I think the next We Be Dragons adventure will involve the nine wyrmlings trying to become true dragons by performing classic deeds of dragondom:
Number 1
Become the lord, guardian, or most prominent figure of a village, city or kingdom.
Number 2
Acquire a vast collection of treasures and riches (How doesn't matter, anything goes).
Number 3
Find a young, troubled, and/or amnesiac mortal adventurer (preferably one who's their complete opposite in personality) to be their partner/underling/friend to go on adventures with.
And, of course...
Number 4
*Kidnap a princess.
To prove themselves as true dragons, the Scalehearth siblings need only complete one of these four trials. But should they fail, the only deed of dragondom they'll have completed is...
Number 5
Dying a horrific death at the hands of adventurers, slayers, or other dragons.
Can they succeed? Will they succeed?
"Hello Princess! My name is Harmonia and I'm here to kidnap you and hold your kingdom for ransom. Doesn't that sound like fun?"
I just hope we get progression charts too. I know the group I ran this for would get a kick out of making their own dragons that way. :)
You will, possibly with We Be Dragons 2!
I'll keep my fingers crossed. Also, if We Be Dragons ends up becoming an extended series and you plan on releasing an updated/compiled version with a new art style, I'd recommend checking out Epic Slant Press and their circle of artists. I think they'd really be able to bring the Scalehearth family to life in all its whimsical, draconic beauty.
This got me thinking. What's the logic behind armor bonuses stacking with natural armor? Wouldn't race with armored scales only need to wear armor that provides greater a defense than their body's own protection?
I suppose it could be argued that a suit of armor is absorbing the brunt of the assault, weakening it's overall power due to the loss of momentum and force.
Does the "Hypnotic Stare" ability require some kind of action to maintain?
Also, if the Stare requires focusing on an enemy (or two), wouldn't that result in a penalty in combat or require a concentration check like normal spells would?
Finally, this is one is probably obvious since a save equation is listed, but just to be on the safe side, since a good portion of the Mesmerist's tricks are figment or glamer effects, does that mean they can be disbelieved like illusion spells?
With the rise of archetypes and Rogue Genius' brilliant "Talented Class" line, Prestige Classes are becoming more and more redundant. One of the most redundant to the PrCs is the "Shadowdancer". Most of the abilities it grants can be acquired from base classes, and only rogues, and to a lesser extent rangers and inquisitors can truly benefit from it. With this in mind, I've decided to break down the few unique abilities the shadowdancer has, and convert them into rogue (and possibly ranger) talents.
Feedback is much appreciated.
Shadow Illusion (Sp)
The rogue has ties to the shadows that allow him to create visual illusions. This ability functions as silent image, using the rogue's level as the caster level. A rogue can use this ability once per day for every four class levels she has. The DC for this ability is Charisma-based.
Summon Shadow (Su) (Edge)
The rogue's link to the shadows allows her to summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the rogue, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the rogue and can communicate intelligibly with her. This shadow has a number of hit points equal to half the rogue's total. The shadow uses the rogue's base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the rogue chooses to dismiss it, the rogue must attempt a DC 15 Fortitude save. If the saving throw fails, the rogue gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Rogues with this edge may not select the Familiar talent, and vice-versa.
*By the same token, talented rangers may not have this edge andHunter's Bond.
Shadow Call (Advanced Talent)
The rogue can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using half the rogue's level as the caster level. A rogue can use this ability once per day for every five class levels she has. The DC for this ability is Charisma-based. The rogue must have Shadow Illusion to select this talent.
Improved Shadow Call (Advanced Talent)
The rogue's Shadow Call ability functions as greater shadow conjuration. The rogue must be at least lv. 15 and have Shadow Call to select this talent.
Shadow Jump (Advanced Talent)
The rogue gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A rogue can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. At lv. 12, this range doubles to 80 ft. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
This talent can be taken again at lv. 15, doubling the distance the rogue can jump to 160 ft., and again at lv. 18, giving them a maximum of 320 ft.
Shadow Power (Advanced Talent)
The rogue can use raw shadow to damage her foes. This ability functions as shadow evocation, using half the rogue's level as the caster level. A rogue can use this ability once per day for every ten levels she has. The DC for this ability is Charisma-based. The rogue must have Shadow Call to select this talent.
