I opened this blog a few months ago, and it was more successful than I had thought. Thank you for following me, and letting me feel your support.
Expect more goodness in the new year- and if things go really well, who can say what else I could do?
Happy Pathfinder 2018, everyone!
Bardess
domenica 31 dicembre 2017
sabato 30 dicembre 2017
New Feat: Atavistic Wings
Let’s go on with my Cyborg 002 conversion. After making him a tiefling of daitengu descent, here’s a feat that should allow him to spread his wings, even if not at 1st level.
Atavistic Wings (Common)
Your vestigial wings become more useful.
Prerequisite(s): Vestigial wings racial trait or Tengu Wings, character level 10th.
Benefit: Your wings become larger and stronger, granting a continuous fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
To make him fly at high speed at low levels, choosing with attention his class archetypes will be a great help... we’ll discuss that next time.
Atavistic Wings (Common)
Your vestigial wings become more useful.
Prerequisite(s): Vestigial wings racial trait or Tengu Wings, character level 10th.
Benefit: Your wings become larger and stronger, granting a continuous fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
To make him fly at high speed at low levels, choosing with attention his class archetypes will be a great help... we’ll discuss that next time.
mercoledì 27 dicembre 2017
New Skald Archetype: Spirit Teller
As I promised, here’s an archetype to use with shaman-related material. I must say I couldn’t believe something like this didn’t already exist. It’s stackable with the Bacchanal archetype, so feel free to use it with the Inebriation spirit... but Nature is a great idea as well.
Spirit Teller (Skald Archetype)
While all skalds are intermediaries between their tribemates and spirits, a spirit teller dances between the forces of nature and the souls of ancestors, letting himself be temporarily possessed by them.
Spirit Animal Bond (Ex): At 1st level, a spirit teller acquires a spirit animal, functioning as the shaman's ability. While the skald doesn't prepare his spells, he must commune with his spirit animal each day when regaining his spell slots. If his spirit animal is slain, the spirit teller cannot regain spells or use his spirit magic class feature until the spirit animal is replaced. This ability replaces bardic knowledge.
Dance of Spirits (Su): At 3rd level, every day when regaining his spells, the spirit guide can choose a shaman spirit to bond with temporarily. She gains the spirit ability granted by that spirit and adds the 1st-6th spirit magic spells granted by that spirit to his known spells list. At 9th level, the spirit teller gains the greater spirit ability granted by his bonded spirit, and at 17th level, its true spirit ability. This replaces the 3rd and 9th-level rage powers and song of the fallen.
Hex Kenning (Su): At 5th level, the spirit teller can use one of his spirit's hexes once per day for 1 use only or for 1 hour (whichever ends first). At 11th level, he can use this power twice per day, and at 14th level, three times per day. The spirit teller cannot change his chosen hex until the next time he regains spells. He uses his skald level as his shaman level, and he switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects. This replaces spell kenning.
Spirit Teller (Skald Archetype)
While all skalds are intermediaries between their tribemates and spirits, a spirit teller dances between the forces of nature and the souls of ancestors, letting himself be temporarily possessed by them.
Spirit Animal Bond (Ex): At 1st level, a spirit teller acquires a spirit animal, functioning as the shaman's ability. While the skald doesn't prepare his spells, he must commune with his spirit animal each day when regaining his spell slots. If his spirit animal is slain, the spirit teller cannot regain spells or use his spirit magic class feature until the spirit animal is replaced. This ability replaces bardic knowledge.
Dance of Spirits (Su): At 3rd level, every day when regaining his spells, the spirit guide can choose a shaman spirit to bond with temporarily. She gains the spirit ability granted by that spirit and adds the 1st-6th spirit magic spells granted by that spirit to his known spells list. At 9th level, the spirit teller gains the greater spirit ability granted by his bonded spirit, and at 17th level, its true spirit ability. This replaces the 3rd and 9th-level rage powers and song of the fallen.
Hex Kenning (Su): At 5th level, the spirit teller can use one of his spirit's hexes once per day for 1 use only or for 1 hour (whichever ends first). At 11th level, he can use this power twice per day, and at 14th level, three times per day. The spirit teller cannot change his chosen hex until the next time he regains spells. He uses his skald level as his shaman level, and he switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects. This replaces spell kenning.
domenica 24 dicembre 2017
New Exit: Shaman Spirits
Everyman Options: Shaman Spirits is out! This new installment from Everyman Games features a lot of great material, included my four seasons spirits- Autumn, Spring, Summer, and Winter. I could have included the Spirit of Passion as well, but... it will be for next time! In the meanwhile, I’m itching to write some archetype to use with this material... let’s see.
sabato 23 dicembre 2017
New Monster: Mazzamurello
Here's another critter which didn't do in the next Wayfinder issue. It's a fey from the parts where I live now...
A tiny man with a red suit and pointy hat and shoes jumps and springs around the forest. In a few moments he’s gone, leaving only the silvery sounds of laughter behind.
Mazzamurello, CR 2
XP 600
CG Tiny fey
Init +8; Senses low-light vision; Perception +8
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 20 (4d6+6)
Fort +4, Ref +8, Will +5
DR 5/cold iron; SR 13
Offense
Speed 40 ft.
Melee heavy mace +8 (1d4-2)
Space 2-1/2 ft.; Reach 0 ft
Special Attacks losing footprints
Spell-Like Abilities (CL 7th; concentration +8)
At will- ghost sound (DC 14), invisibility (self only), prestidigitation
3/day- lose the trail, unseen servant
1/day- major creation
Statistics
Str 6, Dex 18, Con 17, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Diplomacy +8, Perception +8, Sense Motive +8, Sleight of Hand +11, Stealth +19, Use Magic Device +8
Languages Common, Sylvan
Ecology
Environment any
Organization solitary or band (4d6)
Treasure standard
Special Abilities
Losing Footprints (Sp): Once per day, a mazzamurello can create a set of magical footprints that appear to go nowhere and come from nowhere. Whoever steps on these footprints is subject to a lost passageISR effect at caster level 20th (DC 13). The footprints last for 24 hours.
More good-hearted than their cousin the pooka, but as much fun-loving as it, mazzamurelli (“they who hit walls with a mace”) can hide in the woods, making unwary youths lose their way and come home with their hair all a mess; or they can party in abandoned houses, making loud sounds all the time but never being seen.
