Baphomet

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Organized Play Member. 56 posts. No reviews. No lists. 2 wishlists. 2 Organized Play characters.



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Alignment:Neutral
Domains:
1. Madness
2. Strength
3. Glory
4. Water
5. War
Subdomains
Blood, Duels, Fist, Flowing, Heroism, Resolve.

Lekst
Major God of ale, soldiers, drinks and war.
Favored Weapon: Unarmed Strike

Lekst was born a Human in a not-yet discovered island, far from any true civilization. His people lived in tribes and small bands, and he was the bastard son of the chief of the largest tribe on the island.

When he came of age, something horrible happened. Soldiers of a great empire, now long-dead, came to his island. He knew what he had to do. He rallied all the tribes and united them under one banner, and declared war. The tribes had no hope of victory, as it was Fists and Spears against Firearms and Swords, and all of his warriors where cowards, never seeing a real fight. He went to the island's shaman, and asked what to do. The shaman gave him some herbs and water, and told him to figure it out. He toiled for hours watching his warriors die while he worked. After days, he finally figured it out. He had finally made, ALE. He loved the stuff, and gave it to all of his warriors. All of their fear washed away and they overwhelmed the soldiers.

They built rafts and canoes, and followed them to their homeland, leaving the island forever. The tribes became a powerful kingdom, spreading far and wide and absorbing many tribes into their numbers. As they spread, they took their ale with them, and very soon, ale was all over the world. One night, Lekst was assassinated. They buried him and trapped his soul in a gem. As a worship ritual they sacrificed the gem to the Creator, and his soul with it. He gave him life again as one of his many children, one of the Gods.

Lekst's sacred colors are brown and red. His favored animal is the camel. His followers include alcoholics,soldiers and warriors.


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174: A sprinkle golem appears and spreads the wrath of the might sprinkle lord far and wide. Use stats for clay golem and looks akin to this https://img0.etsystatic.com/037/0/8865543/il_340x270.534250120_hanh.jpg


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I wanted to create a race that can summon demons from level 1, starting with Dretch and Quasits then getting to more and more powerful demons. I hope it is not horrible unbalanced. Please help me balance it.

Hulu

Hulu Racial Traits
+2 Charisma, +2 Dexterity, –2 Strength: The Hulu are persuasive and quick, but fairly weak for their size.

Almost Human: The Hulu are humanoids with the human subtype.

Medium: The Hulu are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: The Hulu have a base speed of 30 feet.

Acid Vulnerability: The flesh of the Hulu burn and melt more than most when faced with acid. They have acid vulnerability. (-4 Rp)

Aura of Evil: The Hulu have a particularly powerful aura of evil, regardless of their alignment. (0 Rp)

Calling: Hulu have a natural power over demons, and are especially skilled at calling them. Once per day, a demonic can call a demon as Planar Binding, save for that you may call as many hit dice of demons as double your character level. (4 Rp)

Darkvision: Hulu see in the dark for up to 60 feet. (2 Rp)

Skilled: Hulu gain a +2 racial bonus on Knowledge (planes) and Spellcraft checks, and always treat those skills as class skills. (4 Rp)

Demonic Magic: The Hulu add +1 to the DC of the saving throws of any Conjuration (calling) spells they cast. Hulu can cast Magic Circle against Evil once per day as a Spell-like ability. (4 Rp)

Languages: The Hulu begin play speaking Common, Ignan and Abyssal. Hulu with high intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Dwarven, Goblin, Infernal, Orc, Terran and Undercommon.


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Alignment -> 4 = Lawful Neutral

Domain 1 = Law

Domain 2 -> 31 = War
Domain 3 -> 27 = Strength
Domain 4 -> 22 = Nobility
Domain 5 -> 9 = Destruction

Tharmanti

Portfolio: Survival of the Fittest, Competition, Natural Selection, Wealth, Power.

Followers: Psychopomps, Nobility, Genies, Barbarians, Druids.

Favored Weapon: Halberd

Tharmanti is the god of the Powerful. He represents the very essence of Wealth and Strength. He is worshiped by many, a major god of competition and he his followers belive that the poor and the weak must be wiped out, and the only way to do this is to bring along a major disaster in which only the strongest will survive.

