mercoledì 31 gennaio 2018

Forest Warden Options: New Bloodlines

Some of the hybrid classes from Wayward Rogues Publishing are great (and I don't say so just because I wrote one, too!) From Hybrid Classes Vol. I, maybe the Forest Warden is the one I find most interesting. A hunter with a sorcerer bloodline? Sweet! There's just one thing... why should she be limited to one bloodline only? So here are a bit more choices. Other bloodlines can be easily converted the same way.

Forest Warden Celestial Bloodline
Class Skill: Heal.
Bonus Spells: resist energy (5th), magic circle against evil (7th), greater dispel magic (12th), banishment (16th) gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 5th level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. 
Conviction (Su): At 16th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Forest Warden Elemental Bloodline
Class Skill: Knowledge (planes).
Bonus Spells: scorching ray* (5th), protection from energy (7th), elemental body II (12th), elemental body IV (16th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.
Elemental Ray (Sp): Starting at 5th level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on Table: Elemental Bloodline Energy Types and Movement.

Table: Elemental Bloodline Energy Types and Movement
Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet

Forest Warden Verdant Bloodline
Class Skill: Knowledge (nature).
Bonus Spells: barkskin (5th), speak with plants (7th), transport via plants (12th), plant shape III (16th), shambler (19th).
Bonus Feats: Acrobatic Steps, Craft Staff, Endurance, Extend Spell, Fleet, Nimble Moves, Skill Focus (Knowledge [nature]), Toughness.
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 5th level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day. 
Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your level. This duration need not be consecutive, but it must be used in 1-minute increments.
 

domenica 28 gennaio 2018

Gunslinger Archetype: The Bombardier



Ok, now let's convert Cyborg 004.





Our all-time favored German tough guy has weapons EVERYWHERE in his body and an unparalleled mastery in using them, so Fighter is a must-have class for him. His right hand is a five-barreled gun and his left hand is a circular saw/knife, so his other class must be Gunslinger and the Sword and Pistol feat is necessary. Plus, for his leg missiles, here's an archetype that frankly was missed:

Bombardier (Gunslinger Archetype)
A bombardier believes in damage quantity more than in quality. She studied alchemy to transform her bullets into lethal bombs.
Bomb Cartridge (Su): At 3rd level, a bombardier can spend 1 grit point to create a bomb cartridge. Bomb cartridges are similar to alchemist bombs; they are considered alchemical cartridges for the purpose of loading times, and explode when hitting, dealing the normal damage for the firearm used plus fire damage equal to 1d6 points + the bombardier’s Wisdom bonus. A bomb cartridge also inflicts splash damage as a regular bomb, and doesn’t detonate if the hit misses. Only one bomb cartridge may be shot in a round, and the bombardier can’t make other attacks in that round even if her Base Attack Bonus would allow her to, unless she has the Fast Bombs discovery. A bombardier can create a maximum number of bomb cartridges per day equal to her Wisdom bonus.
At 11th and 15th level, the bombardier can spend 1 additional grit point when creating  a bomb cartridge to increase the damage dealt by +1d6 points. A bomb cartridge can be shot from any firearm. If the bombardier has levels in alchemist and the Explosive Missile discovery, the damage dealt stacks. A bombardier is eligible for the Extra BombsAPG and Remote BombUM feats. She must meet the prerequisites for the latter feat.This replaces the pistol-whip, bleeding wound, and evasive deeds.
Bomb Discovery (Su): At 4th level and every 4 levels thereafter, a bombardier can select one of the following alchemist discoveries to apply to her bomb cartridges in place of a bonus feat: blinding bombUM, concussive bombAPG, delayed bombAPG, demolition charge, directed bomb, dispelling bombAPG, explosive bombAPG, fast bombsAPG, force bombAPG, immolation bombUC, inferno bombAPG, precise bombsAPG, rocket bombARG, scrap bombARG, smoke bombAPG, strafe bombUM. The bombardier uses her gunslinger level as her effective alchemist level for the purpose of these discoveries.

venerdì 26 gennaio 2018

My author credits page

I added the Author Credits page to the blog. You can find the link above this post. So now you know where to lurk if you want to read my stuff... or employ me! ^_^

mercoledì 24 gennaio 2018

Guerrilla Slayer Talents

Okay, let's convert another character of my favorite manga series, that is to say, Cyborg 008.