Mazzamurelli are feared and cautiously loved by peasants, who try not to displease the little fey, afraid to draw bad luck on themselves. It is bad luck, for example, to untie a knot a mazzamurello tied.
These creatures fancy protecting good humans and punish greed ones or noisy ones who don’t respect nature. One mazzamurello can throw into a confusion an entire enemy army, causing it to retire and saving a human city he likes; or a band of them can fool evil people giving them plenty of gold pieces and gems that vanish after a few hours. If humans don’t show proper respect, mazzamurelli can keep them awake all nights with their banging on the house walls.
A tiny man with a red suit and pointy hat and shoes jumps and springs around the forest. In a few moments he’s gone, leaving only the silvery sounds of laughter behind.
Mazzamurello, CR 2
XP 600
CG Tiny fey
Init +8; Senses low-light vision; Perception +8
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 20 (4d6+6)
Fort +4, Ref +8, Will +5
DR 5/cold iron; SR 13
Offense
Speed 40 ft.
Melee heavy mace +8 (1d4-2)
Space 2-1/2 ft.; Reach 0 ft
Special Attacks losing footprints
Spell-Like Abilities (CL 7th; concentration +8)
At will- ghost sound (DC 14), invisibility (self only), prestidigitation
3/day- lose the trail, unseen servant
1/day- major creation
Statistics
Str 6, Dex 18, Con 17, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Diplomacy +8, Perception +8, Sense Motive +8, Sleight of Hand +11, Stealth +19, Use Magic Device +8
Languages Common, Sylvan
Ecology
Environment any
Organization solitary or band (4d6)
Treasure standard
Special Abilities
Losing Footprints (Sp): Once per day, a mazzamurello can create a set of magical footprints that appear to go nowhere and come from nowhere. Whoever steps on these footprints is subject to a lost passageISR effect at caster level 20th (DC 13). The footprints last for 24 hours.
More good-hearted than their cousin the pooka, but as much fun-loving as it, mazzamurelli (“they who hit walls with a mace”) can hide in the woods, making unwary youths lose their way and come home with their hair all a mess; or they can party in abandoned houses, making loud sounds all the time but never being seen.
Mazzamurelli are feared and cautiously loved by peasants, who try not to displease the little fey, afraid to draw bad luck on themselves. It is bad luck, for example, to untie a knot a mazzamurello tied.
These creatures fancy protecting good humans and punish greed ones or noisy ones who don’t respect nature. One mazzamurello can throw into a confusion an entire enemy army, causing it to retire and saving a human city he likes; or a band of them can fool evil people giving them plenty of gold pieces and gems that vanish after a few hours. If humans don’t show proper respect, mazzamurelli can keep them awake all nights with their banging on the house walls.
mercoledì 20 dicembre 2017
Tiefling Subrace: Pridewalker
Here we are again with my favorite manga characters and in particular a certain, rocambolesque flying scoundrel... Cyborg 002.
Is he a swashbuckler? Sure! Never seen a more boasting hero! Is he a rogue? Sure! He was the leader of a West Side gang. No problem with classes here!
...What race is he, though? And how can he fly from 1st level? And, well... where does that nose come from?! :D
Well... actually, it turns out that the Japanese mostly see western people as long-nosed, but it’s not only this. A long nose is symbolic of pride and arrogance, both things that our New-Yorker cyborg owns in abundance. Not for nothing, some mischevious pixies in Japanese traditions are pride personified, so...
Alternate Tiefling Heritage: Pridewalker
The sons and daughters of mighty daitengu, pridewalkers are not inherently evil but are counted among tiefling for a matter of simplicity and tendency to mischievousness. They often sport red hair, long noses, and a very boasting attitude.
Ancestry Daitengu
Typical Alignment N
Ability Modifiers +2 Dex, +2 Cha, -2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Pridewalkers gain glide as a spell-like ability.
Of course, this alone isn’t enough... but it’s a beginning, and this way he can glide and have vestigial wings from 1st level. But it doesn’t end here.
Pridewalker Race Traits
Blood of Mischief: Your features and personality remember the crow people you’re related to. You count as both a tiefling and a tengu for all prerequisites.
Born Swordplayer: Your ancestor’s blood gives you an instinctive grasp of sword fighting principles. Choose one type of sword listed under the tengu’s swordtrained ability. You are proficient with that weapon. If your class grants proficiency with that weapon, you gain a +1 trait bonus on attacks of opportunity made with it.
With these, he can take the Tengu Wings feat at 5th level. But it’s not enough again... we’ll see some archetypes and feats next time!
domenica 17 dicembre 2017
Dealing With Glamour: Witches and the Fey (Part III)
“And, my lady, old I may be, and hag I may be, but stupid I ain’t. You’re no kind of goddess. I ain’t against gods and goddesses, in their place. But they’ve got to be the ones we make ourselves. Then we can take ’em to bits for the parts when we don’t need ’em anymore, see? And elves far away in fairyland, well, maybe that’s something people need to get ’emselves through the iron times. But I ain’t having elves here. You make us want what we can’t have and what you give us is worth nothing and what you take is everything and all there is left for us is the cold hillside, and emptiness, and the laughter of the elves”.
She took a deep breath. “So bugger off”.
-Sir Terry Pratchett, Lords and Ladies
Unsworn Witch
Some witches are too proud to accept the guide of a patron. They don’t trust otherworldly creatures, and dislike intrusions in their guarded territory. These witches are given their power by the land itself, defending it from internal and external dangers, and by their own stubbornness and tenacity.
Terrain Pact (Su): At 1st level, rather than with a patron, a land–bonded witch bonds with a terrain, chosen from the ranger’s list. As an alternative, she can choose a territory with a radius of 2 miles for every witch level she possesses to bond with. It’s the bond with the land which grants a land-bonded witch her abilities. While in her bonded terrain, a land–bonded witch gains several advantages, but she also must suffer disadvantages when in a territory different from her own.
An unsworn witch in her chosen territory can choose a new set of patron spells to add to her list of spells known every time she regains her spells. The unsworn witch can only choose among the following patrons: ancestors, animals, boundaries, enchantment, healing, plant, or wisdom. In addition, her hexes with a range function in all her territory. When outside her chosen territory, an unsworn witch doesn’t gain any patron spells, and her hexes work at her witch level -3. An unsworn witch can attune herself to a new territory in a week.
This replaces familiar and alters witch’s patron.
