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2 posts. Organized Play character for Azothath.



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Purple Emperor Telamon (purpura imperalis telamon)
LN Lrg construct (humanoid) CR 6 XP 2400
Init +5(+11); Senses darkvision 60ft, low-light vision; Perception +7 (+9 vs traps)

DEFENSE
AC 24(27), touch 12, flat-footed 21(24) (+3 Dex, -1 size, +5 natl, +7 armr, (+3 shld))
hp 63 (6d10+30)
Fort +5, Rflx +8, Will +7
DefQ DR 5/--, Immun: construct traits, magic
DefA Shatter Weapons, Statue

OFFENSE
Speed 30(40) ft.
Natl: slam +11, +11 (1d6+5 c20 *2 B) {primary, AoO}
Mle: lrg +2 ely brz bastard sword 2hnd pwr atk +12, +7 (2d8+17 c19+ *2 S)
Mle: lrg +2 ely brz bastard sword 1hnd {w shield} +14, +9 (2d8+8 c19+ *2 S)
Mle: CmbtExp Def lrg +2 ely brz bastard sword 1hnd {w shield} +12, +7 (2d8+8 c19+ *2 S) +2 dodg AC
Mle: mwk cld iron dagger +12, +7 (1d6+6 c19+ *2 P|S) Rng10 ft, thrown +8, +3 (" P)
Trw: obsidian dagger +7, +2 (1d6+6 c19+ *2 P plus poi) Rng10 ft, thrown {fragile}
Rng: lrg mwk amentum(javelin) 2hnd +9, +4 (1d8+6 c20 *2 P) Rng 50ft(proj/thrw), pfrmc. [4]
Rng: lrg mwk pilum 1hnd +9 (2d6+6 c20 *2 P) Rng 20ft(thrw), hit shld loses AC bns until std actn to remove pilum. [4]

Space 10 ft.; Reach 10 ft. Humanoid Ht 10ft, Wt 4000 lbs.
OffQ Alch fire(Rngd Tch rng 10ft, 1d6+1[fire] 2r), tanglefoot bag(Rngd Tch rng 10ft, Rflx15 else entgl & mov=0), thunderstone(Rngd Tch rng 20ft vs AC5, Fort 15 deaf 1hr), fungal stun vial(Rngd Tch rng 10ft vs AC5 then 10 or 20ft rad, Will 20 else stun 1d2r in 10ft else confused 1r if in 20ft). Poi Addlemind(injury) immed, 1/min for 10 min {11 saves} Fort 15 else 1d2 Wis dmg & while Wis dmg take -5 Know & Prcp checks, Cure:2 saves 2*150gp. Poi Woundweal(injury) after 1r 1/d for up to 6 days{7 saves} Fort 18 else -10 Heal chks & CstrLvl Chk 25, Cure:2 saves 2*100gp. Poi Carnelian Toxin (injury) immd 1 per 2 rnds for 7r {4 saves} (Heal DC 15 to know) if target takes no action on previous round +2 save and/or receives magical healing previous round +2 save, Fort 19 else 1d3 Str dmg, Cure:2 save 2*300gp.

STATISTICS
Str 22(+6), Dex 16(+3), Con --, Int 16(+3), Wis 14(+2), Cha 16(+3)
BAB(1) +6, Str +6, sz -1; CMB +13(+19); CMD 26 (28 dirty trick, 30 b-rush, drag, ovrrun, repstn, trip)
Feats Extc Wpn Prfc(bastard sword)ᴮ, Combat Expertise, Intimidating Prowessᴮ , Persuasiveᴮ , Power Attack, Precise Strike(TW), Wpn Fcs(bastard sword).
Skills(ranks 30) Acro +6(3){urban}, Climb +6/+12{urban}, Diplo +9(5){+2}, Intmdt +20(5){+2,+4}, Know(Arcn +4(1), Nobl +4(1), Rlgn +4(1)), Ling +4(1), Prcp +7(5), SnsMtv +7(5), Stlth +2(3){-4, urban}, Srvl +2, Swim +4/+10.
Languages common, kelish, osiriani, celestial, napsu-sign.
MIBS: humanoid(hands): armor, belt, body, chest, eyes, feet, hands, head, headband, neck, ring(2), shoulders, wrists.
SQ: Construct traits, Magical Equipment, Restorative pedestal.
SA: Act of Strength, Impress.
Armor/Weapon Proficiency: simple & martial weapons, one exotic weapon if detailed, lgt & med armor, shields.

Act of Strength (Su) As a move action or attack action in place of an attack the creature can double its Strength bonus (minimum +2) for Ability and Skill checks, and to exceed (but not meet) target’s CMD. Act of Strength does not provoke and the strength insight bonus lasts 6(=HD) rounds for 6(=3+Cha bonus) times per day with 1 minute between uses (end to start).
Impress (Su) As a move action or attack action in place of an attack the creature can make a Diplomacy(Diplo) check to influence attitude or an Intimidate(Intmd) check to demoralize foes or allies within 30 ft that can see and hear him. Making the Diplo/Intmd check provokes. Attitude changes last up to 2(=[HD/3] hours, shaken lasts 2(=[HD/3] +[(Check -Intmd DC)/5]) rounds. Impress is usable 6(=3 +Cha bonus) times per day with 1 minute between uses.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Immunity to magic (Ex) immune to any spell or spell-like ability(SLA) that allows spell resistance(SR) and follows the rules for SR however certain spells and effects function differently against the creature, as noted below;
 • make whole:T2 touching a creature heals up to (CstrLvl, max 5)d6 hit points.
 • stoneshape:T3 touching a creature inflicts the staggered condition for 1 r.
 • dispel magic:A3 or Grtr Dispel magic:A5 a successful targeted dispel check vs DC23(=11 +2*HD) suppresses the Shatter Weapons ability for 1d4 r.
 • earth glide:T4 as per spell but the duration is doubled.
 • transmute rock to mud:T5 targeting one creature deals (CstrLvl, max 15)d6 damage without a save.
 • transmute mud to rock:T5 targeting one creature heals (CstrLvl, max 15)d6 hit points without a save, excess HPs<30 {small size or less 10, medium 20, large 30, huge 40, gargantuan 60, colossal 80} act as temporary HPs for up to 3(=SplLvl-2, minimum 0) hours.
 • stone to flesh:T6 targeting one creature negates damage reduction(DR) & immunity to magic for 1 r (allowing spells that affect constructs to affect the creature normally).
Restorative Pedestal (Sp) the construct has a specially constructed pedestal(bottom) or capital(top) and gains Fast Healing 1 while standing or resting on its personal pedestal/capital. The pedestal does not radiate magic when it is not active and can be included in the creature’s Statue ability or spell. Hrd:12, HP:50, Wt:300lb.
Sonic Defense (Ex) an active creature thrums with energy (Prcpt DC 0). Weapons(magical or non-magical) that hit the creature takes 3d6[sonic] damage (versus their hardness) before they do damage (effectively breaking many mundane weapons and destroying most arrows, bolts, and bullets). Natural attacks and unarmed strikes that hit the creature suffer 3d6[sonic] dmg with a Rflx save DC18(=12+HD) for half damage. A mundane(non-magical) {manufactured} weapon that takes damage (inflicted damage exceeded its hardness) gains the broken condition until repaired(at least 1 pt) and if destroyed is beyond what make whole:T2 and lesser spells can repair. Magical weapons and objects destroyed in this way require grtr make whole:T4 and are restored to 1 HP. As normal weapons at HP<(HP max/2) are broken (-2 (-2)dmg crit 20 at *2) and at HP=0 are destroyed. The creature can activate or suppress this ability as a swift action.
Statue (Ex) Standing perfectly still emulates a statue(object) (including its worn items), gains +5 Hardness(minium 8), for this creature Hrd:14(=9+5), and adamantine weapons and tools do not overcome/ignore its hardness. In this form it does not radiate magic and seems a mundane object to 4th SplLvl and lesser spells including detect magic and know alignment. An observer must succeed at a DC 23(=17+HD) Perception check to notice the creature is alive/active. If the majority of observers do not make the Prcp DC it gains +6 comp bonus and then surprise against those that did not make the DC. It cannot use Act of Strength, Sonic Defense while in Statue form.
Stone Stability (Ex) while on earth, stone, or worked stone the creature gains +4 insgt to resist CM bull rush, drag, overrun, reposition, and trip.
Tactical Awareness (Ex) at 2nd level or HD gains +2(=[HD/3]) insgt bonus to Initiative and to perception to identify areas which have circumstantial terrain bonuses or (magical and mundane) traps and against CM dirty tricks.
Tactician (Ex) at 5th level or HD gains a teamwork feat. Suggested feats are one of [Back to Back, Coordinated Charge, Coordinated Defense, Coordinated Distraction, Coordinated Maneuvers, Duck and Cover, Ensemble, Escape Route, My Blade is Yours, Outflank, Overwhelm, Precise Strike, Shield Wall, Swap Places]. As a standard action he can grant one teamwork feat he has to his allies within 30ft that can see and hear him up to 2(=1+[HD/5] times per day. Allies gain the use of the teamwork feat, even if they do not meet the prerequisites, for 6=(3+[HD/2]) rounds.

Equipment: (2) oil bless weapon bP 100gp, cure serious wnd:C3@5 AgFlsk 375gp, scroll cure lgt wnd:C1@1[4] bP 100gp, scroll crt wtr:C0@5 (10 gal) bP 62.5gp, scroll purify fd & drnk:C0@5 (5 cuft) bP 62.5gp, (2) Alch fire BL 40gp, (2) tanglefoot bag bP 100gp, (2) thunderstone BL 60gp, (2) fungal stun vial BL 150gp, (2) holy water BL 50gp.
Gear: lrg +2 ely brz resizing bastard sword +0(+1) vs Mag Bst & Mon Hmnd then +1(+1) vs that specific creature type for 24hrs, Reliquary (acts as holy symbol and statue of deity within consecrate) Hrd:14 HP:30 6lb 13585gp; (2) lrg mwk cold iron daggers, Hrd:10 HP:4 4lb SlwsL & SlwsR 608gp; (6) lrg obsidian daggers, Hrd:5 HP:2 {fragile} 9lb across lower back 12gp; (4) lrg mwk amemtum 1200gp; (4) lrg mwk pilum 1240gp; lrg +2 fitting terrain striding(urban)(+1) ely brz kikko armor AC+7 MxDx+4 AChk-2 SF20% Mov20ft DR 2/-- vs Mag Bst & Mon Hmnd, Hrd:14 HP:45 25lb 12400gp, lrg +2 mwk fitting steel quickdraw lgt shield AC+3 MxDx– AChk-1 SF5% Mov–, Hrd:14, HP:25 6lb 6209gp; cloak rst +2 4000gp, bandolier(Bl[8]) 1gp, belt pouch(Bp) 2gp, (2) spring-loaded wrist sheath(SlwsL, SlwsR) 20gp, silver holy symbol flask{deity} AgFlsk 35gp.

ECOLOGY
Environment temples, capitol buildings, important monuments, prestigious tombs, research facilities.
Organization solitary, with other guardians.
Treasure gear.

A purpura imperalis is a special purple stone construct similar to a caryatid/telamon but imbued with a high intelligence, skills, and given weapons and armor. They are tasked to guard an area or object (often with other constructs) and give deference to a creature with an amethyst pass-token. They recognize a pass-phrase, pass-token, holy symbol and can determine friend from foe. They are often statues of past glorious leaders, commanders, or politicians of note. They are most often armed with a magical sword, a fine ranged weapon, and nearby stands of spears. Attending visitors often leave offerings like wine, books of philosophy, plays, or poems, or the family signet of a fallen friend.

Construction
5000lbs of imperial porphyry(naturally purple colored hard granite) Hrd:9 costing 5000gp which must be carved into a masterwork large statue taking about 12 weeks at a masterwork artist’s workshop and costing 1500gp. A specially prepared 500gp gem (see Magic Jar) is secreted inside the statue and contains a soul sliver(s) to imbue the construct with intelligence and capabilities and a lawful ethical alignment. The shard(s) are collected from sentient creatures using Create Soul Gem:N3 {not an Evil act if the target is alive and willing} Or expending a 4th SplLvl or higher Necromancy spell taking 1 minute with a Spellcraft DC (20). Collecting the shard does (1d3) Int damage, (1d3) Wis dmg, and (1d3) Cha dmg to the donor or kills them(in the case of a dying creature). The construction requirements have the donors meet certain criteria (it is hard to find all four in one creature); proficiency with all martial weapons and +5 BAB, 5 ranks in a profession skill, 5 ranks in a knowledge skill, 5 ranks in Intimidate. Lastly masterwork or magical equipment and gear as equipment.
These constructs are bound to an area (about 1000ft radius) thus cannot be used as mobile constructs or shield guardians.

CL 11, Price: 35000, not including restorative pedestal $5000, equipment and gear.
Construction Requirements
Craft Construct, shatter:K2, heroism:E3, create soul gem:N3 or {spell}:N4, lesser geas:E4, flesh to stone:T6(usually a scroll), caster must be at least 11th level;
Skill Craft (sculpting) or Craft (stonemasonry) DC 19; Cost 17500 (+2500) gp

Tactics The usual task: Protect this object or area but offer succor or protection to respectful allies and supplicants. Allies will state a verbal pass phrase or display a passkey object. Generally others should be considered foes but you may make that determination using observation and questioning. Surprise, harass, hunt, track, subdue, capture, and defeat foes. Kill foes that use lethal force against you or your allies. Target spellcasters and dangerous foes first. Use allies and resources to complete your tasks.

COM: The text may be a little rough or overstated at times. Like the caryatid column its CR may be a bit low. I did several variants based on different porphyrys and this is the 'command' caryatid construct.

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see also
Azothath's Homebrew: Monster: Maned Wolf Med anml CR:2
Azothath's Homebrew: Monster: Drop-bear Med anml CR:3
Azothath's Homebrew: Monster: Therndentro Lignum (aka whompa) Huge Mon Humnd (giant, plant) CR:16
Azothath's Homebrew: Monster: Giant Foaming Grasshopper Med vermin CR:2
Azothath's Homebrew: Monster: Barkgator Med animal(reptile) CR:1
Azothath's Homebrew: Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Azothath's Homebrew: Monster: Helminth Swarm Fine vermin(swarm) CR:3
Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices


Runic template CR +1 [Law, Rune] Type:acquired, Summons:no. (from another thread post)

The creature gains a prominent noticeable rune or symbol (Perception DC 5) on its skin which can not be concealed using mundane(makeup, worn clothes, armor, etc) or magical methods of less than 2nd spell level.
• The creature may change its alignment to Lawful when it acquires this template. If Chaotic it must choose moral Neutral or Lawful alignment.
• The creature gains Cypher Magic feat (Ex).
• May activate scrolls (Sp) as if it had UMD or Spellcraft at ((HD or Lvl)/2) ranks.
• It may use an appropriate Runestone (Sp) to recast the last scroll activated that day.
• If the creature has Scribe Scroll it may scribe a magical tattoo (Sp) of a spell with range personal, self, 0, or touch of SplLvl 3 or less on its body using the time and cost of a scroll. It may have only one such tattoo and another caster cannot scribe or assist with the tattoo.
• The creature gains +2 on saves (Ex) versus effects from scrolls, runes, symbols, or written materials.
• The creature can consume a touched scroll (Su) (fills a hand, need not be 'eaten') as a full round action gaining (4*SplLvl)HP in healing. The scroll must be accessible(not in a case) and the scroll paper/parchment/material is destroyed in the process. A tattoo spell may be consumed as a std action.
• The creature gains SLA (Sp) Protection from Chaos:A1@(HD or Lvl) 1/d. The SLA is based on the creature's spellcasting ability score or Cha, whichever is higher.
At 5 HD it gains another use of Protection from Chaos and in place of Prot frm Chaos may use a 1st SplLvl spell from the Rune domain.
At 10 HD it gains another use of Protection from Chaos and in place of Prot frm Chaos may use a 1st or 2nd SplLvl spell from the Rune domain or Magic Circle Against Chaos:A3@(HD or Lvl).
• The creature gains the spell list (Ex) from the Rune domain. If it can cast spells it gains these spells at (minimum caster level plus one) as a known or learned spell. If it normally cannot cast spells it may use UMD or Spellcraft (whichever it prefers) using its (HD or Lvl) as CstrLvl to activate scrolls as outlined above.
• The creature can be targeted by Erase:T1 (Sp) spell or similar spells that erase/remove magical writings, at range taking (CstrLvl) damage with Will save for no damage, at touch (CstrLvl) damage with Will save for half damage. If a spell does not have a Touch or Close/Medium/Long range then that option is ignored.


now that we are past the production life cycle of PF1...
let's try to come up with some decent metrics for PF1, DnD 3.5, along with PF2 analogs that encompass play-styles, roles, and goals of the players.

Other Metrics of Character Power, 2014/09 has some interesting posts.

ROLES:
I think classes fall into one of several wide categories or roles; [Martial, Skilled/Social, Spellcasters, Downtime]. I'd like to keep this general rather than get into ranged, two-handed, evocations, or gold piece value generated per week. We can compare within a Role but across Roles will have less value. Some will be in two Roles, but we can choose the better and just apply a simple modifier to the rating for the other lesser effective role (I hope). I expect there will be Role Specializations/subcategories (like Martial-DamagePerRound, Martial-Ranged, Martial-Maneuvers, Spell-DamagePerRound, Spell-Recovery/Healing/ConditionRemoval, etc).

EXPERTISE:
I think some classes are simple (Gunslinger) whereas some really take some expertise (Wizard) beyond feat selection. So I'd go; [Simple, Average, Expert]. This is about how hard it is to build and play the class rather than its power.

POWER:
a bit tricky as there are different kinds. DPR(martial or magic), targets sidelined or controlled, areas or objects controlled, minions(yeah, the accursed Leadership spammed or never leave the summoner/necromancer/enchanter alone to cast at their leisure). Gold is it's own kind of power as it leads to hiring minions and excessive magic items on hand.


Maned Wolf (chrysocyon brachyurus)
NN med anml (canine quadruped) CR 2 XP 600
Init +3; Senses low-light vision, scent 30ft; Perception +9

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +2 natl)
HP 19 (3d8+6)
Fort +5, Rflx +6, Will +2

OFFENSE
Speed 50 ft.
Melee Natl: bite +3(1d6+1 c20*2 BPS plus trip) {primary, AoO}.
Space 5 ft.; Reach 5 ft. Canine quadruped Ht 43 inch at shldr 39 inch body length with 18 inch tail, Wt 50-120 lbs.

STATISTICS
Str 12(+1), Dex 16(+3), Con 15(+2), Int 2(-4), Wis 12(+1), Cha 12(+1)
BAB(0.75) +2, Str +1; CMB +3; CMD +16(+20 vs trip) {4 legs}
Feats: Skill Fcs(prcp): +3 to skill & +6 at 10 ranks, Run: run at 5× normal speed at medium load (no, lgt, or med armor/barding) and 4× at heavy load (hvy armr/barding). +4 comp Arco to jump after running start. Retain Dex to AC while running, Extra Trickᴮ: +3 tricks.
Skills(ranks 4): Acroᶜ +7(1), Climbᶜ +4(), Intmdt +3/+1(0){+2 anml}, Prcpᶜ +9(2){+3}, Stealthᶜ +7(1), Survivalᶜ +8/+13{track}(4ᴮ), Swimᶜ +4().
Languages none.
Mag Itm Slots Quadruped (claw): armor, belt(saddle), chest, eyes, head, headband, neck, shoulders, wrist.

Racial Modifiers: +4 Survival when tracking by scent, +2 natl AC (type advancement), +2 Intmdt vs animals.
Armor/Weapon Proficiency: none.

Trip (Ex) with successful attack creature gains a free action CM trip versus a target up to one size category larger without provoking. If the attempt fails the creature cannot be tripped in return.

ECOLOGY
Environment warm or temperate plains and forest edges.
Organization solitary, pair, pack (3-12 adults with 2-6 juveniles(young)).
Treasure none.

This powerful long legged canine has a reddish-brown to golden orange coat, black legs and mane, large pointed ears, a white tufted tail and chest. Maned wolves, like their cousins, are top crepuscular predators that are social and generally hunt alone but use pack hunting when food is abundant. They patrol and scent mark (similar to hops or cannabis) their broad hunting areas (about 12 sq miles). They can erect their mane to enlarge their profile when threatened or displaying aggression. The young are black and transition to young adults with color at 10 months. They live 15-22 years. Maned wolves are prized animal companions for those with the plains favored terrain.

Tactics typical foresting for small prey and pack hunting tactics (hunt, stalk, chase, grab-bite, possess, kill, consume).

=====
see also
Azothath's Homebrew: Monster: Drop-bear Med anml CR3
Azothath's Homebrew: Monster: Therndentro Lignum (aka whompa) Huge Mon Humnd (giant, plant) CR:16
Azothath's Homebrew: Monster: Giant Foaming Grasshopper Med vermin CR2
Azothath's Homebrew: Monster: Barkgator Med animal(reptile) CR:1
Azothath's Homebrew: Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Azothath's Homebrew: Monster: Helminth Swarm Fine vermin(swarm) CR:3
Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices


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Drop-bear (ursidae aussium)
CN Med magical beast (ursine) CR 3 XP 800
Init +4; Senses darkvision 60ft, low-light vision, scent 30 ft; Perception +7{dim, dark}/+5

DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natl)
HP 24 (3d10+6)
Fort +5, Rflx +7, Will +2, +2 vs natural/plant poi
Weakness: Light Sensitivity.

OFFENSE
Speed 30 ft, Climb 20 ft, Fly(Glide) 40 (poor)
Melee Natl: claw +7, +7(1d4+2 c20*2 BS), bite +7(1d6+2 c20*2 BPS) {primary, AoO}
    Natl: charge(fall up to 80ft) & bite  +9(1d6 +2 c20*2 BPS) head grab.
    Natl: bite +9(1d6 +2 c20*2 BPS) head grab.
    HtH: shrtspear +5(1d6+2 c20*2 P)
    Rng: shrtspear +7(1d6+2 c20*2 P) Rng 20 ft, thrown
Space 5 ft.; Reach 5 ft. Ursine Ht 3ft at midpoint 5 ft total, Wt 60-100 lbs.

STATISTICS
Str 14(+2), Dex 18(+4), Con 12(+2), Int 8(-1), Wis 12(+1), Cha 14(+2)
BAB(1) +3; CMB +7(+11 grab, +15 if flying charge on ≤ med sz); CMD +19 (23 vs Trip while climbing)
Feats: Agile Maneuvers(Cmbt), Weapon Finesse (Cmbt),
Skills(ranks 3): Acroᶜ +7(0), Climbᶜ +9(0){+4}, Flyᶜ +4(1){-4}, Prcpᶜ +7/5(1){+2 dim|dark}, Stlthᶜ +12/+8(1){+4 ≤5ft/r in jungle}, Srvlᶜ +7(3), Swimᶜ +5(0).
Languages: choose one per tribe (1d4); goblin, kech, sasquatch, sylvan (understands but cannot speak).
Mag Itm Slots Quadruped(claws): armor, belt(custom), chest, eyes, head, headband, neck, shoulders, wrist.
SQ: aggressive
Racial Modifiers +2 Perception Dim & Dark only, +2 natl AC (type advancement), Climb speed {Climb skill +8}, +4 stealth in trees/forest(terrain), +2 inhrt vs natural(unrefined) or plant poisons/toxins.
Armor/Weapon Proficiency: 4 (simple or tribal) weapons of less than 4 lbs, usually [dagger/dirk/kunai, club, lgt mace, shortspear].

Aggressive (Ex) unless specifically trained for combat (see Handle Animal skill) the creature tends to attack the rider and nearby targets and subduing this instinct entails succeeding at eight DC 20 handle animal checks once a week usually taking two to four months and incurring a 300 GP fee. For safety a beast with a bite attack wears a muzzle which negates its bite attack. Even with training at the start of each day the rider/owner must make a Handle Animal or Ride check of DC= 10 +CR +Cha Bonus of the creature, +5 if using Ride skill, +2 circumstance bonus without muzzle, +1 circumstance +1 for each day of hunger (+2 at first day to +6 at fifth day or more), else the aggressive creature attempts to break or sunder its muzzle and then given the chance will attempt up to 1d6 attacks that day or continue to attempt to break its muzzle. Suitable targets for such attacks within normal reach plus 5 feet are; perceived as weak(2 sizes smaller or have the docile quality), vulnerable (wounded below an estimated 50% of maximum HP, ongoing bleed damage, exhausted, nauseous, paralyzed, prone, sickened), throw the rider (CMB trip with +4 circumstance), or suitable ‘bad’ behavior. The rider/owner recognizes when the beast is surly and may choose to stable/confine the creature for the day.
Charge action – move directly towards a target from 10ft to up to twice(Full actn) or once(Std actn) your Fly distance (2* if down) to an adjacent square, with +1 BAB you can draw a weapon as part of this movement, after moving make a single attack at +2 attack or +2 Bull Rush CM and take a -2 AC/CMD penalty until the start of your next turn.
Climb (Ex) creature has a natural climb speed, +8 racial Climb, makes a check to climb a wall or slope with a DC higher than 0 but can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. It retains its Dexterity bonus to Armor Class (if any) while climbing and opponents get no special bonus to their attacks against it. It cannot run while climbing. A climbing creature’s CMB is 4 higher versus trip attempts (+1 per limb) while climbing.
Darting Charge (Ex) gain Flyby Attack as a bonus feat. While flying/gliding and charging receives a +4 bonus on CMB checks made to grapple foes of it’s size or smaller.
Flyby Attack (Ex) When flying the creature can take a standard action at any point during the move action. The creature cannot take a second move action during a round when it makes a flyby attack. The creature’s movement provokes as normal.
Glide (Ex) from Natural Flight 40 (poor {-4})
A gliding creature cannot use its fly speed to hover and must end its move action at least 5 feet lower in elevation than where it started. It is possible to gain elevation during flight using environmental updraft conditions and a successful fly check. Creatures with Glide suffer no damage from falling 10 ft and make an acrobatics or fly check comparing the result to DC(5 + total distance fallen/2) to convert the lethal damage from falling (up to their flight speed) into non-lethal damage per 10 foot increment even when not their turn but not while bound or helpless. Creatures with natural flight gain Fly as a class skill.
Head Grab (Ex) If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple once per round as a free action without provoking an attack of opportunity. Head grab works against opponents up to one size size larger and beating the minimal CMD by 5 covers the target’s head (a successful grab +5 DC confers a -8 comp Prcptn to the target and the blinded condition). The creature has the option to conduct the grapple normally (possibly covering the head) or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage on the initial attack unless the creature also has constrict. Each successive successful grapple automatically deals the damage indicated for the (natural) attack and if any constrict damage. Creatures without a head or sensory organs in a head cannot be blinded or take perception penalties from this attack. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.
Light Sensitivity (Ex) The creature is dazzled in areas of bright sunlight or within the radius of a daylight spell.
Natural Camouflage (Ex) the creature blends into a natural terrain and combines this with slow movement for stealth, +4 competence Stealth in Forest or Hills when moving 5ft or less per turn.

Equipment: choose 2; potion cure minor wounds (1d4+1), stink oil, tar bag(tanglefoot bag DC 13), thunderstone, wild animal musk.
Gear: (2)obsidian dagger, bag of semiprecious stones (25gp), moss-cloth bandolier (8 pouches), one of; club, net, shortspear, shortbow & 20 arrws, steel machete, blowgun & 4 darts & [2] spider vine poi darts & [2] black adder venom DC13 poi darts & [2] read tears poi darts, pair of mwk deer-horn knives, cold iron gladius, cold iron morningstar. {creatures have proficiency with weapon}

ECOLOGY
Environment temperate or tropical forests, Dreamlands/Mhar’s Fossa(Storval thinning)/Spider Vale, mounts of leng.
Organization solitary, pair, tribe (1 advanced template & 5-7 adults with 6-8 juveniles(young template)).
Treasure gear or 75gp.

Drop-bears look like small to medium sized large headed long limbed bears with a fanned tail or some might say rather large bulky flying squirrels with the acrobatic grace of cats. Their fur ranges from brown to deep black-brown striped/mottled fur on the backside with a dark purple underside, often they have an eye mask of lighter to golden color around their large eyes. Drop-bear limbs are long and have a connective flap (patagium) between their leg to arm.
While intelligent, drop-bears require training to be useful and then constant maintenance like a favored but spoiled feral dog. During training the owner can arrange teaching for the creature reassigning up to half its skill points using scholars which doubles the training cost (600 GP) and maximizes the time to train the beast (4 months). The creature refuses a saddle.
Crepuscular(twilight)/night ambush predators and opportunistic omnivores. Their usual tactic is to drop or glide from trees and grapple or engluf a creature’s head executing a surprise attack before the target can react. Most animals attempt to flee which only provokes more attacks. It is rare to see a tribe attack a large herbivore but drop-bears occasionally work together to defeat large marauding predators. Young drop-bears often target lone children or small prey.

