Compiled APG spoiler thread


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I like the halfling bard one.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Carpy DM wrote:
Ravingdork wrote:
My players want to know more about the anti-paladin and summoner specific feats.
Didn't see any antipaladin specific feats, though there is at least one antipaladin specific armor ability (unrighteous); the only major summoner-specific feat I saw was a version of Augment Summoning called Summoner's Call - it gives the eidolon a +2 enhancement bonus to a single physical stat for the first 10 minutes after the eidolon is summoned each time.

Sorry, please allow me to rephrase:

"My players are looking for ANYTHING on the antipaladin ITSELF. In addition, they want to know about summoner-specific feats.

They are hoping for something that will increase a summoner's effective level (to a max of their character level) for purposes of determining eidolon stats for thier multiclassed summoners. Kind of like PRACTICED SPELLCASTER or MAGICAL KNACK for a summoner and his eidolon.

Sovereign Court

Typelouder wrote:
Roagh wrote:
Typelouder wrote:

are there any Half Orc racial substitutes for Paladin?

Sadly, no.

Major bummer. I was hoping that since the combo could elicit some type bonus...especially with the removal of the cha penalty.

Anyways. Any great feats for melee using 1 weapon in 2 hands... like a great sword of a longsword in 2 hands? especially ones with out fighter requirements... I been sitting on a feat in my game for about a month so... maybe there is one that lets me re roll ones on lay on hands.

I feel like there is a lack of love for non evil paladins in the APG

Shield of Swings (Combat)

A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you take a full-attack action while
wielding a two-handed weapon, you can choose to reduce
the damage by 1/2 to gain a +4 shield bonus to AC and CMD
until the beginning of your next turn. The reduction in
damage applies until the beginning of your next turn.


The Bard wrote:

I haven't seen a lot of Bard stuff being posted...

Where's the love!?

The sandman archetype is the spellthief all over again, including not just the ability to steal spells but also getting trapfinding and a slow sneak attack progression.


what does the sandman trade?

Liberty's Edge

Robert Hawkshaw wrote:

Elemental Spell (Metamagic)

You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or
fire. You may replace a spell’s normal damage with that energy
type or split the spell’s damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up
a spell slot one level higher than the spell’s actual level.
Special: You can gain this feat multiple times. Each
time you must choose a different energy type.

Selective Spell (Metamagic)
Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with an area effect,
you can choose a number of targets in the area equal to the
ability score modifier used to determine bonus spells of the
same type (Charisma for bards, oracles, paladins, sorcerers,
and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These
targets are excluded from the effects of your spell. A selective
spell uses up a spell slot one level higher than the spell’s
actual level.
Spells that do not have an area of effect do not benefit
from this feat.

Thank you very much RH!!!


MinstrelintheGallery wrote:
what does the sandman trade?

Inspire courage, suggestion, inspire greatness, inspire heroics, mass suggestion, deadly performance, bardic knowledge, versatile performance, inspire competence, and loremaster.

In other words, just about everything.


I can't wait for my PDF!

The Exchange

Typelouder wrote:
Roagh wrote:
Typelouder wrote:

are there any Half Orc racial substitutes for Paladin?

Sadly, no.

Major bummer. I was hoping that since the combo could elicit some type bonus...especially with the removal of the cha penalty.

Anyways. Any great feats for melee using 1 weapon in 2 hands... like a great sword of a longsword in 2 hands? especially ones with out fighter requirements... I been sitting on a feat in my game for about a month so... maybe there is one that lets me re roll ones on lay on hands.

I feel like there is a lack of love for non evil paladins in the APG

Not at all. Lots of Paladin stuff.

Quote:

Divine Bond (Su): At 5th level, instead of forming a divine

bond with her weapon or a mount, a divine defender can form
a bond with her armor. As a standard action, a divine defender
can enhance her armor by calling upon the aid of a celestial
spirit. This bond lasts for 1 minute per paladin level.

There is a LOT more to that ability, but it's a Wall of Text.

I already posted the Sacred Servant's Divine Bond.

Quote:

Skilled Rider (Ex and Su): At 3rd level, a shining knight

does not take any penalty to her Ride skill due to her armor
check penalty. In addition, any mount she is riding gains
the benefit of her divine grace class feature, adding her
Charisma bonus (if any) to its saving throws. This ability
replaces divine health.
Quote:

Power of Faith (Su): At 4th level, a warrior of the holy

light learns to use the power of her faith to bolster her
defenses and aid her allies. This class feature replaces the
paladin’s spells class feature. A warrior of the holy light
does not gain any spells or spellcasting abilities, does not
have a caster level, and cannot use spell trigger or spell
completion magic items.

Sovereign Court

MinstrelintheGallery wrote:
what does the sandman trade?

Stealspell: This performance replaces inspire courage.

Slumbersong: This performance replaces suggestion.

Dramatic Subtext: This ability replaces inspire greatness.

Greater steal spell: This performance replaces inspire heroics.

Mass slumber song: This performance replaces mass suggestion.

Spell catching: 20th level. This performance replaces deadly performance.

Master of Deception (Ex): replaces bardic knowledge, gives magical trapfinding and 1/2 level bonuses to bluff, sleight of hand, stealth.

Sneakspell (Ex): Higher DCs (spells, performances) on flatfooted opponents. Replaces versatile performance.

