Aldern Foxglove

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Organized Play Member. 1,294 posts (1,511 including aliases). No reviews. No lists. 1 wishlist. 4 Organized Play characters. 2 aliases.



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Grand Lodge

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
Class: Negotiator (Bard)
Alignmemt: Lawful Neutral
Deity: Asmodeus
Alt. Racial Traits: Feindish Spinter, Prehensile Tail.
Feats: Skill Focus (Diplomacy), followed by Diabolical Negotiator.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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
Title: The Grand Librarian
Alt. Racial Traits: Curiosity
Traits: Scholar of the Great Beyond (Faith), Forbidden Knowledge (Regional)
Point Buy [20]: Str: 9 Dex: 14 Con: 10 Int: 18+4* Wis: 12 Cha: 16
Class: Studious Librarian (Bard) 16th
Feat: Noble Scion (Scion of Lore), Spell Focus (Divination), Greater Spell Focus (Divination), Skill Focus (Knowledge [History], Perform [Oratory], Linguistics), Insightful Advice, Orator or Leadership
Class: Studied Librarian 16th
Magic Items: Mask of a Thousand Tomes, *Tome of Clear Thought (+4)

Knowledge Checks
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Rank +16 in most but not all Knowledge skills, +6 Ability modifier, Class Skill/Trained +3, Bardic Knowledge +16, Noble Scion +1, Mask of a Thousand Tomes +10
= Up to a +52 bonus to Knowledge checks, except Knowledge [History] which will be +62.

Grand Lodge

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?

Grand Lodge

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.

Grand Lodge

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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.

Grand Lodge

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.

Grand Lodge

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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
Gender: Female
Alignment: Chaotic Neutral*
Traits: Enemy of Slavers, Overwhelming Beauty
Alternate Racial Traits: Fey magic, fey thoughts, low-light vision, powerful presence
Class: Feyspeaker (Druid)
Personality: Nature and the magic from within were her most trusted allies, of which she will hold most dear, and even those companions she might find herself traveling with would find a certain distance. Distrust and suspicious with be in her thoughts when first meeting others, though this shall generally be hidden by a charm and sense of amused detachment.

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.
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Explanation of Alignment
*Yes Chaotic Neutral alignment is generally avoided or frowned upon by most DMs, given how disruptive such an alignment can be and how many players use such to do whatever the hell they want. Myself, I have chosen this alignment because, in part, it follows the “any neutral” requirement of the druid class but also because she will seek after herself above all else. Her freedom, her path, and her desires.

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.

Grand Lodge

I thought to go a bit against stereotype, especially because of finding the very useful trait Overlooked Mastermind.

For those that don't know:
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Overlooked Mastermind
Source Inner Sea Races pg. 212
Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.

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?

Grand Lodge

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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?

Dark Archive

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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?
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Part 1: Humanoids
.
Part 2: Native Outsiders (Planetouched).
Part 3: More Humanoids.
Part 4: Reptilian Humanoids, Dragonkin, and Dragons.
Part 5: Fey.
Part 6: Aberrations.
Part 7: Mechanoids, Monstrous Humanoids, and Plants.

Dark Archive

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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":
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Name: Sans the Skeleton
Class: Incanter
Specialization: Warp.
Race: Obitu.
Level: 17-20

Sphere Talents
Telekinesis (Primary): Deflect, Finesse, Forceful Telekinesis, Acceleration, Greater Speed, Weaponize, Dancing Blade, Linear Acceleration, Effortless Telekinesis
Destruction (Secondary): Force Blast, Greater Blast x4, Extended Range x2, Crafted Blast
Warp (Minor): Distant Teleport, Emergency Teleport, Unseeing Teleport

Dark Archive

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.

Dark Archive

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.

Dark Archive

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.

Dark Archive

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.

Dark Archive

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?

Dark Archive

Eldritch Scoundrel.

So first thoughts:
The fact that this is more an intelligence focused clasd makes up for the loss of skills I feel, helped more by picking human, half elf, or even elf so no real loss there given the character would have access to spells. By 20th level, unless I am missing something or miscalculating, I believe this gives the character access to 8th level spells. Which means, unless I’m incorrect, this character would have nearly all the spellcasting of wizard expect, the very highest level of spells, but with a great many of the tricks and benefits of being a rogue. Am I missing anything?

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.

Dark Archive

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.
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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.

