mercoledì 29 aprile 2020

P2 Feat: Unholy Castigation

Like I said, sadly evil clerics have the same weapons as good clerics. Here’s the evil version of a Paizo feat for good priests.
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Unholy Castigation (Cleric) Feat 1
Prerequisites evil alignment
You combine unholy energy with negative energy to damage good outsiders. Harm spells you cast damage celestials as though they were undead.

domenica 26 aprile 2020

P2 Feat: Turn Good

Unfortunately, evil clerics often can use the same arms of good clerics...
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Turn Good (Cleric) Feat 4
Prerequisites evil alignment, unholy castigation
You may cause good outsiders to flee before you, compelled by the force of your wickedness. When you use a harm spell to damage celestials, each celestial of your level or lower that critically fails its save gains the fleeing condition for 1 round.

sabato 25 aprile 2020

P2 Feat: Turn Evil

A good clerics must be able to make fiends flee. I already created this feat for Pathfinder 1st Edition, and now I’m updating it!
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Turn Evil (Cleric) Feat 4
Prerequisites good alignment, holy castigation
You may cause evil outsiders to flee before you, compelled by the force of your righteousness. When you use a heal spell to damage fiends, each fiend of your level or lower that critically fails its save gains the fleeing condition for 1 round.

giovedì 23 aprile 2020

Patron Request: Meliae FCB, Variant Heritages, Character Traits and Feats

Another installment for the new player race requested by Ronald J Paris, including a variant heritage to cover Discworld dryads!
I can create stuff on request for you too if you become my patrons! Please visit my Patreon page!

Meliae Favored Class Bonuses
Bard: Add one spell from the druid spell list to the bard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast.
Druid: When casting spells that target plants or plant creatures, add ⅓ to the effective caster level, but only for the purpose of determining duration.
Hunter: Add 1 skill rank to the hunter’s plant companion. If the hunter replaces her plant companion, the new plant companion gains these bonus skill ranks.
Kineticist: Add ¼ to the save DC of the kineticist’s wood infusions and wild talents.
Oracle: Add +⅙ to the oracle’s level for the purpose of determining the effects of one revelation.
Ranger: Add +1 foot to the ranger’s base movement when in one of her favored terrains.
Shaman: Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells she knows. This spell must be at least 1 level lower than the highest-level spell the shaman can cast.
Sorcerer: Choose a bloodline power from the fey or verdant bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +⅙ higher (to a maximum of +2) when determining the effects of that power.
Witch: Add one spell from the druid spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells.
Wizard: Select one arcane school power from the enchantment or wood arcane schools that the wizard can currently use. The wizard treats her class level as though it were +⅙ higher (to a maximum of +2) when determining the effects of that power.

Meliae Variant Heritages

Spring Meliae
Spring meliae tend to have green hair with flowers in it. They are slender and graceful both.
Ability Modifiers Dexterity +2, Charisma +2
Alternate Racial Trait: Spring meliae have treespeech, allowing them to converse with plants as if subject to a continual speak with plants spell. This racial trait replaces endurance.

Summer Meliae
Summer meliae are hearty and vigorous, with wheat-blond hair and sky-blue eyes.
Ability Modifiers: Constitution +2, Intelligence +2
Alternate Racial Trait: Summer meliae resist to high temperatures as if they were under the effect of a constant endure elements spell. This racial trait replaces endurance.

Autumn Meliae
With auburn or red hair and a muscular body, autumn meliae are strong and fit for survival.
Ability Modifiers: Constitution +2, Wisdom +2
Alternate Racial Trait: Autumn meliae gain a +1 racial bonus on Diplomacy and Knowledge (nature) skill checks. This racial trait replaces endurance.

Winter Meliae
Winter meliae have ice-white hair and can be merciless as the most rigid winter or gentle as the solstice celebrations.
Ability Modifiers: Intelligence +2, Wisdom +2
Alternate Racial Trait: Winter meliae resist to low temperatures as if they were under the effect of a constant endure elements spell. This racial trait replaces endurance.

Discworld Meliae
The dryad people from Discworld descend from ancient and extinct wild fey and live literally into the trees, that they use as portals towards a different dimension. These meliae can be both male and female, though the sexes have different mental and physical attributes, and their hair, eyes, and skin are deep green. Discworld meliae are a most reclusive and xenofobic people.
Ability Modifiers: Dexterity +2, Wisdom +2, (female); Strength +2, Constitution +2 (male)
Alternate Racial Trait: Discworld meliae can use tree stride at will to access to their own arborean demiplane. This racial trait replaces tree mind and endurance.

Meliae Character Traits

Bend Like the Willow (Race)
Requirement: Melia
You are slender and pliable and dodge your foes’ attacks as a branch in the wind. You gain a +2 racial bonus against bull rush, grab, or trip attempts.

Blood of the Forest (Race)
Requirement: Melia
You are one with the vegetation of your native forests. You are treated as a creature of the plant type for all prerequisites. Spells and effects still affect you normally as a creature of your type.

Hold On Like the Oak (Race)
Requirement: Melia
Your magic is strictly bound to trees and nature and protects you against wounds. You add barkskin to your spell list and to your known spells as a 2nd-level spell. If you possess a spell-like ability or may spontaneously cast spells of 2nd level or more, you can replace the casting of one such spell or spell-like ability with barkskin.

Wood Protector (Race)
Requirements: Fey type; fey damage resistance, inspiration, or stunning beauty racial trait
Fey glamour surrounds you like an aura. Once per day, you can roll a Diplomacy or Intimidate check twice and use the better result.

