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* Pathfinder Society GM. 16 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.



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181. Shallow Grave
School: Necromancy
Level: Cleric/Oracle 5, Sorcerer/Wizard 6, Antipaladin 4, Inquisitor 6,
Casting Time: 1 standard action
Components: V, S, M(dirt exhumed from a cemetery).
Range: touch
Duration: 1 round/level.(D)
Target: living creature touched
Saving Throw: Will (harmless)
Spell Resistance: yes (harmless)

The target cannot be killed while under the effect of this spell. Effects that would kill them, whether from damage, failed saving throw, or otherwise, instead reduce them to an amount of health equal to their negative constitution score plus 1. When this spell ends, if they are at an amount of negative hitpoints equal to or greater than their constitution score, they die as normal.

Creatures under the effect of this spell still fall unconscious when their health is reduced below 0.


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176. Hand in Hand
School: Conjuration(healing)
Level: Paladin 4, Cleric/Oracle 6, Inquisitor 6, Druid 7, Shaman 7, Witch 7
Casting time: 1 standard action
Components: V, S, DF
Range: Touch
Duration: Instantaneous or 1 min/level; see text
Target: creature touched
Saving Throw: Will negates (harmless);
Spell Resistance: yes (harmless)

Hand in Hand allows two allies to draw on each other's strength to continue fighting even in the most dire of situations.

It immediately sets both the caster's current health and the target's current health equal to the higher of the two. If this would put either target over its maximum health, it gains the excess as temporary hit points that are removed after 1 round.

The caster may choose for this spell to immediately take effect when cast, or they may choose to empower both themselves and their target. While empowered, either creature affected by this spell may touch the other as a standard action to expend the spell's effect.

177. Invert Energies
School: Necromancy
Level: Paladin 3, Antipaladin 3, Cleric/Oracle 4, Inquisitor 4
Components: V, S, DF
Range: Touch
Duration: 1 min/level
Target: creature touched
Saving Throw: Will negates
Spell Resistance: yes

Invert life twists the energies that animate and reanimate life, reversing their effects.

While affected by this spell, if the creature would be healed by positive energy, it is damaged by positive energy instead. If the creature would be damaged by positive energy, it is healed by positive energy instead. If the creature would be healed by negative energy, it is damaged by negative energy instead. If the creature would be damaged by negative energy, it is healed by negative energy instead.

Creature that would be immune to the effects of either positive or negative energy are not affected by this spell.

178. Mass Invert Energies
Level: Cleric/Oracle 8
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/level, no two of which can be more than 30 ft. apart

Functions as Invert Energies, except as stated above.

179. Zarket's Servant
School: Conjuration (creation)
Level: Wizard/Sorcerer 3, Summoner/Unchained Summoner 3, Bard 3, Magus 3, Psychic 3
Components: V, S, F (a piece of string, a bit of wood, and a clothing button)
Range: close (25 ft. + 5 ft./2 levels)
Effect: One translucent semi-intelligent servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: no

This functions as unseen servant, with the following changes:

  • The servant summoned is visible, but translucent. It can be made to either resemble the caster or may appear as a faceless featureless humanoid.
  • The servant has effective Intelligence, Wisdom and Charisma scores of 10. This can allow it to perform more complex tasks without direct instruction that an unseen servant would normally not be able to accomplish, such as sorting a pile of treasure into separate piles of gold, silver, and platinum. or delivering important missives to the correct recipients.
  • The servant has access to all knowledge and memories the caster has, though the servant still cannot use this knowledge to perform any skill check that has a DC higher than 10.
  • The servant can speak any one language, chosen at the time of casting, that the caster is capable of speaking.


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    Currently in the early staging of designing a Campaign Arc with elements inspired by XCOM and Persona 5.

    Upon arriving in the island city of Plotville, population 30,000, the party will get a few days to mess around and tour the place while simultaneously trying to find their contact (they have been to this city before with another party that wiped on the BBEG encounter, this is their second chance to do so after the BBEG has run amok for a couple years. Odds are they'll metagame and try to figure out what happened to all their favorite NPCs and locations from last time, which I might as well allow).

    Eventually, the party will find out that BBEG is working on (and has almost completed!) an ascension pool that allows anyone who is immersed to be transformed into *homebrew OP race* and immediately turned to the CE cause. They're only 30 days away from completion, and they'll need to sneak into what was once the local authority figure's palace in order to find and neutralize this pool by any means necessary.

    The catch is this palace is meant to be enormous, with enough traps, guards, obstacles, and encounters to bring a team of fresh level 7 characters to fresh level 10 characters by the time its all done.

    This part I could actually use a few suggestions for. Note that the Palace is still being used somewhat. The entire city, palace included, is currently under the dominion of The Forces Of Evil, who trashed a lot of the palace in the process (they REALLY hate decadent people, previous owner of the palace was filthy rich and had all the standard indulgent items to back that up). However, they didn't completely destroy it, as it made for a good base of operations. The BBEG is willing to invest a lot of effort into locking down the palace's defenses, as the ascension pool is a critical part of her plans, but the BiggerBEG isn't going to be happy about BBEG asking for more defenses than she actually needs.

    The more the PCS break into the palace, especially if they aren't sneaky about it, the more the BBEG will catch on to them, adding new traps, guards, etc to counter their tactics. Since the BBEG is the de facto leader of the city, she'll start utilizing her own strategems against them (Nemesis system from Ultimate Intrigue).

    It will undoubtedly be an imposing task at first, but in Plotville there are going to be numerous contacts/sidequests (basically Persona 5's Social Links) that can offer crucial assistance in infiltrating the palace, such as someone who can bail the party out if they get captured, someone who designed the palace's original security measures, a former guard who has a (sort-of) up-to-date map of the palace, etc.

    The previous party in the city also ran a tenement that they built up using the Downtime Rules (one player commented that it reminded them of XCOM's base building). After they died, the BBEG burned it to the ground and went to great lengths to defame them after their death. Odds are the new party will want to do something similar, if only to avenge their fallen base.


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    Here's the doc.

    This started off as a Master Summoner off-shoot, which was more oriented on using Evolutions(or as they're referred to now, Alterations) to buff themself instead of their Eidolon.

    Eventually I scrapped the idea of them summoning at all, and turned the concept into a full-BAB Martial class with zero armor/weapon proficiencies, but instead has pretty hefty Natural Armor/Natural attack options.

    The resulting class seems reasonably balanced on paper. It's fairly MAD, needing all 3 physical stats to fight with, as well as Intelligence to drive many of its class features, but getting easy access to numerous natural attacks at level 1 gives them high damage output early on if they can hit with everything. Though they don't have weapon training, they can take alterations or feats to give their attacks an extra kick if need be. My sample builds so far seem to be keeping up at least with premade fighters/barbs, though they need to spend nearly all their Alteration points to do so. I've assumed that there would be a feat to give 1 Essence, the same way the summoner has a feat for 1 extra Evolution point. It

    However at high levels, while I doubt the Shaper will be able to hit as hard as a fighter or barbarian, it has a TON of extra flexibility options thanks to Spontaneous Alterations. Ideally this would mean high-level Shapers would have something to do other than pump out as much damage/tankiness as possible.

    What are your thoughts?