Trapsense: replaces inspire competance

Sneak attack: replaces loremaster, 1d6 per five levels.


Choant wrote:
I can't wait for my PDF!

1 I am glad I am no the only one waiting

b Me too


The smitter wrote:
Choant wrote:
I can't wait for my PDF!

1 I am glad I am no the only one waiting

b Me too

Nah my GM has his and he is taunting me!


Carpy DM wrote:
The Bard wrote:

I haven't seen a lot of Bard stuff being posted...

Where's the love!?

The sandman archetype is the spellthief all over again, including not just the ability to steal spells but also getting trapfinding and a slow sneak attack progression.

Woot! Spellthief with a good spell list and sleep abilities! I'm going to enjoy this one.


As mentioned by Carpy DM over in the Preview #2 thread, Oracles of Life can convert healing that exceeds the target's maximum hit points into temporary hit points.


Some of these archetypes change so much, they'll barely look like the originals!


the sandman: Someone at Paizo likes Metallica


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
MinstrelintheGallery wrote:
Some of these archetypes change so much, they'll barely look like the originals!

I'm beginning to wonder if this book has TOO MUCH. Well, whatever. Still awesome!

Sovereign Court

Teleport Tactician (Combat)
You are highly alert for enemies using teleportation to approach you or f lee from you.

Prerequisites: Combat Ref lexes, Disruptive, Spellbreaker.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.


MinstrelintheGallery wrote:
Some of these archetypes change so much, they'll barely look like the originals!

And that is great. You get (almost) new classes, but a lot more of them since you don't have to re-print all the useless stuff taking a lot of space, like spell progression tables.

Sovereign Court

More love for the bard:

War Singer
Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.

Prerequisites: Cha 13, bardic performance class feature,
half-orc or orc.

Benefit: When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled.
In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs.

There are similar feats for other races, forests for elves, underground for dwarves.

Spoiler:

clearly I am in the feat chapter

Any requests? Ze pdf is slow but I can try.


Ravingdork wrote:
TOO MUCH

Poppycock! You're just used to getting splatbooks half this size and having 80% filler (I've bought most of the 3.5 books and very few are good cover to cover. My favorites were Dungeonscape and Complete Scoundrel- they rocked on nearly every page.)


I love that they took cool ideas and made them available without flooding us with new substandard and redundant classes.


Wolfthulhu wrote:
Typelouder wrote:
Roagh wrote:
Typelouder wrote:

are there any Half Orc racial substitutes for Paladin?

Sadly, no.

Major bummer. I was hoping that since the combo could elicit some type bonus...especially with the removal of the cha penalty.

Anyways. Any great feats for melee using 1 weapon in 2 hands... like a great sword of a longsword in 2 hands? especially ones with out fighter requirements... I been sitting on a feat in my game for about a month so... maybe there is one that lets me re roll ones on lay on hands.

I feel like there is a lack of love for non evil paladins in the APG

Not at all. Lots of Paladin stuff.

Quote:

Divine Bond (Su): At 5th level, instead of forming a divine

bond with her weapon or a mount, a divine defender can form
a bond with her armor. As a standard action, a divine defender
can enhance her armor by calling upon the aid of a celestial
spirit. This bond lasts for 1 minute per paladin level.

There is a LOT more to that ability, but it's a Wall of Text.

I already posted the Sacred Servant's Divine Bond.

Quote:

Skilled Rider (Ex and Su): At 3rd level, a shining knight

does not take any penalty to her Ride skill due to her armor
check penalty. In addition, any mount she is riding gains
the benefit of her divine grace class feature, adding her
Charisma bonus (if any) to its saving throws. This ability
replaces divine health.
Quote:

Power of Faith (Su): At 4th level, a warrior of the holy

light learns to use the power of her faith to bolster her
defenses and aid her allies. This class feature replaces the
paladin’s spells class feature. A warrior of the holy light
does not gain any spells or spellcasting abilities, does not
have a caster level, and cannot use spell trigger or spell
completion magic items.

Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?

Sovereign Court

Not sure if this has been posted about yet.

There are four new combat maneuvers. Dirty trick (which inflicts status effects), drag (bull rush in reverse, you drag an opponent with you as you move), reposition (lets you force an opponent to a new square within your reach + 5 feet, but can't be used to push off a cliff) and steal (lets you take items - you can use a whip to do it with a penalty).

There are improved and greater feats to accompany these maneuvers.


This book seems to be a barrel of awesome. Thank you guys for taking to time and share some spoilers


seekerofshadowlight wrote:
This book seems to be a barrel of awesome. Thank you guys for taking to time and share some spoilers

I agree on both counts!

(what, you expected an argument? :P)

The Exchange

Robert Hawkshaw wrote:
There are four new combat maneuvers. Dirty trick (which inflicts status effects), drag, reposition and steal (lets you take items - you can use a whip to do it with a penalty).

Yeah, I was gonna mention Steal. I like that one.

Typelouder wrote:
Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?

I've barely looked at the spells, some else will have to field that one. Didn't see anything about mercies, but may have missed something.