Rebuke Intruders (Su): At 2nd level, an unsworn witch gains a favored enemy, similar to the ranger’s ability. When in her chosen territory, the witch gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. She also applies this bonus on her casting level and save DC against the selected creatures. At 6th, 12th, and 18th level, the unsworn witch can select another favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. The witch can only select aberrations, fey, outsiders, or undead as her favored enemies. This replaces the 1st, 6th, 12th, and 18th-level hexes.
She took a deep breath. “So bugger off”.
-Sir Terry Pratchett, Lords and Ladies
Unsworn Witch
Some witches are too proud to accept the guide of a patron. They don’t trust otherworldly creatures, and dislike intrusions in their guarded territory. These witches are given their power by the land itself, defending it from internal and external dangers, and by their own stubbornness and tenacity.
Terrain Pact (Su): At 1st level, rather than with a patron, a land–bonded witch bonds with a terrain, chosen from the ranger’s list. As an alternative, she can choose a territory with a radius of 2 miles for every witch level she possesses to bond with. It’s the bond with the land which grants a land-bonded witch her abilities. While in her bonded terrain, a land–bonded witch gains several advantages, but she also must suffer disadvantages when in a territory different from her own.
An unsworn witch in her chosen territory can choose a new set of patron spells to add to her list of spells known every time she regains her spells. The unsworn witch can only choose among the following patrons: ancestors, animals, boundaries, enchantment, healing, plant, or wisdom. In addition, her hexes with a range function in all her territory. When outside her chosen territory, an unsworn witch doesn’t gain any patron spells, and her hexes work at her witch level -3. An unsworn witch can attune herself to a new territory in a week.
This replaces familiar and alters witch’s patron.
Rebuke Intruders (Su): At 2nd level, an unsworn witch gains a favored enemy, similar to the ranger’s ability. When in her chosen territory, the witch gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. She also applies this bonus on her casting level and save DC against the selected creatures. At 6th, 12th, and 18th level, the unsworn witch can select another favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. The witch can only select aberrations, fey, outsiders, or undead as her favored enemies. This replaces the 1st, 6th, 12th, and 18th-level hexes.
sabato 16 dicembre 2017
New Feats for Alchemists
Potions & Poisons is a much welcome book! It fills some long-time gaps in alchemical material for Pathfinder, like the Fermenter archetype and tinctures- if barbarian and monks can have drunk powers, why in the earth couldn’t alchemists?!
Another most interesting thing is the welcome introduction of “meta-alchemical” feats. Since alchemists are not considered casters, they couldn't apply metamagic effects to their extracts until now. I like the Vaporous Potion feat the most, another one which feels a gap- why the blazes an alchemist shouldn’t be able to throw a potion to someone as a splash weapon?! This is something I always wanted to do!
Now there’s only the next logical step to make... throwing extracts too!
Vaporous Extract
You can throw an extract to your target.
Prerequisites: Vaporous Potion, able to create 1st-level extracts.
Benefits: You can throw an extract you prepared, applying the same rules as in the Vaporous Potion feat.
Vaporous Cloud
Your thrown potions create a cloud, affecting more targets.
Prerequisites: Vaporous Extract, Vaporous Potion, able to create 3rd-level extracts
Benefits: A potion or extract you throw creates a cloud with a 15 ft. radius. Everyone in the cloud is affected by the potion or extract effect.
A potion or extract treated to create a vaporous cloud is considered as having +2 spell levels for the purpose of crafting or extract slot consumed.
Another most interesting thing is the welcome introduction of “meta-alchemical” feats. Since alchemists are not considered casters, they couldn't apply metamagic effects to their extracts until now. I like the Vaporous Potion feat the most, another one which feels a gap- why the blazes an alchemist shouldn’t be able to throw a potion to someone as a splash weapon?! This is something I always wanted to do!
Now there’s only the next logical step to make... throwing extracts too!
Vaporous Extract
You can throw an extract to your target.
Prerequisites: Vaporous Potion, able to create 1st-level extracts.
Benefits: You can throw an extract you prepared, applying the same rules as in the Vaporous Potion feat.
Vaporous Cloud
Your thrown potions create a cloud, affecting more targets.
Prerequisites: Vaporous Extract, Vaporous Potion, able to create 3rd-level extracts
Benefits: A potion or extract you throw creates a cloud with a 15 ft. radius. Everyone in the cloud is affected by the potion or extract effect.
A potion or extract treated to create a vaporous cloud is considered as having +2 spell levels for the purpose of crafting or extract slot consumed.
mercoledì 13 dicembre 2017
Dealing With Glamour: Witches and the Fey (Part II)
"Hah! Flowers and suchlike. Dancing about without yer drawers on. Mucking about with
cards and bits of string. And it worked, I expect. She gave you power, for a while. Oh, she
must have laughed. And then there is less power and more price. And then no power, and
you're payin' every day. They always take more than they give. And what they give has less
than no value. And they end up taking everything. What they like to get from us is our fear.
What they want from us most of all is our belief. If you call them, they will come. You'll give
them a channel if you call them here, at circle time, where the world's thin enough to hear.
The power in the Dancers is weak enough now as it is. And I'm not having the ... the Lords
and Ladies back."
-Sir Terry Pratchett, Lords and Ladies
cards and bits of string. And it worked, I expect. She gave you power, for a while. Oh, she
must have laughed. And then there is less power and more price. And then no power, and
you're payin' every day. They always take more than they give. And what they give has less
than no value. And they end up taking everything. What they like to get from us is our fear.
What they want from us most of all is our belief. If you call them, they will come. You'll give
them a channel if you call them here, at circle time, where the world's thin enough to hear.
The power in the Dancers is weak enough now as it is. And I'm not having the ... the Lords
and Ladies back."
-Sir Terry Pratchett, Lords and Ladies
Feybound
Witch (Witch Archetype)
A feybound witch's patron is a
creature from the First World. Her pledge of loyalty to powerful fey gives her
a great pool of power to draw from, but she must pay the price continuously
pleasing her fickle lords.
Spellcasting: A feybound witch casts
arcane spells drawn from the witch spell list. She can cast any spell she knows
without preparing it ahead of time. To learn or cast a spell, a feybound witch
must have a Charisma score equal to at least 10 + the spell's level. The DC for
a saving throw against a feybound witch’s spell is 10 + the spell's level + the
feybound witch’s Charisma modifier. A feybound witch can cast only a certain
number of spells of each spell level per day. Her base daily spell allotment is
the same as a sorcerer of the same level. In addition, she receives bonus
spells per day if she has a high Charisma score. In addition, a feybound witch
adds her patron spells to her list of spells known.
