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Complete Pathfinder Role Playing Game Classes, Feat and Spell Books

This is a free resource for anyone to use. There will not be physical copies produced or publicized.

By Paizo’s request I will not be releasing new material until a month after the PDF’s go live on the website. I will try to give monthly updates but it is not guaranteed when those updates will be posted. (I am human :) )

If you notice anything wrong or out of the ordinary, feel free to post it on this thread or message me though the Paizo website.

Positive and Constructive criticism is welcome.

I hope you like them and enjoy.

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Download Links

Thank Paizo for allowing me to bring this project to the community
Thank you to everyone who helped with the understanding of the “Open Game License.”


Hello,

My friend and I have bought all the Paizo books and while we do so I have been compiling specific information together for "our" use.

I have spent "Months + some" on these and I have gotten kind of fond of what I have done so far. I have compiled Class book(s), (All 32 Base Classes and archetypes, plus a Prestige book), Compiled Feat book, and Compiled Spell book). I included every book that Paizo has released.

I thought of allowing other people to use them but I have always stopped to avoid upsetting Paizo by breaking a copy right law. I know most of thier products are Open but I feel it is best to ask.

With that said, I was hoping someone can give me a more "Yes" its ok to post these, or "No" it’s illegal and you will be sued.

With the upmost respect I am asking to avoid any complications, please understand I am a bigfan and by no means trying to upset anyone with the work I have done. I feel people in the community would enjoy and like these, that is the reason for me asking.

I welcome any input people have.


I am writing a Module and I want to know what I should do when there is no magic vs. the CR. No magic items, no spells, nothing. Alchemical potions will exist.

How much would that raise the CR of the encounters?


I built a ninja/sorc/ arcain trickster

After playing I tried to use scorching ray within 30 foot range and add sneak attack and I was told that it dosn't work that way. I always assumed that sneak attack worked with ray spells within 30 feet (so long as they are flat footed) am I wrong?


Ok Everyone. I was bored and created this template and wanted to get peoples opinions. I am not a story writer so I am sorry if the "Story Ideas" behind all the Variants are not the best.
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Half-Fey
The Half-Fey are the creation of a union between a mortal and a Full Fey. They are considered both Fey and their parent race. (Human, Elf, dwarf, Gnome, etc…) They keep both their mortal parents size and speed while getting part of their fey heritage in states, Linguistics, magic, and other abilities. The Half-Fey are blessed and cursed. As a Half-Fey ages they has a choice, either to embrace they heritage and become a fey themselves, or to Shun their fey side and abandon their heritage completely.

At Character level 10 the Half-Fey evolve in to Seelle, unseelle, or augmented human made to repel magic.

Below are the different Half-Fey Variants.
If you are playing anything other than a human, only change the size, speed, and race type of your half-fey to that of your non fey parent.

Mite-Spawn:

Mite-Spawn
Mite Spawn is the unfortunate union of a Human and a Mite. This is almost always non consensual. They look mostly human with the exception of their skin tinted blue and distinct moles across their body. A Mite-Spawn might have issues surviving, once a mother knows where her child comes from its probability of abandonment is indefinite.
Usual Alignment Lawful Evil
Ancestry Mite

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Dex, +2Wis, -2Cha

===Skills===
Skill Bonus
Stealth +2 (2 Points)

Rodent Empathy (1 Points)
+4 Handle animal with Vermin

===Language===
Linguist (1 Points)
Common and Undercommon

===Defense===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Magic===
Change Shape, Lesser (3 Points)
Alter Self 24hours

Spell-Like Ability, Lesser
Doom (1 Points)

==============
=Total Points=
==============
12 Points

Half-Nymph:

Half-Nymph
With a beautiful gloss to the skin and pointed ears, Half-Nymphs are the beauty and grace of the Half-Fey world. The rare occasion of a humans love for nature might fall in the good graces of a Nymph. Even rarer yet when they form a union. The result it a Half-Nymph.
Usual Alignment Chaotic Good
Ancestry Nymph

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Dex, +2Cha, -2Str

===Defenses===
Fey Damage Resistance (3 Points)
DR 5/cold iron

Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Change Shape, Lesser (3 Points)
Alter Self 24hours

Spell-Like Ability, Lesser
Vanish (1 Points)

