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RPG Superstar 7 Season Star Voter. Organized Play Member. 247 posts. 2 reviews. No lists. 1 wishlist.




Not sure where to post this, so I'll post it here. I was wondering who I should ask about third-party products for the PF 2e Remaster. When I looked up products on DriveThru RPG, the search only lists Pathfinder/Starfinder OGL, not the ORC License the Remaster uses. I know conversion rules exist, but it makes me wonder if the ORC License allows third-party products to be made specifically for it. If anyone can give any confirmation or direct me to someone who can, that would be great.


Hate to necropost this, but I'd like to know if there are any special conversion rules to use the Ancestry Guide's content in the Remaster properly.


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"We...

Are the Crystal Gems,
We always save the day
And if you think we can't,
We'll always find a way!

That's why the people of this world believe in

Garnet, Amethyst, and Pearl...

And Steven"

I'm sorry, but this was just asking for it.


Not sure if this has been asked yet, but does anybody know what the correct term for werebeasts other than werewolves?

I'm working on a character who studies werebeasts/therianthopes and one his quirks is that he's extremely anal about using the correct terminology. The lyc- in lycanthrope comes from lykos, the Greek word for wolf, but what about the other animals?

I have bears as "arctanthropy" (from arktos, Greek for bear.), but what about rats, boars, tigers, and the rest?


Just wanted to spitball a new boon I came up with:

Specialized Talent: You're particularly adept at a specific magical ability more so than others. Select 1 magic talent. You use your class level as your caster level for this talent and its associated base ability.


I'm working on a magus project in hops of updating the class like how paizo's Pathfinder Unchained and Legendary Games' Legendary classes line. Thought I'd start small by streamlining and fine-tuning a few archetypes and work from there. And what better place to start than perhaps one of, if not the most mechanically wonky of the bunch: the shieldbearing skirnir.

  • Remove Diminished Spellcasting and Arcane Bond.
  • Arcane Pool, Spellstrike, Shield Pool, Spellshield, and Greater Spellshield remain the same.

Sorcerous Shield (Ex): At 1st level, skirnirs are proficient with bucklers and light shields and do not suffer do not suffer an arcane spell failure chance when casting magus while wielding a shield. They treat their magus levels as fighter levels for the purpose of qualifying for shield-related feats. At 7th level, skirnir gain proficiency with heavy shields, and at 13th level gain proficiency with tower shields.

Shielded Spell Combat (Ex): At 1st level, a skinir may use his spell combat ability while wielding any shield he is proficient with. A skirnir may use his shield hand to perform somatic components for magus spells, forfeiting the shield's bonus to AC until the beginning of his next turn; if wielding a buckler, he retains his bonus to AC.

This replaces and alters spell combat.

Improved Shielded Spell Combat (Ex): At 8th level, the skirnir retains his bonus to AC while wielding light shields.

This replaces improved spell combat.

Greater Shielded Spell Combat (Ex): At 14th level, a skirnir gains the benefits of improved spell combat and may retain his shield bonus while wielding heavy shields.

This replaces greater spell combat.

Superior Shielded Spell Combat (Ex): At 19th level, a skirnir may retain his shield bonus while wielding tower shields.

This replaces greater spell access.

Other Magus fixes

  • The magus gains Fighter Training at 2nd level.
  • Bonus feats are merged with arcana, and arcana are now gained at 3rd level and every other level after.

It's not a huge change, but a second opinion would help.


Anyone think that the Bloodrager should be converted to Barbarian Talents and Edges instead of its own class?


Of all the new additions Kobold Press' Deep Magic brings to the table, the Rune Magic system has to be one of my favorites. So I thought I'd try my hand at homebrewing a rune of my own.

Ilraz
Meaning: Darkness, night, the unknown; the gods Charun and Sarastra.

Mastery Bonus: +1 insight bonus to Stealth. This skill becomes a class skill.

Associated Spells: Spells that affect or utilize shadows and darkness.

Powers: Mastery of ilraz grants the following powers as you increase in level:

3rd Level: When invoked on an object, it radiates darkness as per the spell.

8th Level: When invoked on a slashing melee weapon, the rune master may attempt a sunder maneuver, using their Wisdom modifier in place of Strength, to cut off a creature's shadow, temporarily severing the connection between body and soul. If successful, the creature falls unconscious for 1d4 + half the rune master's Wisdom modifier (minimum 1) rounds. Once a creature has been made a target of this power, regardless of whether they were affected, that creature is immune to that rune master's power for 24 hours.

13th Level: When placed on yourself, you may summon a shadowy replica of yourself. The replica can only be summoned in areas of dim light or brighter and functions as if created by shadowself, except it has half your class levels or HD (minimum 1 class level or HD), half your HP, can not be disguised, and only remains for a number of minutes equal to half your class level or HD (minimum 1), is reduced to zero hit points, you fall unconscious, or until it's dismissed, whichever comes first. The replica will also dissipate if it moves 100 ft. beyond you or enters an area of complete darkness.

Constructive criticism is much appreciated.


Looking up information on dragon proportions for an artist friend, but no luck. Does anyone know where I can find a good resource for dragon height to body length ratio and proportions (tail length, wingspan, standing height compared to total listed body length etc.)?


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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 and Hunter'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.


Recently Rite Publishing let slip that they were considering making Dragons the next addition in their "In the Company of Monsters" product line. Not dragonic humanoids or dragon-descended humanoids. PURE. TRUE. FULLY PLAYABLE. DRAGONS.

Considering the success of their previous ventures, I have no reason to doubt them. But at the same time, these are dragons: quadrupedal reptilian juggernauts capable of destroying you and everything around you with extreme strength, a arsenal of natural weapons, innate arcane magic, or just throwing their massive weight around. Even with a racial paragon class, that's a lost of toys to play with.

So what do you think? Can Rite pull off the impossible, and what could they do to not royally mess up?


The upcoming releases list for compatible products (third party stuff) is gone. Has something happened or is this just a glitch?


Critique desired, especially regarding Orcish Wrath.

