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I would say only in pockets, normal backpacks, etc. Including gloves of holding as they shrink the item down and hold it in the palm, not an extradimensional space.


Lrdpanther wrote:
Crimson Jester wrote:
Unless you feel that the classes are unbalanced, and some do, then there is little to no reason to use individual experience charts for different classes. In 1E, of the worlds previously most popular and oldest roleplaying game, the individual charts were a method of somewhat arbitrarily building s semblance of balance betwixt the various classes. With the different mechanics of Pathfinder this does not hold up quite as well, and as such you can and should use the same XP chart.
But if I did use it , would it totally unbalance the game? My thoughts is it would also allow for multi-classing , allowing the fighter mage to truely be played once again. I understand we have the magus, which is a very good class, but what if someone wished to play the classic fighter mage elf. in the current system it doesn't work. Just thinking out loud, and picking your brain.

Fighter mage elf?

Magus or
Bard or
Fighter/wizard(or sorcerer)/eldritch knight.

I considered using an alternate form of multiclassing, where you could follow the normal rules and use the fast exp progression or create a gestalt (combining the best parts of 2 classes) and use the slower exp progression (but not be able to use the normal multiclassing rulse). Never tested it though.


It's in the Bestiary 1.
PRD.


Bhrymm wrote:

Lots of good ones listed, but has no one mentioned the Ioun Torch?

Just as good as an ever-burning torch but leaves both hands free.

Ioun Torch was mentioned higher up. I prefer everburning string of beads.


multiclassing?


Cad archtype?


Two weapon fighter? Bonuses to AC, hit, and damage when you full attack with 2 weapons. The ability to standard attack with two weapons, reduced penalties for 2 weapon fighting. All in all, a class that emphasizes high dex, light armor, and mobility.


IMO, the free hand fighter is supposed to be the fighter equivalent of the swashbuckler, esp seeing how it goes with the duelist.


Can we move the munchkin vs role player to another thread, or at least spoiler it?


Mergy wrote:

The spell Burning Gaze comes in handy for this. Its range is personal, so you can cast it on your familiar, and then it can ride around on your head.

The most dangerous hat.

My turn for a pop culture reference!

Killer Hat.


Darkwing Duck wrote:
Azten wrote:
Other than the fact is was a twists on what you said, which sounded like you were, despite encouraging the houserule, saying this Binder wasn't a Binder in a way that sounded like an insult because it didn't match up with an artist's representation of the Binder you like?
Its acceptable for each of us to have our concept of the class.

Agreed, here's mine.


The cone can be boosted up to 40 ft. The range isn't that bad considering the iconic adventure takes place in cramped quarters.
Selected states that with a spell that deals energy damage there is only a touch attack or ranged touch attack (decided when the spell is cast). Also it can be boosted to chain to multiple targets (like chain lightning).


Master Chemist, advanced player's guide prestige class. You gain a mutagenic form that you enter when you use your mutagen or have a chance when you take damage. It is Ideal for The hulk, provided you are willing to role play the rage quality. Also, your mutagenic form must have a different alignment and appearance than your normal form.
PRD


I can relate, GODS can I relate...
I never found a way to stem the off color joke that just dragged out the game. Trying usually led to ticked off PCs.
1: Controller (battlefield control, debuffs), Striker (high damage, low targets), Support (healing, buffs), Expert (skills, trapfinding) There are bard and ranger archtypes for trapfinding, maybe alchemist, I'd have to double check.
2: It varies on the setting. There were regions in both Faerun and Ebberron that supported necromancy. In the end, It's up to you and how the player runs it.
3: Good F-ing luck.


Somatic Weaponry, FTW!


unforgivn wrote:
Kierato wrote:

TV Tropes

Of note is the "Stormwind Fallacy," which states that a min-maxed character and a well-roleplayed character are not mutually exclusive: an effective character is not necessarily something that gets in the way of narrative. Similarly, purposefully weakened characters may not always be better for the narrative.

I find that when you(or I) advance up the min-max scale, you begin to sacrifice skills (abilities, feats, powers, etc) that support organic, well rounded characters for favor of one that support mechanical strength. You can still have fluff and roleplay without the mechanics to back it up, but it means less. (e.g. The fighter "who was a blacksmith", with no skill points in craft or profession skills, instead maxed out perception, swim, and climb)

But that's just the thing: not every bit of fluff has to be represented on the character sheet by investment of character creation resources. If you never, ever plan on rolling Craft(blacksmithing), what's wrong with just saying that the character was a blacksmith before adventuring and leaving it at that? I'm not saying that leaving those skills empty is the "right" choice. I'm just asking why it's the "wrong" choice.