The Explorer (Hybrid Class)

Dark Archive

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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.
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Name: Susanna
Race: Human
Racial Trait: Silver Tongued
Deity: Sarenrae
Class: Chosen One (Paladin)
Embassy Familiar: Thrush
Traits: Redeemer (Faith), Ambassador (Religion)
Feats: Skill Focus (Diplomacy), Persuasive
Str: 14, Dex: 10, Con: 15, Int: 10, Wis: 11, Cha: 18

Diplomacy Total: 20 (Rank 1 + Bonus 19)

Dark Archive

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.

Dark Archive

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:
Joining an expedition into the desert, to seek out some ancient structure.
Working with the city guard in investigating cultist activity of an evil deity.
Working with a guild in seeking out an artifact of religious or historic importance.

Any modules or adventures that are at all similar to the above ideas?

Dark Archive

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The idea I have right now is this.
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Race: Human
Racial Traits: Comprehensive Education, Focused Study*
Class: Unchained Rogue (True Professional)
Traits: Student of Philosophy; Bruising Intellect
Stat Focus: Intelligence (Core/Maxed), Wisdom, Dexterity (Secondary).
 
*Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
*Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

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.

Dark Archive

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.

Dark Archive

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?

Dark Archive

Can you wield weapons without using your hands with this feat, using telekinetic force?

Telekinetic Finesse
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Dark Archive

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*.

 
Books That Will be Used/Allowed
-------------------------------------------
Paizo: Pathfinder Core Rulebook, Advanced Player's Guide, Advanced Class Guide, Pathfinder Unchained, Ultimate Magic, Ultimate Combat, Ultimate Campaign
Silver Games LLC: Ponyfinder Campaign Setting, Ponyfinder: Forgotten Past, Tribes of Everglow, Griffons of Everglow
Drop Dead Studios: Spheres of Power, Spheres of Power: Expanded Options, Rogue Glory
Everyman Gaming: Leadership Handbook, Physiological Handbook, Everyman Unchained: Monk Archetypes I & II, Everyman Unchained: Skills and Options, Everyman Unchained: Unchained Rage
Rogue Genius Games: The Genius Guide to Variant Multiclassing Rules, Ultimate Options - Minor & Major Drawbacks, The Genius Guide to the Talented Barbarian, The Genius Guide to the Talented Cavalier, The Genius Guide to the Talented Fighter, The Genius Guide to the Talented Ranger
Geek Industrial Complex: Companions of the Firmament (For flying, falling, and weather mechanics & themes/ideas)
Alluria Publishing: Cerulean Seas Campaign Setting (For underwater mechanics & themes/ideas)
Kobold Press: Southlands Campaign Setting (For plains, jungle, and desert mechanics & themes/ideas)
 
*All spellcasting as it was will be eliminated and replaced with the Spheres system through the appropriate archetypes from the Spheres of Power books, at least as far as PCs and NPCs are concerned.
Monsters may be a bit of a challenge but I will deal with that as it comes, magic weapons and equipment may likely also see change. Again I will deal with that as it comes.
 
Lastly as there is, as of yet, no 'Alchemy' Sphere or an Archetype that could allow for the Alchemist to work for Speheres of Power... this class will be completely unavailable in my campaign. The Investigator will still be available by way of a custom archetype made by myself in which the class is given access to spheres instead of alchemy, becoming a Mid-Caster.
 
I also have a Spheres of Power homebrew conversion for Prestige Classes.

Dark Archive

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.

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Vampire
The Path of the Vampire It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our characters are made of sterner stuff. To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascension.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template). However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour. If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.

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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:
1. Giantblooded
2. Faeblooded
3. Charismatic
4. Jack of all Trades
5. Nature Friend
6. Painless
7. Chanceborn
8. Fellhunter
9. Seer
10. Faithful
11. Wyrd
12. Juggernaut
13. Steelblooded
14. Fireborn
15. Commander
16. Summoner
17. Heavensent
18. Fiendhearted
19. Wereling
20. Dreamer
21. Stormbringer
22. Wayfarer
23. Hawkeyed
24. Healer
25. Ironborn
26. Dragonblooded
27. Quickened
28. Shadow Walker
29. Speaker
30. Beast

Full details for Heroic Paths found here.

