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So Vorka, the final boss of We Be Goblins, has some weird hp. It says that she has the Toughness feat, and a +2 Con mod, yet somehow at level three she is getting a +12 to her 3d8. By my calculations, she should be getting a +9 (+6 from her Con and +3 from Toughness). Where is that extra +3 coming from? It doesn't look like it's coming from any spell or potion, so what gives?


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Hi everybody! Today I have for you a spellcasting werewolf, cause why not? My main influence for this class is the druid, sorcerer bloodlines, werewolves and other therianthropes. The name comes from a Mesoamerican word for a shapeshifter. I'm looking for some help on fleshing the class out, and of course making sure it's all balanced and squared away.

Without further ado, the Nagual!

Nagual
For some, lycanthropy is a curse. For the nagual, it is a blessing. Nagual are adventurers who embrace their curse, and learn how to control it, referring to it as a blessing. Nagual can either ritually become a lycanthrope or inherit the ability the old fashioned way, getting mangled by someone already afflicted.
Role: The nagual are varied, their role can change easily based on their affliction. Most tend to be warriors of the wild, prefering to fight in their hybrid forms and using their spells for battlefield control.
HD: d8
Saves: Fort and Ref are good, Will is bad
Class Skills: Acrobatics, Climb, Disguise, Handle Animal, Intimidate, Knowledge (nature), Perception, Survival, Swim

Level - Class Abilities--------Spells Known 0 1 2 3 4 5 6 7 8 9
1st --- Affliction, Shift Pool--------------- 3 1 ---------------
2nd --- Affliction power------------------- 4 2 ---------------
3rd --- Fast Healing I---------------------- 4 2 1 -------------
4th --- Shift Casting----------------------- 4 3 2 -------------
5th --- ------------------------------------- 4 3 2 1 -----------
6th --- Affliction power-------------------- 4 3 3 2 -----------
7th --- Fast Healing II--------------------- 4 4 3 2 1 ---------
8th --- Dire Form-------------------------- 4 4 3 3 2 ---------
9th ----------------------------------------- 4 4 4 3 2 1 -------
10th ---------------------------------------- 4 4 4 3 3 2 -------
11th -- Fast Healing III-------------------- 4 4 4 4 3 2 1 -----
12th -- Affliction power-------------------- 4 4 4 4 3 3 2 -----
13th ---------------------------------------- 4 4 4 4 4 3 2 1 ---
14th ---------------------------------------- 4 4 4 4 4 3 3 2 ---
15th ---------------------------------------- 4 4 4 4 4 4 3 2 1 -
16th -- Fast Healing IV--------------------- 4 4 4 4 4 4 3 3 2 -
17th ---------------------------------------- 4 4 4 4 4 4 4 3 2 1
18th ---------------------------------------- 4 4 4 4 4 4 4 3 3 2
19th ---------------------------------------- 4 4 4 4 4 4 4 4 3 3
20th -- One with the Beast----------------- 4 4 4 4 4 4 4 4 4 4

Spells: A nagual casts nature spells, which he learns through contemplation of his nature and of nature around him. The nagual is a spontaneous spellcaster, he does not need to prepare his spells ahead of time. His spells are drawn from the nagual spell list. To learn or cast a spell, the nagual must have a Wisdom score eaqual to at least 10 + the spell level. The Difficult Class for a saving throw against his spells is equal to 10 + his Wisdom modifier + the spell level.

Like other spellcasters, a nagual can only cast a certain number of spells per day. In addition, he can recieve bonus spells per day if he has a high Wisdom score.

Spells Per Day
0 1 2 3 4 5 6 7 8 9 -- Level
4 2 ---------------- - 1st
5 3 ---------------- - 2nd
5 3 2 -------------- - 3rd
5 4 3 -------------- - 4th
5 4 3 2 ------------ - 5th
5 5 4 3 ------------ - 6th
5 5 4 3 2 ---------- - 7th
5 5 5 4 3 ---------- - 8th
5 5 5 4 3 2 -------- - 9th
5 5 5 5 4 3 -------- - 10th
5 5 5 5 4 3 2 ------ - 11th
5 5 5 5 5 4 3 ------ - 12th
5 5 5 5 5 4 3 2 ---- - 13th
5 5 5 5 5 5 4 3 ---- - 14th
5 5 5 5 5 5 4 3 2 -- - 15th
5 5 5 5 5 5 5 4 3 -- - 16th
5 5 5 5 5 5 5 4 3 2 -- 17th
5 5 5 5 5 5 5 5 4 3 -- 18th
5 5 5 5 5 5 5 5 4 3 -- 19th
5 5 5 5 5 5 5 5 5 4 -- 20th
----------------------------

Affliction: At first level, a nagual either selects his affliction, choosing what kind of lycanthrope he becomes. Each different affliction is tied to a different animal, which affects their forms and grants unique powers. Your affliction grants you two additional forms known as your shift forms, the first being your hybrid form and the second being the animal form. Spells cannot be cast when in your animal form.

