Harrowed Summoning

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Okay, Share your craziest ideas for a Gestalt Game Character: GO!

Mine are Summoner/Hunter (1 player, 2 companions, 3 dealers of death!), and Ninja/Swashbuckler.


So, I am beginning play as a level 1 ninja with 2,000+gp in items thanks to the Chosen Child and Signature Moves traits. Most of my characters gp is in three weapons; two Glassteel Wakizashi's, and a Cthonic Steel Katana. I have spent the last month preparing this character and her gear.

Then last week the GM informed us that we would be starting play for the coming campaign as captives on a pirate ship... and that they will have taken all of our gear before the adventure has even started!!! What the heck do I do to resolve this? Is there a way to resolve this in-game using skills or something?


(UPDATE: I recently went through and made a few changes to the template. As always, please let me know what you think, and especially let me know if you use it in a campaign; I would love to know how it works.)

So in a recent campaign, my GM ruled that my Intelligent Katana (Named "Katrina"), who had the spell "Alter-self", could use it at-will on herself to become a little-girl that enjoyed riding on my shoulders and went into a quiet rage whenever undead creatures were near. This ruling was for role-play purposes only, so she could not turn into a humanoid and then wield her own weapons; she just used it to have fun and chat, essentially.

It was so much fun that I wanted to create a custom template for Intelligent weapons that would allow the same thing, but with all that "rules language" that mine often lacked. So, here are the basics of what I have come up with; I'm looking for ideas on what to change and on what to add or take away.

(Note: In the case of this template, I'm wanting to word it so the sword has some limited abilities while in its humanoid form. The idea is for the weapon to be able to defend itself with abilities based on the enchantments of the base weapon, but its full strength is ALWAYS while in the hands of a wielder)

Background:
:
Some Magic weapons sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and can be both a boon and a hindrance to their wielders. While such weapons are rare, even rarer still are the weapons with not just minds, but bodies of their own. Created or endowed with the ability to change from weapon to person and vice-versa, these sentient blades are just as capable of walking alongside their wielders as they are slashing their enemies.
Very few weapons such as this exist, and as such it is unclear how they are created, though it seems to require a tremendous amount of magic. Some deities may endow a favored weapon with such power that the blade becomes more than just a blade. This effect, while useful for cases where a blade must find a wielder, appears to cause tremendous stress to the mind of such items when they are created, sometimes to the point of temporary insanity. Such weapons may not realize what they are, let alone notice when they start walking around. In fact, such high levels of magic seem to make up their forms, that is often a wonder the beings can retain any sanity at all.
In any case, while the weapon does gain some degree of power from their wielders while in humanoid form, the blade will always be at its true potential in the hands of a wielder. Therefore such weapons usually seek out wielders far more carefully than normal sentient ones. After all, they don't have to wait around for a wielder to find them, and therefore have more options available to them. Such Soulshaper Blades, as they often call themselves, may even befriend adventurers and travel with them to see if one of them is worthy or suitable of being its companion, keeping their true nature secret until they have made their decision, sometimes for weeks. An offer from such a weapon should never be taken lightly, as such weapons will often carry a form of a curse that activates upon the Soulshaping Weapon's new wielder accepting the offer with a handshake. Most Soulshaping Weapons curses are not serious, though any non-Evil aligned weapon will always warn a potential wielder beforehand if it is aware it has one.

"Soulshaping Weapon" is an acquired or inherited template that can be added to any intelligent magic weapon with an enchantment modifier of at least +1 and an ego score no higher than 15 (referred to hereafter as the base weapon). The weapon is still considered a construct, even while in its humanoid form. All other features regarding intelligent weapons and constructs still apply, except as noted below.

Humbled By Change
The nature the magic used to grant Soulshaping Weapons their abilities also has the surprising effect of making them less likely to consider themselves superior to their wielders. Gaining the ability to walk alongside those who would wield them, seeing the world as humanoids see it, and feeling the emotions they feel usually lessens the force of an items personality; an Intelligent weapon with this template will not consider itself superior to any wielder unless it gains an Ego score of at least 25.

Increased Tolerance
Soulshaping Weapons are more tolerant of other magic items, even intelligent ones, though the tolerance is rarely both ways.

Alignment: Same as base Weapon; Due to their enhanced outlook on the world, many Soulshaping Weapons tend to become less radical or carefree, and as a result are more likely to shift towards a more Neutral alignment. This is not always the case, however. Unlike other intelligent items, Soulshaping Weapons are slightly more willing to work outside of their alignment, though only if the situation is not of serious consequence.

