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.
For when the other threads get to intense...
I'll go first.
An elf, a human, and a dwarf walk into a tavern and order ale. When the barmaid brings them their drinks, each one has a large bug floating in it. The elf calls the barmaid back and asks for a new drink. The human removes the bug and drinks the ale. The dwarf picks up the bug out of his drinks and starts yelling "Spit it out! Spit it out!"
I have been thinking about how technology would evolve in a world overflowing with magic, like a generic pathfinder/D&D setting. I came up with a power source in the form of Mana Crystals. Mana Crystals are created when a properly trained spellcaster kills a monster and collects a portion of it's life force, or "mana", and combines it with her own magical power (read: spells slots/spells prepared). These crystals would possess levels based on the spell used in it's creation and a "charge" based on how much mana went into it. These crystals would be the basis of techno magic.
The purpose of this thread is to gather thoughts on what you think of this concept and what kind of devices could be created around Mana Crystals.
Well good people of Pai'zo, the time has come for me to move along, it has been a mostly pleasant few days with you. I will be back this way in a few months, probably with new stories to tell.
"Oh the road goes ever on and on, far from the door where it begun..."
Hello all.
This is an alternate magic weapon system. It is not meant to be used with the current magic weapon system, especially on the same weapon. In this system their are only 5 levels to a weapon. Each enchantment also has 5 levels. you can mix and match levels for the effect you want or go all 5 levels of one enchantment. Their are no static +1 to hit/damage for this system. I plan to add more soon (tonight, maybe?), but I thought I'd put these up for comments now. feel free to ask questions or give constructive criticism.
Flaming
Level 1: Add 1d4 Fire damage
Level 2: Add 1d4 Fire damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 Fire damage, this bonus damage is multiplied on a critical hit and is applied to all enemies within 5 ft of the target
Level 4: Add 2d4 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target
Level 5: Add 2d4 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target, as a swift action, the wielder can convert all of the weapons damage to fire damage for 1 round
Frosting
Level 1: Add 1d4 cold damage
Level 2: Add 1d4 cold damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 cold damage, this bonus damage is multiplied on a critical hit and the target is slowed for 1 round/ level of the weapon*
Level 4: Add 2d4 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*
Level 5: Add 2d4 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*, as a swift action, the wielder can convert all of the weapons damage to cold damage for 1 round
*Only applies if the target took cold damage from the weapon.
Shocking
Level 1: Add 1d4 electricity damage
Level 2: Add 1d4 electricity damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 electricity damage, this bonus damage is multiplied on a critical hit and the target is Blinded for 1 round/ level of the weapon
Level 4: Add 2d4 electricity damage and the target is deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon
Level 5: Add 2d4 electricity damage and the target is Deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon, as a swift action, the wielder can convert all of the weapons damage to electricity damage for 1 round
Defending
Level 1: +2 Bonus to Fighting Defensively and Full Defensive
Level 2: +2 Bonus to Fighting Defensively and Full Defensive and a +1 shield bonus to AC
Level 3: +2 Bonus to Fighting Defensively and Full Defensive, a +1 shield bonus to AC*, and +4 AC vs crit confirmation rolls
Level 4: +2 Bonus to Fighting Defensively and Full Defensive, a +2 shield bonus to AC*, and +4 AC vs crit confirmation rolls
Level 5: +4 Bonus to Fighting Defensively and Full Defensive, a +3 shield bonus to AC*, and +4 AC vs crit confirmation rolls
*This bonus stacks with two weapon defense, but not with other shield bonuses.
Slaying
Level 1: Doubles weapon's threat range (does not stack with similar effects)
Level 2: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon
Level 3: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke
Level 4: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke, Punishing strike (see below)
Level 5: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke, Greater Punishing strike (see below)
Punishing Strike: in addition to it's normal effects, a critical hit damages one of the targets body parts. Roll a d12 to determine which body part was struck. Multiple hits on the same limb upgrade it to a Greater Punishing stirke. 10 points of magical healing, a regenerate spell, or a successful treat deadly wounds negates the penalties
1-2: Left Leg: base speed -10
3-4: Right Leg: base speed -10
5-6: Left arm: -2 on attack rolls and skill checks involving left arm
7-8: Right arm: -2 on attack rolls and skill checks involving Right arm
9-11: Body: Target is fatigued for 1 minute, or until they take a standard action to recover
12: Head: Target is dazed for 1 round
Greater Punishing Strike: On a confirmed natural 20 critical, one of the target's body parts is brutally maimed. Roll a d12 to determine which body part was struck. With the exception of a 12, requires a regenerate to cure. On a normal critical hit, you perform a punishing strike instead
1-2: Left Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
3-4: Right Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
5-6: Left arm: severed/maimed, arm cannot be used
7-8: Right arm: severed/maimed, arm cannot be used
9-11: Body: Target is exhausted, also suffers a -4 on fortitude saves
12: Head: Target is decapitated or their head is bashed in. Instant death (if the target has a head and needs it)
*If both legs are severed, the target's base speed is reduced to 5 ft as a full round action requiring their arms.
Ranged (can only be applied to ranged weapons and shurikens ( but not other thrown weapons))
Level 1: Range increment is doubled
Level 2: Range increment is doubled, Miss chance is negated
Level 3: Range increment is doubled, Miss chance is negated, partial cover and cover is negated
Level 4: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target
Level 5: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target, can make 1 additional attack per round with the weapon, does not stack with similar effects
Throwing (Can only be applied to thrown weapons (but not shurikens), bonuses cannot be used on melee attacks with thrown weapons)
Level 1: Range increment is doubled
Level 2: Range increment is doubled, and returns to it's wielder just before the next round (as per returning property)
Level 3: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss)
Level 4: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line as a full attack action.*
Level 5:Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line or a 25 ft cone as a full attack action.*
*1 attack roll is made and is applied to all creatures in the area of effect. Note that a swarm is considered one creature and this is considered an area of effect.
Reaping (This weapon is imbued with unholy power. It bestows one permanent negative level on any good creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Evil, +1d6 damage vs good outsiders
Level 2: Overcomes DR/Evil, +1d6 damage vs good outsiders, +1d6 vs all other good creatures
Level 3: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is shaken for 1 round per level of the weapon
Level 4: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is Frightened for 1 round per level of the weapon
Level 5: Overcomes DR/Evil, +2d6 damage vs good all good aligned creatures, on a confirmed Critical hit, target is Panicked for 1 round per level of the weapon
Savior (This weapon is imbued with holy power. It bestows one permanent negative level on any evil creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Good, +1d6 damage vs evil outsiders
Level 2: Overcomes DR/Good, +1d6 damage vs evil outsiders, +1d6 vs all other evil creatures
Level 3: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability)
Level 4: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability)
Level 5: Overcomes DR/Good, +2d6 damage vs all evil aligned creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability), You can take 1 point of con damage as an immediate action to heal all allies within 30 a humber of hp equal to your HD +5. This con damage cannot be avoided, but can be healed and recovered normally. If you do not have a con score, use cha instead. Only sentient creatures (int 3+) can use this ability.
I have seen references both on the forums and in books about using Animate Dead to create variant skeletons and zombies, but no rule under the animate dead spell for this. How do you create variant skeletons and zombies? Is it just a choice you make when you cast the spell? Can anyone quote rules for this?
This is a bard variant that relies on bringing paintings to life as opposed to aiding allies and hindering enemies with music.
The Master Painter
Artistic Expression: The Master Painter can bring his paintings to life. The Master Painter can use this ability for 4 rounds per day + his Intelligence modifier. Each level after first a Master Painter can use artisitic expression for 2 additional rounds per day. Each round, the Master Painter can produce any one of the types of artisitic expression that he has mastered, as indicated by his level.