Subdomains

Aristocracy, Blood, Catastrophe, Competition, Judgment, Tyranny.


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Girafian Races

Girafian Centaurs (12rp)

Girafian Centaur Racial traits
+2 Strength, +2 Wisdom, –2 Intelligence: Girafian Centaurs are clever and strong.

Centaur: Girafian Centaurs are Monstrous Humanoids with the centaur subtype. Monstrous Humanoids have darkvision out to 60 feet. (3rp)

Large: Girafian Centaurs are large creatures and take a -1 penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus to their CMB and CMD, and a -4 penalty on stealth checks. They wield weapons, armor and gear as if they were medium sized, and uses manoeuvres that use their upper body as medium size (for example, they can use trip as a large character, but not grapple). (2rp)

Fast Speed: Girafian Centaurs have a base speed of 40 feet. (1rp)
Elemental Vulnerability: Girafian Centaur skin, while tough, is easy to melt and burn, Girafian Centaurs have vulnerability to acid and fire. (-4rp)

Centaur Magic: Girafian Centaurs can cast dancing lights and magic stone each once per day, using his total character level as his caster level. (2rp)

Hooves: Girafian Centaurs have 2 natural hoof attacks dealing 1d4 damage each. (2rp)

Horse’s Body: Girafian Centaurs have bigger bodies then other creatures; as a result they must eat twice as much food as normal in 1 day to avoid starving. (-2rp)

Large Body: Girafian Centaurs take a -2 penalty to all reflex saves because of their large size. (-2rp)

Mapping Instinct: Girafian Centaurs receive a +2 racial bonus on Knowledge (geography) checks and Survival checks made not to get lost. (3rp)

Of the Herd: Girafian Centaurs receive one teamwork feat as a bonus feat at 1st level. (4rp)

Quadruped: Girafian Centaurs gain a +4 bonus to their CMD against Trip attempts; also, their encumbrance is modified. (2rp)

Weapon Familiarity: Girafian Centaurs are always proficient with the Lances, Longbows (including Composite Longbows) and Pilums. (1rp)

Languages: Girafian Centaurs begin play speaking Common and Centaur. Girafian Centaurs with high Intelligence can choose bonus languages from the following: Aquan, Common, Draconic, Gnome, Goblin, Infernal or Undercommon.

Karkias (10rp)

Karkias Racial Traits

+2 Intelligence, +2 Constitution, –2 Dexterity: Karkias are clever and healthy, but clumsy.

Karkias: Karkias are humanoids with the Karkias subtype.

Medium: Karkias are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Karkias have a base speed of 30 feet.

Blacksmith: Karkias gain a +1 bonus on Use Magic Device and Craft (weapons and armor) checks, and they are treated as being proficient with any weapon they crafted and with Dire Flails and Scimitars. (4rp)

Breath Weapon: Once per day, as a standard action, Karkias can breathe a breath weapon that deals 2d6 points of force damage in a 15 foot cone. All creatures within the affected area must make a Reflex saving throw for half damage (DC=10+half your character level+ your Constitution modifier). (4rp)

Karkias Magic: Karkias add +2 to the DC of the saving throws of any [Curse] spells they cast; they also have a +2 bonus on saving throws against such spells. Karkias with an Intelligence of 13 or higher also gain the following spell-like abilities: 1/Day- Arcane Mark, Grease, See Invisibility and Read Magic. The caster level for these effects is equal to the karkias' level. The DC for these spells is equal to 10 + the spell's level + the karkias' Intelligence modifier. (4rp)

Low-Light Vision: Karkias can see twice as far as humans in conditions of dim light. (1rp)

Thin Blood: Karkias have a -2 racial penalty to saving throws against poison and checks made to stabilize when at negative hit points. (-3rp)

Languages: Karkias begin play speaking Common and Aklo. Karkias with high Intelligence scores can choose from following, Abbysal, Celestial, Draconic, Dromite, Giant, Gnome, Terran or Undercommon.

