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It was a consideration I've had for quite a while, and I'm going to see what ideas others might provide. What I have is a tiefling Bard, of the Negotiator archetype, who focuses strongly on the lawful and orderly side of Asmodeus with consideration as well on strictly inforced contracts. The party face, in making agreements through Diplomacy, Intimidation, and Bluff with perhaps a properly cast spell to help in overcoming a challange, broker deals, and even gain allies. One who very much plays off the idea that, if a person doesn't take the time to read the fine print, it's their own fault if a deal doesn't go the way they expected. That it is more the written oath whuch is stronger simply a spoken one. To definitely get an agreememt in writing whenever possible, and to know what you're getting unto. Otherwise, another may very well exploit loopholes written into the agreememt or contract. What's great about the Negotiator archetype is in how it actually had a class ability called Binding Contract, that allows a character to make a contract that is bound by geas effect. Which is phenomenal for such a concept and character idea. Finally, with a very classic devilish look in red skin, horns, cloven hooves, and pointed prehensile tail. Why? Well, because I think it would be more fun that way. Chuckles Race: Thiefling
I have an idea for an interesting antagonist, an extremely wealthy family with connections in multiple cities and even different nations. This by way of business, trading, building markets, money lending, and private patronage to bring others into their influence. One whose activities, full scope on influence, and those involved are largely kept secret from most. Where they work within the law or through the cracks, where ever they can, and overall presents themselves as law abiding. Yet behind the scenes doing every shady, selfish, or underhanded method to gain power, influence, and wealth at the harm of others. Enslaving others without them even realizing it, indebting others to them. Essentially, a Lawful Evil faction that could take an overarching campaign to overcome. Though only over time, weakening their control in certain area until getting to the source. Perhaps even having this wealthy family having connections to Asmodeus... which works both for D&D and Pathfinder. Though my focus will be on the latter, and my apologizes for there not being much information involving this idea. I am open for suggestions or ideas in how to develop this as I try to get things together in the coming days.
Now it is more then possible that such ships have already sailed, but is there any campaigns using the WotW adventure path or those who might being with to help start one up? Now I understand, for many the WotW has been soured or made bitter because of the issues involving the creator and the Throne of Night kickstarter... Yet if I can, I'd still like to play through WotW for myself... Hopefully it is not too late.
I'm considering this as possibly a PC build... Though more likely she will be an NPC and have her used by being in charge of some great library yet have it be a massive dungeon with many levels. That the lower you go, the more difficult the journey gets to the point where it's very much advised to have a guide go into its lower archives with the party. What this character being the one in charge, who knows or can learn just about anything needed and knowing the library better then anyone else. Though slow to give such knowledge or aid without certain tests being pasted by those who come to her library. I can make use of the Research rules and Ultimate Intrigue, as well as perhaps the 3rd party book Ultimate Charisma in that for the grand library she will be built as the head of very large guild or organization made up of those calling themselves "Librarians" with her being the Grand Master or "Grand Librarian" in charge of such a network of mages, scholars, scribes, and specialists who care for the books, guide patrons, or study within. I might even throw in Mythic rules, and pick either the Archmage or possibly Trickster Path for her. Race: Catfolk
Knowledge Checks
More to the point, for a paladin and very much like the image here. You see for the longest time I've considered the imagery invoked and the mounts made available in other fantasy series. Whether giant wolves, lions, or birds all the way to more monstrous mounts such as griffons, pegasus, or unicorns and even dragons. Now there some support for a few of these ideas, though notably not for all of them. Dragons especially seem difficult to balance though this is largely for the fact that D&D and other settings making them so powerful, though a few resources gave done a fairly decent job of such... Especially third party. The Dragon Knight archetype from Final Fantasy d20 setting being my favorite. Back on track though I am looking for a way of getting a large dire animal, though particularly a dire lion, as a mount or perhaps animal companion that is then turned into a mount by other feats. Any suggestions that could allow a medium sized humanoid Cavalier or Paladin the means of acquiring a Dire Lion mount?
I was wondering what advice, suggestions, or ideas can be given when creating a character following the path of a Magaambyan Initiate which goes into that of the Magaambyan Arcanist. Advice or suggestions when it comes to class advancement, when to go into the prestige class, which eats to take and when, to even the race and traits to take the person I am strongly considering a human character so that I can get that Scholar feat out of the way.