A feybound witch’s selection of spells is limited. She
has the same number of spells known as a sorcerer of the same level, and can
choose new spells to replace old ones at 5th level and every 3 class
levels after that, just as a sorcerer does. See the sorcerer for more
information on swapping spells known.
Additionally, any witch’s class feature or spell from
the witch spell list that normally uses a calculation based on Intelligence is
instead based on Charisma for a feybound witch. For example, the save to resist
a feybound witch’s hexes is equal to 10 + ½ the feybound witch’s level + the
witch’s Charisma modifier. This no effect on the witch’s class skills or skill
points. This ability replaces the witch’s spells class feature.
Faerie Patron Bond: At 1st level, a feybound witch
bonds with a faerie patron. She gains Fey Obedience as a bonus feat, even if
she doesn’t meet the feat’s prerequisites. If the witch fails to perform her
daily obedience, she loses access to all her spells and other witch class
features for that day. This replaces familiar.
Fey Resistances (Su): At 10th level, a feybound witch
gains DR/cold iron equal to ½ her witch level. Her weapons (included natural
weapons) are considered magic for the purpose of overcoming damage reduction. This replaces the 10th-level hex.
domenica 10 dicembre 2017
A 2E Priest in Pathfinder: What's Best? (Part 2: Druids and [Kobold] Shamans)
What characteristics should have a druid to become a 2E priest how I see it?
Let's continue our discussion where I left it last time. The druid has an obvious vantage over the cleric -she's an agent of a specific philosophy, with restrictions on weapon and armor use- and an obvious disadvantage- she lacks many important cleric spells. Plus, we want a way to get free from the wild shape power. And an aura would't be a bad thing at all.
Let's examine some archetypes of druids without an animal companion. Ancient Guardian is almost perfect: the domain choice is the right one for a pacifist priest, and her calm emotions power made my heart leap when I read it. Patience of Nature is also beautiful. Unfortunately, this druid does have wild shape, and the existing archetypes replacing wild shape don't stack with it.
Halcyon Druid is also beautiful, and it does replace wild shape. Peacekeeper? Great! Resist Fiendish Influence? Amazing! It's that bonded mask thing that ruins it a bit, making it too campaign-bonded- and I wouldn't have minded adding cleric spells to her list instead of wizard spells.
Then there are the Nature Priest and the Restorer. Both have something I like, and both have too little to be what I would need. However, I bet you knew I was going to talk about these archetypes, since I fused them together in my Nature Sage here, didn't you?
When we search outside of Paizo, the first thing to come to my mind is Kobold Quarterly #15, with the Nature's Orders article. The Purist druid archetype does a good work replacing wild shape with channel energy. Unfortunately, channel energy was just one of the things I was trying to make facultative for the cleric! Plus, the Purist doesn't alter the druid's spell list.
Another issue of the same magazine, #21, had a class that is still today one of my 3PP favourites, and later earned a book all for itself- The Shaman (before Paizo sent out a class of their own with this name). The Kobold Press Shaman is a spontaneous druid with a spirit guide similar to an animal companion, a series of totem secrets similar to oracle revelations, and some healing witch hexes. I even wrote some official archetypes for it! But, well... I talk about it here only because it expands the fan of options for divine characters, and because I like it so much. It's not versatile enough to serve my purpose.
Then there's (again) the Dùlra from The Book of Many Things! Do I like it? Heck if I like it! I asked for that class to be written, and Faerie Friend is a simply adorable power. I wrote the Brown Friar archetype for the class, and the Faerie Pact alternate class option to give other divine characters some of her abilities. It even has an aura! The only thing is... that even with my modifications, the dùlra spell list still includes too many distructive spells. It would still need some tinkering (maybe one day...)
Do you know what druid would be a perfect priest?! The Spirit Mender from Spheres of Power! But I guess I'd better dedicate an entire new post of this series to spherecasting, since it's a whole different system of magic...
Let's continue our discussion where I left it last time. The druid has an obvious vantage over the cleric -she's an agent of a specific philosophy, with restrictions on weapon and armor use- and an obvious disadvantage- she lacks many important cleric spells. Plus, we want a way to get free from the wild shape power. And an aura would't be a bad thing at all.
Let's examine some archetypes of druids without an animal companion. Ancient Guardian is almost perfect: the domain choice is the right one for a pacifist priest, and her calm emotions power made my heart leap when I read it. Patience of Nature is also beautiful. Unfortunately, this druid does have wild shape, and the existing archetypes replacing wild shape don't stack with it.
Halcyon Druid is also beautiful, and it does replace wild shape. Peacekeeper? Great! Resist Fiendish Influence? Amazing! It's that bonded mask thing that ruins it a bit, making it too campaign-bonded- and I wouldn't have minded adding cleric spells to her list instead of wizard spells.
Then there are the Nature Priest and the Restorer. Both have something I like, and both have too little to be what I would need. However, I bet you knew I was going to talk about these archetypes, since I fused them together in my Nature Sage here, didn't you?
When we search outside of Paizo, the first thing to come to my mind is Kobold Quarterly #15, with the Nature's Orders article. The Purist druid archetype does a good work replacing wild shape with channel energy. Unfortunately, channel energy was just one of the things I was trying to make facultative for the cleric! Plus, the Purist doesn't alter the druid's spell list.
Another issue of the same magazine, #21, had a class that is still today one of my 3PP favourites, and later earned a book all for itself- The Shaman (before Paizo sent out a class of their own with this name). The Kobold Press Shaman is a spontaneous druid with a spirit guide similar to an animal companion, a series of totem secrets similar to oracle revelations, and some healing witch hexes. I even wrote some official archetypes for it! But, well... I talk about it here only because it expands the fan of options for divine characters, and because I like it so much. It's not versatile enough to serve my purpose.
Then there's (again) the Dùlra from The Book of Many Things! Do I like it? Heck if I like it! I asked for that class to be written, and Faerie Friend is a simply adorable power. I wrote the Brown Friar archetype for the class, and the Faerie Pact alternate class option to give other divine characters some of her abilities. It even has an aura! The only thing is... that even with my modifications, the dùlra spell list still includes too many distructive spells. It would still need some tinkering (maybe one day...)
Do you know what druid would be a perfect priest?! The Spirit Mender from Spheres of Power! But I guess I'd better dedicate an entire new post of this series to spherecasting, since it's a whole different system of magic...