Type: Construct with the Shapechanger subtype, with some minor differences as noted below, and Humanoid with the Shapechanger subtype while in humanoid form w/ differences as noted below.

Weaknesses:
Healing Immunity (Ex) - While in humanoid form, a Soulshaping Weapon cannot be affected by spells with the healing descriptor unless the spell specifically states it can affect constructs.
Magical Form/Body - The humanoid form of a Soulshaping Weapon is composed almost entirely of localized energy and magic, given form by the weapons will and desire, as well as the desires of its wielder. This makes them particularly vulnerable to dispelling magic. When the Soulshaping Weapon is made the target of any dispel effect, regardless of the intended target, there is a D20% chance that the Soulshaping Weapon will immediately revert back into its weapon form. Even if it succeeds at resisting the effect, it becomes staggered for 1d3 rounds. If it does revert, it cannot use its shapeshift ability for 1d6 minutes.
Non-Armor Proficient - Soulshaping Weapons cannot armor of any kind, as it interferes with their ability to maintain their form.

Abilities: The change into a Soulshaping Weapon always grants the weapon a slightly stronger mind. Increase the Soulshaping Weapon's INT, WIS, and CHA scores all by +2. While in Humanoid form, the Soulshaping Weapon gains STR and DEX equal to 10 plus its current wielders STR and DEX scores minus 10, and divided by 2 (For example, if the wielder has a STR score of 16, the Soulshaping Weapons STR score would be equal to 10+((16-10)/2) = 13). Without a wielder, they are equal to 10. Soulshaping Weapons do not have a CON score in either form. Increased STR and DEX scores increase the weapons Ego score by half the amount it does for mental scores, rounded down.

Soulblade Form:
A Soulshaping Weapon has the ability to shapeshift into a given humanoid form at will. This form is determined by their current wielder; this often result in forms that look similar, but never identical to the wielder. Some often confuse a Soulshaping Weapon companion as the wielders relative, like a brother or sister, or even child. Many of the detailed features of the Soulshaping Weapon carry on to new forms if it finds a new wielder (such as facial shape and eye-color). The Shoulshaping Weapon can choose to appear as any age.
When it first gains this template, the specific race they resemble is determined randomly (usually one of the core races), and remains fixed until it finds a wielder, after which it changes to match its wielder. The Soulshaping Weapon can revert to its weapon form at any time it wishes, but must do so at least once a week for at least 5 minutes.
While in humanoid form, the Soulshaping Weapon gains a STR and DEX as listed above, but not a CON score. A Soulshaping Weapon can eat and drink while in its humanoid form, but does not need to, and does not gain any benefits from doing so. The humanoid form is always clothed in simple attire, and anything else it wears is absorbed into the weapon whenever it reverts back to its weapon form, except for other magic gear.

Reverting to Weapon Form: a Soulshaping Weapon can revert to its weapon form as a standard action. This action does not count towards its wielders actions, though he/she must still pick up/draw the weapon. Alternatively, the Soulshaping Weapon can grasp their wielders hand and revert to its blade form as a combined swift action (I.E. both the weapon and wielder use a swift action), after which it is considered wielded and ready. Once in its weapon form, all rules for intelligent weapons apply.

Defense/Qualities:
Senses: The Soulshaping Weapon gains senses equivalent to its current humanoid form, but only while in that form. In addition, it also retains any senses from its base weapon form, such as darkvision.
Armor Class/Hit Points: While in Humanoid form, the Soulshaping Weapon gains a deflection bonus to its AC equal to its enchantment modifier, x2. Its Hit-Points are equal to the Hardness of the base weapon form x2. Due to the magical, and somewhat incorporeal nature of their bodies, there is also a d20% chance that any attack against them, magic or otherwise, will automatically fail, with the exception of dispel effects (see above).
Immunity: Soulshaping Weapons have the same immunities as constructs in both of their forms, except for immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Against these they gain a +2 bonus to saves.
Speed: While in humanoid form, a Soulshaping Weapon has a base speed of 30 regardless of their form, and it gains Run as a bonus feat.

Special Abilities:
A Soulshaping Weapon is able to use limited magic while in humanoid form. Such magic is always simple compared to actual spellcasters, thus it is primarily used by the Soulshaping Weapon for defense. These spell-like abilities are based upon the enchantments that the base weapon has. It gains the following abilities depending on its enchantments as well as those additionally listed (Caster Level is equal to the base weapons enchantment modifier, maximum of +5):

At Will: Shapeshift, Humanoid form only.

