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Finoan wrote:

No. The Core Rulebook should be out of print now - though some bookstores and sites online may still be selling their old copies.

Core Rulebook, Advanced Player's Guide, Gamemastery Guide, and Bestiary 1 are all deprecated. If you are buying new books you will want the replacements of Player Core, Player Core 2 (upcoming), GM Core, and Monster Core.

Other books such as Secrets of Magic, Dark Archive, Guns and Gears, and adventures are all still valid and current.

Perfect, thank you. I figured that was the case but Paizo's online store has both available and it was throwing me.


Pathfinder Rulebook Subscriber

I got the Player Core and the GM Core, but now I am wondering if I should have bought "Core Rulebook" instead. I'm planning to buy a few extra rulebooks for the players and I want to make sure I get them the right version of the core rulebook. Do I need to have the "Pathfinder Core Rulebook" to play, are we okay just having the "Pathfinder Player Core," do I need to get both?

Thank you for any clarification.


Pathfinder Rulebook Subscriber

I got the Player Core and the GM Core, but now I am wondering if I should have bought "Core Rulebook" instead. I'm planning to buy a few extra rulebooks for the players and I want to make sure I get them the right version of the core rulebook. Do I need to have the "Pathfinder Core Rulebook" to play, are we okay just having the "Pathfinder Player Core," do I need to get both?

Thank you for any clarification.


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Pathfinder Rulebook Subscriber

So, we got the playtest and my buddy ran it for us. We played through the first two scenarios as a 3 person group (no trouble really, Fighter, Monk, Cleric almost died on the water elemental but other wise had no trouble) and decided to stop. Maybe it was because our DM wasn't really digging the module, maybe it was because my power gamer friend didn't feel like he was bad ass enough, or maybe it was because our cleric said she was "bored" with the system. I personally was enjoying myself, I think the monk is great, but the power gamer said he made one of every martial class and found them all to be lack luster, and the cleric said she hated how magic worked.

My personal opinion is the system is a great start to something amazing. I love the action economy, I like the idea of spending more actions to make spells better, I like that combat is cleaner, no more turns spent worrying over AoO, no power moves where one guy dominates the field, it felt like everyone got a chance to shine.

The major complaint from the other two players was they didn't feel "larger than life." The power gamer felt like none of the feats were unique enough to make you stand out from other members of your class, and he didn't like that there were specific feats that were flat out better than others in the class lists. He also that you couldn't "make a character that can't do anything anyone else in that class can do." He kept making the examples of classes that don't normally go a specific route (Say Paladin Archer) but with the old system you could make that character and have it work.

Ultimately we all agreed that the bones of the system are there, we like them, we just need to wait for more materials and more options for characters for the game to be as fun as Pathfinder 1.


Pathfinder Rulebook Subscriber
Tholomyes wrote:

It heals your Ability modifier at level 1, then when heightened it increases by 1d8 per spell level, as specified by the heightened section in its entry:

Quote:
Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you’re using the 1- or 2-action version to heal the living.
Since you're not using the 1 or 2 action version, you use the first part in the entry, namely "The amount of healing [...] increases by 1d8" for each level it's heightened above first.

Perfect! Thanks!


Pathfinder Rulebook Subscriber

We're having a problem understanding the three action version of heal.

"You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier."

How much does the AOE heal/harm? Can it be heightened? By how much? What's the total healed if i cast this as a level 2 spell?

As i read it now if i cast it at level 1 i heal my ability modifier (4), but if i heightened it i get 4 × the number of slots i heighten it? Or to i get 2d8+4?


Pathfinder Rulebook Subscriber
Cyrad wrote:

...some of the geomancy effects are too powerful. Some of them -- especially sandblast, pit fall, and the ones that do ranged combat maneuvers -- are stronger than 1st level spells. Some of the strongest ones, like pit fall, occur on very common terrain.

The abilities you get at later levels also leave much to be desired. You get ranger's favored terrain, a blast, and a defensive power that, while interesting, feels like a let down for such a high level ability.

Thank you for your input. I appreciate you taking a look at this. Most of the powers and abilities are based on powers from other sorcerer bloodlines.

With regards to the Geomancy Powers being too strong. Those that do ranged Combat Maneuvers are actually based on 1st level spells and have slightly lower power levels: Pit Fall is a weaker version of Stumble Gap, Sand Blast is a weaker version of Ear Piercing Scream, Tremor is a weaker version of Thunderstomp, Grasping Roots is like a one turn version of Entangle but with the grappled instead of the entangled condition, and Water Pulse is based on Hydraulic Push but I added some damage to the move since they need to be in or near water for it to work.

The higher level abilities may need some work like you said. The Ranger favored terrain felt kind of forced to me, but I wasn't sure what would work better. The blast is okay, I think, since it mirrors another bloodline power at the same level.

The Earthen Armor ability is actually a palette swap of the Rooting power from the Verdant Bloodline. While it may have some draw backs I felt that it was a fair trade off but maybe I'll have to play test it a bit more.

Again thanks for the feedback, I'll look at fixing some of these powers to ensure they're more balanced.


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Pathfinder Rulebook Subscriber

I do a mulligan rule at my house. Let every player have 1 free d20 reroll a night. This allows them to save themselves when they're gearing up for that epic moment and roll a 2, or to resist that one spell they know is going to screw them over. All my player seem to really enjoy the opportunity to get out from under a bad roll, but since they only get the one most of them are very cautious about how they use it. I've had skill checks and role playing moments all be mulliganed because they want'ed there character to succeed in that moment, even though they knew the chance of combat and spell saves was in the near future.


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Pathfinder Rulebook Subscriber

Hello! I am running a game inspired by the story of FFT: War of the Lions. For those of you who've played it you may already be familiar with the Geomancer, an elemental wielding spell user in the vein of the Wu-Jen, relying on the elemental connections he has with the world around him to use his specialized brand of magic "Geomancy." Most of his attacks result in negative effects on his enemies, blinding, stunning, confusing, or even polymorphing them. Some of these were obviously too powerful as sorcerer powers, but I tried to stay true to the concept of the geomancer. Please read and review. All feedback is welcome!

Geomancer Bloodline:
Geomancer Bloodline

The powers of the elements flows through your veins, and the natural world obeys your commands.

Class Skill: Knowledge (Geography)

Bonus Spells: Mudball (3rd), ice slick (5th), air geyser (7th), wall of fire (9th), icy prison (11th), chain lightning (13th), scouring winds (15th), incendiary cloud (17th), clashing rocks (19th).

Bonus Feats: Alertness, Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [geography]).

Bloodline Arcana: After spending 8 hours resting and communing with the land, you gain a +1 bonus to spell damage to any spells cast that correspond to the element or energy of the environment that you've communed with. The elemental types and some example environments follow.

Air and Electricity: Open plains and high elevations.
Fire: Deserts or volcanic regions.
Earth and Acid: Mountains, caverns, forests.
Water and Cold: Lakes, oceans or tundra.

Bloodline Powers: Your ancestry grants you the ability to shape and control the physical aspects of the natural world granting you a multitude of attacks and abilities depending on the terrain you find yourself in.