Quote:

Shared Defense (Su): At 3rd level, a divine defender can

spend one use of her lay on hands ability as a standard
action to grant all adjacent allies (including paladins) a
bonus. At 3rd level, adjacent allies receive a +1 sacred bonus
to their AC and CMD and on their saving throws. These
bonuses last for a number of rounds equal to the divine
defender’s Charisma modifier. At 9th level and 15th level,
this bonus increases by +1. At 6th level, these bonuses are
granted to all allies within 10 feet, and allies that are at
fewer than 0 hit points within this area are automatically
stabilized.
Quote:

Channel Positive Energy (Su): When a hospitaler reaches

4th level, she gains the ability to channel positive energy
as a cleric equal to her paladin level –3. She can use this
ability a number of times per day equal to 3 + her Charisma
modifier. Using this ability does not expend uses of lay
on hands, as it does with other paladins. This replaces the
standard paladin’s channel positive energy ability.

Aura of Healing (Su): At 11th level, a hospitaler can
expend one use of her channel positive energy ability to
emit a 30-foot aura of healing for a number of rounds
equal to her paladin level. Allies in this aura (including the
hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage.

Sovereign Court

Typelouder wrote:


Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?

1st-Level Paladin Spells

Spoiler:

Challenge Evil: Sickens creature if it refuses to fight you.
Ghostbane Dirge: Incorporeal creature takes half damage
from nonmagical weapons.
Grace: Movement doesn't provoke attacks of opportunity.
Hero's Defiance: Allows the use of lay on hands while
falling unconscious.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take
higher roll.
Knight's Calling: Forces target to move toward you and
fight you.
Rally Point: Square gives good creatures bonuses.
Veil of Positive Energy: +2 AC, +2 on saves vs. undead.

2nd-Level Paladin Spells

Spoiler:

Aura of Greater Courage: Increases strength of a paladin’s
aura of courage.
Bestow Grace: Subject gains bonus on saving throws equal
to Cha modifier.
Blessing of Courage and Life: Grants a +2 bonus on saves vs.
fear and death.
Corruption Resistance: Protects creature against damage
from alignment-based attacks.
Fire of Entanglement: Your ability to smite evil also
entangles your foe.
Instant Armor: Summon armor temporarily replacing
your current attire.
Light Lance: Creates a soaring beacon of light.
Paladin's Sacrifice: Take the damage and effects for
another creature.
Righteous Vigor: Boosts attack bonus with each hit.
Sacred BondF: Cast touch healing spells from a distance.
Saddle Surge: Bonus damage for moving on mount.
Wake of Light: Magical trail aids good creatures, hinders
evil ones.
Weapon of Awe: Weapon gets +2 on damage rolls.

3rd-Level Paladin Spells

Spoiler:

Divine Transfer: Transfer hit points and give DR/evil to
target creature.
Fire of Judgment: Smited creature takes damage when
it attacks.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects
multiple creatures.
Holy Whisper: Whisper sickens evil creatures, gives good
creatures bonuses.
Marks of Forbiddance: Makes 2 creatures pass Will saves
in order to attack each other.
Sanctify Armor: +1 AC/four levels (max +5).
Wrathful Mantle: Subject shines and gets +1/four levels on
all saves.

4th-Level Paladin Spells

Spoiler:

Blaze of Glory: Last stand cures good creatures, hurts evil.
Fire of Vengeance: Smited creature takes 3d8 damage.
Forced Repentance: Target falls prone and confesses sins.
King’s Castle: Instantly switch places with a single ally.
Oath of Peace: Grants +5 AC and DR 10/evil, can’t attack.
Resounding Blow: Melee attack deals 1d6 more damage.
Sacrificial Oath: Take damage for an ally for many rounds.
Stay the Hand: Subject cannot attack with melee weapon.


Zurai wrote:
seekerofshadowlight wrote:
This book seems to be a barrel of awesome. Thank you guys for taking to time and share some spoilers

I agree on both counts!

(what, you expected an argument? :P)

Nah, we agree on somethings.


Just, thanks for taking the time and effort to help us out, this thread is a lifesaver.

Now, how 'bout dem there Druids?


Could someone post the order of the star from the Cavalier please?

The Exchange

MinstrelintheGallery wrote:

Just, thanks for taking the time and effort to help us out, this thread is a lifesaver.

Now, how 'bout dem there Druids?

What about them? Just anything?

Quote:

Animal Shamans

Some druids form a close bond with one type of animal.
The following animal shamans represent just some of the
possibilities, exploring the unique bond between a druid
and her totem. These shamans all possess similar powers,
which are explained fully in the bear shaman description.
Quote:

Nature Bond: An eagle shaman who chooses an animal

companion must select a bird (eagle). If choosing a domain,
the eagle shaman must choose from the Air, Animal,
Nobility, and Weather domains.
Quote:

Wild Empathy (Ex): A lion shaman can use wild empathy

with felines as a full-round action with a +4 bonus.
Quote:

Totem Transformation (Su): At 2nd level, a wolf shaman

may adopt an aspect of the wolf while retaining her normal
form. This ability functions as the bear shaman ability,
but the druid may select from the following bonuses:
movement (+20 enhancement bonus to land speed), senses
(low-light vision, scent, +4 racial bonus to Survival when
tracking by scent), or natural weapons (bite [1d4 plus trip]
for a Medium druid, +2 CMB to trip). While using totem
transformation, the wolf shaman may speak normally and
can cast speak with animals (canines only) at will.
Quote:

Wild Shape (Su): At 6th level, a serpent shaman’s wild

shape ability functions at her druid level – 2. If she takes on
the form of a snake, she instead uses her druid level + 2.
Quote:

Bonus Feat: At 9th level and every 4 levels thereafter,

a bear shaman gains one of the following bonus feats:
Diehard, Endurance, Great Fortitude, Improved Great
Fortitude, Toughness. She must meet the prerequisites for
these bonus feats. This ability replaces venom immunity.


