Vine Wrangler Elf

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So there are a lot of ideas out there on "how to make your character more interesting, including a lot of lists on questions for your character. Here's one, tell me what you think.

1. What is your character’s name?
2. What race does your character belong to?
3. What is your character’s role/class/archetype?
4. What does your character look like?
5. What does your character do for a living?
6. Where did your character grow up?
7. What was your character’s childhood like?
8. What social ticks does your character have?
9. Why do people like your character?
10. Why do people dislike your character?
11. What type of music does your character listen to?
12. What does your character do for fun (at least three things)?
13. How does your character react in social situations?
14. How does your character react under pressure?
15. How does your character react to authority?
16. What are your character’s political and religious leanings?
17. Does your character want or have a family?
18. What happened to make the character start their current path?
19. What happened on the first adventure the character took?
20. What happened on the most recent adventure the character had?


So, I came up with this idea for blood magic feats, feats that allow people or NPCs to use blood for thier magic rather than the normal spellcasting rules. I figure it can be used to make those enemy spellcasters more dangerous. Tell me what you think.

Blood Magic (Metamagic)
You use blood to power your spells rather than ætherial energy.
Benefits: The Blood Mage can sacrifice blood to fuel his spells. When casting a spell, the caster may inflict wounds in order to power the spell. When this is done, the spell is cast, but the spell caster does not lose any spells for the day. The wounds that must be inflicted to power the spell are an amount of hit points equal to the level of the spell times the level of the caster. These wounds can be inflicted on the caster or on a sacrifice (willing or not), and need not be inflicted by the Blood Mage himself. All wounds must be made within two rounds of spell casting. Blood Mages may make any number of wounds on themselves as a free action. If these wounds kill the sacrifice, the spell is treated as though maximized and enlarged. Any spell cast using blood magic automatically gains the evil descriptor, and if the caster is Good, his alignment automatically shifts to Neutral. If the caster is Neutral, the caster’s alignment shifts to Evil as soon as he sacrifices one hundred hit points worth of blood, or kills a victim to fuel a spell (willing or not). Blood Magic cannot be used to cast any spell with the good descriptor.
Blood Magic is highly illegal in all civilized areas, and there are entire orders of paladins and clerics whose sole purpose it is to hunt down and destroy Blood Mages.
Only humanoid, good dragon, or good outsider blood will work for this feat. Animal blood (animal or Magical beast type) will also work, but the blood mage needs three times the amount of blood to complete the ritual.

Power of Blood (Metamagic)
You use blood to make your spells more powerful than would normally seem possible.
Prerequisites: Blood Magic Feat
Benefit: You may sacrifice blood to empower your spells. You may sacrifice an amount of hit points equal to the level of the spell times the level increase of the metamagic feat to be applied in order to apply that metamagic feat to the spell. Spells with metamagic feats applied to them using this feat do not need to be prepared beforehand with the metamagic feat attatched, nor do they actually raise the level of the spell slot needed to cast them.
Blood sacrificed in this manner may come from the caster (in which it is a free action), or from a sacrifice. If the blood comes from a sacrifice, the wounds must be made within 2 rounds of spellcasting. If the sacrifice dies during spellcasting, the caster may add an additional metamagic feat he knows onto the spell for free.
The Blood Mage can only add metamagic feats he actually possesses. Use of this feat affects the caster’s alignment in the same way as the Blood Magic feat.
Normal: Metamagic feats normally raise the level of the spell.

Essence of Blood (Metamagic)
You use blood to increase the effectiveness of your spells to their natural maximums.
Prerequisites: Blood Magic Feat
Benefits: The Blood Mage can sacrifice blood in order to increase the effectiveness of his spells. Any spell with a random component can be affected. If a spell requires a die roll for damage or healing, the Blood Mage can sacrifice blood in order to raise the effectiveness of the spell after the die roll. The die roll can effectively be increased by one for every hit point sacrificed. These hit points cannot be taken from the damage caused by the spell this feat is empowering. A spell cannot be empowered beyond it’s natural maximum. For example, an 8th level wizard with this feat casting a fireball spell can only empower the spell to do a maximum of 48 damage (the natural maximum 8d6 can roll).


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Probably not what the name would be, but we got a book for magic and all kinds of options for classes that use magic, and we got a book for combat and all kinds of options for classes that are combat heavy, and an ultimate race guide is coming out for people to really delve into their race (as well as some race-specific prestige classes I would think (seriously, I'd love to see Paizo's take on the Elven Bladesinger or the Dwarven Chanter)), but I wonder if we'll get a book for skills and options for skill-heavy classes. Anyone know if anything like that is even thought up as a possibility yet?


http://tvtropes.org/pmwiki/pmwiki.php/Main/TookALevelInBadass

Ever have that character that is just plain sub-optimal? Running a joke campaign where you have a character start as the comic relief that you want to become supre-awesome?