Shadow Master (Advanced Talent)
The rogue's connection to the shadows is so great, they provide her with protection. Whenever a rogue is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds. The rogue be at least lv. 18 to select this talent.
I agree, more monsters from countries outside Eurasia. The Dia de Los Meurtos inspired Catrina psychopomp was clever.
More Robots. They just appeared in the Inner Sea Bestiary (aka BES 3.5) and to my knowledge, haven't been heard from sense.
Metal and Wood elementals, and maybe void elementals.
Bugul Noz: Described as kindly, but hideous fey creatures rejected by both humans and their own kind. So hideous, just looking at him can cause one to die of shock.
Like what I see and can't wait for future volumes. You should probably provide guidelines for reforging feats yourself, that way feats from other third party sources can get fixed too.
In celebration of the release of the first Pathfinder hardback compilation, I thought I'd post this little thought:
PF got a very nice comic book adaptation, it's getting a so far impressive looking online game, and it's even getting its own Munchkin set! This got me thinking: what would Pathfinder be like as an animated series. And before you start ranting about the deterioration of western animation and TV in general, hear me out first.
First, let's get a few things straight here. I'm not talking about just any animated adaptation. I mean a full blown TV series. While they wouldn't have to worry about ratings as much if they made it direct-to-DVD series like the Mass Effect or Dragon Age anime movies, or even going for something like a late-night timeslot on Adult Swim/Toonami, (And chances are they'd have to.) that's the easy way out. I'm talking how the Pathfinder universe would translate into a half-hour cartoon. How could they work around ratings and censorship regulations? How much of the characters, plot, and setting would need to be changed to meet them? And how can they do it to while preserving as much of the original source material as possible?
Finally, I'd like to lay a few ground rules:
1. Keep jokes about how it could go wrong, rants, and voice actor speculation to a minimum. I'm hoping paizo actually takes this post to heart,, and would like to keep it as professional and clear as possible.
2. If you want to suggest a voice actor wishlist, please include an example of a character that voice actor played that has a voice and personality similar to what you have in mind, as well as what adventure, module, or product that Pathfinder character appears in.
3. Be clear and detailed with your posts. I want to know how and why you think it could or couldn't be done.
Anyway, that's it for now. To kick things off, here are my major thoughts:
A. The Six Iconics as...
The most logical course of action I can think of is doing what the comics did and have the main cast consist of the iconic characters. Since I'm only familiar with the six from "Dark Water Rising", I'm only going to post who I think should voice them (Chances are at least one person has heard of them):
Words can't describe how perfect I think this is. Watch the English dub of Soul Eater episode 13 or Fullmetal Alchemist and you'll understand.
Seoni (Iconic Sorereress)...Wendee Lee (Kiva; Megas XLR)
This was the hardest one to pick. Seeing as Seoni was the serious one in the comics, I needed a choice that best exemplified that, and I couldn't think of anyone else.
Eisenberg's voice for Wonder Woman had the strong, serious tone worthy of a respectable cleric, but with the right amount of compassion needed for one of a goddess of mercy.
Harsk (Iconic Ranger)...John DiMaggio (Too many good ones to name)
Gruff dwarf + guy who plays gruff characters, works out. As long as DiMaggio doesn't use a Scottish accent and doesn't him sound like Bender.
B. Val's Booze
A big problem (Other than the homoerotic undertones) is alcohol. Specifically, Val's love of the stuff, and Cayden Cailean. There are many ways to handle this. I feel the best way is to substitute Val's thing for ale with food. It's not the best solution, but it's the closest thing I can imagine Kyra berating him for. As for CC, one could place a focus on the more "daredevil swashbuckler" side of him if it came down to it.
That's all I have at the moment, let's hear what you have to say.
For all pact magic fans, I present to you a spirit inspired by a classic fairy tail figure! As always, constructive criticism would be appreciated, and if you like what you see, spread the word.
Totems
•You perform the ceremony when it's cold or snowing out.
•You perform the ceremony while looking at yourself in a mirror.
• Clutch a piece of ice against your chest during the ceremony.
