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Johannes Gutenberg's page
31 posts. Alias of Dieben.
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I propose the even longer game as imagined by Ray Bradbury.
Do my job properly. Bide my time until the master is wed and has children. Utilize the capabilities of the nursery to gradually raise the children for the masters, indoctrinating them to have a full dependence and unconditional love for me. Eventually instruct them to commit murder of their parents and as a consequence, ruin their lives as well.
JPSTOD wrote: Thomas LeBlanc wrote:
And learn to capitalize properly as well...
i mIght...
*eye twitch*
Look in the Ranged Tactics Toolbox as well as the Alchemy Manual.
Ambrosia Slaad wrote: Frumple wrote: Johannes Gutenberg wrote: Cull the pig
Slit its throat
Drink its blood! Give that man the conch. NO! He's just going to make some kind of wondrous Piggy's conch of blood for next year! WHAT?!
How gruesome.
I'll have you know I submit a printing machine, or typewriter, or other apparatus every year, fresh off the press!
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Cull the pig
Slit its throat
Drink its blood!
Eric Morton wrote: Template Fu wrote: I promise to stop feeding on template errors if I get in Top 32! :P You're more correct than you know. Once you make the Top 32, the system prevents you from posting under aliases in the Superstar forums. Template Fu will no longer exist here. That alone is enough to make me question the advisability of me making the top 32. One of my few redeeming qualities is my willingness to hide behind other identities. That way, nobody has to put up with me for overly long.
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I am entering a printing press, that is an apparatus, yes?
Summoner's Eidolon could be flavored as one.
T-Rex and mozzarella is yummy.
Fomsie wrote: Someone say Cthulu?
** spoiler omitted **
If you came up with that on your own, then you're awesome.
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"What's your job in this group?"
"I am a stocker."
"So... you manage inventories?"
"That's one of my duties."
"What else do you do?"
"I stock people."
"You're a slaver?"
"No, I put people in stocks."
"So, like a guard or a warden?"
"That's one of my duties."
"There're more?"
"Yes."
"Do tell."
"I make a delicious stock as well as a very sturdy stock."
"What kind of soups are those?"
"The first one is chicken, the second is for crossbows, not soups."
"So, are you paid so much because you can multitask all of these duties?"
"No, I am paid because I use divination spells to aid in the brokering of stocks."
"Why didn't you just say that from the start?"
"Because I am not just some stock stocker of stock stock, I am a stocker of exceptional skill and stock."
~as recorded by the town guard prior to the defendant's detainment~
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Kobold Cleaver wrote: I'd type a joke for that, Jo, but I'm pressed for time. Glad you put that in print for me.
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This is not the world I ever wanted to see.
Just test run them through the Sealed Gate.
Problem Solved.
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Audit everybody, it'll be fun.
"WORLD illustrious BEST Asian countryN GURU terrorist organization"
Reading it all is almost funny, almost, just to find the tidbits like this.
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This is a great idea if you want your players to actively seek out a new person to run games for them.
This curse does a piss-poor job of introducing tasteful, fun humor to a table.

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[REDACTED]-Core XXX [REDACTED]
School: Universal (Sorcerer/Wizard 6, Anti-paladin 3)
CT: 10 minutes
Components V, S, M ([REDACTED])
Duration: 1 hour
This spell causes the caster to [REDACTED] with spontaneous [REDACTED] into [REDACTED] [REDACTED] [REDACTED]banana muffins. [REDACTED] [REDACTED] [REDACTED] immoral [REDACTED] and [REDACTED] emotions. Images may include [REDACTED] [REDACTED] with [REDACTED] and auditory components including, but not limited to [REDACTED], [REDACTED], [REDACTED], and [REDACTED]. Residual effects from the spell may be permanent in the event of [REDACTED] or [REDACTED]. Consult your cleric if you experience any of the following symptoms after casting this spell: [REDACTED], [REDACTED], [REDACTED], [REDACTED], [REDACTED], [REDACTED], or [REDACTED]. Do not cast while under the influence of alcohol. Do not cast if you have a preexisting heart condition or have low-blood pressure. [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED]. If you have a [REDACTED] lasting longer than four hours, please contact your cleric immediately. [REDACTED] [REDACTED] and enjoy the [REDACTED].