Geomancy: Starting at first level you gain the ability to manipulate the terrain and elemental forces around you. You can use these the following abilities a total of times per day equal to 3 + your Charisma modifier. Unless otherwise specified the target of an ability must be within 5 feet of large source of the element you intend to use against them and you must be within 30 feet of the target. Each ability requires a standard action to use.

Burning Tendril (Sp): When your target is standing near a large source of fire, or magma, you can command a tendril of fire to strike them. This ray deals 1d6 points of damage of fire damage + 1 for every two sorcerer levels you possess with a successful ranged touch attack.

Ice Torrent (Sp): When your target is standing on, or near, snow or ice you can create a frigid blast of snow and ice that deals 1d4 points of cold damage +1 for every two sorcerer levels on a successful ranged touch attack and caused the target to become fatigued for 1 round unless they make a Fortitude saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier).

Grasping Roots (Sp): When your target is standing on, or near, small vegetation such as grass, weeds, or small brush, you can command the plants beneath them to spring up and entangle them. This ability functions as a grapple maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. The plants return to normal after 1 round.

Pit Fall (Sp): When your target is standing on solid ground composed of dirt or mud, you can command the earth to part and create a shallow hole beneath them. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier) to avoid falling prone in an adjacent square and taking 1d4 points of damage.

Sand Blast (Sp): When your target is standing on, or near, a large source of loose sand you can command a cloud of sand rise up and strike them. This sand cloud deals 1d4 points of slashing damage +1 per two sorcerer levels and dazes the target on their next turn as the cough and choke on the sand unless they make a Fortitude saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier).

Screech (Sp): When your target is standing on, or near, a large source of metal (either raw or worked) you can command that metal to reverberate and emit a loud piercing sound. This attack deals 1d4 points of sonic damage +1 per two sorcerer levels and deafens the target for one turn unless they make a Fortitude saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier).

Slime Ball (Sp): When your target is standing in or near, a swamp, marsh, or other source of stagnant water and mud, you can command the foul substances to form into a noxious orb and launch towards them. With a successful ranged touch attack the target takes 1d4 points of bludgeoning damage +1 per two sorcerer levels and causing a living creature struck to become sickened for one round unless they make a Fortitude saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier).

Splinter Blast (Sp): When your target is standing near a large source of natural wood, such as a tree or wooden structure, you can command the wood to burst and unleash a hail of jagged splinters. These splinters deal 1d4 points of damage of piercing damage + 1 for every two sorcerer levels you possess with a successful ranged touch attack. In addition the target must make a Reflex saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be blinded for one round by the debris.

Tremor (Sp): When your target is standing on solid ground composed of natural or worked stone you can cause the ground beneath them to shake, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB.

Water Pulse (Sp): When your target is standing in, or near, a large body of water you can command it to form a powerful spout. In addition to extinguishing any non-magical fires within the targets 5-foot square this ability deals 1d4 points of bludgeoning damage +1 for every two sorcerer levels with a successful ranged touch attack and subjects the target to a bullrush maneuver using your sorcerer level plus your Charisma modifier in place of your CMB.

Wild Gale (Sp): When standing in an open area with strong winds you can create a vortex of air that deals 1d4 points of slashing damage +1 per two sorcerer levels with a successful ranged touch attack and causes your target to become staggered for 1 round unless they make a Fortitude saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier).

Favored Terrain (Ex): At 3rd level you gain a favored terrain; as a ranger. This favored terrain may not be improved upon by gaining favored terrain abilities from another class. You gain a +2 bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks while in your favored terrain as well as a +1 bonus to spell save DCs to any spell you cast while in your favored terrain. You do not leave tracks while traveling through your favored terrain and cannot be tracked (though you may leave a trail if you choose).

At levels 9 and 15 you may select an additional favored terrain. In addition, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increase by +2 and the DC to spell saves increases by +1.

If a specific terrain falls into more than one category of favored terrain, the bonuses do not stack; he simply uses whichever bonus is higher.

Element Surge (Sp): At 9th level, you can unleash a blast of wild elemental power once per day. This 20-foot-radius burst does 1d6 points of energy damage per sorcerer level. The energy type is based upon the terrain associated with your bloodline arcana and uses the same table. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Earthen Armor (Ex): At 15th level, as a move action, you command the ground you stand on to cover your legs and feet. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and DR 1/-. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.

Elemental Appeal (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from the energy type associated with the terrain that you are communed with.

Thanks!


Pathfinder Rulebook Subscriber

Just regarding the structure of the riddle though, is this one better?

In Peak and Gale,
in Dune and Tide.
Two in Each Once,
but only once in Twice.

What am I?


Pathfinder Rulebook Subscriber

Based on the advice this is what I'm going to do.

There are doors in the dungeon that have riddles on them. The doors are locked and impassible unless you solve the riddle. There are side halls that go past the doors, but are circuitous and will take the party through more dangers (traps, summoned baddies, skill checks, etc.).

Solving the riddle lets them take the straight route, and grants EXP as though they bested the challenges (and also disables said challenges so there's no double dipping.)

This way I can do my riddles, which I think some of the players may love, and if they get "stuck" they can just move forward and deal with the more traditional dungeon fare.


Pathfinder Rulebook Subscriber

Why is there a Vat of Lava? Is this a factory style setting? Is the "lava" molten rock or metal for use in construction? If so rather than lifting the vat maybe its overhead already and the large creature just needs to tip tip over. As Moragan said "lava" is liquid stone, so it weighs a significant amount.

50 Gallons of a liquid poured over you is going to fully immerse you. So, bad for players. I would treat it as a grenade weapon. Make the attack roll, splash on a miss in the nearby areas, hit means full damage.


Pathfinder Rulebook Subscriber

All of you were correct. I do worry they may get stuck, but I have a lot of players, so there's a good chance one of them will knock it out. If not I'll let the rogue do some creative playing and just rogue his way past it.

Thanks for the input.


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Pathfinder Rulebook Subscriber

I want to do a "Sphynx's Riddle" situation. The party finds itself at a door with runic script on it. They translate to script and see it's a riddle. The solution of the riddle will allow them to open the door. My riddle is below. I'm worried it's too easy, maybe too hard? I'm wondering what a few other people think about it. Feel free to solve it and do a spoiler so others can have a go at it too.

Thanks in advance.

Riddle:
In Peak and Gale,
in Dune and Ride.
Two in Them Once,
but only once in Twice.
What am I?


Pathfinder Rulebook Subscriber
Brf wrote:
The ability states "her weapon". It does not say it has to be the same physical weapon every time the spirit is invoked.

That's my feeling as well. But I want to be sure so when I go to play later I can tell my DM that it's not a specific weapon, but rather the weapon I'm wielding.


Pathfinder Rulebook Subscriber

Bump.


Pathfinder Rulebook Subscriber

Can a Paladin use their Divine Bond on more than one weapon or do they select a weapon that is the only one they can bond with? As I understand it a Paladin with this ability forms a bond with a spirit, not with a weapon. So they can call the spirit to inhabit the weapon of their choice, correct?