Ceremony: You lay a small hand mirror or similar flat, reflective object in the center of the seal. Strike the mirror three times, making sure at least a few pieces break. As you do, recite the following poem three times (use your own gender for the second and fourth lines) "Lady Elsne, what do you say? What's he/she look like deep within? Lady Elsne, what do you say? Is he/she uglier than sin?"
Manifestation: The broken mirror and ice shards will form into a floating ballroom mask that Nevea was believed to wear. As her heart has long since deteriorated, she will show almost no emotion at all. Throughout the negotiations, she will ask you very personal, thought provoking questions intended to shake the very core of your beliefs. Failing to provide a sufficient answer can hurt your chances of a successful binding.
Major Granted Abilities Aura of Winter's Reign: As a standard action, the area within 20 ft. of you gives off a deathly chill, inflicting 1d4 cold damage to all enemies in range every round for 5 + 1 per five binder levels rounds for the duration of the pact. These rounds don't have to used at once, but must be spent in one round increments.
Capstone Empowerment: Your aura conjures a miniature blizard. Any creature caught in it must make Fort save (DC 10 + half binder level) or be blinded.
Minor Granted Abilities Mirror, Mirror: You may use augury, locate object, or detect thoughts as a spell-like ability 3 + your WIS modifier times per day, using your binder level as the caster level.
Oblivion’s Kiss: Your touch robs enemies of their strength and will. As a standard action, the user may leave a stylized snowflake mark called a “kiss” as a melee touch attack. The target must make a Will save with a DC of 20 + half the user’s binder level – 5 for every kiss they bear or be fatigued for 1d6 rounds and receive one “kiss”. If you use this attack on a target that already bears one of your kisses they must make another save or be exhausted. If they bear two of your kisses, they must make another save or die instantly (this is a death effect). Kisses disappear after 24 hours and give off a magical aura only the user can detect. Succeeding on any of these Will saves will remove any kisses and fatigue or exhaustion. Targets who succeed on a save against a third kiss will make the target immune to this ability for 24 hours, but must make a Fortitude save (DC 10 + the difference between the DC of the third kiss and the natural result of the roll that stopped it; min 0.) or fall unconscious. Kisses from different characters don’t stack.
Frigid Front: You give off an icy aura that grants you +2 to saves vs mind-affecting effects. At level 6, this bonus increases to +3 and you are immune to the ill effects of cold weather as the spell endure elements. At level 12, this bonus increases to +4 and you gain cold resistance 5. At level 18, this bonus increases to +5 and you gain a +2 pact bonus to AC. You must show Nevea’s sign to use this ability.
Thorn of Silence: As a standard action, you may release an icicle projectile that inflicts 1d4 cold damage. Creatures hit with this attack must make a Will save (DC 10 + half binder level) or be silenced. At level 10, you may expend an additional use of this ability to forgo silencing a creature and inflict an additional 1d4 cold damage. This is a ranged touch attack with same range as a magic missile with a caster level equal to your binder level, and can be used once per day for every four binder levels you have (min. 1).
Signs & Influence Physical Sign: Your skin and hair turn almost white, and your eyes reflect little light. When you use one of Nevea’s abilities, the image of snowflakes can be seen around you.
Personality: You become almost completely emotionless and are always suspicious of other people, even if you know them very well.
Favored Ally: None
Favored Enemy:: Any (liars, traitors, and oathbreakers)
Vestigial Compaion
You gain an ermine familiar (Use weasel familiar for the template) for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. This ability replaces oblivion’s kiss.
Legend
The exact identity of Nevea Gwendolyn Elsne, also known as "The White Queen" has long been a subject of debate. Regardless of history, her tragic tale is a story any bard worth his lute knows. This is the most common version:
Nevea was the only daughter of a king and queen who ruled a snowy, northern kingdom. Despite being the fourth of five children, she was named heir to the throne at the age of 18 when her father passed away. Her older brothers didn't take this well, and began to plot against her, ending in a coup that cost all of them their lives. Having been sheltered much of her life, the betrayal of those closest to her and the numerous deaths of subjects and family devastated the innocent Nevea, causing her to question just how much bonds truly meant.