Starting an artisitic expression is a standard action, but it can be maintained each round as a free action. Changing an artisitic expression from one effect to another requires the Master Painter to stop the previous artisitic expression and start a new one as a standard action. An artisitic expression cannot be disrupted, but it ends immediately if the Master Painter is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A Master Painter cannot have more than one artisitic expression in effect at one time.
At 7th level, a Master Painter can start an artisitic expression as a move action instead of a standard action. At 13th level, a Master Painter can start an artisitic expression as a swift action.
Each artistic expression has a focus component that takes the form of a painting the Master Painter painted. This component costs 50 GP unless otherwise noted and must depict the object, area, or creature the Master Painter is creating and must be at least 1 square foot.
All artistic expression have a caster level equal to the master painters Craft (Paint) skill, when appropriate.
This replaces Bardic Performance.
Realism Painting (Sp): At first level, the Master Painter can replicate the effects of Summon Monster I or Summon Nature's Ally I with his artisitic expression. This effect lasts as long as he maintains the effect, as opposed to the spell's normal duration. This improves to Summon Monster II or Summon Nature's Ally II at 3rd level, Summon Monster III or Summon Nature's Ally III at 5th level, Summon Monster IV or Summon Nature's Ally IV at 7th level, Summon Monster V or Summon Nature's Ally V at 9th level, Summon Monster VI or Summon Nature's Ally VI at 11th level, Summon Monster VII or Summon Nature's Ally VII at 13th level, Summon Monster VIII or Summon Nature's Ally VIII at 15th level, and finally Summon Monster IX or Summon Nature's Ally IX at 17th level.
This replaces Counter Song, Distraction, Fascinate, Inspire Courage (all), Inspire Competence (all), and Inspire Greatness.
Still Life(Sp): At 8th level, the Master Painter can replicate the effects of the Minor Creation Spell with his artisitic expression. This effect lasts as long as he maintains the effect, as opposed to the spell's normal duration. At 12th level, this effect functions as Major Creation instead.
This replaces Dirge of Doom and Soothing Performance.
Landscape Painting(Sp): At 14th level, the Master Painter can paint a picture of a landscape (at least 15 square feet and worth 500gp) and use his artistic expression to bring it to life as per the lesser create demiplane spell. The painting itself functions as a portal to the demi-plane and the effect lasts as long as the master painter sustains the artisistic expression.
At 17th level, this can replicate the effects of the Create Demiplane spell instead, and you can activate it and sustain it multiple times to add features (as per the create demiplane spell). This requires a focus worth 500 gp per time you activate and sustain it simultaniously.
At 20thth level, this can replicate the effects of the Greater Create Demiplane spell instead, and you can activate it and sustain it multiple times to add features (as per the greater create demiplane spell). This requires a focus worth 500 gp per time you activate and sustain it simultaniously.
This replaces Suggestion, Mass Sugestion, Inspire Heroics, and Deadly Performance.
Spellcasting: The Master Painter can cast one less spell per day of each level he has access to. The Master Painter's primary spellcasting attribute is Intelligence instead of Charisma.
This replaces the 6 attribute scores that have been the core of D&D from the beginning with something more generic. The biggest problem I have with it thus far is that Magic is a worse dump stat than charisma was, which will need to be looked into, after some sleep...
Races
Dwarves:
Replace the Dwarf's attribute bonus with the following: +2 Vitality, -2 Magic, +2 Spirit
Elves:
Replace the Elf's attribute bonus with the following: +2 Defence, -2 Vitality, +2 Magic
Gnomes:
Replace the Gnome's attribute bonus with the following: -2 Attack, +2 Vitality, +2 Magic
Gnome Magic (racial ability) is now Magic based.
Half Elves:
Replace the Half Elve's attribute bonus with the following: +2 to any one attribute
Half Orc:
Replace the Half Orc's attribute bonus with the following: +2 to any one attribute
Halfling:
Replace the Halfling's attribute bonus with the following: -2 Attack, +2 Defence, +2 Spirit
Human:
Replace the Human's attribute bonus with the following: +2 to any one attribute
Classes
*Barbarian
Class Skills: Add the following to the barbarian's list of class skills: Strength
SKill Points per level: 6
Rage is now vitality based
*Bard
Skill Points per level: 8
Bardic Music is now Magic based.
Bard Spellcasting is now Magic based.
*Cleric
Skill Points per level: 4
Channel Energy is now Spirit based.
Cleric Spellcasting is now Spirit based.
Cleric Domain Powers are now Spirit based.
*Druid
Skill Points per level: 6
Druid Spellcasting is now Spirit based.
Druid Domain Powers (if any) are now Spirit based.
*Fighter
Class Skills: Add the following to the fighter's list of class skills: Strength
Skill Points per level: 4
*Monk
Class Skills: Add the following to the monk's list of class skills: Strength
Skill Points per level: 6
Monk's now add their Spirit modifier to their AC.
Monk's Ki Pool is now Spirit based.
*Paladin
Class Skills: Add the following to the paladin's list of class skills: Strength
Skill Points per level: 4
Paladin's Smite Evil is now Spirit based.
Paladin's Lay on Hands is now Spirit based.
Paladin's Channel Energy is now Spirit based.
Paladin's Spellcasting is now Spirit based.
*Ranger
Class Skills: Add the following to the ranger's list of class skills: Strength
Skill Points per level: 4
Ranger's Hunter's Bond is now Spirit based.
Ranger's Spellcasting is now Spirit based.
Ranger's Master Hunter is now Spirit based.
*Rogue
Skill Points per level: 8
Rogue's Minor and Major Magic rogue talents are now Magic based.
Rogue's Master Strike is now Attack based.
*Sorcerer
Skill Points per level: 8
Sorcerer's Spellcasting is now Magic based.
Sorcerer's Bloodline abilities are now Magic based.
*Wizard
Skill Points per level: 6
Wizard's Spellcasting is now Magic based.
Wizard's Arcane School Powers are now Magic based.
Skills
Skills are no longer tied to an attribute score.
The following are new skills:
Strength
This skill replaces the strength attribute score for strength checks. It also determines your carrying capacity. Refer to table 7-4 and use your strength skill + 8 in place of your strength score.
Creature gain a bonus or penalty to their strength skill as follows: Fine -8, Diminutive -6, Tiny -4, Small -2, Large +2, Huge +4, Gargantuan +6, Colossal +8.
Feats
Agile Maneuvers: This feat is no longer used.
Augment Summoning: Now adds +4 Attack and Vitality.
Combat Expertise: This feat now requires Defense 13
Combat Reflexes: This feat allows you to make an additional number of attack of opportunities equal to your Defense modifier.
Deadly Aim: This feat now requires an Attack of 13
Dodge: This feat now requires a Defense of 13
Wind Stance: This feat now requires a Defense of 15
Lightning Stance: This feat now requires a Defense of 17
Deflect Arrows: This feat now requires a Defense of 13
Snatch Arrows: This feat now requires a Defense of 15
Improved Grapple: This feat now requires a Attack of 13
Stunning Fist:This feat now requires a Attack of 13 and a Spirit of 13
Natural Spell: This feat now requires a Spirit of 13
Nimble Moves: This feat now requires an Acrobatics of 1 rank
Acrobatic Steps: This feat now requires an Acrobatics of 2 ranks
Improved Precise Shot: This feat now requires a Attack of 19
Shot on the Run: This feat now requires a Attack of 13
Rapid Shot: This feat now requires a Attack of 13
Many Shot: This feat now requires a Attack of 17
Power Attack: This feat now requires a Attack of 13
Selective Channeling: This feat now requires a Spirit of 13
Two Weapon Fighting: This feat now requires a Attack of 13
Improved Two Weapon Fighting: This feat now requires a Attack of 15
Greater: Two Weapon Fighting: This feat now requires a Attack of 17
Combat
Melee attacks: base attack+Attack modifier+size modifier
Ranged attacks: base attack+Attack modifier+size modifier+range penalty
Armor Class: 10+Armor Bonus+shield Bonus+Defense Bonus+other modifiers
CMB: Base attack bonus + Attack modifier + special size modifier
CMD: 10 + Base attack bonus + Attack modifier + Defense modifier + special size modifier
Fortitude Save: d20+Base Fortitude Save+Vitality Modifier
Reflex Save: d20+Base Reflex Save+Defense Modifier
Will save: d20+Base Will Save+Spirit Modifier
Oozy Touch (Su): After years of studying the nature of oozes and his own bodies physical nature, the Oozemaster has learned to generate an acid like that of many oozes. A number of times per day equal to his class level + his con mod, the oozemaster can make a touch attack as a standard action that deals 1d8 + his con mod points of acid damage. The damage of an oozemaster's oozy touch increases by 1d8 points at every odd-numbered oozemaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This acid deals full damage against objects. An oozemaster can learn a number of discoveries that can modify his oozy touch. Discoveries that modify ooze touch that are marked with an * do not stack. Oozy touch is considered weapons and can be selected using feats such as Point-Blank Shot (see oozy glob discovery, below) and Weapon Focus.