Tactics typical ambush & guerrilla tactics.
Custom fitted items are for unusual creatures and cost +30gp minimum and require a professional with at least 3 ranks in appropriate Craft/Prof skill to fit the item/garment.

see also
Azothath's Homebrew: Monster: Therndentro Lignum (aka whompa) Huge Mon Humnd (giant, plant) CR:16
Azothath's Homebrew: Monster: Giant Foaming Grasshopper Med vermin CR2
Azothath's Homebrew: Monster: Barkgator Med animal(reptile) CR:1
Azothath's Homebrew: Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Azothath's Homebrew: Monster: Helminth Swarm Fine vermin(swarm) CR:3
Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices


Req: PFS legal, 20 pt Abil buy, 5th Lvl $10500 gear. For this initial build I’m going human for simplicity and the extra feat and skill ranks don’t hurt at all… I’m choosing Desna(CG)[Dom: Chaos, Good, Luck, Liberation, Travel; FvdWpn: starknife] with good domains and poor Fvd Wpn. You could pick up the Pal 3 for extra goodies. I’ll choose Dex but you could go Str 14 with the same build for melee with Wpn Fcs, Pwr Atk, Cmbt Exp. I use the character name for easy reference.

Minette female human Pal 2 Clr-VPlgrm(Desna) 3
LG med sz humnoid human
Init: +2, Prcptn: +7

AC: 18, tch 14, fftd 16 (+4 armr, +2 Dex, +2 dflc{ShldFth}, opt +1 shld)
HP: 36 (2d10+3d8) {PFS=10+6+5+5+5 +5{FCB}}.
Saves: Fort +9, Rflx +7 , Will +13, (+1 cloak, +1(2) secondary saves)
Mov Spd:40

Mle: mwk cryptstone lucerne hammer {+6}+5 (1d12{+1}(+1 vs UnD) c20 *2)B|P, brace, reach, +2 CMB to sunder med & hvy armr. {with divine favor}
Mle: mwk cFe gladius +5 (1d6 c19+ *2)P|S, pfrm.
Mle: obsdn dagger +4|thrw +6 (1d4 c19+ *2)P|S, Rng:10ft, {fragile} glassy.
Rng: mwk comp longbow {+9}+8≤30ft else {+8}+7 (1d8{+1} +1≤30ft, c20 *3)P Rng:110ft arrw: cFe & Ag[20].

Divine Spells Prpd (CL 3(Dur=5); Conc(Wis) +7)
 2nd(2+1ᴰ/d): B Endur:T2, Brst Rad:K2, Aidᴰ:E2. OR Blind Ray:K2, Consecrt:K2, Rst Enrg:A2, Silence:I2.
 1st(3+1ᴰ/d): Divn Fvr:K1, Shld Fth:A1, True Strkᴰ:D1. Or Librtn Cmmd:T1, Mag Ston:T1, Prot E:A1.
 0th(4@will): Det Mag:D0, Guid:D0, Pur Fd&Drnk:T0, Stblz:C0.
DomPwr: CarvnBond(Su): up to 7 prep'd tgt within 30ft may gain Dom pwr. Chnl(Su,+): 30ft rad 2d6 heal liv/dmg UnD DC15 [5]/d, Spon Cast: Positive thus any "cure" for Splᵎᴰ. Activate all Clr items. Domn Spl(ᴰ)
Detect Evil(Sp) mov actn conc.
Smite Evil(Su) swft actn 1 target if Evil +2(+2, +4 first hit) bypass DR, +2 dflc AC 1/d.
Lay on Hands(Su) std/swft actn heal 1d6 3/d.

Abil: [10,14(13),10,14(12),18(16),14], 20pt & applied: +2 Wis, 4th:+1 Dex, headband Int +2, so at Fifth mods [0,+2,0,+2,+4,+2].
BAB: +4, CMB:+4, CMD:16.
Prfc: smpl & mrtl wpns, lgt/med/hvy armr, shld.
Domn: Luck: BitLuck(Sp):std actn tch tgt(willng) roll twice any d20roll their rnd [5]/d. Spls: true strk:D1, aid:2, prot Enrg:3, free mov:4, brk E:5, mislead:6, spl turn:7, momt presc:8, miracle:9. Travel: base Spd +10ft, AglFeet(Su) free actn ignore dfclt terr 1rnd uses:[3+WIS]/d, DimHop(Sp)@8: mov actn line of sight teleport to a total of 10*ClrLvl ft/d in 5ft increments and touched others use distance. Spls: longstrider:1, loc obj:2, fly:3, dim door:4, teleport:5, find the path:6, grtr teleport:7, phase door:8, astral projctn:9.

Skills(rnk 20{Skilled}): Acro +5(3){for Fgt Def}, Apprᶜ +6(1), Bluff, Crftᶜ(Alchemy +6(1)), Diploᶜ +8(1), Dsgs, Esc Art, Fly, HndlAnmlᶜ (), Healᶜ +8(1), Intmd, Know(arcnᶜ +6(1), dngn, engr, geog, histᶜ +6(1), locl +7(HB), natr, noblᶜ +6(1), plnsᶜ +6(1), rlgnᶜ +6(1)), Lingᶜ +6(1), Prcp +7(3), Pfrm, Profᶜ(merchant +8(1)), Rideᶜ +6(1), Sns Mtvᶜ +8(1), SoHnd, Splcrftᶜ +6(1), Stlth +, Survl. ᶜCls skl, ˢSkl Fcs
Lang: common(taldan), varisian(regional), celestial, napsu-sign language{HB}.

Cmbt Gear:
SLWS: Wand: Cure Lgt Wnd:C1@1[50] $750, Scr:Shld Fth:A1@1[2] $50. Bndlr: Pot: HolyWtr[2] $50, Alch Fire [2] $80, Antiplague $50, Antitoxin $50, Twitch tonic $50, Smelling salts $25, Pot sponge:Air Bubl:C1@1 $52 = $1157
Scrolls: Bless Wpn:1@1[2] $50(?), Comp Lang:D1@1[2] $50, Det UnD:D1@1[2] $50, Rmv Fear:A1[2] $50, Rmv Sickness:C1@1[2] $50, Sure Casting:D1@1 $25, Tap Innr Beauty:D1@1[2] $50 = $325

Equip:
mwk cryptstone lucerne hammer mrtl 2hnd $515 (1d12 (+1 vs UnD) c20 *2)B|P, brace, reach, +2 CMB to sunder med & hvy armr, 12#. mwk{mwk trans} cold iron(cFe) gladius lgt mrtl $30. mwk comp longbow rngd mrtl $400 (1d8 c20 *3)P Rng:110ft Hrd:7 HP:15, 3lb. Arrw: cFe & WpnBlch silver(Ag) [20] $2+5, obsdn dagger smpl lgt $1 (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 0.75lb. Mwk mithral chain shirt lgt armr $1100 (AC:+4, MaxDex:+5, ACP:0, ASF:10%, Mov:30, Wt:10#){can be upgraded into better mithral armor}. Quickdraw steel lgt shld {for gladius} $59 (AC:+1, MaxDex:--, ACP:-2, ASF:5%, Mov:--, Wt:7#). Bandolier(Bndlr)(8 slots) $0.5, spring-loaded wrist sheath(SLWS) [2] $10, investigator's kit 37lb $40, heavy warhorse & mil saddle {carries most stuff}, bridle, saddlebags $326, silver holy symbol(Desna) $25. =$2513.5
Aegis of recovery [neck] BO:$1500, Cloak of resistance +1 [shldr] $1000, Headband of Int +2 [hdbnd] $4000 =$6500
CASH = $4.5 gp (=$10500-1157-325-2513.5-6500).

Traits:
T1: Mag Knack(Mag) Clr.
T2: Deft Dodger(Cmbt) +1 Rflx.

Feats:
1stLvlHumanBonusF: Point-blank Shot.
1stLvlF: Precise Shot.
1stLvl: Paladin 1. Aura G, Det E, Smite E 1/d.
2ndLvl: Paladin 2. Divn Grc, LoHnd.
3rdLvl: Clr-arch Var Priest 1.
3rdLvlF: Deadly Aim.
4thLvl: Clr-arch Var Priest 2.
4thLvlAbil: Dex +1, so 13→ 14 to eliminate odd score.
5thLvl: Clr-arch Var Priest 3.
5thLvlF: Impvd Channel.


Req: PFS legal, 20 pt Abil buy, 5th Lvl $10500 gear then later 11th Lvl $82000 gear. For this initial detailed build I’m going human {rebuild of Thalevoh} for simplicity and the extra feat and skill ranks don’t hurt at all… There are several decent (non-Evil) deities out there (by weapon damage) keeping an eye on domains for VarPlgrm; Gorum(CN) greatsword, Smiad(LG) greatsword, Keltheald(CG) halberd, Groetus(CN) hvy flail, Feronia(NN) bastard sword, Sun Wukong(CN) quarterstaff, Elion(CG) longbow, Erastil(NN) bows(yes, RAW all bows!), Sinashakti(CG) shortbow, Chaldira(NG) shortsword, Ssila'meshnik(CN) lgt hammer, Calistria(CN) whip. For Dex types bastard sword, longbow/bows, shortsword are all good choices.
Hopefully this will prove instructive for people building wizards.

Thalevoh@5 male human Clr-VPlgrm(Chaldira NG Dom: Luck, Trickery; Wpn: sht sword) 1 Wiz-Divnr 4
NN med sz humnoid human
Init: +4, Prcptn: +5

AC: 20(13), tch 16(13), fftd 18(10) (+4[frc] armr, +4(+0) shld, +2 Dex)
HP: 27 (5d6 +5) {PFS=6 +4*(4) +5*(+1{FCB})}.
Saves: Fort +4, Rflx +5 , Will +9, +1(+2 but +1 cloak) secondary saves
DEF: -
Mov Spd:30

Mle: mwk cFe gladius +3 (1d6 c19+ *2)S|P, pfrm.
Mle: mwk cFe cestus +3 (1d4 c19+ *2)B|P.
Mle: obsdn dagger +2|thrwn +5 (1d4 c19+ *2)S|P, Rng:10ft, {fragile} glassy.
Rng: +1 mwk hvy crossbow +6≤30ft else +5 (1d10+2≤30ft else +1, c19+ *3)P Rng:120ft bolt: cFe & Ag[10].
Rng: +1 mwk hvy crsbw & GravBow +6≤30ft else +5 (2d8+2≤30ft else +1, c19+ *3)P. (F:Point-Blnk, Precise)

Tattoo SLA danc lgts:K0@Lvl 3/d.
Arcane Spells Prpd (CL 4; Conc(Int) +9, K:CL5 DC+1)
2nd(3+1ᔥ/d): glttrdust:C2, scorch ray:K2, mirr img:I2(d4+1|d4+3), see invis:D2ᔥ.
1st(5+1ᔥ/d): cult adapt:D1ᔥ, ear-prc scrm:K1, mag armr:C1, mag mssl:K1, shield:A1, snoball:K1.
0th(4@will): det mag:D0, mend:T0, mssg:T0, ray frost:K0.
SchPwr: Forewrnd(Su):act in Supr rnd, +2 Init; DivnFort(Sp):std actn tch +2 insgt atk, skl, abil, sv 1r [8]/d. Activate all Wiz items. Sch Spl(ᔥ)
Divine Spells Prpd (CL 3; Conc(Wis) +5, K:CL4 DC+1)
1st(2+1ᴰ/d): divn fvr:K1, shld fth:A1, true strk:D1ᴰ, {CLW:C1}. notable:dthwtch:N1, knw enmy:D1, prot E:A1.
0th(3@will): crt wtr:C0, pur fd&drk:T0, stblz:C0.
DomPwr: CarvnBond(Su): up to 3 prep'd tgt within 30ft may gain Dom pwr. BitLuck(Sp):std actn tch tgt(willng) roll twice any d20roll their rnd [5]/d. Copycat(Sp):mov actn up to 1 mirr img {!stack} up to 3 rnd [5]/d. Chnl(Su,+): 30ft rad 1d6 heal liv/dmg UnD DC12 [4]/d, spon cast any "cure" for Splᵎᴰ. Activate all Clr items. Domn Spl(ᴰ)

Abil: [10,14,10,20(18),14,12], 20pt & applied: +2 Int, 4th:+1 Wis, headband Int +2. mods [0,+2,0,+5,+2,+1].
BAB: +2, CMB:+2, CMD:14.
Prfc: smpl wpns, lgt armr, sht swd.
Domn: Luck: BitLuck(Sp):std actn tch tgt(willng) roll twice any d20roll their rnd [5]/d. Domn Spls(ᴰ): true strk:D1, aid:2, prot Enrg:3, free mov:4, brk E:5, mislead:6, spl turn:7, momt presc:8, miracle:9. Trick: Bluffᶜ Disgsᶜ Stlthᶜ, Copycat(Sp): mov actn up to 1 mirr img {!stack} up to 3 rnd [5]/d. Domn Spls(ᴰ): dsgs self:I1, invis:I2, nondet:3, confsn:4, fls visn:5, mislead:6, screen:7, ms invis:8, time stop:9. With VPlgrm loan to two tgts.

Skills(rnk 35{Skilled}): Acro +5(3), Apprᶜ +9(1), Bluffᶜ +5(1), Crftᶜ(Alchemy +11(3)), Diploᶜ +5(1), Dsgsᶜ, Esc Art, Flyᶜ +6(1), Healᶜ +6(1), Intmd, Knowᶜ(arcn +9(1), dngn +9(1), engr +9(1), geog +9(1), hist +9(1), locl +13(HB), natr +9(1), nobl +9(1), plns +9(1), rlgn +9(1)), Lingᶜ +9(1), Prcp +5(3), Pfrm, Profᶜ(herbalist +6(1)), Ride +5(3), Sns Mtvᶜ +6(1), SoH, Splcrftᶜ +13(5), Stlthᶜ +6(1), Survl. Cls skl(ᶜ), Skl Fcs(ˢ)
Lang: common(taldan), varisian(regional), celestial, infernal, draconic, elven, thassalonian{ling}, napsu-sign language{HB}.

Cmbt Gear:
SLWS: Wand: Cure Lgt Wnd:C1@1[30] $450, Obs Mist:C1@1[30] $450, and Bndlr: Pot: Cure Lgt Wnd 1@1 $50, alch fire [2] $40ᶿ(self crafted(ᶿ) - in PFS there is no crafting but wands are easier to get via Prestige so it balances in favor of PFS but I did it like self crafters here to illustrate costs), antiplague $25ᶿ, antitoxin $25ᶿ, twitch tonic $22.5ᶿ, smelling salts $12.5ᶿ = $1075
Scrolls: Comp Lang:D1@1 [2] $25ᶿ, Prot Evil:A1@1 [2] $25ᶿ, Rmv Sickness:C1@1{divn} [2] $25ᶿ, Sure Casting:D1@1 [2] $25ᶿ, Tap Innr Beauty:D1@1{divn} [2] $25ᶿ = $150

Equip:
mwk{mwk trans} cold iron(cFe) gladius lgt mrtl $30, mwk{mwk trans, only 1 in PFS} cFe cestus lgt smpl (1d4 c19+ *2)B|P Hrd:10 HP:2 1lb $10, +1 mwk hvy crossbow +1(1d10+1 c19+ *3)P Rng:120ft Hrd:7 HP:15, 8lb $2350, Bolts: cFe & WpnBlch silver(Ag) [10] $2+2.5ᶿ, obsdn dagger (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 0.75lb [2] $2, bandolier(Bndlr)(8 slots) $0.5, spring-loaded wrist sheath(SLWS) [2] $10, investigator's kit 37lb $40, heavy warhorse & mil saddle {carries most stuff}, bridle, saddlebags $326, silver holy symbol(Chaldira) $25. =$2798 (27% WBL)
Aegis of recovery [neck] BO:$750ᶿ, Cloak of resistance +1 [shldr] $1000, Headband of Int +2 [hdbnd] $4000, spellbook $725 =$6475 (62% WBL)
CASH = $2 gp (=$10500-1075-150-2798-6475).

Traits:
T1: Mag Knack(Mag) Clr.
T2: Deft Dodger(Cmbt) +1 Rflx.

Feats:
1stLvlHumanBonusF: Point-blank Shot.
1stLvlF: Precise Shot.
1stLvl: Clr1: BAB +0 Svs 2,0,2 Spl: 0:3, 1:1(1)+1, DC+2(Wis) Chnl(+) spon "cure".
2ndLvl: Wiz1 BondObj(amulet) Divn(!E,!N). Spellbook 0:all, 1:7. Schl Spl(ᔥ).
2ndLvl: Scribe Scroll {in PFS this would be Spell Focus(K)}.
3rdLvlF: Wiz1F: Spl Fcs(evoKation) {in PFS this would be Heighten Spell MetaMag or Weapon Finesse for shtswrd}.
4thLvlAbil: Wis +1, so 13→ 14 to eliminate odd score.
5thLvlF: Var Tattoo(K) +1CL.
5thLvl: Wiz4 BAB +2 Svs 1,1,4 Spl: 0:4, 1:3(2)+1, 2:2(1)+1, DC+5, BondObj(Amulet), Diviner, opp Ench, Necro. Spellbook 0th:all but Opps’d, 1st:9+8=17, 2nd:4+8=12, 3rd:0+2=2. 50% found = cost $725. Human +1 HP & +1 SklRnk each Lvl.

 by Azothath

- - - Advancing to 11th Level - - -
Thalevoh@11 male human Clr-VPlgrm(Chaldira NG Dom: Luck, Trickery; Wpn: sht sword) 1 Wiz-Divnr 10
NN med sz humnoid human
Init: +8, Prcptn: +15

AC: 21(14), tch 17(14), fftd 18(12) (+4[frc](+2) armr, +4(+0) shld, +3 Dex){generally mag armr, abltv barr, shld, often hgtn aware, blur, haramaki covers off-duty hours}
HP: 57 (11d6 +10) {PFS=6 +10*(4) +11*(+1{FCB})}.
Saves: Fort +8, Rflx +10 , Will +14, (+2 but +3 cloak) secondary saves
DEF: regenerate 1/hr, Imm:bleed. {you don't want to die and it's handy for shadow proj, mag jar}
Mov Spd:30

Mle: +1 mwk ElyBrnz gladius +6 (1d6+1 c19+ *2)S|P, +0(1) then +1(+1) vs mon hmnd & mag bst, pfrm. {weapons are for threatening and when you're in trouble}
Mle: mwk cFe gladius +6 (1d6 c19+ *2)S|P, pfrm. {target with grt mag wpn (+2)}.
Mle: mwk cFe cestus +6 (1d4 c19+ *2)B|P.
Mle: obsdn dagger +5|thrwn +8 (1d4 c19+ *2)S|P, Rng:10ft, {fragile} glassy.
Rng: +1 mwk hvy crossbow +10≤30ft else +9 (1d10+2≤30ft else +1, c19+ *3)P Rng:120ft bolt: cFe & Ag [10], {UnD/Incorp} dur blunt CryptSton +0(+1) UnD [6], {Cnstr} dur Ad [4]. (F:Point-Blnk, Precise)
Rng: +1 mwk hvy crsbw & GravBow +10≤30ft else +9 (2d8+2≤30ft else +1, c19+ *3)P.

Tattoo SLA danc lgts:K0@Lvl 3/d.
Arcn Spells Prpd (CL 10; Conc(Int) +18, K:CL11 DC+2, Def Cast: roll two Conc chk take better 3/d)
5th(3+1ᔥ/d){BO:1}: acd spry:C5, icy prison:K5, prstnt lgtnbolt:K3(5), telepthc bond:D5ᔥ.
4th(4+1ᔥ/d): prstnt intsfy ear-prc scream:K1(4), prstnt grttrdust:C2(4), enervation:N4, drgn brth:K4, scry:D4ᔥ.
3rd(4+1+1ᔥ/d): abltv barr:C3, arcn sgt:D3ᔥ, intsfy reach shk grsp:K3, haste:T3, fireball:K3, lgtnbolt:K3.
2nd(6+1ᔥ [+2]/d): create pit:C2, glttrdust:C2, invis:I2, mirr img:I2(d4+3), rst enrg:A2, scorch ray:K2, see invis:D2ᔥ.
1st(6+1ᔥ [+4]/d): cult adapt:D1ᔥ, ear-prc scrm:K1, infrnl heal:C1, mag armr:C1, mag mssl:K1, shield:A1, snoball:K1.
0th(4@will): det mag:D0, mend:T0, mssg:T0, ray frost:K0.
SchPwr: Forewrnd(Su):act in Supr, +5 Init; DivnFort(Sp):std actn tch +5 insgt atk, skl, abil, sv 1r [9]/d; ScryAdpt@8:cont det scry, scry tgt 1 step famil. Activate all Wiz items. Sch Spl(ᔥ), Pearl of Power[+{#}], I just added +1 to 3rd for the BO
Divn Spells Prpd (CL 3; Conc(Wis) +4, K:CL4 DC+1)
1st(2+1ᴰ/d): divn fvr:K1, shld fth:A1, true strk:D1ᴰ, {CLW:C1}. notable:dthwtch:N1, knw enmy:D1, prot E:A1.
0th(3@will): crt wtr:C0, pur fd&drk:T0, stblz:C0.
DomPwr: CarvnBond(Su):up to 3 prep'd tgt within 30ft may gain Dom pwr. BitLuck(Sp):std actn tch tgt(willng) roll twice any d20roll their rnd [5]/d. Copycat(Sp):mov actn up to 1 mirr img {!stack} up to 3 rnd [5]/d. Chnl(Su,+): 30ft rad 1d6 heal liv/dmg UnD DC12 [4]/d, spon cast any "cure" for Splᵎᴰ. Activate all Clr items. Domn Spl(ᴰ)
Abil: [10,16(14),10,23(19),14,12], 5th plus 8th:+1 Int, headband Int +4, belt Dex +2, mods[0,+3,0,+6,+2,+1].
BAB: +5, CMB:+5 CMD: 18.
Prfc: smpl wpns, lgt armr, sht swd.
Domn: Luck: BitLuck(Sp):std actn tch tgt(willng) roll twice any d20roll their rnd [5]/d. Spls: true strk:D1, aid:2, prot Enrg:3, free mov:4, brk E:5, mislead:6, spl turn:7, momt presc:8, miracle:9. Trick: Bluffᶜ Disgsᶜ Stlthᶜ, Copycat(Sp): mov actn up to 1 mirr img {!stack} up to 3 rnd [5]/d. Spls: dsgs self:I1, invis:I2, nondet:3, confsn:4, fls visn:5, mislead:6, screen:7, ms invis:8, time stop:9.

Skills(rnk 77{skilled}): Acro +11(3){+5}, Apprᶜ +11(2), Bluffᶜ +9(5), Crftᶜ(Alchemy +16(7)), Diploᶜ +9(5), Dsgsᶜ, Esc Art, Flyᶜ +11(5), Healᶜ +6(1), Intmd, Knowᶜ(arcn +16(7), dngn +10(1), engr +10(1), geog +10(1), hist +10(1), locl +20(HB), natr +10(1), nobl +10(1), plns +20(1&HB), rlgn +16(7)), Lingᶜ +11(2), Prcp +15(8){+5}, Pfrm, Profᶜ(herbalist +6(1)), Ride +6(3), Sns Mtvᶜ +9(4), SoH, Splcrftᶜ +18(9), Stlthᶜ +7(1), Survl. Cls skl(ᶜ), Skl Fcs(ˢ)
Lang: common(taldan), varisian(regional), celestial, infernal, draconic, elven, thassalonian{ling}, napsu-sign language{HB}, sakvroth(undercommon){ling}, anc osiriani{HB}.

Cmbt Gear:
SLWS: Wand: Cure Lgt Wnd:C1@1[30] $450, Obs Mist:C1@1[30] $450.
HndyHvrsck: (Lft) Wand{much easier in PFS via Prestige}: Hgtn Aware:D1@1[30] $450, Ill of Calm:I1@1[30] $450, Infrnl Heal:C1@1[30] $450, Gravity Bow:T1@1[30] $450, Long Arm:T1@1[30] $450, Vanish:I1@1[30] $450; Scr: Comp Lang:D1@1 [2] $25ᶿ, Prot Evil:A1@1 [2] $25ᶿ, Rmv Sickness:C1@1{divn} [2] $25ᶿ, Sure Casting:D1@1 [2] $25ᶿ, Tap Innr Beauty:D1@1{divn} [2] $25ᶿ, Lsr Restor:C2@3{divn} $150, B Endur:T2@3 [2] $150ᶿ, Blood Sentnl:T3@5 (grt horned owl) [2] $376ᶿ, Mag Cir vs Evil:A3@5 [2] $375ᶿ, Rmv Blind/Deaf:C3@5{divn} $375, Rmv Curse:A3@5{divn} $375; (Rgt) Pot: Cure Lgt Wnd 1@1 $50, acid [2] $20ᶿ, alch fire [4] $80ᶿ, antiplague $25ᶿ, antitoxin $25ᶿ, twitch tonic $22.5ᶿ, smelling salts $12.5ᶿ; (Ctr) misc. Total Gear = $5761 (7% WBL)

Equip:
+1 mwk haramaki (AC:+2, Dex:-, AChk:0, SplFail:0%) Hrd:12, HP:15, 1lb $1153, +1 mwk ElyBrz gladius lgt mrtl +0(1) then +1(+1) vs mon hmnd & mag bst $3315, mwk{mwk trans} cold iron(cFe) gladius lgt mrtl $30, mwk{mwk trans, only 1 in PFS} cFe cestus lgt smpl (1d4 c19+ *2)B|P Hrd:10 HP:2 1lb $10, +1 mwk hvy crossbow +1(1d10+1 c19+ *3)P Rng:120ft Hrd:7 HP:15, 8lb $2350, cFe & WpnBlch silver(Ag) bolts [10] $2+2.5ᶿ, mwk durable cryptstone(+0(1) vs UnD, +$10 per) blunt bolts [6] $78.6, mwk durable adamantine(Ad) bolts [4] $244.4, obsdn dagger (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 0.75lb [2] $2, bandolier(Bndlr)(8 slots) $0.5, spring-loaded wrist sheath(SLWS) [2] $10, investigator's kit 37lb $40, heavy warhorse & mil saddle {carries most stuff}, bridle, saddlebags $326, silver holy symbol(Chaldira) $25. Equip =$7589 (9% WBL 82000)
Amulet spell cunning + Aegis of recovery [neck] BO:$5937.5ᶿ, Cloak of resistance +3 [shldr] $9000, Headband of Int +4 [hdbnd] $16000, Belt Dex +2[belt] $4000, Spellguard Bracers[wrist] $5000, Boots of Elvenkind [feet] {avoid AoO from Mov} $2500, Eyes ot Eagle [eyes] $2500, Handy Haversack [none] $2000, Crk'd Pearly White Ioun Stone [none] $3400, Pearl of Power(1st:4, 2nd:2) $12000, Holy symbol tattoo (Chaldira){right thigh} $100, spellbooks +$6210, Magic items = $68647.5 (84% WBL)
CASH = $2.5gp (=82000-5761-7589-68647.5)

Traits:
T1: Mag Knack(Mag) Clr.
T2: Deft Dodger(Cmbt) +1 Rflx.

Feats:
1stLvlHumanBonusF: Point-blank Shot.
1stLvlF: Precise Shot.
1stLvl: Clr1: BAB +0 Svs 2,0,2 Spl: 0:3, 1:1(1)+1, DC+2(Wis) Chnl(+) spon "cure".
2ndLvl: Wiz1 BondObj(Amulet), Diviner, opp Ench, Necro. Spellbook 0th:all but Opps’d, 1st:7.
2ndLvl: Scribe Scroll {in PFS this would be Spell Focus(K)}.
3rdLvlF: Wiz1F: Spl Fcs(evoKation) {in PFS this would be Heighten Spell MetaMag or Weapon Finesse(shtswrd}}.
4thLvlAbil: Wis +1, so 13→ 14 to eliminate odd score.
5thLvlF: Var Tattoo(K) +1CL.
5thLvl: Wiz4, Spellbook 0th:all but Opps’d, 1st:9+8=17, 2nd:4+8=12, 3rd:0+2=2. 50% found = cost $725.
6thLvl: Wiz5F: MMag Reach Spl (+1 to +3).
7thLvl: Grt Spl Fcs(K) +2DC.
8thLvlAbil: Int +1.
9thLvlF: MMag Intensfy (+1).
10thLvl: --
11thLvlF: Persnt Spl MMag(+2).
11thLvl: W10F: Opp Rsrch (N).
C11: Wiz10 BAB +5 Svs 3,3,7 Spl:4,4(+2)+1,4(+2)+1,3(+1)+1,3(+1)+1,2(+1)+1 DC+6. Spellbook 0th:all, 1st:17+5=22, 2nd:12+4=16, 3rd:6+10=16, 4th:4+8=12 5th:4+8=12. 50% found = cost $6210 (=725+5485).
TBD: Brilliant Spl Prep feat (Wiz - leave 1 SplLvlMax-2 open slot and prepare spl as std actn), Dazing Spl(+3), Int to 20.
 by Azothath


[larger]Vedelys (Azlanti Caster) wizard archetype[/larger]

Years spent in old libraries and reading musty histories, librettos, and ancient fables do not go to waste as sometimes a budding apprentice discovers the marvels of ancient spellcasting allegorized in the tomes & tales. In the cliques of acadamies a vedelys has been coined as a wizlanti.

Race: Human or gillman (not via Adopted trait or story feat, not half-human) with Int and Wis of 12 or better.

Starting Wealth: 5×Age +2d4 gp (average 120 gp), Adventuring or Travel outfit, Spellbook(with some scribed spells), filled spell component pouch (material components are of less than 1gp value).
This modifies the starting wealth of wizard.

Class Skills: Craft(all)(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(all)(Wis), Sense Motive(Wis), Spellcraft(Int), Use Magic Device(Cha).
This modifies the class skills of wizard.

Skill Points at each level: Int modifier(minimum 1) +1 in a Craft, +2 in Knowledge, +1 in a Profession.
This replaces the skill points of wizard.