==============
=Total Points=
==============
12 Points

Half-Norn:

Half-Norn
The Half-Norn are a mix of the ancient Norns of old and a Human. The Child is usually raised by the Norn only to be banished out into the world never to return in the hopes to build their own legacy. They look mostly human with long blond hair but with the exception of their Height. The average Half-Norn is about ten feet tall.
Usual Alignment Lawful Neutral
Ancestry Norn

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Con, +2Cha, -2Dex

===Defenses===
Fey Damage Resistance (3 Points)
DR 5/cold iron

Lifebound (2 Points)
+2 Saves vs. death effects, negative energy, Fort saves to remove negative levels, and Con checks made to stabilize

Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Spell-Like Ability, Lesser
Dancing lights (1 Points)
Karmic Blessing (1 Points)

==============
=Total Points=
==============
12 Points

Half-Satyr:

Half-Satyr
Half-Satyrs resemble their Fey side more than their human side. Their Legs have fir up to their waist line and they are fast due to their increase muscle mass. Luckily with enough effort, they are able to mask their identity when needed for the lack of horns upon their head.
Usual Alignment Chaotic Neutral
Ancestry Satyr

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Con, +2Cha, -2Int

===Offence===
Natural Attack (1 Points)
Hoof

===Defenses===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Skills===
Skill Bonus (2 Points)
Stealth +2

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Spell-Like Ability, Lesser
Dancing Lights (1 Points)
Ghost Sound (1 Points)

Object of Desire
+1CL charm person & charm monster (1 Points)

==============
=Total Points=
==============
12 Points

Forlarren-Spawn:
Forlarren-Spawn
The union of a Nymph and a fiend brings forth the poor soul of a Forlarren. If this damned creature is able to find a mate the result is a Forlarren-Spawn. A Forlarren-Spawn is completely hairless, pointed ears beyond that of an elf and the face stretched into a forced sinister grin. Even when a Forlarren-Spawn is in mourning, it still seems to be grimacing. The life of a Half-Forlarren might be hard but it doesn’t compare to what his Fey Parent had to endure.
Usual Alignment Neutral Evil
Ancestry Forlarren

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Dex, +2Int, -2Int

===Defenses===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Language===
Linguist (1 Points)
Common and Sylvan

===Skills===
Skill Bonus (2 Points)
Perception +2

===Magic===
Spell-Like Ability, Lesser
Heat Metal (2 Points)

Change Shape, Lesser (3 Points)
Alter Self 24hours

==============
=Total Points=
==============
12 Points

Half-Pixie:
Half-Pixie
Out of All the Half Fey, the Half-Pixie is the most common. Their butterfly wings span across their back allowing them to fly and colorful vibrant hair colors, these Half-Fey are the most welcome around Golarion.
Usual Alignment Neutral Good
Ancestry Pixie

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

Normal Wings- Flight (4 Points)
Fly Speed of 30

===Ability Score===
Standard (0 Points)
+2Dex, +2Int, -2Str

===Defenses===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

Spell Resistance, Lesser (2 Points)
6 + Character Level SR

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Spell-Like Ability, Lesser
Vanish (1 Points)

==============
=Total Points=
==============
12 Points

Half-Korred:
Half-Korred
The Korred are the Fey of the earth. Half-Korred have the resilience and the same attunement to stone running through their blood. They have a great amount of facial hair that cannot be removed. If shaven it grows back by the next night. Korreds are a very shy and violent race. To gain favor with a Korred is a rarity, the union of a human and a Korred is rarer than that, A Half-Korred has no chance to survive in the society of Korreds, their only option is exile along with their human parent.
Usual Alignment Chaotic Neutral
Ancestry Korred

===Type===
Human (Fey Subtype) (2 Points)
low-light vision

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Str, +2Wis, -2Int

===Defenses===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

Fey Damage Resistance (3 Points)
DR 5/cold iron

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Spell-Like Ability, Lesser
Stone Shield (1 Points)
magic stone (1 Points)
Stone Call (2 Points)

==============
=Total Points=
==============
12 Points

Half- Huldra:
Half- Huldra
Half-Huldas are easy to point out; their fox tail is hard to miss. Their hair matches the fur on their tail and what points them out is also their Bain. It’s hard to blend in when venturing into cities. Like their Fey parents, they have the curiosity that drives them to venture out and explore.
Usual Alignment Chaotic Neutral
Ancestry Huldra