This ability replaces bomb.
New Discoveries:
Oozy Glob (Su): An oozemaster can use his oozy touch as a ranged touch attack with a range increment of 20 ft. The damage die of an oozy glob is 1d6 instead of 1d8. An oozy glob is still considered an oozy touch for the purposes of feats and discoveries.
Fast Oozy Touch: An oozemaster with this discovery can
quickly generate enough acid to use his oozy touch (melee or ranged version) more than one in a single round. The oozemaster can prepare and use additional acid as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a weapon. An oozemaster must be at least 8th level before selecting this discovery.
Nausiating Ooze*: The oozermaster can make it so that his oozy touch can leave a target ill. A creature struck by an oozy touch must make a fortitude save or be nausiated for 1d4 rounds. An oozemaster must be of at least 6th level before selecting this discovery.
Sticky Ooze*: The acid from the oozemaster's oozy touch clings to the target, dealing half the damage the target took on the following round. The target can make a reflex save as a full round action to remove the acid before he takes the additional damage.
Paralyzing Ooze*: The oozermaster can make it so that his oozy touch can leave a target paralyzed. A creature struck by an oozy touch must make a fortitude save or be paralyzed for 1d4 rounds. An oozemaster must be of at least 12th level before selecting this discovery.
Discoveries: The following discoveries complement the oozemaster archetype: bottled ooze, tentacles, and preserve organs.
Can Undead Anatomy II and III be used to assume non humanoid shaped undead? After all, They allow you to assume diminutive to huge sized undead and allow powers that you can not get as a humanoid shaped undead.
In the sage wild blooded archtype (for the sorcerer) It says that you use your sorcerer levels for "all class features and effects related to the sorcerer class". But then it's arcane bolt is charisma based. Is this a typo?
As the title says, instead of seeing more prestige classes, I would like to see Archtypes for prestige classes. Archtypes for Dragon Disciple would allow for other bloodlines. Archtypes for the Eldritch knight could allow for school specializations or witch's hexes.
What do you think?
Nature's Warrior(Druid archtype)
Nature Bond: The nature's warrior must choose an animal companion.
Spells: The nature's warrior do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Wildshape: The nature's warrior gains this at first level, with a duration of only 10 minutes per level. At 4th level the duration increases to 1 hour per level. The nature's warrior may wildhape once per day at first level, +1 more time per day per 2 levels there after. At 20th level, wildshape is usable at will.
Wilding: The nature's warrior gains a number of boons that apply while wildshaping. At 4th level, and every 2 levels thereafter, the nature's warrior may choose an ability from the following list. Unless otherwise noted, a given ability may only be chosen once. The nature's warrior may apply one wilding per 4 levels at a time (chosen when the nature's warrior enters wildshape and may not be changed for the duration).
Crocodile's Hide: The nature's warrior gains an +1 enhancement bonus to natural armor per 3 nature's warrior level.
Bear's Claws: The nature's warrior gains a +1 bonus to the damage of his natural attacks per 4 nature's warrior levels.
Hawk's Accuracy: The nature's warrior gains a +1 bonus to his attack rolls with his natural attacks per 4 nature's warrior levels.
Fire Soul: The nature's warrior gains fire resistance 5 per 3 levels and his natural attacks deal +1d6 fire damage. Can only be applied when wildshaping into an animal and cannot be used in conjuntion with any other "soul" wilding. Must be able to wildshape into an elemental to take this wilding.
Wind Soul: The nature's warrior gains a fly speed equal to the new forms base speed (good maneuverability), does not need to breath, and gains Air Mastery. Can only be applied when wildshaping into an animal and cannot be used in conjunction with any other "soul" wilding. Must be able to wildshape into an elemental to take this wilding.
Water Soul: The nature's warrior gains a swim speed equal to the new forms base speed (good maneuverability), can breath water as well as air, and gains Water Mastery. Can only be applied when wildshaping into an animal and cannot be used in conjunction with any other "soul" wilding. Must be able to wildshape into an elemental to take this wilding.
Stone Soul: The nature's warrior gains a DR 1/- pe 2 levels and Earth Mastery. Can only be applied when wildshaping into an animal and cannot be used in conjunction with any other "soul" wilding. Must be able to wildshape into an elemental to take this wilding.
Verdant Soul: The nature's warrior heals at an excelerated rate. He heals an amount of lethal damage equal to his character level each hour, and his character level in non-lethal damage every 5 minutes. Can only be applied when wildshaping into an animal and cannot be used in conjunction with any other "soul" wilding. Requires the ability to wildshape into an elemental to take this wilding.
Speaking Wildshape: The nature's warrior can speak normally while wildshaping.
Cheetah's Speed: The nature's warrior gains a bonus to the new forms base speed equal to 10 feet per 6 levels.
Magic Fangs: The nature's warrior gains a +1 enhancement bonus on attack and damage rolls made with natural attacks, and his natural attacks are considered magic. At 8th level, his natural attacks are considered silver and iron. At 12th level, his natural attacks are considered adamantine.
Barding: The nature's warrior armor becomes barding when wildshaping int an animal.
Arcane Bond (Ex): At 5th level, a magician gains the
arcane bond ability as a wizard. He may not choose
a familiar or a weapon as a bonded item. This ability
replaces lore master.
Would a staff count as a weapon? I would say yes, but a staff can be more. Not to mention, all that leaves is a ring, an amulet, or a wand.
Also, staff and weapon are mention separately.
Core Rulebook wrote:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon.
Off shot of another thread, this is for the non link aspects of Legend of Zelda. Races, monsters, etc.
Right now I am posting the Dekubaba. And will add in some races and other monsters shortly.
Dekubaba:
Dekubaba (Medium Plant) (CR 3)
Str 18; Dex14 ; Con 14; Int 2; Wis 10; Cha 6
HP: 30 (4d8+12); AC:16 (+4 Nat, +2 Dex); Touch: 12; Flat Footed: 14
Fort +6; Ref +2; Will +1 (Plant Immunities); Initiative +2
BAB: +3; CMB: +6*(+10 when grappling); CMD: 17
Bite: +7 (1d6 + 6 plus grab; 20/X2; 15 ft. reach)
Feats: Power Attack, Toughness
Skills: Perception +0; Stealth +3*(+11 when using Hide, see below)
Special Features: Tremor sense 30 ft, Hide, Stable, Plant Features, Grab, Constrict (1d6+6)
Hide: Dekubabas have the ability to hide most of their bodies underground. While hidden, Dekubabas gain a +8 bonus on hide checks, and are treated as having cover. Hiding is a move action, coming out from hiding is a swift action. Dekubabas use this ability to get the drop on their enemies.
