Lusca

TerminalArtiste's page

300 posts (1,094 including aliases). No reviews. No lists. No wishlists. 8 aliases.




Terrible joke:
Wow, D looks great! :P

More seriously, this sounds very interesting...a good companion to Horror Adventures and the Occult stuff. And the art is nice too...very evocative.


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So I, for one, really like the obedience mechanic (Deific Obedience, Celestial Obedience, etc) that Pathfinder has. So, because I have lots of free time post-semester, I'll be making obediences for ALL* of Pathfinder's deities.

*except ones who have been done as of the start of this project.

Now the first issue with obediences is that, simply, there are a number of potential pantheons who don't have one of their own. Personally, I don't care for Paizo's solution of simply giving anyone who isn't covered by an existing feat Deific Obedience and calling it a day, mainly because it gives writers (like me, I guess) three times more work to do and I am lazy. So without further ado, here's...

TerminalArtiste's Obedience Project: Part 1
Feats

Daemonic Obedience:

Daemonic Obedience
Your bleak nihilism and your devotion to ending life have attracted the attention of Abaddon's natives, and they reward you with special boons.

Prerequisites: Knowledge (planes) 3 ranks, must worship a daemonic harbinger or one of the Four Horsemen.

Benefit: Each daemonic sponsor requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the daemonic sponsor.

If you have at least 12 Hit Dice, you also gain the first boon granted by your daemonic sponsor upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the daemonic sponsor’s second boon. If you have 20 Hit Dice or more, you also gain the daemonic sponsor’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Special: Taking this feat alters the entry requirements for the souldrinker prestige class ( Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 34), allowing you to worship a daemonic harbringer instead of one of the Four Horsemen. Should you do so, you replace the lesser oblivion, oblivion, and greater oblivion class features with your boons from this prestige class. If you take this feat and worship one of the Four Horsemen, you also perform this replacement.

Diabolic Obedience:

Diabolic Obedience
The powers of Hell have taken notice of your sacred rites and devotion, rewarding you with special boons.

Prerequisites: Knowledge (planes) 3 ranks, must worship an archdevil, infernal duke, malebrance, or whore queen.

Benefit: Each diabolic patron requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the diabolic patron.

If you have at least 12 Hit Dice, you also gain the first boon granted by your diabolic patron upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the diabolic patron’s second boon. If you have 20 Hit Dice or more, you also gain the diabolic patron’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Infernal cabalists gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Orc Mysticism:

Orc Mysticism
Through foul ritual and dedication to crushing the weak, you have gained the notice of the orc's gods, who reward you with special boons.

Prerequisites Knowledge (religion) 3 ranks, must worhsip one of the orc pantheon.

Benefits Each orc god requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the orc god.

If you have at least 12 Hit Dice, you also gain the first boon granted by your orc god upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the orc god’s second boon. If you have 20 Hit Dice or more, you also gain the orc god’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Brutal mystics gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Service to the Eldest:

Service to the Eldest
You have served one of the inscrutable Eldest faithfully and well, leading them to reward you with special boons.

Prerequistes Knowledge (planes) 3 ranks, must worship an Eldest.

Benefits Each Eldest requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the Eldest.

If you have at least 12 Hit Dice, you also gain the first boon granted by your Eldest upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Eldest’s second boon. If you have 20 Hit Dice or more, you also gain the Eldest’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Agents of the fey gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Unspeakable Pact:

Unspeakable Pact
You have come to the worship of the foul Great Old Ones, and they have provided secrets hidden in the deepest darkness of all, granting you special boons.

Prerequisites: Knowledge (religion) 3 ranks, must worship a Great Old One

Benefits Each Great Old One requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the Great Old One.

If you have at least 12 Hit Dice, you also gain the first boon granted by your Great Old One upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Great Old One’s second boon. If you have 20 Hit Dice or more, you also gain the Great Old One’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Weavers of the tapestry gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Because the existing obedience feats are a perfectly good framework, I think.

Part 2 will be up once I'm finished with it. Comments are welcome.


I like it!

Dwarves are a race that I've always wanted to see get more fleshed out, and featuring oreads is pretty cool as well. Always thought those two races made natural companions.


Hello advice boards! I'm creating a monster for the first time. She's a modified trumpet archon, with the advanced template, bumped to 16HD, some new but non-combative special abilities, and spellcasting as a 16th level druid. I'd appreciate some help with calculating the numbers, especially.

I haven't actually changed any numbers yet, other than caster level & spell slots, especially because I'm not sure how to apply the advanced template. Do I use the quick rules, rebuild rules, or both? And adding HD is proving surprisingly complex.

Stats under spoiler:

Voice-of-Wild-Places:
*Items marked have been changed from base stats.
XP 78,600
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of menace (DC 22), magic circle against evil
DEFENSE
AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection vs. evil)
hp 175 (14d10+98)
Fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 25
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub*
Special Attacks trumpet
Spell-Like Abilities (CL 16th*)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message
Spells Prepared (CL 16th*)
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17
Base Atk +14; CMB +19; CMD 32
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC -- Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.

Link to base stats for comparison, if it helps.

Any help is appreciated!


1 person marked this as FAQ candidate.

The Beast-Bonded archetype for a witch has the following ability:

Ultimate Magic wrote:
Familiar Form (Sp): At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II.

But the spell beast shape II says this:

Core Rulebook wrote:
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type.

*Emphasis mine*

So how does this ability work if a Beast-Bonded has a vermin familiar?


So, just as a thought, how would anyone go about modifying the Draconic bloodline (and perhaps form of the dragon) so that they're Imperial dragon-themed?

Especially interested in thoughts on the 'Claws' power and suggested energy types for all species.