Deep One Bloodline Your ancestor was a powerful deep one; although you are not directly tied to the wicked whims of the deep ones, their eldritch abilities have given you incredible power. 1st Power, Gift of the Deep One: Select from the following domains-Chaos, Destruction, Evil, Madness, Magic, Strength, Void or Water. You gain the domain powers from the chosen domain, treating your bloodrager level as your cleric level. 4th Power, Wand Mastery: As your deep one ancestor has an innate ability to utilize wands, you can use wands beyond your class. Select one other spellcasting class besides bloodrager; you can use spell trigger items like staves and wands from spells of that class without making Use Magic Device checks. At 12th level, select an additional spellcasting class. 8th Power, Blood of the Deep: Your body has accumulated to living in the deep ocean. You gain a swim speed equal to your land speed +20 ft, you can breathe underwater, you take no penalty from attacking underwater, and you gain cold resistance 5. This resistance increases to cold 10 at 16th level. 16th Power, Eldritch Being: You hold the terrifying, otherworldly presence of your deep one ancestor. You gain the frightful presence monster ability, you are immune to diseases (including magical diseases), and you gain a bonus on rolls to confirm critical hits equal to half your class level. 20th Power, Unknown Giant Bloodline Your ancestor was either a renowned giant hunter, or one who pilfered from magical giant artifacts. Regardless, the immense power of the giants run through your veins. 1st Power, Oversized Weapon: The strength of giants flow through your veins, allowing you to wield weapons larger than most members of your kind can use. Select a single one handed melee weapon you are proficient in; you can wield that weapon as one size category larger without incurring regular penalties. This weapon can only be wielded as a two-handed weapon. Ranged weapons, weapons that benefit from Weapon Finesse, and exotic weapons cannot be selected. You cannot wield any kind of shield or heavy armor and the oversized weapon at once. At 4th level, your oversize weapon protects you as much as it destroys; you gain a shield bonus while wielding your oversized weapon equal to your Strength modifier (this bonus is not increased through your bloodrage ability), and you gain a bonus on CMD against disarm equal to your bloodrager level - 3. 4th Power, Thick Skin: Your skin becomes tougher like the giants your ancestors battled; you gain a +1 natural armor bonus to your AC. This increases by +1 for every 4 levels, to a maximum of +5 at level 20. 8th Power, Rock Throwing: You can throw rocks as ranged attacks, as if the rock throwing universal monster rule. 12th Power, Unknown 16th Power, Shockwave: Description unknown, a cone effect perhaps? 20th Power, King of the Giants: Gain a permanent +4 bonus on Fortitude saves, other abilities unknown Will work on the Orc Bloodline next, just typing out the thoughts and am very much open to editing these abilities to be more practical
GM Nightmare Knight wrote:
I’ll be making my Tengu gunslinger in a bit.
I was part of a Skull & Shackles gameplay but the character I played wasn't optimized and that didn't help at all. I'm going to rectify that. 4d6 ⇒ (6, 1, 3, 6) = 16 - 1 = 15
Reroll: 4d6 ⇒ (3, 3, 4, 6) = 16 - 3 = 13 Will make a character later. Thinking a swashbuckler
Male Kobold Trainee Game Master 1
Divo Merula wrote:
The kid goes back upstairs, pointing to another set of stairs going up. "The bridge there takes you to the boat." The second Romli mentions something in the water, the other kids bolt out of the house. One yells, "Jigsaw! Jigsaw!" Knowledge (nature) DC 10: The child is referring to a jigsaw shark-a smaller relative of a great white shark, named for the yellow, puzzle-like markings on its back. They travel in both fresh and saltwater to find food, and it's not uncommon for them to attack people who fall into Korvosa's docks. Luckily they only leap out to attack in desperation, and this one doesn't seem to be starving.
Pizza Lord wrote:
I absolutely love the ideas you’re cooking for doctrines! Later this week I’m gonna compile a doctrine list
lemme go ahead and type up some ideas statistic wise for the final boss. Zarilu, Champion of Dagon, and the plot of this campaign:
Obviously an elder deep one, with antipaladin class levels. Assuming this campaign's level cap ends at 17, we'll have to bump him to a CR 20 encounter.