Stable: Dekubabas are quite firmly rooted in the ground. They gain a +8 racial bonus to CMD vs bullrush and reposition maneuvers. Dekubabas cannot be tripped.
Grab: If a dekubaba hits with it's bite attack, it can attempt to grapple as a free action. A dekubaba can grab a creature up to it's size. A dekubaba receives a +4 racial bonus on grapple checks.
This is a new feat tree that introduces a variation of Forgotten Realms Spell Fire. Please tell me what you think.
Spell Fire Channeler
Requirement: Cha 13+
Benefit: You possess a pool of spell fire energy equal to your cha mod +1/2 your character level. This feat also grants the Spell Fire Heal and Spell Fire Ray abilities. Spell fire is considered a supernatural ability. You cannot spend more spell fire energy on a single ability than 1/2 your character level (minimum of one).
Spell Fire Heal: As a standard action, you can expend spell fire to restore hp with a touch. You restore 1d4 + your cha mod hp per point expended.
Spell Fire Ray: As a standard action, you can release a ray of all consuming spell fire. This ability has a 100 ft range, requires a ranged touch attack, and deals 1d4 + Cha mod damage to the target. This is considered pure magical energy and is not subject to energy resistance.
Spell fire is mildly disruptive to magic. A spell caster with this feat that attempts to cast a spell must make a concentration check (DC = to 10 + there current spell fire pool total, minimum DC 10) or lose the spell. A natural 1 always fails and a natural 20 always succeeds.
Spell Fire Barrier
Requirements: Spell fire Channeler, Cha 13+
Benefit: You gain the Spell Fire Barrier spell fire ability. You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Barrier: You can expend spell fire energy to gain a deflection bonus to AC. This deflection bonus is equal to the number of spell fire energy spent and lasts for a number of rounds equal to your 1/2 class level + your cha mod.
Spell Fire Dispel
Requirements: Spell Fire Channeler, Cha 13+
Benefit: You have learned to harness the disruptive abilities of spell fire, granting you the Spell Fire Dispel Ability.You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Dispel: One object, creature, or spell is the target of the Spell Fire Dispel ability. You make one dispel check (1d20 + your cha mod+2 per point spent (minimum of 1 point)) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
Spell Fire Resistance
Requirements: Spell Fire Channeler, Spell Fire Dispel, Cha 13+
Benefit: You gain spell resistance 11 + character level so long as you have at least 1 point in your spell fire pool. You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Absorption
Requirements: Spell Fire Channeler, Spell Fire Dispel, Spell Fire Resistance, Cha 15+
Benefit: You can attempt to absorb the magical energy of a spell that specifically targets you, such as charm person or disintegrate, but not fire ball or fog cloud. Any time such a spell fails to overcome your spell resistance granted by Spell Fire Resistance, you recover an amount of spell fire energy equal to the level of the spell. This cannot put you above your spell fire pool maximum.
You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Illumination
Requirements: Spell Fire Channeler, Cha 13+
Benefit: You gain the Spell Fire Light and Spell Fire Flash abilities. You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Light: As long as you have at least 1 point in your spell fire pool, you can use Dancing Lights at will, this is still a supernatural ability.
Spell Fire Flash: You can create a 5 ft radius burst of spell fire at any point within 100 feet. Any creature within this area must make a Fort save (DC 10 + 1/2 your character level + your Cha mod). A failed save means they are blinded, while a successful save means they are only dazzled. The duration of the blindness or dazzled is equal to the number of points spent (minimum of one) + your Cha Mod.
Spell Fire Blast
Requirements: Spell Fire Channeler, Cha 15+
Benefit: You have learned to harness the destructive capabilities of spell fire to new heights. You gain the Spell Fire Blast ability. You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Blast: You release a blast of spell fire energy dealing 1d4 + cha mod damage per point spent. This blast takes the form of a 60 ft line, a 30 ft cone, or a 10 ft radius burst (with a range of 100 ft). A successful reflex save (DC 10 + 1/2 your character level + your Cha mod) halves the damage. This is considered pure magical energy and is not subject to energy resistance.
Spell Fire Thamaturgist
Requirements: Spell Fire Channeler, Cha 15+, Caster level 1+
Benefit: You can convert spell energy, either spell slots or prepared spells, into spell fire energy. You can sacrifice a spell slot or a prepared spell as a standard action and gain a number of spell fire pool points equal to the level of the spell or spell slot. This cannot put you above your spell fire pool maximum. You cannot sacrifice 0 level spells.
You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Imbue
Requirements: Spell Fire Channeler, Cha 15+, Caster level 1+
Benefit: You have learned to channel spell fire through your weapons. You gain the Spell Fire Imbue ability. You also increase you max spell fire pool by 1 point and increase the concentration DC (if any) by 1 point.
Spell Fire Imbue: You channel spell fire energy into one weapon you are holding, causing it to deal an additional 2 points of damage per point spent. This lasts for a number of rounds equal to half your level + your cha mod. The weapon only gains the additional damage if wielded by you.
10 people marked this as FAQ candidate. Answered in the FAQ.
Is it possible to take iterative attacks with different weapons? Say, a sixth level barbarian wielding a longspear is adjacent to an enemy. Could he use knockback (rage power) with a spiked gauntlet to push the target farther away and the take his second attack with the long spear? I'm looking for both opinions and actual facts.
This is a continuation of a discussion in a different thread (iterative magic).
To recap, in this system, you have 2 standard action at first level, +1 standard action at +6 BAB, +11 BAB, and +16 BAB.
You can use these standard actions to perform any move or standard action, with some exceptions listed below.
You can normally only cast one spell per round, a quickened spell does not take a swift action, rather it lets you cast a second spell in a round. Spells with a one round casting tme are unaffected by this change. You can apply a metamagic feat to a spontaneously cast spell by taking an additional standard action.
Attacking: Each standard action you take to attack during your turn after the first suffers a cumulative -5 penalty on attack rolls. This does not apply to spells.
Two Weapon Fighting(feat): Once per round, you may use a standard action to attack once with a weapon in each hand, suffering all of the normal penalties.
Improved Two Weapon Fighting : Twice per round, you may use a standard action to attack once with a weapon in each hand, suffering all of the normal penalties.
Greater Two Weapon Fighting(feat): Three times per round, you may use a standard action to attack once with a weapon in each hand, suffering all of the normal penalties.
Rapid Shot: Once per round, you may use a standard action to attack twice with a ranged weapon, but all attacks you make this round suffer a -2 penalty on attack rolls.
Vital Strike: When attacking, you may spend 2 standard actions to make one attack roll with double the weapon damage dice.
Improved Vital Strike: When attacking, you may spend 3 standard actions to make one attack roll with triple the weapon damage dice.
Greater Vital Strike: When attacking, you may spend 4 standard actions to make one attack roll with Quadruple the weapon damage dice.
Cleave: Requires 2 standard actions to use.
Great Cleave: Requires 3 Standard actions to use.
Natural Attacks. You may use both natural attack of a pair of natural attacks (eg. 2 claws) as part of the same standard action. Creatures that possess more than 2 of a given natural attack (such as a hydra with 5+ bites) will have special rules governing it.
Other considerations must be taken, but please share your thoughts on the information thus far.
I'm putting this up in response to Cranewings Weapon Customization Thread. I made this a while back, and I feel that it is pretty self explanatory. If there are any questions, feel free to ask.
Simple; Light Melee
Cost: 4 gp
Damage: 1d4
Critical: 20/ X2
Special: none
Optional (Choose one): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm
Simple; 1-handed Melee
Cost: 8 gp
Damage: 1d6
Critical: 20/ X2
Special: none
Optional (Choose one): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, Brace
Simple; Ranged
Cost: 35 gp
Damage: 1d6
Critical: 20/ X2
Special: Range 80 ft.