Typelouder wrote:
Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?

One of the spells that stuck out for me with the Pally is "Bestow Grace" allowing a paladin to grant an individual with Divine Grace.


awesome stuff- have they made new polymorphing spells, for types not yet covered?

Sovereign Court

MinstrelintheGallery wrote:
awesome stuff- have they made new polymorphing spells, for types not yet covered?

Searching for the word polymorph:

- not quite what you were asking about but..

True Form

Spoiler:

School abjuration; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Component V, S
Range medium (100 ft. + 10 ft./level)
Target up to one creature/3 levels, no two of which can be more
than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
True form removes any polymorph effect from a target creature,
returning it to its true form, even against its will. Against
creatures affected by polymorph spell effects (such as baleful
polymorph or giant form), you must make a caster level check
(1d20 + caster level, maximum +15) against a DC of 11 + caster
level of the effect. Success means that the polymorph effect
immediately ends.
A creature with the supernatural ability to change shape
(such as a lycanthrope) must make a Will saving throw or
immediately revert to its true form. If it fails this first saving
throw, the creature can attempt another Will saving throw
to overcome the spell as a full-round action that does not
provoke attacks of opportunity. If this save succeeds, the
spell ends and the creature is capable of changing shape once
again. If the second save fails, the creature is locked in its
true form for the duration of the spell, preventing any further
polymorph effects from changing its shape.


MinstrelintheGallery wrote:
awesome stuff- have they made new polymorphing spells, for types not yet covered?

None that I've seen yet.


so no turning into abberations...

Sovereign Court

Various aspect spells, bear, falcon stag wolf.

Aspect of the Bear

Spoiler:

Aspect of the Bear
School transmutation (polymorph); Level druid 2, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You take on an aspect of a bear. You gain a +2 enhancement
bonus to natural armor and a +2 enhancement bonus on CMB
rolls. You can also perform bull rush, grapple, and overrun combat
maneuvers without provoking attacks of opportunity.

Sovereign Court

Blessing of the Salamander

Spoiler:

School transmutation (polymorph); Level druid 5, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
When you cast this on a creature, its skin turns slick and
clammy and it is able to regenerate damage each round. While
under the effects of the spell, the creature gains fast healing 5,
fire resistance 20 and a +2 competence bonus to its Combat
Maneuver Defense.

That's all the (polymorph) I can find.


MinstrelintheGallery wrote:
so no turning into abberations...

Aberant Form type spells would have been a very nice addition.

Liberty's Edge

The long and the short of it is, I really think this may go down as one of the best and most innovative RPG books not only of this year, but ever. The staff has just completely outdone themselves, no level of praise for the effort put forth to make this book could possibly encapsulate how great I think it turned out. Seriously, one of the best books EVER. In any system.

I particularly like the amount of material that seems to have come from Mr. Nelson and some of the other RPG Superstar winners and runners-up. The fact that Paizo turned to them for ideas, and that they delivered in spades, is exactly the reason why this is the worlds greatest gaming company, hands down, no competition. If I could buy stock, I'd do it in a heartbeat. LOVE. THESE. GUYS. (And gals).

Sovereign Court

Order of the star

Order of the Star
Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. When a cavalier joins this order, he should select a single religion to serve.

Edicts:

Spoiler:

The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Challenge:

Spoiler:

Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:

Spoiler:

An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.

Order Abilities:
An order of the star cavalier gains the following abilities as he increases in level.

Calling (Ex):

Spoiler:

At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

For the Faith (Ex):

Spoiler:

At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Retribution (Ex):

Spoiler:

At 15th level, the cavalier can take
retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same aith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity.If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.


Jeremiziah wrote:

The long and the short of it is, I really think this may go down as one of the best and most innovative RPG books not only of this year, but ever. The staff has just completely outdone themselves, no level of praise for the effort put forth to make this book could possibly encapsulate how great I think it turned out. Seriously, one of the best books EVER. In any system.

I particularly like the amount of material that seems to have come from Mr. Nelson and some of the other RPG Superstar winners and runners-up. The fact that Paizo turned to them for ideas, and that they delivered in spades, is exactly the reason why this is the worlds greatest gaming company, hands down, no competition. If I could buy stock, I'd do it in a heartbeat. LOVE. THESE. GUYS. (And gals).

+1 is sounds so great I am not in the lest bit upset that I don't have my APG yet


Pathos wrote:
Typelouder wrote:
Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?
One of the spells that stuck out for me with the Pally is "Bestow Grace" allowing a paladin to grant an individual with Divine Grace.

The spells from the descriptions I am excited to read more about are:

grace: my dm does alot of difficult so theres almost no real chance to manuever in combat for flanks without taking the AoO,

Hero's defiance: Is this an immediate action? Lay On hands on my self is a swift action so unless it occurs at any point i dont see why it would be beneficial... though if it does act as an immediate action it will almost act as a second Orc Ferocity

fire of entanglement: Ability to add an effect onto my smite? f$&! yeah ill take it... add in some critical effect feats.. could make things even more exciting.