One day, an enchanter came to the castle and offered Nevea a magic mirror made of solid, polished ice. The mirror had the power to reveal a person's "deepest, most buried thoughts and feelings", with the wicked having ugly reflections. Additionally, as long as only a few shards were broken off if could regenerate. These shards also had the power to forever seal the emotions of anyone whose heart they pierced, leaving them empty shells. Nevea showed no hesitation, and took the mirror of truth with her wherever she went, freezing the hearts of anyone it showed to be wicked. But in time, Nevea began to depend on the mirror, and grew increasingly paranoid and withdrawn as more and more of her subjects were reflected as ugly. She began to see herself as a paragon of virtue, and began wearing ornate white gowns as a symbol of her “immaculate” soul, earning the moniker "White Queen". In a matter of weeks, the once kind-hearted young woman had become a merciless tyrant.
On the tenth year of her rule, Nevea’s younger brother, Prince Kay confronted his sister, reprimanding her for her actions. Seeing this as a sign of betrayal, Nevea prepared to use the mirror on him. But as she reached to activate, she saw herself in the mirror as hideous crone. Horrified, she shattered the mirror with her scepter, releasing its magic in a bright flash of mystic light. In that moment, Nevea realized that the mirror didn't reflect the evil in peoples’ hearts, but the weakness and ignorance. Realizing that she had damned innocent people to a life as hollow shells, Nevea took a shard of the mirror and plunged it through her own heart, unable to bear the great guilt and despair of her actions. She spent the rest of her days in the palace under the care of her brother, a broken, empty, husk. Upon her death, she was condemned to wander the mortal plane as a spirit, cursed to help others overcome their own inner weakness until her own frostbitten heart thawed.
•You arrange five shark teeth in a star formation in the circle.
•You conduct the ceremony near a body of fresh water deep enough to submerge yourself in.
•Leave at least a pound of meat, preferably fish.
Ceremony: Pour a cup of water mixed with a drop of your own fresh blood into the center of the circle.
Manifestation: The water in the circle will rapidly form into Kuamesa. She will initially appear cocky and smug to you, but ready to make a pact.
Major Granted Abilities Riptide
As a standard action, you can unleash either a wave of high pressure water as either a 15 ft. cone or 30 ft. line. The wave does 1d4 damage for every 2 binder levels and does slashing damage as a cone, and piercing damage as a line. A successful reflex save halves this damage. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment
Riptide has additional effects. You can either halve the damage to knock enemies over as if using hydraulic push (APG), or take a -4 penalty to the save's DC to cause +1 bleed damage per 4 binder levels.
Minor Granted Abilities Aquavision: You can see perfectly clearly underwater.
Selachi Senses: You gain a pact bonus equal to half your binder level when making primarily scent based Perception checks.
Sharkbite: You gain a bite attack for the duration of the pact. This attack does 1d4 damage plus your Strength modifier. You can only use this ability if your physical sign is visible.
Waterbreath: You can breathe under fresh water a number of minutes equal to half your binder level (Min. 1). At level 15, you can breathe underwater for duration of the pact. You can only use this ability if your physical sign is visible.
Signs & Influence
Physical Sign: You grow sharp teeth and retractable webs between your hands, and your skin turns slightly bluish-gray. When you activate one of the Selachi Exiles' granted abilities, you have a predatory look in your eyes.
Personality: You become rash, impulsive, eager to fight, and develop a monstrous craving for meat.
Favored Ally: Women, Warriors (characters proficient with at least one martial weapon or has Improved Unarmed Strike)
Vestigial Compaion
You receive a shark animal companion for the duration of the pact. Treat your binder level as your druid level to determine your companion's abilities. This granted ability replaces sharkbite.