Greetings and salutations I'm looking to finish up and expand on a conversion of the Midnight Campaign setting, from AD&D 2e and D&D 3.5m, by Doomed Hero so credit to him where credit is rightfully do. I have received permission to continue and finish up this conversion, as he was unable to do because of other things making them busy and simply moving on. In particular, I'm wishing to finish up The Channeler class as well as get some additional playtesting for everything I have compiled on Google Doc. What is missing is that of a Charismatic tradition, which was unable to be make before Doomed Hero went on do to other thing. This being the main detail I consider important, and one main thing left undone that needs to be completed apart from the spell list. Though I may have a friend who might be able to help me with more experience in homebrewing. The Channeler class as far as it has currently been converted is found here. The 3.5 Channeler Spell List found here I would also link you to the SRD, but it appears to be down. I will try to get you all the missing 3.5 information, or at least what is needed such as the Charismatic Tradition. Of note though, in large part, you get "Inspire" abilities like with what you find for the Bard and an ability called Force of Personality.
The full conversion document can be found here. You can find an Introduction to the setting here.
I have a player who would like me to try and put together a Campaign based on the game Darkest Dungeon, because of such I am looking for some advice. My player has already sent me a few videos involving the game and I think I have a general idea of how I might do things but am coming here to see if any of those more experienced have advice or suggestions. Books I have already considered using is Horror Adventures, Horror Realms, Occult Adventures, Occult Realms, Carrion Hill, Carrion Crown, and The House on Hook Street, Gallows of Madness... and most importantly, my Gothic Campaign Compendium. Which I have a hardcover for, of which I have admittedly been wanting to try. Other suggestions or ideas would be appreciated.
I would like to request advice on character advancement, spell selection, skills and feats, as well other such things. Also general thoughts on the overall concept and consideration of certain details. In the implications hinted at in her backstory, though not outright stated, for those that can guess on what these may be. The reason being that they are admittedly a more sensitive subject for many, and one that I may need care in handling. Race: Human
Yet despite this, inside is the scars of her past. Hidden with a playful coyness or soft mockery, depending on her mood. One moment she may be teasing others with a smile towards those around her, yet then reveal sudden snark or biting tongue. For those who she comes to consider friends though, a warmth and openness may begin revealing itself. Backstory (I will be expanding this): Born with clear marks of her fey ancestry and growing up to have an enticing beauty, she was kidnapped in her youth and forced into the life of slavery. Trained to serve the master who purchased her, and exploited for her looks as an exotic possession to show off or used for pleasure. Such parts of her past she tries to block out of her mind as much as possible, and will be unwilling to discuss it with any but those she most trusts. After a few years of such a life, she was later be rescued by an old hermit who would teach her the way of the druids and nature before eventually sending her off to learn on her own given how her fey blood altered how she learned magic. It coming more from emotion and passions, then the more meticulous and meditative ways known by her mentor. While at first uncertain of her path, going where ever the winds would take her or the whispers of the land,she would encounter settlements and those who she observed with distrust yet curiosity. The young woman came to a crossroads of civilization and nature, the fey blood influencing who she was yet still finding herself drawn to that of her own race. In time, she would come to use her beauty to her own advantage, yet always be careful so as to avoid ever being enslaved again. At times even having her mistreatment cloud how she treated others, and finding herself actually taking secret pleasure from manipulating others. Yet she reserved a special passion towards those involved in the buying to selling of slaves, seeking to at first convince them from their path and if this fails punishing those who would commit such acts.
Explanation of Alignment
Apart from having an understandable issue with slavers, given her own personal experience enslaved, she will not see the world so much in the light of such concepts as good and evil. If personally unaffected, she will generally not involve herself one way or another. She will be distrusting, suspicious, yet curious of others. Except for those who gain her trust, for those companions that she becomes emotionally connected with, she will generally ignore most or simply not care. That, and whenever others disrespect nature or harm animals as this will earn her disapproval or even wrath. If the party she joins wishes to take a certain path or adventure, even save others from evil, she will follow... though perhaps not always without complaint. At the request of those she likes, trusts, and respects, for those she sees as family, the young woman can usually be found willing to put her own life at risk and set aside her own desires for them. Those those she does not like, cause her harm, or betrays her. This will instead reveal a certain cruel mischievousness or dark passion to harm or torment.