Giving him wealth equal to a PC class level would bump up the CR by 1, for CR 15, and to get him to CR 20, he needs to either have 10 levels of antipaladin, or 8 levels and the advanced template (I'd like to do the former). This isn't even considering the minions he has-hezrou demons are a perfect choice, and deep ones with levels in abyssal bloodrager, barbarian, or warpriest of Zarilu are excellent choices. The arena would be similar to the Eye of Avarice in RotRL, but I'm also considering the possibility that fully aquatic enemies that freely fly in the air as if the air is water. Also I would want to give him some different domains than presented in the deep one elder's stats. And like many BBGs, this guy is directly responsible for many major bosses in the campaign-he would be the father of both the deep one arcanist fought in part 2, and definitely more powerful deep ones, and the grandfather or great-grandfather of the urban bloodrager that's the end fight of part 1. The rogue aboleth in part 5 would've been one who was studying on the phenomenon caused by the deep ones, only to go mad from discovering Zarilu, and Dagon, and converted into a fanatic of Dagon. I still can't figure out the end bosses of part 3 and 4, though part 4 can easily be a favored servant of Zarilu who is a hezrou (maybe a hezrou inquisitor of Zarilu?) The general plot of this campaign is that, somewhere on a coastal setting, contact with a good sized fishing and trading port town has been cut off, and all boats going that way don't come back, so PCs are asked to investigate. Part 1 would be realizing that something really bad happened, part 2 would be figuring out a cult of Dagon is behind it, and part 3 is the realization that Dagon is planning to burst out of Golarion's oceans and cause the world to end. More help on this campaign would be amazing.
Aeolus Wind King wrote: I'd ask for work on a bard/rogue hybrid class but that's just the Archeologist Bard archetype lol. Or how I explain it to my players "A bard who can't bard so they can be a rogue that can't rogue" (No bardic performance or sneak attack) …I could actually cook with a trickster class that combines magic and support of bard with debilitating attacks of a rogue (could be like a magus counterpart)
Hulgra the Hillman wrote:
Looks like the idea for half orc barbarian got sniped. No matter, I'll be making a dwarf cleric (of either Erestil or the Green Faith), with Animal domain and Growth subdomain
Stat 1: 4d6 ⇒ (1, 3, 5, 5) = 14 13
solid all around! I’ll be making a barbarian. DM, are alternate racial traits allowed? specifically asking for the sacred tattoo alternate racial trait for half-orcs.
I grok do u wrote: Can use the oracle curse as some inspiration for the bloodline powers: ** spoiler omitted ** Gonna be honest I never knew that was an oracle curse. I gotta grab that book next month. And I might incorporate the rules of Horror Adventures into the mix, because while it might end up having a solid chunk of the adventure as an aquatic one (if there’s a way to handwave the rules for that I’d love to know), I want it to be different from Ruins of Azlant by focusing on the horror and mystery. Some common enemies I can see include grindylows, zombies, giant bats and obviously various deep one hybrids for the first adventure, and as things get worse, deep ones, sahuagins, marsh giants (and marsh giant hybrids), demons and more. I also wanna tweak the deep one hybrid rule to say that while the standard deep one hybrid is part human subtype, deep one hybrids that have the humanoid subtype of elf, dwarf, orc, and even tengu (though the latter is rare).
So I know Pathfinder 1E didn’t do anything with the deep ones, but inspiration struck me and I want to make some homebrew content for deep ones, as preparation for a Lovecraftian themed homebrew campaign-so far the title is Dagon’s Tides, but I can work with it. One of the things for this homebrew would be stuff given to deep one and deep one hybrids, and maybe even add in more creatures with the deep one subtype. I already wanna build a Deep One bloodline for bloodragers and sorcerers, but let’s take it a step further with alternate racial traits and feats. Already had one idea- Feat: Wand Fanatic:
Like your deep one relatives, you’re attracted to the potential of wands, to the point where you can use certain ones with little training.