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"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

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Sidhelien Elves
There is an ancient race of elves who call themselves the Sidhelien (SHEE-lin). The Sidhelien hold court in deep, mist-wreathed vales in the darkest heart of the ancient forests. These elves are a graceful but reclusive race, suspicious of humankind. Early in their history they contested human settlement of the vast forests where they live, and a strong current of ill will towards the human nations still runs strong in the elven woods.
 
Sidhelien elves stand as tall as humans, but they're far more slender and graceful. Most average between 5’6” and 6’ in height, but weigh only 120 to 140 pounds. They are pale, with fair skin and dark hair, and their features are exquisitely formed. Elves possess an unearthly beauty, and their perfect voices can hold a mortal spellbound. Unfortunately, elves are very con-cious of their perceived superiority and treat others with coldness or condescension.
 
Sidhelien elves are creatures of faerie and starlight, gifted with immortality and powers of mind and body beyond those of humankind. They're neither a force for good nor a force for evil; an elven wood can be perilous for human travelers, but even more so for goblinoids or gnolls. The elven heart is unfathomable to mortals; they're moved to wild delight, dark melancholy, or burning rage with the only the slightest of causes. More than anything else, elves are unpredictable, doing what pleases them from one moment to the next.
 
Sidhelien elves resist aging and normal disease, only magical diseases such as lycanthrope can harm them. They cannot see in total darkness, but can see by starlight or moonlight as well as a human sees by daylight. They don't need to sleep, but they can become physically exhausted and must rest quietly, studying spells or standing watch, for about as long as a human needs to sleep. Sidhelien elves can move over heavy snow, softs and, or a mountainside as easily as a human walks across a level surface.
 
The Sidhelien are not the run-of-the-mill elves that most might expect. These elves, though civilized enough that their music can bring tears to the eyes of even the roughest forester, also have a core of savagery that permeates their being. Having lived with the brutal humanoids for thousands of years, the elves have had to learn to deal harshly with those who oppose them. Besides, they've watched everything they built over the past millennia come crashing down around them with the arrival of the humans such a short time (about two of their generations) ago.
 
As such, they harbor deep hatred in their collective breast for those who've dispossessed them. This extends to humans or humanoids, or whoever stands in the way of the elven dominion. However, there are elves who take a more rational view to the whole thing, seeing the humans as the next step and a needed catalyst for change. These elves look to the humans for ways to improve the elven kingdoms, to teach the kin the realities of living in modern world.
 
The Elven Court has fractured from a single large kingdom into many small ones, just as the human has scattered. Every Sidhelien settlement now has its own version of the Elven Court, but none of them can match the glories of the original. They hope to reunite the elven lands to recapture the beauty and grace of the past.
 
These elves are aware that gods exist, but they do not pay homage to them. Particularly after their deception and betrayal of a god, the Sidhelien have been adamant in their refusal to worship human gods. To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within Sidhelien realms.
 
+2 Dexterity, +2 Charisma, -Wisdom*, -2 Strength, -2 Constitution: Sidhelien elves are nimble in body and have strong personalities, but their form is frail and they are also a race with changing moods or emotions which made it hard for them to see things as other do.
*Because of their amnesty and distrust of other races, especially humans, and also because of what is offered in description.
Medium: Sidhelien elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sidhelien elves have a base speed of 30 feet.
Low-Light Vision: Sidhelien elves can see twice as far as humans in conditions of dim light. On a bright night, they can see by moonlight as well as a human can see by day.
Elven Immunities: Sidhelien elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Sidhelien elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Sidhelien elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Distrusting: A Sidhelien elves takes a -4 to diplomacy checks when interacting with none elves.
Timeless: Gifted with near immortality, Sidhelien elves do not suffer the ravages of time and are thus immune to aging attacks and normal disease. An adult elf’s age has no effect on her physical or mental ability scores. Sidhelien elves do not need sleep, but they can become physically exhausted and must rest quietly for about as long as a human needs to sleep.
Nature Stride: Sidhelien elves may move through natural thorns,overgrown areas, heavy snow, soft sand, a treacherous mountain or similar natural terrain at their normal movement rate and without suffering damage or penalty.
Alignment Restriction: Unpredictable and fey, Sidhelien elves must follow a non-lawful alignment.
Languages: Sidhelien elves begin play speaking Common, Elven. Those Sidhelien elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

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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

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Dragon Companion (Ex): Beginning of 1st level, a dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as a druid’s animal companion, using the dragon knight’s level as his effective druid level.