Pathfinder Rulebook Subscriber

Splendor,

Where do you find the rules that say you can reduce the price by adding the skill check to it? And also, why is it "command word" and not "use activated." Finally, I thought that the price you got was the price it cost to make, and then the merchants doubled that price to get the sale price. I'm trying to get more educated on this section because I'm DMing for a group of new players, one of whom is very keen on the magic item creation idea and I want to be able to help him make the items he wants in a way that is both balanced for game play, but allows him to have fun building the items he wants.


Pathfinder Rulebook Subscriber

I'm trying to create a magic lute for a player. I want the lute to have some spells that can be activated a number of times per day. I'm trying to use Table 15-29 to make the item but I'm confused on the charges per day part. Specifically the part that says.....

"Divide by (5 divided by charges per day)"

If I understand it right that means if I want the spell to be activated 3 times per day I would take the cost of the spell (in this case Shout) and divide it by 5/3 right? So: 80,000 (4th level spell * 10th level bard * 2000 gp)/ 1.67 = 47904 is that right?


Pathfinder Rulebook Subscriber
kyrt-ryder wrote:
I know most of my players would hold onto that mulligan for a saving throw, so I'd either need to forbid it from Saves, or allow one specifically for a Save and one forbidden from being used on a Save.

Actually, so far most of the time it's been used on skill checks and attacks. It's their mulligan, as I said no questions asked. They only get the one so they can save now and fail later, no reason to think "Now" is the worst thing that can happen.


Pathfinder Rulebook Subscriber

I give everyone a mulligan a night. One free reroll on any die roll they want, no questions. I do this for those moments where players are ready to do something awesome but tend to whiff on their rolls, it allows them to save face, reroll for lethal damage, or even just pass that skill check they're really invested in.


Pathfinder Rulebook Subscriber

Interesting, Definitely an alternative if he doesn't like this one. Thanks for the heads up.


Pathfinder Rulebook Subscriber

On the Lightning: Do you take damage every round? Is there no save against the entangle? Also, that's a lot of bolts to trap people with. Seems too strong as is, but I like the idea.

On the axe: Why's it called atlas axe? I hear atlas and imagine earth. How does the column of fire hit? is it an attack roll, or do the get a save? Seems okay to me as a weapon, just needs more tuning.


Pathfinder Rulebook Subscriber
Doomed Hero wrote:

I would play this class. It looks like you've put a lot of thought into the conversion.

I'm not sure what setting you're using, but This might help you address some of the issues inherent in Necromancy. It presents a great breakdown of how to handle the morality of negative energy and it's various effects.

Thank you, I wanted to try to maintain the flavor of the necromancer, but with a twist of redemption and the divine aspects. I hope his reaction is similar, but I have a feeling he just want's to make a bad guy (he's a young player and they all seem to love making the bad guy...)

That article was very interesting. I think if he doesn't like the class I'll have him read that.


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Pathfinder Rulebook Subscriber

A new player I'm running for really wants to play a necromancer, however I REALLY dont want him to be evil. So I'm trying to compromise. This is a modified version of the Dread Necromancer from the 3.5 Heroes of Horror, please let me know what you think.

Redeemer
Masters of life and death a redeemer is an agent of karma that returns a semblance of life to their fallen foes so that they might have a chance to redeem their wicked ways and save themselves from an eternity of torment. They are masters of positive energy able to channel it into the bodies of the slain raising them as shells of their former selves until they have been judged worthy to pass on to their final rest. A redeemer seeks out those who actively do evil in and offer them this final chance at redemption, regardless of what they have to say about it.

Role: Redeemers bring a very valuable thing to the field of combat: numbers. Their deathless flock is able to quickly turn the tide of battle. Their blend of spells combined with their martial training and the unique nature of their bodies make them valuable assets to those they call allies. They can often be found traveling with individuals who seek out evil and destroy it where it’s found, or with those whom trouble always seems to find.

*A Note: The deathless subtype is almost identical to the undead subtype, except where undead are powered by negative energy, the deathless are powered by positive. Positive energy affects them the same way it would a living creature, so does negative energy. Spells used to raise, create, or summon creatures of the deathless subtype do not have the [evil] descriptor.

Alignment: Any non-evil

Hit Die: d8
Class Skills:
Bluff (Cha), Craft (Int), Disguise (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities

1st +0 +0 +0 +2 Righteous Touch, Channel Positive Energy
2nd +1 +0 +0 +3 Deathless Body
3rd +1 +1 +1 +3 Death's Embrace
4th +2 +1 +1 +4 Advanced Learning, Mental Bastion
5th +2 +1 +1 +4 Awesome Presence 10 ft.
6th +3 +2 +2 +5 Master of Fates, Lifesight 60 ft.
7th +3 +2 +2 +5 Necrotic Attunement
8th +4 +2 +2 +6 Deathless Mastery
9th +4 +3 +3 +6 Negative Energy Resistance
10th +5 +3 +3 +7 Light Fortification 25%
11th +5 +3 +3 +7 Mental Bastion +4
12th +6/+1 +4 +4 +8 Enervating Touch
13th +6/+1 +4 +4 +8 Lifesight 120 ft.
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Awesome Presence 30 ft.
16th +8/+3 +5 +5 +10 Death Ward
17th +8/+3 +5 +5 +10 Light Fortification 50%
18th +9/+4 +6 +6 +11 Mental Bastion +6
19th +9/+4 +6 +6 +11 Craft Wondrous Item
20th +10/+5 +6 +6 +12 Archlich Transformation

Class Features
Weapon and Armor Proficiencies: A redeemer is proficient with all simple weapons and with one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of redeemer and cannot be changed. Redeemers are also proficient with light armor and medium armor, but not with shields.

Spell casting: A redeemer casts divine spells, which are drawn from the redeemer’s spell list. Like an oracle, she can cast any spell she knows without preparing it ahead of time. When a redeemer gains access to a new level of spells, she automatically knows all the spells for that level given on the redeemer’s spell list. Redeemers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a redeemer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a redeemer’s spell is 10 + the spell’s level + her Charisma modifier. Like other spell casters, a redeemer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 1. In addition, she receives bonus spells for a high Charisma score.

Table 1: Spells Per Day

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 - - - - - - - -
2nd 4 - - - - - - - -
3rd 5 - - - - - - - -
4th 6 3 - - - - - - -
5th 6 4 - - - - - - -
6th 6 5 3 - - - - - -
7th 6 6 4 - - - - - -
8th 6 6 5 3 - - - - -
9th 6 6 6 4 - - - - -
10th 6 6 6 5 3 - - - -
11th 6 6 6 6 4 - - - -
12th 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 5

Righteous Touch (Su): The energy that flows through a redeemer’s body, and can be used as a weapon in his hands. As part of his touch attack, a redeemer can cause 1d8 points of damage +1 per two class levels by to any evil, or undead, creatures.
Spectral hand may be used with this ability.

Channel Positive Energy (Su): The redeemer can channel positive energy as a good cleric except uses his Charisma modifier for any saving throws and number of times per day it can be used. In addition, choose one of the following. This choice cannot be changed once it’s made:

Selective Channeling: The redeemer can choose to not include other living creatures as part of his positive energy channel and gains the selective channeling feat, assuming he can meet the prerequisites.