"My character is a blacksmith, but learned absolutely nothing from it." 1 rank represents aptitude in a skill, but most min-maxers will not even begrudge it that.

Also, I never plan on fighting an interplanar war, but it can (and has) happened. You could be pleasantly surprised that your character fluff skills can contribute tot he game.
But, who am I to tell you how to play? If it works for you, power to you. But please, grant me the same kindness.


TV Tropes
Of note is the "Stormwind Fallacy," which states that a min-maxed character and a well-roleplayed character are not mutually exclusive: an effective character is not necessarily something that gets in the way of narrative. Similarly, purposefully weakened characters may not always be better for the narrative.

I find that when you(or I) advance up the min-max scale, you begin to sacrifice skills (abilities, feats, powers, etc) that support organic, well rounded characters for favor of one that support mechanical strength. You can still have fluff and roleplay without the mechanics to back it up, but it means less. (e.g. The fighter "who was a blacksmith", with no skill points in craft or profession skills, instead maxed out perception, swim, and climb)


I have difficulty finding groups in my area (the last gaming store that supported gaming groups dropped all of it for magic, the gathering) and the last group I was with and I have clashing personalities. Not to mention they are not(were not? my brother still plays with them and they started up 3.5) fans of d20.
I know what you mean about too many character concepts...
The DM would often over compensate, but he is a min-maxer as well. The last time I DM'd for them I asked them not to min-max, and they didn't!


If I'm building for fun, I start off with a concept, usually inspired by a fictional character, cool concept based off of a fictional character, or when reading the rules I notice something that would make for an interesting character and build a concept around that. These characters are usually non min-maxed.

If I'm building to join a group, I start off by finding out what the group could use, then I find out the degree of min-maxing the group does (I hate creating a character that cannot actually do anything because everyone else at the table is a munchkin), then come up with an interesting character to fill the role.


Druid Build

Dwarf druid lv 13:

Dwarf Druid/13 (15 point buy) Serpent Shaman
Str 10(0)
Dex 14(2)
Con 16(3)
Int 10(0)
Wis 19(4)
Cha 8(0)
poison bite +12 1d4 20/X2 plus poison (frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC) 13 minutes/day
Feats: Weapon Finesse, Spell Focus (Necromancy), Ability Focus (Poison), Greater Spell Focus (Necromancy), Heighten Spell, Preferred Spell (Poison), Weapon Focus (Bite)
Poison (Lv. 3 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 19)
Poison (Lv. 4 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 20)
Poison (Lv. 5 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 21)
Poison (Lv. 6 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 22)
Poison (Lv. 7 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 23)

It would obviously be better with items.


Here's my arteficer.


Druid. Venomous snake animal companion, serpent totem, the poison spell (with spell focus and heighten spell). A high wisdom is a must.


Trellon Falorin wrote:

Anyone have any critique or comments on the changes?

I dropped the reflex save bonus and kept Bravery since anyone called a Daredevil has to be fearless.

Pared down the skills list and went ahead with 4 skill points per level.

Limited the exchange of feats to 1 rogue talent and 1 advanced rogue talent at 10th level or higher.

The Daredevil is a bard archtype...


Seriously, no one? Robe of useful items. The rope, 10 ft pole, dagger, and 4d4 misc items!


Take levels in magus and use arcane pool to add elemental damage?


Does this mean, to use it as a whip you need EWP (exotic weapon proficiency) (whip) and EWP (scorpion whip), or just EWP whip?


seekerofshadowlight wrote:
Douglas Muir 406 wrote:
seekerofshadowlight wrote:
I like the worm that walks, however as they left him to rot make it maggots. That should mess with them a bit.

CR of the target creature +2? That's close to perfect, actually -- he'd be CR 12, a very suitable opponent for them in a level or two when they're APL 9 or 10.

The only tricky bit here is that they killed him in a cold (arctic) setting, without a lot of worms around. Hmmm...

Doug M.

While worms may not be common, the arctic does have insects. From bees( of all things) to beetles an Arctic region is far from lifeless. Any insect will do really.

Alaska has a really bad mosquito problem.