Languages: common, regional language, azlanti. He may learn any human language, cyclops, draconic, dwarven, elven, gnome, halfling, ratfolk, or sylvan.
This modifies the languages of wizard.

Weapon and Armor Proficiency: club, dagger(& kunai), handwraps, quarterstaff(& lantern staff), lgt & hvy crossbow, choose 2 from [aklys, bayonet, blowgun, bola, boomerang, brass knuckles, cestus, chakram(& crystal chakram), dan bong, dart, deer horn knife, dueling dagger, dueling sword, fighting fan, flask thrower, hand crossbow, iron brush, kama, katana, kerambit, knobkerrie, kukri, longbow(& composite), longsword, lgt & hvy mace, morningstar, nunchaku, lgt & hvy pellet bow & stonebow, punching dagger, rapier, lgt & hvy repeating crossbow, rope gauntlet, sai, sap, shortbow(& composite), shortsword(& gladius), shuriken, sibat, sickle, sling(& sling glove), spring blade, starknife, sword cane, tekko-kagi, tonfa, wakizashi, whip, wooden stake/piton, wushu dart]. Armor and shields may interfere with movement and gestures(somatic components).
This replaces the weapon proficiency of wizard.

Spells: see wizard.

Arcane Bond: must choose a bonded object from [ioun stone, proficient weapon, amulet, ring]. An ioun stone circles the head, may be in a wayfinder, or may be implanted. Bonded objects must be worn or touched to be effective.
Ioun stone: Twice per day a bonded object ioun stone may be used to cast a prepared spell of the day of at least one spell level below the maximum spell level the user can prepare. The spell cast using the stone can be prepared and cast or still prepared. A caster with the bonded object ioun stone adds hermean potential:E1 with no focus as a personal spell of target you to his spell list. He may use an ioun stone (such as a grey ioun stone) in place of an expendable material component of its price (50gp minimum) or less which destroys the stone.
Weapon: Similarly twice per day a bonded object weapon may be used to cast a prepared spell of the day of at least one spell level below the maximum spell level the user can prepare of the abjuration(A) or evocation(K) school, thus a caster with a bonded object weapon should not choose A or K as opposed schools as it would require two daily uses to cast the spell using the weapon. A bonded object weapon adds lead blades:T2 to the caster’s spell list and modifies bestow weapon proficiency:E2 to dur:2*CL min.
Amulet or Ring: Lastly once per day a bonded object amulet or ring may be used to cast a prepared spell of the day of at least one spell level below the maximum spell level the user can prepare and (not at the same time) twice per day the caster may add extend spell metamagic to any prepared spell at the time of casting as a swift action without raising the spell’s required spell slot. A caster with a bonded object amulet or ring adds shield other:A2 to his spell list.
This modifies the arcane bond feature of wizard. Bonded objects can be crafted into personal magic items as usual (ignoring the item's construction materials as iron/steel is assumed).

Arcane School: must specialize in a classic school other than divination, universalist, or focused arcane school and have 2 opposed schools, an elemental or void school with opposed element school. A caster of Lawful alignment may choose a sin magic school (see Thassalonian Specialist) with 2 prohibited schools and gains a daily prepared cantrip of his school along with +2 CL for duration (for spells that have a duration) or damage (but cannot exceed normal spell cap limitations) with prepared and cast spells of his school (rather than two duplicate spells).
Void school adds inflict (wounds) spells, litany of madness, and word of chaos at the cleric/oracle spell level, deja vu, lesser confusion, confusion, sabotage construct, and insanity to its school.
This replaces the arcane school of wizard.

Scribe Scroll: At second level gains one choice from [Cypher Script, Spell Focus, Scribe Scroll, Technologist, Weapon Finesse, or Weapon Focus] feat.
This replaces Scribe Scroll.

Class feats: At 6th, 12th, and 18th level he gains a wizard bonus feat and his choice of +1 inherent Fort or Rflx save.
This replaces the bonus feats at 5, 10, 15, 20th levels.

Spellbook: a wizard starts with a spellbook containing all his non-opposed zeroth level spells and 3 + Int modifier in non-opposed/non-prohibited first level spells. He may use his starting gold to bolster his spellbook at the scribing cost. He learns and scribes 2 spells of his maximum castable spell level (or less) with each level gained after First.
This modifies the spellbook of wizard.

by Azothath


Tribunus Militum, or simply the Fight archetype Tribunus

 Some fighters focus on strategies, tactics, and command. These fighters use their training and tactical acumen to overcome challenges that would overwhelm mere brute strength and skill at arms using their learned skills, Intelligence(Int) or Intelligence modifier(INT), and Charisma(Cha) or Charisma modifier(CHA). Only superior specimens of a race are chosen to undergo the intense physical training and education in the advanced arts of war, so it is suggested that PC have at least a score of 13 in Str, Dex, Int, and Cha for a 20 point buy character.

 A tribunus of 9th level earns the title Peritus Tribunus and is gifted with a moderate farm(25 acre or 10 hectare) near a small or large town by the current government worth approximately 1000gp, at 15th level the title Legatus Militium and gifted with a small estate(1/16 acre or 312.5m^2, 1/3rd covered with two story living quarters with a 20*40ft stone lined cellar/basement 25ft below ground with drainage and septic, 1/3rd covered with building/construction including stable, separate kitchen, workshop, and storage, and the final third a yard with a small garden {note – in a large city the lot is reduced to 2/3rds leaving a 20*40ft strip of yard for mount and traffic maneuvers as a private entrance space}) in a small or large city of their choice worth approximately 4000gp.

Weapon and Armor Proficiency
 simple weapons including cestus, tonfa, lgt & hvy crossbows, a choice of martial proficiencies from 4 weapon groups from the fighter class (this excludes racial and exotic weapons) along with martial weapon familiarity(-2 attack non-proficiency penalty rather than usual -4 atk) with all martial weapons, choose 2 exotic weapons from among the chosen weapon groups, lgt & med armor, buckler, lgt & med shields. A tribunus is not proficient with heavy armor or tower shields.
 Firearms require the Gunsmith feat which replaces the fighter’s first level bonus feat and Craft(alchemy) must be chosen as a class skill in Military Training. Multiclassing into Barbarian, Fighter, Cavalier, Omdura, Paladin, Ranger, Vampire Hunter, Hybrid classes, or their archetypes does not expand a Tribunus’s weapon proficiencies unless it is a deities favored weapon or Impvd Unarmed Strike. A gestalt character using Tribunus archetype must choose the Tribunus weapon proficiencies.

Military Training (Ex)
 Each level a tribunus gains 4 + INT skill ranks. Due to training his Class skills are; Bluff(Cha), Crft(alch or {one choice}, armr, wpns), Diplo(Cha), Intim(Cha), Knw(arcn, engr, geog, hist, nobl)(Int), Prcp(Wis), Pfrm(oratory or {one choice}), Prof(cartographer, engr, gambler, librarian, sailor, soldier, trapper), Ride(Dex), Sns Mtv(Wis), Splcrft(Int), Srvl(Wis). Class skill substitutions: a native outsider may replace one Knw class skill with Knw(plns); a Good or Evil aligned PC may replace a Knw class skill with Knw(rlgn) while a morally Neutral PC may replace a Knw class skill with Knw(natr); a Lawful PC may replace a Prof class skill with Prof(barrister) while a Chaotic PC may replace a Prof class skill with a Prof skill of his choice.

Bonus Feats
 A 4th level or greater tribunus may choose a Combat, Skill Focus, or Teamwork feat for his Fighter bonus feat rather than only Combat feats.
 At 6th, 12th, and 18th level he may choose Signature Skill feat using his bonus fighter feat. He must choose an Int or Cha based Skill and qualifies for only the first two stacking levels (5 & 10) and if taken again for the same skill qualifies for the next two levels (15 & 20) from PF Unch Rogue.

Minor Magics (Sp)
 A second level tribunus with an Int or Cha of 13 and one skill rank in Splcrft may expend one bonus fighter feat to gain minor spellcasting. He chooses his primary casting attribute from Int or Cha, chooses 2 arcane schools (and universal school), gains a spellbook with four zeroth(cantrip) level spells. His spell list is composed of chosen school spells from the wizard's spell list. He gains four zeroth, and two first level spells along with his ability bonus in spells for appropriate spell level and schools from the wizard spell list. He may prepare and cast two zeroth level slots per day an will like a wizard. He does not gain the ability to prepare first level spells but may use his learned spell list for activating magic items rather than UMD.
 Example: a tribunus at 6th level of Cha 19 with 3 ranks in spellcraft uses his bonus fighter feat to learn Minor Magics for Divn, Conj. He gains Zeroth:4, First:3, Second:1, Third:1, Fourth:1 from the wizard spell list of Divn, Conj, or Univ schools on his spell list. He gains 4 learned and scribed zeroth level spells in his spellbook. He may prepare 2 zeroth level spells per day and cast using standard wizard practices(components, materials, and foci). If his Cha rises to 20 later he may add a First and Fifth level spell from Divn, Conj,or Univ to his spell list.

Tactical Awareness (Ex)
 At third level a tribunus gains +([tribunus level/3], minimum 1) comp bonus on initiative checks.
 This ability replaces fighter’s bravery.

Superior Horsemanship (Ex)
 After riding a purchased pony, horse, horse-like magical beast, or class provided mount for a month(or after earning a third of the experience towards the next level) the rider and mount bond to provide bonuses based on their extended social relationship. At third level with one rank in Ride skill a tribunus gains a +1 competence bonus to Ride and the mount gains +1 dodge bonus while they act as rider and mount. With 8 ranks in Ride the tribunus treats any mount as if it had a military saddle gaining +2 competence vs attempts to dismount him or with a quick dismount. With 13 ranks in Ride the tribunal’s Ride bonus and the mount’s bonus increase to +2. This ability is not applicable to eidolons, conjured or summoned creatures, or magically created creatures or effects that act as mounts.
 The tribunus can have only one socially bonded mount at a time. The mount must have an Int of 2 or more and be a animal or magical beast creature type.
 This ability replaces the lost weapon proficiencies.

Tactical Insight (Ex)
 The tribunus confers with his allies for 10 min before battle (usually at the start of the day), at 2nd level and above this allows him to target them, their mounts, animal companions, familiars, or class granted creatures with Tactical Insight for that day(24 hrs). At 2nd level a tribunus gains the tactician ability as the cavalier class feature at (tribunus level -2). As a standard action he can share one of his teamwork feats with up to ([(tribunus level +1)/3]) allies and allies do not need to meet the prerequisites of this shared feat. The duration of the loaned teamwork feat is (2*tribunus level +Cha modifier{mod}) rnds within a 60 ft radius or half the remaining duration rounded down (minimum 1 rnd) if the ally moves beyond that range within line of sight and verbal command (the duration does not increase if they move closer to the tribunus). If the allies move beyond or out of line of sight and hearing (as a guideline about 10*(6 +Cha score) ft in a field and half the distance in a wooded forest) where mundane observation & communication is not practical/possible, or to another plane for more than a std actn(thus blink spell does not count), the duration ends for that target and the loaned teamwork feat is lost. At 8th level and above the tribunus may choose to share one of two of his teamwork feats with his targetable allies, granting each one of the two choices. At 14th level and above the tribunus may choose to share any one of his teamwork feats with each of his targetable allies.
 He may use this ability ([(tribunus level +1)/3], max 7 at 20th) times per day. Another class (multiclass) with the tactician feature before fifth level stacks with fighter arch tribunus levels for determining the number of targets, duration, and uses per day or vice versa using the highest class level among the classes to determine the tactician/tactical insight ability.
 This ability replaces fighter’s weapon training 1 and armor training 1.

Cooperative Combatant (Ex)
 At tribunus 11th level or above when using the aid another special attack (acting as if his reach was one size larger than his current size to determine his threatened range while wielding a melee weapon (not thrown, ranged, special weapons(such as whip or net)) against a targeted foe in his (increased) threatened range he may affect (1 +INT) allies within his (increased) threatened melee range. For each ally he aids he chooses either a +2 insight bonus on its next attack against the target, or +2 insight bonus to AC against the target’s next attack on that ally, or his ranks in acrobatics, climb, swim for a single skill check. Any bonus expires at the start of the tribunus’ next turn if not used. He can grant different bonuses to each ally. At tribunus 16th level the bonus increases to +3 if his INT or CHA is +3 or above.
 This ability replaces fighter’s armor training 3.

Battle Insight (Ex)
 Normally the tribunus confers with his allies for 10 min before battle or at the start of the day. At 15th tribunus level this allows him to target them with Battle Insight for that day(24 hrs). As a swift action once per round the Tribunus can grant a single ally within line of sight that can both see and hear him his INT as an insight bonus on attack rolls until the Tribunus’s next turn. The tribunus has (3 +INT) uses of this ability per day.
 This ability replaces fighter’s weapon training 3.

by Azothath

=====
*warning* Fighter builds are not my strong suit but I did try to provide options and constraints...

okay 8^)


yeah... *sigh*


Sash of Faith Wondrous Item
Aura faint conj & evoc(K); CL 4
Slot [chest]; Price(gp) 5336; Weight(lb) 2.
Description
 A silk or satin sash bearing the emblem of a specific diety for ritual and social functions but useful in martial situations. The sash drapes shoulder to hip, is of appropriate colors with a silver holy symbol prominently embroidered at chest height, has an appliqué of an associated animal at the hip or shoulder. An uncovered worn sash confers a +2 crcm bonus to Diplomacy when conversing with those of a similar faith(sash deity is one good terms with target's deity). The sash acts as a silver holy symbol, it contains 3 small slitted interior pockets capable of holding coins, vials(flasks and mithral dirks are too bulky), philters, darts, or 3 objects of 1/2 lb or less each. The small items are retrieved as if in a banolier. The sash has Hrd:2 HP:4 Break DC:14 unattended AC:5. Only a wearer of the depicted faith and in good standing can call forth magical effects.

• While touching/weilding a weapon and invoking the name of the diety as a swift action up to thrice per day the wearer gains a +2 luck attack and weapon damage bonus to rolls with that specific weapon and (for weapons without qualities that affect critical hits) against outsiders of an opposing moral alignment to the wearer the weapon gains an additional +2 luck to confirm criticals for 10 rnds. This effect does not stack with itself.
• Silently whispering the name of the diety while touching the animal patch as a full action once per day summons a tiny animal depicted on the sash in your square with a small token or 10 word message in a language the summoner knows in place of the animal patch. The animal has 2 forms of movement natural for it (GM determination); speed 40 ft, swim 40 ft, climb 20 ft, or fly 40 ft (good). Alternatively you may provide a token or message. The animal carries your message to a spot/place you designate and waits up to 4 days for a creature type you designate to approach and retieve the message then the animal disappears, otherwise it disappears at the end of its wait but a provided token/message is left in its spot. The tiny animal avoids/flees combat, has AC:16, HP:5, low-light vision, Perception +8, Stealth +16. You are aware if the messenger is slain, it delivers the message, or the spell expires. The patch reappears with the expiration of the effect.
-Construction-
Requirements Craft Wondrous Item, divine favor, animal messenger, worship/venerate depicted diety; Cost(gp) 2668

by Azothath
=====
Magic Item Azothath's Homebrew: Adroit Brogans [feet] $16710
Magic item Azothath's Homebrew: Staff of Efficacious Radiance $38140
Magic item Azothath's Homebrew: Tub of Solace $800
Magic Item Azothath's Homebrew: Caster's Shield $2000, $7333, $16333
Magic Item Azothath's Homebrew: Candy Surprise $50
Magic Item Azothath's Homebrew: Staff of Moderate Healing $7880


Adroit Brogans Wondrous Item
Aura faint transmutation; CL 3
Slot [feet]; Price(gp) 20760; Weight(lb) 0.5.
Description
 Handsome ankle high polished black shoes crafted from fungal or top-grain leathers with a livered bronze quick fasten buckle and rubberized sole. The shoes have Hrd:6 and HP:22 and resist sticking to mundane tacky surfaces or spiderwebs and shed normal dirt and grime after an hour of wear (they require weekly polishing and spritzing with rosemary & rose water). A purchased pair comes with a note inside; Congratulations on your excellent taste. When you wake swill a shot of fine whiskey in each shoe, decant, then wear for your day. The brogans will accommodate small to large feet and their magical properties are available after you arise the following day. Only service your Adroit Brogans at qualified establishments — Wichtelmänner

The shoes confer a constant +5 comp to Acrobatics checks. On command thrice per day as a swift action the user gains the ability to climb and travel on solid vertical surfaces and ceilings, scale trees and limbs, traverse ropes and vines using his (empty) hands and feet (or 4 apendages) but does not gain the prone condition from doing so (he may still 'drop' prone to a surface), +8 race Climb Chks, need not make climb checks to traverse solid surfaces, retains Dex to AC and foes gain no special bonuses stemming from the target's climbing, may jump 10ft once per round as if from a running start without attempting an Acrobatics check (longer jumps require a check at +5 comp bonus), climbs at a speed of 30 ft for 30 min. The user cannot run while climbing, the effect is useless on severely slippery surfaces (icy, oiled, or greased surfaces) or liquid surfaces. Users may still travel upright using (land)speed as usual. Dropping to climb with hands and feet is a free action once per round (or twice with Quick Draw or Spring Attack feat). If the target ceases movement while climbing he may stand as a move action (free action with Stand Up(Ex)) and attack, defend, cast, but cannot take a special 5ft-step while climbing with only two limbs.
-Construction-
Requirements Craft Wondrous Item, spider climb, ape walk, acrobatics 3+ ranks or acrobatics or acrobatic spellcaster feat; Cost(gp) 10380

Comment - somewhat RAW and plain but useful, the laundry list of abilities... lol...
the pricing is a bit complex; 3/5[3×3×1800 +(1.5×0.75)(2×3×1800)] +1.5(5×5×100)
by Azothath

=====
Magic item Azothath's Homebrew: Staff of Efficacious Radiance $38140
Magic item Azothath's Homebrew: Tub of Solace $800
Magic Item Azothath's Homebrew: Caster's Shield $2000, $7333, $16333
Magic Item Azothath's Homebrew: Candy Surprise $50 (a chaotic magical candy for children made originally by prankish witches(of course!)).
Magic Item Azothath's Homebrew: Staff of Moderate Healing $7880

Special Material Azothath's Homebrew: Hagcloth $250-1000 plus $500/lb (sometimes best not to ask where it comes from)
Purchases Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices
Weapon Azothath's Homebrew: Automatic Crossbows $1350
Rulez Azothath's Homebrew: Spellcasting from Spellbooks


Staff of Efficacious Radiance
Aura:mod evocation(K); CL 9th; Slot none; Price $38140; wt 4lbs

Description
 This handsome staff is both a weapon and a magical tool carved from laminated yew and black locust or hickory with a golden bronze ferrule grasping a 50 solidus transparent yellow rose cut citrine on one end and an endcap of thick polished basalt with three 18 solidus transparent golden yellow single cut helidors embedded around the base end. When a pratictioner of the Arts grasps the stave the citrine glows as the holder wills it to light.

The stave can hold 10 charges and has the following magical powers;
• Light:K0@9 std actn target staff using no charges, the color of light is white or chosen at casting for aesthetics or amusement. The caster uses the staff's light in place of his own casting.
• Burst of Radiance:K2@9 std actn 1 chg, the moral alignment of the caster sets the version with Neutral casters choosing one at the time of casting. [Good] aligned casters emit actinic white to a warm yellow light as per the spell, [Evil] aligned casters call forth an indigo to violet light which damages only [Good] rather than [Evil] creatures in the burst. The light created by this spell does not act as sunlight for vulnerabilities or aversions.
• Revealing Light:K2@9, std actn target staff 1 chg.
• Scorching Ray:K2@9 [fire, light] std actn 1 chg, ray(s) of light overcome one of DR 5/-{any} or Energy Rst fire/5 chosen when the spell is cast. The light created by this spell does not act as sunlight for vulnerabilities or aversions.
• Heightened Brightest Light:K5@9 std actn target staff 2 chg, +2 (crcm) Cstr Lvl Chk to dispel darkness effect once.

The quarterstaff is a +1 cunning elysian bronze (does (+1) dmg to mag bst & mon hmnd and once hit gains +1(+1) for that species for 24 hrs or until another qualifying type struck) top and +1 cryptstone (does (+1) dmg to Undead) bane undead bottom simple 2 handed double weapon with Hardness 8 and HP:30 while wielding(attacking or defending) the weapon gains +4 vs disarm and sunder attempts.

Construction Requirements
Feat Craft Staff, Craft arms & Armor; Spells light, protection from evil, protection from good, burst of radiance, revealing light, scorching ray, brightest light, crafting must occur under daylight, Splcrft DC 14 & Crft Wpn DC 11; Cost 19070gp

by Azothath

=====
Purchases Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices
Magic item Azothath's Homebrew: Tub of Solace $800
Magic Item Azothath's Homebrew: Caster's Shield $2000, $7333, $16333
Magic Item Candy Surprise $50 (a chaotic magical candy for children made originally by prankish witches(of course!)).
Weapon Automatic Crossbows $1350.
Special Material Hagcloth $250-1000 plus $500/lb (sometimes best not to ask where it comes from)
Magic Item Azothath's Staff of Moderate Healing $7880
Rulez Azothath's Spellcasting from Spellbooks


Req: PFS legal except self crafting, 25 pt Abil buy, Build to 8th with WBL $33000 gear.
Role: human adventurer Wiz-PolAdh & crafter for local militia, so about 50% feats in Craft feats.

Ludotys Libersacer Wiz-Poleheira Adherent 8
NN med sz human humnoid (m) age:28 ht:5’11” wt:175lb. (BMI 24.4 nrml)
Home: Oenopion Nex Politic: n/a Venerate: Nethys CN, Haagenti CE
Init: +3, Sense:, Prcptn:+9

AC: 17[21], tch 17, fftd 14[18] (+4[frc] armr, [+4 shld], +3 Dex).
HP: 42 (8d6) {PFS=6 +7*(4) +8*1{FCB}}.
Saves: Fort 5, Rflx +8, Will +10
DEF: regen 1/hr (Immun bleed), Con 12 for dying.
MOVE Spd:30

Mle: (+1/+0) mwk blkwd qtrstaff +5 or +1, -3 (1d6+1, 1d6+0 c19+ *2)B
Mle: cFe kunai +4 (1d4 c20+ *2)B|P. {dagger: similar but (1d4 c19+ *2)P|S see below}
Rng: obsdn dagger thrw +8≤30’ or +7 (1d4 +1≤30’ c19+ *2)P Rng:10’.
Rng: mwk hvy crossbow +9≤30’ or +8 (1d10 +1≤30’ c19+ *2)P Rng:120ft.
Rng: mwk hvy crossbow Grav Bow +9≤30’ or +8 (2d8 +1≤30’ c19+ *2)P Rng:120ft.
  Ammo: dur cldFe & AgWpnBlch [10 ], thistle [4 ] poi bleed 1d6r. Load 1 bolt Full actn pvk AoO.

Tattoo SLA danc lgts:K0@(Lvl+1) 3/d.
Arcn Spells Prpd (CL 8 {K:+1}; DC= SplLvl+7 {K:+1}; Conc(Int) +17 {K:+1}, roll 2d20 DEF Conc chk [3]/d)
4th(3): Acd Pit:C4, Dim Door:T4, DrgnBrth:K4@9.
3rd(5): Abltv Barr:C3, Hgtn Bttr Blst:K4@9, Hero:E3, Firball:K3, Haste:T3.
2nd(5): Acd Arrw:K2, Blur:I2, Invis:I2, Flm Sph:K2, Flrry Snoball:K2.
1st(6)[2]: Ear-prc Scrm:K1, InfrnlHeal:T1, MagArmr:C1, MagMssl:K1, Shld:A1, Shk Grsp:K1.
0th(4@will): Det Mag:D0, Mend:T0, Mssg:T0, Prstdg:U0.
BObj: spon cast with book in 1hnd a spell (≤ Max Spl Slot) in book 1/day.

Spellbook:

SplBk: Abjuration(A), Divination(D), Enchantment(E), evoKation(K), Illusion(I), Necromancy(N), Transmutation(T), Universal(U). Notation: {SplName}:{school}{SplLvl}@{CstrLvl}.
Fourth(20): Lsr Glb Invuln:A4, Stonskin:A4, Acid Pit:C4, Blk Tentcls:C4, Dim Door:C4, Sum Mon 4:C4, Loc Crtr:D4, Chrm Mon:E4, Confsn:E4, Ball Lgtn:K4, Drgn Brth:K4, Emerg Frc Sph:K4, Ice Storm:K4, W Fire:K4, Grtr Invis:I4, Enrvtn:N4, Bst Shp 2:T4, Ele Body 1:T4, Fey Form 1:T4, Grtr Make Whol:T4.
Third(28): Clay Skin:A3, Disp Mag:A3, Mag Cir vs E:A3, Prot Enrg:A3, Abltv Barr:C3, Aqu Orb:C3, Mad Mnky:C3, Pellet Blst:C3, Phntm Steed:C3, Spkd Pit:C3, Sum Mon 3:C3, Clairaud/voy:D3, Deep Slmbr:E3, Hero:E3, Sggstn:E3, Bttr Blst:K3, Daylgt:K3, Fireball:K3, Lgtnbolt:K3, Tiny Hut:K3, Wind W:K3, Displ:I3, Gntl Reps:N3, R Exhst:N3, Vamp Tch:N3, Bst Shp 1:T3, Blink:T3, Bld Sentnl:T3, Fly:T3, Grtr Mag Wpn:T3, Haste:T3, Keen Edge:T3, Resiz Itm:T3, Sec Pg:T3, Shrink Itm:T3, Slow:T3, UnD Antmy 1:T3, Wtr Brth:T3.
Scnd(35): Book Ward:A2, Prot Arrw:A2, Rst Enrg:A2, Acid Arrw:C2, Creat Pit:C2, Glttrdust:C2, Stone Call:C2, Sum Mon 2:C2, AAZ Focus:D2, Loc Obj:D2, See Invis:D2, Bstw Insgt:E2, Bstw Wpn Prfc:E2, Hids Lghtr:E2, Tch Idiot:E2, Cont Flm:K2, Flm Sph:K2, Flrry Snoball:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Silent Tbl:I2, Blind/Deaf:N2, Fls Life:N2, Spec Hnd:N2, Air Step:T2, Alter Self:T2, B Con:T2, B Str:T2, C Dex:T2, Drkvis:T2, Make Whol:T2, Mwk Trns:T2, Spdr Clmb:T2.
First(40): Prot E:A1, Shld:A1, Air Bubl:C1, Endur Ele:A1, Grease:C1, Infrnl Heal:C1, Mag Armr:C1, Obs Mist:C1, Sum Mon 1:C1, Unsn Srvnt:C1, Comp Lang:D1, Hgtn Aware:D1, Ident:D1, Sure Cast:D1, True Strk:D1, Chrm Per:E1, Momt Grt:E1, Ear-prc Scrm:K1, Float Disk:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Dsgs Self:I1, Ill Calm:I1, Vansh:I1, Ventrilo:I1, Presrv:N1, R Enfeeb:N1, Tch Blind:N1, Break:T1, Coin Shot:T1, Crft Frtn:T1, Enlrg Per:T1, Exp Rtrt:T1, Fthr Fall:T1, Grav Bow:T1, Librtn Cmmd:T1, Long Arm:T1, Rdc Per:T1, Rfn Imprv Wpn:T1.
Zero(25): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grsp:D0, Rd Mag:D0, Daze:E0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frst:K0, Spark:K0, Ghst Snd:I0, Hnt Aspct:I0, Vac Vssl:I0, Bleed:N0, DsrptUnD:N0, TchFatg:N0, Mag Hnd:T0, Mend:T0, Mssg:T0, Opn/Cls:T0, Scrv Chant:T0, Arcn Mrk:U0, Prstdg:U0.
=== end of spellbook ===

Abil: [10, 16(14)(+3), 11, 24(22)(+7), 12(+1), 10], 25pt [10,14,11,18,12,10] & race +2 Int, 4th:+1 Int, 8th:+1 Int, headband Int +2, belt Dex +2.
BAB: +4, CMB:+4 CMD: 17.
Race: [one at +2], Lang:common, {regional}.
Alt Race: -.
Prfc: club(rod), dagger, hvy & lgt crossbow, quarterstaff.

Skills(rnk 64+8): Acro +6(3), Apprᶜ +15(5), Bluff +1(1), Clmb, Crftᶜ(alchemy +15(5), armor +15(5), weapon +15(5)), Diplo, Dis Dev, Dsgs, Esc Art, Flyᶜ +11(5), Hndl Anml, Heal +2(1), Intmd, Knowᶜ(arcn +15(5), dngn +11(1), engr +11(1), geog +11(1), hist +18(HB), locl +11(1), natr +11(1), nobl +11(1), plns +11(1), rlgn +11(1)), Lingᶜ +11(1), Prcp +9(8), Pfrm, Profᶜ(merchant +9(5)), Ride +10/8(5){+2}, Sns Mtv +2(1), SoH, Splcrftᶜ +18(8), Stlth +4(1), Survl, Swim, UMD. ᶜCls skl, ˢSkl Fcs

Lang: common(taldan), kelish{rgnl}, osirani, celestial, draconic, abyssal, infernal, gnomish, azlanti, anc osiriani(HB), [auran, terran, ignan, aquan](RoE).