Before being made into a cyborg, Puma was a ranger and gameskeeper in his native Kenya and a freedom fighter in several African countries. He loves animals and can't stand injustice and oppression. His cybernetic powers deal with submarine mode: he is the fastest and most agile of the team underwater and can breathe water as well as air.
So in Pathfinder he is, of course, an Undine with the Amphibious, Deepsight, Hydrated Vitality and Water Sense racial traits. His classes are obviously Ranger, with the Wave Warden archetype (why shouldn't it be available to other aquatic races as well as merfolk?), and Slayer, with the Vanguard archetype. And as a Slayer, I think he could use these new talents:

New Slayer Talents
Bomber’s Talent (Su): A slayer adds Bomber and Bomber’s Discovery to the list of rogue talents that he can choose with Rogue Talent.
Hunter’s Trick: A slayer can select one hunter’s trick (as listed in the Skirmisher ranger archetype) in place of a slayer talent. The slayer must fulfill the trick’s prerequisites before taking it (for example, if the slayer has not an animal companion, he can’t select a trick that applies to a ranger’s animal companion). This talent can be selected up to three times; each time, it grants the slayer a new hunter’s trick. A slayer must be at least 5th level to select this talent.
Ranger Trap (Ex): The slayer gains Learn Ranger Trap as a bonus feat. He must meet the feat’s prerequisites. This talent can be selected up to three times; each time, the slayer learns how to use a new trap.

See you next time!

domenica 21 gennaio 2018

Greek and Roman deities: Janus

Janus is the first example I'll make of a deity that's not found in the Greek pantheon, but was very important in Rome, nearly as Jupiter himself. Worshiped as Father of the Gods, God of Gods, Peaceful, Creator and Procreator, he is most famous as Janus Bifrons, with two faces, one of a youth and one of an old man, looking forward and behind. First King of Latium, he lived on the Janiculum mount (one of the Seven Hills of Rome) and granted civility to the first denizens of that region.
Janus was the protector of doors (ianuae) and passages, lord of beginnings and endings, of past and future. He isn't related to any other deity, has no father and mother; as the lord of Time, he always was and always will be. The beginning of years was consecrated to him, and so the month of January bears his name.

Janus (N)
Favored Weapon: Double spear
Domains: Artifice, Community, Knowledge, Repose, Travel
Subdomains: Aeon, Ancestors, Home, Memory, Portal, Toil
Druidic Domains: None
Inquisitions: Conversion, Fate, Oblivion
Mysteries/Spirits: Ancestors, Lore, Time
Witch Patron: Ancestors, Boundaries, Devotion, Fate, Peace, Portents, Time, Wisdom
Alternate Channeling: Cities, Fate, Knowledge, Rulership
Clergy: bards, clerics, oracles, inquisitors, shamans, witches

sabato 20 gennaio 2018

Adventure: Witch and Hunter (A Fairy Tale Story)

This adventure never has seen the light... but I think it could be good for children 8-10 years old who want to play together with their parents.

Witch and Hunter
An adventure for 2-4 1st-2nd level PCs

Backstory
A little while ago, the Baroness Artemisia DeBlack instructed the palace’s huntmaster, Emil VeeMillian (CG skinwalker [witchwolf] ranger [trapper] 5), to take her daughter Ebony in the woods, when the people began to suspect her of witchcraft. Ebony (CG changeling bard [animal speaker] 3) was actually exchanged for the real child of the Barons as a baby. She began to hear her true mother’s call when she reached puberty, but managed to resist until now. Her human mother, however, suspected the truth and drove her out as soon as the girl showed some signs of magic. Emil should have waited with Ebony in a shackle out of town, while Artemisia prepared an ancient ritual to destroy the evil within the girl. Certain that the Baroness meant to have Ebony killed, Emil escaped with the girl in the forest. He is resolute to protect her at every cost.
Actually, Artemisia is a good witch herself (LG human witch 12, Healing patron) and loves her stepdaughter. Emil misunderstood the Baroness’ orders. The “ancient ritual” is a powerful spell able to turn the girl into a full human, “destroying the evil” in her blood. Unfortunately, Artemisia can’t leave the castle until all the preparations are made, and with Emil and Ebony lost in the woods, she fears that everything could be in vain.
The PCs could be adventurers hired by the Baroness to rescue Ebony, or could be young boys and girls from the village who don’t believe the stories about witchcraft, and set out on their own to save her.