Also, any undead that can create spawn (like my aforementioned mohrg). have it go around killing off a village that the PCs like, the emotional impact would be far greater than a physical threat. And it could spark a quest for a miracle spell to bring them all back.


There is also the mohrg to consider. Someone who kills a lot of people while alive comes back as something like this. Base CR 8, It wouldn't take much to advance it to be trouble. Also, anything they kill immediately rises up as Fast Zombies, perfect for a former necromancer.


Name Violation wrote:

tried my hand at one. it felt weak, so i bumped its vision up to dark vision

Knife
-2 Str, +2 Dex, +2 Cha
Dark Vision 60'
Base Speed: 20 ft.
Size: Small
Weapon Familiarity (You are proficient with daggers, and weapons with knife or dagger in the name)
You are a dagger: You can turn one of your hands into a knife blade that deals 1d3 piercing or slashing damage, 19-20/X2 Crit. This is a natural weapon.

I would suggest weapon finesse instead. I had some other in my note book (like flask of acid). Can't find the note book though.


Thomas LeBlanc wrote:
Kierato wrote:

Weapon Of Destiny

Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod

Umm, why Knowledge(religion)? Craft(Weapons) would seem a better requirement.

Seems kinda weak. Maybe add +1 caster level at 3rd, 6th, and 9th. Every other level would be too much with the HD, good saves, and BAB. Perhaps 4th lvl for Lesser Power, 7th lvl for a 12k gp or less Power, and Greater Power at 10th lvl.

When I created these races, the storyline behind them was that they were mundane (or magical) items granted human form and sentience by a god of artifice or forge to fulfill some unknown purpose that they are drawn too. Hence, knowledge (religion). Getting a free +10 weapon that cannot be lost or sundered is pretty good, along with full BAB, and all good saves. I will consider what your suggestions though.


I've FAQ'd it to. Also, it's only a fourth level spell for druids. Sorcerers are supposed to get 1 spell of each level (1st through 9th).


Brian Rich wrote:
I would like to see a class that copies animials and then magic creatures for its fighting style taking on the aspect of what it is mimicing

Blue Magic? (final fantasy reference)


1 person marked this as FAQ candidate.

You treat it as a fourth level spell, not fifth.


Thomas LeBlanc wrote:
Kierato wrote:
Thomas LeBlanc wrote:

So...

Souldbinder (Witch Archetype) ...

If you go this route, I would suggest summoner archtype instead of witch, but that's just my opinion.

I went for the Soulbound Servant as the Demon Weapon and the Witch as the Meister(kinda).

I am pretty sure I saw a Summoner that could call a weapon somewhere. I created a Summoner who called forth weapons and armor myself when the APG first came out, but I never loaded it to my Google Docs and the HDD crapped the bed so I am SOL. Was pretty easy to create. I made 4 varieties; celestial, infernal, first world, and dark tapestry. Sounds like I have a project to recreate...

I created an archtype like that too, just weapons though. You started with a base form for the weapons and spent evolution points to upgrade it.


I put the prestige class here. I'll add (to this thread) some of the feats I made to go with the race soon.


1 person marked this as a favorite.

This prestige class goes with these race.

Weapon Of Destiny
Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod
Lv) Benefits
1) Alternate Form, Awakened +1
2)Awakened +2
3)Awakened +3
4)Awakened +4
5)Awakened +5, Lesser Power
6)Awakened +6
7)Awakened +7
8)Awakened +8
9)Awakened +9
10)Awakened +10, Greater Power

Alternate Form (Su): You can turn you entire body into a weapon of your type. In this form, you are considered an intelligent magic weapon. You can resize yourself to small, medium, or large as a move action. In this form you cannot move on your own (unless you have an intelligent item power that grants you a movement speed). You possess empathy, speech, and senses (120 ft); see page 533 core rule book. You possess your own mental ability scores, but no physical ability scores (do not adjust statistics). You retain your own HP, Saves, Feats, Class features, and skills (though some may not be usable due to your form) and a hardness equal to your HD. If you can cast spells, you cannot do must use still spell and eschew materials to do so while in this form. You cannot be enchanted by an outside force, but see Awakened below. This is considered a polymorph effect.