I thought to go a bit against stereotype, especially because of finding the very useful trait Overlooked Mastermind. For those that don't know:
Personally I feel this single trait is worth its weight in gold, as the expression goes, and think that it could be used to created a very interesting yet effective character. Especially if I play up on the idea that most would think half-orc are unintelligent, brutish, and oafs that are too dim to be insightful, cunning, or deceitful. Any ideas on how to strengthen the idea, even perhaps create an orc who can be the social face of the party and that uses the views others might have of him being a half-orc to his advantage? Ways to really bring out the fun and even create perhaps a very potent manipulator style character?
Actually two of them, but essentially I am looking to create more unique monsters for an encounter where the party would meet these strange skeleton brothers. One would be especially friendly, the other more quiet but with a sense of humor. One is actually very dangerous, so the hope would be the players' character wouldn't immediately attack the skeletons. Any advice on how I should work the mechanics of these non evil and intelligent undead, with a will free any necromancer or cleric as well their own personality, motives, and even class levels? How should Smite work on these skeletons? Even though they are undead, they are both non-evil, intelligent, and free will would they still be harmed as other undead?
Honestly I'm very glad I found Tim, as I feel he came up with a pretty brilliant idea when it came to races. Versatility in the extreme, particularly when compared to how races are normally put together. More, it could very well help too breathe live into character creation beyond traits, classes, archetypes, prestige classes, feats, skills. Yet, it does appear that this homebrew makes extensive use of the Advanced Races Guide, which I believe I have found others show complaint or concern of balance and how the book was put together. As such I'd like to ask for the thoughts, consideration, and advice of those here about this Homebrew. Could this really offer a great improvement in fun and in the game for those that would like to go beyond the official races or those who may wish to do something a little bit different with their characters?
First, when putting this together, I used the Spheres of Power Wiki as I am at work. When I get home I will see if I can find anything helpful in my SoP books/PDFs. My goal is converting Sans from Undertale to Pathfinder and I could use advice of spheres, talents, feats, and maybe equipment... if he would have any. What I have so far is this, though with consideration that his attacks will be "visually distinct":
Name: Sans the Skeleton
Sphere Talents
There are actually a few things I'd like to ask of those here on the Paizo forums, but I will try to my questions relatively short and simple: What resources, Pathfinder proper or third-party, would those here recommend when it comes to running a campaign of Occult and Horror themes? With this question, of these themes, would they conflict or could they blend together well? How are the themes of Occult and Horror different as well as different? Some books I am already considering the Gothic Campaign Compendium, Occult Adventures, Occult Bestiary, Occult Realms, and The Tome of Horrors Complete.
I am considering combining the following Druid archetypes. This archetypes replacing Wild Shape with a growing list of spell-like abilities and uses per day, the ability to cast Domain spells spontaneously instead of Summon Nature's Ally spells, requirement to pick a particular Domains or Subdomains instead of an Animal Companion, decreased penalties in strong wind conditions instead of Woodland Stride, ability to have voice heard over howling winds and peals of thunder instead of Trackless Step, and more... up to the 20th level ability to be unaffected by natural and magical wind effects in addition to immune to deafness and bonus against sonic attacks. Check them out here, and here. Any ideas how to optimize this idea and build the character where they are helpful and useful to the party? The role of the character will understandably change, more of a caster with blasting ability and battle field control with other utility from spell list.
What can be expected from these two class if in the same party, would they work well together or would their class abilities and features conflict? The idea I had was actually that of a chaotic neutral tiefling and neutral good aasimar (scion of humanity) with luck feats, one who felt they lived a life of misfortune shunned by most and one who felt that life that was boring because of her fortune. My hope is that perhaps they could balance each other out, and actually could make for an amazing team but perhaps their issues are not seen which could mess up the concept. Admitted only one thing I did notice about the luckbringer is that it seems they can bring bad luck to others or even disasters, but perhaps the idea could still work.