3/Day: If the base weapon has the Corrosive, Corrosive Burst; Flaming, Flaming Burst; Frost, Icy Burst; Shock, Shocking Burst; or Defending weapon enchantments, it gains either Acid Arrow, Flame Strike, Chill Metal, Lightning Bolt, or Shield, respectively.

1/Day: If the weapon has the Holy or Unholy Enchantments, it gains Holy Smite, or Unholy Blight, respectively.

[i]Special: Agony of Loss[i]
Over time, blade and wielder will often become more than Sword and Master, they will become friends and comrades, and the loss of such a wielder can be mentally shattering for Soulshaping Weapons to the point where they may release a tremendous amount of magic in a wail of despair. If the Soulshaping Weapon has spent more than 3 months with a wielder whose alignment was within at least one step of its own alignment, and who was slain the previous round, then the Soulshaping Weapon immediately changes into its humanoid form, and any creatures within 90 feet of the Soulshaping Weapon (depending on its alignment) are affected as per the Disintegrate Spell, caster level 10.
If the Soulshaping Weapon was Good aligned, any allies of the wielder are unaffected if they make their save, otherwise they take damage equivalent to half of what they would take if they had made their save against a standard Disintegrate spell, but are not disintegrated. If Neutral, any allies of the wielder are affected as though they made their saves, but still take damage. If Evil, all creatures in range are effected.
Once this ability has been activated, the Soulshaping Weapon is unable to revert to its weapon form for 12 hours, and is unconscious for that time.

Afterthoughts: this template is meant to add new dynamics to the Pathfinder games. At the GM’s discretion, he/she may determine that some abilities listed here may not be acceptable for their campaign. GM’s are encouraged to alter this template to fit their campaign setting.
Soulshaping Weapons can add a unique dynamic and a possible drive for PC’s. A soulshaping weapon may join the party at first as a simple guide or traveling companion, and then reveal their true nature once a given PC has met certain criteria at the GM’s discretion (Such as making certain decisions, reaching a certain class level, or becoming skilled in a particular area). In other cases, a soulshaping weapon could be under a state of insanity or memory loss before being found by the party. Depending on how the players deal with the encounter, the weapon may recover and aid them as thanks. An existing intelligent weapon could be changed into a Soulshaping weapon while with the party after being exposed to powerful magic.


So in a recent campaign, my GM ruled that my Intelligent Katana (Named "Katrina"), who had the spell "Alter-self", could use it at-will on herself to become a little-girl that enjoyed riding on my shoulders and went into a quiet rage whenever undead creatures were near. This ruling was for role-play purposes only, so she could not turn into a humanoid and then wield her own weapons; she just used it to have fun and chat, essentially.

It was so much fun that I wanted to create a custom template for Intelligent weapons that would allow the same thing, but with all that "rules language" that mine often lacked. So, here are the basics of what I have come up with; I'm looking for ideas on what to change and on what to add or take away.

(Note: In the case of this template, I'm wanting to word it so the sword has some limited abilities while in it's humanoid form. The idea is for the weapon to be able to defend itself with abilities based on the enchantments of the base weapon, but it's full strength is ALWAYS while in the hands of a wielder)

Background:
Some Magic weapons sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and can be both a boon and a hindrance to their wielders. While such weapons are rare, even rarer still are the weapons with not just minds, but bodies of their own. Created or endowed with the ability to change from weapon to person and vice-versa, these sentient blades are just as capable of walking alongside their wielders as they are slashing their enemies.
Very few weapons such as this exist, and as such it is unclear how they are created, though it seems to require a tremendous amount of magic. Some deities may endow a favored weapon with such power that the blade becomes more than just a blade. This effect, while useful for cases where a blade must find a wielder, appears to cause tremendous stress to the mind of such items when they are created, sometimes to the point of temporary insanity. Such weapons may not realize what they are, let alone notice when they start walking around. In fact, such high levels of magic seem to make up their forms, that is often a wonder the beings can retain any sanity at all.
In any case, while the weapon does gain some degree of power from their wielders while in humanoid form, the blade will always be at its true potential in the hands of a wielder. Therefore such weapons usually seek out wielders far more carefully than normal sentient ones. After all, they don't have to wait around for a wielder to find them, and therefore have more options available to them. Such Soulshaper Blades, as they often call themselves, may even befriend adventurers and travel with them to see if one of them is worthy or suitable of of being its companion, keeping their true nature secret until they have made their decision, sometimes for weeks. An offer from such a weapon should never be taken lightly, as such weapons will often carry a form of a curse that activates upon the Soulshaping Weapon's new wielder accepting the offer with a handshake. Most Soulshaping Weapons curses are not serious, though any non-Evil aligned weapon will always warn a potential wielder beforehand if it is aware it has one.

