domenica 29 ottobre 2017

The "real" Agathion subdomain

This was originally published on the Paizo boards.
The Agathion subdomain as described in the Advanced Player's Guide should more properly be called the Angel subdomain- the aura of protection is a power of angels, not agathion. And angels are also the only "major" outsider race without a subdomain of their own.
So I propose to rename the current Agathion subdomain as Angel subdomain, and replace it with this:

Agathion Subdomain
Associated Domain: Good.
Replacement Power: The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.
Lay on Hands (Su): At 8th level, you can lay on hands as a paladin of 1/2 your cleric level. You can use this ability a number of times per day equal to 2 plus 1/2 your Charisma bonus (so an 8th-level cleric with Charisma 18 could heal 2d6 hp 4/day). At 12th, 16th and 20th level, you gain an additional use per day. Moreover, at 12th and 16th level, you can select one mercy to add to this ability, from the list available to a 6th-level paladin.

Replacement Domain Spells: 1st— speak with animals, 3rd— greater animal aspect, 6th— planar ally (agathions only).

venerdì 27 ottobre 2017

New Spell: Cleanse Other

Cleanse Other
School evocation; Level cleric/oracle 6, warpriest 6

Casting
Casting Time 1 standard action
Components S, DF

Effect
Range touch
Target creature touched
Duration instantaneous

Description
This spell functions as cleanse, except you can cleanse either yourself or another creature. When cleansing another creature, you can choose to make the spell function as atonement rather than break enchantment. You make this choice at the time of casting.
If used on undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.

martedì 24 ottobre 2017

Bestiary: Giant Anglerfish



The soft, hypnotizing glow from its headstalk’s extremity reveals the massive shape of this great fish, its hard scale armor, bulging, blank eyes and vicious jaw full of inward–bent teeth, gaping at you.

Anglerfish, Giant (CR 5)
N Large animal (aquatic)
Init +0; Senses darkvision 60 ft., low–light vision; Perception +7

Defense
AC 19, touch 10, flat–footed 19 (+10 natural, –1 size)
hp 52 (7d8 + 21)
Fort +10, Ref +5, Will +4
Defensive Abilities dual mind

Offense
Speed swim 40 ft.
Melee bite +10 (3d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks lure, swallow whole (1d10 acid damage, AC 14, 5 hp)

Statistics
Str 19, Dex 10, Con 17, Int 2, Wis 13, Cha 2
Base Atk +5; CMB +10 (+14 grapple); CMD 20 (can’t be tripped)
Feats Ability Focus (lure), Great Fortitude, Improved Natural Armor, Improved Natural Attack (bite)
Skills Perception +7, Stealth +5 (+9 in the dark), Swim +18; Racial Modifiers Stealth +4 (+8 in the dark)

Ecology
Environment deep salt water
Organization solitary or mated individual
Treasure incidental
Special Abilities

Dual Mind (Ex): A giant anglerfish rolls twice for each saving throw against mind–affecting spells and effects, and takes the best result.

Extended Jaw (Ex): A giant anglerfish can stretch his jaw and stomach at great rates, allowing it to swallow whole a creature up to its same size.

Lure (Su): As a free action, a giant anglerfish can light the dangling lure on its forehead, forcing all creatures within a 30–foot radius to make a DC 17 Will save or become fascinated for 1 round. Other anglerfish and ceratioidi are immune to this effect. A creature affected by this ability does not view the anglerfish who has fascinated it as a potential threat until that anglerfish actually attacks– allowing it to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the same anglerfish’s lure ability for 24 hours. The save DC is Charisma–based.

Like their smaller cousins, giant anglerfish inhabit the depths of marine trenches where sunlight can’t reach. Their size, however, allows them to lure and devour bigger and sometimes sentient preys.
This species exibits extreme sexual dimorphism: males are but Tiny, innocuous worms attached to the female’s body, both parasitizing and fertilizing her. Though a male is non–intelligent, this form of union is enough to render the female’s mind more resistant to mental attacks. A non–mated female will lack the dual mind ability. Many male anglerfish can be attached to one female, without providing additional benefits. Detaching a male from the female’s body requires a tricky called shot inflicting at least 5 points of damage (this damage is not subtracted from the female anglerfish’s hit points).
Ceratioidi often use giant anglerfish as mounts or companions. They are feared and respected as messengers of the mysterious godling which is also the greatest, oldest and mightiest member of their species.