Optional (Choose one):High Threat (19-20/ X2), High damage, Better Range (120 ft.)
Martial; Light Melee
Cost: 10 gp
Damage: 1d4
Critical: 20/ X2
Special: none
Optional (Choose two): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, High Crit. (X3)
Martial; 1-handed Melee
Cost: 20 gp
Damage: 1d6
Critical: 20/ X2
Special: none
Optional (Choose Two): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, High Crit. (X3), Brace
Martial; 2-handed Melee
Cost: 30 gp
Damage:1d8
Critical:20/ X2
Special: none
Optional (Choose two): Thrown (10ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, Double (1d6/1d6), High Crit. (X3), Brace, Reach
Martial; Ranged Missile
Cost: 70 gp
Damage: 1d6
Critical: 20/ X2
Special: Range 80 ft.
Optional (Choose Two):High Threat (19-20/ X2), High damage, Better Range (120 ft.), High Crit. (X3)
Exotic; Light Melee
Cost: 10 gp
Damage: 1d4
Critical: 20/ X2
Special: none
Optional (Choose three): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, High Crit. (X3)
Exotic; 1-handed Melee
Cost: 20 gp
Damage: 1d6
Critical: 20/ X2
Special: none
Optional (Choose Three): Thrown (20ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, High Crit. (X3), Brace
Exotic; 2-handed Melee
Cost: 30 gp
Damage:1d8
Critical:20/ X2
Special: none
Optional (Choose Three): Thrown (10ft range), Non-lethal, High Threat (19-20/ X2), High damage, Monk, Trip, Disarm, Double (1d6/1d6), High Crit. (X3), Brace, Reach
Exotic; Ranged Missile
Cost: 70 gp
Damage: 1d6
Critical: 20/ X2
Special: Range 80 ft.
Optional (Choose Three):High Threat (19-20/ X2), High damage, Better Range (120 ft.), High Crit. (X3)
Basic Amunition
Cost: 1 GP/20
Optional: None
Advanced Ammunition
Cost: 5 GP/20
Optional (Choose one): Better Range (+20 ft), Blunt (deals Bludgeoning damage, can deal nonlethal)
High Damage: Increase damage by one step.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat).
Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.
Monk: A monk weapon can be used by a monk to perform a flurry of blows (see Classes).
Nonlethal: These weapons deal nonlethal damage (see Combat).
Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
This is a new fighter archtype that repalces Armor Training, Weapon Training, Bravery, and Armor Mastery. Please let me know if you can think of any other Blade lores.
The Elderitch Blade (Fighter Archtype)
Elderitch Blade(Su): Starting at 3rd level, you may create a blade of pure arcane energy as a move action. You are automatically proficient with this blade and it deals 1d8 piercing or slashing damage, 19-20/X2 crit and is considered a one-handed weapon. You apply your str bonus to the Elderitch Blade as normal and can choose it for weapon specific feats, such as Weapon Focus or Weapon specialization. If this blade ever leaves your hand it immediately disappears and you may only have one such blade at a time. This replaces Armor Training 1 and Bravery.
Blade Lore (Su): Starting at 5th level you learn a new way to empower your Elderitch Blade, and another new way every 2 levels after 5th (7th, 9th, etc) up to 19th level. You may choose from the following list of abilities. Note that some abilities have prerequisites that must be met. Unless noted otherwise, you may only gain each ability once.
Enhance Blade: Your Elderitch Blade gains a +1 enhancement bonus per 4 levels you possess. This counts as a normal enhancement bonus for overcoming DR.
Elemental Blade: When you choose this ability, choose acid, cold, electricity, or fire. Your Elderitch Blade deals +1d6 damage of this element and you may, as a swift action before you make any attacks for the turn, convert all of the Elderitch Blade's damage to that energy type until the beginning of your next round.
Finesse Blade: Your Elderitch Blade becomes a 1d8 piercing or slashing damage, 18-20/X2 crit and is considered a light weapon. You cannot select both this ability and Heavy Blade. You must have Weapon Finesse to gain this ability.
Heavy Blade: Your Elderitch Blade becomes a 2d6 piercing or slashing damage, 19-20/X3 crit and is considered a two-handed weapon. You cannot select both this ability and Finesse Blade. You must have Power Attack to gain this ability.
Twin Blade: You may create two identical Elderitch Blades instead of one. You may create both as part of the same move action. If you use 2 Elderitch Blades at the same time, you suffer all the normal 2 weapon fighting penalties. You may not choose this ability and Heavy Blade. You must have the Two-Weapon Fighting feat to gain this ability.
Focused Blade: You have forged such a close bond that your Elderitch Blade is not destroyed if you go into an antimagic field or similar effect.
Trans-dimensional Blade: Your Elderitch Blade gains the Ghost Touch property.
Swift Blade: You can create your Elderitch Blade as a swift action. In addition, your Elderitch Blade gains the speed property. You must have Quick Draw to gain this ability.
Weapon Mastery: You must choose Elderitch Blade for this ability.
Clarifications and Typos:
The various fog discoveries may target a grid intersection as normal.
With no splash the "fog" based discoveries are useless. Omit this line.
The modifications make the alchemy gun effectively worthless.
"worthless" should be changed to "valueless", they can only be used by a marginal subset of the population, and therefore cannot be sold for an appreciable amount of money.
I am looking to DM for, or join, a Pathfinder group in Fayetteville Arkansas. I have one player, my older brother, and I have been working on a campaign. We need 3-5 players to join, or room for 2.
How would you rate the schools of magic (from a wizard/sorcerer standpoint) on a scale of 1-10 and why?
Mine:
abjuration=6(with energy resisting spells, dispel magic, and utility spells it's a useful school)
conjuration=10(offers offensive and defensive spells, and through summon monster you can even heal. It's a well balanced school)
Divination=4(Fun; when it's useful, it's useful, but it's usefulness is outside of combat (mostly))
Enchantment=6 (fun; some buffs, many defuffs and plenty of utility spells, lacks offensive power and cannot affect many creatures)
Evocation=8 (A strong, steady school of magic. It allows you to participate in most or all combat encounters. Not a lot of utility spells)
Illusion=9 (Another balanced school of magic, capable of replicating conjuration and evocation. plenty of offensive and utility spells)
Necromancy=7 (Plenty of debuffs, some damage and defensive spells, few utility spells, and many of it's spells do not affect many creatures)
Transmutation=8 (Lots of buffs and utilities, but limited in offensive magic. Useful, but not as much as some schools)
In another thread a topic was brought up that stat boosting items may detract from the game. Along the lines of that topic I thought about removing stat boosters and adding, or reminding of, rules that replicate certain specific effects of stat boosting items and getting rid of stat boosters. Please review the below and share any ideas or comments you may have on the topic.
Strength: Strength improves to hit and damage of melee weapons as will as the damage for thrown weapons and Mighty Composite bows; Climb and Swim checks, and Str checks. Strength also improves your carrying capacity. You can already improve damage and to hit by enchanting a weapon, and through Amulets of Mighty Fists. So I present the Belt of Ant Haul:
Belt of Ant Haul
Aura: Weak transmutation; CL: 1
Slot: Waist; Price: 2,000 GP; Weight: 2 lb.s
A character Wearing this belt gains the benefit of Ant Haul, increasing their carrying capacity by 3 times.
Requirements: Craft Wondrous Item, Ant Haul, Cost: 1,000 GP
Dexterity: Dexterity improves you ranged to hit, touch armor class, reflex saves, initiative, as well as the skills Acrobatics, Disable Device, Escape Artist, Fly, Ride, Slight of Hand, and Stealth. Several Items already exist to boost your skills, and a cloak of resistance improves all saving throws, enchanted ranged and thrown weapons improves their to hit and damage. This leaves touch armor class and initiative. The following items are on these thoughts: The boots of Avoidance and the Specs of First Action:
Boots of Avoidance
Aura: Weak transmutation; CL: 7
Slot: Feet; Price: 2,500 GP (+1), 10,000 (+2), 22,500 (+3); Weight: 5 lb.s
A character Wearing these soft, leather boots add a +1 to +3 dodge bonus to armor class.