Awakened: Your natural weapon (granted by your race, not other natural weapons) gains a +1 (or higher) enhancement bonus, as if it were enchanted. You can trade out these bonuses when you gain a level for special weapon properties (Flaming, Keen, Etc). You may not possess a bonus greater than +5, as normal. These bonuses carry over into your Alternate Form. If you possess more than one of your natural weapons (from the dual wielding feat), only one of them is enchanted.

Lesser Power: At 5th level, you can grant your natural weapon (granted by your race, not other natural weapons) a power from the intelligent item powers list (page 534, core rule book). This power must have a base price modifier of 5,000 gp or less. This power carries over to your alternate form. You cannot choose "item has 5 skill ranks".

Greater Power: This functions as Lesser Power, but you may choose one ability of up to 10,000 GP. You cannot choose "item has 5 skill ranks", "item has 10 skill ranks", or "item can change shape into one other form of the same size".


Thomas LeBlanc wrote:
Dragonborn3 wrote:
Kierato wrote:
Dragonborn3 wrote:
What about a Demon Weapon class?
I created races based off of this a while back. I'll look to see if I posted them.
That would be appreciated, as would a class if anyone wants to make one.

So...

Souldbinder (Witch Archetype) - rough draft, needs better formatting
Witch is bound to a creature that can transform into a weapon. Witch would know spells but not need the familiar and would not get the patron spells. Changed out the word Demon so it could be accessable to good characters.

Soulbound Servant (Su): A Soulbound Servant is a creature that is bound to the Witch and can be changed into a Soulbound Weapon. The type of Weapon is chosen with each transformation. The Servant is a NPC with basic stats, NPC levels equal to the witch level minus 1 (min. 1), and all gear coming from the Witch's funds. The Servant can spend hours/day equal to 1/2 Witch level (min. 1) as the Weapon. The Witch can command the Servant to transform into the Weapon, as a standard action, a number of times per day equal to 3 + Witch's Charisma modifier. This ability replaces a Witch's Familiar.

If a Soulbound Servant is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level.

Create an Unwilling Servant: The Witch must enact a ritual taking 24 hours to complete. The creature gets a Fort save (DC=10 + 1/2 Witch's level + Int modifier) at the end of the ritual to resist the transformation. The creature must be bound and placed in a cauldron that has been filled with components (herbs, chemicals, etc) worth 1000 gp times the creatures Challenge Rating (min. 1000 gp). If the creature escapes the cauldron before the ritual is complete, the ritual fails and the components are used up.

Soulbound Weapon A Soulbound Weapon counts as a masterwork weapon in addition to any Weapon Abilities the Witch knows. A...

If you go this route, I would suggest summoner archtype instead of witch, but that's just my opinion.


Dragonborn3 wrote:

Awesome! ^-^

I think the grimoire should have the option to 'erase' a spell though.

Good idea, I'll consider that.


Name Violation wrote:

since bows should need wis for perception, may i recommend -2 cha, instead of wis?

or +2 dex +2 wis, - 2 cha

Edited the original post, -2 con as ranged combatant and seemed more balanced.


3 people marked this as a favorite.

In response to another thread. I had a prestige class that also let the weapon races turn completely into their weapon, but it is not typed up yet. I'll add it later.

Grimoire
-2 Str, +2 Dex, +2 Int
Normal Vision
base speed: 30 ft
Size: Medium
Sholar of Magic: +2 Knowledge (Arcana) and Spell Craft
Spell-Like Abilities: If you Intelligence is 11 or higher, you may cast 3 0-level spells per day. These spells must be drawn from the Wiz/Sor class list.These spells are chosen during character creation and cannot be changed thereafter.
You Are a Spellbook: You may scribe 100 pages of spells onto your skin. These are faintly glowing runes that swirl across your skin as you will. THese spell cost the normal amount to scribe. If you skin is ever completly removed or destroyed, the spells fade and are lost, even if you recieve a reginerate or similar effect.

Holy Symbol
-2 Str, +2 Con, +2 Wis
Normal Vision
base speed: 30 ft
Size: Medium
Sholar of Magic: +2 Knowledge (Arcana) and Spell Craft
Spell-Like Abilities: If you Intelligence is 11 or higher, you may cast 3 0-level spells per day. These spells must be drawn from the Cleric class list.These spells are chosen during character creation and cannot be changed thereafter.
Blessed: You gain a +1 racial bonus to all saving throws.
You are a Holy Symbol: For all intents and purposes, you are a holy symbol devoted to a specific god, chosen during character creation and cannot be changed thereafter.