Prerequisite: Deep one hybrid, 1 rank in Use Magic Device (maybe more depending on how strong this feat is) Effect: Select one spellcasting class. You can use wands containing spells from that class without needing to make Use Magic Device checks. Special: This feat can be selected more than once. When you select it again, choose a different spellcasting class. EDIT: Aand I’m already brainstorming some AP part names and their final bosses Part 1: Mysteries in the Shore (final boss: advanced deep one hybrid bloodrager (urban bloodrager, destined bloodline) 6)
dotting Roll 1: 4d6 ⇒ (5, 3, 2, 6) = 16 - 2 = 14
other than roll 4 I’m happy with this result. I can probably think of a martial class. EDIT: question-I absolutely understand the preference for Core races + classes, but what about things like alternate racial abilities, feats, bloodlines, subdomains, etc from other book sources? Will those be included or do you want the builds to be as Core centric as possible?
Welp I have a third bloodrager bloodline I want to make-the Deep One bloodline. The first bloodline ability could be selecting domain powers from one of the following domains: Chaos, Destruction, Evil, Madness, Magic, Strength, Void or Water. Other bloodline abilities can be resistance/immunity to disease, gaining the frightful presence ability, swim speed and water breathing. Other potential bloodline abilities can include selecting a spellcasting class and being able to use wands from spells of that class without Use Magic Device, or smite good/smite law
Little thing, I plan to replace one of the bosses before Karzoug into a reborn Nualia. Here's her stats without the warpriest class abilities: Nualia, Champion of Lamasthu: Female succubus warpriest of Lamashtu 12
CE Medium outsider (chaotic, demon, evil, extraplanar) Init +8; Senses darkvision 60 ft., detect good; Perception +37 DEFENSE AC 29, touch 14, flat-footed 25 (+8 armor, +4 Dex, +7 natural) hp 210 (20 HD; 8d10 (44) + 12d8 (54) + 120 (Con)) Fort +16, Ref +16, Will +22 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 30 OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 unholy falchion +22/+17/+12 (2d4 + 9 plus 2d6) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 21), detect thoughts (DC 19), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 20), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 22), summon (level 3, 1 babau 50%) SPELLS Caster Level 12th; concentration + STATISTICS Str 20 (13 + 4 + 1 + 1 + 1), Dex 19 (17 + 2), Con 22 (20 + 2), Int 18, Wis 22 (14 + 4 + 4), Cha 25 (27 - 2) Base Atk +20; CMB +25; CMD 29 Feats Agile Maneuvers, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes Skills (Ranks; Monster ranks-80; Warpriest-72; total-152) Acrobatics +11 (8 [monster ranks] + 4 [Dex] - 1 [armor check penalty] Bluff +30 (12 [class ranks] + 8 [monster ranks] + 7 [Cha] + 3 [csb]) Escape Artist +23 (12 [ranks] + 8 [monster ranks] + 4 [Dex] - 1 [armor penalty]) Fly +23 (12 [class ranks] + 8 [monster ranks] + 4 [Dex] - 1 [armor check penalty]) Knowledge (arcana) +12 (8 [monster ranks] + 4 [Int]) Knowledge (religion) +15 (8 [monster ranks] + 4 [Int] + 3 [csb]) Perception +37 (12 [class ranks] + 8 [monster ranks] + 6 [Wis] + 3 [csb] + 8 [racial]) Spellcraft +27 (12 [class ranks] + 8 [monster ranks] + 4 [Int] + 3 [csb]) Stealth +23 (12 [ranks] + 8 [monster ranks] + 4 [Dex] - 1 [armor check penalty]) Use Magic Device +17 (8 [monster ranks] + 7 [Cha]) Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid) Gear 45,000 gp; +2 unholy falchion (18,075 gp), +2 mithral breastplate armor (8,200 gp), headband of inspiring wisdom +4 (16,000 gp)
That book is a great idea. I’ll definitely utilize that. I plan on utilizing Nualia to come back as a succubus antipaladin of Lamasthu (a last chance for Lamasthu to try and stop the PCs), that battle will give another level. And then there’s that one blue dragon, especially if I slap on a mythic template. That will be to level 19. I guess the next way to get to one more level is either a mythic rune giant, or the decapus vampire
Bringing this back, really wanna get the characters to level 20 before Karzoug, I don’t think I can build the encounters to bump them from 17 to 20. I really need some help in finding a way to make the characters go to level 20 before the final fight, as well as figure out what mythic abilities/spells/feats to give to Karzoug.
some more god related doctrines: Gorum's Battlecry: Once per day, you can emit a war cry that rallies your allies. For a number of rounds equal to half your class level + your Intelligence modifier, your allies gain a +2 bonus on attack and damage rolls. This bonus increases to +4 at level 8. Shelyn's Creativity: You gain the bardic performance ability. You treat your theologist level as your bard level in order to determine the effects of your bardic performance. Shelyn's Teaching: Same as Nethys's Teaching, only instead of the sorcerer/wizard spell list, you can select a spell from the bard spell list.
