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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?
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.
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
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
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.
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)
Summon Shadow (Su) (Edge)
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)
Improved Shadow Call (Advanced Talent)
Shadow Jump (Advanced Talent)
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)
Shadow Master (Advanced 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?
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...
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
That's all I have at the moment, let's hear what you have to say. FLAME SHIELDS UP! :)
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 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
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
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
Personality: You become almost completely emotionless and are always suspicious of other people, even if you know them very well. Favored Ally: None
Vestigial Compaion
Legend
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.
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
Capstone Empowerment
Minor Granted Abilities
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
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
Legend
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
Totems
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
Capstone Empowerment
Minor Granted Abilities
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
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
Legend
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
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
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 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
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
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
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
Female Names
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)
4-Point Evolutions
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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)
Tap Energy (4 EP)
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
: 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)
Blindness (-3 EP; special)
Life Dependency (-4 EP)
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
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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
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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
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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
Female Names
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• 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
Offense Traits
Senses Traits
Skill & Feat Traits
Description
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Ages
Adulthood: 25 Intuitive: +1d6 Self-Taught: +2d6 Trained: +3d6 Middle Age: 75
Height & Weight
Inspirations
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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
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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
Children of a Fallen Land
LOL: Loud, Obnoxious Lizards
And that's the ra'zild, hope you all enjoyed it. If you didn't, tell me why.
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 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 alters Shield Ally and Greater Shield Ally. Dual Summon
This ability replaces twin eidolon. Feedback would be much appreaciated.
My first attempt at a pact-magic themed class: Oathmage
Role
Alignment
Hit Die
Base Attack Bonus
Saves
Class Skills
Skill Ranks per Level
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
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)
Abyssal
Celestial (Any Non-Evil Alignment)
Elemental
Elysion (aka Azata) (Any Non-Evil Alignment)
Infernal
Nirvanan (aka Agathion) (Any Non-Evil Alignment)
Protean
Utopian (aka Inevitable)
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)
Group B (Can be either Burdens or Punishments)
Group C (Can be either Burdens or Punishments)
Group D (Burdens Only)
Group E (Burdens Only)
Group F
NOTE
Debt
Voices
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
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):
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