"Soulshaping Weapon" is an acquired or inherited template that can be added to any intelligent magic weapon with an enchantment modifier of at least +1 and an ego score no higher than 15 (referred to hereafter as the base weapon). The weapon is still considered a construct, even while in its humanoid form. All other features regarding intelligent weapons and constructs still apply, except as noted below.

Humbled By Change
The nature the magic used to grant Soulshaping Weapons their abilities also has the surprising effect of making them less likely to consider themselves superior to their wielders. Gaining the ability to walk alongside those who would wield them, seeing the world as humanoids see it, and feeling the emotions they feel usually lessens the force of an items personality; an Intelligent weapon with this template will not consider itself superior to any wielder unless it gains an Ego score of at least 25.

Increased Tolerance
Soulshaping Weapons are more tolerant of other magic items, even intelligent ones, though the tolerance is rarely both ways.

Alignment: Same as base Weapon; Due to their enhanced outlook on the world, many Soulshaping Weapons tend to become less radical or carefree, and as a result are more likely to shift towards a more Neutral alignment. This is not always the case, however. Unlike other intelligent items, Soulshaping Weapons are slightly more willing to work outside of their alignment, though only if the situation is not of serious consequence.

Type: Construct with the Shapechanger subtype, with some minor differences as noted below, and Humanoid with the Shapechanger subtype while in humanoid form w/ differences as noted below.

Weaknesses:
Healing Immunity (Ex) - While in humanoid form, a Soulshaping Weapon cannot be affected by spells with the healing descriptor unless the spell specifically states it can affect constructs.
Magical Form/Body - The humanoid form of a Soulshaping Weapon is composed almost entirely of localized energy and magic, given form by the weapons will and desire, as well as the desires of its wielder. This makes them particularly vulnerable to dispelling magic. When the Soulshaping Weapon is made the target of any dispel effect, regardless of the intended target, there is a D30% chance that the Soulshaping Weapon will immediately revert back into its weapon form. Even if it succeeds at resisting the effect, it becomes staggered for 1d3 rounds. If it does revert, it cannot use its shapeshift ability for 1d6 minutes.
Non-Metal Proficient - Soulshaping Weapons cannot wear metal armor of any kind, as it interferes with their ability to maintain their form.

Abilities: The change into a Soulshaping Weapon always grants the weapon a slightly stronger mind. Increase the Soulshaping Weapon's INT, WIS, and CHA scores all by +2. While in Humanoid form, the Soulshaping Weapon gains STR and DEX equal to 10 plus it's current wielders STR and DEX scores minus 10, and divided by 2 (For example, if the wielder has a STR score of 16, the Soulshaping Weapons STR score would be equal to 10+((16-10)/2) = 13). Without a wielder, they are equal to 10. Soulshaping Weapons do not have a CON score in either form. Increased STR and DEX scores increase the base weapons Ego score by half the amount it does for mental scores, rounded down.

Soulblade Form:
A Soulshaping Weapon has the ability to shapeshift into a given humanoid form at will. This form is determined by their current wielder; this often result in forms that look similar, but never identical to the wielder. Some often confuse a Soulshaping Weapon companion as the wielders relative, like a brother or sister, or even child. Many of the detailed features of the Soulshaping Weapon carry on to new forms if it finds a new wielder (such as facial shape and eye-color).

When it first gains this template, the specific race they resemble is determined randomly (usually one of the core races), and remains fixed until it finds a wielder, after which it changes to match its wielder. The Soulshaping Weapon can revert to its weapon form at any time it wishes, but must do so at least once a week for at least 5 minutes.

While in humanoid form, the Soulshaping Weapon gains a STR and DEX as listed above, but not a CON score. A Soulshaping Weapon can eat and drink while in its humanoid form, but does not need to, and does not gain any benefits from doing so. The humanoid form is always clothed in simple attire, and anything else it wears is absorbed into the weapon whenever it reverts back to its weapon form.

Reverting to Weapon Form: a Soulshaping Weapon can revert to its weapon form as a standard action. This action does not count towards its wielders actions, though he/she must still pick up/draw the weapon. Alternatively, the Soulshaping Weapon can grasp their wielders hand and revert to its blade form as a combined swift action (I.E. both the weapon and wielder use a swift action), after which it is considered wielded and ready. Once in its weapon form, all rules for intelligent weapons apply.