Etichette:
Archetipi,
Drop Dead Studios,
Druido,
Dùlra,
Kobold Press,
Kobold Quarterly,
New Paths: The Expanded Shaman,
Pathfinder,
Sacerdote,
Samurai Sheepdog,
Sciamano (KP),
Spheres of Power,
The Book of Many Things
sabato 9 dicembre 2017
Dealing With Glamour: Witches and the Fey (Part I)
Well, the list of authors for the next Wayfinder (theme: the fey and the First World) is out, and I'm not in it. This is the bad news. The good news is that I get to republish my submission here in my blog.
One article was another homage to Pratchett: more precisely, to Lords and Ladies. If there are witches who pledge fealty to a fey patron to receive spells, there also are those who fight agains fey and other otherworldly intruders on their own turf!
So here's to you. First (and shortest) part: The Fey Patron.
Fey Patron: 2nd– vanish, 4th– garden of peril, 6th– mind maze, 8th– aura of the unremarkable, 10th– baleful polymorph, 12th– veil, 14th– fairy ring retreat, 16th– fey gate, 18th– entice fey, greater.
mercoledì 6 dicembre 2017
Faith Trait: Alternate Channeler
Sooner or later, I will have to continue my series of speculations about the “perfect priest” in Pathfinder. But in the meanwhile, one thing that can be done to get near to it is modify the channel energy ability.
As I already said, in 2E not every priest was able to turn/command or damage undead. It feels strange that every cleric should do it- even if her deity’s portfolio doesn’t include death in any way. Variant channeling (and the related feats Channeling Variance and Extra Variance from Magic Tactics Toolbox) is a great idea, but it only reduces the power upon undead instead of replacing it.
Channeling feats, now, these are really interesting. We have many that completely replace the healing/damaging ability with another (first of all, the same Turn/Command Undead), and many deities have their own unique channeling replacements. Above all, some of them are already granted to oracles, inquisitors, or necromancers as self-standing abilities. The Genius Guide to Domain Channeling and The Genius Guide to Domain Channeling II gave us plenty of Channeling feats too, adding the interesting idea of linking channeling powers to your deity's domains. It's simple enough devising our own feats to fill the gaps or personalize our homebrewed deities.
Now only the final step remains...
Alternate Channeler (Faith Trait)
Your god blessed you with a power different from others. Choose one channeling feat (a feat that modifies the channel energy power) which has other prerequisites than the channel energy ability. You gain this as a bonus feat, but you only can channel energy using your chosen feat, and cannot channel energy normally. This trait only has effect if you have the channel energy ability.
As I already said, in 2E not every priest was able to turn/command or damage undead. It feels strange that every cleric should do it- even if her deity’s portfolio doesn’t include death in any way. Variant channeling (and the related feats Channeling Variance and Extra Variance from Magic Tactics Toolbox) is a great idea, but it only reduces the power upon undead instead of replacing it.
Channeling feats, now, these are really interesting. We have many that completely replace the healing/damaging ability with another (first of all, the same Turn/Command Undead), and many deities have their own unique channeling replacements. Above all, some of them are already granted to oracles, inquisitors, or necromancers as self-standing abilities. The Genius Guide to Domain Channeling and The Genius Guide to Domain Channeling II gave us plenty of Channeling feats too, adding the interesting idea of linking channeling powers to your deity's domains. It's simple enough devising our own feats to fill the gaps or personalize our homebrewed deities.
Now only the final step remains...
Alternate Channeler (Faith Trait)
Your god blessed you with a power different from others. Choose one channeling feat (a feat that modifies the channel energy power) which has other prerequisites than the channel energy ability. You gain this as a bonus feat, but you only can channel energy using your chosen feat, and cannot channel energy normally. This trait only has effect if you have the channel energy ability.
Etichette:
Chierico,
Incanalare energia,
Pathfinder,
Rogue Genius Games,
Sacerdote,
Talenti d'Incanalazione,
The Genius Guide to Domain Channeling,
Tratti
domenica 3 dicembre 2017
Options for Mediums: the Death Spirit and the Death Channeler archetype
I'm re-reading Soul Music now. Sir Terry Pratchett could easily be my favorite fantasy author, both for his wit and philosophy. And it's interesting to imagine what his characters would be in a roleplay game (after all, Discworld was born as a parody of RPGs). So here's my homage to Susan Sto Helit, Death's granddaughter.
Death Channeler (Medium Archetype)
More than a spirit, Death is an all–pervasive idea or concept; still, some say that “He” has a personality of His own and likes to go on a holiday every now and then. When this happens, He chooses a substitute or a helper so as not to fall behind with His Job. Very few mediums can channel Death, usually only people whom He trusts or “feels a connection” with.
In The Bones (Su): A death channeler channels Death instead of a Hierophant spirit. The powers granted by Death are described below. This modifies spirit.
Death Focus (Ex): At 2nd level, a death channeler gains Spirit Focus (Death) as a bonus feat. This replaces shared seance.
Marked By Death (Ex): At 7th level, a death channeler gains some physical sign of her kinship with the Grim Reaper, like a peculiar-shaped scar, a strange eyes or hair color, or unusually long and sharp fingernails. The death channeler can't choose to channel Death as a weaker spirit to reduce her influence from spirit surge. In exchange, she doesn't need to find an appropriate location to channel Death; she can contact Him wherever she happens to be at the moment, through the mark. This replaces connection channel.
Death (Medium Spirit)
According to those who claim to “know Him well”, Death is not an unpleasant character and can show a certain compassion for His mortal charges. Nonetheless, His duty is the most important thing to Him.
Spirit Bonus: When you channel Death, your spirit bonus applies to all Knowledge skill checks, Wisdom checks, and Will saves.
Seance Boon: You gain a +2 bonus on your caster level whenever you cast a necromancy spell.
Favored Locations: Any old place with antiquities, churches, hospitals, cemeteries.
Influence Penalty: You become emotionless and inexorable, only concerned with your duty. You take a penalty equal to your spirit bonus on caster levels and saving DCs when casting spells with an emotion component. The Logical Spell feat doesn’t negate this penalty.
Taboos: Choose one: you must always answer truthfully to every question; you must exchange some words with every dying or recently dead creature you happen to meet on your way; you cannot accept or perform magic or profane healing on anyone.