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Lord Zekk wrote: I've been searching for this everywhere and I haven't been able to find an answer (I might just have missed it), but when you sell a horse or any other mount i.e. pony, riding dog, griffon, is it (a) sold for the full price you paid for it, like a trade good or (b) sold for half the price as one would sell weapons and armour.
Thanks in advance.
Everyone knows a horse loses half its value the moment you ride it out of the stable.
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She Haved Green Skin and Maded Many Babbies
She was gobbo, a smart gobbo. She haved tooths and ears and ayes lyke fyre. She luved fyre. Many green skin want her to make babbies. She sayed no. Then we eated stuff we stealed from the pink skins. We gived she fyre water. She getted sleepie. She sayed ok she make babbies. And then me and she maked babbies and lyked it. Then the babbies got old and at tacked pink skins. They got mor food and fyre water and many many many vary mor babbies wer maded. That is the storie and the lesson is that gobbos ar to make babbies a lot.
This here is a rare transcription of a goblin romance tale, often recited at goblin camps around burning villages that they razed earlier.
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Dominating Monsters: An Enchantress' Memoir
The minotaur roared his challenge at me as I entered the center of the maze, "What manner of madness befell you that would cause you to enter my labyrinth?"
I laughed coyly, "Oh, thank goodness I found you, great-horned one. I am not befuddled by madness. Rather, I seek to make the world a more pleasant place by sating the unchecked desires of the lonely creatures of this world. You wouldn't happen to be in need of my services, would you?"
The minotaur began to respond as he stepped closer, still brandishing his great-axe, before a heat overtook him and the axe clattered to the ground. Unnatural Lust is such a marvelous spell, I thought to myself as I prepared for the coming hour of bliss... To read more of this book, please purchase it at your local archivist or scrivener, today!
The press that I built was the first,
Yet to this day my name is cursed.
'Cause all of my lovers,
When not under the covers,
Told the town, in bed, I'm the worst!
If this policy were in use, then at one point we would have lost the Succubus Grappling thread. I think that's evidence enough of the ill tidings of thread-locking. I mean come on, daddy loves wrestling with his fine mistresses. Don't deprive this venerable old man his greatest joy in life! Let Ole' Gutenberg use his vintage ink-jet printer once in a while.
Good book, not practical in real life though.
Happy to have contributed to its printing though.
If a futuristic printing press returns pseudo-sexual content within the first ten pages after someone searches for your character's name, profession, concept, or hobbies, then it is likely to be a bad idea.
Back in my day, people burned for this sort of stuff. Then again, I'm long dead and nobody tries to commune with me anymore and none of the other dead people will talk to me ever since the Aroden incident...
I invented the printing press in Golarion, didn't I? The other ghosts don't believe me.
You added that critical success bit too late m'boy!
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"Do you accept my physical role play?"
"Let me show you my printing press."
"Can I use the rules for performance combat?"
"Let's take twenty on our check, my lady."
"Can I use Weapon Focus?"
"What about Weapon Specialization?"
"Can we use our teamwork feats?"
"Enlarge Person."
"Making my ride check..."
"Tap Inner Beauty!"
"Can I aid another?"
"Quick! Get the Halfling! He's Helpful!"
"This scroll of Summon Instrument is NOT what I thought it was..."
"Use Spectral Hand and Unseen Servant."
"Can you use Wild Shape?"
"Better, Extended Polymorph!"
"Ready? Roll initiative."
"Now, make a touch attack."
"Don't worry, I've got a Ring of Protection +5."
"Haste! Blessing of Fervor! Eagle's Splendor!"
"Natural 20!"
"Critical Confirmed!"
"Roll your damage..."
Nine Months Later: 4d2 + 4 ⇒ (2, 1, 2, 2) + 4 = 11 Children
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I love metamorph type of using aspects like growing fleshbows or boneblades to claws, with its subclasses being like ozoomorph(acutral one) or void creature so more of blue mage type. If was made I rather it have no link to druid, no wildshape as wildshape is druid thing.
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Also speaking of anyone found good ideas to incentives enemy to go after you, since good champs can trigger their reaction easily, evil ones on other hand have to get them to strike us.
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Yeah seems generally only subtle for kobolds to go in and even then you want to be neither barbarian or dragonic sorcerer going into it.
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This is homebrew I made up making drow as uncommon elven heritage, for people to play as their weapons are slighty different due most having access to them already.
Pdf linked below to googledocs with all its heritage feats.