Doctrine ideas: Paladin’s Spirit: Select one of the following: charm spells & spell like abilities, compulsion spells and spell like abilities, diseases (including magical), or fear effects. You gain a +2 bonus on saves to overcome such effects. Special: You can select this doctrine more than once; if you do you must select a different bonus. Greater Paladin’s Spirit: Whatever you selected for paladin’s spirit doctrine, the bonus increases to +4. Channel Energy: As the name suggests, the theologist can utilize the channel energy class feature, treating his theologist level as his cleric level. Revelation: Select one oracle revelation; you can use that revelation, treating your theologist level as your oracle level. You must meet the level prerequisites to select the appropriate revelation. Friend of Nature: You gain the wild empathy class feature, treating your theologist level as your druid level. Nethys’s Teaching: Select one spell from the sorcerer/wizard spell list; you can learn that spell as if it was in your spell list. You must select a spell whose level is 1 lower than your max spell level (for instance, if you select this at level 7, you can only choose a 3rd level spell or lower from the sorcerer/wizard spell list). You must be at least level 4 to select this doctrine. Special: You can select this doctrine more than once. These are just rough examples that can be tweaked, but other doctrines could include giving an ally a variant of smite evil/smite good, casting a summon monster/nature’s ally spell as a spell-like ability, etc.
I’m linking them obviously to the bloodrager, and any archtype that gets the bloodrager bloodline ability (like eldritch scion). I love the shockwave attack for a higher level, and last stand is a good bloodline arcana ability for the orc bloodline. I definitely gotta think more on the mechanics. I was thinking for giants they can get some specific benefits depending on which giant they choose as an ancestor (examples include: fast healing if chosen trolls, permanent stoneskin if chosen stone giant, cold/fire resistance and cold/fire damage for frost and fire giants respectively). Here’s some quick bloodline arcana for both: Giant: The strength of giants flow through your veins, allowing you to weild weapons larger than most members of your kind can use. Select a single one handed weapon you are proficient in; you can weild that weapon as one size category larger without incurring the regular penalties. This weapon can only be weilded as a two-handed weapon. Ranged weapons, weapons that benefit from Weapon Finesse, and exotic weapons cannot be selected. Orc: Like your orc ancestors, you hold the ability to continue fighting even as you teeter on the edge of death. You continue fighting even when you reach 0 hp; you are staggered and still lose 1 hp at the end of your turn. I’m not entirely sure what to add in for those who already have orc ferocity-maybe a +4 bonus on stabilizing, or losing 1 hp at the end of every other turn?
I’m running my IRL campaign and the players are skipping the mountain encounters due to our kobold oracle “befriending” the ancient white dragon (save for the cabin-I had it where there was a terrible snowstorm and the party was forced to sleep in it; the wendigo battle was replaced by a 3pp homebrewed encounter). Exactly which point in Xin Shalast should the party land? EDIT: Forgot to ask but I’m thinking of giving Karzoug 8 ranks in archmage, has anyone else giving him mythic tiers? If so what would you recommend?
Okay I am so sorry for going back and forth with my submission ideas But if the GM will allow it, any chance I can retool a character that got rejected for a couple other campaigns-a kobold mouser swashbuckler? I can work on the backstory, though the short of it would be that he’s basically a reptile version of Puss in Boots EDIT: Wait I made that build with an edit to the kobold’s racial modifiers; can I still make a kobold character but with the crossblooded sorcerer (draconic and elemental) as a tiny blaster?
Galahad0430 wrote:
I was thinking of a Champion of Irori, but looking back at the submissions I’m seeing a surprisingly large lack of blaster casters. I’ll be going for that instead. EDIT: Finally made my decision. If allowed, can I create a crossblooded sorcerer with the draconic and orc bloodlines?
