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![]() I'd love to see more monsters from the plane of shadow a really cool place that is often forgotten by the monster makers. I'd love to see a Shadow that fed on draconians and has gained a level of power unheard of by normal creatures of this type... maybe Cr 15. ![]()
![]() Orthos wrote:
your right but you know... now that I think about it the math would be about the same if I simply said "In addition when making a jump attack the dragoon can sacrifice distance for more power and will instead only move 5 feet horizontally per 15 athletics and multiply the damage done by your falling dice by 1.5" I like that a lot better its too bad I cant edit my Original text. I'll have to update this in my drive file... Thanks for getting me to rethink this Orthos! ![]()
![]() ~~Started this Archetype because I liked the Idea behind the Cavalier but disliked that it required a mount to use to its fullest. So i toyed around with the idea of an Archetype that would give you a similar momentum you would get from a charging mount and came up with this. Let me know what you all think all comments are welcome. And if on the low chance Paizo happens to really like this and wants to use it let me know! :D The Dragoon (Cavalier Archetype) Jump Attack (Ex): As a full-round action that provokes an attack of opportunity, a Dragoon can make a single jump and soar high into the air and crash into their foes. When she does this, attacks a single
The max range of the attack is determined by a jump (acrobatics) check; ex a jump equaling to 35 would give the attack a range of 35feet. The jump check is made after the Dragoon designates a target and cannot cancel the action once the check is made. If the target is not in range of the jump check the dragoon lands as close as possible to the target and the attack action is wasted. If the location of a missed landing is unsafe or undesirable the dragoon may attempt another acrobatics check guide her fall to another square. The dc of the guided fall is 5 feet per 20 acrobatics. High jump (Ex): Using specialized training dragoons can push their body passed its limits to jump to extreme heights. At 1st level Dragoons get a bonus to their jump check equal to their level. In addition the formula for figuring vertical jump height is the same as for horizontal jump height (one foot per point on the check). Dragoons jump extraordinarily quickly, letting them complete an entire jump, no matter how far it is, as a move action, they are always considered to benefit from a running start on Jump checks. Dragoons also ignore falling damage for 20 feet per Dragoon level. Reach Mastery (Ex): At 3rd level, a Dragoon may use a reach weapon to attack adjacent squares as if it were not a reach weapon. This ability replaces Cavaliers' charge. Deadly Descent (Ex): At 4th level Whenever the Dragoon makes a jump attack she will deal an extra 1d6 damage for every 10 feet the Dragoon falls. This extra damage is not multiplied by criticals or other multiplying effects. This ability replaces great trainer. In addition when making a jump attack the dragoon can instead choose to jump more vertically than horizontally and will instead only move 5 feet horizontally per 15 athletics and 7.5 feet vertically per 5 athletics. This action must be decided before making the athletics check Skykiller (Ex): At 9th level if a Dragoon successfully hits a foe with a jump attack that is in the air she may immediately make a combat maneuver to bring the creature down to the ground dealing falling damage as normal. Skykiller benefits from any items or feats that effect the trip combat maneuver. Dragon Dive(Ex): Once per day, a Dragoon can pool all of his potential into one mighty leap. This jump attack is given a bonus to its vertical distance equal to 20+1d20 feet. In addition the Dragoon lands with such force that he deals falling damage again to the target and to everything within 20 feet of the target and are knocked prone (reflex half and the target of the main attack receives no save). If the attack is a miss then the dragon deals falling damage to himself and everything around him as normal and he receives no save. ![]()
![]() This started off as a "warforged" Port because I felt that the old race did not convert well with pathfinder's new rules. So i picked up the Pathfinder Advanced race guide (fantastic book by the way...) and got to work. But as I was doing the background it kinda took off in its own direction and has become something different... let me know what you all think. RP TOTAL 7+1+3+1+1+0+2+2=17 Soulforged:
Soulforged are special constructs who are created to meet very specific requirements to replace soldiers in a regular army. These "soldiers" need to be humanoid and medium sized to fit in the mass produced armor typically used for large army. They also need to be able to learn and be trainable to have any real use in any military organization. They also need to be unpredictable as most many constructs normally behave and act in a similar manner and can be efficiently countered using the right age old strategy. to solve the two later problems Soulforged are enhanced with magically crafted pseudo-souls to mimic the mental capability associated with any sentient being. No two Soulforged are alike, while they may be similar in construction or programing, the nature of the pseudo-soul ensures that each Soulforged has a distinct and unique personality. A Soulforged's soul is very complex to meet the demands of their buyers purposes and have feelings just as strong as any other living creature. Such feelings include but are not limited to: Joy, Trust, betrayal, Fear, Surprise, Grief, Disgust, rage, pride and most importantly... pain. Note that once a Soulforged is "gifted" with a pseudo-soul they must learn to gain any further knowledge and cannot be reprogrammed in any way. The pseudo-soul also acts as an energy converter allowing the soulforged to receive the beneficial effects of things like potions, food, spells, and positive energy. However... this also means that Soulforged can be effected by poisons, negative energy and other effects as well. Soulforged generally enjoy "fitting in" with the group that they were created to blend into. However "fitting in" is a difficult venture for a Soulforged as most humanoids they interact with only see the differences and the Soulforged are commonly shunned. Soulforged highly Value the few friendships they can make and will Loyally defend such friends even if it means death. Soulforged have little need for religion because they are immortal, so as long as they keep themselves in good repair, and have no real soul to send to an afterlife. This does not keep some from trying as some Soulforged look to a deity to find purpose after surviving a long forgotten war, or perhaps a way to gain a real soul, or even just to "fit in" with the other sentient beings of the land. Soulforged that choose to follow a deity generally tend toward the more war-like gods or gods that hunt specific creatures, such as the undead or demons, so that they can make best use of their capabilities. Soulforged are not always crafted for war. The ability to ignore the need to eat, sleep or feel the affects of exhaustion have many uses for the well funded. Sometimes Soulforged are crafted for Manuel labor, round the clock security, deliver packages, or protect important people. It has not been unheard of for Soulforged to be created to serve as translators, mediators, diplomats, or even Detectives for their capability to be programmed with allot of information within a short amount of time, (such as laws, languages, proper etiquette and the like). "Ability Score Modifier Quality
~Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. ~Linguist (Programmed Linguistics) (1 RP):
Members of this race start with Common and one additional language. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). ~~~(Half-Construct) (7 RP)
• Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
~~~Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit:
~~~Deathless Spirit (3 RP): Prerequisites: None; Benefit:
Benefit: Members of this race gain resistance five against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. ~~~Dual-Minded (1 RP): Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype;
Benefit: Members of this race gain a +2 bonus on all Will saving throws. ~~~~Skill Training (Programing) (1 RP): Prerequisites: None;
Benefit: Pick up to two skills (Repair, Know History). These skills are always considered class skills for members of this race. ~~~~Natural Armor (2 RP): Prerequisites: None; Benefit:
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. Race Base Height Base Weight Modifier Weight Modifier
Race Adulthood Intuitive Self-Taught Trained
Race Middle Age Old Venerable Maximum Age
*Soulforged are immortal, so as long as they keep themselves in good repair, and will not suffer aging effects normally. They do however generate negative aging effects for every 15 years they do not replace parts... -1 to physical scores after the first 15, -2 more after 30, and -3 more after 45. A Soulforged goes inert and ceases to function after going 60 years without replacing parts however; if someone one succeeds on a repair check (dc 10+1*(Soulforged characterlevel)) the Soulforged reactivates and will need to replace the majority of his parts within six months or he will go inert once more. A Soulforged's soul is bonded to the head of the Soulforged and never needs to be replaced. |