Defense/Qualities:
Senses: The Soulshaping Weapon gains senses equivalent to its current humanoid form, but only while in that form. In addition, it also retains any senses from it's base weapon form, such as darkvision.
Armor Class/Hit Points: While in Humanoid form, the Soulshaping Weapon gains a +10 deflection bonus to its AC. It's Hit-Points are equal to the Hardness of it's base weapon form, plus it STR and DEX ability score modifiers, x2. Due to the magical, and somewhat incorporeal nature of their bodies, there is also a d20% chance that any attack against them, magic or otherwise, will automatically fail, with the exception of dispel effects (see above).
Immunity: Soulshaping Weapons have the same immunities as constructs in both of their forms, except for immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Against these they gain a +2 bonus to saves.

Speed: While in humanoid form, a Soulshaping Weapon has a base speed of 30 regardless of their form, and it gains Run as a bonus feat.

Special Abilities:
A Soulshaping Weapon gains the following abilities:

At Will: Shapeshift, Humanoid form only.

3/Day: TBA

1/Day: TBA

Special: Agony of Loss
Over time, blade and wielder will often become more than Sword and Master, they will become friends and comrades, and the loss of such a wielder can be mentally shattering for Soulshaping Weapons to the point where they may release a tremendous amount of magic in a wail of despair. If the Soulshaping Weapon has spent more than 3 months with a wielder whose alignment was within at least one step of its own alignment, and who was slain the previous round, then the Soulshaping Weapon immediately changes into its humanoid form, and any creatures within 90 feet of the Soulshaping Weapon (depending on its alignment) are affected as per the Disintegrate Spell, caster level 10.
If the Soulshaping Weapon was Good aligned, any allies of the wielder are unaffected if they make their save, other wise they take 1/2 the damage they would have taken if they had made their save against a standard Disintegrate spell, but are not disintegrated. If Neutral, any allies of the wielder are affected as though they made their saves, but still take damage. If Evil, all creatures in range are effected.
Once this ability has been activated, the Soulshaping Weapon is unable to revert to its weapon form for 12 hours, and is unconscious for that time.


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So, I just wanted to share this; this happened during our game Saturday.

Our Kasatha Bloodrager, Nositelnev, introduced us to an old friend of his. He's always been one of the more quiet ones, at least until we get into combat, and then he just smashes anything that isn't a party member, or a tree.

But then he introduced us to his friend, who is also his mount. His name is Gargaragaragara (Gar, for short). He is an awakened, Mighty, Giant Hamster with white Dragon scale barding.

Uh, wait, What!?

He also possess a spell-like ability, a GM'd "Skyward Teleport"; essentially teleports him anywhere that isn't on the ground. This mean that when he first shows up, he seems to fall out of the sky!

The introduction goes something like this; "Everyone, I'd like you to meet Gar..." *Very swiftly mounts his hamster, points eastward Excitedly* "WE RIDE!!!!!" *Whoosh*.

Hope someone got a laugh out of that. While we're on the subject, what's the funniest, yet most random thing you've seen in a campaign?


So I am getting ready for a "Spelljammer" campaign (I.E. Sailing ships in space; think "Treasure Planet"), and I am starting out as a level 1 human Ninja named Val Kiera, or "Valkyrie" for short, and she is the daughter of my first character. There is a good chance that she will end up becoming the captain of our ship in campaign, and in the event that that does happen, I am thinking of multi-classing her, but since I've always played a Summoner, I have never multi-classed before (it's usually a bad idea to do that with Summoners).

So what would be a good idea for a ninja multiclass? When should I change her class? What classes should I avoid, etc.

I have already made her a dual weapon fighter with two Wakizashi's, and thanks to her traits she's starting out with one masterwork Katana worth up to 900gp, and she also gets an additional 900gp in addition to her starting wealth. I rolled very good stats for her;
STR:17
DEX:20
CON:16
INT:17
WIS:16
CHA:18

So, Ideas anyone?


Is there any to, for example, take armor with a Max Dex bonus of +4 and make it +5?


I am a Summoner, and recently I started using more of my summoning abilities in games, but it's getting harder to keep track of damage rolls when I have 10+ Astral, Movanic, and Monadic Deva's on the battlefield at once, even if only some of them are actually in combat. Anyone know of a good excel spreadsheet out there that I could use to calculate damage and attack rolls for me?


So, I am currently in the process of writing a book series (should be publishing the first book in about seven years). At one point in the series, the main character (we’ll call him Luke), pursues a “Destroyer of Worlds” (A title the antagonist gained from literally doing that), across a number of dimensions. I had this idea of bringing him into the Pathfinder universe for use in a campaign, and want to create a homebrewed class that would aptly convey his abilities in a campaign setting.

