25); failure indicating that the character becomes fatigued. If the anchorites’ chi pool is brought down to one quarter its maximum value (rounded down), the character must make a Will save (DC 35); failure indicating that the character becomes exhausted. Anchorites that completely expend their daily allotment of chi become unconscious with no save and cannot be roused; after 8 hours the anchorite awakens fatigued.
Spiritual Sinew (Ex): At 1st level the anchorite chooses one of her saves; she gains a bonus equal to one third her class level +2 with the chosen save.
At 3rd level, the anchorite chooses one of her other two saves and gains a bonus equal to one fifth her class level +2 with the chosen save.
Unfettered (Ex): At 1st level the anchorite gains Improved Unarmed Strike and Flurry of Blows as bonus feats. In addition, the anchorite deals more damage on an armed strike based on her class level (see the table below).
Evasion (Ex): At 2nd level anchorites can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the anchorite is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Stunning Fist: At 2nd level the anchorite gains stunning fist as a bonus feat.
Upsurge (Ex): At 3rd level the anchorite can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if the anchorite wears light or no armor and carries no more than a light load.
Immaculate Perfection (Ex): At 5th level the anchorite gains immunity to all diseases, including supernatural and magical diseases. Upon reaching 13th level, the anchorite becomes immune to poisons of all kinds.
Heart of Valor (Ex): At 7th level the anchorite becomes immune to all fear effects.
Intermediary Chi Abilities: Upon attaining 7th level, the anchorite gains access to intermediary chi abilities to choose from.
Improved Evasion (Ex): At 9th level the anchorites evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless anchorite does not gain the benefit of improved evasion.
Advanced Chi Abilities: Upon attaining 13th level, the anchorite gains access to advanced chi abilities to choose from.
Diamond of the Soul (Su): At 13th level the anchorite gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the anchorite) and gather her spirit into a single receptacle. The receptacle acts like an Arcanum Crystal, but is only usable by the Anchorite and stores chi instead of spell energy. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings.
An anchorite that is separated from its soul cannot refresh her allotment of chi after a good night's sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependent on the expenditure chi by using the receptacle like she would an arcanum crystal.
The anchorite can rejoin with her soul any time she wishes by holding the receptacle of her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body.
Rebuke Magic (Su): At 15th level the anchorite gains spell resistance equal to her class level +10.
Phantasmal Perception (Su): At 17th level the anchorite is able to perceive and interact with creatures and objects that would normally be imperceptible or out of touch with reality. She can always see and interact with creatures and objects in the eternal twilight [Plane of shadow for standard Pathfinder campaigns] or that are incorporeal and can interact/use/touch any item as if the anchorite has the Ghost Touch special ability.
Diamond of the Body (Su): At 19th level the anchorite gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal, gains a fly speed equal to her base land speed with perfect maneuverability and is invisible unless she chooses to manifest (as the ghost ability of the same name, see the Monster Manual, page 118). The character is unable to manipulate objects unless she expends six points of chi to use telekinesis (see the special attacks entry of the ghost in the Pathfinder Bestiary).
An anchorite that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spellcraft check (DC 10 + the anchorite’s level and/or hit dice + the anchorites Wisdom ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.
If both diamonds are touched side to side or one is placed on top of the other and regenerate, resurrection, soul bind or true resurrection is cast upon them, the anchorite is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the anchorites body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete.
If the Anchorite is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her Wisdom ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm.
Undying Soul (Ex): The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place.
The character’s soul is free to wander the material plane for a number of weeks equal to its Wisdom score to search for an unborn child that is close to its birth day. When the child takes its first breath, the anchorites soul enters the baby and over the course of its life will start to look more and more like the character did as an adult.
When the child reaches adulthood she will be the spitting image of the anchorite. The player may then makes a Will save (DC 10 + the level of the anchorite + the anchorites Wisdom ability modifier).
If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the other ability scores port directly over the new body.
If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are rerolled and only dreams provide insight to her previous life. The character is free to choose from any of the feats her previous incarnation had as a bonus feat, so long as she meets all the prerequisites for it. This bonus feat must be selected at first level.
Flurry of Blows feat:
Flurry of Blows
You are capable of striking your foes more times than they can anticipate.
Benefit: You are capable of delivering more attacks than you would normally be capable of. At low levels, your chance of hitting takes a penalty, but as you gain more experience you become more adept at striking and connecting more often. Reference the table below to determine your number of bonus attacks and the modifier to all your attacks when making a flurry.
The Extra Attacks column is not cumulative. When making a flurry you add the extra attacks to your iterative attacks and apply the number in the Attack Modifier column to every attack you make as you flurry.
When making a flurry the character adds her bonus attack(s) to the front end of her base attack bonus, using her full base attack bonus and then applying the modifier from the Attack Modifier column to her base attack bonus; for example a 13th level fighter with a flurry of blows would make a flurry with an attack bonus of +13/+13/+13/+13/+8/+3.
Special:Characters can only make unarmed flurries. By selecting other feats to add to this, the character is able to use certain weapons in conjunction with her Flurry of Blows. Monks gain this feat for free at 1st level regardless of whether or not they meet the prerequisite.