Part 1: Rescue Mission
Haple’s people are afraid. Everybody’s barricaded in their homes and all doors and windows are shut. In the middle of the central square, a signpost bears a proclamation with the Baron’s seal: “The Baroness Artemisia will richly reward anyone who rescues her lost daughter. Bold adventurers, come to the Castle”.
If the PCs go talking with the Baroness, a palace butler escorts them in a little room paved with drapes and tapestries, where the lady meets them after a long enough waiting. Artemisia is still young, but her beauty is marred from signs of tears and little sleep.
“Thank you for coming”, she says in a feeble but firm voice. “My husband is very ill since our child escaped, and I’m afraid it could be too late to save her. You are our last hope. Please find Ebony. We just want her back”.
Artemisia explains that she sent Ebony out of town for fear that the villagers could harm her, or that the girl could lose control of her magic abilities. The Baroness doesn’t speak about her daughter’s true heritage. If the characters ask more precise questions, she may admit to be only Ebony’s stepmother, and that “she has a great evil inside that will consume her if not destroyed”. While pronouncing these last words, a tear runs down her cheek.
Artemisia can offer to the PCs two magic items -a rope of entanglement and a buffering comb- and the help of a recently hired mercenary, Darwsk “Lefty” Thedesh. The dwarf introduces himself only as a “veteran tracker”, smiling openly. If the PCs aren’t hired by the Baroness or refuse his help, the dwarf follows them secretly anyway, coming out if needed.
If the PCs search for information in the village, they could gather the following rumors, depending on the Diplomacy check result:

10- “I always knew she was a witch. She has eyes of two colors”.
12- “I saw her call animals to do her bidding”.
15- “Lady Ebony is not the Baron’s real daughter. I know for certain that they found her in a wicker basket after their real baby was dead”.
18-“The huntmaster is a werewolf. She transformed him with magic to force him to protect her…”
20-“The Baroness seems more like a witch to me. She’s only the Lord’s second wife, anyway”.
21-“I say she is the one who caused the Baron’s illness. Everybody knows she dabbles with strange concotions…”

A successful Wisdom check (DC 12) allows to realize that Ebony never actually harmed anyone in the village.

Part 2: The Haunted Forest
The search starts in the shackle where the two runaways were sent. A Survival skill check (DC 10) allows to find their path. If the PCs fail, Darwsk can find it easily enough -maybe too easily- and lead the way. While coming nearer to the cavern where Emil and Ebony hide, the company must pay attention to half a dozen swarm traps set by the ranger (DC 14). If some PCs are badly hurt, Dawrsk can offer some cure potions.
The dwarf seems a nice fellow and talks a lot, but only gives evasive answers to questions about himself. Every now and then, he gives some hint that he’s not very certain about the mission. “Saving the girl is good enough… but do you think that the Baroness really wants to help her? She’s not her real mother, after all. How does she plan to ‘destroy the evil in her’? Something smells fishy here. Maybe it could be better to let those two escape…”
In the end, when the company approaches the cavern, Emil comes out slowly, hand raised, saying aloud “Look, I don’t want to fight! Just leave us alone, please!”.
If the PCs don’t attack, Emil tells them the whole story from his point of view. If they attack, he fights in wolf form. Ebony, from inside the cavern, may summon a dog to help him. The witchwolf just wants to defeat the PCs without hurting them too much. If he wins, he stops and says “Will you hear us now?”. If the PCs win, Dawrsk stops them from killing the wolf, saying “We could as well hear what they have to say”.
Ebony comes forward and begs the PCs not to get them back to the castle. Dawrsk then offers: “I know a place where you could live in peace… would you let me guide you there?”
Ebony looks at the dwarf strangely and says, in a dreaming voice: “Do I know you? I think I saw you before… I can’t remember…”

Part 3: The Hunt
Dawrsk is not what he seems. Actually, the green hag who is Ebony’s birth mother took the dwarf’s form to retrieve her child. A Sense Motive check exposes her true intentions.
If the PCs call out her bluff or insist to go back, the hag resumes her true shape and attacks. The PCs can fight with Emil’s and Ebony’s help, or try to flee with them, meeting with the castle guards (see below).
If the PCs trust “Dawrsk”, the hag tries her best to persuade them to go back. “You can keep the Baroness occupied or tell her they are escaped, while I accompany them in a safe place. Believe me, it will be quicker this way. The terrain is risky and I’m the only one who knows it well”.
The PCs can agree or insist to follow. They could even try to secretly send a message to the Baroness, if they suspect something. Emil, however, remains wary.
If the PCs follow, the hag leads the company to her den in the swamps. The PCs may notice that the terrain feels more and more “evil”, and that Ebony has a more and more faraway look (Perception check, DC 10). Once arrived, the hag reveals itself and attacks. For every round of fight, there’s a 10% chance that Ebony answers her mother’s call, passing to her side. She will come to herself only when the hag is defeated. If the hag is killed, the shock causes Ebony to definitively transform into an hag herself, attacking and trying to kill her former protectors.
Meanwhile, the Baroness discovered Dawrsk’s true identity with magic, and sent her guards (human warriors 3). If the PCs came back, the guards inform them and hurry with them after the hag, arriving just when she’s about to kill Emil. If the PCs followed the hag and sent a message, the guards arrive after 3 rounds of fight. Otherwise, they come only at the 6th round. The guards have been warned not to kill the hag.