Wyrmling
Starting Statistics
Size: Small; Speed: 40 ft., Fly 40 ft. (Good);
AC: +4 natural armor; Attack: bite (1d6), claw (1d4);
Ability Scores:Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12;
Special Qualities: Immunity to magic sleep effects and paralysis effects

At 4th level, the wyrmling advances into a drake.
Drake
4th-Level Advancement
Size: Small; Speed: 40 ft., Fly 40 ft. (Good);
AC: +4 natural armor; Attack: bite (1d6), claw (1d4);
Ability Scores:Str 14, Dex 14, Con 15, Int 10, Wis 6, Cha 12;
Special Attacks: Breath Weapon (1d6/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects

At 8th level, the drake advances into a wyvern
Wyvern
8th-Level Advancement
Size: Medium; Speed: 50 ft., Fly 50 ft. (Average);
AC: +6 natural armor; Attack: bite (1d8), claw (1d6);
Ability Scores: Str 18, Dex 12, Con 17, Int 10, Wis 6, Cha 12;
Special Attacks: Breath Weapon (1d8/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 4/-.

At 12th level, the wyvern advances into a dragon.
Dragon
12th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Average);
AC: +8 natural armor; Attack: bite (1d10), claw (1d8);
Ability Scores:Str 22, Dex 10, Con 20, Int 12, Wis 8, Cha 14;
Special Attacks: Breath Weapon (1d10/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 6/-.

At 16th level, the dragon advances into a wyrm.
Wyrm
16th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Average);
AC: +8 natural armor; Attack: bite (1d10), claw (1d8);
Ability Scores: Str 24, Dex 10, Con 22, Int 12, Wis 8, Cha 16;
Special Attacks: Breath Weapon (1d10/HD);
Special Qualities: Immunity to magic sleep effects and paralysis effects, DR 8/-, Frightful Presence.

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
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragon’s choice. Creatures caught in the area can attempt Reflex saves to take half damage; The save DC against a breath weapon is 10 + ½ dragon companion’s HD + dragon’s Con modifier. The breath weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 ft. for every HD the companion has, and the cone is 5 ft. for every 2 HD the companion has (rounded down).

Dragon Companion Special Qualities
Frightful Presence (Ex): A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon companion attacks, charges, or flies overhead. Creatures within a radius of 10 feet per 3 HD are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10+ ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

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).
 
Detect Dragons (Su): At the beginning of 3rd level, the dragon knight is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the dragon knight only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragon knight can gleam additional information about the dragons in the area. By spending one full round concentrating on these presences, the dragon knight can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragon knight may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon.

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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.
 
You see I have for quite some time been a fan of the Glory Rogue and so I have been considering combining both the Unchained Rogue with the Glory Rogue into one class choice. This idea is actually really exciting since the former still have access to all official archetypes, while the latter does the same and allow for even more archetypes... does anyone see a problem with having such a Rogue offered in a home campaign?

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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.
Class: Order of the Lion Inspiring Commander/Bard/Battle Herald (PrC)
Traits: Adopted, Helpful (Halfing)
Race: Human
Feats: Combat Reflexes, BodyguardCombat Expertise, Swift Aid

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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.
 
Yet such consideration can come later, this is for having a phoenix as an familiar which can be acquired by the Improved Familiar feat:
Phoenix, Alizarin

Tell me what you all think.

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Phoenix, Lesser
Tiny Magical Beast
Hit Die: 1d10 (5 hp)
Initiative: +4
Speed: 5 ft. (1 square), Fly 60 ft. (average)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat footed 13
Base Attack/Grapple: +1/-9
Attack: Claw +2 melee (1d3-1 damage)
Full Attack: 2 Claws +2 melee (1d3-1 damage), or Bite +2 melee (1d4-1 damage)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -----
Special Qualities: Immolation, Fire Resistance 10
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 8, Dex 18, Con 10, Int 6, Wis 11, Cha 16
Skills: Spot +2, Listen +2
Feats: Flyby Attack
Alignment: Always Neutral
A small bird with red and orange plumage sits in a cage. With an intelligence that would suprise some, it has an aura of majesty around it as though it is something to be respected.
Lesser Phoenixes are cousins of the great birds that protect the good creatures of deserts. These creatures are rare like their greater versions, but are more commonly seen in the company of humanoids. Many keep Lesser Phoenixes as pets, as they can never truly die, which avoids the heartbreak associated with the deaths of most pets.