Girafian Kitsune (10rp)

Girafian Kitsune, often called Black Kitsune or Devil-Spawn, are the cruel kitsunes of the world of girafia. Unlike their kin on golarion, who specialize in friendly enchantments and making friends, girafian kitsune specialize in creating fearful illusions and manipulating others.

Girafian Kitsune Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Girafian Kitsune are quick and manipulative, but tend to be a bit barbaric.

Medium: Girafian Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Girafian Kitsune are humanoids with the kitsune and shapechanger subtypes. (-1rp)

Normal Speed: Girafian Kitsune have a base speed of 30 feet.

Low-Light Vision: Girafian Kitsune can see twice as far as humans in conditions of dim light. (1rp)

Bad Reputation: Girafian Kitsune receive a +2 racial bonus to Intimidate and Sleight of Hand checks but a -2 penalty to Diplomacy checks with non-kitsunes in their natural form. (1rp)

Change Shape (Su): A girafian kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form gains a +6 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. (4rp)

Black Magic: Girafian Kitsune gain one 1st level Witch Hex of their choice that she meets the prerequisites for. If she needs a familiar to perform that hex, she cannot choose it unless she has a familiar. (2rp)

Bloodlust: Any day a girafian kitsune does not eat any meat, they take 1d3 points of intelligence, wisdom and charisma damage. (-4rp)

Kitsune Magic: Girafian Kitsune add +1 to the DC of any saving throws against [Fear] spells that they cast. Girafian Kitsune with a Charisma score of 13 or higher gains the following spell-like abilities: 1/day—cause fear, ghost sound and charm person. (3rp).

Savage Bite: Girafian Kitsune has a bite attack that deals 1d6 points of damage and any disease the kitsune has a 50% chance (1-50 on a d%) to be transferred through the bite attack. (2rp)

Weapon Familiarity: Girafian Kitsune treat Spiked Chains and Hand Crossbows as martial weapons, and are always proficient with Light Picks and Greatclubs. (2rp)

Languages: Girafian Kitsune begin play speaking Undercommon and Sylvan. Girafian Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Common, Elven, Gnome, and Tengu.

Girafian Svirfneblin (11rp)

Girafian Svirfneblin Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Girafian Svirfneblin are tough and observant but emotionally distant.

Gnome: Girafian Svirfneblin are humanoids with the gnome and dwarf subtype.

Small: Girafian Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Darkvision: Girafian Svirfneblin have darkvision out to 60 feet. (2rp)

Defensive Training: Girafian Svirfneblin gain a +1 dodge bonus to Armor Class. (2rp)

Fortunate: Girafian Svirfneblin gain a +1 racial bonus on all saving throws. (2rp)

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes. (1rp)

Light Sensitivity: Girafian Svirfneblin are dazzled in areas of bright sunlight or within the radius of a daylight spell. (-1rp)

Skilled: Girafian Svirfneblin gain a +1 racial bonus on Craft (alchemy) and Stealth checks. (2rp)

Stonecunning: Svirfneblin gain stonecunning as dwarves. (1rp)

Earthen Magic: Girafian Svirfneblin add +1 to the DC of any [Earth] or [Acid] spells they cast. Svirfneblin also gain the following spell-like abilities: 3/day—nondetection 1/day—blur. Caster level equals the svirfneblin's class levels. (2rp)

Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

Amdish (10rp)

Amdish Racial Traits

+2 Strength, +2 Charisma, –2 Constitution: Amdish are muscular and charismatic, but quite unhealthy thanks to their mixed blood.

Native Outsider: Amdish are humanoids with the grippli and orc subtype.

Medium: Amdish are Medium creatures and receive no bonuses or penalties due to their size.

Slow Speed: Amdish have a base speed of 20 feet. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. (1rp)

Darkvision: Amdish can see in the dark up to 60 feet. (2rp)
Swamp Stride: Amdish ignore difficult terrain at its normal speed while within a swamp. Magically altered terrain affects an amdish normally. (2rp)

Swampy Resistances: Amdish have a +2 racial bonus on saving throws against acid effects, poison and disease. (3rp)

Ancient Affinity: Amdish sorcerers with the elemental Abyssal or Marid bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Amdish clerics with the Animal domain cast their Animal domain powers and spells at +1 caster level. (2rp)

Languages: Undines begin play speaking Orc and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Gurdwars (10rp)

Gurdwar Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Gurdwars are quick and intelligent, but weak.