Life Sight (Minor Power, Sp): You can see the states of life, death, and general health of those around you. When you use this ability, you can tell whether or not creatures within 30 feet that you can see are living, wounded, dying, or dead. You can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. You can use this ability a number of rounds per day equal to your medium level, but these rounds do not need to be consecutive.
Voice of Inevitability (Intermediate Power, Su): Death’s voice is very difficult to ignore or resist. Whenever a creature fails a saving throw against a charm or compulsion spell you cast, you can also make an Intimidate check to demoralize the creature as a free action.
World of the Spirits (Greater Power, Su): Compared to Death, every other reality is like a fleeting dream. As a standard action, you can allow Death to gain 1 point of influence over you to pass into the spirit world for 1 minute, becoming incorporeal and invisible for mortal creatures. While in this state, only incorporeal creatures and outsiders can see you without using magic. You can move in any direction and through any object. You can attack both corporeal and incorporeal creatures (as if your weapons had the ghost touch property).
Ultimate Reality (Supreme Power, Su): As Death’s proxy, you sometimes can bend the rules a little. You add death ward to your list of spells known as a 4th–level spell. You also gain Deny the Reaper as a bonus feat, and are considered to have completed its goal prerequisites. Once per day, instead of converting any 5th–level or higher conjuration (healing) spell into breath of life using this feat, you may use one of your 4th–level spell slots to cast resurrection on an ally who died in the previous turn.
Death Channeler (Medium Archetype)
More than a spirit, Death is an all–pervasive idea or concept; still, some say that “He” has a personality of His own and likes to go on a holiday every now and then. When this happens, He chooses a substitute or a helper so as not to fall behind with His Job. Very few mediums can channel Death, usually only people whom He trusts or “feels a connection” with.
In The Bones (Su): A death channeler channels Death instead of a Hierophant spirit. The powers granted by Death are described below. This modifies spirit.
Death Focus (Ex): At 2nd level, a death channeler gains Spirit Focus (Death) as a bonus feat. This replaces shared seance.
Marked By Death (Ex): At 7th level, a death channeler gains some physical sign of her kinship with the Grim Reaper, like a peculiar-shaped scar, a strange eyes or hair color, or unusually long and sharp fingernails. The death channeler can't choose to channel Death as a weaker spirit to reduce her influence from spirit surge. In exchange, she doesn't need to find an appropriate location to channel Death; she can contact Him wherever she happens to be at the moment, through the mark. This replaces connection channel.
Death (Medium Spirit)
According to those who claim to “know Him well”, Death is not an unpleasant character and can show a certain compassion for His mortal charges. Nonetheless, His duty is the most important thing to Him.
Spirit Bonus: When you channel Death, your spirit bonus applies to all Knowledge skill checks, Wisdom checks, and Will saves.
Seance Boon: You gain a +2 bonus on your caster level whenever you cast a necromancy spell.
Favored Locations: Any old place with antiquities, churches, hospitals, cemeteries.
Influence Penalty: You become emotionless and inexorable, only concerned with your duty. You take a penalty equal to your spirit bonus on caster levels and saving DCs when casting spells with an emotion component. The Logical Spell feat doesn’t negate this penalty.
Taboos: Choose one: you must always answer truthfully to every question; you must exchange some words with every dying or recently dead creature you happen to meet on your way; you cannot accept or perform magic or profane healing on anyone.
Life Sight (Minor Power, Sp): You can see the states of life, death, and general health of those around you. When you use this ability, you can tell whether or not creatures within 30 feet that you can see are living, wounded, dying, or dead. You can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. You can use this ability a number of rounds per day equal to your medium level, but these rounds do not need to be consecutive.
Voice of Inevitability (Intermediate Power, Su): Death’s voice is very difficult to ignore or resist. Whenever a creature fails a saving throw against a charm or compulsion spell you cast, you can also make an Intimidate check to demoralize the creature as a free action.
World of the Spirits (Greater Power, Su): Compared to Death, every other reality is like a fleeting dream. As a standard action, you can allow Death to gain 1 point of influence over you to pass into the spirit world for 1 minute, becoming incorporeal and invisible for mortal creatures. While in this state, only incorporeal creatures and outsiders can see you without using magic. You can move in any direction and through any object. You can attack both corporeal and incorporeal creatures (as if your weapons had the ghost touch property).
Ultimate Reality (Supreme Power, Su): As Death’s proxy, you sometimes can bend the rules a little. You add death ward to your list of spells known as a 4th–level spell. You also gain Deny the Reaper as a bonus feat, and are considered to have completed its goal prerequisites. Once per day, instead of converting any 5th–level or higher conjuration (healing) spell into breath of life using this feat, you may use one of your 4th–level spell slots to cast resurrection on an ally who died in the previous turn.
sabato 2 dicembre 2017
New Exits: Imaginary Friends and... Many (Other) Things
Two things of mine went out in the last days of November! The new update of Samurai Sheepdog's Book of Many Things includes my Bloodranger (renamed Blue Moon Ranger), greater raiju, and Monsterskewerer (renamed Greater Beast Spear), in addition to the Faerie Pact, all of which were previously presented in other posts of this blog. Ad Maiora!
The other one is not officially a thing written by me... officially, at least. :D Rather, it's the first published work for my two little boys in the gaming industry! Flaming Crab Games' Imaginary Friends tooks inspiration by nine real children's inventions and drawings to create an all-new type of companion creature, available also to adult characters. Read it and enjoy the critters created by our kids, written down by us parents (with every possible accuracy) and enriched with their own pictures!
The other one is not officially a thing written by me... officially, at least. :D Rather, it's the first published work for my two little boys in the gaming industry! Flaming Crab Games' Imaginary Friends tooks inspiration by nine real children's inventions and drawings to create an all-new type of companion creature, available also to adult characters. Read it and enjoy the critters created by our kids, written down by us parents (with every possible accuracy) and enriched with their own pictures!
mercoledì 29 novembre 2017
Archetype: The Aberrant Lord (Sorcerer)
My magnificent readers!
One of my infinite quests in the world of players' options for Pathfinder was always... THE PERFECT SHAPESHIFTER!
And with perfect shapeshifter I mean Cyborg 007.
One of my infinite quests in the world of players' options for Pathfinder was always... THE PERFECT SHAPESHIFTER!
And with perfect shapeshifter I mean Cyborg 007.
(Here... now I spoilered my favorite manga/anime of a life... so your souls are MINE if you dare to betray our pact! Expect MANY other posts about these characters!)