Combat
Lesser Phoenixes are not often seen in combat, but when forced to, they tend to head straight into the thick of it. They do not fear death. In fact, they fly as close to enemies as possible, so that when they die their slayer also takes damage.
Immolation (Su): When a Lesser Phoenix approaches death, a Lesser Phoenix may immolate itself as a full round action. This causes a cloud of fire that is 10 ft. high and has a 5 ft. radius spread. Anyone caught in the burst receives 2d6 fire damage. Reflex save DC 11 for half damage. This kills the original bird, but it is reborn as it rises out of the ashes in 1d4 rounds.

As a Familiar
Lesser phoenixes can be selected as familiars by those with the Improved Familiar feat. As a familiar, a lesser phoenix grants the ability to automatically give his master 2 hit points/level once a day when an enemy would have otherwise brought him to -10 Hit Points. If it uses its immolation power, the spellcaster gains the phoenix as hat of a familiar on the death of the old as opposed to waiting a year and a day. The spellcaster does not take an XP penalty for his or her familiar's temporary defeat.
The minimum level to gain this familiar is 5th.

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Dervish Side-Edge* Credit to Taco Man for helping with the idea
This weapon is different from most, a blade that is not to be held in the same way. The design of the blade is similar to a scimitar, though most often with a wider blade and with such it is a single edge weapon. What has it stand apart is how it is held and in that it is bound to the wrist to prevent disarming, whether with a leather band or through connection with an armour's gantlet, most of all is how the handle is not straight with the blade but to the side. This making it so that it extends horizontally from the wielder's arm with the handle facing inwards and the edge outwards so being held sideways.

(Exotic) Light Melee Weapons
Cost: 20 gp, Dmg (S): 1d4, Dmg (M): 1d6, Critical: 19-20/x2, Range: – , Weight: 2 lbs, Type: S, Special: Blocking, Performance, Monk
The unusual nature of the blade makes it harder to disarm, but harder to wield as a proper weapon, giving a +6 vs Disarm attempts, but a -2 to attack rolls.

*Name may change, open for suggestions.

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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.

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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.

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Eludecia, the Succubus Paladin
In worlds where magic is common, powerful wizards sometimes use their dweomers to warp and change creatures for their own purposes. However, even more profound changes sometimes stem from the natural forces in the multiverse. One of those forces is love, and love somehow found the succubus known as Eludecia.
She does not talk about what happened, but during one of her many quests to tempt souls and bring them to the Abyss, she met a beautiful angel, and something unimaginable happened -- she fell in love. Eludecia fought against the unfamiliar emotion for a long time but finally realized that she could not win. So she sought out the angel and confessed her feelings for him, though she did not understand them.
When Eludecia asked for help in redeeming herself, the angel was only too happy to accommodate her. After all, the succubus was extremely beautiful, and he could not help but be attracted to her. Furthermore, the accomplishment of redeeming a demon would certainly make him well known in the angelic hierarchy and advance him in his master's service.
Redemption sometimes comes in a flash, but more often it takes years and years of painful work -- and so it was in this case. Born to evil, Eludecia found it hard even to understand goodness, let alone embrace it. However, she persevered until she finally achieved a shaky redemption. She then dedicated herself fully to the cause of good and took on the mantle of paladin, although no deity was willing to be her special patron.
Eludecia knows that she can never purge herself completely of her evil nature without magical aid, but for now, she shuns such help because she is determined to "make it on her own." Thus, she must fight each and every day to avoid slipping back into her evil ways. Thus far, she has succeeded admirably.

Combat
Succubi are not built for the battlefield, and Eludecia is still nervous about getting into fights, even with her paladin training. She is a fairly good combatant, however, and can be more aggressive than she realizes. This aggression hides her continual worry that she will someday slip off the pedestal of goodness and return to the evil that she now despises.
Eludecia refuses to be deceitful with most creatures, though she deceives evil outsiders without a second thought. She knows that they would have no scruples about tricking her, so she has none about returning the favor. Otherwise, she uses deception only for good ends and never to save her own life.

Other levels for the NPC can be found here.
 