Shift Pool: At first level, the nagual gains the ability to shift at will between his three forms - human, hybrid and animal - by spending points from his shift pool. The nagual's shift pool is equal to 1/2 their level plus their Wisdom modifier, mininum of 1.

It costs one point to shift and shifting is a full round action. At 7th level shifting takes a standard action, and at level 14 it becomes a swift action.

Fast Healing I: At third level, the nagual begins to recovery from injuries more quickly. He gains one hit point per round. He cannot exceed his maximum hit points, and this only works in his hybrid form.

Shift Casting: At 4th level, you can spend a shift point to cast a spell when in in your animal form.

Fast Healing II: At 7th level, the nagual gains two hit points per round. He cannot exceed his maximum hit points and this only works in his hybrid form.

Dire Form: At 8th level, the nagual learns how to take on a dire form. By spending a shift point, he can transform into a dire version of his affliction animal, granting him increased abilities over his animal form while in this state. However, he cannot pass for

Fast Healing III: At 11th level, the nagual recovers three hit points per round, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms.

Fast Healing IV: At 16th level, the nagual recovers four points per round when fast healing, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms.

One with the Beast: At 20th level, the nagual has mastered his affliction and gains the benefits of his animal form while in his human form.

Fast Healing V: The nagual heals five hit points a round, up to his maximum hit points. He can heal now in all of his forms.

Scent: You gain the scent ability in your human form.

Natural Attacks: You gain the natural attacks of your animal form while in your human form.

------------------------
I currently have only one affliction partially written, any suggestions on additional powers or what have you is welcome. As are suggestions for additional afflictions, I'm planning on making an affliction for each type of lycanthrope available in the game, as well as one for coyotes (since they are the most common shapeshifter in North America and a trickster sounds like fun). Any additional afflictions are welcome, as are any archetypes. I'm thinking of a pack-master archetype that drops spells and grants two animal companions of your affliction type.

Affliction of the Wolf:

The wolf is as much a part of you as anything else.

Animal Form:
You take on the form of a wolf, your body contorting painfully in the process.

In your animal form you can't talk, which impedes your spellcasting ability. The nagual gains the following benefits in his wolf form: +2 natural armor bonus, a natural bite attack that does 2d4 damage, the scent ability, +2 Perception bonus, +10 base speed bonus, and a +10 bonus on disguise checks to pass as a normal wolf.

Hybrid Form:
Your body contorts and breaks as bone and muscle shift, making you taller and stronger, as dark fur covers your body and your head shifts from that of a man to that of a wolf.

In his hybrid form, the nagual takes a -10 penalty on disguise checks to pass as a member of the player races. He also gains the following: +2 natural armor, natural bite attack that does 1d4 damage, the scent ability, and a temporary +2 bonus to his Strength, Constitution and Dexterity ability scores.
In addition, as he levels up the nagual gains the following abilities.

Jaws of the Wolf: Starting at second level, the nagual's bite attack does additional damage. At second level, he does an additional 1d6 damage with his bite attack. This increases to +2d6 at 4th level, +3d6 at 6th level, and so on.

Frightening Growl: At 6th level, the nagual can let out a low, gutteral growl. When doing so, roll to intimidate, targeting a single enemy. On a successful check, the target of your growl is shaken for 1d4 turns. You cannot use this ability if you cannot speak, such as if you are under the effects of a silence spell.

At 14th level, you can target all enemies in your line of sight that can hear you.

Howling at the Moon: At 12th level, the nagual can let out a deafening howl, creating a cone of sonic energy that deals 2d6 damage to anyone in the path.


So I was wondering how balanced it would be to add the Oathbound archetype to the normal Paladin class, not replacing abilities but having the Oaths modify the existing ones, but not replace them. I'm not concerned with it being unbalanced for a palli vs palli fight, but how would it stack against other classes, like the Fighter, Ranger, Sorcerer, Cleric, etc.


Hi guys! So a while back I mentioned wanting to see a Drow Fleshwarper of some kind for player characters. I decided to go with an archetype. After quite a long period of time rolling it around in my head, I decided that an Alchemist archetype might be the way to go. I need some help though.