===Type===
Human (Fey Subtype) (2 Points)
low-light vision
Darkvision 60ft (2 Points)

===Size===
Medium (0 Points)

===Base Speed===
Normal 30ft (0 Points)

===Ability Score===
Standard (0 Points)
+2Str, +2Wis, -2Int

===Defenses===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Offence===
Slapping Tail (2 Points)
1d8+str Natural attack

===Language===
Linguist (1 Points)
Common and Sylvan

===Magic===
Spell-Like Ability, Lesser
daze monster (2 Points)

==============
=Total Points=
==============
12 Points

Once a Character becomes level 10, it can choose one of these three options.

Augmented Human:

Augmented Human
An Augmented human has turned from his fey side and forced himself back to his human heritage. An Augmented Human has no fey characteristics but some of the residual affects still remain. Replace the Half-Fey Stat block with the following.

===Type===
Human (0 Points)

low-light vision (1 Points)

===Size===
Medium 0

===Base Speed===
Normal 0
30ft

===Ability Score===
Flexible (2 Points)
+2 Dex, +2 Cha

===Language===
Linguist (1 Points)
Common and Sylvan

===Feat===
Bonus Feat (4 Points)
Same as the human bonus feat but at Character level 10

===Skills===
Skilled (4 Points)
Gain A Skill Point Per HD

===Defense===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

===Offence===
Magehunter (4 Points)
+2 spellcraft identify spells cast & +1 attack rolls against arcane spellcasters.

==============
=Total Points=
==============
18 Points

Seelle:

Seelle
The Seelle are the more playful, kind Fey. Once a Half-Fey becomes a Seelle, it gains the following in place of their Half-Fey race stat block. The Seelle becomes a fey unlike their parent and evolves into something unique, some of their half-fey abilities transfer to the new tree and will be listed below. How the Seelle looks is up to the player but it must have recognizable characteristics resembling a fey.

===Type===
Fay (2 Points)
Low-Light Vision

===Size===
Medium (0 Points)

===Base Speed===
Normal (0 Points)
30ft

===Ability Score===
Standard (0 Points)
Same as their Half-Fey Heritage

===Language===
Linguist (1 Points)
Common and Sylvan

===Defense===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

Fey Damage Resistance (3 Points)
DR 5/cold iron

===Magic===
Spell-Like Ability, Lesser
Hide from Animals (1 Points)
Wilderness Soldiers (2 Points)

Change Shape, Lesser (3 Points)
Alter Self 24hours

==============
=Total Points=
==============
18 Points

Keep these items and abilities from the Half-Fey Stat Block and add it to the Seelle Block
*One spell-like ability of Choice
*All physical appendages such as wings, tails, and hoofs but how it looks is up to the player
*All abilities that come with these appendages
*DR/ Cold Iron (Stacks)
*All Skill bonuses

Unseelle:

Unseelle
The unseelle are the vicious fey people don’t want to talk about much less run into. Their idea of playful end in blood or death to those they choose to be their toy. Once a Half-Fey becomes an Unseelle, it gains the following in place of their Half-Fey race stat block. The Unseelle becomes a fey unlike their parent and evolves into something unique, some of their half-fey abilities transfer to the new tree and will be listed below. How the Unseelle looks is up to the player but it must have recognizable characteristics resembling a fey.

===Type===
Fay (2 Points)
Darkvision

===Size===
Medium (0 Points)

===Base Speed===
Normal (0 Points)
30ft

===Ability Score===
Standard (0 Points)
Same as their Half-Fey Heritage

===Language===
Linguist (1 Points)
Common and Sylvan

===Defense===
Resistant (2 Points)
+2 vs. mind-affecting effects and poison

Fey Damage Resistance (3 Points)
DR 5/cold iron

===Magic===
Spell-Like Ability, Lesser
Faerie Fire (1 Points)
Sickening Strikes (2 Points)

Change Shape, Lesser (3 Points)
Alter Self 24hours (+10 to disguise)

==============
=Total Points=
==============
18 Points

Keep these items and abilities from the Half-Fey Stat Block and add it to the Seelle Block
*One spell-like ability of Choice
*All physical appendages such as wings, tails, and hoofs but how it looks is up to the player
*All abilities that come with these appendages
*DR/ Cold Iron (Stacks)
*All Skill bonuses


1 person marked this as FAQ candidate.