Link


For those who enjoyed my first Races Revised, here's the next one:

Races Revised #2


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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):

Valeros (Iconic Fighter)...Travis Willingham (Roy Mustang; Fullmetal Alchemist; Free; Soul Eater)

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.

Merisiel (Iconic Rogue)...Colleen O'Shaughnessey (Nel Tu; Bleach)

This was also a tough one, as I always imagined Meri having a higher-pitched voice. This clip pretty sums it up (Maybe lower the pitch a little):

http://www.youtube.com/watch?v=SuYlDe_evnk

Ezren (Iconic Wizard)...Tom Kane (Magneto; Marvel Vs Capcom 3; Narrator; Fat Princess)

Ezren was an odd one. In my head, he speaks like Sean Connery, and Tom Kane was the closest I could find.

Kyra (Iconic Cleric)...Susan Eisenberg (Wonder Woman; Justice League)

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.

FLAME SHIELDS UP! :)


While talking Pathfinder with a friend of mine, he walked me through several flaws the different Pathfinder races had. With this in mind, I have decided to dedicate an entire section of my blog to said flaws. So hello, and welcome to...

Races Revised


New post for the blog, enjoy!

Race: Fenri


Started up my own blog for my homebrew. Here's the first post, leave feedback here or there:

Monk Archetype: Volcanic Acolyte


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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.

Nevea Gwendolyn Elsne, The White Queen

Spoiler:
Spirit Level: 3
Constellation: Noble
Binding DC: 20

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.


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A revised version of my Selachi Exile spirit. Constructive criticism needed.

Kuamesa, The Selachi Warmaiden

Spoiler:
Spirit Level: 1
Constellation: Hero
Binding DC: 17

Totems

•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)

Favored Enemy: Evil aligned sea creatures (Aboleths, etc.), Old Gods, cowards.

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.


Just bought Pact Magic Unbound Vol. 1 and I'm lovin' it. So I thought I'd try and homebrew a spirit. Feedback wanted, especially regarding the level, DC, and constellation choice.

The Selachi Exile
Spirit Level: 1
Constellation: Beast
Binding DC: 17

Totems

  • 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 the Selachi Exile. 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. This increases to your full binder level if submerged in freshwater.

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.

[i]Waterbreath:[/b]" 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: Warriors (characters proficient with at least one martial weapon or has Improved Unarmed Strike)

Favored Enemy: Merfolk and other ocean dwelling creatures

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". They were a bloodthirsty and boisterous, but honorable people, and produced some of the sea's finest warriors. The only thing greater than their apetite for battle, was their apetites. The selachi were known to eat anything, including the fresh corpses of others, which didn't make them the most liked of oceandwellers. One day, the mutilated bodies of several merfolk children were discovered. Thinking the selachi were responsible, the king ordered the selachi to be banished to the surface, cursing them so that they could only survive in fresh water. Later, it was discovered that the children had actually been killed by a group of crazed human sailors, but it was too late. Time passed, and slowly, the selachi died from lack of food, provided the people of the land didn't kill them first. Because they were cast out of the sea, it's said that their souls were unable to pass on. Doomed to remain trapped between life and death, driven by an endless hunger for flesh and vengeance.


After all the feedback I got from my "ra'zild" race, I decided to start a new thread to put up the latest version. I present: the drocani. Let me know what you think, and more importantly, spread the word.

Drocani

“Much has been lost. Our Homeland is no more…only decaying swampland remains. Our brethren have all but forsaken us, and the bearded ones have taken many of our brood in chains. All but a few of us live, and even the gods have breathed their last. Much has been lost, but much has been regained. We are crushed, but not broken. We have been trodden upon, but we have fought back. We have fallen, but we shall rise again. We are Drocani, the Children of the Great Serpent, and we kneel to no one!”

Distant cousins of the kobolds, the reptilian drocani are the most common and well known of the scaled races, but also a race in decline. They’ve lost their homeland, have been enslaved by the dwarves, all but a handful of their gods have perished, much of their culture is lost to time, and their numbers are believed to be less than a million. Despite this, they remain a fiercely independent, proud, passionate people, and are determined to reclaim their lost glory, no matter how long it takes. However, they are extremely stubborn and arrogant. To a drocani, nothing is more important than one’s pride, and anyone who insults it quickly finds themselves on the receiving end of a threat, challenge to duel, or the tip of a blade. No matter what they will never admit defeat, ask for help, or allow others to see them as weak (especially if that person isn’t a drocani). But in the rare event they do swallow their pride; you’ve earned their highest praise, and are considered like family.

Society & Lands
“As a hatchling, mother told me tales of the Homeland. She said it was a place where the trees grew as tall as the human king’s castle and mountains burned with fire so bright and warm that winter would never come. We didn’t have Unions or travel in caravans, but lived in secret, treetop villages and enormous cities made of black and white stone. Back then, our people were led by the mighty Ashlords and we still called the sen’ka our kin. Mother said that one day, we would be able to go back. But as I tell these stories to my own hatchlings, I can’t help but wonder how such a glorious place could be reduced to a tangled, blackened marsh.”

The drocani homeland of old has long since fallen, and their numbers too few and scattered to form anything beyond a small village. Instead, they have “Trade Unions”, powerful guilds of travelling merchants capable of controlling entire cities. Each Union is headed by a “Merchant Lord”, who handles things like negotiations, planning business ventures, and occasionally slipping a few gold pieces to the authorities. The Merchant Lords command several caravans, who travel the world selling their wares. These caravans are heavily guarded by entire platoons of specially trained guardsmen, and even the most blackhearted brigands consider attacking them suicidal. Additionally, drocani caravaneers treat eachother like family, and attacking one of their own is enough to get the entire Union trying to hunt you down.