Here's what I have so far:

Fleshwarper:

Animal Companion

Fleshwarpers get an animal companion at first level. This animal companion functions as a druid’s animal companion, except that it does not change its base statistics at fourth level. Instead, the alchemist can use his evolution pool to change the animal, fleshwarping it into new and bizarre forms. Any fleshwarping done to the animal companion is permanent.

This replaces the alchemist’s bomb ability.

Fleshwarping Pool

Fleshwarpers have access to a number of points per level to choose from different eidolon evolutions to apply to their animal companions.

This is meant to replace mutagen.


As you can see, I kind of lack the skill to turn my vision of a Drow Alchemist into reality. I want an alchemist that makes potions and poisons, but has an animal companion. As they progress they turn their poor little animal companion into some sort of horrible monstrosity. Since fleshwarping is a permanent thing, these changes should be too (otherwise I'd just say "use mutagen on animal companion" and the whole thing would be easier to deal with.

Suggestions, comments, concerns, and screams of terror are appreciated.


So a while back (two years maybe?) I found this "archetype" on another site, and I can't remember who made it. I saved it in a document and decided to look at it later. When I finally got around to it (today) I noticed that it only switched the spell list from the sorcerer/wizard to the witch.

So here is my version with additions.

Occult Sorcerer
Occult sorcerers come from long lines of witches, patrons of witches, and supernatural creatures summoned by witches. Bonded to mysterious objects by otherworldly forces, the occult sorcerer is something to be reckoned with.

Spells -
Your spells are drawn from the witch spell list instead of the sorcerer spell list.

Bonded Implement -
At first level, you form a bond with a mysterious object known as an implement. Different types of implements are tied to different arcane schools of magic. Implements act much the same as a holy symbol for a sorcerer, providing focus to channel her magic and cast spells.
When casting a spell from the school associated with your implement, you gain a +2 bonus to your caster level and to the save DC of the spell. The sorcerer do not need any other material components when casting their spells as long as they belong to the school associated with her implement.
This replaces the eschew materials feat.

Occult Patron -
You gain a patron, selected from the list of witch patrons. You gain all the patron bonus spells offered.
This replaces your bloodline spells.

Kinda a witch/occultist version of the Sorcerer that essentially forces some school specialization. I'm thinking about allowing them to switch between implements like an occultist at the cost of their first level bloodline power. What do you think?


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So for a while now, I've been wanting to divorce the spell lists of the Arcanist, Sorcerer and the Wizard. I don't see why these classes have to share spell lists. It forms a connection that shouldn't be there. They shouldn't use the same list if they are two different classes. It is a holdout from 3.0 that needs to be modified in my opinion. Of course, I believe the same is true for the Cleric/Oracle/Warpriest spell list.

Similarly, I have ideas on divorcing the Hunter from the Druid and Ranger lists. I'll just make a comprehensive list for Hunters based on the other two class lists, at the appropriate levels. To divorce the Skald from the Bard, I'm going to reflavor the Skald a bit and give him a few different spells, including those that deal with spirits and stuff (my Skald is influenced by the spirits of his ancestors).

Now, I've been trying to think of ways to do this. I thought maybe about limiting the Sorcerer's list to more damaging spells, and less of everything else. Wizards would be mostly utility. Arcanists I'm less sure on how to handle. Perhaps an average amount of spells taken from both lists is the way to go on that one.

I've thought about using different magic subsystems to better represent the differences between the spontaneous and prepared casters that use the same list. Specifically, I thought about Words of Power for Sorcerers and the Variable Level Spells for the Wizard. Now, the Wizard is simple. Being a prepared caster, he can choose at the start of the day to prepare a variable level spell at a lower or higher level than normal, provided he can cast spells of that level. I chose to give them Variable Level Spells because I believe that Wizards tinker with magic, tweaking it to suit their individual needs.

But I have a problem with Words of Power. Or a few problems actually.

Problems:

1) If I use Words of Power for Sorcerers, I'd need to either convert their bloodline spells or give them different ones based on the wordspells.

2) Words of Power is lacking in versatility, which I suppose is ok for the Sorcerer since I was going to limit their spell selection anyway. But I'd still like to buff it up with some additional words. I have looked, and managed to find some here. And this post seems to provide some support for what is there. But neither option really fulfills what I'm looking for, even together.

3) The words in Words of Power aren't one word for each spell effect, I'd like to change that. Not a big deal, that's just flavor. I was thinking of tying them to runes and using the Dragon Shouts from Skyrim to determine their name.

4) This presents a problem for Arcanists, unless I wanted to give them a mix of Words and regular Spells. Which I'm not sure how that would work exactly.