Axe
+2 Str, -2 Dex, +2 Wis
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with Throwing Axes, Hand Axes, Battle Axes, and Great Axes, and you Dwarven Waraxes and Orc Double Axes as martial weapons)
You are an Axe: You can turn one of your hands into a Axe blade that deals 1d6 slashing damage, 20/X3 Crit. This is a natural weapon.

Bow
+2 Dex, +2 wis, -2 Con
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with all bows.)
You are a Bow: You can turn one of your hands into a bow that deals 1d6 piercing damage, 60 ft range, 20/X2 Crit. This is a natural weapon. Arrows not included.

Flail
+2 Con, -2 Wis, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with Light Flails and Heavy Flails, and you treat Dire Flails as martial weapons)
You are a Flail: You can turn one of your hands into a flail that deals 1d6 bludgeoning damage, 20/X3 Crit. This is a natural weapon.

Sword
+2 Str, -2 Int, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with short swords, long swords, rapiers, scimitars, great swords, and you treat two-bladed swords and bastard swords as martial weapons)
You are a Sword: You can turn one of your hands into a sword blade that deals 1d6 piercing or slashing damage, 19-20/X2 Crit. This is a natural weapon.

Armour
-2 Dex, +2 Con, +2 Wis
Normal Vision
Base Speed: 30 ft.
Size: Medium
Stability: +4 CMD vs trip and bull rush
You are a Suit of Armour: You gain a +2 armor bonus to AC.

Shield
+2 Con,-2 Int, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
You are a Shield: You can turn 1 arm into a shield granting you a +1 Shield bonus to AC and a shield bash attack (1d3 bludgeoning, 20/X2 crit). You do not lose your shield bonus to AC while shield bashing.

EDIT: These were created with Voodoomikes race builder.

EDIT: Bow attribute bonuses/penalties.


Dragonborn3 wrote:
Kierato wrote:
Dragonborn3 wrote:
What about a Demon Weapon class?
I created races based off of this a while back. I'll look to see if I posted them.
That would be appreciated, as would a class if anyone wants to make one.

If I put it up already, I couldn't find it, so I'll put it up in another thread.


Legora wrote:
Cheapy wrote:
Legora wrote:
SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

I'd love to see a take on a druid that was for constructs, not nature. So repair spells, Machine form, etc

The machine shape ability would have to be "Roll out!".

This has been done quite a few times though. HGG's Clockworker is similar.

I haven't seen one that handles the construct shapeshifting.

Would love to give it to my Warforged in the eberron pathfinder game I'm playing.

I have a prestige class (some where) that gave warforged druids the ability to become animal effigies (construct template in 3.5).


These go with the mage hunter farther up. Sorry about this.

True Aegis
At 20th level you may choose from the list below when selecting an aegis.

Spell Resistance: You gain SR 35, you can raise or lower this spell resistance as a free action.

Anti Magic Strike: When declaring a dispel strike, the Mage Hunter can spend 3 uses of dispel strike to create a skin tight area of antimagic (as the spell antimagic field) around the target instead of dispel magic. No magic cast on the target will function, nor will the target's magic items. The target cannot use spells, spell like abilities, or supernatural abilities for the duration of the effect.


Jeraa wrote:

The only protections it provides is what a shield normally would - a bonus to armor class. Nothing more.

(Except, because it is a force effect, incorporeal things can't ignore it like they would a normal shield. You would still get he AC bonus against incorporeal foes.)

+1


DeathQuaker wrote:
Vinland Forever wrote:
TOZ wrote:
Let's....let's not even start on Forgotten Realms elves. Okay?
Do tell. I know nothing of FR elves.

Hiding to carry this OT

** spoiler omitted **

You left out winged elves.


I'd suggest looking up a class from heroes of horror (3.5) I can't remember the name, but it was basically a divine wizard.


Kaisoku wrote:

I like the idea of a Rogue not being a major damage dealing force in combat. It's not necessarily the only method of contributing to combat.. I mean, just look at how the Wizard is considered (better to control and SoD/S instead of damage).

Thug builds feel like they really could use Fighter levels, which to me tells me a Thug build feels like it should be more an archetype or feat tree for Fighters and other full BAB classes (like a way to get Sneak Attack for those classes).

A rogue that can save or knock out, save or entangle, blind, deafen, etc, at very low levels and for long periods makes for a more interesting combatant alongside the damage dealers.
Especially if you could do this against multiple targets at once...