Requirements: Craft Wondrous Item, Cat's Grace, Caster level equal to 3 times the bonus provided; Cost: 1250 GP (+1), 5,000 (+2), 11,250 (+3)
Specs of First Action
Aura: Moderate transmutation; CL: 9
Slot: Eyes; Price: 1,000 GP; Weight: 1 lb.s
These simple, silver rimmed glasses grant a +3 competence bonus to Initiative.
Requirements: Craft Wondrous Item, Detect Thoughts; Cost: 500 GP
Intelligence: Intelligence is the primary spell casting attribute for alchemist, witches, and wizards. It also determines how many skill points you have, languages known at first level, and applies to the following skills: Appraise, Craft, Knowledge (all), Linguistics, and Spellcraft. The pearls of power already provide a witch or wizard with more spells per day (sort of). So I provide you with The Spell Power Circlet and the Demolitionist's Gloves:
Spell Power Circlet
Aura: Moderate transmutation; CL: 7
Slot: Head; Price: 2000 GP (+1), 8000 GP (+2), 18,000 GP (+3); Weight: 2 lb.s
The Mithral circlet set with multi-faceted Amethysts Provides the wearer with a continuous +1 to +3 competence bonus to the save DC's of their spells. Each circlet is keyed to one spell casting attribute, Int, Wis, or Cha; when created
Requirements: Craft Wondrous Item, Fox's cunning, Owl's Wisdom, or Eagle's Splendor, caster level must be 3 times the bonus provided; Cost: 1,000 GP (+1), 4,000 GP (+2), 9,000 GP (+3)
Demolitionist's Gloves
Aura: Moderate transmutation; CL: 7
Slot: Hands; Price: 2000 GP (+1), 8000 GP (+2), 18,000 GP (+3); Weight: 4 lb.s
These rough and some what charred leather gloves provide a wearer with the Bomb class feature a continuous +1 to +3 competence bonus to Attack and damage rolls with their bombs and alchemy.
Requirements: Craft Wondrous Item, True Strike, caster level must be 3 times the bonus provided; Cost: 1,000 GP (+1), 4,000 GP (+2), 9,000 GP (+3)
Wisdom: Wisdom provides a bonus to will saves, and is the primary spell casting attribute for the Clerics, Druids, Rangers, and Inquisitors. It also applies to the following skills: Heal, Perception, Profession, Sense Motive, and Survival. Due to the Spell Power Circlet (above) and the cloak of resistance, I see no further need for magic items at this time.
Charisma: Charisma is the primary spell casting stat for Sorcerers, Bards, Paladins, Summoners, and Oracles. It also applies to several paladin and sorcerer class features and to channel energy. Finally, charisma applies to the skills Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device. Due to the Spell Power Circlet (above), we will move on to the Blood Amulet and the Gloves of Positive/Negative Energy.
Blood Amulet
Aura: Moderate Conjuration; CL: 9
Slot: Neck; Price: 2,000 GP (+1), 8,000 GP (+2), 18,000 GP (+3); Weight: 1 lb.s
This amulet set with a blood red ruby enhances a sorcerer's bloodline powers. All bloodline powers related to charisma are increased by +1 to +3.
Requirements: Craft Wondrous Item, Summon Monster I, caster level must be 3 times the bonus provided; Cost: 1,000 GP (+1), 4,000 GP (+2), 9,000 GP (+3)
Gloves of Positive/Negative Energy
Aura: Moderate Conjuration; CL: 9
Slot: Neck; Price: 2,000 GP (+1), 8,000 GP (+2), 18,000 GP (+3); Weight: 1 lb.s
You gain +1 to +3 uses of your lay on hands and channel energy class features, as well as increasing any relevant saves for the lay on hands and channel energy class features. The gloves are aligned to Positive or negative Energy when created and cannot be changed.
Requirements: Craft Wondrous Item, Cure moderate wounds (Positive) or Inflict Light Wounds (negative), caster level must be 3 times the bonus provided; Cost: 1,000 GP (+1), 4,000 GP (+2), 9,000 GP (+3)
Those are my ideas, feedback would be appreciated.
Minor Creation(Sp): You can use Minor creation a number of times per day equal to 3 + you Int mod. This ability provides the bodies for your Constructs (see below), but that use does not go against your number of uses per day.
Construct(Su): Constructs are small or tiny Animated Objects. You can create 1 construct per day per class level (but see below). When you rest and regain your uses per day abilities each morning any constructs still remaining vanish, and you are free to create new ones. It takes one hour to regain the use of your abilities and to craft your construct(s).When crafting your constructs, you may forgo crafting one or more constructs to grant other constructs additional CP. For each Construct that you forgo in this manner gives you 2 additional CP that can be divided up among the remaining constructs as you see fit. No construct can have more CP than your class levels. You may also combine 2 or more constructs to create a larger construct ( a larger animated object base) as follows: 2=medium, 4=large, 8=huge, and 16=gargantuan.
At first your constructs can only be made out of wood or other plant matter. When you gain Major Creation, you may make them out of anything allowed by major creation, but you must spend the CP to get the benefits (see Animated Objects).
The Following restrictions exist on the existing Construction Point abilities. Some discoveries may also give you additional things to spend CP on.
You may apply additional attack one time, plus one time per four class levels per construct.
You may apply faster one time, plus one time per four class levels per construct.
Discovery: Discoveries are new tricks you learn in pursuit of your trade. They are difficult to
generalize about, as the can pertain to you, your constructs or something else. Below is a list of discoveries:
Additional HD: This is a Construct Point ability that costs 1 CP. The Construct gains an additional hit die, along with all the implied benefits (BAB, Saves, etc). You may apply additional HD one time per two class levels per construct.
Sentience: This is a Construct Point ability that costs 2 CP. The Construct gains an Int score of 7, a Wis score of 10, and a Cha score of 10. It can speak one language that you know. Possessing an Int score grants it feats and skills appropriate to its HD, and it is always loyal to you. You may apply Sentience once per construct.
Self Repair:This is a Construct Point ability that costs 1 CP. The Construct gains Fast Healing 1 per time you buy it. You may apply self repair one time per five class levels per construct. Requires: level 10
Disabling Touch(Sp): You may deal an amount of damage equal to 1d6 + your ranks in disable device to a creature with a construct type with a touch attack That automatically bypasses hardness and DR. You can use this ability 3 + your Int mod times per day.
Enchanting Touch(Sp): Your Lesser Enchanting Touch functions as Greater Magic Weapon instead of magic weapon. Requirements: Lesser Enchanting touch, class level 6+
Enchanting touch, Greater(Sp): You may choose to have your Enchanting touch spell like ability functions as Versatile Weapon instead of greater magic weapon. Requirements: Enchanting Touch, Class level 8+
Enchanting Touch, Lesser(Sp): You can use Magic Weapon as a spell like ability using your class level as your caster level a number of times per day equal to your Int mod. You can use this ability on your Constructs natural weapons.
Item Creation Feat: You gain an item creation feat as a bonus feat. You must meet the prerequisites as normal, typically though your master craftsman class feature. Requirements: level 5+
More to follow...
Repair(Sp): You can use Mending as a spell like ability at will. You can use this once per day per construct to restore 5 HP.
Master Craftsman: You gain master craftsman as a bonus feat at 5th level even if you do not meet the prerequisites. You gain Master Craftsman again at 10 and 15 levels, allowing you to choose a different craft or profession skill each time.
Major Creation(Sp): Your minor creation spell like ability duplicates the effects of major creation starting at 7th level.