I'm looking to stat up an artifact that I came up with for a campaign. One that a number of groups want to get their hands on, counting a cult calling themselves the Children of the Nightmare and a race of parasitic shapeshifters, as well drawing the attention of a fair few deities as well. Much as the name suggests this major artifact is actually a crucible crafted from the metal of a falling star, which can be used to craft legendary arms and armour of great power… yet any such weapons and armor made come with a corrupting curse which will twist the mind, even bring one to madness, overtime as the power received leading one to an evil alignment. That by using equipment forged by The Crucible of Stars, it leads to the owner to fall under the maddening and malefic influence of a source from beyond the stars. It was hidden away a thousand years ago after the armour forged for a goddess led her to become evil, forcing her to be imprisoned, until such a time that she could be cleansed of the corruption which consumed her and be reunited with her sister and rejoin the pantheon. It will be up to the party to find it, prevent it from falling into the wrong hands, while working to undo the mechanisms of the cult and race of parasitic shapeshifters. While hopefully not not being tempted to use the power of the artifact for themselves, and to prevent a far greater danger from being called. Pathfinder's Occult line of products will be used for the campaign.
First off, I find the class skill lists of each class very disappointing, even annoying. Now how skills were consolidated I don't hold issue with, except the removal of Appraise, Craft, and Profession as skills which could have been Consolidated into a Trade skill, it is how things are divided out to different classes. First off, I am of the idea that any class with Knowledge (all) and Linguistics should be allowed to treat Nature, Religion, Society, and Spellcraft as class skills. Also, most classes would get Athletics. Essentially my criticism is that while consolidating skills is fine, classes should not be denied the skills that they otherwise had access to. No class should have only two class skills and the more highly skilled classes should be allowed their full versatility. For example, the only one of the Knowledge (all) classes to also have Handle Animal, the Skald should have as class skills the following: Acrobatics, Athletics, Influence, Nature, Religion, Perception, Performance, Society, Spellcraft, and Trade. Why, because that is what you would pretty much get if you actually simply consolidated the skills. Martials I feel actually suffer just as badly, if not even worse, for how consolidated skills work. The Fighter, barbarian, and paladin... none of these classes should have only two class skills nor only 1+ 1/2 Int because none of these classes have much reason to even have Intelligence be very high. Meaning at best, not counting Human bonus skills, these classes would likely have maybe 2 skill points per level to use. Am I missing something?
So first thoughts:
If everything checks out, I'm very much open for ideas when it comes to how to build this concept. Whether with traits, feats, races, equipment, or whatever other ideas any of you my have. Essentially the basic idea is that of a skillful, cunning, tricky, and generally useful in most any situation character. With this, focus of being a skill monkey with the utility of spellcasting, battlefield control, and perhaps even select blasty spells when damage dealing is needed. Perhaps with this the flair for the dramatic when not trying to be sneaky or unnoticed. …also, in case one thinks to bring it up, yes I know that is been clarified that while the Eldrich Scoundrel is legal for Pathfinder Society, combining it with the Unchained Rogue is not for some annoying reason despite the fact there is no conflict by RAW. This concept won’t be for Pathfinder Society play, and I would just need to make sure the DM and the other players are on board with the idea.
So the story of how I came to put this homebrew together is that originally it started out as a MCA or Multiclass Archetype concept I came up with much help and a great deal of the work done by Elghinn Lightbringer. Credit given where credit is do, much respect to him. Yet on July 14 2015th, I posted a revised version of the MCA as a Hybrid class to be P.E.A.C.Hed on Giants of the Playground. I got some helpful advice and suggestion revising and I thought why not post it here and see what others have to say. Let me know what you think.
The life of an explorer is filled with danger, yet allows one to discover secrets few would otherwise find. They are those trained at collages and universities as seekers of knowledge and learning, yet with a wonderlust that turns them from merely knowing about the world from books to actually seeing it for themselves. Seeking lore and artifacts of ancient places, learning both magic and alchemy, an explorer gains the skills necessary to take on whatever obstacles or challenges that lay before her. She relies on inspiration to lead her to paths she could not otherwise walk, and often finds herself in strange new worlds or planes of existence as she plods forth on a never ending journey of discovery. It is the promise of new sights and wonders just over the next rise that are ever pushing her to greater heights as she learns of the hidden magic locked within her.