But though they’re the glue that holds the drocani together, the Unions are still businesses. They’re constantly competing; forming alliances and making deals while secretly plotting all manner of Machiavellian intrigue against their neighbors, including eachother. One Union may help a weaker Union rise in power, only to sabotage it to claim its goods and resources. A Merchant Lord may marry off his daughter to gain more land, just to have her kill her husband and take over his business (Said daughter may even turn on her father should she desire.). This isn’t to say all Union drocani are ruthless backstabbers, but even the most benevolent Merchant Lord is willing to dig a few graves to do what needs to be done.

Regardless of their motivations and conduct, the Unions don’t take kindly to fellow drocani working elsewhere. Once discovered, they’ll do everything they can to get the lone drocani to join, or at the very least made to sign a non-interference pact. But if all else fails, the loners are forcefully conscripted, often at bladepoint. Some will even go as far as stalking the rogue drocani wherever they go, attacking friends, family, and even innocent bystanders until they have nowhere else to go but the Union. And if they die, it’s one less potential wrench in the operation. Lone drocani often end up joining powerful mercenary guilds, knightly orders, churches, and crime syndicates for protection, as their pride would never allow them to beg for money (Drocani beggars have since become a thing of legend, like bigfoot or the mothmen.).

Trade Union Hierarchy
Like all businesses, Trade Unions have a distinct chain of command. Here are the following major positions in descending order:

Merchant Lord: The head of the Union. They handle negotiations and plan business ventures.

Caravan Chief: Leaders of the individual caravans. They serve as guard captains and manage day to day operations.

Guards & Merchants: There’s little distinction between the merchants and guards. They don’t outrank eachother, and are often required to fill both roles. A thief is just as likely to be taken down by the merchant he robbed as he is by the guards.

Workers: They handle things like wagon maintenance, cooking, cleaning, first aid, and other odd jobs. Most workers are elderly, children, or kobolds.

Some drocani reject the Unions completely, seeing them as another sign of their race’s deterioration. These dorcani continue practicing and preserving their old customs and beliefs, forming nomadic clans to keep out of the path of their ruthless merchant kin. These drocani call themselves “daolaros”, meaning “wind-drifting leaves”, referencing their lifestyle and adherence to the old ways, like how a mighty tree still stands after the leaves scatter in the wind. Daolaros call their Union brethren “lasari”, meaning “dying leaves”. Some drocani are still slaves to a few of the shadier dwarven clans or duergar, or live among their kobold cousins in the underground, or serving their dragon overlords.

Physical Description
Drocani are exactly what you’d expect a lizardman to look like: anthropomorphic reptiles with slender bodies, long, thick tails, thin, wiry fingers fingers and toes ending in sharp, black claws, and powerful snouts with slit nostrils and pointed teeth. All covered from head to toe in colorful, leathery scales. They resemble common types of lizards like iguanas and geckos, but chameleons and even thorny devils are not unheard of. Drocani have slightly more muscle mass than most other races, giving them a sleek, but athletic build. Contrary to popular belief, their scales aren’t thick enough to provide protection (though they’ll adamantly claim otherwise no matter what.).

Drocani are more accepting of nudity than others. They take great pride in their powerful bodies, and enjoy showing them off, only wearing more than enough to cover their modesty as custom warrants it, and to keep from alienating their peers. Drocani clothing tends to be rather showy or colorful, with intricate patterns and a great deal of jewelry, especially among the upper class. Even the more spiritual and simple daolaros are a sight to behold.

There are very little difference between genders. Males are generally broad and slender, while females are only a few inches shorter, but are stockier and have fuller figures. Drocani women do not have breasts, something members of both sexes lament.

Relations
Since trade is such a heavy part of their culture, the drocani make a point of keeping on peoples’ good sides, judging others as individuals rather than a whole species to ensure customer loyalty (with some noteworthy exceptions.).

Due to their past enslavement by the dwarves, drocani are wont to have anything to do with them, especially the daoloaros. The feeling is mutual, as many dwarves are still sore about being defeated by a bunch of “slimy lizards”, but grudgingly admire their loyalty to family and dedication to their work. Halflings see the drocani as kindred spirits, as they also have no lands of their own and find the scaled peoples’ nomadic lifestyle both exciting and romantic, though the same can’t be said the other way around. Due to their “innate luck”, drocani consider halflings an affront to everything they stand for, parasites who live off others.

Gnomes and humans tend to mistrust drocani, the former for their relation to their kobold enemies, and the latter view them as greedy, money-grubbing swindlers. Elves mostly treat them with indifference, but their constant bragging and bull-headedness frequently wear on their nerves. Half-orcs on the other hand respect their strength as warriors and intense personalities, but are wary of the lasaris’ constant scheming.

Drocani have little contact with the other scaled races, and treat them as any other potential customers. The one exception is the sen’ka (serepentfolk), whom they despise after they abandoned them to the dwarves. The closest the drocani have to racial allies are their distant cousins, the kobolds. However, this is more an alliance of convenience than racial brotherhood. The kobolds provide the drocani with cheap, replaceable workers, and the drocani provide the kobolds with food, shelter, and protection. But due to the kobolds’ small size and checkered backgrounds, they’re often relegated to grunt work like cleaning and errand running, and the drocani find their scratchy, yipping voices irritating. By the same token, the kobolds think their “big siblings” are giant, hissing clods who need to learn to lighten up. At worst, the two races see eachother as a means to an end. But at their best, drocani and kobolds can be the staunchest allies, closest friends, and in rare cases, lovers.

Alignment & Religion
Drocani rely on the Unions for money and power, so they need all the clients they can get. Many tend to gravitate toward neutral alignments because of this, giving rise to the stereotype of drocani being greedy, lying trash who’d sell their best friend for the right price. While a gross exaggeration, it’s not a stretch, as some Unions make a good living as smugglers and black marketers.

The drocani once worshipped “The Six”, a pantheon of nameless deities who are believed to be the creators of the scaled races. After the fall of the Homeland though, Six worship fell out of practice, leaving the daolaros, and a few scattered cults as followers.