Major Repair(Sp): You can use make whole a number of times per day equal to your Int Mod, using your class level as your caster level.
Fabricate(Sp): You can use fabricate 3 times per day, using your class level as your caster level.
True Repair(Sp): When you use Repair or Major Repair to heal one your constructs, you add your class level to the HP healed.
Rapid Repair(Sp): you may use your Major Repair ability as a standard action (normally, make whole has a casting time of 10 min.).
Final Discovery: I haven't come up with any of these yet...
The Master Transmografist
Hit Die: d10
Base Attack Bonus: Full
Base Saves: Good Fort, Good Ref, Poor Will
Class Skills: Acrobatics, Bluff, Climb, Craft, Desguise, Know (Arcana), Know (Dungeoneering), Know (Local), Know (Nature), Know (Planes), Know (Religion), Perception, Stealth, Survival, Swim
Skill Points per level: 4+Int Mod
Weapon and Armor Proficiency: A Master Transmografist is proficient with all simple weapons and with light, and medium and with light shields and bucklers.
Table 1-1
Lv. Special
1 Altered Form, 2 Favored Forms
2
3 Bonus Language
4 3 Favored Forms
5 Bonus Feat
6
7 4 Favored Forms
8 Bonus Language
9
10 5 Favored Forms
11 Shapechanger
12 Bonus Language
13 6 Favored Forms
14
15 Bonus Feat
16 7 Favored Forms, Bonus Language
17
18
19 8 Favored Forms
20 Bonus Language
Altered Form (Su): You have the ability to assume a wide variety of forms. When you assume a new form, choose one of the base forms (Below) and add to it the benefits as described on table 1-2 (Below). You may remain in an Altered form for as long as you wish (Even while asleep or unconcious, but you revert to your natural form if you die). Returning to your natural form is otherwise a standard action. If you use this ability in conjunction with a Disguise, it gives you a +8 Racial bonus on disguise Checks.
Table 1-2
(Class level)( Nat AC Bonus)( Str/Dex Bonus)( Morph Points)( Max Attacks)
1---------- +2-------- +0-------- 2---------- 3
2---------- +2-------- +1-------- 3---------- 3
3---------- +3-------- +1-------- 4---------- 3
4---------- +3-------- +2-------- 5---------- 4
5---------- +4-------- +2-------- 7---------- 4
6---------- +4-------- +2-------- 8---------- 4
7---------- +5-------- +3-------- 9---------- 5
8---------- +5-------- +3-------- 10--------- 5
9---------- +6-------- +4------- 12--------- 5
10--------- +6-------- +4-------- 13--------- 6
11--------- +7-------- +4-------- 14--------- 6
12--------- +7-------- +5-------- 15--------- 6
13--------- +8-------- +5-------- 17--------- 7
14--------- +8-------- +6-------- 18--------- 7
15--------- +9-------- +6-------- 19--------- 7
16--------- +9-------- +6-------- 20--------- 8
17--------- +10------ +7-------- 22--------- 8
18--------- +10------ +7-------- 23--------- 8
19--------- +11------ +8-------- 24--------- 8
20--------- +11------ +8-------- 25--------- 8
*Max Attacks are the total number of attacks you can make per round in an altered form.
You use Eidalon's evolution list form the final play test version except as follows:
Breath Weapon (Su): You can only your breath weapon 3 times per day regardless of how many times you morph into a form that has this ability.
Pounce (Ex): This is a 2 point ability.
Skilled (Ex): This can only be applied to Str or Dex based skill checks
Spell like ability (Sp): You cannot choose this one.
Weapon Training (Ex): You cannot gain this one.
Web (Ex): You can only throw a web 8 times per day regardless of how many times you morph into a form that has this ability.
Small (4 point ability) (Ex): You can assume a small sized form. This gives you a -2 size penalty to Str, a +4 size bonus to Dex, -2 Natural armor bonus, +1 size bonus to AC and Attack Rolls, -1 size penalty to CMB and CMD, +2 size bonus to Fly skill, +4 size bonus to stealth (Damage die decrease by 1 step)
Tiny (4 point ability requires Small and level 5+) (Ex): You can assume a tiny sized form. This gives you a -4 size penalty to Str, a +8 size bonus to Dex, -4 Natural armor bonus, +2 size bonus to AC and Attack Rolls, -2 size penalty to CMB and CMD, +4 size bonus to Fly skill, +8size bonus to stealth (Damage die decrease by 2 step). These modifiers replace those of Small.
Favored Forms (Su):
After you rest you must spend an hour choosing your "favored forms" much like a spell caster prepares spells. You have a limited number of favored forms as indicated by the table above. You can assume a favored form as a full round action. To assume a form that is not a favored form requires 1 minute.
Bonus Language:
At the indicated levels you learn a new language.
Bonus Feat:
At 5th and 15th level you gain a feat that you meat the prerquisite for. This feat can be a Master Transmografist specific feat, a Combat feat, or any of the monster feats listed in the Beastiary.
Shapechanger (Ex):
At 11th level you gain the Shapechanger sub type.
According to the bestiary, the Wyvern is a 10 lv creature for the purpose of determining what leadership score you need to gain it. Does this also mean you need to be level 12 to take it as a cohort, or can you be level 9, since the Wyvern has 7 HD. Also Is the Wyvern treated as being level 7 or 10 for the purpose of how much XP it needs to gain a level?
Here is a variant for the rogue, it requires you to give up your sneak attacks.
Martial Art Style:
Martial Arts Variant (Replaces Rogue sneak attack class feature)
Lv. Special
1) Katar Style (You gain Two Weapon Fighting as a bonus feat. You treat the damage die of a punching dagger sized for you as being one step higher.)
2
3) Tiger Strike (You can perform a tiger strike as a standard action. If you hit, you deal damage as normal and gain a charge. This charge can be released on a normal attack and increases the damage by 1/2 your rogue level (Round up). You can have up to 3 charges at a time, and if you decide to release a charge, you release all charges (and gain the accumulated effects of those charges).
4
5) Katar Training (You gain a +1 to hit and damage with punching daggers)
6
7) Fists of Fire (You can perform a "Fists of Fire" strike as a standard action. If you hit, you deal damage as normal and gain a charge. This charge can be released on a normal attack and increases the damage dealt by 1d6 fire damage per 3 rogue levels. You can have up to 3 charges at a time, and if you decide to release a charge, you release all charges (and gain the accumulated effects of those charges).
8
9) Katar Training (You gain a +2 to hit and damage with punching daggers)
10
11) Cobra Strike (You can perform a Cobra Strike as a standard action. If you hit, you deal damage as normal and gain a charge. This charge can be released on a normal attack Recover 1d6 points of damage per 4 rogue levels. You can have up to 3 charges at a time, and if you decide to release a charge, you release all charges (and gain the accumulated effects of those charges).
12
13) Katar Training (You gain a +3 to hit and damage with punching daggers)
14
15) Thunder Claws (You can perform a "Thunder Claws" strike as a standard action. If you hit, you deal damage as normal and gain a charge. This charge can be released on a normal attack and increases the damage dealt by 1d10 electricity damage per 5 rogue levels. You can have up to 3 charges at a time, and if you decide to release a charge, you release all charges (and gain the accumulated effects of those charges).
16
17) Katar Training (You gain a +4 to hit and damage with punching daggers)
18
19) Blades of Ice (You can perform a "Blades of Ice" strike as a standard action. If you hit, you deal damage as normal and gain a charge. This charge can be released on a normal attack and increases the damage dealt by 1d4 cold damage per 4 rogue levels. If the target takes any of the cold damage, it must make a Fortitude save (DC 10+1/2 your rogue level+your Cha mod) or be slowed ofr 1 round/4 rogue levels. You can have up to 3 charges at a time, and if you decide to release a charge, you release all charges (and gain the accumulated effects of those charges).