Part 4: Resolution
Once the PCs have defeated and taken prisoner the hag, the sergeant bows before Ebony and says: “My lady, know that your mother loves you and worries for you. Please come back”. Ebony accepts.
At the palace, Artemisia tenderly embraces Ebony and thanks the PCs. Then she lets a hair of the hag fall in a golden bubbling cauldron (the hair may also come from a weapon used against the hag, or a wound she caused), and then steeps a fruit in it. Eating the fruit, Ebony becomes human and is free from the curse.
Now the villagers know the truth and celebrate. The PCs are rewarded with 1,000 gp each and can keep the magic items. The hag may be set free if she promises to go away and never come back, otherwise she stays in prison. Everything is settled in Haple… ever after.

mercoledì 17 gennaio 2018

Greek and Roman Deities: Hera & Juno

Second part of my series on the different versions of classical gods and goddesses, with the Greek and Roman take on the Queen of Olympus.
While Hera and Juno are both honored as patrons of marriage, faithfulness, and birth, the Greek gods’ queen was depicted as almost maniacal in her revenge against Zeus' lovers and bastard children, even to the point that she is the main antagonist in Virgil's Aeneis, when the two goddesses were by now long fused in one. Hera was also the one responsible for Herakles' madness, that drove him to kill his own wife and children, and patroned monsters such as Argos the Many-Eyed. Whereas Juno, originally, was venerated not only as Pronuba and Lucina but as Regina (Queen, protector of Romans at war and peace) and Moneta (Admonisher, patron of money foundries), and was much more regal and quiet than her counterpart. Her vast ("junonic") bosom was a symbol of fertility as well, while Hera boasted her ever-renewed virginity that returned every year after a bath in the Parthenia spring.

Hera (CN)
Favored Weapon: Flail
Domains: Air, Chaos, Community, Destruction, Protection
Subdomains: Cloud, Family, Hatred, Home, Rage, Purity
Druidic Domains: Mountain, Swamp
Inquisitions: Anger, Conversion, Inprisonment, Justice, Persistence, Revelation, Secrets, Truth, Vengeance
Mysteries/Spirits: Ancestors, Life, Wind
Witch Patron: Conspiracies, Deception, Devotion, Portents, Revenge, Transformation
Alternate Channeling: Air/Sky/Wind, Contracts/Oaths, Envy, Monsters, Protection, Revenge/Vengeance, Secrets
Clergy: clerics, oracles, inquisitors, investigators, warpriests, witches

Juno (LN)
Favored Weapon: Quarterstaff
Domains: Community, Healing, Nobility, Law, Protection
Subdomains: Family, Home, Leadership, Loyalty, Medicine, Restoration, Sovereignty
Druidic Domains: Mountain
Inquisitions: Conversion, Justice, Order, Restoration, Truth, Valor
Mysteries/Spirits: Ancestors, Life, Wind
Witch Patron: Boundaries, Devotion, Healing, Mercy, Protection, Revenge
Alternate Channeling: Air/Sky/Wind, Bravery/Valor, Contracts/Oaths, Protection, Rulership
Clergy: clerics, oracles, inquisitors, investigators, warpriests, witches

domenica 14 gennaio 2018

Talented Ranger: The Experimenter Herbalist

Did I ever tell you how much I like the talents system created by Rogue Genius Games to build characters? It’s flexible, allows to choose only the best parts of an archetype without giving up class features you like, and it’s also a practical system to make your own archetypes.
Like this one. The Experimenter Herbalist is a build for a friend. He is a CG Piper (half-satyr) skald/ranger devoted of the God of Wine, a gaudy heart who loves singing, healing his friends and brewing his own beverages. As such, he uses the Bacchanal skald archetype and the fencing (Cayden’s devout) combat style. But he is also famous as the Cat Rider, since his tinkering with alchemical formulae made his pussycat friend grow to a tiger’s size to become an unusual animal companion. Better not to scratch its belly too rough, or you’re in to be its toy mouse!
The Experimenter Herbalist is built using the rules in The Genius Guide To The Talented Ranger and The Genius Guide To More Ranger Talents. Hey, guys, how long before the next book of the line?


1)      Favored terrain (forest), track, wild empathy
2)      Combat style (fencing)
3)      Live in comfort, mystic herbalism
4)      Herbal extracts, hunter’s bond: animal companion
5)      Endurance
6)      Improved combat style
7)      Herbal extracts x2, woodland stride
8)      Infusion
9)      Evasion
10)  Herbal extracts x3, improved favored terrain (urban), improved combat style
11)  Pack leader
12)  Strong bond
13)  Herbal extracts x4, improved favored terrain (mountain)
14)  Improved combat style
15)  Pallas companion
16)  Improved evasion
17)  Guard animal
18)  Improved favored terrain (underground), improved combat style
19)  Sovereign beast companion
20)  Grand companion