Today, many drocani worship Abadar, Erastil, and Asmodeus, as their agendas of civilization’s growth, protection of the family, and acquiring wealth and power through carefully worded contracts coincide well with their own. Clerics of Abadar are in particularly high demand amongst the Unions, and every caravan tries to have at least one in their employ. More cutthroat characters pay tribute to Calistria in hopes getting rid of a rival union, and Gorum worship has been steadily growing in recent years among warmongering arms dealers. Followers of Shelyn and Torag are not unheard of, being deities of artists and craftsmen, but the former is considered too frivolous, and worship of the latter is practically condemned due to being the patron of the dwarves.

A few drocani worship Iomedae, Norgerbor, and Cayden Cailean, as they consider their ascension the epitome of one’s determination, pride, and hard work paying off in the end. Cailean however, tends to be worshipped in secret, as many drocani resent, and even revile the Accidental God, dismissing him as a lazy, undeserving drunk who ascended through sheer, dumb luck.

Adventurers
Drocani often adventure to further the growth of their Union. Many follow the path of the fighter or ranger, becoming caravan guards, but some even become rogues, so that they might better spy on and sabotage rivals. While they aren’t against the practice of magic, drocani consider it highly impractical and unwieldy. Many who seek to become wizards or sorcerers often have to leave their unions behind, and even fewer return to them.

Because of their mercantile heavy culture, drocani are not a very religious people. The primary exception to this is Abadar, whose clerics and paladins are not only sought after, but given high positions in the unions simply for their faith. Druids and barbarians tend to be exclusive to the daolaros.

Male Names
Tsebren, Urbron, Dhakar, Ahkash, Kodo

Female Names
Sythia, Irza, Jaliito, Relu, Lleneisi


New Evolutions

While working on my "Multi-Eidolon Summoner" I received a few suggestions for evolutions. One thing led to another, and soon I found myself swamped with them. Let me know what you think.

3-Point Evolutions

:
Plant Roots (3 EP)
The Eidolon has the ability to plant and retract root-like appendages into the ground as a standard action, giving it a +4 bonus to CMD against being bull rushed, dragged, overrun, repositioned, and tripped. Must be Lv. 7 to take this evolution.

Sneak Attack (3 EP)
Functions as rogue ability of the same name. Must be level 5 to take this Evolution. Can be taken up to six times to increase damage.

4-Point Evolutions

:
Consume Life (4 EP)
The Eidolon must have the swallow whole, stinger and grab (tail), or tentacles and grab (tentacles) evolutions. The Eidolon regains HP equal to half the damage inflicted by swallow hole, stinger, or tentacles. Must be level 10 to take this evolution.

Elemental Absorption (4 EP)
Select an energy type. Damage of this type grants you temporary HP equal to half the damage taken. At lv. 20, all the damage is converted into temporary HP. Must have the immunity evolution against the type of energy you wish to absorb. You must be Lv. 12 to take this evolution.

Tap Energy (4 EP)
As a full-round action, an Eidolon can gather energy from the planet and use it in different ways. Select one of the following powers. The effects end if the Eidolon takes an action.:

Healing: All allies within 30 ft. of the Eidolon gain fast healing 2. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability it doesn’t stack.

Magic: All allies within 30 ft. of the Eidolon gain +2 to their caster level. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability, it doesn’t stack.

Sensing: The Eidolon gains blindsense and tremorsense with a range of 30 ft. If they already possess these evolutions, their range is doubled.

Energy Ward: All allies within 30 ft. of the Eidolon gain any energy resistances (but not vulnerabilities or immunities) it has. The range can be increased by 5 ft. by spending 1 additional EP for a max of 60 ft. If multiple Eidolons have this ability, it doesn’t stack.

This evolution may be taken more than once, each time granting a different power. Only one power can be active at a time. Must be Lv. 12 to take this evolution.

Weakness Evolutions
These evolutions provide additional EP at the cost of giving your Eidolon handicaps.

:
Energy Weakness (-1 EP)
Take an additional 2 points of damage from a certain type of energy. This can be selected more than once. Each time selected, you may select a different type of energy, or increase the additional damage of an already selected type by 2. Can be taken up to six times. You can’t select this evolution if the Eidolon is resistant or immune to that energy (Ex. A Eidolon with Fire Resistance, can’t take Fire Weakness.).

Ability Decrease (-2 EP)
Lowers one ability score by two. Can only be taken as many times as Ability Increase.

Blindness (-3 EP; special)
The Eidolon is blind. If the Eidolon has multiple heads, this affects all of them, and the Eidolon gains 1 additional EP per head.

Life Dependency (-4 EP)
The Eidolon constantly loses 1 HP every round when summoned. Must be level 10 to take this Evolution.


Thought I'd try my hand at race creation, so I put my spin on a race that doesn't get enough love.

Ra’zild

Overview & Personality:
Distant cousins of the kobolds, the reptilian ra’zild are the most common of the scaled races, but also a race in decline. They have no country of their own, and are frequently treated with suspicion. Despite this, they have a strong sense of racial pride, having weathered enslavement by the dwarves, being hunted down by magically mutated monsters, and even surviving the destruction of their homeland, Ra’Zaros-Gra. They are a hardy people, but also arrogant, stubborn, and quick to anger. No matter what happens, a ra’zild will never admit defeat or ask for help, especially from members of another race. And if they do, it is only when much is at stake. To them, as long as they stand together and fight, they can survive even the End Times.

Despite their fullmetal attitudes, ra’zild are very practical. Whether it’s trying to survive the harsh wilderness or etching out a living in the cities, they always consider how something will benefit them in the long run. This attitude can make them come off as cold and manipulative, but ra’zild are in fact a fiercely independent, passionate people, if not somewhat boastful.

Society & Lands

:
The ra’zild homeland of Ra’Zaros-Gra has long since fallen, leaving them without a country of their own. Instead they have “trade unions”, powerful merchant guilds that control entire cities. The unions get most of their income by sending travelling caravans into other lands to sell their wares. Attacking them is extremely dangerous, as they’re heavily guarded, and doing so will get the entire union trying to hunt you down. Even the most hardened of bandits know that raiding a union caravan is tantamount to suicide.