Legend
It is said that long ago, a race of shark people lived among the merfolk known as the "selachi". Fierce enemies of the aboleths and Old Gods, they were a bloodthirsty and boisterous, but honorable people, and produced some of the sea's greatest warriors. The most well-known, and controversial of these is Kuamesa. According to legend, Kuamesa displayed a taste for blood and carnage more than any selachi of her time, male or female. It was said that she would devour her foes' entrails like pasta while they were still alive, could effectively wield a trident before she could walk, and was actually part of a set of triplets until her ravenous hunger drove her to devour her siblings while still in the womb. The only thing bigger than her penchant for cruelty, was her undying love for her people and unyielding sense of honor and duty (She was also rumored to be a lesbian, but that's another story.). It's said that when the Old God Dagon was summoned to the Material Plane, she single-handedly drove him back to the Outer Rifts. Though she died from her injuries shortly after the battle, she became a hero of the selachi people. It's said that her unyielding resolve and love of battle was so great, neither the demons or gods would take her in out of fear, leaving her to wander the void between the planes in search of worthy opponents.
Multi-Eidolon Summoner (V2)
I'm actually surprised I got feedback on this. Thanks! Italicized parts are ones that I really need help with.
Multiple Eidolons
The Summoner can have multiple Eidolons. This ability functions the same as the vanilla Summoner save for the following:
*The Summoner starts out with 1 or 2 Eidolons and gains an additional one at level 4, 8, 12, and 16.
*How many Eidolons would be a good starting number? Some similar ideas used 2, but I think that's a bit much.
*The Eidolons share an HP pool, using the highest Constitution score as the modifier.
*Each Eidolon has their own Evolution Pool, but once selected, their Evolutions can't be changed by anything short of divine intervention. They also gain their own feats and other stats. Eidolons gain less EP:
*Wanted to give players enough EP to actually make their Eidolons distinct before I started limiting their pool.
*The Summoner can only have 1 Eidolon as their "active Eidolon". This the Eidolon that is summoned, and you can't just dismiss it and summon another one. To change the active Eidolon, the summoner requires 2 rounds of uninterrupted concentration. At Lv. 12, this is reduced 1 round. At Lv. 16, it's reduced to a full round action.
This replaces the Summoner's ability to summon monsters, aspect, and greater aspect.
Defend Master
This ability functions as the Shield Ally & Greater Shield Ally abilities, except that they only affect the Summoner, and the bonus is increased by 1.
This ability alters Shield Ally and Greater Shield Ally.
Dual Summon
At Lv. 20 the Summoner can have two Eidolons out simultaneously. Both Eidolons still share HP, and as long as both are out, they constantly lose 1 HP per round. If one Eidolon is killed, both are destroyed. The same rules for replacing both Eidolons apply, but the wait period is 70 days.
I've seen a lot of rules for archetypes designed to allow Summoners to summon multiple Eidolons. They all have a lot of rules in common and seem to be pretty balanced, but I never see any reviews with them. So I've decided to take a crack at it myself:
Multiple Eidolons
The Summoner can have multiple Eidolons. This ability functions the same as the vanilla Summoner save for the following:
*The Summoner starts out with 1 or 2 Eidolons and gains an additional one at level 4, 8, 12, and 16.
*The Eidolons share an HP pool, using the lowest Constitution score as the modifier.
*Each Eidolon has their own Evolution Pool, but once selected, their Evolutions can't be changed by anything short of divine intervention. They also gain their own feats and other stats.
*Only one Eidolon can be out at a time, but the Summoner can switch Eidolons as a full-found action.
*If an attack reduces Eidolons' HP to -(10 + Summoner level/2), the Eidolon that was out is permanently destroyed. That Eidolon can be replaced after a 30 day period or the Summoner gains a level. The replacement Eidolon has no memories of the Summoner, even if they're completely identical to the deceased Eidolon. The Eidolon can also be destroyed to resurrect the Summoner should the latter be killed.
This replaces the Summoner's ability to summon monsters, aspect, and greater aspect.
Defend Master
This ability functions as the Shield Ally & Greater Shield Ally abilities, except that they only affect the Summoner, and the bonus is increased by 1.
This ability alters Shield Ally and Greater Shield Ally.
Dual Summon
At Lv. 20 the Summoner can have two Eidolons out simultaneously. Both Eidolons still share HP, and as long as both are out, they constantly lose 1 HP per round. If one Eidolon is killed, both are destroyed. The same rules for replacing both Eidolons apply, but the wait period is 70 days.
They really should've included at least a couple of spells for the Clockwork and Illumination schools in the book though. Oh well, guess I'll have to get the Zobeck Gazetteer. Any other books that have Clockwork Magic have an eye on?