The Angler Sovereign (CR 23) is an unique awakened Gargantuan giant anglerfish with 20 racial Hit Dice, 13 levels in arcanist (blood arcanist archetypeACG, Aquatic bloodlineAPG), and 6 mythic tiers in archmageMA. As a mythic creature, it is extremely long-lived and able to grant divine spells up to the 6th level. Its clerics gain access to the Animal, Magic and Water domains and to the Fish* and RiversISG subdomains.

New Subdomain: Fish

Associated Domain: Animal

Replacement Power: Add Swim to your list of class skills. In addition, your swim speed increases by 10 feet.
The following granted power replaces the speak with animals power of the Animal domain.

Amphibian Being (Su): With a touch, you can give a creature the ability to breathe water (or air, if it is a water–breathing creature) for 1 minute per cleric level you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1sttouch of the seaAPG, 3rdwater breathing, 4thride the wavesUM.

sabato 21 ottobre 2017

The Peace Spell Descriptor



To complement my Mahatma class seen in the previous post, here's a list of all Paizo spells (until now) with the peace descriptor.

Peace Spells:
ablative barrier, admonishing ray, calm animals, calm emotions, calm spirit, charitable impulse, command, compel hostility, daze, daze, mass, daze monster, enhanced diplomacy, enthrall, euphoric tranquility, forbid action, greater forbid action, hymn of mercy, hymn of peace, hypnotism, hypnotism, greater, joyful rapture, mantle of calm, marks of forbiddance, miserable pity, oath of peace, pacifist’s curse, peace bond, peacebond, peacebond, greater, peacemaker’s parley, sanctuary, serenity, soothe construct, stay the hand, touch of mercy.

giovedì 19 ottobre 2017

Conversions: The Mahatma prestige class

Here's another conversion from the Book of Exalted Deeds, and one I longly struggled with. My first attempts at a Pathfinder version of the Apostle of Peace date back to 2011 in the Paizo forums! Now I think I'm finally satisfied (and by the way, this is also a way to make my intended type of priest!). Listed in the prerequisites there's also the Creed of Peace I created for Flaming Crab Games' Her Story book, and quoted previously in another post of this blog.

Mahatma (Prestige Class)

The Mahatma (“great soul”) class is the final goal for pacifist divine characters. Religious teachers and mystics, mahatmas are living examples of nonviolence.

Hit Die: d6

Requirements
To become a mahatma, a character must fulfill all the following criteria.
Alignment: Any good.
Feats: Virtuous Creed (Mercy), Virtuous Creed (Peace)
Skills: Diplomacy 5 ranks.
Spells: Able to cast 2nd-level divine spells.

Class Skills: The mahatma’s class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all, Int), Linguistics (Int), Perception (Wis), Perform (oratory, Cha), Profession (Wis), and Sense Motive (Wis).
Skill Points at Each Level: 4 + Int modifier.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day
1
+0
+0
+0
+1
Merciful channel, sacred soul
+1 level of existing divine spellcasting class
2
+1
+1
+1
+1
Mahatma domain, pacifying touch
+1 level of existing divine spellcasting class
3
+1
+1
+1
+2
Bonus feat, shield of goodness
+1 level of existing divine spellcasting class
4
+2
+1
+1
+2
Expert diplomat
+1 level of existing divine spellcasting class
5
+2
+2
+2
+3
Merciful weapon
+1 level of existing divine spellcasting class
6
+3
+2
+2
+3
Bonus feat
+1 level of existing divine spellcasting class
7
+3
+2
+2
+4
Pacifying aura
+1 level of existing divine spellcasting class
8
+4
+3
+3
+4
Censure evil
+1 level of existing divine spellcasting class
9
+4
+3
+3
+5
Bonus feat
+1 level of existing divine spellcasting class
10
+5
+3
+3
+5
Avatar of peace
+1 level of existing divine spellcasting class

Weapon and Armor Proficiency: A mahatma gain no proficiency with any weapon or armor.