But despite being the glue that holds the ra’zild together, the unions are still businesses. They’re constantly in competing, forming alliances and making deals while plotting all manner of Machiavellian intrigue against one another. They don’t take kindly to fellow ra’zild working outside the unions, and will often persuade or strongarm them into their ranks. Some even go as far as threatening everyone they know to ensure the rogue ra’zild can’t work anywhere else. As a result, those outside the unions tend to end up as scavengers, beggars, and criminals.

Some ra’zild continue to follow their old ways and beliefs, wandering the world as nomadic clans. These ra’zild are called “daolaros”, or “wind drifting leaves” in ra’zili, referencing their nomadic lifestyle and how they adamantly keep their ancient traditions, much like how a mighty tree still stands even after the leaves scatter in the wind. The daolaros view their kin with pity and disdain, thinking them as wayward souls who’ve lost their way at best, and petty fools who have sold out their pride at worst. They call them “lasari”, or “dying leaves”.

Physical Description

:
The ra’zild are exactly what you’d expect a lizardman to look like: anthropomorphic reptiles with slender bodies, long, thick tails, thin, wiry fingers fingers and toes ending in sharp, black nails, and powerful snouts with slit nostrils and pointed teeth. All covered from head to toe in colorful, leathery scales. They resemble common types of lizard like iguanas and geckos, but chameleons and even thorny devils are not unheard of. Ra’zild have slightly more muscle mass than most other races, giving them a sleek, but athletic build. Contrary to popular belief, ra’zild scales aren’t thick enough to provide protection (though they’ll adamantly claim otherwise no matter what.).

Compared to other races, ra’zild are more accepting of nudity. They take great pride in their powerful bodies, and enjoy showing them off, only wearing more than enough to cover their modesty as customs warrants it, and to keep from alienating themselves from their non-ra’zild peers. Ra’zild clothing tends to be rather showy or colorful, with intricate patterns and a great deal of jewelry, especially among the upper class. Even the more spiritual and simple daolaros are a sight to behold.

There are very little difference between genders. Males are generally broad and slender, while females are only a few inches shorter, but are stockier and have fuller figures. Ra’zild women do not have breasts, something members of both sexes lament.

Relations

:
Having once been enslaved by the dwarves, the ra’zild are wont to have anything to do with them, especially the daoloaros. The feeling is mutual, as many dwarves are still sore about being defeated by a bunch of “slimy lizards”, but at the same time admire their loyalty to family and dedication to their work. They tend to get along rather well with halflings, as they also have no lands of their own and find the scaled peoples’ nomadic lifestyle both exciting and romantic. Gnomes and humans tend to mistrust ra’zild, the former for their relation to their kobold enemies, and while the latter view them as greedy, money-grubbing swindlers. Elves and fenri have dislike the ra’zild for their constant bragging and bull-headedness, but find the best way to deal with them is to treat them with indifference. The orcs respect ra’zild for their strength as warriors and intense personalities, but are wary of the lasaris’ constant scheming.

The ra’zild have little contact with the other scaled races, and treat them with as much neutrality as any other potential customers. The one exception are the sen’ka (serepentfolk), whom they despise after they abandoned them to the dwarves. The ra’zild’s closest allies are their distant cousins, the kobolds. However, this is more of an alliance of convenience than any idea of racial brotherhood. The kobolds provide the ra’zild with cheap, replaceable workers, and the ra’zild provide the kobolds with food, shelter, and protection. But due to the kobolds’ small size and checkered backgrounds, they’re often relegated to cleaners and go-fors, and the ra’zild find their scratchy, yipping voices irritating. By the same token, the kobolds think the ra’zild are big, hissing clods who need to learn to lighten up. At worst, the two races see eachother as a means to an end. But at their best, ra’zild and kobolds can be the staunchest allies, closest friends, and even lovers in some rare cases.

Alignment & Religion

:
Because they have no country of their own, the ra’zild depend on their trade unions for money and power. As a result, they tend to gravitate toward more neutral alignments, as they need all the clients they can get. This makes the ra’zild come off as greedy and deceitful, and sometimes that’s the case, as some unions make a good living as smugglers and black marketers.

The Ra’zild once worshipped “The Six” (Their true names are a closely guarded secret.), the patron deities of sen’ka and the other scaled races. But after the fall of Ra’Zaros-Gra, Six worship gradually declined, and now all but the daoloaros still practice it.

Today, many ra’zild worship Abadar and Erastil, as their agendas of civilization and protection of the family coincide well with their own. Clerics of Abadar are in particularly high demand amongst the unions, and every caravan tries to have at least one in their employ. The more cutthroat members of their race pay tribute to Calistria in hopes getting rid of a rival union. Shelyn and Torag worship is also not unheard of, but the former is considered too frivolous, and the worship of the latter is practically condemned due to being the patron of the dwarves.

Though rare, some ra’zild worship Iomedae, Norgerbor, and Cayden Cailean, as they consider their ascension the epitome of one’s determination and pride paying off in the end. Cailean however, tends to be worshipped in secret, as many ra’zild resent, and even revile the Accidental God, dismissing him as a lazy, undeserving drunk who ascended through sheer, dumb luck.

Adventurers

:
Ra’zild mainly become adventurers to bring honor and glory to their trade unions. Many follow the path of the fighter or ranger, becoming caravan guards. Some even become rogues, and so that they might better spy on and sabotage rivals.

While they aren’t against the practice of magic, ra’zild consider it highly impractical and unwieldy. Many ra’zild who seek to become wizards or sorcerers often have to leave their unions behind, and even fewer return to them.

Because of their mercantile heavy culture, ra’zild are not a very religious people. The primary exception to this is Abadar, whose clerics and paladins are not only sought after, but given high positions in the unions simply for their faith. Druids tend to be exclusive to the daolaros.