Cmbt Gear:
SLWS: wand:Vanish:I1@1[50] $375ᶿ, wand:Obs Mist:C1@1[50] $375ᶿ; Bndlr[8+8]: Pot:Cure Lgt Wnd:C1@1 [1] $50, flsk alch fire [4] $80, vial antiplague $50, vial antitoxin $50, vial twitch tonic $45, vial smelling salts $25, wand:Infrnl Heal:T1@1[50] $375ᶿ; wand:Hgtn Aware:D1@1[50] $375ᶿ; wand:Grav Bow:T1@1[50] $375ᶿ; BP: PotSponge:Air Bubl:C1@1 $52. = $2227 Note: self crafted(ᶿ).

Equip:
(+1/+0) mwk blackwood quarterstaff smpl 2hnd dbl wpn (1d6+1 c20 *2)B, Blkwd: crtr[water] ignore DR/(1 to 2*enhc), Hrd:9 HP:20 2lb $2680; (2) cold iron(cFe) kunai (1d4 c20 *2)B|P Rng:10ft, tool, Hrd:10 HP:2 wt:2*2lb $8, (4) obsdn dagger smpl lgt wpn/thrw (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 4*0.75lb $4; mwk hvy crossbow smpl 2hnd rngd wpn (1d10 c19+ *2)P Rng:120ft Hrd:5 HP:5 12lb, load 1 bolt 2hnd Full actn pvk AoO $350; Ammo: durable cold iron(cldFe) & AgWpnBlch [10] 5+20gp, thistle [4] poi bleed 1d6r $4; = $3071

(2) bandolier(Bdlr) [8] $2*0.5; spring-loaded wrist sheath(SLWS) [2] $2*5; wiz kit (backpack(BP), bedroll, belt pouch, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb $21; 50’ silk rope HP:4 5lb $10; signal whistle $0.8; (2) canteen 2*4lb $2*2; (2) sack stows 60lb 2*0.5lb $2*0.5;
Cresso adv horse war trained $300 trick(atk, come, defend, down, guard, heel), mil saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb $20, bit & bridle wt:1lb $2, saddlebags(SB) weatherproof 20# stowage wt:8lb $4; Sack:horse feed [6] wt:60lb $0.6; = $374.4

Aegis of recovery [neck] +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed $750ᶿ; Cloak of resistance +3 [shldr] $4500ᶿ; Headband of Int +2 [hdbnd] $2000ᶿ; Belt of Dex +2 [belt] $2000ᶿ; Ring of Eloquence [ring] Lang:(aquan, auran,ignan, terran) $3500; Spellguard Bracers [wrist] cast DEF +2 Conc Chk, roll twice take better 3/d $2500ᶿ; Pearl Power 1:(2) $2000; Pearly Wht Spndl Crk’d Ioun Stn [none] regen 1/hr $3400; Tourm Sph Ioun Stn [none] +2 Con for dying $1000; Scribed Scr: B Con:T2@3 $75ᶿ; Scr: Make Whole:T2@3 $75ᶿ, Scr: Lsr Glb Invuln:A4@7 $350ᶿ, spellbook (0:25*$0, 1:(40-13)*($5+5) 2:(35-8)*($20+20), 3:(28-8)*($45+45) 4:(20-8)*($80+80)) $5070 = $27220.
cash: 33000-32892.4 +706.35(Hedge Mag) = $813.85

=====

Traits:
T1: Exemplar(Mag): Mag Lineage(Mag) battering blast:K3.
T2: Exemplar(Mag): Hedge Mag: -5% cost to Craft any magic item.

Feats:
HF: Point-blank Shot: Rng wpns +1(+1) ≤30ft.
F1: Precise Shot: Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
W1: BondObj(Bonded Book: no scribed spell limit, SplCrft for others to copy/prepare from book +10 DC, gains 4(rather than 2) free spells per level, scribe at 50% cost & 50% time, preparation time at 33% (1hr→20min all spls, 5 min min for 25% of spls, spon cast with book in 1hnd a spell (≤ Max Spl Slot) in book 1/day. Replace book with Int bonus (random) scribed spells & all mundane info as bonded object. Book becomes mundane blank spellbook upon death.); Grt Odyessy: Mount(Sp): mount:C1@[Wiz/2] w Splcrft for Ride chks 1/d; MstrMariner(Su): at 8th control boat/ship with maintained Conc as (Wiz) crew w Splcrft for Prof(sailor) chks; SchlSpcl. Starting Spellbook 0th:all, 1st:3 +Int bonus = 8.
W1BF: Scribe Scroll.
F3: Spl Fcs: evoKation(K) +1 DC.
Abil4: Int +1.
F5: Varisian Tattoo(K) +1 CL & SLA danc lgts:K0@Lvl 3/d.
Wiz5BF: Craft Wondrous Item.
F7: Craft Wand.
Abil 8: Int +1 to 22(+6).
Lvl 8: Wiz 7 BAB +4 +2,2,6, Spls+Int: 0:4, 1:4+2, 2:3+2, 3:3+2, 4:2+1.

alternate Feats (keep crafting feats to 50% of total feats)
MetaMag: Heighten Spl (+N) increase SplLvl & DC.
Preferred Spell (Battering Blast) need decent attack MetaMag like Intensify, Empower, or Persistent.
MetaMag: Reach Spl (+N) range increase in catgry [tch, cls, med, long] of 1 to 3.
MetaMag: Persistent Spl (+2) Spl must have save, tgrts make 2 saves to avoid.
Craft Magic Arms and Armor.
Craft Construct (reqs CrftMA&A, CrftW).

*whew* by Azothath


[larger]Yatagarasu[/larger] (eight-span crow) species – PC playable race
{any} Med humanoid (shapechanger)

 Yatagarasu are a rare race of divinely inspired human shapechangers that live in a demiplane Yamauchi coterminous with Zi-Ha and surrounding lowlands in Tian Xia. Their three legs represent earth, heaven, and man; or morning, noon, and night of the Sun, bringing light into the darkness of death. Not much is known about them in Tian Xia much less the Inner Sea region. Most observers believe them to be tengu. The tengu whom may be related remain tight lipped and deny that the yatagarasu might exist extemporizing that excess saki is usually the cause. One decrepit old scholar in Goka claims they hail from the remaking after the First World and that greater kami protect them.
 Physical Description: In their human form they are indistinguishable from humans even with detect magic. Generally it takes 1 minute of interaction and a successful Knowledge (local) DC (15 +HD or Level) or Sense Motive DC (20 +HD or Level) check to discern their unique racial heritage.
 Society: like humans yatagarsu are eusocial and generally maintain and live in their human form. Table L1 lists the lineage by implied social rank but it would be difficult to get an aesthetic or aristocrat to vocalize it publicly as it is socially rude and “in the past”.
 Relations: They tend to live isolated in their stable demiplane of 5 lands yamauchi upon the mountains, separate from Zi-Ha and the samsarans, accessible only through mountain caves and the rare weakened barrier. Usually an adventurer crosses out through the rifts or a weakened barrier in yamauchi only to return many years later if at all. Most adventurers leave bearing a geas to not reveal the secrets of yamauchi. Foreigners are generally drugged then enspelled to forget and carried out while unconscious and left in Jinin or Chu Ye. Foreign criminals are beheaded or executed with prejudice. The rare NPC with class levels and an agreeable demeanor (accepting a geas) may be allowed to remain for their lifetime never spreading word of the outside, their inability to take crow form is considered a handicap and social flaw placing them in the lower social ranks.
 Alignment and Religion: varies but many yatagarsu are neutral and like humans simple seek a better life for themselves and extended family. The deity Takamimusubi/Erastil is seen as their father or patron along with his wife Jaidi, son Cernunnos, daughter Halcamora, advisors Baekho, Immonhiel, Ketephys, Valani, and the Green Mother whom are all represented at major temples with shrines. Smaller temples for other deities from Zi-Ha & Goka such as Irori, Pharasma, and several kami are patronized. Servants gossip about wretched hamlets where the peasants try to appease several giant deities. Whispers persist about the rare secret cabal to Urgathoa that crosses social barriers as some seek gluttony or avoid death.
 Adventurers: Much like human society. Lawful & aristocrat adventurers take on a special geas and it is optional for others.

Basic Yatagarasu Racial Traits:

selection of lineage: choose one lineage; aperae, athletic, artistic, aesthetic, or aristocratic.

Lineage Table (Table L1)
= = = = = = = = = = = = = = = = = = = = = = = = =
(1) Lineage: Aperae
Ability adjustment [+2, 0,+2, -1, 0, -2]
Class Skill Choose one skill from each craft or profession skill; Craft(baskets, bows, carpentry, cloth, clothing, leather, pottery, shoes, stonemasonry, traps), Profession(baker, cook, driver, farmer, fisherman, merchant, midwife, miller, miner, porter, rancher, sailor, shepherd, stable master, soldier, tanner, trapper, woodcutter), and gain them as class skills. Gain +1 race bonus to the chosen skills. If Prof(farmer, rancher, or shepherd) garners +2 rather than +1 race bonus. You cannot gain Know(arcana), Spellcraft, or Use Magic Device as a class skill, race or trait bonus from an alternate racial trait or a trait. Gain one skill point per even HD or Level that must be put into a chosen skill.
Crow form Natural attacks claw {primary} (1d3, 1d3 c20 *2)S|P, beak {secondary} (1d3, c20 +2)P. If the beak attack is the only attack, consider it a primary attack for that round.

(2) Lineage: Athletic
Ability adjustment [+2, +2, 0, -1, -1, -1]
Class Skill choose two skills from; acrobatics, climb, escape artist, ride, sleight of hand, stealth, swim, and gain them as class skills. Gain +1 race bonus to the chosen skills. You cannot gain Know(arcana), Spellcraft, or Use Magic Device as a class skill, race or trait bonus from an alternate racial trait or a trait. You cannot gain a Will save bonus from an alternate racial trait or a trait. Gain one skill point per even HD or Level that must be put into a chosen skill.
Crow form Natural attacks claw {primary} (1d4, 1d4 c20 *2)S|P, beak {secondary} (1d3, c20 +2)P. If the beak attack is the only attack, consider it a primary attack for that round.

(3) Lineage: Artistic
Ability adjustment [0, 0, -1, +1, 0, +2]
Class Skill choose two skills from; Craft(basket, book, calligraphy, carpentry, cloth(weaving, tapestry, rug), clothing, glass, jewelry, leather, painting, pottery, sculpture, shoes) or Perform(category & subtype), and gain them as class skills. Gain +1 race bonus to the chosen skills. You cannot gain Disable Device, Stealth, or Survival as a class skill, race or trait bonus from an alternate racial trait or a trait. You cannot gain a Fortitude save bonus from an alternate racial trait or a trait. Gain one skill point per even HD or Level that must be put into a chosen skill.
Crow form Natural attacks claw {primary} (1d3, 1d3 c20 *2)S|P, beak {secondary} (1d3, c20 +2)P. If the beak attack is the only attack, consider it a primary attack for that round.

(4) Lineage: Aesthetic
Ability adjustment [0, +2, 0, -1, -1, +1]
Class Skill choose two skills from; Perform(category & subtype) or Profession skill, and gain them as class skills. Gain +1 race bonus to the chosen skills. You cannot gain Disable Device, Disguise as a class skill, race or trait bonus from an alternate racial trait or a trait. You cannot gain a luck bonus or Fortitude save bonus from an alternate racial trait or a trait. Gain one skill point per even HD or Level that must be put into a chosen skill.
Crow form Natural attacks claw {primary} (1d3, 1d3 c20 *2)S|P, beak {secondary} (1d4, c20 +2)P. If the beak attack is the only attack, consider it a primary attack for that round.

(5) Lineage: Aristocrat
Ability adjustment [0, 0, -1, 0, +1, +2]
Class Skill Gain Knowledge(nobility), diplomacy, and intimidate as class skills. You cannot gain a fortitude bonus from an alternate racial trait or a trait. Gain one skill point per even HD or Level that must be put into one of the above skills.
Crow form Natural attacks claw {primary} (1d3, 1d3 c20 *2)S|P, beak {secondary} (1d4, c20 +2)P. If the beak attack is the only attack, consider it a primary attack for that round.
= = = = = = = = = = end table = = = = = = = = = =

Starting Ability scores: see Table L1. Yatagarasu purchase their ability scores using the standard method and can have no single score above 18 or below 7 before racial modifiers are applied. After racial modifiers no ability score can increase above 20 or go below 6 and the cost of the scores must be balanced to reflect that overall restriction.

Type: human humanoid (subtype shapechanger). You have two forms; a normal human form of (adult) medium size and weight, then a crow form with 3 legs at adult large size at the same weight which requires huge size in squares during winged flight. Saddles for crows are exotic thus cost double the large horse saddle (Hrd:2, HP:5) price and are half the usual weight with Hrd:3, HP:4. Yatagarasu never consent to be a mount without a long term (year+) contract (as it is considered a shameful indenture visited upon the poor and petty criminals) thus mounted combat feats do not apply.
 > Note on Winged Flying creatures: most naturally flying winged creatures require one size category larger to initiate and maintain flight and it is usually not a problem. When in a confined space (their size) the flier must succeed on a Fly DC 30 check (like squeezing) to move through or directly up and out of the confining square(s) and every 10 ft moved through adds 2 to the DC. Launching horizontally or downwards from a confined space into the air has no restrictions (even if you cannot fly). Thus a Fly check of 32 indicates the large creature moves through 5 plus 10 ft(+2 DC) of a large open corridor and then must land(stop) in the third square(15ft). If the Fly check fails within 5 the creature may bank and relaunch from the obstacle losing 10 ft of movement but cannot pass through on this attempt, otherwise it attempts an Acro DC 30 to land in the confined space else lands prone in the first square(s) of the confined space.
 > Note on Encumbrance: Flying creatures suffer 50% lower load categories while flying. A Strength 10 large crow has a light load of 66lb (=2{Lrg}*33lb). The same large crow flying (now huge) has a light load of 66lb (=4{hugh}*33 / 2{flying}). 4 wings (like legs) are needed to reach the same carrying capacity of quadrupeds.
 > Note on Polymorph: As with Polymorphs, usable and worn items that cannot be used (up to half your light load in the new form) are adsorbed into the new form or fall in your square as unattended objects. Absorbed items do not count against your total encumbrance. See MIBS(Magic Item Body Slots) for usable slots. Change Shape is often used to store an adventuring or traveling outfit.

Size: medium(human) or large(crow).

Movement: human: Spd:30ft; or crow: Spd:10ft, Fly:60(avg).

Senses: usual human senses.

Skilled: see Table L1.

Natural Weapon: see Table L1.

Language: common(tian) and hon-la. Yatagarasu with a high intelligence may learn; common(taldane), draconic, erutaki, sakvroth(undercommon), samsaran, senzar, sylvan, tang(dtang), tengu, wayang.

Bounded Telepathy(Su): yatagarasu crow form has no language and cannot vocalize speech but they can gesture and write with their feet on the ground. The yatagarasu(human or crow) has a very limited form of telepathy requiring a move action and successful Concentration DC 14 +([(word count, maximum 22)/2], minimum 1) check to communicate to sentient creatures within 30 ft otherwise they communicate nothing. If the creature does not have a concentration check from spellcasting use 1d20 +(highest ability score bonus of Int, Wis, or Cha) +HD for the check. Damage and effects that impede/boost concentration work on this check. If the listener has telepathy, limited telepathy, or bounded telepathy a concentration check is not needed but still takes the move action.

Change Shape (Su): a yatagarasu can assume the appearance of a specific single human form or a specific large 3-legged crow form of the same sex which share some physical attributes with no mechanical impact (for example a human with naturally blue hair would transform into a large crow with blue head feathers). The yatagarasu always takes these specific forms when using this ability. A yatagarasu in human form cannot use their crow form’s natural attacks but gains a +10 racial bonus on Disguise(with -2 penalty to appear human versus Perception) checks to appear as another human if they don a disguise (as their appearance is set). As they normally go about life as themselves, it takes 1 minute of interaction and a successful Knowledge (local) DC (20 +HD or Level) or Sense Motive DC (25 +HD or Level) check to discern their true unique racial heritage. Most assume they are tengu after witnessing a change into crow form. Changing shape is a standard action that does not provoke AoO. This ability otherwise functions as beast shape 2 spell into a large 3-legged crow, they do not adjust their ability scores and gain the usual modifiers to AC and attacks from size, the duration of the change is indefinite and their current form remains after death.

Feat/Trait options: Yatagarasu have access to human subraces and alternate racial traits (note there are restrictions on what bonus types each lineage may gain). Ignore the following human options; Trailblazer, Dual Talent, Adopted Parentage, Heroic, Rationalize, Shadowhunter, Tribalistic, Dimdweller, Fey Magic, Fey Thoughts, Heart of the Seas, Poison Minion, Wayfarer. Heart of the Fields offers one Aperae class skill with no racial bonus but gaining a skill point for that skill every even Level and a +2 trait bonus as the Endurance feat with no help(effect) for sleeping in armor, this trait bonus stacks with the Endurance feat. Social Ties offers no benefit to Leadership. Yatagarasu may substitute their first level feat for a human alternate racial trait that replaces a human bonus feat.

Geas(Sp): Lawful and Aristocrat lineage PCs acquire a special permanent geas:E6 at CL 15 {for dispelling}, “I will not convey, inform, describe, or show others of the existence of Yamauchi or the yatagarasu and prevent the spread of such information. Blessed be the kin‘u.” Those who take the geas gain a small masterwork mundane carved bone token which allows them legal entry back into yamauchi, others whom return without a token are betraying felons or failures.

Favored Class: Martial class(Barbarian/Fighter, or Full BAB): +1 HP, or +1 Skl pt to a Fighter classes initial class skill, or 1/2 martial or exotic wpn prof; Arcane/Divine/Psychic Spellcaster: +1 Skl Pt, or +1/3 CL & DC to a non-opposed school (named) spell, or 1/2 simple or 1/3 martial (named) weapon proficiency; Skilled class(3/4 BAB): +1 HP, or +1 Skl Pt, or 1/2 martial or 1/3 exotic wpn prof; other(1/2 BAB): +1 HP, or +1 Skl pt, or 1/3 martial or exotic wpn prof.

ECOLOGY
Environment within Yamauchi, attending tengu ritual or ceremony, lone adventurer who claims to be a tengu.
Organization solitary or with 6 tengu guards of CR -2 (minimum CR 1).
Treasure equip & gear at WBL.

>>> Human form <<<
(alignment) Med human (shapechanger) (subject to spells that could affect a human or shapechanger)
Speed: 30 ft.
otherwise as human.
MIBS - Biped[hands] {F*G*} [armor, belt, chest, eyes, feet, head, headband, neck, ring, shoulder, wrist, weapon].

>>> 3-legged Crow form <<<
(alignment as human form) Lrg animal (shapechanger) (subject to spells that could affect a human, shapechanger, or magical beast)
Init; Senses; Perception (as human form).
AC ({sz:Lrg}-1 AC).
Speed: 10 ft, Fly: 60 ft (average).
Mle Natl Atk varies but example is;
claw {primary} +(BAB +Str -1), +(BAB +Str -1) for (1d3+(1.5*Str), 1d3+(1.5*Str) c20 *2)S|P dmg,
& beak {secondary} +(BAB +[Str/2] -6) for (1d3+[Str/2], c20 *2)P dmg.
Space: 10 ft (15ft while flying); Reach 10 ft.
Ability scores (as human form).
BAB (as human form); CMB (sz:+1), CMD (sz:+1, +2 vs trip).
Skills: Fly (sz:-2), Stealth (sz:-4).
MIBS - Avian {G*} [armor(barding), belt, chest(exotic saddle), eyes, head, headband, neck, ring, wrist, custom weapon].

 > Note: {F*} fine manipulations (somatic components, tool use, disable device). {G*} can Grasp objects (can hold and manipulate one object). Sentience (Int ≥3) and Grasp is required to use a manufactured weapon. A creature can use a custom weapon affixed to its natural attack otherwise it requires a successful Handle Animal Push(DC 25) check. Sentience, language(verbal component, if needed), fine manipulation(grasp & somatic component, if needed), possibly material and foci, and class abilities or UMD is required to activate magic items or cast spells. Sentient creatures can activate slotless magic items and ioun stones. Continual use items need no activation.

 by Azothath

enjoy *caw caw ka-caw*

see also
Azothath's Homebrew: Wizard archetype Tutelary
Azothath's Homebrew: Monster: Therndentro Lignum (aka whompa) Huge Mon Humnd (giant, plant) CR:16
Azothath's Homebrew: Monster: Giant Foaming Grasshopper Med vermin CR2
Azothath's Homebrew: Monster: Barkgator Med animal(reptile) CR:1
Azothath's Homebrew: Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Azothath's Homebrew: Monster: Helminth Swarm Fine vermin(swarm) CR:3
Azothath's Homebrew: Purchased Mounts and in particular horses with scaling Hit Die & Prices


character design is somewhat generic and akin to writing. This is a flexible Top-Down description becoming more specific as you progress.
 no, this thread isn't about class builds but that comes into it as it defines class skills and functional abilities in the game.

1) Role: jungian-like archetype: Innocent, Everyman, Hero, Outlaw, Explorer, Creator, Ruler, Magician, Lover, Caregiver, Jester, and Sage; -or- Keirsey archetypes: Inspector, Protector, Counselor, Mastermind, Crafter, Composer, Healer, Architect, Promoter, Performer, Champion, Inventor, Supervisor, Provider, Teacher, Fieldmarshal. You can also use ye olde tarot cards interpretations.

2) Individualize: specifics to customize personality. I'd use the LCGE alignment, Myers-Briggs indicators, the Big Five traits, the HEXACO structure as guides. You can use phychologial or mental disorders as a source and minimze them.

3) Goal/Objectives: What does my main character want above all else, and why? Now, your character might want a lot of different things, but what does it all add up to? What is that ultimate goal they are trying to achieve, that ultimate objective that is going to make them feel satisfied? Show through Internal Reflection, Acts, Dialogue with others.

4) Backstory {yes #4}. Childhood and family dynamics, Traumatic or impactful events, Educational background and achievements, Obstacles, challenges, or setbacks, Secrets, hidden aspects, or unresolved issues, Relationships with friends, partners, or mentors, Goals, aspirations, and dreams, Hobbies, interests, or talents, Values, morals, and ethical code. Some of these may be hidden from the character as hidden/repressed, secret, or unknown. Many people start here and then go backwards.

There are charts and tables in various published books to help with the above.

5) Balance quirks, faults, flaws, and physical issues. It's a double check on the above to make sure your character is realistic and well rounded. This also involves a balance between thematic and stylistic choices. This is also where Class Builds come into play as they define the areas the build will excel at and thus the character.

6) Growth/arc: things change as do personalities as character's learn & grow. Consider major future/planned plot events that may change their responses.

7) Artistic Realities: show/tell/describe above to "make it real" in real terms (physical, visual(senses)) and emotive(thoughts, feelings, moods) to represent the character's physical, personal, and physical assets and liabilities. Some players simply choose a byline to expose at times.

8) Agency/Power: show/tell/describe doing stuff rather than using proxies. This happens IN GAME as you play the character.


If Cate Blanchett said, no one got paid anything but got sandwiches and her ears... I wonder if someone got to keep their Hobbit-Crocs?


Tub of Solace
Aura: faint Conj; SplLvl@CstrLvl:1@3 DC:12 (successful dispel suppresses current function for 6 rounds)
Slot: [none]; Price: 800 gp; Weight: 1 lb.

Description
A waxed hardwood serving bowl with two leather handles and 7-9 inset brass(copper) coins in its bottom that can hold about 14 apples. It's nice and makes a fine bowl for bread, fruit, flowers, table decor, or soup.
The command words are cleverly inscribed around the diameter of several coins disguised as epithets or minting marks, to activate the item simply touch a coin and speak its command in common. 1) "Grow" the bowl expands into a large wooden %L*2.5W*3Dft rounded tub with two leather handles on the interior weighing 20 lbs for about 60 min then shrinks back to normal size. It can hold 2 medium sized humans while technically squeezing. It can act as a clumsy boat for one person but will capsize within 1d3+2 rounds with two people. 2) "Bath" bowl/tub fills to 2/3rds with warm clean water (about 150 gal or 20 cu ft or 1250lb when large) over 2 rounds that gently swirls in the tub for up to 30 minutes. 3) "Tide" as 2 but the water is rather cool and salty. 4) "Gone" the bowl/tub magically drains and shrinks over 2 rounds returning to a clean & empty small bowl. Other coins (marked with words such as Feast, King Luck, One Eye'd Jack, Preserve, Wealth, Wine, etc) simply serve as misdirection to hide its utility. Each function is usable once per three days.
Any water spilled out or taken from the tub bubbles and vanishes after 1d4+2 rounds, thus the tub is worthless for slaking thirst or watering plants. In dire need the tub can be used as improved cover but the user is limited to half speed and can only see into the lower foot of adjacent squares (-5 perception) and cannot effectively attack, ripost, parry, or take AoOs. The Tub of Comfort has Hrd:6 and HP:12 with Resist Fire or Cold 3 making it difficult to burn or break by freezing. If the tub is damaged to less than half HPs it ceases to function and is stuck in its current form without water until repaired.

Greater Tub of Solace: CL:6, DC 14. as tub with 12 charges usable by any inset coin, regains up to 3 charges per day. Hrd:7, HP:14. 2000 gp

Construction
Requirements: Craft Wondrous Item, prestidigitation or create water; Cost 400gp

by Azothath


Tutelary wizard archetype {rework of Pact(HHH) archetype}

Sometimes an apprentice wizard turns to the greatest enigmas of the cosmos in the hopes of attaining great power. Those that attract a patron receive phenomenal arcane power as tutelary wizards but walk a fine line lest they become the playthings of the forces with which they consort.

Requirements: A tutelary wizard archetype must be a sentient living creature and cannot be of fey, construct, outsider, or undead creature type. If the creature worships or venerates a deity, the deity must have a domain which matches or is highly similar to the tutelary wizard’s patron.

Skill Points at each level: In addition to (Int +2) skill ranks he gains 2 knowledge skill ranks per level (like arcana and nature or planes) of the GMs choice.

Weapon Proficiency: Tutelary wizards gains proficiency in a one handed simple or martial melee weapon(like warhammer(B), scimitar(S), or sword cane(P)) similar to a deities weapon of the GM’s choice which regular wizards are not proficient with.
◦ This alters Skill Points at each level and Weapon Proficiency.

Acquire Patron: At first level a tutelary wizard chooses a patron from the witch class and gains an animal familiar assigned by his patron. Like a witch’s familiar the tutelary wizard’s familiar acts as his spellbook, when preparing spells he must be touching or have the conscious familiar in his square or use his written spellbook(s). While a familiar does not require a scribing cost for spells learned with a level gain, it does require 25% of the scribe cost(rounded up to the silver piece) in rare herbs and delicacies to learn other spells. Scribing spells in a spellbook afterwards is considered copying (at half cost). The familiar cannot be replaced (but can be upgraded via Improved Familiar feat) and if killed is automatically replaced the next day without losing any “scribed” spells. The wizard loses the familiar replacement ritual’s value (200*CltrLvl, 150% if an improved familiar) in magical items(valued at 50%) rounded up at the patron’s discretion and/or cash and gems. With his familiar’s replacement the wizard takes on a minor task(see various Obedience under deity entries) taking about 2d4 hours and costing less than 20gp for his patron to be completed within the week as set by the GM and suffers one less spell slot per spell level when preparing spells until he completes the task. When the wizard completes the task he may prepare his normal allotment of spell slots and gains the Obedience’s benefit for 24 hrs. If he does not complete the task in a timely manner he suffers two less spell slots per spell level when preparing spells and must seek an atonement:A5 spell (2500gp material components) from a cleric with a similar domain to his patron to regain his patron’s favor and his normal spell preparation.
 Once per month a tutelary wizard must perform an obedience (as above and gaining the benefit for 24hrs) to appease and maintain his standing with his patron. Failing to do so he suffers one less spell slot per spell level when preparing spells until he completes the task. Performing the obedience more than once per week incurs the same spell preparation penalty and voids any obedience benefit for two weeks. Gaining an obedience via another class or prestige class is considered a separate and different ability/event.
◦ This alters the wizard’s Arcane Bond and Spellbooks.