Redeem Undead: The redeemer releases a potent blast of positive energy driving out the negative energy that animates normal undead and then gaining control of them as he would any other deathless he creates. The redeemer gains the command undead feat.

Deathless Body: As part of the process of becoming a true deathless, the redeemer’s skin begins to take on unliving qualities. Nerve endings start to decay, flesh becomes more resilient, and bones harden. Beginning at 2nd level a redeemer gains damage reduction equal to half his class level, the damage reduction is bypassed with magic and bludgeoning.

Deathless Embrace: Upon reaching 3rd level the redeemer is better able to understand the energies that flow between all things living and dead. As a full round action the redeemer may activate deathless embrace and must select either within or without. Once chosen the choice cannot be changed for the duration of that day. Once he rests and regains his spells, he may choose again.

*Within: The redeemer chooses to reinforce the positive energies within his own body, empowering his physical and mental forms. When under the effects of deathless embrace, he gains a tolerance for negative energy and the creatures that relish in it. Undead creatures may not attack the redeemer unless they succeed on a will save with a DC equal to 10 + ½ her class levels + her charisma modifier. Mindless undead fail these checks automatically. Additionally, his Righteous touch ability also adds half his Charisma bonus to damage rolls (minimum +1).

*Without: Undead are treated as their previous creature type with regards to how the redeemer's spells affect them. For example, a human zombie would be treated as a human, and therefore susceptible to scare. A skeletal giant would count as a giant; a dracolich would count as a dragon, etc.

Further, every time he casts a spell that creates or animates a new deathless, these creatures gain +2 bonus hit points per hit die, as well as DR 1/-- with an additional +1 DR/-- per 5 caster levels the redeemer possesses.

Advanced Learning (Ex): At 4th level, a redeemer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the redeemer already knows. Alternatively, the redeemer may chose a spell of any school, so long as the spell is one spell level lower than the highest possible he can cast.

Once a new spell is selected, it is added to that redeemer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a redeemer.

He selects another spell every two levels thereafter, for a total of eight advanced learning selections at 18th level.

Mental Bastion: Starting at 4th level, a redeemer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 11th level and then again to +6 at 18th level.

Awesome Presence (Su): Beginning at 5th level, a redeemer radiates a 10-foot-radius fear aura as a free action. Evil creatures and undead in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature that successfully saves cannot be affected by that redeemer’s fear aura for 24 hours. Starting at 15th level the fear aura’s radius increases to 30 feet. Creatures immune to fear are immune to this effect.

Master of Fate (Su): As the redeemer comes closer and closer to his ultimate ascension into undeath, he also becomes more aware of how weak he used to be. When activating this ability, upon reaching 6th level, he may choose between body and mind. Master of fate lasts for a number of hours equal to the redeemer’s caster level. He may use this ability one time per day per four caster levels she possesses.

*Body: You shed your mortal shell and temporarily gain the deathless subtype. While under this effect you lose your constitution score and gain the traits of a deathless creature. This effect renders the caster medically dead for its duration. In addition, he is immune to turning.

*Mind: You gain spell resistance equal to 10 + class level. Further, any time the redeemer is forced to make a will save, she may roll twice and take the best of both roll.

Lifesight: The redeemer gains a form of lifesight that can detect living and undead creatures. The redeemer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 60 feet. Activating or deactivating this ability is a swift action, and the redeemer's eyes glow white while he’s using it. Spells that blind the redeemer have a 50% chance of negating this form of blindsight; blindfolds and shades have do not block lifesight, but do block normal vision as usual.

At 13th level the range increases from 60 feet to 120 feet.

Necrotic Attunement: Beginning at 7th level a redeemer chooses one option from among the following. Once chosen, this ability may not be changed.
*Deathless Guardian: One of the redeemer’s deathless flock gains true redemption and, rather than passing on to their next life, remains under his control and becomes his champion. This creature must be deathless and under the redeemer’s control.

This requires a touch and a quick incantation, but grants the undead many benefits:

It loses any appetites or diet needs it previously had (such as a ghoul's hunger for flesh or a vampire's thirst for blood), but can still gain benefits from partaking (if any).

It gains a +1 holy bonus on attack rolls (+1 per 4 redeemer class levels), the same in deflection modifier to AC, and +2 additional hit points per hit dice.

These bonuses last until the redeemer withdraws the boon, appoint a new guardian, or the deathless is destroyed. The boon can be withdrawn at any time with a similar incantation (a free action).

*Talisman of Light: The redeemer can form a potent talisman of Holy Energy. This can take many forms, from a finger bone, a rosary, a scroll of ancient prayers, an etched chalice, a jeweled mirror, all the way to a painted skull on a strap.

By brandishing this talisman and reciting eldritch passages, the redeemer can amplify their spells by using the ambient energy that lays in all life. Upon using a move action to activate the talisman, any spells cast until the end of his next round will count as if being affected by the heighten spell feat, but doesn’t increase the spell level required to cast it.

Reciting the eldritch passages is necessary for the function of the talisman, but does not interfere with the verbal components of the spell. He may use his talisman of light a number of times per day equal to 3 + his charisma bonus.

Constructing this talisman is a very personal task, and can take hours or days depending on the item. Regardless of its type, materials worth around 100 gp per class level, and one day-long ritual to bind the item to the Redeemer's aura are needed.

Deathless Mastery: All deathless creatures created by a redeemer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.

In addition, when a redeemer uses the animate dead spell to create deathless, he can control 4 + his Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a redeemer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Negative Energy Resistance: Beginning at 9th level, a redeemer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Beginning at 16th level he gains a constant death ward effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.

Light Fortification: Starting at 10th level, a redeemer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability. At 17th level, this fortification increases to 50%.

Disrupting Touch (Su): When a redeemer reaches 12th level, he gains the ability to pull positive energy away from his target and bestow negative levels when he uses his righteous touch attack. A successful attack renders 1d2 negative levels to the target. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. He may use this ability a number of times per day equal to 3 + his Charisma modifier.

Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack. A redeemer can use the spectral hand spell to deliver this attack from a distance.

Craft Wondrous Item: At 19th level, the redeemer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become an archlich.