Righteous Vigor: increasing bonuses from attack? Thats how I am reading it from the description...

If some of these spells work like I hope they do I will be hoping I have more spells per day then I do or just alot of investments in Pearls of power....

Sovereign Court

Typelouder wrote:
Pathos wrote:
Typelouder wrote:
Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?
One of the spells that stuck out for me with the Pally is "Bestow Grace" allowing a paladin to grant an individual with Divine Grace.

The spells from the descriptions I am excited to read more about are:

grace: my dm does alot of difficult so theres almost no real chance to manuever in combat for flanks without taking the AoO,

Hero's defiance: Is this an immediate action? Lay On hands on my self is a swift action so unless it occurs at any point i dont see why it would be beneficial... though if it does act as an immediate action it will almost act as a second Orc Ferocity

fire of entanglement: Ability to add an effect onto my smite? f##! yeah ill take it... add in some critical effect feats.. could make things even more exciting.

Righteous Vigor: increasing bonuses from attack? Thats how I am reading it from the description...

If some of these spells work like I hope they do I will be hoping I have more spells per day then I do or just alot of investments in Pearls of power....

I think this was posted earlier but, one of the archetypes, sacred servant has the following feature:

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Your paladin might also like the following feat:

Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as f ire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell’s
actual level.

Sovereign Court

The smitter wrote:
Jeremiziah wrote:

The long and the short of it is, I really think this may go down as one of the best and most innovative RPG books not only of this year, but ever. The staff has just completely outdone themselves, no level of praise for the effort put forth to make this book could possibly encapsulate how great I think it turned out. Seriously, one of the best books EVER. In any system.

I particularly like the amount of material that seems to have come from Mr. Nelson and some of the other RPG Superstar winners and runners-up. The fact that Paizo turned to them for ideas, and that they delivered in spades, is exactly the reason why this is the worlds greatest gaming company, hands down, no competition. If I could buy stock, I'd do it in a heartbeat. LOVE. THESE. GUYS. (And gals).

+1 is sounds so great I am not in the lest bit upset that I don't have my APG yet

The fact that it is OGL makes it even awesomer. Its brilliant work that grows the community.

Sovereign Court

Typelouder wrote:


Hero's defiance: Is this an immediate action? Lay On hands on my self is a swift action so unless it occurs at any point i dont see why it would be beneficial... though if it does act as an immediate action it will almost act as a second Orc Ferocity

fire of entanglement: Ability to add an effect onto my smite? f%#* yeah ill take it... add in some critical effect feats.. could make things even more exciting.

Righteous Vigor: increasing bonuses from attack? Thats how I am reading it from the description...

If some of these spells work like I hope they do I will be hoping I have more spells per day then I do or just alot of investments in Pearls of power....

Fire good! - Lots of swift and immediate actions to cast.

Fire of Entanglement

Spoiler:

School evocation; Level paladin 2
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration 1 round/level
Saving Throw Reflex partial; Spell Resistance yes
The next creature you attack using your smite evil class
ability is wreathed in flames that impede its movement.
Until the end of the spell’s duration, the target is entangled.
If the target starts its turn in a square adjacent to you, it is
considered to be entangled to an immobile object (you) and
cannot move. A target that saves against this spell is affected
for only 1 round.

Fire of Judgment

Spoiler:

School evocation; Level paladin 3
Casting Time 1 swift action
Components V, S
Range special; see text
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes
After casting this spell, the next creature you attack using
your smite evil class ability is engulfed in flames of positive
energy. At the start of its turn, the target takes 1d6 points of
damage, and takes an additional 1d6 points of damage each
time it attacks a creature other than you. If the creature is
an outsider with the evil subtype, an evil-aligned dragon,
or an undead creature this damage increases to 1d10. With
a successful saving throw, a creature is affected by this
spell for only 1 round. This damage is divine in nature and
bypasses any DR the creature possesses.

Fire of Vengeance

Spoiler:

School evocation [fire]; Level paladin 4
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration see text
Saving Throw none; Spell Resistance no
After casting this spell, the next creature you attack using your
smite evil class ability is engulfed in holy flames that flare up
when the target attacks someone other than you. If at any
time during the duration of your smite evil effect the target
makes an attack that does not include you, it takes 3d8 points
of fire damage. Once triggered in this manner,
Target one creature

Hero’s Defiance

Spoiler:

School conjuration (healing); Level paladin 1
Casting Time 1 immediate action
Components V
Range personal
Target you
Duration instantaneous
The instant before you are reduced to 0 or fewer hit points, you
can expend a use of your lay on hands ability to heal yourself as
if you had used lay on hands, plus an additional 1d6 hit points.
If this healing brings your hit point total above 0 hit points, you
do not fall, and may continue to act. If you have no more uses
of lay on hands this spell has no effect.

Righteous Vigor

Spoiler:

School enchantment (compulsion) [mind-affecting]; Level
inquisitor 3, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Infusing the target with a surge of furious divine energy,
you enhance a creature’s ability to hit an opponent based on
the number of times it has already hit that opponent with a
successful attack. Each time the subject successfully strikes
an opponent with a successful melee attack, the subject gains
a cumulative +1 morale bonus on attack rolls (maximum +4
bonus) and gains 1d8 temporary hit points (to a maximum
of 20 temporary hit points). If an attack misses, the attack
bonus resets to +0 but any accumulated temporary hit points
remain. The temporary hit points disappear at the end of the
spell’s duration.


