Kobold

KCRift's page

40 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.

Just wanted to let everyone know that the Deductionist is now in print / PDF through Total Party Kill Games!

We've come a long way from the "alpha" version of the class you had a sneak peek of back in January...and I humbly say THANK YOU for your inputs and support.

It's posted up at DriveThruRPG and Paizo if you'd like to take a look.


1 person marked this as a favorite.

I have seen many-a-message board complaining about the First Worlder and how it just does not stand up when compared to the Eidolon of the traditional summoner. I spent some time looking at it, along with the other Fey templates out there (Fey Creature, Fey Animal, Fey Touched, etc) and came up with a suggestion for what I have dubbed the "Feydolon".

Taking most of the official changes into account, I have also added the ability to essentially replicate the "Fey Creature" template through Evolutions. I have also changed the abysmal BAB to match that of the Summoner / First Worlder (by Hit Die, not Summoner level) which makes for a much more reasonable approach than 1/2 BAB (which is utterly ridiculous).

Finally, I went through the Fey list of critters and added a lot of them to the First Worlder's Summon Nature's Ally list.

Fey Creature List: http://www.d20pfsrd.com/bestiary/monster-listings/fey

In my opinion, the First Worlder is drastically under powered when compared to his full summoner counterpart. It seriously looks like someone just stopped in the middle of making it. I have seen proponents for the First Worlder as well; and while the Unicorn and Pixie at higher levels do add a lot to the archtype, the low level First Worlder is very underwhelming.

SO, with that being said, here is the crux of what I've put together. If you would like to see the document, complete with HD, BAB, Ability Bonuses, Saves, Skills, etc. table, that can be found here:

https://docs.google.com/open?id=0B899EDkyK4I5elE2N013Ni1Scjg

Feydolon

Type: Fey, Extraplanar
Hit Die: d6
Ability Modifiers (to chosen base form): Str -2, Dex +4, Int +2, Cha +2
Base Speed: +10 feet
Saves: Good – Reflex, Will / Bad – Fort
Class skills per level: 6 + Int modifier
Class skills - Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.
Special Abilities: Low-Light Vision, Fey Resistance: Resist Cold and Electricity 10

Additional Evolutions (First Worlder/Feydolon ONLY):

1 Point Evolutions:

Camouflage (Ex): A Feydolon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. In addition, this evolution grants +4 racial bonus on Stealth checks.

Fey Defense: Receives a +4 bonus on saves against mind-affecting magic (this stacks with Devotion, as applicable).

Fey Speech: The Feydolon gains Sylvan as a native language

Energy Resistance (Ex): The Feydolon gains resistance 10 to an additional energy type or adds 10 to an existing energy type.

Fey Magic (Sp): Every two levels of the Summoner, the Feydolon gains a spell(s) it can use once per day (unless stated otherwise). Caster level equals the Feydolon’s Hit Dice. These spells are:

Level Abilities
1-2 Charm person, faerie fire
3-4 Entangle, glitterdust
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead
15-16 Project image
17-18 Irresistible dance
19-20 Scintillating pattern

Minor Magic: This Eidolon evolution is reduced to 1 point and the Feydolon may select two spells from the list. It also reduces the 7th level benefit to 1 evolution point.

2 Point Evolutions:

Improved Damage (Ex): Improved Damage is increased to a 2-point evolution.

Improved Natural Armor (Ex): Improved Natural Armor is increased to a 2-point evolution.

Major Magic (Sp): This Eidolon evolution is reduced to 2 points and the Feydolon may select two spells from the list. A Feydolon must already possess Fey Magic or Minor Magic before selecting this evolution. It also reduces the 10th level benefit to 1 evolution point.

Trackless Step (Ex): The Feydolon creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail if it desires.

Vanish (Sp): As a swift action, the Feydolon can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.

Woodland Stride: A Feydolon can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. This ability may function in a different type of terrain, to allow the Feydolon to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.

3 Point Evolutions:

Spell Resistance (Ex): This evolution is reduced to 3 points and reduces the level at with the Summoner may select this evolution to 7th level.

Ultimate Magic (Sp): This evolution is reduced to 3 points and the Feydolon may select two spells from the list. The Feydolon must already possess Major Magic in order to take this evolution. Additionally, the Summoner may select this at 9th level.

Weapon Training (Ex): This is increased to a 3-point evolution.

4 Point Evolutions:

Large (Ex): Large is not available to a Feydolon.

--------

Fey Summons (Su) – First, by increasing the level requirement by +1, the First Worlder may add the "Fey Animal" template to any animal on the Summon Nature’s Ally list. Ex: A Fey Wolf would require the 3rd Level Summon Nature’s Ally spell. This can only be applied to Animals (i.e. no elementals, vermin, fey, etc.)

Additionally, the First Worlder adds the following Fey to his/her list of available creatures (this includes and modifies the official list)

Summon nature’s ally I: atomie, gremlin (jinkin or pugwampi), sprite

Summon nature’s ally II: biloko, brownie, faun, gremlin (fuath or vexgit), mimi

Summon nature’s ally III: buckawn, forgotten one, forlarren, fyr, gremlin (nuglub), leprechaun, skin stealer.

Summon nature’s ally IV: asrai, baccae, oakman, pech, quickling, satyr, spriggan, spring-heeled jack, thin man, twig jack, unicorn.

Summon nature’s ally V: lurker-in-light, pixie, satyr.

Summon nature’s ally VII: gray nisp, nymph, red cap.

Summon nature’s ally IX: ankou, grimm


1 person marked this as a favorite.

OK, so I took a bunch of notes and spent the day looking at some of the challenges presented in the comments on my first swing at a Sherlock-like detective.

What I wanted to create was a character class that behaved like the bard, but provided his buffs and bonuses through knowledge and expertise (not dancing and prancing around all the time).

My first attempt was the poorly named Abductionist. While the name makes perfect sense in the strictly grammatical use of the word (to Abduce is to use clues to infer a conclusion), in current vernacular, the name itself implied someone who specialized in kidnapping. Definitely not what I wanted.

See the comments and suggestions here - http://paizo.com/threads/rzs2pamv?First-Post-Abductionist

I now introduce the Deductionist, revisited and revised based upon some terrific suggestions in the above post. He is posted here:

https://docs.google.com/document/d/1PkjHHVXAhdCR29F70bE6JYvuxLaMwXygKQlBgGF sV0I/edit

Please feel free to comment - I really appreciated the constructive criticism the first time around!

(I decided to create a different thread because this guy is considerably different from the first version)

Thanks!