This is what I have so far, and have the eventual goal of having diplomacy skill of at least 40 by level 20 if my character ever reaches that point. Of note, unless I made a mistake somewhere, this is a 1st level character that has a base Diplomacy of 20. The core roleplaying idea I have for this is that she was chosen for a special purpose by her goddess because of her "gift" of being able to convince others to her way of thinking and end conflicts non-violently. With this, my eventual goal being for her to be able to end wars, unite nations and races, or redeem the irredeemable with words and her conviction of beliefs at the forefront. My request is not only your thoughts and advice on the initial 1st level build but on how to continue forward to not only make it so that she is still a fairly decent fighter but can continue to improve to the point where she can do what I have set out for her to be capable of... that of using Diplomacy to its fullest extent and perhaps become a great and inspiring leader. Also in how to maximize the potental of her familiar companion and in what Improved Familiar to pick for it to transform into.
Name: Susanna
Diplomacy Total: 20 (Rank 1 + Bonus 19)
I am looking for three spells: one that allows you to detect 'ill intent' or 'ill purpose', if that makes sense... If not I will try to explain farther. A spell that detects shapeshifters and those magically disguised. Finally, a spell that basically detects whether someone is enchanted or cursed. Are there any official spells that GI e such results or would I have to create them? I am fine with even 3rd party or D&D 3.5 sources.
I have three ideas or paths for the party to take and for where the roleplay could go, but given how this will be my first campaign and my general lack of experience as a DM I would prefer using modules that I could use in whole or in part. My ideas are as follows:
Any modules or adventures that are at all similar to the above ideas?
The idea I have right now is this.
What feats and Rogue Talents should I focus on? Also, yes, by losing Sneak Attack I am making the character's combat ability weakened. I understand this and is the sort of character I want to play. Now on thing I could possibly do, to increase combat usefulness, is taking the Rogue archetype Nightmage to gain access to spells. Giving up Rogue talents I feel could be a fair trade off though others may disagree. The reason I don't have it above is because I would have access to less Rogue's Edges through Rogue talents, yet I am willing to consider it since I already have the skill monkey side of things maximized pretty well.
Would anyone see a problem in allowing a player taking the Negotiator archetype for the Bard to pick from the Unchained Rogue's Talents and Advanced Talents? Fairly simple question, though one I expect a few different answers. By RAW, perhaps not, though I am mainly asking if there would be a reason for a GM not to allow it even if it wouldn't normally be allowed by RAW. Though I also suspect that the rules not not be as cut and dry on such a detail, maybe though it is. I do believe that the answer could more readily be yes if the Rogue is outright replaced by the Unchained variant. Oh, and the same question involving asked but involving the Archaeologist Bard.
My question is fairly simple, with that being has there been any discussion and thought put into possible figuring out a way of having Spheres system work with Occult Adventures? I ask because I actually like what has been offered, and an Occult campaign would follow a playstyle I much prefer over regular hack and slash. Also, perhaps even with some new spheres specifically for occult magic?
All Core, Base, and Hybrid classes are permitted except the Alchemist, for reasons detailed later. The Investigator becomes a half caster after that of the Bard while all spellcasting classes must take the appropriate Sphere archetype*.
I found this when doing a Way of the Wicked search and finding a campaign on the site Obsidian Portal. I'm curious to see if others find this progression balanced and something that could be offered to players. What do you all think? They also have a write up for Lich PCs, along with Undead feats and spells... which I can give if asked, at least links. ----------------------------- Vampire
The Bitten
The Dying
The Risen
The Initiated
True Vampirism
Heroic Paths are something each player may choose, and cannot change, when first creating their character. Somewhat similar in concept to Bloodlines, this is considered overall to be a replacement of magic items, weapons, and armour as well as high magic use. It is something that I feel helps allow all characters to have power without having to be a spellcaster, and prevents the problem of having everyone be a walking armory. Credit to Doomed Hero for converting The Heroic Paths to Pathfinder on the website Against the Shadow, taken from the Midnight Campaign Setting. List of Heroic Paths:
Full details for Heroic Paths found here.