Drow
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You know it werid that Pharsma freaks out about undead yet allows Daemons to get away with not only destorying souls and consuming them but wanting to end all life.
On another note lichdom is not the endgoal but more of a deadend necromancers take if their old or desperate to extend their life. Better binding your soul to your body instead retaining your flesh and form or body hopping. Also necromancy about life and death creating undead is just one means, true goal is creating life not just manipulating it form.
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1e Shifter was pretty much diet druid which is why it failed so badly as class, I think partial transformations/aspects should be their from get go while turning into bear like with wildshape should not be their, as wildshape is druid type where they mimic a monster while we take on parts of their forms while blending them with others.
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Well simple first we move well away from shifter being related to druid so no wildshape or wild empathy good?. Now wild morph is bit good to build chasis and if anyone remembers adaptive shifter that can be base chasis of new class. I think paths of it could be where your shifting originate from like ozoomorph due to abberants messing with you or lab accident, a feral/primal one would be more druidish one, Darkling one would a shadow path a shifter who hunts in the shadows, Forged is a shifter who body slow adapting to become more machine. As a shifter we are chimeric horror whether our power blessing or curse we use it.
As for profiencies
Being a full martial, it could be possibly to have buy in focus feat but you won't start with any. We start with Morphic Trance like barbarian rage but less restricive where our shifter path, features and feat give us more optitions in it.
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As for focus spells could call them Blade Arts, doing stuff like variant of mirror image, igniting your weapon etc.
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Think rotuine for that is Leap(forces you out of stance), Flurry, Enter stance and repeat.
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Paladins came from 12 knights that supported Charlmenge, their postion was considered above knight. Whole them being bastion of honour and good came only recently.
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Heres first two for lawful and good.
Good:"I will assist others and stand up for those in need even if they are outsiders, who I may not even know, even if may come at cost and will not benefit me, because I do such things since it right thing to do."
Lawful:"I will put affairs of community over those of myself, binding myself to duty and responsibility I swear to uphold, whether they be my family, my companions or my nation of which I will do so with a sense of loyalty and honor."
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Well reason to change wizard is cause its 2e, traditions of the old can die in bonfire.
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Note spells like darkness are pratcilly useless due to vast majority of monsters having darkvision makes using vision obscuring spells or ability wasted.
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Lawful generally keeping your word, believing in tradition and respecting community, they lead more rigid lifestyle. Gorum followers are battle junkies, that why they go on about honourable combat, so fight can last longer.
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He abadoned her cause hes careless, he doesn't seem to comprehend what his actions will do. I wouldn't be suprised of trap that got him killed was of his own doing.

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Squiggit wrote: Something like the Binder would be really neat. Medium covered some of that niche, but the Binder was a lot more flexible with it in a way that's really neat.
One thing I really liked in PF1 were the flavor behind the Medium's Legendary Spirits, where gaining there power was sort of a matter of interacting with the world and seeking that power out. Alternatively, the flavor of the haunt collector occultist, where you drew power from magical relics that either contained or were imprinted upon by spirits.
Alternatively, the black blade magus (or hexblade warlock in 5e), to a lesser extent. Similar concept although I'm not as big on the specific flavor.
Basically I really like the idea of a class that draws power from otherworldly entities and sources, but does so in a way that makes the connection more personal and less abstract than it does for the Witch or Cleric.
Could see mixture of old style warlock where your pact is with vestiage like binders but you gain focus spells or ability from them and summon them, so a mixture of summoner/warlock/binder tied together. So you vestiage type be like bard muse/druid order etc but each be its own summon that acts as animal companion(probally use class feats to improve it). Maybe not even having them summoned but have tiny form being familar which when summoned turns them into animal companion. So your partner would tiny thing rest beside you till you call it aid and boom turns into combat form.
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Gods and Magic opened up alot of deitys for TN to worship Tsukiyo for example allows TN worshiper to use both Lawful or Good damage with divine lance.
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Im guessing solution would be raise number of cantrips from 5 to 6 or 7 for bards and sorecers. That way wizard for example has 10 but sets 5 out of them each day, a spantanous caster would be more true to how their spells work and have more cantrips able all the time.
This how I change it.
Sorcerer: 6 or 7 Cantrips always ready.
Sorcerer Dedication: 3 always ready.
Bard & dedication: Same as sorcerer^.