Spells per Day: At each level, a mahatma gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous caster), and an increased effective level of spellcasting. If she had more than one divine spellcasting class before becoming a mahatma, she must decide to which class she adds the new level for the purpose of determining spells per day.

Merciful Channel (Su): At 1st level, a mahatma gains the power to heal with positive energy. This ability functions exactly like a cleric’s ability to channel positive energy to heal living creatures (but not to deal damage to undead), and counts as channel positive energy for the purposes of qualifying for feats or determining effects that rely on channel positive energy. A mahatma uses her class level as her effective cleric level when channeling. She can channel energy a number of times per day equal to 3 + her Charisma modifier. Mahatma levels stack with levels in any class that grants channel positive energy for the purpose of determining the number of hit points her channel energy ability heals (if any).

Sacred Soul: A mahatma’s class level stacks with her divine spellcasting class levels for determining the effect of her domain powers, oracle revelations, or shaman hexes. This does not grant additional abilities.

Mahatma Domain: At 2nd level, a mahatma adds all spells with the peace descriptor to her spell list (the spells with the peace descriptor are those who meet the requirements of the Peacemaker feat). If the mahatma is a spontaneous spellcaster, she must still select these spells as spells known in order to cast them.

Pacifying Touch (Su): Starting at 2nd level, a mahatma can spend one use of her merciful channel ability to pacify hostile or angry creatures. The effect is as if the mahatma had cast calm emotions on the target creature. The mahatma can affect only a single target with each use of the ability, and must succeed at a touch attack to do so. A touched creature can attempt a saving throw (DC = 10 + ½ the mahatma’s level + her Charisma bonus) to resist the effect. The pacifying touch can only dispel spells that incite negative or violent emotions in the target, such as fear or rage.

Bonus Feats: At 3rd level and every 3 levels thereafter, a mahatma gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following: Blessed, Call Truce, Calm Disposition, Cry of Mercy, Pacify Animal, Peacemaker, Persuasive, Skill Focus (Diplomacy), Virtuous Creed, Voice of the Sybil. The mahatma must meet the prerequisites of the selected bonus feat.

Shield of Goodness (Ex): At 3rd level, the mahatma’s aura of sanctity is like a barrier defending her from attacks. The mahatma may add her Wisdom or Charisma modifier (her choice), instead of her Dexterity modifier, to her Armor Class and CMD. Any condition that would cause her to lose her Dexterity modifier to Armor Class instead causes the mahatma to lose her Wisdom or Charisma modifier to her Armor Class.

Expert Diplomat (Ex): The mahatma values most of all talking and persuading adversaries before resorting to fight. At 4th level, she adds a bonus equal to ½ her class level to all Diplomacy and Perform (oratory) checks.

Merciful Weapon (Su): At 5th level, every weapon the mahatma wields is treated as a merciful weapon.

Pacifying Aura (Su): At 7th level, the mahatma’s pacifying touch power extends all around her calming the emotions of everyone near. This aura has a radius of 20 feet, centered on the mahatma. Creatures within the aura must make a successful Will save (DC 10 + ½ the apostle of peace’s level + her Charisma modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion and lasts 1 minute per level of the mahatma.

Censure Evil (Su): At 8th level, the mahatma can spend one use of her merciful channel ability to punish a creature with the evil subtype that is attacking her or her allies. The creature is transformed in a Tiny or Diminutive animal or vermin, as with baleful polymorph (DC = 10 + ½ the mahatma’s level + her Charisma bonus). This transformation lasts 1 round per mahatma level. Transforming another creature causes the first to immediately revert to normal. The save DC is Charisma-based.

Avatar of Peace (Su): At 10th level, a mahatma gains perfect sanctity and union with the utter forces of good. She is forever treated both as her original race and an outsider with the good subtype for all spell and effects. Unlike other outsiders, the mahatma can still be brought back from the dead if she dies. In addition, she receives a bonus on all saving throws equal to her Wisdom or Charisma modifier (her choice) and may cast summon monster IX (good only) as a spell-like ability once for day.