First the Feat description by the Book
Whenever you use vital strike, improved vital strike or Greater vital strike,
multiply all bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.

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In this example lets use a "Double hackbut" thats a 2d12 x4

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Questions #1
According to the Mythic Vital Feat you are supposed to "multiply all bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll"

I need clarification on "weapon damage dice".

1- Is it standing for the number of times I add vital strike. (as is x2 for vital strike, x3 for improved vital strike and x4 for greater vital strike.)

or

2- Is it 2d12 = 2 dice so x2, + vital strike would = x4, improved vital strike would = x6 and greater vital strike would = x8 because I am rolling 8d12 for greater vital strike.

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Questions #2
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.

1- Its telling you what damage the feat can multiply.

or

2- It is telling me you can't multiply this damage on a critical hit.


Ok here it is people, making sure I added this correctly, this is with no magic items.

I made a Holy Gun and here is the damages split and the totals. (assuming I rolled Max)
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Double hackbut.................+024 (2d12 x4 weapon)
Deadly Aim mythic.............+018 (Mythic vital(critable), +72)
Smite Shot........................+045 (Mythic vital(critable), , +180)
Greater Vital strike............+072 (6d12 not citable)
Mythic Vital strike x4 dice..+276 (not citable, 72+180+24)
Devastating strike.............+006 (Mythic vital(critable), , +24)
Litany of Righteousness x2..----
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non crit................................441x2= 882 DMG
crit.......................................720x2= 1440 DMG
---------------------------------------------------------------

This is just the basics and assuming it’s an evil outsider as a target. Not sure if I am missing anything or maybe I did my math wrong?

Also open to suggestions to a possible way to increase this.

A few things I might have wrong are: Mythic vital strike says to Add all other bonuses that you would normal crit and multiply it by the weapon damage dice. So I added the Deadly Aim, Smite shot and Devastating strike.

Now I multiplied it x4 because of that’s how many hits I will get total with Greater vital strike but the double hackbut hits with 2d12... so would that be a multiple of 8 and not 4 then??


Ok. I have a question. Some summon monsters are intelligent. Example: summon monster 6 has a succubus. Now my dm has it set up so that if i summon (using summon monster, not gate) a intellectual monster, it has the chance to find me and kill me after the spell is done. Again example:! The succubus was in the middle of a dealing and i pulles her away from her current work. Another example is archons, lawful good. If i call a archon and the archon feels that a chaotic member of the party is against what it stands for, it will be offended and find a way to the material plan and kill the party...

I understand DM rules all and if i try and argue the last word of the DM stands but our group fallows the rules to a "T". So can somebody tell me a fault in this logic? I feel i will have to offer compensation like in "planer ally".. and because i am using it to fight... it will be in the 1k per Hit Dice.... and i will say we are a low magic/gold campaign.


1 person marked this as FAQ candidate.

I thought I understood the Alchemist until the Ultimate Combat came out.

This got me to question a few things. Now I tried searching the forms and I found a lot of posts but I have yet to see a "Paizo" Employee/Developer give an official word on this information. If I am re-posting, I am sorry and didn't mean to, I couldn't find a strait answer, just discussions on what people thought could be the answer.

Spells/Extracts

Are The Extracts considered a potion or Spell. Here is what I am referencing to.

1. Attack of Opportunity-
A. If its a potion you can't use it in melee because you can't use a potion defensively.
B. If its a spell you can cast defensively.

2. Cast Time's-
A. If its a potion it is "Always" a "Standard Action".
B. If its a spell the spells (Burst of Speed {UC}- Swift Action, Walk Through Space {UC}- Move Action) Their cast time holds according to the spell. Not by one Standard Action to drink.

3. Pulling the Extract Out-
A. If its a potion its a move action to pull out.
B. If its a Spell pulling it out is part of the Standard Action of casting it like a spell component.

4. Do all the rules above apply if the Alchemist uses the Infuse discovery to allow the party to use extracts?

Thank you to anyone who answers this post, my group and I follow the rules to a "T" to be fair to everyone. Thus currently we wont allow the class until we know for sure.