Patron Spells: Tutelary wizards normally become universalists but they may become school specialists with their patron setting their preferred school[A, C, D, E, K(evo'k'ation), I, N, T, Ae, Air, Eth, Fir, Wtr, Mtl, Vd, Wd] and opposition(opzd) schools; Agility(T-Enhancement, opzd: E, N), Ancestors(N or subschool, opzd: A, E), Animals(C or E, opzd: K, I), Aurora(I or Deception, opzd: C, N), Autumn(N or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Boundaries(A or D or subschools; opzd: I or K, N), Conspiracies(D or I; opzd: A, C or K), Death(N or subschool; opzd: A, E), Decadence(E or subschools or I; opzd: C or K, N), Deception(I or subschool, opzd: D, C), Devotion(C or Creation; opzd: K, I), Elements(one of; C-Creation, Ae, Air, Eth, Fir, Wtr, Mtl, Vd, Wd, opzd:{see school, usually an element} or N, I), Enhancement(T-Enhancement, opzd: E, I), Endurance(A or T-Enhancement, opzd: E, K), Entropy(C or subschool, opzd: K, I), Ethereal(D or T, opzd: E, I), Fate(A or D or subschools, opzd: E or I, N or T), Healing(C, opzd: K or N, I), Insanity(E, opzd: N, T), Jinx(E or N, opzd: A, E or T), Light(K, opsd: A, C), Mercy(C or E, opzd: K, I), Mind(E or subschool, opzd: N, T), Moon(T or subschool, opzd: K, N), Mountain(C or Creation, opzd: K, I), Nightmares(E or subschool, opzd: N, T), Occult(A or D or subschools, opzd: K, N or T), Peace(E, opzd: N, K or T), Plague(N or Vd, opzd: A, E), Plant(C or Wd, opzd: K, I), Portents(D or subschool, opzd: E or I, N or T), Protection(A or subschool, opzd: K, N), Recovery(A or C, opzd: K or I, N or T), Revenge(E or subschool, opzd: N, T), Rot(N or Vd, opzd: A, E), Shadow(K or Vd, opzd: A, {element if Vd} or C), Space(C-Teleportation or Vd, opzd: {element if Vd} or N, E), Spirits(N or D or subschool, opzd: A, E), Spring(C or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Stars(D or K or Vd, opzd: A or {element if Vd}, C or {element if Vd or D}), Storms(C, opzd: K, I), Strength(T-Enhancement, opzd: E, K), Summer(C or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Thorns(T-Shapechange or Wd, opzd: A or {element if Wd}, I or {element if Wd}), Time(D or subschool or K, opzd: A, C), Transformation(T-Shapechange, opzd:E,I), Trickery(I or subschool, opzd:C, T or N), Vengeance(E or subschool, opzd: N, T), Water(Wtr, opzd {element}, I or N), Winter(C or Mtl, opzd: A or {element if Mtl}, E or {element if Mtl}), Wisdom(T-Enhancement or D, opzd: E, I), Woodlands(Wd, opzd: {element}, N).
 School Specialists have one school(sch) and two opposed(opzd) schools, if multiple schools are offered the character must choose to resolve the choices to sch:1 & opzd:2 schools. Patron spells are added to the character’s spell list when he could normally cast them (rather than at First level). Patron spells and spells with “animal” or “familiar” in the title are not considered opposed school spells.
 Additionally the tutelary wizard can expend any prepared spell, in a non-school spell slot, in order to spontaneously cast one of his patron’s spells of the same level or lower.
◦ Acquiring a patron type alters a wizard’s Arcane School, Spells, and replaces the free Scribe Scroll feat.

Great Power, Greater Expense
 • 4th: Blessed Bane (Su) select an Oracle Curse that you qualify for and thematically fits your patron. Your effective oracle level for the curse is wizard level less 5, minimum 1. Gained spells are added to her spell list as Patron spells at the appropriate level.
 • 9th: Invoke Patron (Su) verbally calling out to your patron (even in a magical silence) you may roll two 1d20 rather than one and take the better result for a saving throw, caster level or concentration check as an interrupt action once per round. If it is not your turn it consumes the swift action on your next turn. You may share this with your familiar in your or an adjacent square but only one creature gains the benefit. This ability is usable [primary casting ability score modifier, minimum 1] times per day. At 14th wizard level this gains a +2 insight bonus with this roll, and at 18th a +4.
 • 14th: Patron Preparation (Su) verbally mumbling to your patron during spell preparation you may reduce the combined cost of applied known metamagics by 1 to prepared spells but cannot go above your normal casting limits. You may apply this ability to your caster level in spell level spells (including the reduced metamagic cost) per day. Thus a wizard 11 may prepare two Third level spells with +2 level known metamagics (cannot exceed Fifth spell level) using 8 of his 11 levels filling two Fourth spell level slots. He could also prepare a Second level spell with two +1 level known metamagics using the remaining 3 levels of ability filling a Third level spell slot. This ability does not combine with traits or other abilities.
◦ This ability replaces the bonus feats a wizard gains at 5th and 15th level.

Should the Tutelary Wizard archetype gain access to Obedience, Celestial Obedience, Deific Obedience, or Fiendish Obedience from another class or prestige class; their alignment must be within one step of their chosen deity, the deity must have a domain which matches or is highly similar to the tutelary wizard’s patron, unique spells are added to the character’s spell list at an appropriate level.


using (+1) metamagic rods as a cost basis (3000, 11000, 24500 at 3/day) at 66%

Caster's Shield Quality
Aura: faint Transmutation CL: SplLvl 1-3:6th, 4-6:12th, 7-9:18th
slot: shield/klar{shield}/buckler (not ecranche, piecemeal armor, other armor or weapons) quality; cost: SplLvl 1-3:2000gp, 4-6:7333, 7-9:16333gp; Wt: --

Description
An item with the caster's shield quality allows one specially prepared scribed spell to be used in combat. The scribed spell is a spell completion item (as a scroll) that does not provoke an AoO and maintains its Spell Level, Caster Level, and DC as the original spell or scroll used but counts as any type(arcane, divine, or occult) easing activation. Metamagic feats only increase the SplLvl and cost of scribed spells (traits reducing spell level or cost are useless). A wearer may scribe a spell he can normally cast onto the strap at half his usual cost up to twice per day (if he has the time) and scribing cost may be paid using gem dust, silver dust, or precious ink & the normal methods (costly material components & foci must still be provided). The item requires 24 hrs to attune to its wearer thus having someone else scribe the spell takes a day or more. Alternatively the wearer may transfer a scribed scroll onto the strap taking 10 rounds which counts against the item's uses per day. A strap can hold lesser spell levels than its range.

Construction
Requirements: ability to cast spells, Scribe Scroll; Price SplLvl 1-3:+1000gp, 4-6:+3666.5, 7-9:+8166.5gp.
by Azothath


Therndentro Lignum (aka whompa, zhendrotroll, noble treant)
NN Hgh Mon Humnd (giant, plant) CR 16 XP 76800
Init +6(to 10); Senses drkvis 60ft, lowlgt vis; Perception +30(to 35)

DEFENSE
AC [44]40(37), touch 14, flat-footed [38]34(31) (+6 Dex, +7 armr [+4] shld +19{barkskin}(16) natl, -2 sz).
HP 184 (16d10+96) regeneration 5/(touching ground/earth/mud/water, elec)
Fort +16, Ref +22, Will +22 +4 vs fey Spl & SLA & [plant] spls, +4 & roll Will twice[mind-afct]
DefQ DR 5/-- & 10/S or cFe, SR:25, Immun:[cold, confsn, insanity, mind-afct(chrm, cmplsn, morl, pttrn, phantsm), paralz, poi{but not plant toxins}], multiple minds
Weak Vuln [fire]

OFFENSE
Speed 45 ft
Natl Mle 4 slam +26 (1d8+10 c20 *2)B {primary, AoO}, hair rch:25ft +21 (1d6+5 c20 *2)B or CMB +28 grab {secondary or tch atk}
Mle hug +2 {keen} adamt btchr axe(extc 2hnd) pwr atk +26 +21 +16 +11 (6d6+29 c19+ *3)S no DR for fey & plant
Mle hug +2 {keen} adamt btchr axe(extc 2hnd) +30 +25 +20 +15 (6d6+17 c19+ *3)S “
Mle hug +2 {keen} fortified liq glass battle axe(mrtl 1hnd) pwr atk +24 (3d6+21 c19+ *3)S “
Mle hug +2 {keen} fortified liq glass battle axe(mrtl 1hnd) +28 (3d6+13 c19+ *3)S “
Mle hug {keen} mwk cFe battle axe(mrtl 1hnd) pwr atk +23 (3d6+18 c19+ *3)S “
Mle hug {keen} mwk cFe battle axe(mrtl 1hnd) +27 (3d6+10 c19+ *3)S “
Mle hug mwk hrd glass dagger(smpl lgt) +27 (1d8+10 c19+ *2)P|S, thrown rng 10ft +23 (“)P
Rng hug +1 greenwood compd shortbow(mrtl 2hnd, Str +10) +23 +18 +13 +8 (2d6+11 c20 *3)P Rng:70ft, 8lb $1950 Arrw: cFe&Ag[6], cFe&Admt[6], thistle & wndweal[poi][6], dur cFe & thunderstone efct[2]. Grav Bow (3d6+11).

Space 15 ft.; Reach 15 ft. humanoid(2 headed, 3 legged, 4 armed human) H 16 ft, Wt 16000 lbs.
SpAtk Wild shape: bst shp 3:T5, elem body 2:T5, plant plnt shp 1:T5 dur:8 hr 3/d. Preferred forms: lrg anml dire tiger (cmbt), lrg anml giant vulture (flying mount), med air/earth elemtl (flier/erth glide, stlth), dmtv anml bat (flier, stealth).
SLAs (CL8; Conc(Wis) +17(15))
 1/d lsr plnr ally[see list, add one alebrije or vahana (any animal Adv+CR3 or CR4 or mag beast CR4 such as: adv grizzly bear, dire boar, dire wolverine, forest drake(NN), griffon, tiger, voonith, wolf spider) of CR6, moderate elemental infusion (any animal Adv+CR4 or CR5) of CR6] dur: up to 16 days.
Druid Spells Prep'd (CL8 {dur CL16}, DC=SplLvl+16, Conc(Wis) +17(15), Cast Def roll twice [3]/d)
4th(3+1ᴰ/d): Echloc:T4, Warp Mtl:T4 tgt:8 obj Will 20, Zone Foul Flm:T4 20ft Rad +4 sv[fire] creator Will 20 dur:16min, Arbor Hmmr:T4ᴰ dur:16r. Spon: Sum Ntr Ally 4:C4.
3rd(4+1ᴰ/d): Aque Orb:C3 Rflx 19 dur:16r, Cup Dust:T3 Fort 19 else 1d6 nonlthl/hr dur:16d, Cure Mod:C3 2d8+8, Thrny Entgl:T3 40ft Rad +14 (2d6)P rng 15ft dur:16min, Venom Bolt:N3ᴰ tgt:arrw as poison Fort 19 else 1d3 Con dmg 1/r for 6r.
2nd(5+1ᴰ/d): Air Step:T2 {impedes regen}, Barkskin:T2 +3 natl armr dur:160min, Grnsgt:T2 dur:160min, Flry Snobal:K2, Rst Enrg:A2 ER 20[fire] dur:160min, Tar Ball:T2ᴰ rng atk +22 (1d4+10) then 1d4[fire]/r for 1d4r & -2 Dex.
1st(6+1ᴰ/d [5]ᴾᴾ): Aspct Falcon:T1 +3 comp Prcp & bow +1 comp (c19+) dur:16min, Cure Lgt:C1 1d8+5, Goodbry:T1, Hgtn Aware:D1 +2 comp Prcp & Know chk or +4 Init, Mag Fang:T1, Glide:T1ᴰ.
0th(4/d @will): Crt Wtr:C0, Det Mag:D0, Light:K0, Mend:T0.
Natr Bond: Dom: Jungle. Spon cast Sum Natl Ally ≤N in place of prep’d spell SplLvl N. Brach (Ex) free actn Climb 40ft and Acro +8 for 8r/d. Trap Sns (Ex) +2@8th. Dom Spls: glide:T1, tar ball:T2, venom bolt:N3, arbo hmmr:T4, blss salmdr:T5, swrm skin:T6, creep doom:C7, W lava:C8, shamblr:C9.
Wand{SLWS}: Cure Lgt:C1@1 [30], Obs Mist:C1@1 [30], Spk w Anml:D1@1 [30], Bear Con:T2@3 [12].
Scr{HH}: Fae Fire:K1@1 [4], Tap Innr Beauty:D1@1 UMD 21 +2 inst Cha Chks {+2 UMD} [4], Grav Bow:T1@4 UMD 24 [4], Blur:I2@4 UMD 24 [2], Air Bubl:C1@6 [2], Decomp Corpse:N1@1 [4], Lsr Restor:C2@3 [2], Rst Enrg:A2@7 [2].

STATISTICS
Str 30(+10), Dex 22(+6), Con 22(+6), Int 20(18)(+5), Wis 24(22)(+7), Cha 18(16)(+4)
BAB(1) +16 +11 +6 +1, Str +10, sz +/-2; CMB +28; CMD +34 (36 vs trip, cannot be tripped while flying)

Traits: {optional!} Careful Cmbt:1st & 2nd squares not threatened in withdraw; Dngr Curious: +1 trt & class skl UMD.
Feats: Alertness +4 Prcp & Sns Mtv, Cmbt Rflx ≤6 AoO/r, Wpn Fcs(Butchering axe), Intimd Prowess: STR to Intmd, Grtr Wpn Fcs(Butcher axe +2(0)), Pwr Atk -[BAB/4] atk for (+2*[BAB/4]) dmg, Dazz Display:with wpn full actn intmd foes within 30ft, Cleave: with hit one add’l BAB attck on adj foe & -2 AC, Imp Cleave: cleave reiteratively.

Skills:(144) Acro +9(3){Fgt Def +3/+6}, Appr +6(1), Bluff +14(8){+2}, Clmbᶜ +16(1), Crftᶜ[alch +20(12), glass +20(12)], Diplo +10(1){+2}, Dis Dev, Dsgs, Esc Art, Flyᶜ +11(6){-4}, Hndl Anmlᶜ +14(4), Healᶜ +9(1), Intmdᶜ +29(6){+2,+4sz}(demorl[fear] std actn), Know[arcn +14(9), dngn +6(1), engr +6(1), geogᶜ +14(6), hist +14(9), locl +21(1,HB), natrᶜ +14(4){+2}, nobl, plns +14(9), rlgn +6(1)], Ling +6(1), Prcpᶜ +30(16){+4}, Pfrm[], Profᶜ[], Rideᶜ, Sns Mtv +23(12){+4}, SoH, Splcrftᶜ +16(8), Stlthᶜ +16/+0(2){-8,+16/0}, Survlᶜ +13(1){+2}, Swimᶜ +14(1), UMDᶜ +15(7){+1}. Cls Abil or Cls Skl(ᶜ).
Languages: common(taldan, HB), Joton(giant), anc azlanti(rgnl), arboreal(treant), sylvan(fey), wildsong(drudic), terran, sakvroth(undercommon), aquan, auran, ignan, terran {see ring}.

Prfc: smpl wpns, Axe wpn group, shtbows, lgt & med (non-metal) armr, shlds(non-metal, !twr). Any wild shape natl wpn.
MIBS Humanoid(hands & grasp) [armor, belt, body, chest, eyes, feet(150% cost), hands, head, headband, mfg weapon(4 hands), neck, ring(2), shield, shoulders, wrist].
Racial Modifiers +16(=8+[HD/2]) natl armr, DR:(2+[(HD-5)/3])/-- and (2+[HD/2])/S or cold iron, +16 Stlth in forests/jungle, saves Fort +[HD/1.5], Rflx +[HD], Will +[HD], any Fey or Elven trait, feat, or wpn as if either race (generally still requires expending a trait or feat). Immunity to cold, confusion, insanity, mind-affecting spells and effects(charm, compulsion, morale, pattern, phantasm), paralyzation, poison{except plant toxins}, Druid class skills.

All-around Vision (Ex) the creature cannot be flanked.
Hair Grab (Ex) may start grapple on hit foe as free actn without provoking an AoO on Med sized creatures or less. No penalty & does not gain the grappled condition to maintain grapple on 2 med sized foes or less simultaneously but -20 & gains condition otherwise. +5 successive rounds and grapple inflicts hair damage.
Multiple minds (Ex) two to four brains, +4 INT, +4 race [mind-afct] and roll Will saves twice taking the better. Skill points are +1 per HD.
Multiweapon Mastery (Ex) {req multiple minds or heads and Cmbt Exp, Cmbt Rflx, or Multiattack} with two minds and four arms the creature does not suffer penalties (such as two-weapon fighting) from using up to three 1hnd/lgt mfg weapons & shield or one 2hnd and one 1hnd/lgt wpn & shield or some combination thereof but natural attacks in the attack sequence are secondary attacks. 4 1hnd/lgt weapons means one set of two are using two-wpn fighting. Weapon atks use BAB as usual.
Multiple arms (Ex) four arms.
Multiple Legs (Ex) three legs, adds +5 Spd and +2 vs trip.
Prehensile hair (Ex) vine-like ropey dreadlocks surround & fall from the whompa’s head much like a weeping willow. The hair has a reach of 25ft(=reach +10ft) capable of a natural slam (1d6+5)B {secndry}, CM grab atk {secndry}, and is capable of holding 2 med or 4 small creatures (1 med or 2 small for a large sized whompa) without penalty and does not impart the grappled condition to the whompa, deliver touch atks, and Deflect arrows 2(1 less for each med grabbed creature)/r. Grappled creatures are pulled to the closest open adjacent square to the whompa. If a whompa drops a grappled creature as a free action he cannot then attack the creature during his turn but may make AoO on it if provoked. A strand of hair has whompa’s base AC:35(33) HP:5 DR and can be cut using slashing damage/natl atk/IUS. Comment - while the hair threatens a large area the whompa reserves the attacks for easily grabbed and debilitated foes such as casters, ranged attackers, and creatures without slashing weapons or waits to surprise its foes.
FW Regeneration (Ex) heal 5 pts at the end of each round while touching the ground/earth/mud or standing/immersed/swimming in water but [electricity] damage stops the regeneration for the round. Can reattach lost limbs in 1 round if lost/severed within 1 minute or regrow the limb over 1d4+20 rounds (at 5 HP/r) or head/body after 1d4+30 r (the lost/severed remnants wither away within 24hrs). A regenerating creature is staggered (but not unconscious) up to negative [Con/2] HPs and will retreat/withdraw as if its regeneration ends it falls unconscious. An unconscious regenerating body creeps at 1ft/round attempting to reassemble. Reducing the body to ash (max HP [fire] dmg once unconscious), feeding the remnants to about HD large ruminants, or dissolving the remains in alkali(2*HD vials), acid (2*HD vials), or an ooze (max HP [acid] dmg once unconscious) is sufficient to prevent the creature from returning. Whompas gain Regen 10/r while in the First World or within a fey circle. It is not unknown for a whompa to sacrifice 5 HP to a lost root stuck in fertile ground with mint/clover and a book or two before engaging in deadly combat but this rootling comes back as a 2HD whompa with only vague memories and relies on the parent’s biography for details.
Spell Resistance (Su): 5+HD+Cha bonus.

Gear: huge +2 adamantine butchering axe(extc 2hnd) (6d6 c20 *3)S Hrd:26 HP:110 100lb $11260; huge +2 fortified liquid glass battle axe(mrtl 1hnd) (3d6 c20 *3)S Hrd:19 HP:50 24lb $5070ᶿ; huge mwk cFe battle axe(mrtl 1hnd) (3d6 c20 *3)S Hrd:10 HP:20 24lb $380; huge mwk hardened glass dagger(smpl lgt) (1d8 c19+ *2)P|S, thrown rng 10ft (“)P Hrd:10 HP:8 2*3lb [2] $308ᶿ; huge +1 greenwood compound shortbow(mrtl 2hnd, Str +10) (2d6 c20 *3)P Rng:70ft 8lb $1950; durable cFe [2] $16 & thunderstone efct 10’ rad Fort 15 else deaf 1hr [2] $30ᶿ, cFe[20] $8 admt Wpn blch[10] $50ᶿ & Ag Wpn blch[10] $2.5ᶿ, thistle:1pt bld for 1d6r[poi] & imp woundweal DC20 CstrChk 27 [6]ᶿ $640, iron dist 80ft (-Rng incr)dmg [20] $4; huge +3 glamered darkleaf cloth hide armor(med armr) AC:+7 MaxDex:+6 ArmrChk:0 SplFail:10% Spd30:20’, Hrd:16 HP:83 50lb $6630ᶿ; huge +3 quickdraw darkwood shield(lgt shld) AC:+4 MaxDex:+6 ArmrChk:0 SplFail:5% Spd30:--, Hrd:11 HP:44 12lb $9302, Wand:Cure Lgt:C1@1 [30] $450, Wand:Obs Mist:C1@1 [30] $450, Wand:Spk w Anml:D1@1 [30] $450, Wand:Bear Con:T2@3 [12] $1080; Scr:Air Bubl:C1@6 [2] $300, Fae Fire:K1@1 [4] $100, Decomp Corpse:N1@1 [4] $100, Lsr Restor:C2@3 [2] $300, Rst Enrg:A2@7 [2] $700, Tap Innr Beauty:D1@1 UMD 21 +2 inst Cha Chks {+2 UMD} [4] $100, Grav Bow:T1@4 UMD 24 [4] $400, Blur:I2@4 UMD 24 [2] $400, Alch: vial acid thrown splsh (1d6)[acid] [6] $30ᶿ, Alch:Impv’d Fungal stun vial: thrown 10’ rad Will 22 else stunned 1d2r [2] $150ᶿ, Alch:Brw’d Reek: thrown splsh Fort 15 else sick’d 2d6r & again for naust’d 1r & adj(splash) Fort 15 else sick 1r [2] $40ᶿ, Carry Cmpn(Adv Aurumvorax “Nrrau” CR10 fights obvious foes as friendly henchman){std actn to return to size} $0. Subtotal = $40696.5. self crafted items(ᶿ) at 50% Price.

Equipment: Headband Int, Wis, Cha +2 Know Locl, Lang common [headband] $16000; Feller’s Belt [belt] $12000: any wielded axe gains (non-stacking) dbl threat rng(as if keen), bypass DR of fey & plant, +4 CMB sunder & ignore Hrd Wood; Spellgaurd Bracers [wrist] $5000: cast DEF +2 Conc Chk & roll twice 3/d; Ring of Eloquence: aquan, auran, ignan, terran & spk in anml form[ring] $3500; Handy Haversack $2000; Pearl of Pwr: First[5] $5000; huge spring-loaded wrist sheath (4) $80, alchemist’s lab $100ᶿ, bear trap [4] $8, Alch:antitoxin [2] $50ᶿ, Alch:antiplague [2] $50ᶿ, Alch:bodybalm tea [2] $25ᶿ, Alch:stillgut [2] $50ᶿ. Subtotal = $43863.0. Total: $84559.5. PC 16 WBL=$315000 so 27% of PC WBL.

ECOLOGY
Environment any deep forest or unexplored area, around fierani forest, fangwood forest, verudan forest, forest of spirits, valashmai jungle, mwangi expanse.
Organization individual; stand 1d2+2 & 1d6+6 treants.
Treasure (equip about $85000).

In the first world there was less differentiation between plants, animals, magical beasts and such as creation was free, both deadly and whimsical with life abundant. Therndentro or more commonly Whompa hail from early creation and escaped the sealing of the first world and do not venerate any deities or eldest. They are a force of nature and diversity, favored by the first world, earth, and waters, having what we now call basic druidic abilities being a mix of monstrous humanoid with plant subtype, they gain half their racial HD in druid levels gaining spellcasting and druidic abilities but using HD for CstrLvl durations for spells and SLAs. Each whompa specializes in a few crafts and creates items for its tribe or circle of friends (the one described herein is an alchemist & glass blower). Due to their powerful nature at time they answer calls to act in cooperation with a deity sponsored action or circle of druids and actively oppose Treerazer’s attempts at expansion. Whompa cannot abide undead and destroy them once discovered.
Local kami, dryads, whompa, treant, arboreal fey, seelie thorns & briars, unseelie fungal ambassadors meet annually under a lotus tree before each spring to consult and trade along with the usual politics of gatherings. Whompa generally communicate with several friends monthly via animal messengers and may know a druidic circle within 50 miles.

Tactics 1) reconnaissance - gain knowledge of foes via spying in wildshape or via animals. 2) plan and rally - gather/recruit resources (bring out Nrrau) & prepare ambush (retreat) area (60*60ft) if needed with traps(2 pits CR1, 2 camouflaged pits CR3, 1 falling block trap CR5) & local swarms(wasp swarm), oozes(garden ooze, whip jelly, verdurous ooze in pit), burrowing animals and medium to large carnivores. 3) Engage - cast long dur defenses, tap innr beauty, scrolls with UMD, soften up spellcasters(arcane or divine) with stealthy animal distractions & poi arrows, then mop up martial types. 4) Execute plan - retreat into ambush area and start second round of flanking attack. 5) Withdraw & regroup. With non-hostile non-nature friendlies as 3) negotiate/intimidate & warn them off but have Execute retreat & ambush available.

=====
by Azothath
while I checked the monster statistics for CR 16, the effectiveness here may be CR 17-18. so many people don't like broccoli with cheese...
There's a dearth of powerful neutral sentient creatures just doing their own thing(not promoting Good or Evil etc) and I think they should be the biggest faction (to maintain moral/ethical balance) besides NPCs.
three new: fortified liquid glass (see Fortifying Stone $1000). Hardened Glass (masterwork & base wpn at same price forgoes fragile quality) could be tempered borsilicate glass. I also incorporated Alch Thunderstone effect onto an arrow, so one time alchemical effect upon impact.

see also
Monster: Giant Foaming Grasshopper Med vermin CR2
Monster: Barkgator Med animal(reptile) CR:1
Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Monster: Helminth Swarm Fine vermin(swarm) CR:3
Monster: Worm that Inhabits (Worm that Walks template) CR:15


Gigas Spumans Pyrgomorphidae, worker (aka reus rudeabaddgie, giant foaming hopper)
NN Sml vermin CR 2 XP 600
Init +3; Senses drkvis 30ft; Perception -2

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 natl armrʳ, +3 Dex, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +0
DefQ: Lsr Hunger Aura 15ft r×r Will 12

OFFENSE
Speed 20 ft, Fly 30 ft (poor), Jump (30ft base, +12)
Melee Natl: bite +6 (1d3 c20 *2)BPS {primary, AoO}, leg rasp(2) +4, +4 (1d3 c20 *2)S & poi exposure {secondary, inflict poi once per round}
Space 2.5 ft.; Reach 5 ft. grasshopper(6 leg, unusual) H 2 ft L 3-4 ft wingspan 4ft, Wt 35-50 lbs.

STATISTICS
Str 10, Dex 16(+3), Con 14(+2), Int 1(-5), Wis 8(-2), Cha 12(+1)
BAB(0.75) +2, Str +0, sz +/-1; CMB +1; CMD +13 (17 vs trip, cannot be tripped while flying)
Feats Weapon Finesseᴮ, Multiattack(secondary @ -2).
Skills(3) Acro +4/Jump +12 (1){0/+8, Spd 30ft}, Clmbᶜ +6(1){+2}, Flyᶜ +9(1){+2}, Prcp -2.
Languages none.
MIBS Unusual(armor, belt, eyes, ring{antennae}(2)).
Racial Modifiersʳ +4 natl armr, Climber, Flight, Hopper.

Climberʳ Climb class skill with size bonus as Fly (sml +2), creatures of tiny size or less may use Dex for Str. Lesser form of Climb movement.
Poison (Ex) poi asteraceae hemolymph toxin: Vector: injury/injection/consumption (touch); Onset: immediate; Cure: 2 total; Frequency: 1 per 2 rnd up to 6 times(11r); Effect: 1d2+1 nonlethal dmg Fort 13 (=10 +⌊HD/2⌋ + Con bonus, Con based) for no dmg else 1d4[1-2:1 Dex dmg, 3-4:1 Con dmg] and -2 comp vs hunger aura for 1 hr or until magical healing and loss of taste for 1d3 days (successive failures add 1 day towards the maximum of 3 days), vermin(insect) type creatures receive -2 penalty to their save and spumans are immune to the toxin (but not a refined alchemical version); Uses[3](=⌊Con/4⌋, min 1), toxin gland generates 2 use per day, Cost: harvest 1 toxin gland Dex Chk 14 then Crft Alchemy 22 creates use[1] cost 25gp, Price: glass philter Hrd:5, HP:0, BrkDC:12, wt:1-4oz [1-4 uses] 1@50gp. Secondary exposures simply increase the Fort DC by +2 and restart the frequency, secondary poison save failures raise the competence penalty by -1 for 1 hour. A creature that bites, swallows, blood drains, or similar biting/natural attack against a spumans is automatically exposed to the toxin and the spumans must expend one use per round even if the attacker is exposed by multiple attacks on the spumans in that round.
Flightʳ (Ex) wings(natural) 30ft (poor, -4), Fly class skill & +4 bonus.
Hopperʳ (Ex) speed +10 ft for jumping (move actn) and jump specifically gains +8 total bonus for height and/or distance and need not move before jumping (no penalty for standing jump). Lesser form of Jumper (Ex) and Jump movement.
Lesser Hunger (emotional) Aura (Sp) once attacked or overly excited the creature becomes defensive(exude poison) and emit an aura of hunger effecting living creatures within 15ft while excited (to 10 min per day) in 1 minute increments or until dead. This causes 3 effects; 1) at the start of each round a Will 12 (=10 +⌊HD/2⌋ + Cha bonus, Cha based) check must be made to act normally or a creature is staggered as it attempts to eat available materials or rations that round, 2) Spell casting and spell-like abilities with [emotion, fear] descriptors must succeed on a Conc Chk 12 to successfully cast/elicit a spell/spell-like ability, 3) any spells with an [emotion, fear] descriptors on targets inside the aura the caster must succeed at the Conc Chk 12 or the spell fails to affect targets within the aura. Creatures that emit an emotion aura are immune to the effect from similar creatures or spells with similar effects. As a spell-like ability it can be suppressed by an antimagic aura.
Orthoptera Friend (Ex) spumans, grasshoppers(locusts), crickets, stick bugs, katydids normally tolerate and do not attack other living members, thus swarms and individuals of each can occupy the same area. Preying mantis and most birds are recognized as predators. Some fey hold sway over locusts and similar vermin.
Swarming (Ex) up to 4 tiny or 2 small creatures may occupy the same 5ft square at the same time without incurring penalties( such as squeezing or interfering in the other’s coordinated movements and attacks). Swarming creatures in the same square that (natural, mfd weapon, touch, & IUS but not ranged, thrown, or ranged touch) attack the same target in their or an adjacent square on the same turn are considered to be flanking that target. The first foe/target (with/without swarming) in their square does not count towards their swarming limit but additional foes/targets that are squeezing into the square do (incorporeal targets do not occupy corporeal physical space for swarming/squeezing). Swarming creatures can pass through friendly squares but must squeeze or take penalties if the number of creatures exceeds the usual swarming limit by more than 1. Swarming creatures gain +4 circumstance bonus to AC vs AoO caused by movement through a square with other friendly swarming creatures.
Torpid (Ex) the creature can enter a state of non-activity similar to sleep or hibernation. It takes a full round for a creature to enter or exit the torpid state. While torpid creatures are staggered, considered prone for attack and AC, stable(but not unconscious), any movement rate drops to 5 ft and they cannot run or take a 5ft step, gain a -5 comp to Prcp, do not suffer more than one check for hostile environments, may hold their breath and not eat or drink for up to (5*HD +Con) days. If a creature is torpid for more than Con days or re-enters the torpid state without eating it exits the torpid state fatigued.