Archlich Transformation: When a redeemer attains 20th level, he undergoes a divine transformation and becomes an archlich. Archliches are transformed spell casters who have deliberately and carefully accomplished their own transformation into liches. They devote their deathlessness to the furtherance of the noble purpose that motivated them in life. Archliches appear as normal liches. They have all the characteristics of normal liches, but can water walk as well and have turning immunity.
Apply the Lich template as described in the Bestiary. A redeemer need not pay experience points or gold to create his phylactery. A redeemer who is not humanoid does not gain this class feature.
Redeemer Spell List
0 Level
Create Water
Detect Magic
Detect Poison
Disrupt Undead
Light
Mending
Purify Food and Drink
Read Magic

1st Level
Bane
Cause Fear
Chill Touch
Command
Cure Light Wounds
Deathwatch
Detect Undead
Doom
Hide from Undead
Ray of Enfeeblement
Summon Undead I* (Creatures Summoned have the Deathless subtype)

2nd Level
Blindness/Deafness
Command Undead
Cure Moderate Wounds
Darkness
Death Knell
False Life
Gentle Repose
Ghoul Touch
Scare
Spectral Hand
Summon Swarm
Summon Undead II* (Creatures Summoned have the Deathless subtype)
3rd Level
Cure Serious Wounds
Death Ward
Halt Undead
Magic Vestments
Ray of Exhaustion
Speak with Dead
Summon Undead III* (Creatures Summoned have the Deathless subtype)
Vampiric Touch
4th Level
Animate Dead (Creatures Created have the Deathless subtype)
Bestow Curse
Black Tentacles
Crushing Despair
Cure Critical Wounds
Death Ward
Dispel Magic
Fear
Holy Smite
Phantasmal Killer
Restoration
Spiritual Ally
Summon Undead IV* (Creatures Summoned have the Deathless subtype)
5th Level
Atonement
Blight
Breath of Life
Cleanse
Flame Strike
Greater Dispel Magic
Hallow
Lesser Planar Binding
Magic Jar
Mass Cure Light Wounds
Nightmare
Raise Dead
Slay Living
Summon Undead V*
Undeath to Death
Waves of Fatigue
6th Level
Circle of Death
Create Undead (Creatures Created have the Deathless subtype)
Eyebite
Forbiddance
Geas/Quest
Heal
Mass Cure Moderate Wounds
Planar Binding
Undeath to Death
7th Level
Control Undead
Destruction
Finger of Death
Greater Restoration
Holy Word
Mass Cure Serious Wounds
Resurrection
Waves of Exhaustion
8th Level
Create Greater Undead (Creatures Created have the Deathless subtype)
Holy Aura
Horrid Wilting
Mass Cure Critical Wounds
Symbol of Death
9th Level
Astral Projection
Mass Heal
Soul Bind
True Resurrection
Wail of the Banshee

*Spell from Heroes of Horror


Pathfinder Rulebook Subscriber

I was thinking Anti-Paladin....


Pathfinder Rulebook Subscriber

That's how I was reading it too, but I think that makes it too hard to hit? It's a +13 bonus on top of it's ac giving it a 50.

So, with +5 weapon, flanking, feats (assume weapon focus and greater weapon focus at least) and max strength (+4 to start +2 for levels, maybe +3 for magic items That gives a level 20 fighter a +38 to hit on his first swing.... Maybe it's not that hard if they fight smart.

This would be the last fight of a fairly long campaign, I just want to make sure they don't get to the end and get steamrolled by the OP Diamond Demon.


Pathfinder Rulebook Subscriber

So if I apply the Diamond Template to a Balor it would gain the temporary HP and loose 3 points off it's natural armor because the template would replace its current Natural Armor?

This makes sense, the 200 Temporary HP makes being easier to hit less daunting, but I don't know if(at level 20) it's good enough to justify putting the template on it since they may be dishing out that kind of damage in a few shots.


Pathfinder Rulebook Subscriber

Follow up question then. If you apply a template with a bonus to Natural Armor to something with Natural Armor do the two bonuses stack, or does it just take the bigger bonus?


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Pathfinder Rulebook Subscriber

Shut up with your math!


Pathfinder Rulebook Subscriber

SO, why is the Balor's AC 36 when its Bonuses are +4 deflection, +7 Dex, +16 natural, and –1 size? That's 26 right?

Is this a typo, or does it get a +10 bonus I don't know about.


Pathfinder Rulebook Subscriber

Update: I tried to fix them up a bit. I added a few more types to even out the CRs to make for more rounded encounters. Please, let me know what you think!

Spider, Steam Spinner (Small)
This spider is about the size of a dog. Its body is a pale blue and patches of white frost can be seen shimmering against its carapace.

Steam Spinner
CR 1
XP 400
N Small Vermin
Init +3; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +4

Defense
AC 15, touch 13, flat-footed 12 (+2 dex, +2 natural, +1 size)
HP 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune cold, Immune mind-affecting effects

Offense
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d4 + Poison)
Special Attacks: web (+5 ranged, DC 12, hp 2)

Statistics
Str 10, Dex 14, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth, +16 Climb

Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental

Special Abilities

Poison – Save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Dex damage; cure 1 save.

Steam Cloud – The spider releases a blast of steam that obscures the area. Treat this as Fog Cloud as cast by a level 1 wizard.

Steam spinners are a species of spider that have evolved to survive in the harsh winter environs. Their bodies produce intense internal heat, but their thick carapaces prevent that heat from radiating outward. They use their internal flames to create a source of boiling water that they can slowly release to form intricate webs of ice, or in sudden blasts that they use to disorient or frighten their foes. Their bodies are covered in a layer of ice from the steam clouds they create, granting them additional protection without hindering their movements.

Spider Swarm, Steamling
A scurrying mass of pale white and blue spiders burst out of the corpse and rush towards you, the air around them shimmers with heat.

Steamling Spider Swarm
CR 2
XP 600
N Fine vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +4

Defense
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 size)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Immune mind-affecting effects, weapon damage, swarm traits, vermin traits
Weaknesses swarm traits

Offense
Speed 10 ft., climb 10 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 11), burning aura

Statistics
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +2; CMB —; CMD —
Skills Climb +10, Perception +4, Stealth +22; Racial Modifiers +4 Perception, +4 Stealth

Special Abilities
Disease (Ex)
Filth Fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Burning Aura (Ex)
When agitated a steamling swarm generates as much heat as a pile of campfire coals. A creature in the swarm takes 1d4 fire damage in addition to being Distracted. A reflex save of 13 negates this damage.

Distraction (Ex): Any living creature vulnerable to the steamling swarm’s damage that begins its turn in its square is nauseated for 1 round. A Fortitude saving throw DC 11 negates this effect. Even with a successful save, spellcasting or concentrating on spells within the area of a creature swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Will save (DC 20).

Ecology
Environment Any Cold, or underground
Organization solitary, pack (2-4), or colony (5-10)
Treasure none

Steamlings are juvenile steam spinners. Their small size means their internal flame is relatively weak, and so they lack the ability to spin ice webs or even provide themselves with the heat needed to survive in the harsh climates they call home. To combat this they band together, creating more heat and allowing them to take down prey. After defeating a foe they hide within the body until it has been completely devoured and then burst out, moving on to the next meal.

Spider, Steam Weaver (Medium)
This pale white spider’s carapace is covered in a thin layer of ice. Its abdomen glows a sullen orange. Grasping legs reach out for you while a pair of huge vertical mandibles chews wildly at the air.