20
Canny Maneuvers Requirements: BAB +3, Str 13+
Benefit: You are treated as being one size category larger for all purposes relating to combat maneuvers.
but I would also like for it to become a collection of new maneuver rules and feats, so post them if you got them.
I have made up a set of rules to add socketed weapons and gems from Diablo II to path finder.
The cost to add sockets to an Item is (# of Sockets squared X 500 GP) and require the Craft Arms and Armor feat.
A light weapon can have up to 2 sockets, a 1 handed weapon can have 3 sockets, and a 2 handed weapon can have 4 sockets
Light Armor can have up to 2 sockets, Medium Armor can have 3 sockets, and Heavy Armor can have 4 sockets (Based on the origional type of the armor, Mithral Breast Plate could have 3 sockets)
A buckler or light shield can have up to 2 sockets, a Heavy Shield can have 3 sockets, and a Tower Shield can have 4 sockets
A Chipped Gem is valued at 500 GP, a Flawed Gem is 2000 GP, a Normal Gem is 4500 GP, a Flawless Gem is 8000 GP, and a Perfect Gem is worth 12500 GP.
3 gems of the same level (Chipped, for example) can be turned into the next highest level with the make whole spell (no effect on perfect gems).
Emerald:
Emeralds in Weapons
Chipped
Type: Poison, Injury; Save: Fortitude DC 11
Frequency: 1/round for 2 rounds
Effect: 1d2 damage
Passive: Save DC +1
Flawed
Type: Poison, Injury; Save: Fortitude DC 13
Frequency: 1/round for 3 rounds
Effect: 1d3+1 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6)
Normal
Type: Poison, Injury; Save: Fortitude DC 15
Frequency: 1/round for 4 rounds
Effect: 1d4+2 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6), Frequency +1 round
Flawless
Type: Poison, Injury; Save: Fortitude DC 17
Frequency: 1/round for 5 rounds
Effect: 1d6+3 damage
Passive: Save DC +2, Die step +1 (d4 becomes d6), Frequency +1 round
Perfect
Type: Poison, Injury; Save: Fortitude DC 19
Frequency: 1/round for 6 rounds
Effect: 1d8+4 damage
Passive: Save DC +2, Die step +2 (d4 becomes d8), Frequency +1 round
Emeralds in Shields
Chipped: +2 saves vs. Poison; Passive: +1 saves vs. Poison
Flawed: +3 saves vs. Poison; Passive: +2 saves vs. Poison
Normal: +4 saves vs. Poison; Passive: +3 saves vs. Poison
Flawless: +5 saves vs. Poison; Passive: +4 saves vs. Poison
Perfect: +6 saves vs. Poison; Passive +5 saves vs. Poison
What do you think?
More gems in future posts! (I need to get them typed out)
Positive Focus (Panar)
Requirements: Domain Trait (Positive), Knowledge (Planes) 5 ranks
Benefit: Whenever you are manifesting the Domain Trait (Positive) you may spend a standard action to channel 1d8 plus your ranks in Knowledge (Planes) positive energy into one creature (healing or dealing damage as appropriate).
Fire Focus (Planar):
Fire Focus (Planar)
Requirements: Domain Trait (Fire), Knowledge (Planes) 5 ranks, Ignan (language)
Benefit: Whenever you are manifesting the Domain Trait (Positive) you may spend a full round action to create 1 small fire elemental, or a corresponding number of larger elementals, per class level. A medium fire elemental counts as 2 small, a large counts as 4, a huge counts as 8, and an elder counts as 16. The fire elementals appear at the beginning of your next round and follow your telepathic command to the best of their abilities, though they cannot leave your domain. The elementals last for 1 round per class level and if you activate this ability again before the prior use is up, the previous elementals disappear. This is a spell-like ability, a conjuration (creation) effect.
Enlarge Domain (Planar):
Enlarge Domain (Planar)
Requirements: Knowledge (planes) 1 Rank, Planar Domain class feature
Benefit: For 1 minute per class level per day you can double the radius of your Domain. Activating this ability is a swift action that does not provoke attacks of opportunity. The duration need not be consecutive, but must be used in 1 minute increments.
Project Domain (Planar):
Project Domain (Planar)
Requirements: Enlarge Domain, Knowledge (Planes) 5 ranks
Benefit: For 1 minute class level per level per day you may treat your domain as being a burst effect with its normal radius at any point within close range (25 ft. + 5 ft. per 2 levels). If the origin point of this burst ever goes beyond this rang, the effect ends. It is a standard action to activate this ability, and it reactivates on you automatically (with no Domain Traits active) if it ever deactivates. You do not receive any benefit from any Domain traits if you are not in your domain. The duration need not be consecutive, but must be used in 1 minute increments. You cannot project and enlarge your domain at the same time.
Striking
When wielded by a character proficient with it's use, a weapon with the striking property deals damage as if it were one size category larger (ex; Long sword becomes 2d6). This does not change how much effort it takes to wield this weapon.
Strong Transmutation; CL 10; Craft Magic Arms and Armor and Enlarge Person; Price +2 bonus
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Swim (Str)
Skill Ranks at Each Level: 4+Int Mod
Weapon and Armor Proficiency: Arbalests gain no proficiency with any weapon or armor.
Lesser Crossbow Combat Style: At 1st level you gain your choice of one of the following abilities:
Dual Crossbows: As a full attack action you can load and fire a crossbow in each hand suffering the normal two weapon fighting penalties (you are treated as having the two weapon fighting feat for this purpose, and you do not need a free hand to load). This can only be used with any combination of light crossbows and hand cross bows, not heavy crossbows.
Heavy Crossbow: When wielding a single heavy crossbow, you add an additional +50% of the Deadly Aim damage (in other words +3 damage per -1 to hit)
Careful Aim: Starting at 2nd level, you add your Arbalest level to your damage rolls when using crossbows.
Bonus Combat Feat: At 3rd and 7th lv, you gain a free combat feat, for which you must meet the requirements for as normal.
Piercing Shot: At 4th level, your crossbow attacks can ignore up to 2 points of armor or natural bonus (but not both).
Improved Crossbow Combat Style: At 5th lv, you gain one of the following abilities:
If you chose Dual Shot at 1st level you gain Improved Dual Shot, allowing you to make your full attack with your main hand cross bow and one attack with your off hand cross bow at the normal two weapon penalties. This also allows you to load the necessary number of times to make these attacks without having to have a free hand (you're that good).
If you chose Heavy Crossbow at 1st lv, you now gain Improved Heavy Crossbow, allowing you to now add double the damage bonus from the Deadly Aim feat. This overlaps (does not stack with) the bonus from Lesser Crossbow Combat Style.
Close Quarters shot: At 6th you do not provoke an attack of opportunity from shooting while in melee with any type of crossbow.
Improved Piercing Shot: At 8th lv, you can ignore up to 2 points of armor and natural armor when attacking with a crossbow. This overlaps (does not stack with) Piercing Shot.
First Shot: At 9th lv, you gain a +2 bonus to your initiative.
Crossbow Combat Style Mastery: At 10th lv, you gain one of the following abilities:
If you chose Dual Shot at 1st level you gain Dual Shot Mastery, allowing you to make a second shot with your off hand crossbow, albeit at a -5 penalty (as per the Improved two weapon fighting feat). This also allows you to load the necessary number of times to make these attacks without having to have a free hand (you're that good).
If you chose Heavy Crossbow at 1st lv, You now gain Heavy Crossbow mastery. Your critical multiplier when wielding a heavy crossbow in two hands increases to X3.
There you have it. Questions, comments, or suggestions, all are welcome.
If I were wearing a buckler and using a spear (a two handed weapon) and I threw the spear, would I get the bucklers shield bonus until the start of my next round, as my hands are now empty?
P.S. the spear is +1 returning.