"The life and adventure of an explorer is filled with danger, yet also allows one to discover secrets few would otherwise find. They are those trained at collage and universities as seekers of knowledge and learning, yet with a wonderlust that turns them from merely reading about the outside world. Through luck and guile, explorers seek out ancient ruins and forgotten forests, mysterious dungeons and far off lands." The Explorer is an idea I took from a few sources, starting with an Archaeologist Bard as my base, changing a few details and adding others. Such as use of the bard spell list yet the learning and casting of magic after that of a wizard using a spellbook and intelligence. The class is much of a generalist list a bard, yet with none of the musical focus of the class. More scholarly yet adaptive like a rogue, all in all offering a potentially useful class... especially if one wants a class of a different flavor then a bard and rogue yet combines many aspects of the two. I admit though to being at a lose of what the capstone ability could be, though it is something I really feel the class needs. I am also up for other ideas and suggestions, something to have the class stand on its own and catch one's attention. I would play it as is myself, since it covers what I am looking for, but I would like to have it seen as worthwhile by others... also perhaps a name change. The class can be found here: The Explorer
Sidhelien Elves
This I admit this is 'stolen' from Final Fantasy d20, but essentially I want to ask for the thoughts of others on how to give the below to the classes Paladin, Cavalier, Ranger, and Druid. What class abilities should I swap out and where for them? Also a name for each archetype. Now, of course, the Dragon companion itself would swap out Divine Bond for paladin, Mount for cavalier, and Animal Companion for ranger/druid. Yet other abilities may well need to be swapped out as well so the question still applies. I would appreciate any help that can be given. Original Dragon Knight ------------------------------------------------
Wyrmling
At 4th level, the wyrmling advances into a drake.
At 8th level, the drake advances into a wyvern
At 12th level, the wyvern advances into a dragon.
At 16th level, the dragon advances into a wyrm.
A dragon knight does not take an armor check penalty on Ride checks while riding his companion. The companion is always considered combat trained, and begins play with Endurance as a bonus feat. A dragon knight’s bond with his companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon knight’s companion die, the dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the dragon knight gains a level. Dragon Companion Special Attacks
Dragon Companion Special Qualities
Damage Reduction: Wyverns and stronger dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Draconic Resistance (Ex): At 2nd level, a dragon knight gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the dragoon’s dragon companion. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon knight gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).
I was considering how to have the rogue be more attractive to players, and with the release of Pathfinder Unchained I think I have something that may work out quite well.
I came to consider such an idea because of reading this Improved Initiative article about using Aid Another in Pathfinder. Current build idea, with consideration of starting the character at 5th level.
There have been a number of revisions and updates since I first put forward my idea, though it took the help of friends and members more experienced in homebrewing then I. There may be an expansion of this idea, based on age category like dragons perhaps, though if I do expand this idea the phoenix will not be reaching gargantuan size on adulthood. If it is such a size, I would give it the ability to shrink its size.
Tell me what you all think.
Phoenix, Lesser
Combat
As a Familiar
Dervish Side-Edge* Credit to Taco Man for helping with the idea
(Exotic) Light Melee Weapons
*Name may change, open for suggestions.
Though understandably for personal or home campaigns not PFS, any thoughts or suggestions in converting the archetypes of all four classes that have been unchained? On what changes or alterations that would need to be made to allow the archetypes that are unusable with the Unchained Rogue, Monk, Barbarian, and Summoner to work with these new versions of the classes? If possible I would like to see all official archetypes to be converted to work with the unchained versions of the classes involved.
Ageless (Ex): This race does not experience any of the benefits or penalties of aging beyond adulthood and is effectively immortal, never dying of old age. What should be the Racial Point cost for this racial trait? Admittingly, if I can figure out a way I would like to turn this into a more general trait or feat. Perhaps have it connected to having fey, celestial, or fiendish blood.
Eludecia, the Succubus Paladin
Combat
Other levels for the NPC can be found here.
If I play a human druid, would I be able to take the feats Nature Soul and Animal Friends at first level by putting a rank in Handle Animal given the +3 class skill bonus? More, if or if not that works what of racial bonus or traits that might given a character ranks in Handle Animal? I guess my main question is does a character have to wait until they are third level or is all that matters is total ranks no matter how you got the ranks?
Nature Soul
Friend to Animals
This is for a very particular campaign, where every race is fey, and it is possible for some to realize where this race comes from or what campaign it is for. Of note is that there are a number of flying races in this setting along with non-fliers, which given the setting and inspiration it would be impossible to divorce these races from their natural state as fliers so please don't tell me that has to be removed. Each of these flying races start with have 30 fly speed and clumsy maneuverability which can be increased via taking a feat multiple times unless said otherwise.