Variants: sml worker 3HD CR2 {this description} bite (1d3) leg rasp (1d3); sml king 4HD CR3 Str:14 Con:16 Cha:16 bite (1d6) leg rasp (1d4), poi[4] Fort 15, aura Will 15; sml warrior 5HD CR3 Str:16 Con:16 bite (2d3){primary} leg rasp (1d6){primary}, poi[4] Fort 15, aura Will 13; sml queen 6HD CR3 Str:12 Con:18 Cha:16 bite (1d6) leg rasp (1d4), poi[4] Fort 17, aura Will 16; sml old queen(second year) 7HD CR4 Cha:17 {as queen}. Most workers and a queen can lay eggs.

ECOLOGY
Environment any grasslands, transitional woody areas, near desert or temperate climate. Guards for mite, tyrant jelly, unseelie fey, vermin druid, or rot warden.
Organization pest 1-2; hazard 1d3+2; throng 1d4+4 workers & 2 warriors & 1 king & locust swarm; tumult 1d4+4 workers and 1d4+4 warriors and 2 kings; swarm 3d4+20 workers & 1d4+6 warriors & 1d3+3 kings & 1 queen.
Treasure (per swarm) jewelry or coins worth $(1d4*10) in queen’s nest.

This family of vermin grow to an enormous size for grasshoppers and it is presumed they eat fey milkweed, asters, tansies, or tumba as larvae or caterpillars thus eradicating noxious fey is seen as practical prevention. Spumans or foaming hoppers are very colorful(aposematic) with contrasting group of colors from; bright red, orange, yellow, or yellow-green, then with highlights from; dark violet, ultramarine, indigo, blue, cerulean, turquoise, neon green, chartreuse, cardinal, amaranth, all on a body of mostly black or dark green chitin. When threatened they exude a thick milky white to pale yellow foam about their lower body which is toxic and use it as a defense to avoid predation or attempt to inflict it on their foes via rasping barbs along their legs.
As a giant pest spumans can eat nearly their body weight in toxic plants, crops, orchards, leafy plants, organic garbage and dead animals daily making them voracious opportunists and concerning threat for farmers and gatherers.

Tactics Eat convenient nutritious plants, organic matter and material until sparse or gone and then move onto the next meal. Attack & swarm enemies in pursuit or defense of food. Protect queen & king and mate.
==== Azothath ====
Monster: Barkgator NN Med animal (reptile) CR:1 (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu) {note the natural coloration}
Monster: Cladium Tumba Mother NN Med plant (grass) CR 3 (aka grave-sedge, widow’s needles, numbs-nails) & link to regular grave-sedge CR:0.25.
Monster: Helminth Swarm NN Fine vermin(swarm) CR:3 (aka undead cleanup)
Monster: Worm that Inhabits (Worm that Walks template) CR:15


Wizard archetype Spell Sage
 Req: PFS legal, 20 pt Abil buy, 5th Lvl $10500 gear | 11th Lvl $82000 gear. (ᶝ) need chronicle.
layout is 5th|11th and it gets a bit visually crowded

Solona female human Wiz arch Spell Sage 5 | 11
CN med sz humnoid human from Minata TianXia
Init: +2|+3, Sense:, Prcptn:+5|+18

AC: 20(13), tch 16(13), fftd 18(11) (+4[frc](+1) armr, +4(+0) shld, +2 Dex) at 11th AC 21 (+3 Dex).
DEF: - | regen 1/hr, Imm [bleed].
HP: 27 (5d6 +5){PFS=6 +4*(4) +5*(+1{FCB})} | @11 HP:57.

Saves: F +3, R +4, W +7 +2[chrm, cmplsn], +1 scndry saves | @11th F +7, R +9, W +12 +2[chrm, cmplsn].
Mov Spd:30

Mle: qtrstf +2/(+0,+0) | mwk +6/(+4,+4) (1d6,1d6 c20+ *2)B.
Mle: obsdn dagger +2 | +5 (1d4 c19+ *2)S|P Rng:10ft {fragile} glassy | & (2) CldFe dagger.
Rng: +1 hvy crossbow +5<30 else +4|+9/+8 (1d10+2<30 else +1 c19+ *3)P Rng:120ft bolt: CldFe & Ag[10].

Tattoo SLA danc lgts:K0@Lvl 3/d.
Spells Prepr'd (CL5; Conc(Int)+10, K:CL6 DC+1) | (CL 11; Conc(Int)+18 +2 cast DEF, K:CL12 DC+2, roll 2d20 DEF Conc chk 3/d)
 FcsdSpls:+4CL [1|2]/d; SplStdy: spon cast Brd,Clr,Drd spell {non-cmbt} sacrfc 2 prep'd SplLvl spls [1|2]/d.
 6th(-/d|2/d): - | getaway, prst drgn brth:K4.
 5th(-/d|3/d): - | cone cold:K5, magic jar, ovrlnd flgt.
 4th(-/d|4/d): - | confsn/prst lgtnbolt:K3, dim door, drgn brth:K4, emrg frc sph:K4.
 3rd(2/d|6/d [2]): abltv barr, lgtnbolt:K3, | & bttr blst:K3(<-lgtnbolt), fireball:K3, haste, pllt blst, hgtn(1) prst ear-prc scrm:K2. {Prf'd spl:lgtnbolt}.
 2nd(3/d|6/d [2]): shk grsp(Rng:close):K1, flry snoball:K2, mir img, | & air step, glttrdust, rst enrgy.
 1st(5/d|6/d [5]): ear-prc scrm:K1, mag armr, mag mssl:K1, snoball:K1 | & shield.
 0th(4/d|4/d @will): det mag, mag hand, mssg, ray frost:K0.

Abil:@5 [10,14,10,21(19),14,10], 20pt & applied: +2 Int(16->18), 4th:+1 Int(18->19), headband Int +2.
 @11 [10,16(14),10,24(20),14,10], 8th:+1 Int(19->20), headband Int +4, belt Dex +2.
BAB: +2|+5, CMB:+2|+5 CMD: 14|18.
Traits:
T1: Child of two people(Race) +2 Will [chrm, cmplsn] Lang:taldan, tien.
T2: Resilient(Cmbt) +1 Fort.
Feats:
HF: Add'l traits: Magical Lineage(Mag) ear-prc scrm(then drgn brth?), Wayang Spellhunter(Rgnl) lgtnbolt. {this allows the spell to be retrained via feat retraining}.
F1: Point-blank shot.
W1: Prepared arcane spellcasting (Int), Scribe scroll or {PFS}Spl Fcs(evoKation). XXX-Arcn Bond, XXX-Arcn School -> Univ.
WSS1: Focused Spells(Su): one cast spell +4CL [1@1, 2@8, 3@16]/d. Replc Arcn Bond.
WSS2: Spell Study(Su): spon cast Brd,Clr,Drd spell taking cast:(SplLvl+1)rnds sacrificing 2 prep'd SplLvl(or higher) spells [1@2, 2@8, 3@12, 4@16]/d. Rplc Arcn School.
F3: Precise Shot.
Abil4: Int +1 ->19.
Wiz5F: MMag Reach Spl(+1 to +3).
F5: Var Tattoo(K) +1CL.
===== then =====
F7: Grt Spl Fcs(K) +2DC.
Abil8: Int +1->20.
F9: MMag Persnt Spl(+2).
Wiz10F: MMag Heighten Spl(+N).
F11: Preferred Spl (lgtnbolt:K3).
TBD: MMag Intsfy(+1), MMag Dazing Spl(+3).

Wpn Prfc: club, dagger, heavy & light crossbow, quarterstaff.
Skills(rnk 35@5|88@11): Acro +5|8(3|5), Apprᶜ +9|12(1|2), Crftᶜ(Alchemy +13|21(5|11)), Flyᶜ +10|14(5|8), Heal +3(1), Knowᶜ(arcn +9|16(1|6), dngn +13|21(1&HB), engr +|11(0|1), geog +|11(1), hist +9|11(1), locl +10|16(2|6), natr +9|11(1), nobl +|11(0|1), plns +9|+21(1|HB), rlgn +9|16(1|6)), Lingᶜ +|12(0|2), Prcp +5|13(3|11), Profᶜ(Barrister +6(1)), Ride +5|9(3|6), Sns Mtv +2|8(0|6), Splcrftᶜ +13|20(5|10), Stlth +2(0), Srvl +2(0). ᶜCls skl, ˢSkl Fcs
Lang: common(tien & taldan), minatan(rgnl), celestial, infernal, draconic, elven, thassalonian(HB), then napsu-sign language, azlanti, undercommon, anc osiriani(-|HB).

Cmbt Gear:
SLWS: Wand: Infrnl Heal:C1@1[30] $450, Obs Mist:C1@1[30] $450.
Bndlr: Pot: Cure Lgt Wnd 1@1 $50, alch fire [2] $(40), antiplague $(25), antitoxin $(25), twitch tonic $(22.5), smelling salts $(12.5). = $1075 {assumming self crafted OR day job pays half of alch items which is very conservative}
= = = at 11 add Wand: Hgtn Aware:D1@1[30] $450, Ill of Calm:I1@1[30] $450.
Scr: Comp Lang:D1@1[2] $50, Rdc Per:T1@1 $25, Sure Casting:D1@1[2] $50, Barkskin:T2@3{divn} $150, Bear Endur:T2@3[2] $300, Drkvisn:T2@3 $150, Lsr Restor:C2@3{divn}($100) $250, Make Whole:T2@3 $150, Blink:T3@5 $375, Fly:T3@5 $375, Mag Cir vs E:A3@5 $375, Remove Curse:A4@7 $700. =+$2950 {this could be halved if Scribe Scroll}

Equip:
mwk haramaki (AC:+1, Dex:-, AChk:0, SplFail:0%) Hrd:10, HP:5, 1lb $153, quarterstaff (1d6/1d6 c20 *2)B 4lb $0, +1 mwk hvy crossbow +1(1d10+1 c19+ *3)P Rng:120ft Hrd:7 HP:15, 8lb $2350, Bolts: CldFe & WpnBlch silver(Ag) [10] $2+(2.5), obsdn dagger (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 0.75lb [2] $2, bandolier(Bndlr) [8] $0.5, spring-loaded wrist sheath(SLWS) [2] $10, investigator's kit 37lb $40, heavy warhorse & mil saddle, bridle, saddlebags $326, silver holy symbol(Desna) $25. =$2911
Aegis of recovery [neck] $1500, Cloak of resistance +1 [shldr] $1000, Headband of Int(HB) +2 [hdbnd] $4000 =$6500; $10500-1075-2911-6500 -> cash 14gp.
= = = at 11 add (2) cold iron(CldFe) dagger $8, quarterstaff to mwk +$600, Cloak Rest to +3 +$8000, Headband Int(HB) to +4 +$12000, Belt Dex +2[belt] $4000, Handy Haversack $2000, Crk'd Pearly White Ioun Stone $3400, Spellguard Bracers[wrist] $5000, PearlPwr(First:5, Scnd:2, Third:2) $31000 {recover spells due to SplStdy}, Eyes of the eagle [eyes] $2500, (4) CldFe bear traps $16. = $68524; $82000-1075-2950-2921-6500-68524 -> cash 30gp.

Use the character name in this post in your replies otherwise it could get confusing with multiple posts of different builds.
This is a rather centric PFS build so it will work in most any campaign.
=====
Sor arch Raz Prst at 5th & 11th along with a Clr1 Wiz4|10 for comparison (PFS style)
Mage-killer build FlowMonk2 Wiz(Divnr)7 (PFS style)
Bard7 builds (PFS style)
Azothath


Sorcerer archetype Razmiran Priest
 Req: PFS legal, 20 pt Abil buy, 5th Lvl $10500 gear | 11th Lvl $82000 gear. (ᶝ) need chronicle.
layout is 5th|11th and it gets a bit visually crowded

Abacade male aasimarᶝ lawbringer Sor Arch-Razmir Priest 5 | 11
NN med sz humnoid outsdr(ntv)
Init: +2|+3, Sense: darkvision 60ft, Prcptn:+4|+8

AC: 20(13), tch 16(13), fftd 18(11) (+4[frc](+1) armr, +4(+0) shld, +2 Dex) at 11th AC 21 (+3 Dex).
HP: 27 (5d6 +15){PFS=6 +4*(4) +5*(+1{FCB})}, at 11th HP:57.
Saves: F +3, R +4 , W +6, outsdr(ntv), +2 scndry saves, at 11th F +7, R +9 , W +11.
DEF: ER[acd/5 cld/5 elec/5]
Mov Spd:30

Mle: ci cestus +2|+5 (1d4 c19+ *2)B|P.
Mle: obsdn dagger +2|+5 (1d4 c19+ *2)S|P {fragile} glassy.
Rng: +1 hvy crossbow +5<30 else +4|+9/+8 (1d10+2<30 else +1 c19+ *3)P Rng:120ft bolt: ci & silver[10].

race SLA cont flm:K2@Lvl 1/d.
Tattoo SLA danc lghts:K0@Lvl 3/d.
Bldln Arcn Bolt 2|5@CL std tch atk 30ft (1d4 +2|5)[frc] [8|9]/d.
Spells Known (CL 5; Conc(Int) +10)|(CL 11; Conc(Int) +19, K:CL12, DC+1, roll 2d20 DEF Conc chk 3/d)
 5th(-/d|5/d): - | acid spry, icy prison:K5, ovrlnd flgt.
 4th(-/d|7/d): - | acid pit, dim door, drgn brth:K4, emrg frc sph:K4.
 3rd(-/d|7/d): - | abltv barr, disp mag, fireball:K3, lgtnbolt:K3, rmv dis, suggestion.
 2nd(5/d|8+2/d): aid, flry snoball:K2, scorch ray:K2, | & create pit, glttrdust, make whole, mir img, rst enrgy, see invis.
 1st(8/d|8+2/d): ear-prc scrm:K1, mag armr, mag mssl:K1, shield, | & hgtn aware, vanish, snoball:K1.
 0th(@will): acd splsh, det mag, mag hand, mend, prstdg, rd mag | & bleed, mssg, tch fatg.
Bloodline: Arcane Wildblooded-Sage

Abil:@5 [10,14,10,20(18),12,12], 20pt & applied: +2 Con, +2 Wis, +1 Dex, headband Int +2.
 @11 [10,16(14),10,23(19),12,12], headband Int +4, belt Dex +2.
BAB: +2|+5, CMB:+2|+5 CMD: 14|17.
Traits:
T1: Pragmatic Activator(Mag) trait UMD(Int).
T2: Resilient(Cmbt) +1 Fort.
Feats:
F1: Point-blank Shot.
C1: BlArna cast Int, +2 Knw(arcn) & SplCrft. BlPwr Arcn Bolt (Sor/2)@CL std tch atk 30ft (1d4+(Sor/2))[frc] (3+Int)/d.
C1: False Piety(Ex). +(Sor/2) divine UMD. False Focus feat.
F3: Precise Shot.
C3: BlPwr Lay Healer(Su). BlSpl aid.
Abil4: Dex +1 (13->14).
F5: Spl Fcs(evoKation).
C5: BlSpl rmv dis.
===== then =====
F7: Var Tattoo(evoKation) +1CL.
C7: BlFeat Scribe Scroll -or- Still Spell MMag. BlSpl disp mag.
Abil8: Int +1->19.
F9: Elemental Spl MMag [acid] (+1).
C9: Razmiran Channel(Su). BlSpl dim door.
F11: Persnt Spl MMag(+2).
C11: BlSpl ovrlnd flgt.
TBD: Dazing Spl(+3), Int to 20.

Skills(rnk 30@5|66@11): Acro +5|6(3), Appr +6|7(1|2), Bluffᶜ +5|8(1|4), Crftᶜ(Alchemy +14|16(5|7)), Diplo, Dsgs, Esc Art, Fly +2|7(0|4), Intmdᶜ +8|10(2|4){+2}, Know(arcnᶜ +12|15(2|4){+2}, dngn +5|17(0|HB), engr, geog, hist, locl +7|10(2|4), natr, nobl +5|6(0|1), plns +9|+17(HB), rlgnᶜ +8|13(1|4)), Ling +6|8(1|2), Prcp +4|8(3|7), Pfrmᶜ(oratory +5|8(1|4)), Profᶜ, Ride +5|6(3), Sns Mtv +3|4(0|1){+2}, SoH +2|4(0|1), Splcrftᶜ +12|15(2|4){+2}, Stlth, UMDᶜ +11/13|16/21(3|7){/Divn +2|+5}. ᶜCls skl, ˢSkl Fcs
Lang: common(taldan), celestial, draconic, elven, halfling, sylvan, napsu-sign language, undercommon, thassalonian(HB), anc osiriani(-|HB).

Cmbt Gear:
SLWS: Wand: Cure Lgt Wnd:C1@1[30] $450, Obs Mist:C1@1[30] $450.
Bndlr: Pot: Cure Lgt Wnd 1@1 $50, alch fire [2] $(40), antiplague $(25), antitoxin $(25), twitch tonic $(22.5), smelling salts $(12.5).
= = = at 11 add Wand: Ill of Calm:I1@1[30] $450, Vanish:I1@1[30] $450.
Scr: Prot Evil:A1@1{divn} $25, Lib Cmmd:T1@1{divn} $25, Rmv Sickness:C1@1{divn} $25, Sure Casting:D1@1{divn} $25, Tap Innr Beauty:D1@1{divn} $25, Align Wpn:T2@3{divn} $150, Bear Endur:T2@3{divn} $150, Consecrate:K2@3{divn} $200, Lsr Restor:C2@3{divn} $150, Mag Cir vs E:A3@5{divn} $375, Rmv Blind/Deaf:C3@5{divn} $375, Remove Curse:A3@5{divn} $375. =+$2800

Equip:
mwk haramaki (AC:+1, Dex:-, AChk:0, SplFail:0%) Hrd:10, HP:5, 1lb $153, cold iron(ci) cestus lgt smpl (1d4 c19+ *2)B|P Hrd:10 HP:2 1lb $10, +1 mwk hvy crossbow +1(1d10+1 c19+ *3)P Rng:120ft Hrd:7 HP:15, 8lb $2350, Bolts: ci & WpnBlch silver [10] $2+(2.5), obsdn dagger (1d4 c19+ *2)P|S Rng:10ft {fragile} Hrd:5 HP:2, 0.75lb [2] $2, bandolier(Bndlr) [8] $0.5, spring-loaded wrist sheath(SLWS) [2] $10, investigator's kit 37lb $40, heavy warhorse & mil saddle, bridle, saddlebags $326, silver holy symbol(Bastet) $25 with Cont Flm(free).
Aegis of recovery [neck] $1500, Cloak of resistance +1 [shldr] $1000, Headband of Int +2 [hdbnd] $4000 = 10500-10496 -> cash 4gp.
= = = at 11 add Cloak Rest to +3(+$8000), Headband Int to +4(+$12000), Belt Dex +2[belt] $4000, Handy Haversack $2000, Crk'd Pearly White Ioun Stone $3400, Spellguard Bracers[wrist] $5000, Page of Spell Knowledge(hgtn aware:D1, vanish:I1, create pit:C2, mirror img:I2, see invis:D2) $14000, Runestone power(1st:2, 2nd:2) $20000, Holy symbol tattoo (Ulon){left thigh} $100. = 82000-10496-2800-68500 -> cash 204gp.


Durable Aniform (Dur Anfrm)
School: Trns(T|τ), subschool: polymorph;
Domain/Mystery: animal 5; Subdomain: fur 4;
Level: arcanist 4, uc-summoner 4, sorcerer 4, witch 4, wizard 4, druid 4, shaman 4, medium 4, occultist 4, psychic 4, spiritualist 4, alchemist 4.
Casting Time: 1 standard action
Components: S, M(piece of the animal form to be assumed, common/domestic $0 otherwise $↑[⌊HD/2⌋]), F:collar of at least $50 value or any magic item [neck].
Range: Personal
Target(s): Self(caster)
Duration: 10*CstrLvl min (Đ)
Save: none; SR: Yes
Description
Durable Aniform lets you assume the form (but not the animal type) of a creature of the animal type of your size or one size smaller or larger wearing the focus. If the form you assume has any of the following abilities you may gain the abilities in the form up to the listed maximum from up to four lines below;
  • aquatic gain water breathing but lose air breathing, or amphibian gain water breathing but are staggered for 1d3+1r after 10 consecutive rounds breathing air
  • blindsense(echolocation) 20ft {see bat}
  • burrow 10ft, if lrg or hgh sized 20ft (earth, soil, loose gravel) & can hold breath twice normal time
  • climb 30ft, if lrg or hgh sized 40ft, +8 race climb skill (see Special Movement Types)
  • senses: darkvision 60 ft, low-light vision, scent 30ft
  • fly 30ft (average maneuv), if lrg or hgh sized 40ft, +8 race fly skill plus size modifiers
  • spd 40ft, if lrg or hgh sized 50ft
  • swim 30ft +8 race swim skill
  • tremorsense(also for non-sound based blindsense or blindsight) 20ft
and up to 3 natural attacks (at best 2 can be primary attacks) of the animal form.

Based on the forms size, apply the following changes to the caster;
  • Tiny animal: gain +6 size to Dex, -2 size to Str, weapon finesse or alertness feat.
  • Small animal: gain +4 size to Dex, if current Str score is 8 or less +2 enhc Str, a +1 natural armor bonus or alertness feat.
  • Medium animal: gain +2 size to Dex and Str, if current Str score is 8 or less +2 enhc Str, and a +1 natural armor bonus or alertness feat.
  • Large animal: gain a +4 size to Str, if current Dex score is 8 or less +2 enhc Dex, and a +2 natural armor bonus or +1 natl & alertness feat.
  • Huge animal: gain a +6 size to Str, -2 size to Dex, and a +4 natural armor bonus or +2 natl & toughness feat.

You retain your voice and the ability to speak in the style of the animal form at a volume according to the form and those familiar with you can recognize your voice. You do not gain the ability to speak with animals of your form or empathize with them. If the form has hands/paws/claws that can grasp objects (see Magic Item Body Slots for animal and familiar abilities) you retain the ability to make somatic gestures for spell casting, otherwise without grasping hands actions take twice the normal time required (immed/swift become move, move/std become full round action) and generally take a -4 penalty on Dex based tool using skills. Similarly without grasping hands activating spell completion items (such as scroll and wands) takes twice as long.
As a full round action you may regurgitate one small accessible item at the time of your polymorph (such as a potion, wand, scroll, lgt weapon) or in 3 full rounds a medium item (belt or shoulder item, stowed item, lgt weapon), large items like armor, shields, worn clothing, 2-hnd or polearm weapons and such cannot be regurgitated. Unfortunately you cannot absorb or re-absorb items but ingesting them remains a possibility. Many casters have a bag or custom backpack(2* usual cost) made for their common animal form.

Knowledge(Arcana) can identify you as polymorphed/transformed (DC15 +CstrLvl) creature but gaining details and vulnerabilities is a move action over a full round of study {gaining your original type and caster style(arcane, divine, psychic) first} and Knowledge(Nature) can identify you an a Magical Beast (DC15) without further details. Animals of your type can recognize that you are different and to be avoided after 1d4+1 rounds of interaction with a Percptn DC 20 or Sns Mtv DC15 check.

This spell ends other size changing polymorphs such as enlarge or reduce person before durable aniform changes are applied but can only suppress Fourth spell level or above polymorph spells giving a knowledgeable caster some respite from a baleful polymorph. If your focus/collar is removed or destroyed the spell ends.

=== Azothath's Homebrew ===

Spell: Discorporation:C0
Spell: Celestial Healing:C1{rework}
Spell: Twilight Knife:K2 {rework}
Spell: Lsr Shadow Walk:I3

Magic Item: Candy Surprise $50 (a chaotic magical candy for children made originally by prankish witches(of course!)).

Monster: Barkgator NN Med animal (reptile) CR:1 (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu) {note the natural coloration}
Monster: Cladium Tumba Mother NN Med plant (grass) CR 3 (aka grave-sedge, widow’s needles, numbs-nails) & link to regular grave-sedge CR:0.25.
Monster: Helminth Swarm NN Fine vermin(swarm) CR:3 (aka undead cleanup)
Monster: Worm that Inhabits (Worm that Walks template) CR:15

Weapon: Automatic Crossbows $1350.

Poison(mythic/silly): Swansong Poison {priceless}

*this* Purchased Mounts Purchased Horses

Special Material: Hagcloth

Feat: Arithmancy{rework, Digital Roots process}
Feat: Sacred Geometry {rework using Digital Roots & see 13th post}
Feat: Combat Expertise{rework} see Def Wpn Training {rework}
Feat: Defensive Weapon Training{rework} see Combat Expertise {rework}

Sense: Spiritsense (Su)


I've seen this term bandied about and it has several meanings within PF1 and got reused in PH2 (which I'll ignore here).

History
2004+ the term is used to refer to product lines, WotC D&D 3.5 and such.
Aug 2011 - I first see it used in the boards in context. It's pretty much ignored BUT it was the first in my search.
It pops up again but with different meanings until late 2013. It usually revolves around the CRB stating you only need it(CRB) and the B1 to run a game or GMs just using the Core Product line(which included the APG & others). I consider the CRB statement self-advertisement. Many posters comment that the CRB + APG make the game reasonable/mature RPG.
Dec 2012 - PFS Core Assumption update.
Jul 2013 - post PaizoCon editor notes "core campaign setting" refers to Golarion as the setting which is a Core Product line statement.
Jul 2013 - PFS leads/Developers talk about the Core Assumption.
Nov 2013 - "Core Only campaign" refers to using only the Core Product line.
Dec 2013 - People questioning PFS's Core Assumption statement pops up.
2014 - PFS grumbles are seen and there's commenting about power creep etc (perpetual grousing).
9 Feb 2014 Blog - PFS Core Campaign(about languages and indicates the Core Campaign as an event started the previous week)
16 Feb 2014 Blog - PFS Core Campaign update
Jan 2015 - PFS Introducing Core Campaign(an update actually, the reporting tool updated late Jan so GMs could report play)
etc...

my personal experience is the PFS Core Campaign never really became popular and was less than 5% of play after 2016.

so I'd have to say it has several meanings (by frequency of use);
1) referring to a general restriction of resource materials or a Product Line. It is the common meaning and rather nebulous other than "consult your GM".
2) refers to the PFS Core Campaign (which uses 4 things: Core Rulebook, Character Traits Web Enhancement, Guide to Pathfinder Society Organized Play, PFS Additional Resources, leaving out PFS Campaign Clarifications).
3) a campaign only using the CRB, GMG, APG, B1+(as in Bestiary & B2 etc), and likely UltCmpgn.
4) is about using the Core Product line only (expansion of 2 above).
5) using only the CRB for players (most restrictive meaning).

what do you think?


the plain jane - "Gem" (an iconic Bard) Brd7 PC WBL=$23500.
> seems reasonable to do a build out to 7th level <

Race: halfling.
Abil: starting at 25pts=[10,12,14,14,10,17] will give [8,14,14,14,10,20]@7 with halfling racial adj and +1 CHA.
Lang: Common, Elven, Goblin, Halfling.
Traits: Fast Talker(Socl) +1 trt Bluff & Cls skl; Freedom Fgtr(Race) +1 trt atk/skill esc capture or help slave esc capture & Esc Art Clss skl.
Feats: 1:Dodge, 3:Wpn Finesse, 5:Toughness, 7: Extra Perfrm.
Abil: 4:CHA +1.
Skills(rnk 56): Acro* +10(3)(+6 when jumping){+2 race}, Appr*, Bluff* +15/16(7), Clmb* +1(0){+2 race}, Crft*, Diplo* +15(7), Dsgs*, Esc Art*, Intmd*, Know*(arcana +15(7), nobility +15(7)), Ling*, Prcptn* +2(0){+2 race}, Pfrm*(comedy +15(7), wind(MW Flute) +17/15(7){+2 crcm}), Prof*, Sns Mtv +10(7), SoH*, Stlth* +13(3){+4 sz}, UMD*.