Steam Weaver (Medium)
CR 3
XP 800
N Medium Vermin
Init +3; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +4

Defense
AC 16, touch 13, flat-footed 15 (+3 dex, +3 natural)
HP 38 (5d8+15)
Fort +7, Ref +3, Will +1
Immune mind-affecting effects

Offense
Speed 30 ft., climb 30 ft.
Melee bite +6 (1d6+3 plus poison)
Special Attacks: Web (+5 Ranged, DC 14, 5 hp)

Statistics
Str 16, Dex, 16, Con, 17, Int –, Wis 11, Cha 2
Base Attack +6; CMB +9, CMD +22 (+30 vs. trip)
Skills Climb +20, Perception +4, Stealth* +2 (+6 webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 webs)

Ecology
Environment: Any cold or underground
Organization: Solitary, pair, or colony (3-6)
Treasure: Incidental

Special Abilities
Bite – injury; save Fort DC 15; frequency 1/round for 3 rounds; effect 1d3 Dex and staggered; cure 1 save. Save DC is Con-based.

Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 14 for half. The save DC is Constitution based.

A larger version of the steam spinner; the steam weaver relies on its webs to catch prey and uses its venom to debilitate foes before wrapping them up and dragging them back to their lair. Their larger size means that their internal flame has begun to build to a level that allows them to release their steam in potent blasts to damage enemies in dire situations.

Spider, Steam Flinger (Large)
This massive spider is shrouded by a clinging mist and covered in a thick layer of ice. Its eyes are red and its body pulses with heat under the ice.

Steam Flinger
CR 5
XP 1,600
N Large Vermin
Init +1; Senses Darkvision 60 ft, Tremorsense 60 ft; Perception +6

Defense
AC 17, touch 12, flat-footed 16 (+2 dex, +6 natural, -1 size)
HP 60 (5d8+24)
Fort +9, Ref +7, Will +2
DR 3/-, Immune cold, Immune mind-affecting effects

Offense
Speed 50 ft., climb 30 ft.
Melee bite +14 (1d8+6)
Special Attacks: Clinging mists (DC 15)

Statistics
Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
Base Attack +10; CMB +15, CMD +28 (+34 vs. trip)
Skills Climb +14, Perception +6, Stealth +9; Racial Modifiers +10 Climb, +6 Perception, +8 Stealth

Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental

Special Abilities
Clinging mist – The steam flinger is surrounded by supernaturally cold mists. Creatures moving into a threatened square must succeed on a Fortitude save each round they’re in the area or be staged for 1 round. Creatures that make their save are resistant to the effect until they leave and reenter the area. The save DC is listed in the steam flinger’s stat block and is Constitution based.

Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 11 for half.

Steam jet – 45 foot ray of steam 2/day; damage 4d6 fire; Ranged touch attack; no save.

More mature steam spinners, they are larger, and more aggressive. Since it has lost its venom and its ability to spin webs it now it relies on its steam jet to weaken its prey before it charges out of hiding and pouncing to finish them off. Its larger size allows its internal flame to build more heat and it armors itself in a thick layer of ice. The ice and intense heat from its body create a bone chilling mist that clings to the spider at all times, helping it hide while it waits for an opportunity to ambush potential meals.

Spider, Steam Spinner Brood Queen (Huge)
A massive blue spider covered in thick layers of spikey ice glares at you from the shadows. Its body shimmers under the ice with pulsing red heat.

Steam Spinner Brood Queen
CR 6
XP 2,400
N Huge vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5

Defense
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
HP 72 (7d8+24)
Fort +9, Ref +8, Will +5
DR 5/Bludgeoning, Ice Shards; immune mind-affecting effects

Offense
Speed 30 ft., climb 30 ft.
Melee bite +15 (2d8+8)
Ranged ice shards +7 touch (nausea)
Space 20 ft.; Reach 20 ft.

Statistics
Str 26, Dex 15, Con 18, Int —, Wis 12, Cha 2
Base Atk +7; CMB +15; CMD 28 (40 vs. trip)
Skills Climb +28*, Perception +4, Stealth –2 (+6 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)

Ecology
Environment Any Cold, or Underground
Organization solitary
Treasure incidental

Special Abilities
Ice Shards – A brood queen can throw razor sharp pieces of ice from its body at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these shards must make a DC 18 Fort save or be nauseated for 1d6 rounds as the cloud of ice particles makes normal actions difficult. A creature that attacks a brood queen with a non-reach melee weapon must make a DC 18 Reflex save to avoid being struck by these particles.

Steam Blast – An explosive blast a steam that fills a 20-foot radius area within 200 feet 1/day; damage 6d6; Reflex DC 17 for half. The save DC is Constitution based.

Steam Jet – 45 foot ray of steam 2/day; damage 4d6 fire; Ranged touch attack; no save.

Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 5d4 fire; Reflex DC 15 for half. The save DC is Constitution based.

Brood Queens are the final stage of growth for female steam spinners. They are massive spiders that generate intense heat under their carapace, allowing for devastating attacks. They cover themselves with thick layers of ice that drips and melts constantly during the day, forming sharp icicles that dangle from their bodies during the night. They often take up residence in abandoned mines, or old ruins making themselves a lair to give birth to future generations of Steam Spinners. Hopeful males will bring tributes of food to the larger females, attempting to woo her. A brood queen near a farming community can mean abducted live stock, or even abducted farmers, as potential males vie for her attentions.


Pathfinder Rulebook Subscriber

Please do use them. I'm working on a final one for the boss fight, i'll post her when i'm done.


Pathfinder Rulebook Subscriber

That's very good advice Buri. Thank you.


Pathfinder Rulebook Subscriber

It's a 5 man team of PCs. They did die rolls, 4d6 dropping 1s and 2s, and keeping the best 3. The fighter has an ac 24 and 18S, 16D, 17C, 14I, 15W, 12Ch stats, the rest are slightly less powerful but with 18s in their respective class stats.

They're a little under geared magic wise, but are all pretty balanced, except the fighter's high AC.


Pathfinder Rulebook Subscriber

Shameless Self Bump.


Pathfinder Rulebook Subscriber

I made some spiders for my campaign which I'm running on a world trapped in endless winter. I need to know if they're too strong or if they seem safe to use. Feed back is appreciated!

Spider, Steam Spinner (Medium)

This pale white spider’s carapace is covered in a thin layer of ice. Its abdomen glows a sullen orange. Grasping legs reach out for you while a pair of huge vertical mandibles chews wildly at the air.

Steam Spinner (Medium)
CR 4
XP 1,200
N Medium Vermin
Init +3; Senses Darkvision 60 ft; Perception +4

Defense
AC 18, touch 13, flat-footed 15 (+3 dex, +5 natural)
HP 45 (6d8+18)
Fort +8, Ref +6, Will +2
Immune mind-affecting effects

Offense
Speed 50 ft., climb 30 ft.
Melee bite +7 (1d6+3 plus poison)
Special Attacks: Web (+5 Ranged, DC 14, 5 hp)

Statistics
Str 16, Dex, 16, Con, 17, Int –, Wis 11, Cha 2
Base Attack +6; CMB +9, CMD +22 (+30 vs. trip)
Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +8 Climb, +4 Percepiton, +4 Stealth

Ecology
Environment: Any cold or underground
Organization: Solitary, pair, or colony (3-6)
Treasure: Incidental

Special Abilities
Bite – injury; save Fort DC 18; frequency 1/round for 3 rounds; effect 1d3 Dex and staggered; cure 1 save. Save DC is Con-based with a +2 racial bonus.

Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 16 for half. The save DC is Constitution based.