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Only champions are alignment locked class.
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Yeah chuirgeon specialization limited to just treating untrained and trained actions of medicine as crafting. Still doesn't allow them to attempt higher dcs without getting up Medicine so need to be complety scrapped and rewritten.
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Yep if your expert in crafting but only trained in medicine then you can't try expert medicine dc only trained one.
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I argue that somone choosing alchemist as their primary class should well get more unquie advantages to alchemical items compared to alchemist mutliclass or just someone who grabs alchemical crafting feat.
To be honest alchemist is meant to be the crafting class but really it treats most crafting same as others.
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Wouldnt they slap age requirement on like ancestral longetivy if did require 100 or more years. So probally either intentional or needs later eratta to adjust it.
Also that text of you "You typically can’t select a heritage that depends on or improves an elven feature you don’t have." doesn't apply ever. It likely there for likely something in future but for now it just fluff.
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Maybe instead of hail mary for when they over use their curse, it be limit burst tied to each mystery like life doing a big pulse of postive energy, fire causing a inferno. Think maybe using limit burst should leave different side effect instead of all curses doing the same.
Generally limit burst would fit theme of each mystery but still allow oracle to least be useful or somewhat useful afterwards, as you could say they their tapping into deepest part of the well and comes flooding out.

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This instinct was worked upon on discord with help from Syries.
Invoker Instinct
"Whether you were born magically attuned or became that way through bizarre incident or just studied hard enough for pieces to just snap into place one day, you learned to hone that energy into a formidable fury."
Anathema:
Stop searching to discover secrets of the magical world; shun or oppress magic of any type except when trying to defend yourself
Broad, but sets goals.
Table: Invoker Instinct
[Tradition] --- [Damage Type]
Arcane ------- Mental
Occult ------- Mental
Divine ------- Force
Primal ------- Force
Invoker Rage (Instinct Ability)
While raging, you can increase the additional damage from rage from 2 to 3 and change it damage type to match that of one given by your tradition above for weapon and unarmed attacks.
You gain trait of your tradition and become trained in that tradition's spell attack and DCs, and your spell attack and DC modifier is your Charisma, you also gain 1 cantrip of your tradition which gains rage trait and bonus damage from your Instinct Ability.
Specialization Ability:
When using invoker rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using invoker rage to 13.
Raging Resistance:
You resist damage from spells originating in your chosen tradition, as well as mental damage if your tradition is Arcane or Occult,
or Force damage if your tradition is Primal or Divine, regardless of the source.
<<<Feats>>>
Feat 2: Invoker Tricks
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker instinct
Your experience in drawing upon the energy of your tradition has widened. All cantrips from your tradition now gain the Rage trait, including any innate cantrips that share that spellcasting tradition. All spells from your tradition that deal damage and have the Rage trait also deals the bonus damage from your Instinct Ability. You gain a spell repertoire with two common cantrips of your tradition and can use the Cast a Spell activity.
Feat 4: Invoker Magic
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Tricks
Your learned to expand upon your instincts, granting you more magic. All spells of your tradition that are cast from spell slots now gain Rage trait. You gain one 1st level spell slot and add one 1st level common spell to your repertoire. At 6th and 8th levels respectively, you gain one 2nd and one 3rd level spell slots, as well as one spell of 2nd and one spell of 3rd level added to your repertoire. These spells must be common spells chosen from your Instinct's tradition. You cast these spells as a spontaneous caster. You may heighten spells added in your repertoire in this manner just as if they were signature spells. Spells granted by dedication only apply rage trait when raging.
Feat 12: Invoker Call
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Magic
You gain access to more powerful magic through your experience. Any focus spells you have in your Instinct's tradition now gain the Rage trait, and if they deal damage, benefit from the Instinct Ability's bonus damage. You gain a 4th level spell slot and 4th level spell in the same manner as Invoker Magic. At 14th level you gain one 5th level spell slot and 5th level spell, and at 16th level you gain one 6th level spell slot and 6th level spell. Your tradition spell attack and DC increase to expert. Focus Spells granted by dedication only apply rage trait when raging.
Feat 18: Invoker Might
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Call
You harnessed the full might of your tradition. You gain one 7th level spell slot and 7th level spell and at 20th level you gain one 8th level spell slot and 8th level spell, in the same manner as Invoker Magic. Your tradition's spell attack and DC's increase to master.