Robert Hawkshaw wrote:
Typelouder wrote:
Pathos wrote:
Typelouder wrote:
Interesting. How do the new spells look. Anything replace mercies for something? or make Lay on hands better?
One of the spells that stuck out for me with the Pally is "Bestow Grace" allowing a paladin to grant an individual with Divine Grace.

The spells from the descriptions I am excited to read more about are:

grace: my dm does alot of difficult so theres almost no real chance to manuever in combat for flanks without taking the AoO,

Hero's defiance: Is this an immediate action? Lay On hands on my self is a swift action so unless it occurs at any point i dont see why it would be beneficial... though if it does act as an immediate action it will almost act as a second Orc Ferocity

fire of entanglement: Ability to add an effect onto my smite? f##! yeah ill take it... add in some critical effect feats.. could make things even more exciting.

Righteous Vigor: increasing bonuses from attack? Thats how I am reading it from the description...

If some of these spells work like I hope they do I will be hoping I have more spells per day then I do or just alot of investments in Pearls of power....

I think this was posted earlier but, one of the archetypes, sacred servant has the following feature:

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Your paladin might also like the following feat:

Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as f ire) inflict nonlethal damage of that same type. A...

hmmm. what do you have to give up for the domain? I worship a god with the strength domain and getting access to enlarge, stoneskin, and righteous might on my paladin would be pretty exciting

Dark Archive

Ravingdork wrote:
Carpy DM wrote:
Ravingdork wrote:
My players want to know more about the anti-paladin and summoner specific feats.
Didn't see any antipaladin specific feats, though there is at least one antipaladin specific armor ability (unrighteous); the only major summoner-specific feat I saw was a version of Augment Summoning called Summoner's Call - it gives the eidolon a +2 enhancement bonus to a single physical stat for the first 10 minutes after the eidolon is summoned each time.

Sorry, please allow me to rephrase:

"My players are looking for ANYTHING on the antipaladin ITSELF. In addition, they want to know about summoner-specific feats.

They are hoping for something that will increase a summoner's effective level (to a max of their character level) for purposes of determining eidolon stats for thier multiclassed summoners. Kind of like PRACTICED SPELLCASTER or MAGICAL KNACK for a summoner and his eidolon.

Spoiler:

Table 2–13: Antipaladin
Base Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of evil, detect good, smite good 1/day —
— — —
2nd +2 +3 +0 +3 Touch of corruption, unholy resilience —
— — —
3rd +3 +3 +1 +3 Aura of cowardice, cruelty, plague bringer —
— — —
4th +4 +4 +1 +4 Channel negative energy, smite good 2/day 0
— — —
5th +5 +4 +1 +4 Fiendish boon 1
— — —
6th +6/+1 +5 +2 +5 Cruelty 1
— — —
7th +7/+2 +5 +2 +5 Smite good 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of despair 1
1 — —
9th +9/+4 +6 +3 +6 Cruelty 2
1 — —
10th +10/+5 +7 +3 +7 Smite good 4/day 2
1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of vengeance 2
1 1 —
12th +12/+7/+2 +8 +4 +8 Cruelty 2
2 1 —
13th +13/+8/+3 +8 +4 +8 Smite good 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of sin 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Cruelty 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite good 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of depravity 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Cruelty 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite good 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Unholy champion 4 4 3 3

Aura of Evil (Ex): The power of an antipaladin’s aura
of evil (see the detect evil spell) is equal to his antipaladin
level. A paladin who uses smite evil on an antipaladin
deals 2 points of damage per paladin level on his first
successful attack.
Detect Good (Sp): At will, an antipaladin can use
detect good, as the spell. An antipaladin can, as a move
action, concentrate on a single item or individual within
60 feet and determine if it is good, learning the strength
of its aura as if having studied it for 3 rounds. While
focusing on one individual or object, the antipaladin
does not detect good in any other object or individual
within range.

Smite Good (Su): Once per day, an antipaladin
can call out to the dark powers to crush the forces of
good. As a swift action, the antipaladin chooses one
target within sight to smite. If this target is good, the
antipaladin adds his Charisma bonus (if any) on his
attack rolls and adds his antipaladin level on all damage
rolls made against the target of his smite. If the target of
smite good is an outsider with the good subtype, a goodaligned
dragon, or a good creature with levels of cleric
or paladin, the bonus to damage on the f irst successful
attack increases to 2 points of damage per level the
antipaladin possesses. Regardless of the target, smite
good attacks automatically bypass any DR the creature
might possess.
In addition, while smite good is in effect, the antipaladin
gains a def lection bonus equal to his Charisma modifier
(if any) to his AC against attacks made by the target of
the smite. If the antipaladin targets a creature that is not
good, the smite is wasted with no effect.
The smite good effect remains until the target of the
smite is dead or the next time the antipaladin rests and
regains his uses of this ability. At 4th level, and at every
three levels thereafter, the antipaladin may smite good
one additional time per day, as indicated on Table 2–13, to
a maximum of seven times per day at 19th level.

Unholy Resilience (Su): At 2nd level, an antipaladin
gains a bonus equal to his Charisma bonus (if any) on all
saving throws.