Gear: lsr ext mmag rod $3000, Pot:cure ser wnd:C3@5 heal 3d8+5 $750, Pot:exp rtrt:T1@1 $50, Scr:charm mon:E3@5 $325, Scr:comp lang:D1@1 $25, Scr:glttrdust:C3@5 $325, Wand:cure lgt wnd:C1@1 [24] $360, Wand:dispel mag:A3@5 [12] $2700, univ solvent (2) $100, caltrops $1, smokestick $20;
Equip; +2 sm studded leather $4155, +1 sm short sword $2305, sm sling with 10 bullets $0.05, cloak of resistance +1 $1000, headband of alluring charisma +2 $4000, ring of protection +1 $2000, ring of feather falling $2200, sm backpack $1, sm bedroll 0.05, masterwork flute $50, hooded lantern $7, scroll case $1, silk rope (50 ft.) $10, spell component pouch $5, sm trail rations (2) $0.5, sm waterskin $0.5, 7 gp = $23398.1(very close)

the above yields
AC: 20, tch 15, fftd 15 (+5 armr, +2 Dex, +1 dflc, +1 dodg, +1 sz)
HP: 66 (7d8+28)
Saves: F +6, R +9, W +7; +4 vs. bardic pfrm, lang-dpdt, [sonic]; +2 [fear]
Mle Atk: +1 sht sword  +9 (1d4, c19+ *2)P.
Rng Atk: sling  +8 (1d3–1, c20 *2)B Rng 50.
Sp Atk: bardic pfrm 27r/d (move action:cntrsong, distrct, fascnt, inspr comp +3, inspr courg +2).
Bard Spells Known (CL 7th; conc +12)
0th:6, 1st:5 @6/d, 2nd:4 @4/d, 3rd:2 @2/d.


Cladium Tumba, Mother (grave-sedge, widow’s needles, numbs-nails)

NN Med plant (grass) CR 3 XP 800
Init +2; Senses low-light vision, tremorsense 30ft; Perception +1

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natl)
hp 26 (4d8+8)
Fort +6, Ref +4, Will -2
DefQ DR:2/slashing Immun: plant immunities

OFFENSE
Speed 10 ft, burrow 5 ft (soil)
Melee natural blades +5, +3, +3, +3(1d4+2 c20 *2 P plus numbing poison, bleed, blood feed) {primary}, sniping at -20 Stealth.
Space 5 ft.; Reach 10 ft. clump Ht 24-36”, diam 48”, Wt 60-80 lbs.

STATISTICS
Str 14(+2), Dex 14(+2), Con 14(+2), Int 2(-4), Wis 2(-4), Cha 6(-2)
BAB(0.75) +3, sz +0; CMB +5; CMD +17 {cannot be tripped}
Feats Weapon Finesse, Ability Focus(poison)B, Multiattack,
Skills(4) PerceptionC +1(2), StealthC +15(2).
Languages none.
Mag Itm Slots (none).
Racial Modifiers +4 natl AC, +8 Stealth in grassy area of Swamp or Plains.

Bleed (Ex) wounds bleed at 1 hit point per round for up to 1 min. Hit point loss is not felt if local numbing poison is active(failed save). On a critical hit bleed rate increases to 2/r.
Blood Feed (Ex) the creature heals the initial bleed damage inflicted to a creature as part of the attack. Hit points in excess of its natural maximum become temporary hit points up to (HD*(1+ Con bns, minimum 1))=12 which persist for up to 1 hour and then fade. Temporary hit points above the maximum storage amount are lost.
Local Numbing Poison (Ex) (injury, 1/r for 3r, Fort 16 else area numb 1d4+8 min and 1 Dex damage, cure 1 sv to negate for each round. The plant has 6 doses available and can generate 1 dose per 4hrs of sunlight.
Stolon Cooperation (Ex) The ‘mother’ plant can coordinate ‘clones/daughters’ cooperatively. Within 20ft the commands are immediate, 21-30ft they have a 1r delay, 31-40ft they have a 1d4+1r delay. The mother can exchange up to 4 HPs per round with an adjacent daughter.

ECOLOGY
Environment wet habitats, swamp.
Organization solitary or with 4-8 standard Cladium Tumba.
Treasure as collected herb 5gp per plant (alive & deep potted it brings 10gp).

Cladium tumba is a pernicious semitropical to tropical wet adjacent environment plant. Grave-sedge attempts to pierce the appendages of creatures that walk or graze in its area to enrich the soil with blood so it can it can reproduce via tall inflorescence stalks. It is also herbally collected for its valuable numbing properties.
If seriously threatened or burned the plant withdraws 2 ft into the soil to wait out the fire and must be dug out to be permanently destroyed.
Mother grave-sedge is a larger mature plant that has survived several seasons and reproduces several small plants through runners. It has considerable reach and can abandon stealth to bring down a large protein & nitrogen source using its small plants and multiple coordinated attacks making it far more deadly than the normal grave-sedge.

Tactics typical passive trap tactics, attempts Stealth 1/hr & waits. The plant avoids attacking any animal/living mobile creature clad in metal, with an obvious high natural armor rating, exhibiting non-natural effects(magic(such as magical flight), obvious aberrations, outsiders, undead, energy effects).

see also Azothaths Homebrew: Cladium Tumba Plant CR:0.25

=== Azothath ===


Professor Sunshine's Adventure Help thread - looking for experienced GM help for high spirited fun game going forward


Cladium Tumba (grave-sedge, widow’s needles, numbs-nails)

NN Sml plant (grass) CR 0.25 XP 100
Init +1; Senses low-light vision; Perception -5

DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +1 size, +2 natl)
hp 5 (1d8+1)
Fort +2, Ref +1, Will -4
DefQ Immun: plant immunities

OFFENSE
Speed 0 (5 ft/min), burrow 0 (2.5ft/min)(soil)
Melee natural blade +1(1 c20 *2 P plus numbing poison, bleed) {primary}, sniping at -20 Stealth.
Space 2.5 ft.; Reach 0 ft. clump Ht 6-12”, diam 24”, Wt 4-8 lbs.

STATISTICS
Str 10, Dex 12(+1), Con 12(+1), Int 1(-5), Wis 1(-5), Cha 6(-2)
BAB(0.75) +0, sz +1; CMB -1; CMD +10 {cannot be tripped}
Feats Weapon Finesse, Ability Focus(poison)B.
Skills(ranks) PerceptionC -5(0), StealthC +13(1).
Languages none.
Mag Itm Slots (none).
Racial Modifiers +2 natl AC, +8 Stealth in grassy area of Swamp or Plains.

Bleed (Ex) wounds bleed at 1 hit point per two rounds (damage occurs on second round) for up to 1 min. Hit point loss is not felt if local numbing poison is active(failed save). On a critical hit bleed rate increases to 1/r.
Local Numbing Poison (Ex) (injury, 1/r for 2r, Fort 13 to notice local damage else area pierced is numbed for 1d4+8 min and damage to the area (foot/mouth) is not felt and goes unnoticed, cure 1 sv for each round. A creature affected by a second dose(2nd, 4th, 6th...) takes 1 Dex damage.). The plant has 4 doses available and can generate 1 dose per 4hrs of sunlight.

ECOLOGY
Environment wet habitats, swamp.
Organization solitary, pair, field (6-12).
Treasure as collected herb 5gp per plant (alive & deep potted it brings 10gp).

Cladium tumba is a pernicious plant that grows upon the graves of those who sought to harm others such as murderers, assassins, thieves, and misbegotten line cutters near on about wet or swampy areas. Grave-sedge attempts to pierce the feet, shoes, boots, & hooves or lips of animals that walk or graze in its area as once 3 HP of blood has been sprinkled upon the area it can produce viable inflorescence stalks with seed pods. It is also herbally collected for its valuable numbing properties.
If seriously threatened or burned the plant withdraws 2 ft into the soil to wait out the fire and must be dug out to be permanently destroyed.

Tactics typical passive trap tactics, attempts Stealth 1/hr & waits.

=== Azothath ===


Barkgator (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu)
NN Med animal (reptile) CR 1 XP 200
Init +1; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natl)
hp 15 (2d8+6)
Fort +5, Ref +3, Will +2
DR:1/piercing or magic

OFFENSE
Speed 20 ft., Climb 20 ft. Sprint
Melee Natl: bite +4 (1d6+3 c20*2 S|P plus grab) {primary, AoO},
claw(2) +2,+2 (1d3+1 c20*2 SP plus rake) {secondary}
Space 5 ft.; Reach 5 ft. Long low reptile Ht 1 ft at midpoint 7 ft total, Wt 140-200 lbs.

STATISTICS
Str 16(+3), Dex 12(+1), Con 16(+3), Int 2(-4), Wis 12(+1), Cha 6(-2)
BAB(0.75) +1, Str +3; CMB +4; CMD +15(+19 vs trip) {4 legs}
Feats Multiattack(B), Grab, Rake, Sprint.
Skills(ranks) Acro(C), Climb(C) +17(1), Fly(C), Perception(C) +7(1), Stealth(C) +9{forest}(1), Survival(C) +5(1), Swim(C).
Languages none.
Mag Itm Slots quadruped[short legs, claws]: armor, belt(saddle), eyes, head, headband, neck, shoulders.
Racial Modifiers +2 Perception, +4 climb {4 clawed legs}, +3 natl AC, Climb speed {Climb skill +8}.

Cold Blooded (Ex) the creature can conserve resources(food & water needs are 25% a mammals needs) by maintaining a low activity level and gaining heat from the environment. The creature suffers freezing damage below 5C along with 5C-10C issues. Between 5C and 10C the creature is in topor (fatigued, staggered, does not heal from rest). Between 11C and 20C the creature is staggered. Between 21 and 35C the creature acts normally. Between 36 and 44C the creature can Sprint every 5 min but requires double it’s food and water requirements. 45-50C the creature starts to overheat and becomes staggered. 51-56C the creature is fatigued, staggered, and does not heal from rest. The creature suffers heat damage above 56C along with 51-56C issues.
Due to their slow metabolism these reptiles act somewhat like scavengers preferring to stow killed prey for a few days in a tree nook until it starts rotting whereupon it becomes easier to digest. Local birds pick at the carcass in the meantime.
Grab (Ex) if the creature successfully bites a target of its size or less it can start a grapple as a free action that does not provoke an AoO. It can start a rake if the grapple is successful and uses its tail to maintain position. It can grapple while climbing or on level ground.
Natural Camouflage (Ex) the creature blends into a natural terrain and combines this with slow movement for stealth, +4 competence Stealth in Forest when moving 5ft or less per turn.
Mount: the creature is not a suitable/trainable mount except for reptilian races but can be a (dull witted) Animal Companion limited to DC 20 or less tricks when raised from an egg and accustomed to humanoids (they only recognize 1 humanoid race as non-food).
Rake (Ex) in a grapple a barkgator can attack with 4 claws at +2,+2,+2,+2(1d3+1 S|P) rather than just two. If a barkgator hits with two claws (in a grapple or not) it does an additional (4 S) damage. This is a devastating attack if it makes the rolls and replaces the Death Roll of an alligator.
Sprint (Ex) once per minute the creature can sprint increasing its land/climb speed to 40 for 1 round (a 80ft double move or charge). It may descend(move(land speed)/climb) down a tree/surface at normal speed ignoring the normal straight line requirement for a charge (rather than at double the climb rate downward) during a sprint. It must climb a tree normally and cannot ignore the charge requirements ascending a surface.

ECOLOGY
Environment warm to temperate forest.
Organization solitary, pair (only in early to mid spring during mating).
Treasure spring: 1d6;1-5: regurgitated fur & feather nesting material 0gp, 6: 1d3+1 barkgater eggs (and defending mother, +1(+1) morale bonus to hit(damage) for 6 rounds per 10 min) worth 10-20gp.

A barkgator is a arboreal primitive reptile that has carried its kin’s ambush tactics adding simple camouflage with climbing into a forest setting. They have lost the amphibious quality but can maintain a nose down position clinging on a tree trunk for hours. Luckily they are not that hard to spot for keen eyed humans, simians, advanced avians, and hunting dogs with scent. When a barkgator successfully grabs and rakes it is a jaw-dropping sight as the normally torpid reptile springs into action landing a devastating bite and flurry of slashing claws that sends fur and feathers flying. Not many adventurers forget that first surprise shocking attack. A few arrows usually keep the barkgators at bay.
Barkgators build nests in large nooks in the lower canopies of big trees. Parrots and other clever avians attempt to harass them out of the upper trees as barkgators raid unprotected nests on larger branches but also keep the snakes and small cats (who poach the nests on small branches) from climbing trees.
Barkgators are not a match for faster tree climbing mammals but they will start nightly out of season mating calls to attract a clade of barkgators to overcome a pesky poacher. Monkeys enjoy teasing tree hugging barkgators until one is bitten or raked and then they move on having lost interest in the game. A barkgators natural armor is too tough for most arboreal animals and the smarter ones move on before the barkgator is provoked to attack.

Tactics typical wait & ambush tactics.

=== by Azothath ===


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Worm That Walks vermin(augmented human) CR 14

Worm that Infests CR 15 (as Worm that Walks above)
Template: may only be applied to a spellcaster of 11th or higher level who gains +2 CR. This is a strong template and PC level gear adds +1 CR.

Speed: 30 ft, Burrow:5 ft

Str 12(10), Dex 20(18), Con 20(18), Int 26(20), Wis 12, Cha 10 (belt of Str +2, Dex +2, Con +2)(headband of Int +6; Know(History, Local, Nobility) )

Abandon Flesh (Su) Abandon(leave) an inhabited medium or large sized body as a swift action, crawling hideously out of its host and leaving behind an empty sack of skin and bits of gristle. The creature absorbs much of the inhabited body's flesh to heal itself, regaining (2d6 +2*(inhabited creature's HD)) hit points. The husk left after Abandon Flesh cannot be inhabited again nor is the body considered whole for Raise Dead.

Flesh Armor (Su) while inhabiting a medium or large sized creature gain; +3 or +6 (respectively) armor bonus, the natural armor of the inhabited creature, any energy resistance of the inhabited creature (the values do not stack so only the greater of each ability applies). For example; while inhabiting a common fire giant CR:10 it would gain +6{large} armor, +8 natural armor, and immune:fire. The Worm that Walks has +6 armor so it does not gain any additional armor value to AC.

Inhabit Body (Su) can crawl into the body of any helpless or dead medium or large humanoid or monstrous humanoid, consuming and replacing the bulk of the internal organs as it does so (pinning a victim and then inflicting 2d6 damage & 1d3 Cha damage per round until the victim dies or reaches 0 Cha whereupon it is considered dead). This process takes about 4 rounds during which it is grappling and pinning the target (half speed, lose Dex to AC). Once the process is complete the Worm that Inhabits occupies the inhabited (dead) creature which seems to be the normal living creature it was in life sounding the same as before. The Worm that Inhabits gains a +10 racial bonus on Disguise checks to appear as the normal humanoid/monstrous humanoid while wearing a dead body in this manner, but does not gain any of the knowledge or abilities that the inhabited creature had in life (other than outlined in Flesh Armor). The alignment of the Worm that Inhabits is detectable as usual. The Worm that Inhabits loses its burrow speed while inhabiting a body. It gains proficiency with armor, shields, and weapons the inhabited body owned & used (only the outer layer of donned armor (with enhancement bonuses) counts as the creature's current armor value thus a Worm that Inhabits generally eschews common armor). Usually a Worm that Inhabits studies and learns the victim's history and mannerisms before inhabiting and killing the victim.

Create Acolyte (Su) with a successful touch or slam attack the Worm that Inhabits can attempt to attach and infiltrate a victim with one of its worms. It can also attempt to feed a victim a worm but this is usually more complicated. The victim must succeed on a Rflx DC 26 or watch as a worm burrows into its skin (ignoring natural armor or DR) much like a Rot Grub then any living creature takes 1d2 points of Con damage. A (living or dead) creature is then considered infested, a worm has the familiar House Centipede statistics with Speed:10, Climb:10, Burrow:5(flesh, dirt), Poison Fort:16, DR:4/magic, Fast Healing:1/r for up to 10r/day. Constructs, aberrations, and outsiders cannot be infested. Any energy-based attack (including damage from negative energy or a kinetic blast) that deals 15 points of damage (or brings it from it's maximum to -6 hit points) to the victim automatically destroys all of the worms infesting it ending the worm infestation. Any effect that removes disease instantly ends the worm infestation. Immunity to disease offers no defense. The save DC is Constitution-based.

If a living creature dies while worm infested it rises within 1d4 hours as a Worm Acolyte (CR:creature's CR +1). A Worm that Infests knows where any worm infested victim is and may target it with a spell if it is in range. It may use Message cantrip (to 230ft) as a free action once per round to whisper to a worm infested creature within range. A worm infested target suffers a -4 profane penalty to any saves against spells & spell-effects created by the Worm that Infests. Abjurations such as Protection from Evil and Circle of Protection provide no defense for a worm infested creature against spells & spell-effects created by the Worm that Infests. A Worm that Infests must still overcome the SR of a worm infested creature. A Worm that Infests can have up to 1 worm infestation per HD active at any one time, those that exceed this maximum (chosen by the Worm that Infests) are freed of their worm infestation and feel a lifting of foreboding and dread as it ends.

Worm Acolyte CR (creature's CR +1) Creature retains its appearance, class abilities, skills, knowledge, magic items and equipment but becomes a vermin (augmented human/monstrous humanoid) as worms infest its body. Other creature types cannot become a Worm Acolyte but the worm (while it lives) simply provides its location and reduces the protections of the creature to it's progenitor. A Worm Acolyte is considered worm infested and initially of Helpful attitude towards its progenitor (the attitude can change with time). It gains Worm that Walks Type, Senses, Hit Dice(replacing it's own), Defensive Abilities, Flesh Armor (Su), and Die Hard feat. It may attack with its weapons as usual. Does not gain other abilities from Work that Walks.
A Worm Acolyte of Friendly attitude willingly submits to the Inhabit Body ability of the Worm that Infests whom afflicted it. The process of Inhabit Body only takes 1 full round (rather than multiple rounds). The Worm Acolyte considers this boon as "living on through it's master".
If not Inhabited, upon death the Worm Acolyte falls into a heap of disorganized worms which form into (Worm Acolyte HD/4, minimum 1) Rot Grub swarm(s) in 1d2 rounds which may envelope but does not attack the Worm that Infests.
It is likely that a Worm Acolyte whos master is slain quickly develops into a Worm that Walks.

=== by Azothath ===


I'm working on a race and didn't think Spirit Sight worked for what I wanted. So here's an opener as I'm working on the race.

Spiritsense (Su) (magic?) feat: Req: Level 7, Know(Arcana or Religion) 5 ranks, minor spiritsense or spirit sight, cost 4000gp & 3 weeks time for ritual;
Spiritsense is the ability to perceive/see the nebulous forms of spirits or souls. To use the ability you expend a move action “Focusing”(not as severe as Concentration but subject to the same rules for breaking/interruption/ending) each round and on the second round of focusing you can perceive or see the spirits or souls of intelligent (living or undead) creatures as tenuous blurry forms. If you cease focusing the ability ends at the start of your next round or ends immediately if focusing is broken/ended. Creatures without a spirit or soul (mindless or Int≤2) are not perceived/visible using this sense. Spiritsense does not confer knowledge about alignment. This ability extends into close and coterminous planes (from the material: dreamlands(plane of dreams), ethereal, first world(fey), shadow, void(dark tapestry), and created planes such as mindscapes or pocket dimensions). Solid objects and metals affect the sense the same as detect magic.
You need to view the material plane to coordinate/associate where you see the spirit, so the normal limits to vision and hearing apply. You suffer double range penalties (-2 per 10ft) to perception within line of sight to make out details (identify type and abilities) but normal range penalties to target the creature’s spirit with a spell or ability. The nebulous form confers an -2 circumstance penalty to Knowledge checks to identify type and abilities. Missing the Knowledge Check by up to 10 means you believe the creature type is something similar but failing by 10 or more means you are wildly incorrect or that you cannot discern anything. With a successful perception check using spiritsense and seeing the material plane you know where a creature is in its square. This ability can foil invisibility, blink, project image and similar spells. Unfortunately the nebulous form prevents targeting the creature’s spirit for precision damage. You can detect an ongoing possession of a creature at Perception DC (11 +2*Spell Level) or (11+CR of the creature with possession ability).
Many assume the creatures they see without bodies on the material plane are spirits, ghosts, or haunts as that is usually the case.
A creature completing the spiritsense ritual gains a symbol (for spirit or sight), iridescent sigil, or “all-seeing eye” tattoo on their eyelids which can be seen when eyes are closed (Prcptn DC 20). The mark can be covered with makeup but is still visible to detect magic if you are not concealed by an active illusion such as invisibility.
Only half the material components are needed for True-seeing. Spiritsense ability allows access to Spirit Sight feat (replacing the requirements). Spirit Sight allows detect possession (as spiritsense) and allows you to detect a curse at Perception DC (11 +2*Spell Level).
=== Azothath ===

4/5

looking for players.
There are a couple of Game stores and Libraries.
Likely will run PFS for PF1


I may start a firestorm (I'm known for being the kid poking the bear with a stick) but what do you think is better? There are practical, scientific, and aesthetic concerns.


Candy Surprise

Aura: faint [chaos]; SplLvl@CstrLvl: 1@1 DC: (varies but usually 12)
Slot: [none]; Price: 50 gp; Weight: 0.25 (12/50 lb).

Description
Delicious hard fruit flavored candies that last about 5 min on the tongue and about a third of the dozen candies come with a mild prankish surprise (roll 1d20 effect below). It is difficult to determine the exact effect a specific candy has until placed in the mouth and the save failed as the magic pervades the batch of candies. The consumer may attempt or forego the save after which it has no control over the spell. These items are normally crafted by witches using brew potion feat, fruit juice, and an excess of sugar.
 1-14) mundane.
 15) implant urge:E1@1 Will 12 to tell an outrageous lie within the next min then try to support the lie for the remaining duration of 5 min.
 16) quintessence:I1@1 Will 12 creature is cleaned as if freshly bathed and groomed, blemishes from disease or afflictions are masked as it is seemingly cured of up to 5 hit points(does not become active & conscious if sleeping or unconscious), and gains an effective +2 CHA for social interactions and skill checks for 5 minutes.
 17) remove fear:A1@1 Will 12, creature acts boldly & fearless, gains +2 morl vs [fear] for 10min or may reroll a save if currently affected with the bonus of +2 which ends the effect.
 18) speak local language:D1@1 Will 12, the creature gains the ability to speak the prescribed language(1d4: mwangi, shoanti, tian, varisian) but loses the ability to speak its usual common for the duration of 5 min.
 19) vocal alteration:I1@1 Fort 12, the creature rolls and speaks with an unusual voice(1d6: 1){giant}deep toned & gravelly, 2) {drow matron}accusatory, 3) {wererat}snide, 4) {gerbil}high pitched & squeeky, 5&6) their voice ) for 1d6 rounds while the duration of the effect is 5 min.
 20) wizened appearance:T1@1 Fort 12, the creature polymorphs into an older version of itself (middle age, about 42 years old) for 10 min with no ability score modifications but may grow one size category.

CONSTRUCTION
Requirements Brew Potion, Prof(cook) 5 ranks; Cost 25 gp
=== Azothath ===


Discorporation (Discorp)
School: C [teleportation, void];  Domain/Mystery: magic 0, intrigue 0, trickery 0, void 0;
Level: arcanist 0, bard 0, sorcerer 0, wizard 0, medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0, investigator 0.
Casting Time: 1 swift action
Components: S, M(silver dust 1gp), F(small mirror 10 gp)
Range: Your or Adjacent square
Target(s): 1 medium or smaller creature or small object up to 2 cuft or 60 lbs
Duration: Concentration(Conc) up to CL r, Dismissable(Đ)
Save: Will (harmless, negates); SR: Yes
Description
Discorporation manages to make about half of a creature or object seem to disappear or vanish leaving a silverish white layer over the divided surface(s). The caster chooses top, middle, bottom, left, or right half of target creature or object. The effect is a minor static form of plane shifting to the ethereal plane which requires the creature/object not move (lose its Dexterity bonus) from its current square or end the effect. Tricksters simply rotate the “women sawn in half” around or pass a hoop through their missing section showing that there is nothing there (on this plane). While the target gains no concealment, cover, dodge bonus, increase in armor class, or bonus to squeeze it does expose itself to attack on the ethereal plane with no Dexterity bonus. If the creature moves 5ft, moves to gain it’s Dexterity bonus to armor class, is affected by another [calling, teleportation, or void] effect, or the caster ceases concentration the spell ends. Due to strain the caster suffers 1 point of non-lethal damage at the start of every even round (2, 4, 6, 8, etc) he maintains the spell. If the creatures head is discorporated they may view a misty version of the ethereal plane but senses are limited to 10ft (this effect is often used for scary pranks by acolytes). Creatures and objects can not be left on the ethereal plane and naturally return to the caster’s plane where dropped at the start of the caster’s next round and this ends the spell, but 1 round can be long enough for some effective tricks.
The spell only discorporates about half (50%) of medium or smaller creatures and fails to work on larger creatures. At 6th caster level the spell can target large creatures or objects up to 8 cuft or 240lbs.
The material component changes based on casting plane to close target plane; material to shadow plane(ground smokey quartz 1 gp), material to dream plane(ground opal and dreamer’s star leaf 1gp), ethereal to material plane(urea and iron filings 1 gp), shadow to material plane(ground agate 1 gp), dream to material plane(ground bone and tea leaf 1gp).


Defensive Weapon Training (Combat) (DefWpnTrn)

Description: You have been trained or learned to trade accuracy for defense.

Prerequisites: Know(combat{war}) 1 rank, Prof(soldier{guard}) 1 rank, or (Int 13 & BAB +1).

Benefit: if atk/full atk with melee wpn then may choose penalty up to -[2 +BAB/4] penalty Atk & CM gain +[2 +BAB/4] dodg AC until next turn. A creature may choose a their penalty from 1 to the maximum. Due to momentum issues two-handed weapons lessen the maximum penalty and bonus by 1.
Creatures with a high BAB making multiple strikes must activate this feat with the first attack in the sequence.

Normally;
Fight Defensively(FgtDef): Std/Full actn -4 all attacks +2 dodg AC until start of next turn.
Total Defense(TtlDef): Std actn cannot make {Atk or} AoO {but can parry etc}, +4 dodg AC for 1r.
Cannot combine Fight Defensively, Total Defense, & Defensive Weapon Training (each is mutually exclusive).

=== Azothath ===


Combat Expertise (Combat) (CmbtXprt) {Replaces RAW Combat Expertise}

Description: You have been trained or learned the ways of combat and war.

Prerequisites: (none). Price: 10gp and 4 weeks of training -OR- BAB +1 and 3 months of service.

Benefit: Gain Know(combat) or Prof(soldier) as a class skill. On a turn you declare you are using Combat Expertise if you make an attack as part of a standard action or full attack (not an AoO) with manufactured weapon then you may add +1 comp bonus to one attack/CM(attack) roll, alternatively if using a weapon from the close combat group or natural weapon then you may add +1 comp bonus to one CM(attack or defense) or AoO roll (within your natural reach). Creatures with a high BAB may choose to apply the competence bonus to a second or later attack.

clearly the existing Combat Expertise text moves to a new feat
Knowledge (combat) simply formalizes knowledge of better strategies and tactics related to martial and war efforts. *many* claim to have the skill and thus *here it is* This also gives a path to advanced tactics or explains a lack thereof.
=== Azothath ===


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Sacred Geometry (Magic or General) (SGmtry) {Replacement of RAW feat} Source: Occult Mysteries pg 49­

Description: You understand the acute and obtuse proportions of sympathetic and contaigon magic to leverage your geometric prowess though prepared platonic polyhedral foci to anchor metamagic effects to your spells. You apply this insight when preparing spells and when casting certain spells on occasion.

Prerequisites: Spellcasting ability (Spell-like or Supernatural abilities do not qualify), Int 13, Knowledge Arcana 3 ranks, one of (Knowledge Astronomy 3 ranks, Knowledge Engineering 3 ranks, Profession Architect 3 ranks, Profession Fortuneteller 3 ranks, Profession Scholar 3 ranks).

Benefit: You have diligently calculated the digital root [a number from 1 to 9] of each spell using the Digital Roots table.
  When you acquire this feat choose one of your qualifying skills and then two metamagic feats that add 0 or 1 spell levels which you do not currently know (for metamagic with variables, like Reach or Heighten, you must define a static modifier such as +1). If you gain one of those feats you may assign a new feat to Sacred Geometry. You must meet the requirements to use these metamagic feats. You may not select the same feat twice.
  In the last hour when you memorize or prepare spells roll 2-5 of your sacred geometries(polyhedrals: 1d4, 1d6, 1d8, 1d12, 1d20) subtracting 1 from each roll and then adding the digits to form a Digital Root (a roll of 1 makes “0” possible) known as your Daily Ratio which persists for 24 hrs. If part of your set is destroyed you can still use Sacred Geometry so long as you have two models and the Daily Ratio is visible on one of them. After determining the result you may adjust the geometries using your qualifying skill, you must then succeed on a skill check of DC 15+(5* the addition or subtraction to the Daily Ratio) otherwise you fail and the sacred geometries elude you that day and you gain no benefit from this feat. The Daily Ratio determines which spells by matching Digital Root you may enhance that day using Sacred Geometry. You then finish memorizing or preparing your spells.
  As a swift action (or move action for spontaneous casters) as part of spellcasting you present a die in hand showing the digital root as part of the casting to enhance the spell which matches your Daily Ratio with one of the chosen metamagics. A chosen metamagic may only be used once per day.