Medium: Gurdwars are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Gurdwars have a base speed of 30 feet.

Darkvision: Gurdwars can see in the dark up to 60 feet. (2rp)

Arcane Aloofness: Gurdwars take a -1 penalty to their caster level when casting spells not of the Abjuration or Divination schools. (-2rp)

Gurdwars Resistances: Gurdwars gain a +2 racial bonus on saving throws against starvation and electricity effects. (2rp)

Skilled: Gurdwars gain a +4 racial bonus to Climb and Sense Motive checks. (6rp)

Weapon Familiarity: Gurdwars are proficient with Short bows, Falchions and Rapiers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (2rp)

Languages: Gurdwars begin play speaking Common and either Ignan or Infernal. Gurdwars with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Please give feedback on what you think of them, thanks for reading!


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Today I was thinking of making an engineer class, so I did, enjoy.

Engineer
Role: The engineer focuses on non-magic battlefield control, from shooting cannons, to raising the terrain to shooting nets out of a gun. The engineer can also hold his own in combat with an enemy, with a style similar to the gunslinger.
Alignment: Any.
Hit Die: d10.
Class Skills
The engineer’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Cha), Heal (Wis), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Starting Wealth
The following table lists the starting gold piece value for engineer characters. In addition, each character begins play with an outfit worth 10 gp or less.
×10 gp
Class Starting Wealth Average
Engineer 4d6 140 gp
Class Features
The following are the class features of the engineer.

Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +0 +2 Engineer’s Lore, Mechanical Bombs, Bonus Feats, Bomb 1d6.
2nd +1 +3 +0 +3 Self-Defence, Siege Focus.
3rd +2 +3 +1 +3 Quick Engineering, Bomb 2d6
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Bomb 3d6,
6th +4 +5 +2 +5 Gun Training 1
7th +5 +5 +2 +5 Bomb 4d6,
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6 Fast Bombs, Bomb 5d6
10th +7/+2 +7 +3 +7 Large Weapons.
11th +8/+3 +7 +3 +7 Bomb 6d6.
12th +9/+4 +8 +4 +8 Gun Training 2.
13th +9/+4 +8 +4 +8 Bomb 7d6.
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Bomb 8d6.
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Bomb 9d6.
18th +13/+8/+3 +11 +6 +11 Gun Training 3.
19th +14/+9/+4 +11 +6 +11 Bomb 10d6.
20th +15/+10/+5 +12 +6 +12 True Engineer.

Weapon and Armor Proficiency: An engineer is proficient with all simple weapons, plus all Crossbows, the Lance, Net, Scythe and Starknife as well as bombs, firearms and siege weapons. Engineers are also proficient with light armor and shields (except tower shields).

Engineer’s Lore: An engineer adds half his class level on Knowledge (engineering), Use Magic Device and Disable Device skill checks and may make those checks untrained.

Mechanical Bombs: This is identical to the alchemist ability of the same name, save the bombs deal force damage instead of fire damage.
Bonus Feats: An engineer gains Gunsmithing and Brew Potion as bonus feats as 1st level.

Devices: An engineer casts non-magical spells drawn mostly from the engineer spell list presented below. She can activate any device she knows without preparing it ahead of time. To activate a device, an engineer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an engineer's spell is 12 + the spell level + the engineer's Intelligence modifier.
Like other spellcasters, an engineer can create only a certain number of devices per day. She can create 10 total devices of any combination of devices of the engineer device list.
An engineer's selection of devices is extremely limited. An engineer begins play knowing the Grease spell (Oil Spill Device), at 4th level she gains the Web spell (Spider’s Silk Device), at 8th level she gains the Sleet Storm spell (Forced Hail Device), at 10th level he adds the Black Tentacles spell (Mechanical Tentacles Device) to his list of devices known, at 13th level he adds Wall of Stone Spell (Stone Creation Device) to her list of devices known and at 16th level she adds the Forceful Hand spell (Outward Explosion Device) to his list of devices known. Any Summoned creatures gain the construct type instead of their normal type.
An engineer may know any number of spells (devices). He must create and choose his devices ahead of time by getting 8 hours of sleep and spending 30 minutes creating his devices. While creating his devices, the engineer chooses their function from his list of devices known.