Badass Prestige Class

Hit Die: d12
BAB: 1/1
Saves: Fast Fort, Ref, and Will

Requirements
Attributes: Must have no attributes above 15.
Base Attack Bonus: +2

Class Skills
Climb (Str), Intimidate (Cha), Fly (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str)
Skill Ranks at Each Level: 2 + Int Modifier

Class Features

-Attribute Points: Every level, the badass recieves 2 points to allocate to his stats, except his 3rd level, when he gains 4 points.
-Badassery: The Badass prestige class counts as the original class the character held. In the case of a multi-class character, the player chooses the class his levels in Badass counts toward.
-Bonus Feat: The Badass gains a bonus feat at 2nd level.
-Destined Bond: This bond allows the Badass to enhance his weapon as a standard action by calling upon the aid of an astral spirit for 1 minute per character level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, the weapon gains a +1 enhancement bonus. For every three character levels beyond 5th the character possesses, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonusesto a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, anarchic, brilliant energy, defending, disruption, shocking, shocking burst, keen, merciful, and speed. Adding these properties consumes an amount of bonuses equal to the property’s cost (see Table 15-9, pg. 469, PCR). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called, and cannot be changed until the spirit is called again. The astral spirit imparts no bonuses if the weapon is held by anyone other than the badass, but resumes giving bonuses if returned to the badass. These bonuses apply to only one end of a double weapon. A badass can use this ability once per day at 5th character level, and one additional time per day for every four character levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with an astral spirit is destroyed, the badass loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the badass takes a -1 penalty on attack and weapon damage rolls.

Level BAB Fort Ref Will Special Spells
1st +1 +1 +1 +1 +2 Attribute Points, Badassery +1 level of existing arcane or divine spellcasting class

2nd +2 +1 +1 +1 +2 Attribute Points, Bonus Feat +1 level of existing arcane or divine spellcasting class

3rd +3 +2 +2 +2 +4 Attribute Points, Destined Bond +1 level of existing arcane or divine spellcasting class


Okay, I've combed through the forums, and I haven't found anything, and I don't think I found anything in the books on this either to clarify. If a Sorcerer has a high enough Charisma to qualify for a bonus spell at that level, does the Sorcerer gain an additional casting of that level of spell per day, an additional spell known, or both?


I've read in a few archived posts about the Eldritch Knight that people in general think it's lackluster and doesn't have the abilities of other Gish PRCs, like the Dragon Disciple. So I thought this might be a little better.

Eldritch Knight

Hit Die: d10
BAB: 1/1
Saves: Fast Fort, Slow Ref and Will

Requirements
Weapon Proficiency: Must be proficient with all martial weapons
Spells: Able to cast 3rd level Arcane spells.

Class Skills
Climb (Str), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str)
Skill Ranks at Each Level: 2 + Int Modifier

Class Features
Bonus Combat Feat: The eldritch knight may chose a bonus combat feat at levels 1, 5, and 9.
Diverse Training: The Eldritch Knight adds his level to any levels of fighter or caster for the purposes of feat prerequisites and specialist school/bloodline powers.
Spells per Day: Eldritch Knights gain spells as though they had gained a level in their previous arcane spellcasting class every level except first.
Arcane Armor Training: At 2nd level, the Eldritch Knight gains Arcane Armor training as a bonus feat.
Arcane Strike: At 4th level, the Eldritch Knight gains Arcane Strike as a bonus feat.
Arcane Armor Mastery: At 6th level, the Eldritch Knight gains Arcane Armor Mastery as a bonus feat.
Spell Critical: At 10th level, whenever the Eldritch Knight confirms a critical hit, he can cast a spell as a swift action on the target of the critical. This spell does not provoke an attack of opportunity, nor does it require a concentration check.

Tell me what you think.


Anyone? Anyone? Beuler? Beuler?


It doesn't specifically say this in the core rulebook (at least not the one I have), but does the Elven Curved Blade function as a bastard-sword? As in can you wield the blade in one hand with the exotic weapon proficiency feat, and if so, is it a martial weapon in that respect for Elves? In the core book, at least the one I have, it's only listed as a two-handed weapon, and makes no mention of options other than being Weapon Finesseable.