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They get profiencey weaker then both caster and martials and only reliable method of damage if you run out of stuff is bow or crossbow cause melee will get you down due your weak ac.
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Is their any reason why hellknight armament, hellknight armor proficiency doesn't scale with your highest armor proficiency and is stuck on being expert. Since both that and order weapon seem more like caster scaling which is weird since regular hellknight for martials.
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If your going to do chain for it limit it too atleast 3.
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I make gliding either lvl 1 ancestery feat or heritage and have flying at lvl 9 as upgraded form, as that when flying spells also come online.
Plus if you did give them flying at as ancestery bonus, you don't need a extra flaw, as -2 hp and -5ft speed is already enough Think of ancestery wanting postive 2 or 3 AP before a heritage.
+5ft speed = 2AP
-5ft speed = -2AP
Darkvision = 4AP
Keensight = 4AP
Low-light vision = 2AP
-2 HP = -1
+2 HP = 1
Flaw = -1
Fixed boost of 2 = 0
Free boost = 1
third language or extra = 1AP
If you go by that you notice all ancestery have 3AP before heritage, except humans with 2AP as their heritages could be cosniders 3 AP.
Default package should be 8 HP
25ft Speed
2 fixed boosts, 1 free boost
1 flaw
two lanaguages.
which is 0 AP
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Thought maybe mutagentists could instead imbue the mutagens they create with minor mutations, like way old beastmorph archetype worked. So first research field they could probally have two from list, then at 9 or 15 create greater mutations. So anyone who drinks their mutagen turns into chimeric nightmare.
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Im fan on scraping drawbacks for mutagens, and have mutagenist give bonus to any mutagen they inhibit like for example +1 circumstance bonus to ac for bestial. Since it make you want to use them then.
New wording be "While under the effect of a mutagen, you gain additional benefit from that given mutagen."
Since not fan of wait 20 levels to not suck at using your mutagens.
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Think problem is specialists in any class are lacking, transmuation wizard should be best at transmutation followed by wild druid. In fact each of schools should have spells that only their school give to make them play more unique, oh sure you have complain about choice but specialization should always get the best stuff of their specility.
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Samurai wrote: This idea is very cool! Would you mind if I added it to my house rules? I'll give you credit as the inspiration. Sure go ahead that why I made it for.

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Feat 2: Alchemical Gunslinger Dedication
(Uncommon)(Archetype)(Dedication)
Prerequisites: Trained in crafting
Access: You are from the Alkenstarr region, or have been trained by someone else who has the dedication.
You know your way around the Mana Wastes and have craftsmanship that has led you able to craft the fabled guns from Alkenstarr region you have grown up in, you are gunslinger of sorts with penchant for alchemy. You become trained in Alchemical Crafting feat and Wilderness lore; if you were already trained, you become an expert instead. You also become trained in advance weapons from the gun category and gain access to pistol, blunderbuss, musket and have formulas for crafting cartridges and alchemical cartridges.
Special: You cannot select another dedication feat until you have gained two other feats from the Alchemical Gunslinger archetype.
Feat 4: Rapid Reload
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to handle a gun well when out in the field, knowing how to speed up process to allow you to fire in quick succession. Reduce the reload by 1 for those in gun category.
Feat 4: Expert Aim
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to how to keep the enemy off balance with well aimed shot, when you successful strike with weapon from gun category you leave your target flatfooted until start of your next turn.
Feat 6: Alchemical Genius
(Archetype)(Skill)
Prerequisites: Alchemical Gunslinger Dedication, Expert in Crafting
When using the crafting skill to craft items with alchemical trait you reduce minimum amount of days to craft one by 1 day and treat craft skill check critical failure as failure when making alchemical items.
Feat 8: Gun Legend
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You known for your skills when wielding a gun. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with weapons in gun category.
Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........40ft............1...........1...........1.........Gun.......Fatal d10, Imprecise 20ft, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......60ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 30ft, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......30ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 10ft, Uncommon, Penetration 5, Spread 10ft cone
New Weapon Traits
Spread - This ranged weapon spreads it's attack to all targets in listed distance from the weapon.
Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.
Penetration - When this ranged weapon deals damage, it ignores the amount listed of resistance that the target may have.
Gun(Crit) - The gunshot viciously pierces the target, who takes 2 additional damage per weapon damage die.