Eludecia (18th Level)
At this level, Eludecia still prefers not to fight if she can neutralize an opponent by some other means, but as her power has grown, so has her confidence.
Eludecia: Female succubus paladin 12; CR 16; Medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 6d8+12 plus 12d10+24; hp 133; Init +2; Spd 30 ft., fly 50 ft. (average); AC 32, touch 14, flat-footed 30; Base Atk +18; Grp +25; Atk +25 melee (1d6+7, claw) or +26 (1d10+12/x3, +2 holy adamantine glaive) or +25 melee (2d6+11/19-20, +1 holy cold iron greatsword) or +21 ranged (1d8+5/x3, +1 evil outsiders bane composite longbow [+4 Str bonus]); Full Atk +25 melee (1d6+7, 2 claws) or +27/+22/+17/+12 (1d10+12/x3,+2 holy adamantine glaive) or +26/+21/+16/+11 melee (2d6+11/19-20, +1 holy cold iron greatsword) or +21/+16/+11/+6 ranged (1d8+5/x3, +1 evil outsiders bane composite longbow [+4 Str bonus]); SA energy drain, smite evil 3/day, spell-like abilities, summon tanar'ri, turn undead 14/day (+13, 2d6+19, 9th); SQ aura of courage, aura of good, damage reduction 10/cold iron or good, darkvision 60 ft., detect evil, divine grace, divine health, immunities (electricity, poison), lay on hands 132/day, remove disease 3/week, resistances (acid 10, cold 10, fire 10), special mount, spell resistance 18, telepathy 100 ft., tongues; AL LG; SV Fort +26, Ref +22, Will +22; Str 24, Dex 14, Con 14, Int 16, Wis 14, Cha 32.
Skills and Feats: Bluff +20, Concentration +19, Diplomacy +24, Disguise +20, Escape Artist +11, Hide +11, Intimidate +20, Knowledge (religion) +11, Knowledge (the planes) +12, Listen +19, Move Silently +11, Ride +23, Search +12, Sense Motive +18, Spot +19; Divine Might (CW), Divine Shield (CW), Dodge, Elusive Target (CW), Improved Buckler Defense, Mobility, Power Attack.
Languages: Abyssal, Celestial, Common, Draconic.
Energy Drain (Su): Eludecia can drain energy (Will DC 24) from any mortal she lures into some act of passion, or by simply planting a kiss on the victim. But because she now believes this ability is evil, she no longer uses it.
Smite Evil (Su): Three times per day, Eludecia may attempt to smite evil with one normal melee attack. She adds +11 to her attack roll and deals an extra +12 points of damage.
Spell-Like Abilities: At will -- charm monster (DC 25), detect good, detect thoughts (DC 23), ethereal jaunt(self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 24), greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Summon Tanar'ri (Sp): Once per day, Eludecia can attempt to summon one vrock. As long as she remains good-aligned, however, no vrock will answer her summons. This ability is the equivalent of a 3rd-level spell.
Detect Evil (Sp): Eludecia can use detect evil at will as the spell (caster level 12th).
Divine Health (Ex): Immunity to disease.
Special Mount (Sp): Once per day for up to 24 hours, Eludecia can call upon her mount as a full-round action.
Tongues (Su): Eludecia has a permanent tongues ability (as the spell, caster level 12th).
Paladin Spells Prepared (caster level 6th): 1st -- bless weapon, cure light wounds; 2nd -- bull's strength, eagle's splendor; 3rd -- cure moderate wounds.
Equipment:+2 mithral breastplate, +1 moderate fortification buckler, +2 holy adamantine glaive,+1 holy cold iron greatsword,+1 evil outsiders bane composite longbow (+4 Str bonus) with 40 arrows, ring of protection +2,belt of giant strength +4,cloak of Charisma +2,boots of speed.
Notes: While wielding her +2 holy glaive or +1 holy cold iron geatsword, Eludecia suffers one negative level: -1 on all skill and ability checks, -1 on attack rolls and saving throws, -5 hit points, and -1 effective level (whenever her level is used in a die roll or calculation, reduce it by one).
Tactics: As a 12th-level paladin, Eludecia still takes advantage of the protection afforded by her Divine Shield, which now adds +11 to her AC, but she also uses Divine Might to add +11 to her damage rolls. Since she can turn undead fourteen times a day, she seeks opportunities to shield others from harm with that ability. She still prefers to melee her foes, making as much use of Power Attack as possible.