Male Names
Tsebren, Urbron, Dhakar, Ahkash, Khord

Female Names
Sythia, Irza, Jahliito, Relu, Lleneisi

Racial Stats

:
Type: Humanoid (Reptilian)
Size: Medium
Speed: 30 ft.
+2 STR & CHA, -2 WIS: Ra’zild are strong in body and personality, but their stubbornness and pride has a habit of getting them in trouble.
Languages: Common & Draconic.
Bonus Languages: Dwarven, Elven, Undercommon, Giant, Gnoll, Orcish, Infernal

Defense Traits
Pride: Ra’zild receive a +2 racial bonus vs mind affecting effects.

Offense Traits
Hatred: Ra’zild have been killed and enslaved by the dwarves, and are very bitter toward the sen’ka for forsaking Ra’Zaros-Gra. Gain +1 on attack rolls vs dwarves and sen’ka.
Bite (1d4)
Weapon Familiarity: Ra’zild are proficient with longswords and treat any weapon with “ra’zild” in its name as a martial weapon.

Senses Traits
Low-Light Vision

Skill & Feat Traits
Caravan Child: Ra’zild rely on their trade unions for income and power, and as such, have an eye for spotting rival spies and bad deals. Appraise and Sense Motive are always considered class skills.

Description

:
Ages
Adulthood: 25
Intuitive: +1d6
Self-Taught: +2d6
Trained: +3d6

Middle Age: 75
Old Age: 100
Venerable: 130
Maximum Age: 140 + 3d20

Height & Weight
Height (Male/Female): 5’5’’/5’3’’
Weight (Male/Female): 120 lbs./130 lbs.
Modifier: +2d12
Weight Multiplier: x6

Inspirations

:
The Ts'krang from Earthdawn.
The Argonians from Elder Scrolls.
The Bangaa from Final Fantasy (Ivalice).

Some of the few series to do lizardmen right.

Reasons For Traits & Lore

:

Heavier Women
In real life, female reptiles are bigger than the males as it takes more energy to lay eggs than give live birth. I wanted to keep the sexual dimorphism as minimal as possible while still keeping it fairly realistic, so I made the ra'zild women heavier. Not sure if did it enough though.

Enemies of the Dwarves
Lets face it, aside from the dwarves don't have a lot of unique racial enemies. Orcs, goblins, giants, and the occasional elf have been done to death.

Children of a Fallen Land
I want to get a version of these guys (under different names if I have to give up use of ra'zild forever.) in the main Pathfinder universe. However, I couldn't figure out where to put them, and I was haven't read of the Serpent's Skull, or similar products. So I fell back on the old "destroyed country" excuse.

LOL: Loud, Obnoxious Lizards
Lizardfolk are stereotyped as coldblooded, apathetic, and generally unpleasant to be around. How do you put a fresh spin on them? Make'em wild, arrogant, hot-headed, and still unpleasant to be around!

And that's the ra'zild, hope you all enjoyed it. If you didn't, tell me why.


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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.

This ability replaces twin eidolon.

Feedback would be much appreaciated.


My first attempt at a pact-magic themed class:

Oathmage
It is said that a man’s word can make or break him, that something as simple as a promise can change the course of history. Some scoff at this claim, calling it little more than trite romanticism. But some believe that the sworn oath is more than mere words, that there is something magical in a contract. That a deal, if made with the right people, is a source of great and terrible power…one need only be willing to pay for it. While wizards gain their magic through intensive study and sorcerers through raw talent, these spellcasters gain theirs by bargaining with powerful, otherworldly beings. In exchange for this power, they swear an oath to their patrons, a vow that if broken will cost them not only their gift, but something they hold dear. Many fear and loathe them, even their fellow spellcasters, but none can deny the power of the oathmage.

Role
The Oathmage is an extremely versatile class thanks to its ability to form contracts or “oaths” with otherworldly entities. Oaths focus mainly on offensive magic, but also have a variety of support spells.

Alignment
Oathmages can be of any alignment, but certain pacts may require them to change that…sometimes without intending to.

Hit Die
d8

Base Attack Bonus
As Wizard

Saves
As Wizard

Class Skills
Appraise, Bluff, Craft, Diplomacy, Fly, Intimidate, Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession, Sense Motive, Spellcraft

Skill Ranks per Level
4 + INT modifier

Oathmages In The World

Spoiler:
“Oh sure, you force your daughter to marry the Viscount’s son in exchange for wealth and land and nobody lifts a finger, but I force my daughter to marry the Archduke of the Plane of Fire for some spells and everybody throws a fit!”

- Billias Rothchild, human oathmage.

Many people are very distrusting of oathmages due to the nature of their powers, and with good reason. Becoming one requires bargaining with spirits and other outsiders, and their demands run the gamut from small favors to arduous quests to horrific, gory rituals. After all, how would you feel if your best friend sold your right arm to some water elemental for the ability to breathe underwater, or the man you loved allowing a demon to have his way with you so he could have him do his bidding? That would suck (and probably hurt like hell)! Regardless of where they go, oathmages are rarely ever welcomed with open arms, even by fellow spellcasters, who view them as little more than dabblers who cheated their way to get their powers while they had to work for it. The feeling is mutual, as many oathmages consider their art no different than any other business transaction, calling their detractors cowards and hypocrites.

Laws of Oath Magic

Spoiler:
“I emerged through the portal expecting another worm spell-slinger. It seemed like another open-shut pact. We make a deal, I give her power, I twist her wish in some way, I claim her immortal soul as my plaything, cue moral of the story. She was there…and she brought a lawyer with her.”

- Demon Lord Ozma after a prepared wizard formed a pact with him.

In recent years special oath magic laws have been enacted by both mortals and spirits to ensure that nobody can exploit the contracts. While some laws vary between spirits, they all follow these laws:

1. Only those directly involved in the pact may come to any harm. Using others as bargaining tools against their will is forbidden.

2. Forming pacts with anyone under adulthood is forbidden.

3. While forming the pact, patron spirits are forbidden from lying.

4. The caster is allowed to have no more than one outside advisor when dealing with spirits.

For the most part the laws work, but there are still exploitable loopholes. For example, while spirits are required to be truthful during the formative stages of the oath, this doesn’t forbid withholding information, so would-be oathmages need to watch out for the “you didn’t ask” trap. This is especially problematic because once a pact is made it can’t be negated under any circumstance. The GM may decide how much these laws are enforced.