Steam spinners are spiders that have evolved to survive in the harsh winter environs. Their bodies produce intense internal heat, but their thick carapaces prevent that heat from radiating outward. They use their internal flames to create a source of boiling water that they can slowly release to form intricate webs of ice, or in sudden blasts that they use to weaken their prey before they go in for the kill. Their bodies are covered in a layer of ice from the steam clouds they create, granting them additional protection without hindering their movements.

Spider, Steam Flinger (Large)

This massive spider is shrouded by a clinging mist and covered in a thick layer of ice. Its eyes are red and its body pulses with heat under the ice.

Steam Flinger
CR 5
XP 1,600
N Large Vermin
Init +1; Senses Darkvision 60 ft; Perception +6

Defense
AC 17, touch 10, flat-footed 16 (+1 dex, +7 natural, -1 size)
HP 68 (8d10+24)
Fort +9, Ref +7, Will +2
DR 5/-, Immune cold, Immune mind-affecting effects

Offense
Speed 50 ft., climb 30 ft.
Melee bite +14 (1d8 + 1d6 Cold)
Special Attacks: Clinging mists (DC 17), pounce

Statistics
Str 18, Dex, 13, Con, 17, Int –, Wis 11, Cha 2
Base Attack +10; CMB +15, CMD +28 (+34 vs. trip)
Skills Climb +14, Perception +6, Stealth +9; Racial Modifiers +10 Climb, +6 Percepiton, +8 Stealth

Ecology
Environment: Any cold or underground
Organization: Solitary, or pair
Treasure: Incidental

Special Abilities
Clinging mist – The steam flinger is surrounded by supernaturally cold mists. Creatures moving into a threatened square must succeed on a Fortitude save each round they’re in the area or be staged for 1 round. Creatures that make their save are resistant to the effect until they leave and reenter the area. The save DC is listed in the steam flinger’s stat block and is Constitution based.

Steam Spray – 15 foot cone of steam once every 1d6 rounds; damage 3d4 fire; Reflex DC 16 for half. The save DC is Constitution based.

Steam jet – 45 foot ray of steam 2/day; damage 4d6fire; Ranged touch attack; no save.

More mature steam spinners, they are larger, and more aggressive. Since it has lost its venom and its ability to spin webs it now it relies on its steam jet to weaken its prey before it charges out of hiding and pouncing to finish them off. Its larger size allows its internal flame to build more heat and it armors itself in a thick layer of ice. The ice and intense heat from its body create a bone chilling mist that clings to the spider at all times, helping it hide while it waits for an opportunity to ambush potential meals.


Pathfinder Rulebook Subscriber

I made an Item for the sake of it being fun and having a cool back story. I want to give it to my PCs and have them use it for a while, not expecting them to take it to the end of the game, but it'd be cool if they used it for a while. Let me know what you think!

Satisfaction

Satisfaction was created at the behest of a wealthy merchant who felt wronged by a rival. The merchant’s rival hailed from a country which had a tradition of issuing a challenge to dual by striking them in the face with an open hand covered by a silken glove. The merchant decided to follow the spirit of his rivals’ tradition and had his blacksmith craft a flail with a head formed in the shape of an outstretched golden hand. The merchant then took the flail, placed a silk glove over it, and struck his rival in the face with it.

His rival didn't live long enough to accept the challenge, but since his death was caused by the issuance of challenge done in the time honored tradition of his country his family did not press any charges and then moved back home, taking their trade company with them. Since then the weapon has been passed down, bought, sold, and traded among the wealthy families of the merchant’s home city, who see the flail as a status symbol. Some owners have even added a few touches of their own to the weapon making it far more formidable than when it was first forged.

Weapon Statistics: +1 Thundering Flail (1d8+1)

Special Qualities: Three times per day, prior to making an attack, the wielder of Satisfaction may shout the words “I demand satisfaction!” After speaking the words the next attack made with Satisfaction has a chance of dazing the enemy for one round. A failed attack roll ruins the attempt and still uses a charge. The foe struck may make a Fortitude saving throw (DC 18) to avoid being dazed. Creatures with 7 or more hit dice cannot be dazed by this affect.

(I even have a picture of it that I made in Photshop! http://i.imgur.com/bpXDk6B.gif)


Pathfinder Rulebook Subscriber

Int grants skills, and a bunch of knowledge/spell related skill checks? I don't think it's unbalancing, but am interested why you think this flavor is better than wisdom for a monk.


Pathfinder Rulebook Subscriber

In my game, too cheap.

In your game? Is the Caster under-powered? Do they need a buff like this?

The Ion stone argument is pretty valid... A limit on uses per day would probably be best, make it have different values based on frequency of use. The cheapest one would be 1 time a day, going up as high as 5 or more if you want.


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Pathfinder Rulebook Subscriber

I agree with Nathan. Use prismatic spray as your base. You have 7 colors and 7 unique effects right there.

If you're more keen on elemental damage you've got Fire, Earth (Acid), Wind (Cold or Damage from high speed wind blast), Water (again, cold or damage from high pressure water blast), Electric, Force, and Sonic.

You could go a step further and use the Nine Schools of Magic. Giving you an Undead Head for Necromancy, a Fiery head for Evocation, A head that breaths spell negating blasts for Abjuration, and so on.

Definitely like this idea, lots of possibilities.


Pathfinder Rulebook Subscriber
Umbral Reaver wrote:
Search is no longer a skill. It falls under perception.

You know, I knew that but wrote it wrong anyway.

Redone again, starting to think they are too powerful now, but I am always worried about that. Let me know what you think.

+2 Constitution, +2 Charisma, -2 Wisdom: Life on the road makes a tóraigh tough, and their fey blood makes them naturally attractive. However, their single minded pursuit of their ancient task makes them bullheaded and narrow sighted.
Medium: Tóraigh are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tóraigh have a base speed of 30 feet.
Low Light Vision: Tóraigh see twice as far as humans in conditions of dim light.
Fey: Tóraigh are not humanoids, and are unaffected by spells that only effect humanoid creatures.
Ancient Charge: The tóraigh were once charged with the discovery of magical items for their elven masters, and they still strive to carry out this charge even though the elves no longer walk this world. Tóraigh receive a +2 racial Bonus to Appraise checks, a +2 racial bonus to Perception checks, and a +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Relic Hunter: The tóraigh have adapted their innate magical abilities to better aid them with finding, and hopefully escaping with, the magic relics they seek. A tóraigh can cast, detect magic, obscuring mist, and read magic each once per day, using his total character level as his caster level.
Single Minded: Tóraigh receive a +2 save to resist Compulsion effects.
Magical Vitality: Most fey are able to resist normal damage, a trait that adventurers know can be overcome by the power of cold iron. Millennia of life on this plane has weakened the tóraighs’ supernatural resistance to damage, but it still remains. Tóraigh characters have Damage Reduction 2/Cold Iron.
Cold Iron Vulnerability: Tóraigh instinctively shy away from objects made of Cold iron. A tóraigh character must succeed on a DC 15 will save in order to overcome this instinct and handle, an object made of cold iron, in addition wards crafted of the material act as barriers to a tóraigh unless they succeed on their will save.