Disappointments and desires followed one another in these last years. I wanted someone able to change shape for extended periods of time, to assume object shapes, mixed shapes, good at acting, stealth and espionage. A Druid was not versatile enough (and the character's NOT a nature priest). An alchemist could do well (he is an ex-drunkard), but has no access to the most powerful polymorph spells. A sorcerer could be better? I can't figure him using bardic performance, either. For a long time, the Shifter from Spheres of Power was the thing most fit to what I was searching for. (Let's forget the official Pathfinder Shifter... it's a completely different thing).
Then I read Ultimate Intrigue. And then, Legacy of the First World. I was almost chanting Hallelujah, but something was still missing.
Till In The Company of Aberrations came out. Thank you Wendall Roy! You opened a whole new world to me! The Aberrant Champion archetype was a little too taxing to take, but who says I need it? So now I know. Cyborg 007 is a Master Spy/Rogue (Master of Disguise)/Sorcerer (Crossblooded Aberrant/Shapechanger + ...this archetype!)
Aberrant Lord
The descendants of the most improbable monsters bear in their blood the potential to unlock the strangest and most diverse powers.
Strange Bloodline: An aberrant lord must have the Aberrant or Shapechanger bloodline.
Aberrant Heritage: At 1st level, an aberrant lord chooses an alien heritage (see In The Company of Aberrations). Whenever he would gain a bloodline power, he may instead take an alien heritage power. At 1st level, the 1st-level power can be chosen; at 3rd level, the 3rd-level power; at 9th level, the 7th-level power; at 15th level, the 11th-level power; and at 20th level, the 17th-level power. This modifies the sorcerer's bloodline powers.
Expect very soon a character build too...
Etichette:
3PP,
Anime,
Archetipi,
Conversioni,
Cyborg 009,
Drop Dead Studios,
In The Company of Aberrations,
Manga,
Pathfinder,
Rite Publishing,
Spheres of Power,
Stregone
domenica 26 novembre 2017
The Sword of Love
Here's a short story and artifact that didn't make into Wayfinder. I could expand the narrative, sooner or later, if you like it. Enjoy. ^_^
«So it is done», said Fhago Kwideus,
sticking the gold-edged blade in the earth. «This is the end».
«I wouldn’t put it so», said Kaalu
Brazo softly, watching the young man above his hands, crossed on the heavy
staff. «You did well. You recovered the legendary sword, Aghapea».
«But it was no use», muttered Fhago.
«The barbarian tribe and the griffon pride massacred each other while I was away».
The village was a mound of bloody
ruins. Corpses of men, women and great winged beasts were scattered here and
there, along with deep claw and axe cuts. Both tribes had to fight to the
last one.
«Couldn’t you stop them till I was
back?» asked Fhago in a whisper.
«It was none of my business»,
answered the arcanist calmly. «I only had to see that you accomplished your
last trial. And you did. I have taught you well».
The young hunter made an angry
gesture. He had lived with the barbarians for months, trying to learn their
ways, in an effort to understand the mission assigned to him by his mentor. He
was appointed an honorary tribesman. Much to his amazement, he had learned and
discovered more than he had expected from them. Their joy of life and sense of
honor earned his admiration, and while drinking and hunting with them, he had
found in himself something beyond his martial training and nature powers.
Something wild. Something which only could be called… rage.
The tribe had lived in peace with
the great griffons, once. They were their totem. Both communities thrived and
flourished together. Each young warrior bonded with a cub, and the two would be
companions for life, hunting and fighting together, sharing their food and
drink like brothers. Humans and beasts protected together the holy relic, the
blade entrusted to them generations ago, that no one was permitted to touch or
remove from its place.
And when the sword was stolen, tribe
and pride blamed each other for the misdeed. And it was a decade-long war.
Fhago had hoped to end all that and
bring peace again, by finding the sword and the real thief. He had succeeded.
But too late.
His adoptive brethren and the proud eagle
felines would never have known of the succubus who had delighted in breaking
their bond, taking the relic for herself. She laughed at them, when Fhago found
her. Now she would have laughed no more. But what for?
«My mother taught me magic», he said
to Brazo. «You taught me the ways of your Guild…»
«As your father asked me to do»,
nodded the arcanist.
«And they taught me their anger, and
what’s left of all that? And my father said that I was chosen by the
Redemptress, just like him».
«And you have proved worthy indeed».
«But I can’t be a paladin», said
wearily Fhago, extracting the holy sword from the soil. «The Order told me. Not
with this… anger inside me. And I saved nobody, in the end. What worth have I
proved?»
«You tried», said Brazo, firmly. «With all your might, and magic and
rage. Hasn’t this a value in itself? And while I don’t bother with gods, the
Redemptress is a… very strange-minded goddess, you could say. Your father was
no ordinary paladin. Neither you will be».
«But…»
«Your might was not enough now. But
you will grow. And then you will be able to save someone. Rescuing the Sword of
Love was not a deed for weaklings. She recognizes that. She will help you to
grow even stronger, henceforth».
The arcanist had talked about the
sword as if it were a woman. Fhago lifted it and watched as for the first time
the golden and rose hues of the dazzling blade.
«Besides», added Brazo, «maybe all’s
not lost. Hardly ever is something completely lost, in this world».
Fhago turned as the arcanist
pointed.
A griffon cub, hardly a few weeks
old, was coming towards them, staggering on all four pads, with a whining shriek.
Fhago took it in his arms in astonishment. The little thing purred, closing its
eyes. It had a beautiful red-brown striped fur and two little white-feathered
wings folded on its back, still unable to fly.
«He, the last of his pride», said
Brazo. «And you, the last of the Griffon Knights tribe. Don’t waste this omen.
Who can say what will you two accomplish in the future?»
Without a word, Fhago put the sword
in its scabbard and turned away, cradling the cub.
It would be a long way to the
capital city. But he had never feared long travels.
The sun, before them, was rising.
The Seven Swords of Virtue
“Look at the sun. Could it shine without the mountain barring it? Why,
yes, it DOES actually- just, we can’t see it.
And could the mountain cast a shadow without the sun? Of course not.
So don’t believe all those stories on balance between good and evil, lad.
Light CAN shine without darkness- but darkness couldn’t exist without light.”
-Kaalu Brazo
The fabled Seven Swords of Virtue
have been searched by adventurers since when some sages speculated that, if
only for a mere reason of cosmic and ethical balance, there could, there even must have been opposites to the vicious Seven
Swords of Sin- with comparable powers, or even greater, according to those who
believe good to be superior to evil.