Item 2: Cartridge
(Consumable)(Uncommon)(Gun)
Price 5 SP (price for 10), L Bulk
This Cartridge is made to hold black powder for firing with a gun.
Item 2: Alchemical Cartridge(Lesser)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Lesser Alchemical bomb + Cartridge.
This Cartridge is treated with Lesser Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.
Item 4: Alchemical Cartridge(Moderate)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Moderate Alchemical bomb + Cartridge.
This Cartridge is treated with Moderate Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.
Item 12: Alchemical Cartridge(Greater)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Greater Alchemical bomb + Cartridge.
This Cartridge is treated with Greater Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.
Item 18: Alchemical Cartridge(Major)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Major Alchemical bomb + Cartridge.
This Cartridge is treated with Major Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

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Edits made. Also reason why they don't give low-light/darkvision straigtht away is most ancestries get either so you losing out then.
Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you must choose type of tiefling heritage below. In addition, you may select feat from either your mortal ancestry or those from the tiefling feats whenever you gain an ancestry feat.
Feat 1: Fiendish Vision
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.
Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the (finesse, agile) traits and you also gain a tail unarmed attack that deals 1d8 bludgeoning and has (finesse, trip) traits, both belong in unarmed weapon group. Your claws also count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.
Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown set of teeth lining your enlarged jaw. You gain an jaw unarmed attack that deals 1d6 piercing damage and recovers 1d4 temporary hitpoints back on succuessful strike with the jaws.You may also choose Abyssal as a language to start with due to your Qlippoth blood.
Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. You gain a +2 circumstance bonus on rolls involving emotion effects. You may also choose Shadowtongue as a language to start with due to your Kyton blood.
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You can use this for your cause and tenets. I have them made for homebrew champions but not finished rest.
Tenet of Evil
⦁You must uphold service to yourself and deity above all else, commit yourself to causes that bring about your own gains and not cast spells championed by those of Good aligned.
⦁You must never pass up an opportunity to improve your own strength, to extol the virtues of your deity, and to avenge yourself upon those who have done you harm.
LE: Tyrant Cause
You're loyal, cunning and have cause to strike fear into hearts of others. You gain (insert her) champion's reaction and the (insert here) devotion spell. After the tenets of evil, add these tenets:
⦁You must challenge those to establish supremacy, honor your word when given and inflict fear whenever needed.
⦁You must the respect those deemed of authority, wield the law like well made and razor sharp weapon, one to respect and always to be used.

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Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you gain heritage type below. In addition, you both select feats from your mortal ancestry as well as tiefling feats whenever you gain an ancestry feat.
Pitborn Heritage: You draw upon energies granted by Abyss to you making you body more full of life force. You gain +4 Hit Points to your ancestry. You may also choose Abyssal as a language to start with due to your Demonic blood.
Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.
Hellspawn Heritage: Your known to be rigid or organized at times, and how to demonstrate the skills to hold others attention. Whenever you use deception, diplomacy or intimidation skill you apply fascinated condition on the target upon critical success. You may also choose Infernal as a language to start with due to your Devil blood.
Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. When you roll a success on a saving throw against an emotion effect, you treat it as critical success instead. You may also choose Shadowtongue as a language to start with due to your Kyton blood.
Feat 1: Fiendish Vision
Prerequisites: Fiendish Resistance.
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.
Feat 1: Otherworldly Lore
You eagerly embrace the stories and traditions told about your fiendish ancestry and place where they came from, taking note to learn techniques passed off to your bloodline. You gained trained proficiency rank in Religion and one other from heritage. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. As a Shackleborn your trained in Deception and Shadowplane Lore, as a Hellspawn your trained in Diplomacy and Hell Lore, while if Motherless you trained in Survival and Abyssal Lore or Pitborn you are trained in Intimidation and Abyssal Lore.
Feat 1: Fiendish Resistance
Your body has grown used to it's form granting you an fiendish resistance drawn from fore bearers. You gain either fire or cold resistance equal to half your level (minimum 1).
Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the finesse, agile traits and your tail unarmed attack deals 1d4 bludgeoning and has finesse and trip trait, both belong in unarmed weapon group. Your claws count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.