5) Words of Power doesn't really fit other spontaneous casters to me, such as the Oracle, so I'd still be at a loss on what to do there.

So unless these problems can be addressed in a way that seems logical to me, I can't use Words of Power as is. But I have some other thoughts on it.

Thoughts:

1) My original idea for Words of Power after discovering the issues listed above was to turn it into a system for players to design their own spells. They pick words as normal, and use them to determine their spell's effective level. They can then name the spell whatever they please (I've always been partial to Bigby's Burning Hands) and flavor it how they want. Would that work? I don't know. It wouldn't tie into the game world that way, but it would still be a use for it.

2) My secondary idea for it is to tie it into a runic language like I mentioned above, and use feats to grant people the ability to cast new spells when they find/know enough of the runes (again, Dragon Shouts). I think this one is pretty cool, especially if each rune has some associated minor power that they can use without the need for others, and has some nice flavor to tie it into the lore of the campaign world. Though I think there might be a 3pp system for this that might work, because I found this.

Now, for divorcing the Cleric/Oracle/Warpriest list, I'm much more at a loss on how to proceed. In my game, I'm getting rid of traditional alignments in favor of this one, so perhaps I could just remove alignment spells altogether from the Warpriest's list. They still exist, they are just reflavored as White (law/good), Red (chaos) and Black (evil) spells. But since White is both law and good (morality), it wouldn't make a lot of sense to allow an evil Warpriest to use them. So I'll just do away with them from the list, and keep the Warpriest list to 6th level spells at the highest.

That leaves Clerics and Oracles. Aside from using Words of Power or Variable Level Spells, I'm at a loss on what to do here. Both of them are full casters, so it's not as simple as cutting the spells off of the one who gets them too high. And I'd like to keep them both full casters too.

Perhaps Clerics and Oracles should be the reverse of Sorcerers and Wizards; Clerics be the one with a smaller list of more fire-power, and Oracles be the utility Divine casters. Clerics in their armor seem more like the ones to blast enemies or stick to the front lines boosting allies rather than the armor-less Oracles. Oracles would instead have more healing and utility based spells, hanging out behind the party ready to help whoever falls.

And I haven't even considered what to do for the Investigator and the Alchemist. They too share a "spell" list. I'm less concerned though, because in my homebrew these classes aren't considered casters in the traditional sense, but rather they are scientists so to speak. They think of ways to duplicate magical effects using mundane means. I'm still debating whether or not dispell magic should effect their extracts/infusions/potions/whatever.

Whew, that's a lot of writing. So, any feedback would be helpful, especially if it involves useful ideas on how to make these spell lists different. You get even more points if you post complete lists for the Arcanist, Cleric, Oracle, Sorcerer and Wizard that are unique from each other.


For those of you that don't know, the Factotum is basically a Red Mage. It's supposed to be a jack of all trades but master of none. It's also supposed to be a switch-hitter, able to specialize into whatever the party happens to need at the time, or at least fake it long enough to keep people alive.

So I basically said "this needs to be a Fighter/Rogue/Cleric/Wizard" and went from there. I might have went a bit overboard when I added elements of the Psychic, but I wanted to include all three magic areas. I'm not sure if it works or not, but whatever. Maybe the spell needs to go to a 4 level cap instead of six.

This guy is probably broken all to hell and back, so fair warning. I am sure it needs some help. Once again, I couldn't sleep because this was on my mind. And I may have rambled a bit in my design notes, please excuse me.

Here it is.


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The Rider is my first archetype! Based primarily on the Dragon Riders of the Inheritance saga, I felt that the Magus was a perfect fit for him. And finally I have created it, inspired by the burn mechanic in the Occult playtest.

Some notes:

I went with an archetype instead of a new class because I didn't want to feel compelled to make all sorts of archetypes for a new class. Also there is complaints about class saturation here and there.

Wyvern Mount: I was unsure what to do with this, so I eyeballed the stats of the wyvern in the Bestiary and dropped all the feats except fly-by attack. I also dropped the poison ability. I replaced Spell Combat with this because I felt it should be available at first level, even though I really like Spell Combat. Also, I used a wyvern because I thought it would be less over-powered than an actual dragon.

Burn: I basically took the modifications of Arcane Pool and stuck them here in burn. Anything that spends arcana points instead causes the rider to suffer burn points.

Magus Arcana: I was too lazy to even copy/paste all of those arcana. Basically, wherever it says "spends # of arcana points" should be translated as "inflicts # of burn points" which shouldn't cause any problems. Probably.