Class Features

Spoiler:
1. Cantrips, Pact, Price, Oathspells, Oath Power
2.
3. Oath Power
4.
5. Oath Power
6.
7.Oath Power, Greater Oath Powers
8.
9. Oath Power
10.
11. Oath Power
12.
13. Oath Power
14.
15. Oath Power, Supreme Oath Powers
16.
17. Oath Power
18.
19. Oath Power
20. Leniency

Spells
[spoiler]An oathmage casts arcane spells drawn from the sorcerer/wizard list (May gain its own list in future versions.). Oathmages prepare their spells in advance (Based on Intelligence) and learn spells at the same rate as a wizard, and like a wizard, oathmages must prepare their spells in advance, but instead of consulting a spellbook, they consult an otherworldly “magical database” by meditating an hour a day much like a cleric.

Pact

Spoiler:
The source of an oathmage’s power is their pact. Pacts provide them with a pool of “oathspells” and several “oath powers”. Unless otherwise noted, there are no special requirements. Here are concepts for some of the pacts:

Abaddonic (aka Daemonic)
While rare, it’s not unheard of for the hateful, death-sowing daemons to ally themselves with oathmages, especially if the prospect of powerful souls is involved. The price for the power of the denizens of Abaddon is almost exclusively your own soul, but not all members of daemonkind are that picky.

Abyssal
The destructive demons of the Abyss are difficult to work with, they have been known to work oathmages if it means causing some mayhem, but more often than not it’s the oathmage who makes the first move. But be warned, due to their chaotic, self-indulgent nature, demons will only marginally keep their end of bargain, and will hunt you down and kill when the moment presents itself.

Celestial (Any Non-Evil Alignment)
From a religious standpoint, the idea of angels and archons forming pacts with arcane spellcasters is ridiculous and even sacrilegious. But while such dealings are rare, they aren’t forbidden, though generally frowned upon and discouraged. The outsiders, especially archons and lawful good angels, tend to ally with oathmages only to do so as a last resort, and even then, only the faithful and righteous are likely to have such an honor.

Elemental
The most common and easiest pact an oathmage can make, but far from the weakest. Plentiful, varied in personality and sentience, and easy to keep work with, what elementals make up for in lack of extreme power with incredible versatility.

Elysion (aka Azata) (Any Non-Evil Alignment)
While the idea of the flighty, freedom-loving azata being bound to an oathmage seems contradictory, a pact is in its most basic sense an agreement between two people. The azata are always ready to fight for the sake of freedom and good, and usually all one needs to form a pact is earn their friendship.

Infernal
You draw your power from pacts made with the forces of Hell. Devils often come to weak oathmages with promises of power in hopes of acquiring their souls, or to further their own agendas. Your hellborn powers are yours to use as you wish, but we warned, your “allies” will do everything in their power to break your oath and bring about your downfall.

Nirvanan (aka Agathion) (Any Non-Evil Alignment)
In their quest for enlightenment and the defense of all that is good, it makes sense that the agathions would be the most common good-aligned outsider to form a pact with an oathmage. Like the azata, agathion tend not to be as stringent as other outsiders as far as the rules of their pact go, and all it really takes is maintaining some form of relationship with them.

Protean
“Introduce a little anarchy and everything turns to chaos. I’m an agent of chaos. And the funny thing about chaos is…it’s fair.” Heath Ledger’s quote from “The Dark Knight” sums it up best when describing the general mentality of oathmages who dare to deal with the proteans of Limbo. A pact with a protean is only a pact in the most basic sense of the word. There’s no need for deals, no need for planning, no need for talk. Spreading chaos, sewing discord, destroying the totality of existence, and the willpower to keep your mind from being turned inside-out, that’s all it really takes to get one of the serpentine monsters to loan you their power and live. Many go in thinking they can maintain their sanity and not give in to the power, and predictably, many fail.

Utopian (aka Inevitable)
The inevitables will do whatever it takes to ensure that the order of the universe is enforced and preserved, even if it means allying with mortals. Usually they only form pacts with oathmages with similar ideals, but sometimes they go against this as a form of converting them to the side of law. Regardless, use caution when dealing with the living machines, because in addition to the strict terms of the contract, they always do so with some kind of plan in mind.

Prices

Spoiler:
Forming an oath comes at a price, as a side-effect of the mystical link bonding mage and patron, or a part of the contract. In addition to any requirements that don’t directly affect gameplay (Say offering your first-born child or the soul of a loved one.), the oathmage must select a one of the prices listed below by rolling a d%. Prices can either be “burdens”, which are always active, but can only be broken by curing them, or “punishments”, which are only inflicted whenever the oathmage breaks their oath. Some prices can be treated as both types, in which case the oathmage or GM must choose one. The prices are sorted into groups, and the oathmage may only have one penalty from each group.

Group A (Can be either Burdens or Punishments)
1-2. Ability Score Penalty: Strength -4
3-4. Ability Score Penalty: Dexterity -4
5-6. Ability Score Penalty: Constitution -4
7-8. Ability Score Penalty: Intelligence -4
9-10. Ability Score Penalty: Wisdom -4
11-12. Ability Score Penalty: Charisma -4
13-14. Ability Score Penalty: All Physical -2
15-16. Ability Score Penalty: All Mental -2
17-18. Ability Score Penalty: All Scores -2
19-20. Ability Score Penalty: One Physical, One Mental -2

Group B (Can be either Burdens or Punishments)
21-22. HP Gain Penalty -2 (Min. 1)
23-24. Skill Point Gain Penalty -2 (Min. 1)
25-26. Spells Per Day Penalty -1 (If it results in 0, you only gain bonus spells at that level)
27-28.Less Bonus Spells -1
29-30. HP Gain Penalty -4 (Min. 1)
31-32. Skill Point Gain Penalty -4 (Min 1)
33-34. Spells Per Day Penalty -2 (If it results in 0, you only gain bonus spells at that level)
35-36. Less Bonus Spells -2
37-38. No Favored Class Bonus
39-40. Lose 1 Class Skill