Pathfinder Rulebook Subscriber
cranewings wrote:
In my own games, where fairies are usually a big part, I change "cold iron" to "star metal." If every cold forged iron sword could kill them, they wouldn't last very long - unless you are in a bronze age setting and iron is rare.

Cold Iron isn't any kind of iron, it's a unique Iron alloy that has to be forged with a special process in order to maintain its properties. In the real world cold iron is iron, in the d20 setting it's much different.

I've changed some of their stuff a bit, let me know what you think.

+2 Constitution, +2 Charisma, -2 Wisdom: Life on the road makes a tóraigh tough, and their fey blood makes them naturally attractive. However, their single minded pursuit of their ancient task makes them bullheaded and narrow sighted.
Medium: Tóraigh are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Low Light Vision: Tóraigh see twice as far as humans in conditions of dim light.
Fey: Tóraigh are not humanoids, and are unaffected by spells that only effect humanoid creatures.
Ancient Charge: The tóraigh were once charged with the discovery of magical items for their elven masters, and they still strive to carry out this charge even though the elves no longer walk this world. Tóraigh receive a +2 racial Bonus to Appraise checks, a +2 racial bonus to Search checks, and a +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Relic Hunter: The tóraigh have adapted their innate magical abilities to better aid them with finding, and hopefully escaping with, the magic relics they seek. A tóraigh can cast, detect magic, obscuring mist, and read magic each once per day, using his total character level as his caster level.
Single Minded: Tóraigh receive a +2 save to resist Compulsion effects.
Cold Iron Vulnerability: Most fey are able to resist normal damage, a trait that adventurers know can be overcome by the power of cold iron. Millennia of life on this plane have stripped the tóraigh of their supernatural resistance to damage, but their vulnerability to cold iron still remains. Tóraigh characters take an extra 3 points of damage from weapons crafted of cold iron, and instinctively shy away from objects made of the metal. A tóraigh character must succeed on a DC 15 will save in order to overcome this instinct and handle, or even come close to, an object made of cold iron.


Pathfinder Rulebook Subscriber
captain yesterday wrote:
is this done with rules from advanced race guide playtest or just something you came up with?. i like it, a fey player race is always fun:)

All me.


Pathfinder Rulebook Subscriber

I am running a campaign in a world in which I would like a unique fey player race. I have created a race but I'm concerned about how they compare to the core 7 races. Please comment and let me know what you think.

Brief background, the fey, called the Tóraigh (tor-ee), were summoned to the prime plane long ago by elves, who charged them with a task. The elves told the tóraigh they couldn't return to the Feywild until their task was complete. So their lives are consumed with traveling the world trying to complete the task given to them.

+2 Constitution, +2 Charisma, -2 Wisdom: Life on the road makes a tóraigh tough, and their fey blood makes them naturally attractive. However, their single minded pursuit of their ancient task makes them bullheaded and narrow sighted.
Medium: Tóraigh are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tóraigh have a base speed of 30 feet.
Low Light Vision: Tóraigh see twice as far as humans in conditions of dim light.
Fey: Tóraigh are not humanoids, and are unaffected by spells that only effect humanoid creatures.
Ancient Charge: The tóraigh were once charged with the discovery of magical items for their elven masters, and they still strive to carry out this charge even though the elves no longer walk this world. Tóraigh receive a +2 bonus to Search checks made to find hidden items, as well as a +2 Bonus to Appraise when trying to discover if an item is magic.
Single Minded: Tóraigh receive a +2 save to resist Compulsion effects.
Cold Iron Vulnerability: Most fey are able to resist normal damage, a trait that adventurers know can be overcome by the power of cold iron. Millennia of life on this plane have stripped the tóraigh of their supernatural resistance to damage, but their vulnerability to cold iron still remains. Tóraigh characters take an extra 3 points of damage from weapons crafted of cold iron, and instinctively shy away from objects made of the metal. A tóraigh character must succeed on a DC 15 will save in order to overcome this instinct and handle, or even come close to, an object made of cold iron.
Languages: Tóraigh begin play speaking Common and Sylvan. Tóraigh with high Intelligence scores can choose from the following: Elven, Dwarven, Halfling, and Orc


Pathfinder Rulebook Subscriber
ShadowcatX wrote:

I'd have probably made a few changes, I don't know that I think of intelligence and "ice spirit" together, especially in a frozen world. I'd probably make it wisdom over intelligence. Besides, as is, they're too close to elves stat wise (imo). Alternatively I'd change the dex bonus to a con bonus.

Other than that, why do they get dark vision? They're not creatures of the night, and they don't live deep under ground. Trade it for low light vision.

Every genasi has darkvision, it's part of being an elemental. Also, in D&D, ice is the element made by combining water, and air. If you look at the undine, and the sylph you'll see that I used a combination of their stats. Finally, no elves in my world so I need a race to take their place.


Pathfinder Rulebook Subscriber
Tim4488 wrote:
You've got a copy-paste error in the Rime ability, it says undine. Besides that, looks good to me.

Yeah, I saw that after I edited some other things and it wouldn't let me go back in and edit it again.


Pathfinder Rulebook Subscriber

I am running a campaign in a world caught in a permanent ice age. I want an "Ice Spirit" kind of race and this is what I came up with.

Esbet: The elemental spirits of ice and snow are powerful in this world, and early mortals would often summon them and offer forth virgin stock for them to breed with in hopes of securing alliances. The women who became impregnated gave birth to the earliest esbet. Over the ages the species has intermarried throughout the other mortal species becoming more and more like them, and less like their elemental forefathers.

Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Esbet are quick and bright, but they prefer to exercise their minds than their bodies.
Medium: Esbet are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Esbet have a base speed of 30 feet.
Darkvision: Esbet can see in the dark up to 60 feet.
Spell-Like Abilities: Rime 1/day. The esbet can cover a nearby area in a thin layer of frost, making it treacherous to cross. The spell functions identical to the grease spell but only the area effect can be used. Sources of heat, such as a fire, will cause one the ice to melt in one round. (Caster level equals the undine's total Hit Dice.)
Elemental Resistance: Esbet have cold resistance 5.
Elemental Affinity: At character creation Esbet sorcerers may choose between the elemental (water) or the elemental (air) bloodline. Sorcerers of the chosen bloodline may treat their Charisma score as 2 points higher for all sorcerer class abilities. Esbet clerics who choose the Water or the Air domain, cast their domain powers and spells at +1 caster level.
Languages: Esbet begin play speaking Common and may choose between Auran or Aquan. Esbet with high Intelligence scores can choose any of the following bonus languages: Auran, Aquan, Dwarven, Halfling, Ignan, and Terran.


Pathfinder Rulebook Subscriber

Well, it sounds to me like you want to punish your players for dieing, and then wanting to come back. So basically if you don't want to let them come back as the book says just don't let them come back at all.


Pathfinder Rulebook Subscriber

When you say permanent are you saying that they will be stuck at the new lower level forever, or that they will be required to level up to the next level in order to regain their previous level?

I.E. If my level 19 character bites it and is resurrected his new level is 18. Will he have to level up to 20 now to go back to 19?

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