Changelings
RACIAL FEATS
Greater Emotion Eater
Adept Shapeshifting
Rapid Shapeshifting
From the book 101 Simple Archetypes I found this interesting archetype:
This archetype could be interesting indeed, giving something of a pokemon trainer or digidestined/tamer with their digimon feel to any summoner who takes this archetype. One interesting benefit of this archetype that I like is that it would encourage the player to only summon one monster at a time, making it so that they are not overwhelming combat by summon a large number of monsters at once. Would this be a balanced archetype to take, or could their be problems with it?
The idea they want it so that magic in general is a bit more likely to work on their character, no matter if that magic is harmful or helpful. That their character's body and mind is less able to resist magic in all its forms. Any ideas how to offer my player this disability, appropriate for a first level character?
About Thomas, the Tiefling Hero!Thomas is not his real name.
While keeping the mother and child hidden at home under the pretense of being ill due to a complicated birth, the father wrestled with the prospect of losing all his social status to a tainted ancestry. Fearing he would lose everything and seeing no acceptable (in his mind) solution, he eventually resolved to kill the pit-stained child and keep the whole thing secret. Fortunately for the young tiefling, his mother was more compassionate. Realizing her husband's intent, she fled under cover of darkness, taking her precious child with her on a desperate flight to the west. She had heard of Absalom, the City at the Center of the World, where people were diverse enough that perhaps her child would be a little less stared-at, a little less forced into constant self-defense. And so she traveled. Sometimes walking, sometimes hitchiking, sometimes running. While her husband back home faked the death of both her and the child (thus retaining his beloved status), she trekked countless miles, sometimes staying for extended periods with generous (and open-minded) souls, sometimes sleeping on a forest floor and telling her toddler that he could go ahead and eat their only food because she wasn't hungry. The journey was long and hard, made longer and harder by not knowing the way, or needing to recover from an illness or injury, or needing to hide from dangerously scared townsfolk. The tiefling was a teenager by the time they finally reached the Inner Sea. Unfortunately, his mother did not get to see him arrive safely at their destination. After one too many nights in the rain and too much distance between them and someone willing to house them for a while, she died unceremoniously in the wilderness. The tiefling, now nearly an adult, dug her a grave and mourned alone. Or so he thought. The goddess Iomedae had plans for him, and sent a startling vision to a devout paladin in Absalom: the paladin was to venture alone into the wilderness, encounter a tiefling, and bring him back with her to Absalom to be trained as a cleric! Despite warnings from her peers that this could be trickery of a demon, she followed the prompting of her vision and, upon reaching the appointed place, found not a snarling villain but a mourning teen in the process of placing a lovingly-crafted marker atop a fresh grave. Moved by what she saw, she greeted the tiefling warmly - more warmly than anyone but his mother had ever treated him. Realizing that he could trust her (and that he had no choice, as a half-starved commoner is no match for a well-equipped paladin), he went with her back to Absalom to learn of Iomedae and the future he could have in her service. Almost ten years later, the oni-spawn is starting to become known both inside and outside the church of Iomedae. Having assumed the name Thomas to shield his family (mostly his mother's memory) from shame, he now travels the Inner Sea as both a Pathfinder and an agent of Ollysta Zadrian's Silver Crusade. With the wisdom to differentiate between the evil and the desperate, and the strength to cut down the former and protect the latter; Thomas the Tiefling Hero spreads the holy light of Iomedae wherever he goes. Thomas is strong and noble, willing even to throw himself in front of a blade aimed at his allies. Ever vigilant and always prepared, he strikes down evil with his goddess' favored weapon, using magic both to bolster his combat ability and to negate whatever tactics his enemies might use to confound him and his allies. Though his life has never been easy, Thomas' biggest challenge is yet to come. There are murmurs of late; murmurs of trouble at the Worldwound. Though Thomas has faced a few demons in his career (even venturing once into hell on a rescue mission), the time is coming when he will be called upon to march against the mustered hordes at the worldwound. The danger will be great, but so is Thomas' courage and his faith that Iomedae will be guiding both his spells and his sword arm. UPDATE: It has begun. The wardstones are failing, and forces are mustering for the Fifth Mendevian Crusade in an effort to hold at bay the surge of demons from which the wardstones no longer protect the Inner Sea. Though Thomas has not yet