Group C (Can be either Burdens or Punishments)
41-42. Fortitude Save Penalty: -2 (Min. 0)
43-44. Reflex Save Penalty: -2 (Min. 0)
45-46. Will Save Penalty: -2 (Min. 0)
47-48. Base Attack Bonus Penalty: -2 (Min. 0)
49-50. Initiative Penalty: -2 (Min. 0)
51-52. Two Save Penalty (Random): -1 (Min. 0)
53-54. Two Save Penalty (Your Choice): -1 (Min. 0)
55-56. Base Attack Bonus: One Fewer Attack (Min. 1)
57-58. Initiative Penalty: Always Last
59-60. All Saves: -1 (Min. 0)

Group D (Burdens Only)
61-62. Curse: Clouded Vision (APG)
63-64. Curse: Deaf (APG)
65-66. Curse: Haunted (APG)
67-68. Curse: Lame (APG)
69-70. Curse: Legalistic (Blood of Fiends)
71-72. Curse: Consumed (Blood of Fiends)
73-74. Curse: Tongues (APG)
75-76. Curse: Wasting (APG)
77-78. Curse: Wrecker (Blood of Fiends)
79-80. Sold Soul: Can’t be resurrected if dead over a week.

Group E (Burdens Only)
81-82. Healing Penalty: Half As Effective (Min. 1)
83-84. Negative Energy Heals & Positive Energy Harms
85-86. Start With Two Less Bonus Languages
87-88. Debt: 1d10 x 1,000 GP
89-90. Voices: Alignment 1 Step Different
91-92. Voices: Alignment 2 Steps Different
93-94. Voices: Alignment Shift: Polar Opposite
95-96. Die Upon Breaking Oath. Can’t be resurrected by anything short of divine intervention. Punishment only.

Group F
97-98.Reroll for two prices, ignoring any further rolls of 97-100.
99-100. Reroll for three prices, ignoring any further rolls of 97-100.

NOTE
Curse
Functions as the Oracle’s Curse ability, but you don’t gain any of the benefits.

Debt
The oathmage must pay off a certain amount of gp, either in actual currency or items. Half their money earned automatically goes toward paying off the debt until it’s paid off.

Voices
You hear voices in your head that will tempt you to do things. These can be either your patron whispering to you or an alternate personality. Once a week, the voices may attempt to force control you, and you must pass a Will save with a DC of 10 + (5 per step the voices’ alignment differs.) to fight them off.

Oathspell

Spoiler:
Pacts provide oathmages with a small pool of spells they can cast spontaneously, much like how a cleric can cast cure/inflict spells. To cast an oathspell, just sacrifice a prepared spell of the appropriate level. You may also sacrifice a number of spells whose total level equals that of the oathspell, but only if they can cast spells of that level normally (Ex. You can’t cast a level 4 oathspell by sacrificing two level 2 spells unless you can cast a level 4 spells normally.).

Oath Powers

Spoiler:
In addition to spells, oathmages gain supernatural powers at every odd numbered level. These powers are similar to a barbarian’s rage powers, a ranger’s combat style feats, and a rogue’s talents. But certain pacts limit the types of powers you have access to.

At level 7 you can select stronger “greater oath powers”, while at level 15 you can select the even stronger “supreme oath powers”.

Leniency

Spoiler:
At level 20, if an oathmage violates his pact to the extent that he would lose his powers and abilities, he can not suffer any kind of punishment and keep his powers. This ability only works once a year.

CLOSING
Well, that’s the oathmage, hope you all enjoyed it. If anyone has any suggestions or feedback, post them, I need it.

Feel free to let me know if you have ideas for pacts, prices, powers, spells selections, and something better than “Leniency” for a capstone ability.

NOTE: No Draconic pact. With all this talk of dragonborn, dragon bloodlines, and other dragon powered classes, I’ve decided that having forming pacts with dragon would make things even more redundant than they already are. That, and I’m already using master arminas’ converted dragon shaman class in my games. Seriously he’s awesome, check it out:

http://paizo.com/forums/dmtz4x5a?A-Pathfinder-Dragon-Shaman-A-Conversion-by #8


Trying to come up with a pact-based spellcasting class. I'm aware of the Binder and its glorious rebirth in the much-lauded "Secrets of Pact Magic", but I'm looking for something more along the lines of "form a permanant-until broken covenant with a one or more spirits/demons/outsiders" than "IM a spirit into your soul for a brief period of time at the risk of a type of bodyjacking, repeat when time runs out" to use their spells and/or powers. Here's what I have for the system (May be subject to GM approval):

  • Caster and Spirit must form some kind of contract. This can range from simple ("Do not summon spirit on certain days") to out-right insane ("Kill your family, best friend, and his family, bathe in their blood, and then drink it".).

  • Something of personal value to the Caster must be held as collateral should the contract be broken. Again, this can be simple (A sum of money or possession) to out-right insane (The classic "sell your soul or first-born child" to having your skin flayed off your body).

  • Half your spells known are derived from your pact(s). The rest from the class' (or other class') spell list. Pacts will either have their own mini-spell list or a bonus spell list like the Sorcerer Bloodlines and Cleric Domains.

  • If "powers" (Think Bloodline and Domain) are used, the Caster can only use the powers one pact, the "Active Pact". They'd be able to switch their Active Pact as a full round action and may be able to have multiple Active Pacts as they level up. I'm thinking each pact would have 2-5 powers.

  • At some point the Caster would learn to summon their Spirit(s) into battle. They wouldn't be able to use spells and powers gained from that Spirit as long as they're summoned. The summoning would function like the Summon spells.

  • If a Spirit leaves the Caster's service, that spirit can be replaced ala Animal Companion.

    That's what I have so far. Let me know what you think and needs to be done to balance this out.