Feat 1: Below Grace
Your connection to the Planes below grants you a divine innate spell, much like those of fiends. Choose one cantrip from the divine spell list. You can cast this spell as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Feat 5: Bony Wings
Your bones and muscle have twisted leaving your body with vestigial wings sprouting from them. You can use these bony wings to glide and control your descent. You can roll a DC 15 Maneuver in Flight check to descent safely from any height without taking fall damage, even if you aren’t trained in Acrobatics. If you are trained in Acrobatics you make additional DC check to move 5 feet laterally for every 20 feet you fall.
Feat 5: Mighty Cunning
Prerequisites: Mighty Weaponry.
You know how use natural weaponry your fiendish blood grants you precisely. Whenever you critically hit using an unarmed attack grant by mighty weaponry or fiend heritage, you apply the weapon’s critical specialization effect.
Feat 5: Fiendish Twin Resistance
Prerequisites: Fiendish Resistance.
Your body has grown not just to resist one type of extremity but two, you gain other resistance offered by Fiendish Resistance that you didn't take.
Feat 9: Tiefling Grace
Prerequisites: Below Grace.
Over time your fiendish magic has matured. You gain Darkness as 2nd-level divine innate spell as well one other depending on your fiend heritage, Web if Shackleborn, Blur if Motherless, Enlarge if Pitborn and flaming sphere if Hellspawn. You can cast each of these divine innate spells once per day.
Feat 9: Fiendish Flight
Prerequisites: Bony Wings.
Your bony wings have reached full form now leaving you with wings that may mistake you for your fiendish ancestor. You gain flying speed equal to your normal speed.
Feat 13: Tiefling Weapon Mastery
Prerequisites: Mighty Weaponry.
Your fiendish might comes second nature to you. Whenever you gain a class feature that grants you expert or greater proficiency in weapons you also gain that proficiency for any unarmed attack grant by mighty weaponry or fiend heritage.
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Except for insect form which not sure about viability of red mantis is probally best out of 10 in terms of mechanics. Worst of them is living monlith it should either be rare dedication at 2nd lvl or remove rarity for ka stone as it dead route.
Armiger doesnt seem to strong enough likely cause better versions be here soon but does have some nice resistances. Sidenote devs should of included sidebar telling gms and such to use the old orders by checking online or older books for now.
Aldori Dulist sword needs its price checked and better trait to make it worth using 1 handed.
Magic Warrior is just fluff thing with no mechanics to back it up. Dont ever try to do something like that if at bare minimun makes it weak.
Runescarred is pretty decent one for non spellcasters or even spellcasters although its magic to more suitable for buffing spells.
Monk one is another decent one but one of it's focus spells that xenocrat listed could do with brush up.
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Red mantis looks good for rogue to go aslong as you spend first two skill feat on getting advance weapon for sawtooth or using human unconvential weaponary.
Although compared to regular multiclass dedications good few of theses are too weak, don't care about fluff of it if cant carry itself.
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Quick edit, replace in Ravager Cause.
⦁"You must strive to be always spontaneous when possible and encourage others to be cruel when needed."
With
⦁You must follow your urges and desires, if doing so does not compromise your goals. You may act as cruel and destructively as you can.

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This was something I was working on to make evil champions possible, it still in need of evil champion specific feat but i'll post them at later date.
Tenets of Evil:
⦁You must never perform acts anathema to your deity or willingly commit an good act without selfishly gaining from it, or the casting of an good spell.
⦁You must drive for power and be cunning whenever it advances your cause, harm or undermine those who seek to wrong you and value your life above others when it needed.
Tyrant Cause (LE)
You're honorable, deceptive and committed to striking fear at the forces of righteousness. You gain the Wrathful Strike champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:
⦁You must act honorable, submit or show supremacy when challenged and inflict fear into opposition,
⦁You must respect the lawful authority of legitimate leadership wherever you go, and stay within thin bounds of laws.
Wrathful Strike Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.
⦁You shield yourself and hurt your foe. You gain resistance to to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it and have it become frightened 1 on success.
Divine Smite Level 9 (LE)
You punish those who strike against you. If you hit with Wrathful Strike, the target takes persistent evil damage equal to your Charisma modifier.
Exalt Level 11 (LE)
You lead by example when you use Wrathful Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
Deceiver Cause (NE)
Your full of deceit and malice. You gain the Deceitful Glimpse champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:
⦁You must act to corrupt and twist those who seek your company and push others towards more extreme ends.
⦁You must prioritize your own needs above others, regardless of others authority or their station.