travelled to Mendev to engage the threat directly, he was influential in swaying Absalom's movers and shakers toward approving a bill to send soldiers to the Worldwound. Though the light of Iomedae shone through him, Thomas won't know for some time whether his work was sufficient. In the meantime, he's scheduled for a mission to recruit a troop of famous elven demon-hunters to the cause. UPDATE: Despite a certain level of non-cooperation from their superiors, Thomas has helped secure the aid of a troop of elves. The only squad that the woman in charge was willing to spare was one that she had already left for dead in the Tanglebriar; disgusted with this callous abandonment, Thomas and a team of Pathfinders entered the demonic swamp and rescued every last elf from its darkest corners. But a single squadron of rangers won't end the Fifth Mendevian Crusade. Soon, Thomas will be embarking on a similar mission to enlist the help of the Riftwardens, though it will require venturing into Rahadoum, where everything about him is illegal. UPDATE: By the blessing of the Inheritor, Thomas has ventured into and out of Rahadoum without being confronted by the Pure Legion. Sadly, the contingent of Riftwardens he was sent to retrieve had been captured and were being tortured by the Blackfire Adepts, making the mission a bit more complicated. Even so, Thomas helped his team ensure that every single Riftwarden was rescued as well as that every single Blackfire Adept (and their infernal accomplices) were killed. Thomas' efforts are continuing to procure allies against the demonic hordes of the Worldwound, but will they be enough? UPDATE: Thomas has struck another mighty blow against the hordes of the Abyss. Near the Worldwound rests the tower of the late Ghalcor, fellow cleric of Iomedae. Within Ghalcor's tower resides a century-old weapon to which the Mendevian crusaders now have access. Though the cost was great, Thomas helped to secure the tower and its weapon for use against the demon armies. There may be hope in this war yet. UPDATE: All-out war broke out in Nerosyan, as a Pathfinder meeting to which Thomas was an attendee was interrupted by a massive demon incursion. Working together with dozens of other Pathfinders and countless crusaders, Thomas helped to repel the invasion and rout the demons, slaying multiple figureheads of the abyssal army in the process. Thomas carries the will of the Inheritor with him, and those who would oppose his patron will not easily prevail. UPDATE: Although sometimes Thomas would prefer to focus all his attention on crusading against the demons of the Worldwound, he also has loyalties to the Pathfinder Society, and the Society's goal is to gain access to Jormurdun. As such, Thomas recently aided a diplomatic expedition to secure a potential future base of operations in the Realm of the Mammoth Lords. With the help of his comrades and his goddess, Thomas has befriended a powerful barbarian tribe who will not only allow the presence of the Society but may also come to arms when the latest crusade against the Worldwound comes to its inevitable peak. UPDATE: Thomas continues to gather aid and resources for the coming struggle at the Worldwound. In Ratchikan, he established amiable relations with both a tribe of morlocks and a troop of Hellknights, while also ridding the world of a dangerous lich. Additionally, he helped procure a supply of powerful golems that the Society (hopefully under strong guidance from Ollysta Zadrian and the Silver Crusade) can use to further the cause in Mendev. The time of reckoning draws near... UPDATE: The Society's long-awaited expedition to Jormurdun has begun. While the many armies that Thomas helped recruit gathered against the demonic hordes, Thomas himself joined a team tasked with moving past the front lines to take down two of the treacherous villains who have been aiding the efforts of the Abyss. After dealing decisively with the two of them, Thomas and his team located the entrance to Jormurdun and unraveled its secrets. The massive doors now stand open... UPDATE: It is finished. The Society began its exploration of the dwarven sky citadel, and Thomas was blessed to be able to aid a team that included two followers of Torag, for whom the site had special meaning. Not only was Thomas able to defend his comrades against evil and help quiet the restless souls of dwarves long dead; he even found himself catapulted 3,000 years into the past, where he was able to address a dwarven king directly, put down preemptive countermeasures against later incursions of evil, and even slay the demon lord who would have later befouled the city. It is on that note that Thomas's career as an active field agent of the Society comes to a close. With the threat to the world passed, Thomas now takes a quieter role in the Society, working under the Silver Crusade's Ollysta Zadrian as a mentor to newer agents in an attempt to guide them toward the path of righteousness. He occasionally embarks on other dangerous missions at the behest of the Iomedaean church, but his life's main mission—the two-year-long agency to which Iomedae called him through a paladin's dream all those years ago—is now completed. The world is saved. |