Touch of Corruption (Su): Beginning at 2nd level, an
antipaladin surrounds his hand with a f iendish f lame,
causing terrible wounds to open on those he touches.
Each day he can use this ability a number of times equal
to 1/2 his antipaladin level + his Charisma modif ier. As
a touch attack, an antipaladin can cause 1d6 points of
damage for every two antipaladin levels he possesses.
Using this ability is a standard action that does not
provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal
undead creatures, restoring 1d6 hit points for every two
levels the antipaladin possesses. This ability is modified
by any feat, spell, or effect that specifically works with the
lay on hands paladin class feature. For example, the Extra
Lay On Hands feat grants an antipaladin 2 additional
uses of the touch of corruption class feature.

Aura of Cowardice (Su): At 3rd level, an antipaladin
radiates a palpably daunting aura that causes all
enemies within 10 feet to take a –4 penalty on saving
throws against fear effects. Creatures that are normally
immune to fear lose that immunity while within 10 feet
of an antipaladin with this ability. This ability functions
only while the antipaladin remains conscious, not if he
is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness
make an antipaladin a beacon of corruption and disease.
An antipaladin does not take any damage or take any
penalty from diseases. He can still contract diseases and
spread them to others, but he is otherwise immune to
their effects.

Cruelty (Su): At 3rd level, and every three levels
thereafter, an antipaladin can select one cruelty. Each
cruelty adds an effect to the antipaladin’s touch of
corruption ability. Whenever the antipaladin uses touch
of corruption to deal damage to one target, the target also
receives the additional effect from one of the cruelties
possessed by the antipaladin. This choice is made
when the touch is used. The target receives a Fortitude
save to avoid this cruelty. If the save is successful, the
target takes the damage as normal, but not the effects
of the cruelty. The DC of this save is equal to 10 + 1/2
the antipaladin’s level + the antipaladin’s Charisma
modif ier. At 3rd level, the antipaladin can select from
the following initial cruelties.
• Fatigued: The target is fatigued.
• Shaken: The target is shaken for 1 round per level of
the antipaladin.
• Sickened: The target is sickened for 1 round per level of
the antipaladin.
At 6th level, an antipaladin adds the following cruelties
to the list of those that can be selected.
• Dazed: The target is dazed for 1 round.
• Diseased: The target contracts a disease, as if the
antipaladin had cast contagion, using his antipaladin
level as his caster level.
• Staggered: The target is staggered for 1 round per two
levels of the antipaladin.
At 9th level, an antipaladin adds the following cruelties
to the list of those that can be selected.
• Cursed: The target is cursed, as if the antipaladin had
cast bestow curse, using his antipaladin level as his
caster level.
• Exhausted: The target is exhausted. The antipaladin
must have the fatigue cruelty before selecting this
cruelty.
• Frightened: The target is frightened for 1 round per two
levels of the antipaladin. The antipaladin must have
the shaken cruelty before selecting this cruelty.
• Nauseated: The target is nauseated for 1 round per three
levels of the antipaladin. The antipaladin must have
the sickened cruelty before selecting this cruelty.
• Poisoned: The target is poisoned, as if the antipaladin
had cast poison, using the antipaladin’s level as the
caster level.
At 12th level, an antipaladin adds the following
cruelties to the list of those that can be selected.
• Blinded: The target is blinded for 1 round per level of
the antipaladin.
• Deafened: The target is deafened for 1 round per level
of the antipaladin.
• Paralyzed: The target is paralyzed for 1 round.
• Stunned: The target is stunned for 1 round per four
levels of the antipaladin.
These abilities are not cumulative. For example, a
12th-level antipaladin’s touch of corruption ability deals
6d6 points of damage and might also cause the target to
become fatigued, dazed, poisoned, or diseased. Once a
cruelty is chosen, it can’t be changed.

Channel Negative Energy (Su): When an antipaladin
reaches 4th level, he gains the supernatural ability to
channel negative energy like a cleric. Using this ability
consumes two uses of his touch of corruption ability.
An antipaladin uses his level as his effective cleric level
when channeling negative energy. This is a Charismabased
ability.

Spells: Beginning at 4th level, an antipaladin gains the
ability to cast a small number of divine spells which are
drawn from the antipaladin spell list presented in Chapter
5. An antipaladin must choose and prepare his spells in
advance. To prepare or cast a spell, an antipaladin must have
a Charisma score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against an antipaladin’s
spell is 10 + the spell level + the antipaladin’s Charisma
modifier. Like other spellcasters, an antipaladin can cast
only a certain number of spells of each spell level per
day. His base daily spell allotment is the same as that of a
paladin and is given on Table 2–13. In addition, he receives
bonus spells per day if he has a high Charisma score (see
Table 1–3 in the Core Rulebook). When Table 2–13 indicates
that the antipaladin gets 0 spells per day of a given spell
level, he gains only the bonus spells he would be entitled to
based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in quiet
prayer and meditation to regain his daily allotment of
spells. An antipaladin may prepare and cast any spell
on the antipaladin spell list, provided that he can cast
spells of that level, but he must choose which spells to
prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level.
At 4th level and higher, his caster level is equal to his
antipaladin level –3.