This presents a major challenge for me; I know very well the abilities of this character (I’ve been preparing this book series for over a decade) enough to know that if I brought him in with all of his abilities, he could compete for OP status with your above-average Wizard, and I want to avoid him being THAT dominating (as fun as that would be). And I do not know how to appropriately convey all of his abilities either. Should they be feats, or class skills? It’s been giving me a headache.

So, I need to know how to best represent his abilities, Powers, and Skills. Let me start with a basic description of what this class would entail.

Current Thoughts::
I am making this a class, and not a race, because any member of a race can become one; the only thing required is for the person to be “ordained” by an existing member of the class. The ritual takes about five minutes, and simply requires the ‘Ordainer’ and ‘ordainee’ to be in direct contact with each other for that time; usually this is accomplished with the hands of the ordainer on the ordainee’s head. The Ordainer must concentrate during that time. After that, it takes as long as three weeks before the Symbiont (see below) takes up residence in its new host, and another month before the first powers begin to manifest.

Overall Details::
The class would be called Megamorphs (This is not the name of Luke’s group in the book, but I want to avoid spilling too much on the internet before I publish the book). The closest thing to them I’ve seen in Pathfinder thus far would be a combination of a monk, a magus, a wizard, a psychic, and a druid, not necessarily in that order. There are three main features of Megamorphs that determine their nature:

1) ALL Megamorphs have in their chest a symbiotic lifeform that grants them their powers and abilities and regulates them. This lifeform resides next to the heart. It is aware of EVERYTHING the host experiences, but CANNOT communicate with its host, and only under VERY specific circumstances can it control the actions of its host (and even then it often chooses not to). The lifeforms have a perfect memory, and about thrice the calculating ability of the smartest of humans, which they use to assist in the regulation of their hosts abilities. Their role is essentially to perform calculations that the host cannot, and compensate for it. The hosts abilities are limited only by their endurance, strength, and imagination; if the host can picture it, the symbiont can make up for the rest. (I.E. the host pictures how to create a fireball, and how to use it; the symbiont figures out how to DO that, and provides the energy and resources needed to do that.)

2) Megamorphs have access to 16 different “primary powers”, or P2 (pick 4-6 per character) and 18 different “secondary abilities”, or SA (pick 4 per character). (These will be covered later). All Megamorphs automatically have 4 universal abilities; Morpher, Energy Barrier, Enhanced lungs, and Mental Defense.

a. Morpher: can absorb a creatures DNA pattern, then become that creature. They cannot use any other abilities while in this form, and are limited to the number of forms they can have (usually about 5, 10 max; humanoids are easier to copy and only take up half a slot) and cannot change into tiny creatures. If killed while in that form, they survive, but lose that form until it’s reacquired.
b. Energy Barrier: A Megamorphs greatest defense, this unseen barrier can be summoned at will, and can with proper skill block projectiles from firearms. Anything that impacts the barrier is either trapped on it, or reflected off it. Very skilled Megamorphs can “catch” objects, then “repulse” them with increased force back at the target/source. (possibly a shield made of force)
c. Enhanced lungs: Megamorphs become adapted to low-air and aquatic environments; they can breathe in thin air, and underwater, but not in vacuum.
d. Mental defense: the Symbiont assists its host in repelling mental attacks, making it difficult to mentally damage or control a Megamorph. (bonus to will saves, perhaps)

3) Megamorphs have access to one of three “Combat Forms”, or CF, each of which is particular to one of three domains; Land, Ocean, and Sky (they are in some ways similar to a lycanthrope transformation). These forms are the apex of a Megamorphs power; entering a CF increases a Megamorphs power three-fold, increases the bond between host and symbiont, and increases their ability to control their powers. A Megamorph can only access one of these forms, and cannot change that form. The symbiont chooses the form their host can access. Each form gives the following benefits;

a. Land: Increased strength, endurance, and tougher skin; a “bio-blade which extends from the inner-wrist of each arm, and wraps around the front of the Megamorphs hand.
b. Ocean: Greater agility, flexibility, webbing on hands and feet; a “bio-blade”, which extends straight from the wrist on top of the hand, pointing forward.
c. Sky: Improved reflexes, vitality, and five wings; one for maneuvering, four for flying/speed. Each wing resembles a dragonfly’s wings; a “bio-blade” which extends from the outer-wrist of each arm, and curves back straight towards the elbow.

i. The “Bio-Blades” are an extension of the Symbiont, and allow it to great influence the world around them; there are three kinds of blades between the three CF’s, distinguished by their shape. These blades can be used for offense, defense, and also augment the Megamorphs powers. They have twice the strength of steel of the same thickness. (These would be considered a natural weapon, but could only be used in the CF)
ii. (I’m thinking each form would give bonuses to one of the three saves)
iii. Unlike with their morpher ability, if a Megamorph is killed while in a CF, they die. The Host and Symbiont die together.