Spell Recall: Again, replaced "spend arcana" with "suffer burn" but it is otherwise unchanged.

Share the Burn: I'm not sure if this is proper wording or not. I wanted an ability that emulated Saphira sharing her energy with Eragon to provide him with some additional power for spells and staying awake. In other words, your wyvern gets Burn at this level but you an access it, causing the penalities to stack on her. Perhaps not wise, but useful for those extra spells to bring down the bad guy.

Spell Combat: I stuck it here at 8th level because I didn't want to lose it completely. Not having the Improved version is ok with me.

What do you guys think? Is it a balanced and suitable way to be Eragon?


I've been thinking about it, and I'm wondering why the Drow don't have a fleshwarping archetype for the Alchemist class. I'm curious if anyone would be interested in helping me design one. This is for more of a Drow character that doesn't necessarily want to be evil, but there is still that taint. For your adventuring Drow.
I was thinking they could forego bombs in favor of the ability to fleshwarp their allies, boosting them in that way. Fleshwarping is mentioned in Inner Sea Magic, does it get talked about anywhere else? Cause there isn't a lot of information on it in that book.


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So, a long time ago when I played fourth edition, a friend of mine found this custom race which I believed was called Dreem. The premise is that they are Drow who have redeemed themselves in the eyes of Corellon. Since I can't manage to find the original Dreem, so I decided to remake it to the best of my ability, in Pathfinder. I made this without the ARG rules, and with the Power of Ki rules in mind. Also, when I made them, I couldn't remember if they had Fey Step or not, so I substituted that with Shadowmeld like the Nightelves from Warcraft.

DREEM
Dreem are an offshoot of the elven race, having sprung in the last few hundred years from the Drow. They are, in effect, redeemed Drow. Dreem have begun to move across Golarion, spreading throughout the Inner Sea to try to convince their cousins the Elves and the Drow into reaching an understanding and acceptance. However, Drow tend to kill or fleshwarp them if they can, and the Dreem have learned how to hide from their evil cousins. Likewise, Elves view Dreem as inherently untrustworthy.
Some Dreem come from the union, either willing or not, of a Drow and an Elf. Others are fey-touched Forlorn Elves, and others still are Drow that have sought redemption and received it. They tend to have skin tones ranging from pale lavender to deep purple. Their hair is usually silver or white like their Drow progenitors, and their eyes range in a variety of colors like their Elven cousins.
RACIAL TRAITS
Ability Scores: +2 Dex, +2 Wis, -2 Con
Medium: Dreem are Medium creatures, and have no bonuses or penalties to their size.
Humanoid (Elf): Dreem are humanoids with the Elf subtype.
Base Speed: 30 ft
Low-Light Vision: Dreem can see normally under low-light conditions.
Elven Immunities: Dreem gain a +2 bonus against enchantments and are immune to sleep effects.
Keen Senses: Dreem gain a +2 bonus to Perception.
Silent Stalker: Dreem gain a +2 bonus to Stealth and Survival.
Shadow Meld: Dreem have the ability to turn invisible at night or in darkness as a spell-like ability as a way to avoid their dangerous cousins. However, it only works when they aren’t moving.
Weapon Familiarity: Dreem that survive to adulthood are familiar with all Elven and Drow weapons.
Languages: Dreem begin play knowing Common and Elven. Dreem with high intelligence scores can choose Drow Sign Language, Sylvan, Undercommon, Gnome and Dwarven.

Alternate Racial Traits:
Alluring Beauty: Dreem’s range of violet skin tones and pale hair make them naturally beautiful to many mortal races. They can use their Wisdom modifier in place of their Charisma modifier on all related skill checks. This ability replaces Keen Senses and Silent Stalker.
Darkvision: Some Dreem can see in the dark up to 60ft. This trait replaces Low-Light Vision.
Dreem Magic: Dreem gain the following spells as spell-like abilities: Daze 1/day, Detect Poison 3/day, Know Direction 1/day. This ability replaces Shadow Meld.
Naturally Psionic: Dreem with this ability gain Wild Talent as a bonus feat at level 1. If they were to gain Wild Talent through a class, they would instead gain the Psionic Endowment Feat. This trait replaces Shadow Meld.
Psionic Aptitude: Some Dreem are more psionically apt than others, and gain a ki pool equal to their Wisdom modifier (minimum 1). This ability replaces Keen Senses and Silent Stalker.
Starlight Redemption: Dreem can use Detect Alignment 1/day as a spell-like ability, and gain a +2 Sense Motive and always treat it as a class skill. This trait replaces Keen Senses and Silent Stalker.