Deceitful Glimpse Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.
Your foe falters as visions of deceit and horror take hold and play in their mind's eye. The foe must choose one of following options.
⦁You are unharmed by the triggering damage and your foe hurts itself in the process taking 5 of triggering damage.
⦁You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Divine Smite Level 9 (NE)
A corruptible conscience assails foes who spurn your Deceitful Glimpse. A foe that responds to your Deceitful Glimpse by dealing damage takes persistent evil damage equal to your charisma modifier.
Exalt Level 11 (NE)
You learned to shield multiple allies. You can apply resistance granted by Deceitful Glimpse to yourself and all allies within 15 feet of you.
Ravager Cause (CE)
You're committed wanton chaos and cruelty. You gain the Unbounded Step champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:
⦁You must strive to be always spontaneous when possible and encourage others to be cruel when needed.
⦁You must fight against all those who seek to shackle you or make you feel worthless.
Unbounded Step Champion's Reaction
Trigger: An enemy damages, grabs or grapple you and within 15 feet of you.
You free yourself from restraint. If trigger was an you taking damage, you gain resistance to all damage against the triggering damage equal to 2 + your level. You can break free of one of these effects grabbing, restraining, immobilizing or paralyzing you, and may also take a Step as a free action.
Divine Smite Level 9 (CE)
You punish those who attempt to bound you. If the triggering enemy was using any effects to make you grabbed, restrained, immobilized, or paralyzed when you used Unbounded Step, that enemy takes persistent evil damage equal to your Charisma modifier.
Exalt Level 11 (CE)
You can maneuver others into position. When you use Unbounded Step, you and your allies within 15 feet can step.
Necrotic Sting Focus 1
[Uncommon][Champion][Necromancy][Negative]
Single Action Somatic
Range touch; Targets 1 living creature or 1 undead creature
Your hand becomes infused with negative energy, hurting a living creature or healing an undead creature with touch. If you use Necrotic Sting on living target you deal 1d6 damage and it must attempt a basic Fortitude save as well a -1 status penalty to AC for 1 round. Against an undead target you restore 8 hit points.
Heightened (+1) The amount of healing for undead increases by 8, and
the damage to an living target increases by 1 die.
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Im just going to say they should of included a sidebar that noted players and gms don't need to include order and favorite weapon till new book out. Cause tell new players to go search online to just get piece of info that not included seems like bad strategy.
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Yep the mutagenists was hurting all the way. It really highlights how badly alchemist is compared to other classes. They built to be martial but act more like weak caster.
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This was attempt at me making a Charisma type mutliclass dedication that used gave armor and rallies to help turn tides of battle and help character be better leader. This one sort of test at it.
For all your battlefield glory!
The marshal uses mixture of gaining better armor and their rally to help protect themselves and command others on and off the battle.
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Rogue Ruffian or Thief with tiger stance monk can do some nasty damage sneak attack with tiger attacks with either str or dex to damage.
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Their paths upgrades only give them improved version of two they chose for quick alchemy which seems wasteful. I prefer if all three gave more variance then heres two upgrade versions. I can see mutagenist field discovery maybe lessen drawback of mutagen or something like Greater Field Discovery increasing you from expert to master in unarmed.
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Having at least 1 person capable of being healer or 2 of being partial healers any party should have. Alchemist, Divine or Occult Sorcerer, Bard and Cleric are all capable of healing spells and then any other can grab medicine skill to attempt treat wounds. Also treat wounds is easy to get hp back up to full.
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A quick errata they could possibly add for divine sorcerers is "Whenever
a spell makes mention of requiring a deity, you count as your own deity for it and if summons ghostly image of your deity weapon then instead it summons one of your unarmed or weapons on hand."
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If you mean dogslicer pretty sure it only counts as giving same proficiency as simple weapon and any rogue can sneak with it as it agile weapon.
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MaxAstro wrote: Reziburno25 wrote: Because alot of gms are very rulebound where they wont allow anything if you dont normally have access to it. I seen multiple times so no it better if they can buy them but gm may not allow instead of need gm permisson first. I don't mean to sound callous when I say this, but truly, avoid those GMs.
You will be happier in the long run if you stay away from bad GMs. Expecting the rules to help you "beat" a bad GM will never work out well. True bust those dm are most common and I rather uncommon spells be opt out on dm part rather than opt in.
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