Digital Roots table (ignore spaces, proper names, and diacritical marks)
Letter        Value
a, j, s         1
b, k, t         2
c, l, u         3
d, m, v         4
e, n, w         5
f, o, x         6
g, p, y         7
h, q, z         8
i, r, symbols(+, -, #, etc) 9

To calculate a digital root convert all letters & symbols to digits, numbers are left as digits, then add each together forming sums until a single digit remains.
Calculating digital root examples: “Summon Monster 3” = 1+3+4+4+6+5 +4+6+5+1+2+5+9 +3 = 58 {5+8} = 13 {1+3} = 4. “Ear-Piercing Scream” = 5+1+9 +9 +7+9+5+9+3+9+5+7 +1+3+9+5+1+4 = 101 {1+0+1} = 2. “Fireball” = 6+9+9+5+2+1+3+3 = 38 {3+8} = 11 {1+1} = 2. hint: base 10 means successive values of 9 does not change the final digital root summation. Casters with this feat should calculate all digital roots for their spells to prevent a slowdown during play.

  Using Sacred Geometry example: the sorcerer Seoni Cha:21(+5) has Know (Arcana) +11(7 ranks), feats Metamagic Adept, Sacred Geometry, and Extend metamagic, she has noted Know (Arcana), Silent(+1), Benthic(+1) as metamagic feats for Sacred Geometry. Seoni rolled two dice resulting in a Daily Ratio of 6 and wishes to subtract 1 for a Ratio of 5, she rolls a 10 and using +2 crcm from her silvered brass polyhedral models succeeds with 23 on a Know (Arcana) check of 20. She knows burning hands[dr 5]:K1, scorching ray[dr 5]:K2, lightning bolt[dr 5]:K3.
At the start of a battle she casts and extended glitterdust using metamagic adept as a standard action upon her foes blinding most and gets out her 1d12 model. The next round using a full round action showing the “5” on her model she casts a silent lightning bolt upon them using sacred geometry and moves 5ft hoping to elude a few of the blinded. The next round she holds forth the model again and casts a benthic lightningbolt using sacred geometry hammering her foes with bludgeoning damage and moves another 5 ft. She has no uses of sacred geometry left for the day and concedes to use scorching ray upon those still standing.

  Set of five masterwork marked platonic regular polyhedral solids (models) act as foci for Sacred Geometry. Each hollow model is approximately 3.1416” in diameter, finely wrought from teak, elm or oak heartwood, darkwood, ivory, brass, bronze, or silvered brass with inlay or chasing, lacquered and waterproof to 100ft depth with each object having Hrd:5 or Hrd:8 to fire or cold HP:3 and a weight of 4oz. The set costs 400gp and is a masterwork tool for Knowledge Astronomy, Knowledge Engineering, Profession Architect, Profession Fortuneteller, and Profession Scholar which adds +2 crcm bonus to one check after 5 min of use(consultation) up to thrice per day on different topics. A valuable and impressive tool for any geometer or scholar. Each model is a simple weapon(rock) when held can pummel for 1d4B damage and sensible owners avoid this use.
  A concealed puzzle compartment is often added to each model adding to the cost of the set. Each solid can hold 8 oz of material or non-damaging liquid(a potion, oil, holy/unholy water) and is opened after spending 1 full round solving the puzzle using Know:Engr or Disbl Dev DC 15 +60gp, DC 20 +100gp, DC 25 +200gp (frustration usually surmounts skill beyond this DC). After a week of opening the puzzles the owner gains a +5 comp bonus to open/close his set and usually burns the instruction sheet. Some clever owners hide a Fortifying Stone within a model.
  It is rumored that an old smaller set about 1.618" in diameter and carved from solid blood crystal then inscribed with old runes of import and when anointed with the caster’s blood allows access to three metamagics up to +2 spell levels. My discreet retailer assures me such things can be found after a time for roughly half as down payment in ancient ruins from before the darkness near temples of the harsh goddess of runes. Even without knowledge of Sacred Geometry the owner may grant each crystal 1 hit point daily to activate them which he can regain as a swift action from each individual crystal deactivating them, after 3 days the crystal becomes dormant and the hit point lost. Meanwhile the owner can normally heal the sacrificed hit points and each crystal is a simple weapon(rock) can pummel for 1d4B damage and absorb up to 3 points of bleed damage(which are of no use to the owner). Each object has Hrd:10, HP:5, wt 12oz and price of the set is 3000gp.


Arithmancy (Magic or General) (Arthmcy) {Replacement of RAW feat} Source: Occult Mysteries pg 48

Description: You are able to unravel the hidden meanings behind words by translating them into numerical equations so your spellcasting can be enhanced by your divinations. You apply this insight when preparing spells and when casting certain spells on occasion.

Prerequisites: Spellcasting ability (Spell-like or Supernatural abilities do not qualify), Int 13, one of (Diviner wizard, Harrow Bloodline, Knowledge Domain, Occult Mystery, Lore Spirit, Spell Focus (divination)), Spellcraft 3 ranks.

Benefit: You have diligently calculated the digital root [a number from 1 to 9] of each spell using the Digital Roots table.
  When you acquire this feat or at every even level in a spellcasting class you must note up to your primary spellcasting ability score bonus in metamagic feats which your arithmancy feat can use. You must meet the requirements to use these metamagic feats.
  In the last hour when you memorize or prepare spells roll 1d10 to determine your Daily Number(which lasts 24hrs), a roll of 10 or zero indicates no number that day, adding 1 to 10 results in “1” while subtracting 1 results in “9”. At the time you rolled your Daily Number if you have a sacred or luck bonus you may add 1 otherwise if you have a profane or insight bonus you may subtract 1 from your Daily Number (this may involve spellcasting, a magic item, or a class ability). The Daily Number determines which spells you will have a greater influence on that day. You then finish memorizing or preparing your spells.
  As a swift action (or move action for spontaneous casters) as part of spellcasting you may augment a Digital Root spell which matches your Daily Number with a (+0 to +2 {including Heighten by adjusting spell level}) metamagic by sacrificing a spell of at least the same adjusted spell level from the divination school up to your primary spellcasting ability score times per day. Having the metamagic feat means the sacrificed spell level may be 1 lower but cannot be lower than the spell level of the original spell to be modified.
  Other metamagic feats, traits, and class abilities do not lower the resulting spell level for determining the divination spell to be sacrificed.
Digital Roots table (ignore spaces, proper names, and diacritical marks)
Letter        Value
a, j, s         1
b, k, t         2
c, l, u         3
d, m, v         4
e, n, w         5
f, o, x         6
g, p, y         7
h, q, z         8
i, r, symbols(+, -, #, etc) 9

To calculate a digital root convert all letters & symbols to digits, numbers are left as digits, then add each together forming sums until a single digit remains.

  Calculating digital root examples: “Summon Monster 3” = 1+3+4+4+6+5 +4+6+5+1+2+5+9 +3 = 58 {5+8} = 13 {1+3} = 4. “Ear-Piercing Scream” = 5+1+9 +9 +7+9+5+9+3+9+5+7 +1+3+9+5+1+4 = 101 {1+0+1} = 2. “Fireball” = 6+9+9+5+2+1+3+3 = 38 {3+8} = 11 {1+1} = 2. hint: base 10 means successive values of 9 does not change the final digital root summation. Casters with this feat should calculate all digital roots for their spells to prevent a slowdown during play.

  Using Arithmancy example: the wizard Ezren of Int:18(+4) has Magical Lineage(fireball), Arithmancy, and Persistent metamagic, he has noted Heighten, Extend, Merciful, and Persistent as metamagic feats for Arithmancy. Ezren rolled a Daily Number of 2 so then wisely memorized fireball:K3(digital root 2) twice, persistent fireball:K4, detect thoughts:D2, clairvoyance:D3, and scrying:D4.
Later he casts persistent fireball as a standard action upon his foes. Then as his foes have not fallen he casts a fireball with persistent as an added metamagic via arithmancy, he must sacrifice scrying(fireball + persistent(+2) = 5 minus 1 for having persistent equals a divination of spell level 4, magical lineage has no effect) as a swift action added to the standard action of casting fireball. The next round he casts a merciful(+0) fireball using arithmancy but does not have the merciful metamagic feat and must sacrifice clairvoyance at 3rd spell level. He has two uses of arithmancy left for the day.

* this is far easier to implement and check than the original feat *
yes, you could lower the uses per day to half the primary spellcasting ability bonus(PSAB) but that would be kinda low. 3+PSAB is too much...
the only drawback is it does open up +0 metamagics which is why limiting the usable metamagic feats is important.


What to do when RAW hits an impasse due to rule granularity. This issue has been in several iterations of d20 and the solution is left to Home GMs.
from Invisible enemy - Rules forum thread, 2023
Invis & Mov, 2013
Invis & Mov penalties, 2015
Invis & Mov thru, 2013


Swansong Poison: Type: injury{worst insult}, Save: Fort DC=(13 +0.5*(APL{Average Party Level}|APHD) +GM's scene modifier or CR/3), Onset:(alignment steps from CE)r{for soliloquy}, Efct: dramatic death else 1d6+1 Cha drain & 1d4+1 Con damage along with halving all forms of movement, Cure: 3 consecutive saves, Price: -{priceless}, Source: my evil brain.
Description: This poison causes obvious horrible poisoning symptoms of the victim's countenance and a staggering state reducing movement along with a more powerful voice adding +1CL to any cast spell with verbal components and the [sonic] descriptor. Swansong poison bypasses normal poison immunity but the immunity adds +3 circumstance bonus to the creature's save. Curative spells below Fourth spell level (such as Delay Poison:C2) have no effect otherwise the spell must overcome a Caster Level check of the poison DC in order to pause the poison effects for 1d4+1 rounds and add +3 circumstance bonus to the first save and have no other effect. The poison also increases the difficulty to return a victim to life through spellcasting requiring a Caster Level check of the DC in order for the spell to be effective, wish, miracle, and mythic spells do not require a caster level check but they must be of Fourth spell level or above.
Swansong poison is normally kept in mythic containers or in mythic poisonous creatures who generally only have 1d3+1 doses before the poison supply becomes non-mythic(requiring no caster level checks) and simply deadly{someone has to tell the story}. The Young Template adds +2 to the DC of Swansong poison as How sharper than a serpent's tooth it is to have a thankless child.


Magus Mortem
LN Med humanoid aasimar emberkin (native outsider) Lvl Flowing Monk 2, Diviner Wizard 7
Init +6; Senses darkvision 60ft; Perception +14

DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex +2 Wis +4 armr +1 dodg) {Mag Armr +4 armr, Abltv Barr DR NL 5/- & DR 5->NL}{Prot Arrw DR 10 rng/magic [70], Blur 20% miss !Precsn dmg}
hp 45 (2d8 +7d6 +7 fvd cls) {Scr:Fls Life}
Fort +7, Ref +10, Will +12
DefQ EnrgRst +5/acid, +5/cold, +5/elec {Rst Enrg 2@7 20/fire}

OFFENSE
Speed 30 ft.
Melee IUS tmplswd & flry (full): +1(+1)once; +6, +6(1d8+2 c19*2 S) mnk, trip(atk, provoke), & 1 tch from active touch atk spell.
IUS nunchaku & flry (full): +1(+1)once; +6, +6(1d6+2 c20*2 B) mnk, disarm(atk, provoke), & (see above).
HtH tmplswd (std): +7(1d8+3 c19*2 S) mnk, trip, & (see above).
HtH nunchaku (std): +7(1d6+3 c20*2 B) mnk, disarm, & (see above).
IUS (std): +7(1d6+3 c20*2) & (see above).
Rng: hvy crssbow {2hnd} +7(1d10 c19*2 P) Rng 120ft. Load: full provoke.
Rng: obsid dagger +7(1d4+2 c19*2 P|S) Rng 10ft, thrown, fragile.
AtkQ:
Spell-like Abilities (CL 9, Conc+16 +2 cast Def & may reroll)
Danc Lgt:K0 3/d.
Pyrotech:T2 (Will/Fort DC 19), 1/d.
Space 5ft; Reach 5ft {10ft w Longarm} Humanoid Ht 72”, Wt 185lbs.

STATISTICS
Str 14(+2){12}, Dex 16(+3){14}, Con 10, Int 24(+7){20}, Wis 14(+2), Cha 10. Note Starting 20pt buy [12,14,10,16(+2),14,8(+2)].
BAB +4, Str +2; CMB +13 (+2|+4|+6 Repstn & no AoO); CMD +28 {+2 monk}(+2 vs Repstn)
Fv’d Clss: Wiz.
Traits Magical Lineage(Mag) Shk Grsp, Wayang Spellhunter(Rgn) Ear-Prc Scrm.
Feats 1 Dodge, M1 IUSBNS(1d6), Mb Imp Repstn(no reqs) !AoO, +2 CMB Repstn +2 CMD vs Repstn. 3 Varisian tattoo(K) +1 CL K & danc lgts(Sp) 3/d, W1 Spl Fcs(K)Scribe Scroll. 5 Reach Spell MM(+1->+3)Rng[tch, cls, med, lng]. 7 Persistent Spell MM(+2) roll save twice to fail, W5 Knw is Power +Int to CMB, CMD, Str to break/lift obj. 9 Intensify Spell MM.
Skills(67 ranks) Acro +11(5), Apprs +11(1), Clmb +(), Crft[Alchemy +17(7)], Esc Art +8(2), Fly +13(7), Intm +(), Knw[Arcn +17(7){Cnstr,Drgn,MagBst}, Dngn +11(1){Abrr,Ooze}, Engr +11(1), Geog +11(1), Hist +19(1)[HD], Locl +19(1)[HD]{Hmn}, Natr +11(1){Anml,Fey,MonHmn,Plnt,Vrmn}, Nobl +11(1), Plns+13(1+2){Outsdr}, Rlgn +11(1){UnD}], Ling +11(1), Prcp +14(9), Pfrm[ +()], Prof[Herbalist +6(1)], Ride +11(5), SnsMtv +8(3), Splcrft +19(7+2), Stlth +9(3), Srvl +(), Swim +().
Languages common(taldan), celestial, anc. azlanti, anc. osiriani, draconic, elven, kelish, tian, HB[ignan, terran].

Mag Itm Body Slots Biped[hands] [armor, belt, body, chest, eyes, feet, hands, head, headband, neck, ring(2), shield, shoulders, wrist].
Racial Modifiers Peri: +2 Int & Cha, native outsider, darkvision 60ft, +2 Knw Pln & Splcrft, pyrotech(Sp) at Lvl 1/d, ER 5[acid, cold, elec].
Armor/Weapon Proficiency: brass knuckles (1d3)mnk, cestus (1d4)mnk, club (1d6), crossbow (light (1d8) R80 or heavy (1d10) R120), dagger (1d4) R10, handaxe (1d6), javelin (1d6) R30, kama (1d6)mnk, nunchaku (1d6)mnk, quarterstaff (1d6,1d6)mnk, sai (1d4)mnk, shortspear (1d6) R20, short sword (1d6), shuriken (1d2) R10, siangham (1d6)mnk, sling (1d4) R50, spear (1d8) R20, temple sword (1d8)mnk. No armor or shields.

> AC bonus(Ex): unarmored(no armor, no shield) and unencumbered(no med or hvy load) (+Wis +0 frm Lvl) to AC and CMD.
> Flurry of Blows(Ex): Full Atk +1 atk with IUS/Monk wpn at (+0,+0) as if TWF feat at monk Lvl otherwise normal BAB.
> Unarmed Strike(Clss): gain IUS at Str for lethal or NL(nonlethal)(incl Grapple) dmg, note sml(1d4) med(1d6) lrg(1d8).
> Redirection(Ex): reposition(std actn) or trip(melee atk) CM as immd actn against foe that attacks and you threaten 2/d. Tgt sickened 1r Rflx 13{10+1+2} for dur/2. +2 CM & DC if foe PwrAtk|Chg, +4 if both. !Stunning Fist.
> Evasion(Ex): lgt|no armr, AoE atk with Rflx for dmg/2 on save does 0 dmg.
> Unbalancing Counter(Ex): successful AoO render foe flat-foot’d until end of monk’s turn Rflx 13{10+1+2} neg. !Mnk2 bns feat.
> Wizard Diviner(!E!N) BO amulet.
> Forewarned(Su): act in surprise, +(wiz/2) Init.
> Diviner's Fortune(Sp): std actn tch +(wiz/2) insgt on all atk rolls, skill checks, ability checks, and saving throws 1r 10/d.
>- Scry Adept(Sp) @wiz 8: perm Det Scry efct & trgts of Scry are 1 step more familiar (Very Famil -10 to sv).

Equipment $66250:
> ElyBz TmplSwd $1330 Hrd:10 HP:5 +0(+1) vs MagBst & MonHmn then +1(+1)vs specific for 1d with Hollow pommel $5 & Fls Btm scabbard $45, mw cold iron nunchaku $304 Hrd:10 HP:2, mw cryptstone nunchaku $502 Hrd:10 HP:2 +0(+1) vs UnD & incorp (dmg/2),
> Blt Phy +2 Str +2 Dex[belt] $10000, Heavy crossbow $50 & 10 cld iron bolts $2, Bodywrap of Mighty Strikes[body] $3000 +1(+1) for 1 (IUS|Natl) Atk/r, [chst], [eyes], [feet], [hand], [head], HdBnd Vast Int +4 [hdbnd] $16000, Amulet Spl Cunning[neck] $(1000/2) prepare +3 SplLvls, [ring1], [ring2], Cloak Rst +2 [shldr] 4000, Spellguard Bracers[wrst] $5000 +2 Conc cast Def & reroll{better} 3/d.
> Wand: Vanish 1@1[45]{L-SlWS}, Obs Mist 1@1[45]{R-SlWS}, Hgtn Aware 1@1[30]{Bndlr1}, Ill Calm 1@1[30]{Bndlr1}, Infrnl Heal 1@1[30]{Bndlr1}, Long Arm 1@1[30]{Bndlr1}, Prot Evil 1@1[30]{Bndlr1}, Rdc Per 1@1[30]{Bndlr1}, Shield 1@1[30]{Bndlr1}, Blur 2@3[25]{Bndlr1}.
> Pot & Alch: Cure Lgt Wnd 1@1[4] $200 {scabbard, pommel, (2)Bndlr2}, Air Bubl 1@1 & Pot Spng $52, Oil Blss Wpn 1@1[3] $150, Oil Keen Edge 3@5[2] $750, HolyWtr{(1)Bndlr2} [2] $50, Alch Fire [2]{(1)Bndlr2} $40, Acid [2] $20, Antiplague{(1)Bndlr2} $100, Antitoxin{(1)Bndlr2} [2] $100, Stillgut{(1)Bndlr2} [2] $100, Antiemetic snuff [2] $100, Sooth syrup [2] $50, Smell Salt{Bndlr2} $25, Sun Rod [3] $6, Vrmn Repel [2] $10, KNO3{fire +1 dmg}[5]{SCP} $5, Ethanol{call & sum +1r dur}[5]{SCP} $15, Myr & cld iron{A +1 CL & dspl}[2]{SCP} $14, Pllt Blst: cldiron[2] silver[2]{SCP} $140, Bld Stntl{H}: mandrake[2]$50 & velvet bat $2, patchwork guard dog $1, stuffed raven $10, quilted & beaded rhamphorhynchus $5, fur racoon $2, Zey Focus: mw Thv tool{SCP} $100, diamond dust{SCP} $250.
> Scroll: Comp Lang 1@1[4], Endur Ele 1@1[2], Hide Weapon 1@1 stow wpn in arm [2], Rechg Innate 1@1 regain 1 use of 0th & 1st racial SLAs [4], Sure Cast 1@1 +5CL vs SR [4], True Strk 1@1 +20 inst & no conceal next atk within 1r [4], Air Step 2@3 ignore dfclt terr <1ft & do not trigger wt trap & -10 vs tracking [1], B Con 2@3[2], Invis 2@3[1], Dly Poi 2@3[2], Fls Life 2@3 1d10+3 tmp [2], Lsr Restor 2@3 cast:3r [2], Mag Wpn Grt 3@5 +2 [2], 2050 Fly 3@5 [2], Phan Steed 3@8 AC18 HP15 Spd:80 sandy/muddy/swampy [2], Invis Grt 4@9[2].
> Gear (mundane equip): (2) obsidian dagger $2 fragile Hrd:5 HP:2, backpack(Bkpk), (2) bandolier(Bndlr1|2) $1, (2) spring-loaded wrist sheath(L|R-SlWS) $10, belt pouch(BP) $1, spell component pouch(SCP), signal whistle $0.8, mirror $10, measuring cord $1, (4) wd holy symbol(abadar, irori, nethys, pharasma) $4, canteen $2, adventuring outfit, cash 3PP 10GP 21SP 12CP.

> Heavy Warhorse “Wěndìng” Init +4, low-lgt, scent, Percp +8; AC 15 Tch 13 Fltft 11; HP 19; Fort +8 Rflx +7 Will +3; Spd 50ft; Melee bite & 2 hooves +5(1d4+5); tricks[attack, come, defend, down, guard, heel] $300, Mil Saddle +2 stay in saddle $20, Saddlebags $4, bit & bridle of tricks(3)[attack(anything), exclusive, throw rider] $900, 4d feed $0.2, dandy brush $0.2, handaxe $6, (2) cld iron bear trap $8, crowbar $2, bow saw $0.04, folding shovel $10, 50ft silk rope $10, grappling hook $1, bedroll $0.1, (2)blanket $1, ink $8, an inkpen $0.1, (10) blk/red candles $0.1, (10) colored chalk $0.1, 50ft string $0.01, a mess kit $0.2, soap 0.5lb $0.01, spell component pouch $5, (2) sack $0.2, trail rations (7) $3.5, (2) waterskin $2, weapon cord (2) $0.2, whetstone $0.02, (1+2)spellbooks $30.

Spellbook(_memorized): 4,7,6,4+1,3 (CL=7 +(1CL & +1 DC)K, Conc 14 +2 cast Def & may reroll)
Zero:(21) _Acid Splsh, _Det Mag:D, _Mssg, _Lgt:K, etc. First:(26) Break, Coin Shot, Clr Spry, Comp Lang:D, Crftr Fortune, Dsgs Self, _>EarPrc Scrm:K<, Expd Rtrt, Hgtn Awrns:D, Ident:D, Ill Calm, Infrnl Heal, Long Arm, _Mage Armr, _Mag Mssl:K, Obs Mist, Prot Evil, Rdc Per, Shld, _,_>Shk Grsp:K<, _Snowball:K, Sum Mon 1, Sure Cast:D, _Tru Strk:D, Vanish, Unsn Srvt.
Second:(25) Air Step, Acd Arrw, AZey Focus:D, [!]Ash Path, B Con, Blur, B Str, Cloud Seasic, Creat Pit, Drkvis, _Det Thgt:D, _Elem Tch:K, Fls Life:N, Frgd Tch:K, _Gltrdst, Invis, Loc Obj:D, _Mir Img, _Rst Enrg, Rope Trck, Scrh Ray:K, See Invis:D, Ston Call, Sum Mon 2, Web, _ShkGrsp:K & Rch.
Third:(20) _Abltv Barr, Aqu Orb, _Arcn Sgt:D, Bttr Blst:K, _Blink, Blod Sentnl, _Call Void:K, Claud/voy:D, Fireball:K, Fly, Haste, Lgtnbolt:K, Mag Wpn Grt, Pllt Blst, Phan Steed, Poly Famil, Seek Thgt:D, Shrink Itm, Slow, Stnk Cld. _EarPrc Scrm:K & Prstnt.
Fourth(9). _Arcn Eye:D, _Ball Lgtn:K, _Drgn Brth:K, Emerg Frc Sph:K, Invis Grt, Scry:D, Shdw Step, Stonskin, W Fire:K.

===
I've built him along Org Play rules with one spellbook exception. The extra cash comes from spending Prestige in the game otherwise it'd be 46000gp so he's pretty equivalent for 9th level in that setting.
He's designed to take on spellcasters one on one with Call of the Void and a multitude of spells & options to get him there and cover his posterior. It's basically a wizard with some monk prowess. Taking Knowledge is Power is not the best choice but it does give him a good CM for Reposition, Trip, and Dirty Trick(no SR or spell fancyness there!).
I think it's a good example of a multiclass wizard and going past 9th level is easier than getting there.


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I hope you have your holiday traditions ready
Have the little goblins warm up the sticks to beat the log in the fireplace so they'll get some treats


looking for some PF1 players in NE Georgia. Library in Clayton GA is available.
I'd prefer to GM in a PFS Org Play format if people need to learn the rules as it is easier than a home game situation and your character can be played at Conventions (Dragon*Con). Otherwise we can go Home Game with a PFS rulebase.
Otherwise we can do Call of Cthulhu, Stormbringer, or GURPS.

===
Hiawassee, Dillard, Clayton, Clarkesville, Demorest, Cornelia, Toccoa, Helen, Cleveland, Dahlonega...


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this is a tweaking and better description of the spell Twilight Knife:K3. I think it's a reasonable spell that needs a little improvement and clarification.

Twilight Knife (TwlgtKnf) (replacement)
School: evoc[frc]; Domain: magic(arcane), trickery, void;
Level: arcanist 2, bloodrager 2, magus 2, uc-summoner 2, sorcerer 2, witch 2, wizard 2, occultist 2, psychic 2, spiritualist 2.
Casting Time: 1 standard action
Components: V, S, F(knife, dagger, or kukri)
Range: Close(25 +5*↓[CstrLvl/2])ft
Effect: floating weapon(dagger) of force (see description)
Duration: CstrLvl r (Đ)
Save: none; SR: Yes
DESCRIPTION
You create a transparent floating dagger-like object of dusk force which nebulously blurs and then focuses sharply as it attempts to flank and attack the same creature as you within range each round. If you choose not to attack a single creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round (unlike Spiritual Weapon).
The twilight knife makes a full round melee attack attempting to flank using your CstrLvl as BAB and SAS(Spellcasting Ability Score) bonus as Strength or Dexterity(see Weapon Finesse) as +(CstrLvl +SAS) (1d4 P|S +SAS, crit 19+ *2)[force] dmg & ↓[CstrLvl/4]d6[force] precision dmg (like a rogue) with flank or against foes that are denied their dexterity bonus to AC. The dagger may attack multiple times using its BAB in the usual manner but may only gain precision damage on the first attack as it comes into focus. The twilight knife does not provide flanking although it can take advantage of it, cannot make an AoO or Combat Maneuvers, gains the effect of blur, counts as magic for purposes of DR, and can move within the caster’s range adjacent to its target after the caster attacks a single target (otherwise it stays in the last square it was in but does not impede movement). While a force effect it can gain P or S damage which is a spell option set during the casting. If the caster attacks an illusion, phantasm, or phantom then the twilight knife also attempts to attack that target.
As a full round action the caster may transfer a touch spell with a standard action or less casting time and a single effect (such as Shocking Grasp but not Chill Touch) onto the twilight knife which it will attempt to discharge at the first opportunity, the transferred spell is a held touch spell.
A twilight knife cannot be harmed by physical attacks, but burning hands(spells doing energy damage that could affect (worn) objects), (greater) dispel magic, disintegrate, (minor) globe of invulnerability, obscuring mist(provides concealment), shield(provides AC), a sphere of annihilation, or a rod of cancellation affects it. A twilight knife’s AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier, blur grants it a 20% miss chance from concealment.


something from the old AD&D days
PF1: General channeling Feat or an Alt Domain power

Turn Champion General
Req: Channel Energy class feature

A divinely powered caster can turn a champion of a diametrically opposed moral or ethical alignment forcing the creature to withdraw if successful.
Target within Close range (25 +5*[CstrLvl/2])ft and of diametrically opposed alignment choosing one of (G vs E), (L vs C).
Enhanced Level Check: 1d20 +Cleric Level +SAS +circumstance ≥ Paladin(or similar class) Level + Will save. If the check is successful then the target is forced to Withdraw at his speed for (DC difference/5, minimum 1)d4r (retreat away from ability user). Note: Withdraw is not as severe as Flee.
Successive attempts within 24 hours on the same target accrue a -2 circumstance modifier for the channeller.

note: Spellcasting Ability Score(SAS), Good(G), Evil(E), Chaos(C), Law(L).


In a recent thread - - {assume AoN unless stated otherwise}

DnD3.5 Hippogriff on d20srd Str:18, HD:3d10+9, load:lgt 300, med 600, hvy 900.
DnD3.5 Carrying Capacity
STR 15 -> Lgt:66 lb. or less, Med:67-133 lb., Hvy:134-200 lb.
STR 18 -> Lgt:100 lb. or less, Med:101-200 lb., Hvy:201-300 lb.

PF1 Hippogriff on AoN Str:15, HD:3d10+6, load:lgt 198, med 399, hvy 600.
PF1 Carrying Capacity & Encumbrance Effects {identical}

so you can clearly see the *3 scalar for Large size was used in both cases.

It's rather unrealistic as is the game model.
In game terms a scalar would have to be added to 'natural fliers' and another for 'magical flight', then the spell Fly and Overland Flight examined as spells generally operate off caster level or spellcasting ability bonus. Encumbrance rules for fliers would have to be created which would impact Fly Checks and gaining altitude. If you go to all that trouble then you'll have to check the body mass of natural fliers and lessen it... it's a good topic for the Homebrew forum.

The quadruped carrying capacity is what it is and I don't think it's worth fooling with in *this* thread but let's say it's the Maximum upgrade for flight carrying capacity herein.

Carrying Capacity & Encumbrance effects on d20pfsrd

Fly Skill
Spells - Glide:T2, Fly:T3, Overland Flight:T5

From reading(Birds, Raptors) Birds lifting weight about half their actual weight is considered reasonable. Wing span and design, wind conditions and terrain are factors. Champion lifters do about 1.6* to reportedly *2 their body mass. The second reference gives body mass of the bird as well as lifted weight.

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