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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?
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Nature Soul
You are innately in tune with nature and venerate the power and mystery of the natural world.
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Friend to Animals
You show great respect for all living things, and they sense and return the gesture.
Prerequisites: Nature Soul, Handle Animal 3 ranks.
Benefit: As a standard action you can require all animals within 30 feet to make a Will saving throw. Animals who fail the save cannot attack you unless you attack them or one of their allies first. The DC of the Will save is equal to 10 + half your character level + your Charisma modifier.

Dark Archive

I am looking for an archetype that replaces a Paladin's class ability Divine Bond, any suggestions would be appreciated and I hope I may find an answer in the 3rd party PFRPG Products.

Dark Archive

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.
Please, I ask for whatever advice or thoughts that you're willing to put aside time for.

Changelings
Where others see a pony, the truth lurks beneath the flesh. Pony society plays unwitting host to a discreet set of shapeshifters, you among them. You draw small amounts of energy from others by proximity, though perhaps different motivations draw you to adventuring. Though Changelings tend more towards selfish alignments, individuals can seek greater things, despite their origin. Flutterpony legend holds that the Changeling are their fallen kin, twisted by dark magic.
Changelings Racial Traits:
Type: Fey (changeling)
Racial Traits:
Ability Scores: +2 Charisma, -2 Strength
Medium-size: As Medium-size creatures, changelings have no special bonuses or penalties due to their size
Fast Speed: Changelings have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Changelings see twice as far as humans in conditions of dim light.
Flight: Changelings have a fly speed of 30 feet with clumsy maneuverability.
Shapeshifting (Su): You have a specific pony shape that you can take at will. You gain a +10 racial bonus on Disguise checks to appear as that pony.
Deceptive: A changeling gets a +2 racial bonus on bluff and disguise checks.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Common and Sylvan. Bonus Languages: A changeling with high intelligence scores may choose Griffin, Deerish, and Undercommon
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RACIAL FEATS
Emotion Eater
Prerequisites: changeling, 13 Cha, Diplomacy 7
Whenever a changeling stays in the company of one who has an attitude of Helpful towards them for 3 hours, they may force their victim to pass a DC 10 + 1/2 level + Cha modifier, will negates, and if failed they take 1d4 Wis temporary damage. A changeling gains a +1 temporary bonus to all saves and spellcasting DC checks for every point their victim loses to Wis, and can stay transformed for a number of hours equal to the same amount. This ability can be used 1/day plus 1 addition time per 4 levels.
 
Greater Deception
Prerequisites: changeling, 13 Cha, Disguise 7
You can add a +8 bonus when making a roll for disguise checks but only when Shapeshifting is used, which stacks with the deception and shapeshifting ability.

Greater Emotion Eater
Prerequisites: changeling, 15 Cha, Diplomacy 9, Emotion Eater
The DC to save against the ability Emotion Eater increases to DC by an additional +2, will negates, and if they fail the victim takes 1d6 Wis. This otherwise follows the rules of the Emotion Eater ability, or alternatively in combat it can be used by passing an Intimidation check to demoralize the victim. Lastly, mattering the Wis damage taken, the victim becomes either Sickened (1-3), Dazed (4-5), or Nauseous (6). This ability can be used a number of times equal to 1/day plus 1 addition time per 4 levels.
 
Hidden Spell
Prerequisites: changeling, Still Spell, Silent Spell, Spellcraft 11, caster level 10
Benefit: The feats Still Spell and Silent Spell can be used without increasing increasing casting time or spell level, and anyone trying to identify a spell cast by one with this feat adds a +10 penalty to such rolls.

Adept Shapeshifting
While even immature Changeling ponies can imitate one form, you have learned how to take on new roles, giving you much improved flexibility.
Prerequisite: Changeling, Shapeshifting racial trait.
Benefit: You may imitate any ponykind that you have seen, gaining +10 to Disguise checks to appear as that particular pony. This works otherwise like your usual shapeshifting ability.

Rapid Shapeshifting
You change in almost the blink of an eye, allowing you to assume new forms in the midst of other activities.
Prerequisite: Changeling, Adept Shapeshifting, character level 5th.
Benefit: When you change forms, you do so as a move action instead of standard.