I mentioned this before (Not sure if it was this thread or not) that I was working on a game when PF was in beta. I gave rogues "sneak strikes" where you could trade out d6s' of damage for a variety of status effects.


Luminiere Solas wrote:

i thought crossblooded had too harsh a penalty in the spells known department for what basically amounted to mix and match. with that penalty, i would feel i deserve the full benefits of BOTH bloodlines.

especially when there is a 3 feat chain that gives away the best parts of entire bloodlines to everyone.

why can't we have a 3 feat chain that gives oracle mysteries in the same way?

it's easy enough to rule that the same reveleation doesn't stack twice.

Because revelations aren't bloodline powers. There are a wider variety of them, and they can lead to some impressive (and broken) combinations, like my earlier comment on the rogue (or ninja) with wave sight.


Researcher
HD d8
BAB: +3/4
Good Saves: Will
Skills: Appraise, Craft, Diplomacy, Disable Device, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Spellcraft, Survival, Use Magic Device
Skill Points: 8+int mod
Weapons and Armor: Researchers are proficient with all simple weapons and with light armor.
1) Varied Lore
2) Expanded Research
3)
4)
5)
6) Expanded Research
7)
8) Sudden Inspiration 1/day
9)
10) Expanded Research
11)
12)
13)
14) Expanded Research
15)
16) Sudden Inspiration 2/day
17)
18) Expanded Research
19)
20)

Varied Lore: The researcher spends her time studying items, tomes of forgotten lore, races, and virtually everything else there is to study. At each level, the Researcher chooses one ability from the following list to represent her most recent field of study. Spell like abilities use the researcher's primary intelligence for calculating saves and the like; and class level is the effective caster level. For an ability that requires a save that are not spell like, use 10 +1/2 the researcher's level+the researcher's int mod.

Varied Lore:
Explosives Lore(Su): The researcher has studied the alchemist's ability to create powerful explosives. This requires an alchemist's lab, and the bomb will go inert after 1 round. To craft a bomb, the researcher must spend a move action and make a craft (alchemy) check (DC 15+5/1d6 of the bomb) The researcher cannot create as bomb stronger than an alchemist of her level -2, and she can try to create a weaker than normal bomb. If the alchemist fails the check to create a bomb, she takes the damage instead. A natural 1 is always considered a failure.
Note: The researcher does not get the ability to add her int mod to the damage, as that is a feature of the alchemist's throw anything ability.
Requirements: Researcher 3+, craft (alchemy) 3 ranks.

Arcane Lore(Sp): The researcher has spent extensive time studying arcane writings and scrolls and has grasped the basic concept of arcane magic. The researcher can choose 1 sorcerer/wizard spell (whose level must be no more than 1/2 her class level (minimum of 0) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (arcana) check (DC 10 +her researcher level+the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Requirements: Knowledge (Arcana) 1 rank, sufficient intelligence to cast the spell (see page 17, core rule book).

Divine Lore(Sp): The researcher has spent extensive time studying holy scriptures and scrolls and has grasped the basic concept of divine magic. The researcher can choose 1 cleric spell (whose level must be no more than 1/2 her class level (minimum of 0)) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (Religion) check (DC 10 +her researcher level+ 5 X the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Note: Clerics are not fond of researchers "stealing" divine power like this.
Requirements: Knowledge (Religion) 1 rank, sufficient intelligence to cast the spell (see page 17, core rule book).

Trapfinding(Ex): As per the rogue class feature of the same name.
Requirements: Disable Device 1 rank.

Monster Lore(Ex): The researcher has studied a particular type of creature's habitats, physical qualities, social patterns, etc. Choose one option from the rangers favored enemy list. When the researcher encounters a creature of that type, she can spend a swift action to make an appropriate knowledge check (DC 15 + target creatures HD) to gain favored enemy bonuses (as a ranger of her level -2) against that type of creature for the duration of the encounter. If she fails, she cannot try again with that type of creature for the reast of the day. The researcher can take this ability multiple times, but must choose a different favored enemy type each time. A natural 1 is always considered a failure.
Example: If the researcher has Monster lore (evil outsiders) and has encountered a band of 3 hell hounds and an imp, she can spend a swift action to make a knowledge (planes) check to gain favored enemy bonuses vs. the hell hounds or the imp. Of course she could attempt the other on the following round.
Note: The DM determines the duration of an encounter. "type of creature" refers to a specific creature (like hell hounds) of a given type (evil outsider).
Requirements: Knowledge (appropriate one for monster type) 3 ranks