Fiendish Boon (Sp): Upon reaching 5th level, an
antipaladin receives a boon from his dark patrons. This
boon can take one of two forms. Once the form is chosen,
it cannot be changed.
The first type of bond allows the antipaladin to enhance
his weapon as a standard action by calling upon the aid of
a fiendish spirit for 1 minute per antipaladin level. When
called, the spirit causes the weapon to shed unholy light
as a torch. At 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a
maximum of +6 at 20th level. These bonuses can be added
to the weapon, stacking with existing weapon bonuses to
a maximum of +5, or they can be used to add any of the
following weapon properties: anarchic, f laming, f laming
burst, keen, speed, unholy, vicious, vorpal, and wounding.
Adding these properties consumes an amount of bonus
equal to the property’s cost (see Table 15–9 in the Core
Rulebook). These bonuses are added to any properties the
weapon already has, but duplicate abilities do not stack.
If the weapon is not magical, at least a +1 enhancement
bonus must be added before any other properties can be
added. The bonus and properties granted by the spirit
are determined when the spirit is called and cannot be
changed until the spirit is called again. The fiendish
spirit imparts no bonuses if the weapon is held by anyone
other than the antipaladin but resumes giving bonuses if
returned to the antipaladin. These bonuses apply to only
one end of a double weapon. An antipaladin can use this
ability once per day at 5th level, and one additional time
per day for every four levels beyond 5th, to a total of four
times per day at 17th level.
If a weapon bonded with a fiendish spirit is destroyed,
the antipaladin loses the use of this ability for 30 days,
or until he gains a level, whichever comes first. During
this 30-day period, the antipaladin takes a –1 penalty on
attack and weapon damage rolls.
The second type of bond allows an antipaladin to
gain the service of a fiendish servant. This functions as
summon monster III, except the duration is permanent
and the antipaladin can only gain the service of a single
creature and that creature must either have the chaotic
and evil subtypes or it must be a fiendish animal. Once
selected, the choice is set, but it may be changed whenever
the antipaladin gains a level. Upon reaching 7th level,
and every two levels thereafter, the level of the summon
monster spell increases by one, to a maximum of summon
monster IX at 17th level.
Once per day, as a full-round action, an antipaladin
may magically call his servant to his side. This ability
is the equivalent of a spell of a level equal to one-third
the antipaladin’s level. The servant immediately appears
adjacent to the antipaladin. An antipaladin can use this
ability once per day at 5th level, and one additional time
per day for every four levels thereafter, for a total of four
times per day at 17th level.
At 11th level, the servant gains the advanced template
(see the Pathfinder RPG Bestiary). At 15th level, an
antipaladin’s servant gains spell resistance equal to the
antipaladin’s level + 11.
Should the antipaladin’s fiendish servant die or be
banished, the antipaladin may not summon another
servant for 30 days or until he gains an antipaladin level,
whichever comes first. During this 30-day period, the
antipaladin takes a –1 penalty on attack and weapon
damage rolls.

Aura of Despair (Su): At 8th level, enemies within 10 feet
of an antipaladin take a –2 penalty on all saving throws.
This penalty does not stack with the penalty from aura
of cowardice.
This ability functions only while the antipaladin is
conscious, not if he is unconscious or dead.

Aura of Vengeance (Su): At 11th level, an antipaladin
can expend two uses of his smite good ability to grant
the ability to smite good to all allies within 10 feet, using
his bonuses. Allies must use this smite good ability by
the start of the antipaladin’s next turn and the bonuses
last for 1 minute. Using this ability is a free action. Good
creatures gain no benefit from this ability.

Aura of Sin (Su): At 14th level, an antipaladin’s weapons
are treated as evil-aligned for the purposes of overcoming
damage reduction. Any attack made against an enemy
within 10 feet of him is treated as evil-aligned for the
purposes of overcoming damage reduction. This ability
functions only while the antipaladin is conscious, not if
he is unconscious or dead.

Aura of Depravity (Su): At 17th level, an antipaladin
gains DR 5/good. Each enemy within 10 feet takes a –4
penalty on saving throws against compulsion effects.
This ability functions only while the antipaladin is
conscious, not if he is unconscious or dead.
Unholy Champion (Su): At 20th level, an antipaladin
becomes a conduit for the might of the dark powers. His
DR increases to 10/good. Whenever he uses smite good
and successfully strikes an good outsider, the outsider
is also subject to a banishment, using his antipaladin
level as the caster level (his weapon and unholy symbol
automatically count as objects that the subject hates).
After the banishment effect and the damage from the attack
is resolved, the smite immediately ends. In addition,
whenever he channels negative energy or uses touch of
corruption to damage a creature, he deals the maximum
possible amount.

Code of Conduct: An antipaladin must be of chaotic
evil alignment and loses all class features except
proficiencies if he willingly and altruistically
commits good acts. This does not mean that an
antipaladin cannot take actions someone else
might qualify as good, only that such actions
must always be in service of his own dark
ends. An antipaladin’s code requires that
he place his own interests and desires above
all else, as well as impose tyranny, take
advantage whenever possible, and
punish the good and just,
provided such actions
don’t interfere with
his goals.

Associates: While
he may adventure with
evil or neutral allies, an
antipaladin avoids working with
good characters or with anyone who
consistently attempts to do good deeds.
Under exceptional circumstances,
an antipaladin can ally with good
associates, but only to defeat them
from within and bring ruin to
their ranks. An antipaladin does
not need an atonement spell during
such an unusual alliance as long as his nefarious goals
are met in the end—evil cares only about results. An
antipaladin may accept only henchmen, followers, or
cohorts who are chaotic evil.

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