Capstone ability for theologist: Archdeacon's Ascension: At 20th level, a theologist becomes a living monument of divine knowledge. 1) While he selects his daily domains, he can cast a number of bonus spells from the domain equal to his Intelligence modifier as a spell-like ability. 2) The theologist becomes immune to aging effects (though still keeps the ability penalties for middle aged/old/venerable), ability drain and negative level drain. 3) A third option that I can't think of.
I got a brief description for the theologist's 1st level abilities: Orisons: As normal for divine spellcasters Spontaneous casting: As normal for divine spellcasters Divine mantra: While the theologist begins their day preparing their spells, they select one domain; they gain the domain abilities of said domain (or subdomain, if they are at an appropriate level for the subdomain ability). They do not need to worship a deity with said domain to gain the benefits of a domain in this way, but they cannot select an alignment domain/subdomain if they are on the opposite side of the alignment chart (for example, a theologist who worships Abadar can select the Luck or Magic domain and their subdomains, but the theologist cannot select the Chaos domain and its subdomains). At a later level, a theologist can select two domains instead of one. Doctrine: Similar to an arcanist exploit, doctrines are selected at every odd level, which grants the theologist various abilities, including abilities that mirror class abilities from other divine classes (for example, they can do channel energy, select an oracle mystery, gain bonuses on saving throws against disease/poison/energy drain, etc) What do you think?
More info for ninjas: -Base Attack Bonus: +1 all across
Abilities that ninjas get from rogues: sneak attack, uncanny dodge (?), improved uncanny dodge (?), poison use Abilities ninjas get from monks: AC bonus, Fast Movement (but starting at level 4 or 6 instead of level 3), evasion (?), improved evasion (?), ki power Armor proficiencies: None Weapon proficiencies: Simple weapons, plus the weapon proficiencies the normal ninja gets
So on top of wanting to make the four hybrid classes, I also want to make some bloodrager bloodlines unique to the class, as it seems like they’ve done so already (like the medusa, black blood, and hag bloodlines).
Giant Bloodline Your character’s ancestor might’ve been a legendary giantslayer, or interacted with ruins from a giant city. You manage to utilize your strength to the fullest, mimicking the raw power of the giants. Abilities: I can see the starting ability letting the bloodrager select a single martial melee weapon that can be used with two hands (regardless if the weapon is a one handed or two handed weapon), and that weapon is a size category larger, and the bloodrager can attack without any penalty to attack rolls. There probably would be some penalties starting out that get removed at later levels-either a decrease to AC, a decrease to base speed, or a penalty on Reflex saves. Further abilities can include ignoring half of the target’s armor bonus, rock throwing, permanent Fortitude save bonuses, natural armor increase, and the ability to cast enlarge person on yourself as a spell like ability. Orc Bloodline A sorcerer bloodline that they somehow didn’t turn into a bloodrager bloodline. Your character’s ancestor either battled against a mythical orc warrior/spellcaster, or you are a descendent of such a mighty orc. Your bloodline allows you to shrug off fatal blows, becoming an unstoppable juggernaught. Abilities: Obviously the first bloodline ability has to be a variant of the orc and half orc ferocity racial ability-though how that applies with orc and half orc characters who have this ability I can’t say. Further abilities can include more damage bonuses to attacks, accessing rage powers from barbarians, resistance and immunities to diseases/poisons, better damage reduction,
I have thought of a couple unique ki powers for the ninja: -Shadow Clones: By spending 1 ki point, a ninja creates illusions around herself to thwart enemy attacks. This acts like the spell mirror image, treating the ninja’s class level as the caster level for determining how many duplicates the effect creates. A ninja must be at least level 6 before she can select this ability. -Titan’s Bane: As long as the ninja has at least 1 ki point, she can occupy the same space as an enemy if it is at least one size category larger than her. The enemy is considered flat-footed this way. The ninja must be at least level 8 before she can select this ability. -Ways of the Assassin: As long as the ninja has at least 1 ki point, she utilizes the study target ability of the slayer class, treating her ninja class level - 3 as her slayer level to determine the bonuses. This stacks with any level of slayer she gains from multiclassing. A ninja must be at least level 4 before she can select this ability.
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