Hex Lore(Su): The researcher has studied witch craft and the blessings and curses that originate from them. The researcher chooses one hex that she can attempt to use. To use this hex, the researcher must succeed on a knowledge (arcana) check (DC 10 + her class level). If successful, the hex goes off as normal. If she fails, the hex does not go off at all and she cannot attempt to use that hex for the rest of the day. Her effective witch level for the hexes is equal to her class level -2. The researcher can take this ability multiple times, but must choose a different hex each time. A natural 1 is always considered a failure.
Requirements: Knowledge (arcana) 3 ranks.

Inspiring Lore(Su): The Researcher has studied the song and poems of many a famous bard and has gained more than a little inspiration from them. The researcher can inspire competence (as a bard of her researcher level, -2) with a successful perform (oratory) check. The DC is 15+ her class level, and she maintains the performance must make the check with a cumulative +1 DC. IF she fails a check, the performance ends (or never starts) and she cannot attempt to inspire competence for the rest of the day.
Requirements: Perform (oratory) 3 ranks

Talented Lore (Ex): The researcher has studied the methods of dozens of slight of hand artists, trappers, con artists, and experts and has deduced the basics of some of their trades. Choose one extraodinary rogue talent that the researcher meets the requirements for (using your researcher level as your rogue level, if necessary). The researcher can attempt to use that rogue talent with a successful knowledge (local) check (DC 15 + her class level). If the researcher fails the check, she cannot attempt to use that talent for the rest of the day. The researcher can take this ability multiple times, but must choose a different rogue talent each time. A natural 1 is always a failure.
Requirements: Knowledge (Local) 1 ranks.

Striking Lore(Ex): The researcher has studied a variety of fighting styles and weapon techniques and has learned ways to attack more often than she should be able to. With a successful Acrobatics check (DC 15 + her class level) she can use her class level to determine her number of attacks per round instead of her base attack bonus. Using this ability is part of a full attack action. If she fails, she can only make 1 attack that round. She can only use this when she is wielding a weapon (or weapons) that she is proficient with. A natural 1 is always a failure.
Example: A 5th level researcher has a BAB of +3 if she were to successfully use this ability, she could make 2 attacks, at +3/-2 (before other modifiers).
Requirements: Acrobatics 5 ranks.

Weapon Lore(Ex): The researcher has spent time studying various weapon, including practical usage. The researcher can make a knowledge (History) check (DC 15 for a martial weapon, 25 for an exotic weapon (not including guns), or 35 guns or similarly unusual or rare weapons (GM's decision)) to be treated as proficient with a give weapon for an encounter. If she fails, she does not gain proficiency with the weapon and cannot try again with that weapon for the rest of the day.
Requirements: Knowledge (history) 1 rank.

Expanded Research: At 2nd level, and every 4 levels there after, choose 1 cross class skill, it is now considered a class skill for you.

Sudden Inspiration: Once per day at 8th level, you can choose 1 Varied Lore that you do not possess (or an option of a varied lore you do not possess) that you meet the prerequisites for and attempt to use it. You can use this ability twice per day at 16th level.


blue_the_wolf wrote:

In my worlds.

Halflings are like Dragon Lance Kender

Dwarves are standard but there is some complex stuff about race variation

Elves are elves but you only see male elves running around the world. that is because female elves are dryads that live in the heart of elven forests. this is of course a deep secret the general world does not know.

humans are humans.

Gnomes are basically the dwarf/halfling equivalent to half-elves. as neurotic as halflings but tend to focus on a specific goal like dwarves do. the race long ago formed its own community where they play an important role in the economy of the world. since they breed true (unlike half-elves and half-orcs which are generally sterile) they came to be generally known as a new race.

all goblinoids are one race and the stats of different races are used to represent them at different ages from goblin to hobgoblin to bugbear and something stronger than that and sometimes Oger stats are used for truely large ones close to dieing.

Orcs are a race that exists on a different continent (more like a very large island) they are similar to mongol hoards raiding and waring with each other until some becomes strong enough to unite them and usually leads them on a great war against the civilized lands.

Clarify, please. Are you saying half-elves/orcs are typically sterile in your campaign, or in general?

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