The legend was believed to be mere
speculation, until recently a young hero provided the first solid evidence to
the theory, finding and rescuing the first of the Seven- Aghapea, the Sword of
Love. Since then, the number of searchers for the remaining six blades is
dramatically increased.
The quest to find the Swords of
Virtue seems to be linked to the spreading cult of a mysterious minor goddess
or saint, called the Redemptress. She’s believed to have hidden them in the
most unknown corners of the world, each guarded by mighty good creatures- each
waiting for a worthy champion to wield it against evil…
Aghapea, Sword of Love (Minor Artifact)
Aura Strong abjuration and enchantment;
CL 18th
Slot —; Price — Weight 4 lbs.
Description
The handle and blade of this beautiful sword are pure, shining gold
magically reinforced, with rose-tinged reflexes. Aghapea is a NG intelligent +2 merciful longsword and communicates empathically with her
wielder (she has a warm female personality). Any evil character trying
to wield the blade suffers the effects of burning
disarm (5d4 hp of damage), in addition to taking a negative level as long
as she holds it. (Were it not so, Fhago
wouldn’t have been able to win against the succubus. A less-than-wise succubus,
that one, indeed. –Note by Brazo).
A good wielder is under a permanent eagle’s
splendor effect for as long as he holds the blade. Whenever Aghapea is used for total defense or fighting
defensively, an attacking opponent (wielder’s choice) must make a DC 20 Will
save or fall under the effects of a stay
the hand spell, incapable to hit the wielder or any one other creature
designated by the wielder. If the sword scores a critical hit, the target must
make a DC 25 Will save or be affected by overwhelming
presence, seeing the wielder as a wrathful angel or saint.
Destruction
Aghapea utterly crumbles
into nothingness if used to kill the one true love of the wielder, knowingly
and deliberately (not under any enchantment effect).
venerdì 24 novembre 2017
Wildblooded Eldritch Heritage: Options
Ultimate Wilderness is now out, with some disappointment (let's see how long it lasts) and a lot of exciting things. Not last of them, the long-expected, amazing feat Exotic Heritage, which FINALLY allows to take wildblooded bloodlines for your Eldritch Heritage chain! At last everyone would be able to channel energy as an empyreal sorcerer, or to cause random mutations as a warped sorcerer, or to...
Do you see what's the weak point here? I do ^_^ because I too wanted this option to be viable MOSTLY for one purpose. So here's the twist we all were waiting for...
Exotic Arcana (General Feat)
Your sorcerous abilities run deep in your blood.
Prerequisites: Cha 14, Eldritch Heritage, character level 3rd.
Benefit: You gain the bloodline arcana of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Special: If you later take the Mythic Eldritch Heritage mythic feat, you treat your sorcerer level as equal to your character level for this feat’s purpose too.
But that's not still enough. We all know that half--elves are naturally inclined to take eldritch heritage feats, since they gain Skill Focus as a bonus feat at 1st level. So why shouldn't they benefit of this new rule too?
New Half-Elf Alternate Racial Trait
Ancestral Skill: Some half-elves are naturally disposed for eldritch abilities, even if not all of them choose to deepen this talent. Half-elves with this racial trait receive Exotic Heritage as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Enjoy your all-new animal companions... ;)
Do you see what's the weak point here? I do ^_^ because I too wanted this option to be viable MOSTLY for one purpose. So here's the twist we all were waiting for...
Exotic Arcana (General Feat)
Your sorcerous abilities run deep in your blood.
Prerequisites: Cha 14, Eldritch Heritage, character level 3rd.
Benefit: You gain the bloodline arcana of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Special: If you later take the Mythic Eldritch Heritage mythic feat, you treat your sorcerer level as equal to your character level for this feat’s purpose too.
But that's not still enough. We all know that half--elves are naturally inclined to take eldritch heritage feats, since they gain Skill Focus as a bonus feat at 1st level. So why shouldn't they benefit of this new rule too?
New Half-Elf Alternate Racial Trait
Ancestral Skill: Some half-elves are naturally disposed for eldritch abilities, even if not all of them choose to deepen this talent. Half-elves with this racial trait receive Exotic Heritage as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Enjoy your all-new animal companions... ;)
mercoledì 22 novembre 2017
Simple Template: Draconic
Ultimate Wilderness recently introduced a draconic animal companion archetype. That's all right, but what about draconic familiars, or other beasts and creatures which are less than half-dragons an more than normal, like celestial and fiendish animals? So I dug this up from my mountain of papers...
Simple Template: Draconic (CR +0 or +1)
Hit Dice
|
Resist Energy
|
Save Bonus
|
1–4
|
5
|
+2
|
5–10
|
10
|
+4
|
11+
|
15
|
Immune
|
Draconic creatures show the influence of dragons in their lives or bloodlines, or may be the missing link between dragons and inferior beings.
A draconic creature’s CR increases by +1 only if the base creature has 5 or more HD.
A draconic creature’s quick and rebuild rules are the same.
Rebuild Rules
Senses The creature gains darkvision 60 ft. and low-light vision.
Defensive Abilities The creature gains bonuses on saving throws vs. sleep and paralysis, and resistance to energy of the same type, as noted on the table.
Special Abilities A draconic creature gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the draconic creature (Reflex half; DC 10 + ½ creature’s racial HD + creature's Con modifier).
Dragon Type
|
Energy Type
|
Breath Shape
|
Black
|
Acid
|
Line
|
Blue
|
Electricity
|
Line
|
Green
|
Acid
|
Cone
|
Red
|
Fire
|
Cone
|
White
|
Cold
|
Cone
|
Brass
|
Fire
|
Line
|
Bronze
|
Electricity
|
Line
|
Copper
|
Acid
|
Line
|
Gold
|
Fire
|
Cone
|
Silver
|
Cold
|
Cone
|
Creature Size
|
Line Length
|
Cone Length
|
Fine
|
2 feet
|
1 foot
|
Diminutive
|
5 feet
|
2 feet
|
Tiny
|
10 feet
|
5 feet
|
Small
|
40 feet
|
20 feet
|
Medium
|
60 feet
|
30 feet
|
Large
|
80 feet
|
40 feet
|
Huge
|
100 feet
|
50 feet
|
Gargantuan
|
120 feet
|
60 feet
|
Colossal
|
140 feet
|
70 feet
|
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