Dark Archive

From the book 101 Simple Archetypes I found this interesting archetype:
Monster Summoner
"My eidolon can be any monster, as needed.”
As a monster summoner, you gain the following class features.
Summoned Eidolon (Su): Whenever you use a summon monster spell or spell-like ability to summon a single creature, that creature gains the advanced simple template and counts as your eidolon for the purpose of your summoner class features.
This replaces eidolon.
Summon Monster I (Sp): You can use this ability (or any improved version of this ability which you have) a number of times per day equal to 3 + your Charisma modifier + one-half your level.
This modifies summon monster I and all improved versions of that ability.

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?

Dark Archive

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?

Dark Archive

Made a while back on request, 10-21-2014, I admit to having some frustration with this homebrew though accepted it and thanked the creator. I am bringing it here to be reviewed and consider... perhaps offer suggestions on alternatives to limiting 'OP' shenanigans.
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Gifted Avian
Birds are, for whatever reason, more attuned with the magical forces that direct the world. Every once in a while a bird will get caught up in a particular magical phenomenon and come out transformed, gaining mental faculties to rival its humanoid peers. The following are racial traits of the gifted avian:
+2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma
Magical Beast
Tiny
Gifted avian base land speed is 10 feet*: In addition, gifted avians have a fly speed of 30 feet (average maneuverability). However they can circle in the air over a single 5 foot square as a move action that provokes attacks of opportunity.
Alertness: Gifted avians gain Alertness as a bonus feat.
Avian Speech (Ex): Gifted avians can speak with other birds of their previous kind (see Gifted) as if under the effects of speak with animals.
Gifted (Ex): All gifted avians were once normal tiny birds of their kind, but all statistics from the previous form are overwritten when they become a gifted avian. However, gifted avians retain the look they previously had, and disguise and bluff checks to imitate that creature automatically succeed unless the opposing creature(s) are well-versed in birdkind or are looking for the gifted avian. In these cases, the gifted avian gets a +10 circumstance bonus on their check instead.
Good with Talons (Ex)*: The new mental faculties that a gifted avian possesses are supplemented by the ability to use their talons in ways similar to a human hand. This allows them to perform actions the way a human could, such as writing, opening doors, or holding objects (but not wielding weapons) as long as they don't move outside their current square. In addition, all gifted avians have a single natural talon attack that deals 1d4 damage. Iterative attacks can be made with these talons, and if they are the only weapon the gifted avian is using, she can apply 1½ her Strength modifier to the damage.
Weakened Concentration (Ex)*: Despite their powers, gifted avians still find it difficult to concentrate. A gifted avian cannot move between squares and use an effect that would require a concentration check when interrupted in the same turn. This means, among other things, that gifted avians cannot move while manifesting, casting spells, or using a spell-like abilities.
Automatic Languages: Common
Bonus Languages: Any
Favored Class: Rogue and Wizard
Level Adjustment: +0

*Even when racial traits would be removed (such as from the Rite of Rebirth, see Races of the Dragon p.10), these ones remain.

Extended Consciousness
If you choose, you can create you gifted avian with the Extended Consciousness racial trait. If you do, the gifted avian cannot use her talons the way humans can use their hands. Instead, she gains the ability to usemage hand as a spell-like ability cast by a sorcerer of the gifted avian's hit dice to perform the same functions, which she may concentrate on as a free action. This use of mage hand is subject to Weakened Concentration.

Race-Specific Changes
If the specificity of your gifted avian isn't enough, you can use one of the following variants.
Speaker: In addition to the standard racial ability score modifications, the gifted avian has -4 Strength. She also gains 2 additional automatic languages and 1 rank in the Decipher Script skill.
Strong Wings: The gifted avian's fly speed increases by 30 feet and she loses the Alertness bonus feat.
Weak Wings: In addition to the standard racial ability score modifications, the gifted avian has +2 Constitution. Her maneuverability also becomes clumsy and she must end her turn on solid ground or else fall as normal for a flightless creature.

Reasoning
So the race is primarily is designed with full knowledge that a tiny creature without true penalties will be the master race for both casters and rogues. Negative racial traits are imposed to prevent this and funnel the racial choice into more specific builds. Gifted avian casters will have worse kiting and weaker casting stats while gifted avian rogues will lose the ability to use weapons normally. In exchange, both gain excellent hiding and defensive abilities plus flight.

Ravens and Parrots should get Speaker. Chickens should get Weak Wings. Eagles should get Strong Wings.

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