Self-Defence: At 2nd level, engineers learn to defend themselves from opponents and to herd them where you want them to go; they gain a +2 bonus to their CMD and a +2 bonus to their CMB when making a Trip or Bull Rush attempt.

Siege Focus: At 2nd level you gain Siege Gunner and Combat Reflexes as bonus feats, also, siege weapons you build have extra hit points equal to half your class level+ your Intelligence Modifier.

Quick Engineering: At 3rd level engineers can build various siege engines with astonishing speed; and it takes an engineer a half the time and a quarter cost to build a Siege Engine of any kind, and you gain a bonus on Craft (siege weapons) equal to half you class level.

Gun Training: At 6th level and every 6 levels thereafter, you gain the Gunslinger Gun Training class feature; you can also pick a type of crossbow for this ability.

Fast Bombs (Ex): At 9th level, the engineer gains the fast bombs alchemist discovery.

Large Weapons: At 11th level, you arms grow more muscular from wielding huge siege weapons, permanently increase your strength by 1, also, you are treated as 1 size larger for the purpose of wielding firearms and crossbows one size larger than you.

True Engineer: At 20th level, you have mastered siege weapons it has paid off with your IQ, you can build Siege Weapons of any kind as a full-round action, also, you gain the Void Bomb alchemist discovery, and you permanently gain a +1 bonus to your Intelligence.

I hope you like my base class, feedback appreciated, feel (more than) free to playtest it, or any suggestions for next time?


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Title is self explanatory.
Ready?

Aboleth Bloodline
One of your relatives was mutated and tortured by the aboleths, or maybe your distant ancestor WAS an aboleth, either way, you can change yourself and others with the skill of the aberrational fish.
Class Skill: Knowledge (Dungeoneering).
Bonus Spells: Reduce Person (3rd), Hypnotic Pattern (5th), Water Breathing (7th), Black Tentacles (9th), Baleful Polymorph (11th), Suggestion, Mass (13th), Control Weather (15th), Charm Monster, Mass (17th), Weird (19th).

Bonus Feats: Deceitful, Spell Focus (Enchantment), Silent Spell, Skill Focus (Swim), Great Fortitude, Blind Fight, Medusa's Wrath, Blinding Critical.

Bloodline Arcana: Whenever you cast a Transmutation or Enchantment spell on another creature increase your caster level by 1, also, you always know Aboleth as a language.

Bloodline Powers: As your powers grow stronger, so does your desire to rule and enslave other creatures, your fleshwarping skills grow stronger by the day.

Faint Fleshwarping: Starting at 1st level, you can change minor details and powers of a creature. As a standard action, you may give a creature a +1 bonus or a -1 penalty to one ability score of your choice, this lasts for 5d6 minutes+ half your Sorcerer Level, increase the bonus/penalty by 1 for every 6 sorcerer levels you have, to a maximum of +4/-4 at 18th level. You can use this ability a number of times per day equal to 3+ Your Cha modifier.

Aboleth Traits: At 3rd level you can cast Hold Person and Color Spray each once per day as a spell-like ability, at 4th level, you gain a swim speed of 30 feet and gain the aquatic subtype and the amphibious trait, at 9th level, you can also cast Dominate Person and Animal Growth each once per day as a spell-like ability.

Tentacles: At 9th level, you grow 4 tentacles, sprouting from your body, this functions as the Tentacle Alchemist discovery, at 13th level your tentacles increase their reach by 5 feet.

Fleshwarp: At 15th level, three times per day, you may change a creatures type and subtype to another creature type and subtype for 2d4 hours, the duration becomes 3d4 hours if you change their type to aberration type or aquatic subtype. Also you can cast Aboleth's Lung at will as a spell-like ability.