Details on Powers::
Megamorphs can have from 4 to 6 Primary Powers. The fewer powers they have, the more control they have over each power. A Megamorphs level of control is rated from 1 to 3, with one being highest control, to three being no/least control. Class 3 powers are usually passive, and used for defensive purposes (I.E. Class 3 fire makes you resistant/immune to fire/burns). Class 1 often allows a Megamorph to “summon” or create that element or power at will, though this requires a great deal of energy. Class 2 allows a Megamorph to control any existing material of their element, but not with the same degree of control as class 1. Megamorphs can have any combination of powers, but can have no more than three class 1’s. The most common array of classes is one class 1, two class 2’s, and three class 3’s. Unless otherwise noted, any power can be any class.
A good way to picture it is with a point based system, with class 1 being worth 3 points, and class 3 being worth 1 point. The maximum is 10 points.
As mentioned, there are 16 different Primary Powers, which are divided into several subcategories as follows;

1) Elementals: the most common powers, and often the most “flashy”. A Megamorph can have any number of them from this category. There are eight of them;
a. Fire: allows manipulation of any flame. Skilled Megamorphs can ‘memorize’ different flame types, and recreate them later.
b. Plasma: high-risk power, allows control over ionized plasma. Often causes radiation damage in addition to severe burns. Very difficult to control and summon; requires great skill and fortitude to do so.
c. Water: difficult to summon, but easy to control in small quantities, and abundant enough that one does not have to summon it often. Skilled Megamorphs can launch water with such density that it operates like steel.
d. Ice: allows control over different kinds of ice, including water, nitrogen, and similar forms. Extremely difficult to summon, but can be created from existing water or liquids.
e. Air: allows control of gasses, wind. Very easy to control and summon, but takes skill to use for offensive purposes.
f. Lightning: control of electrons and ionized air; similar to plasma, but easier to control. Remarkably easy to summon, but requires great fortitude and mental clarity to control.
g. Earth: control over crystalline solids; cannot be summoned, but is simple to control. With greater skill, crystals can be shaped according to desires.
h. Metal: allows control over metals; cannot be summoned, and difficult to control. With enough skill, can be used to shape metal and manipulate it, often creating new alloys by mixing different metals.

2) Trimentals: mind related abilities; usually only one can be accessed by a single Megamorph. None of these can be class 3.
a. Psi: a combination of telepathy and telekinesis. Among Megamorphs, they are often used for communication purposes due to their ability to ‘link’ between many different Megamorphs. Their telekinesis is not as strong.
b. Shadow: so named because of the darkening effect that occurs when their abilities are used. Fully telekinetic, and very dangerous to face in close combat.
c. Astral: fully telepathic, but must remain still to use. Able to ‘separate’ their psyche and travel unseen while separated. Much more powerful than the psi version of telepathy, but more dangerous due to the fact that they die if their body is killed.

3) Gateways: the rarest of all powers, and the most dangerous; only 15 Megamorphs have ever had one of these abilities over the last 1,000 years, and they are ALWAYS class 1. They are as follows;
a. Light: control over light waves; very easy to summon, and very difficult to control. With great skill, can be used to ‘crush’ light, and fire it as lasers.
b. Spacial: control over spacial rifts and singularities; extremely dangerous power, very difficult to control. Often used as a last resort, due to the fact it can only be used once before the Megamorph becomes exhausted. Only 3 have ever existed.
c. Energy: control over kinetic energy; only 2 have ever existed. Can be used to manipulate… pretty much anything with kinetic energy. Can change the direction of an objects kinetic energy to send it flying in a given direction.

4) Alignmentals: the only powers that are class three only (class 2 under VERY rare circumstances). Purely passive abilities.
a. Order: grants more control over a Megamorphs abilities, in exchange for less raw power.
b. Havoc: grants more power to a Megamorphs abilities, in exchange for less control.

Details on Secondary Abilities::
Abilities differ from powers simply in scope; while powers often can be manipulated to do a variety of things within their domain, abilities generally have very specific functions. There are three subcategories of abilities; Megamorphs always have four of them total, and always at least one from each subcategory. They are as follows;

1) Shifting Abilities: generally allows a Megamorph to shift their form according to the ability.
a. Light Shifting: allows invisibility in lighted areas, especially sunlight.
b. Shadow Shifting: reverse of Light Shifting; invisibility in the dark.
c. Aqua Shifting: can shift one’s body into a clear liquid form.
d. Phase Shifting: able to pass through solid matter.
e. Matrix Shifting: able to become an electric current, and can travel in data streams.
f. Strato Shifting: able to ‘jump’ between places within sight; imagine a very fast but short range teleport.

2) Enhancer Abilities: while generally passive in their effects, these abilities can often have impressive effects together.
a. Hyper Reflexes: not only enhances reflexes, but it also enhances one’s ability to think. HR Megamorphs can think so quickly that it is often mistaken for a sixth sense.
b. Mega Strength: at least twice the strength of an average man.
c. Sonic hearing: increased range of hearing, and increased hearing range.
d. Eagle Eye: very sharp eyesight, often to the point of being able to count dust particles in a cloud from 100 yards away.
e. Intelligence: increased learning ability and memory retention.
f. Extremespeed: strengthens muscles and tendons, allowing speed and movement that would hurt an ordinary individual.

3) Other Abilities: abilities that often require active concentration to use.
a. Energy Transfer: allows one to exchange bio-electric energy between individuals. Can be used to stabilize people who are near death.
b. Zone shifter: imagine a bag of holding, without the bag.
c. Levitation: in a nutshell, who needs gravity?
d. Healing: can accelerate healing in self or others. Requires knowledge of the subjects’ anatomy to function properly.
e. Teleportation: takes a standard action to use, but works over long distance.
f. Vision Cycler: can switch between three types of vision at will: standard, infrared, and ultraviolet.

That is, in a very long nutshell, all of the possible abilities of the Megamorphs. So, my question now, is how on earth do I translate all of this into Pathfinder worthy rule-sets? Should/can I use all of these, or should I limit them for the Pathfinder Character?

The main things I need to focus on (as they are Luke's abilities) are

:
the Universal Abilities, as well as Fire, Water, Electricity, Psi, Order, Teleportation, Healing, Hyper Reflexes, and Shadow Shifting.

(Please note: if you want to borrow an idea from this for any reason, please let me know first: I will be happy to oblige as long as I know beforehand. I may even work with you on some details.)


I'm working up a home-brewed class for use in a campaign I'm doing next year. Would I ask for help and fine-tuning here or elsewhere on the forums?


So, I am building a Human Magus. I'm adding to her the Alacritous Template (+2 CR). This gives her Dodge, Improved Initiative, Mobility, Run, and Spring Attack as bonus feats. Her scores are as follows:
STR - 16
DEX - 14
CON - 15
INT - 20
WIS - 11
CHA - 14
I want to create a character who almost literally "dances" around the battlefield with her Keen Katana in hand. I want to take advantage of her 15-20 critical threat range, and I want her to be hard to hit. What feats should I take as she progresses to ensure these three ideas?


So, I am fairly new to Pathfinder, have played several games around here, but have not been involved in this actual society thing. I am looking for any groups in or near Rexburg.

Please note that I do not have a car, so without a ride elsewhere, my options are limited to local.


So I have been playing Pathfinder for almost a year now, and I am trying to work on a new character for a future campaign. We are allowed to add free templates up to +2 CR. I want this guy to be as OP as possible while still being fun to play with the following basic conditions:

Current Scores; 18, 16, 15, 15, 14, 10
Race; Either Human, Half-elf, or Aasimar
Level: 5-10 (Not yet decided by DM)
Two Traits
Alignment: Any Good
Some Third-party content is permitted, but mostly with templates (Preferably Acquired Templates).

As for my past experience, I have so far only played a Summoner for most of my time in-game, and he was Half-Celestial at level 17 (which was SOOO much fun!). I have created builds for a Wizard, Bard, Hunter, Ninja, Cleric, Fighter, Magus, Arcanist, and Investigator.

I'm looking for ideas with any of these classes, as well as similar ones; particularly on the subject of templates and feats. Role-play additions are also welcome (such as personality ideas). And I'm not afraid to add more than +2 CR to templates. I want to get an idea of which of these will be the most OP.

And DO NOT tell me to use a synthesist Summoner! (I despise that build with a burning, purple, passion!)


So I am building a Sword (Currently a Keen, Impact, Katana, which is quite fun; 15-20 critical threat range!). I was reading through the materials that are available for making swords, and noticed the one called "Lead-Lined", which essentially adds an extra damage point if it's a one-handed weapon, +2 damage if it's a two-handed weapon, without changing the base material.
My question is if there are any other materials like this that can be added to weapons in a similar manner. I mean ANY materials; I don't care weather they'll work for a sword or not.