Meliae Feats

Fey Spirit Rebuke (General)
Who tries to entice a fey, must beware not to be enticed themselves.
Prerequisites: Fey type, 12th-level character
Benefit: Every time you roll a successful saving throw against a charm or compulsion spell or effect, you may turn the spell back to its original caster as if you had cast spell turning.

Passwood (General)
Every wood item, living or not, can become a refuge for you.
Prerequisites: Verdant Step
Benefit: You may step in any living or unliving wooden object of your size or larger, both normal or magical, when you use your Verdant Step ability.

domenica 19 aprile 2020

P2 Feat: Skill Expertise

Like a better access to feats, more skill versatility is something that’s needed and most surely will be implemented in the 2nd Edition of Pathfinder. But while we wait an official feat to do this, feel free to use mine!
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Skill Expertise (General, Skill) Feat 4
Prerequisites Intelligence 14
Your expertise in a selected skill increases. You gain a skill increase in a skill you are already trained in. You cannot use this feat to become a master in any one skill before 7th level, or legendary before 15th level.
Special You can select this feat multiple times, either gaining an increase in a new skill or increasing one you already selected.

sabato 18 aprile 2020

P2 Feat: Power Over Undeath

Another post, another feat for Pathfinder 2nd Edition! Because divine sorcerers deserve the right to turn undead.
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Power Over Undeath (Sorcerer, Divine) Feat 6
Prerequisites bloodline that grants divine spells, Divine Evolution
You gain power over undead beings as a cleric. You gain the Turn Undead cleric feat if you chose heal for your divine evolution, and the Command Undead feat if you chose harm. You may select either Holy Castigation or Unholy Castigation as sorcerer feats, and use them when you cast heal or harm with your additional slots.

mercoledì 15 aprile 2020

P2 Feat: Deep Training

Here’s another feat that is necessary in P2 and I bet it will be implemented sooner or later. But I did it first!
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Deep Training (Human) Feat 9
Prerequisites General Training
You gain a general feat. You must meet the prerequisites for it.
Special You can select this feat more than once. Each time you select it, you gain another general feat.

domenica 12 aprile 2020

P2 Feat: Command Good

Let’s return to the 2nd Edition feats. This one is the counterpart of Command Evil for good characters.
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Command Good (Cleric) Feat 12
Prerequisites good alignment
Your benevolent authority compels celestial beings to your service. If the next action you use is to cast heal targeting one celestial creature, you transform the effects of that heal spell. Instead of heal’s normal effects, the target obeys to you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist your control. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the celestial uses the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.
Success The target is unaffected.
Failure The celestial becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion celestial.
Critical Failure As failure, but the duration is 1 hour.

sabato 11 aprile 2020

Patron Requested: Meliae Character Race

Ronald G Paris is a Super Patron. His tier allows him to request content for two blog posts per month and suggest content for my monthly patrons-only post. This is the first blog post he requested and I liked adapting the Hamadryad race from D&D 4E to Pathfinder 1E, though I of course had to change the name since hamadryads are already an existing monster. More on this race will come on the next dedicated post!
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Meliae (Advanced Race, 11 RP)
Meliae are a kind of tree spirits, related to dryads. Maybe, like naiads, they could be the result of an intermingling of fey and mortal blood. Unlikely dryads, meliae are not bonded to one specific tree and may travel as they deed fit, but tend however to prefer natural and wooden environments. All meliae are female; a melia who mates with a member of any other race has an equal chance to give birth to another melia or a child of her partner’s race.
Meliae are defined by class levels—they don’t have racial Hit Dice. Meliae have the following racial traits.

Standard Racial Traits
Ability Scores: Flexible (2 RP) +2 Wisdom, +2 Charisma; meliae are beautiful and wise as the ancient woods they come from.
Type: Fey (2 RP) Meliae are Fey with the melia subtype.
Size: Medium (0 RP) Meliae are Medium creatures.
Speed: Normal (0 RP) Meliae have a base speed of 30 feet.
Languages: Standard (0 RP) Meliae begin play speaking Common and Sylvan. Meliae that have high Intelligence scores are able to choose from any of the following bonus languages: Aklo, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Sphinx, Treant, and any regional human tongue.
Defense Racial Traits
Fey Damage Resistance (3 RP): Meliae gain DR 5/cold iron.
Tree Mind (1 RP): Meliae gain a +2 racial bonus on saving throws against enchantment spells or effects.
Feat And Skill Racial Traits
Endurance (2 RP): A melia gains Endurance as a bonus feat at 1st level.
Movement Racial Traits
Woodland Stride (1 RP): Like a druid, a melia may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Senses Racial Traits
Low-Light Vision (1 RP): Meliae can see twice as far as humans can in dim light.

Alternate Racial Traits
Fertile Soil (2 RP): Meliae sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Meliae clerics with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give a melia early access to level-based powers; it only affects powers that she could already use without this trait. This replaces tree mind and woodland stride.
Stunning Beauty (3 RP): Some meliae are related to nymphs more than dryads. Once per day, a melia with this racial trait can surround herself with an aura of unearthly beauty that stuns every humanoid in a 30-foot radius who’s directly looking at her. This effect lasts for 1 minute. Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + ½ the melia’s character level + the melia’s Charisma modifier). This racial trait replaces fey damage resistance.
Tree Bond (2 RP): A melia gains strength from a tree by bonding with it. While within 300 yards of her bonded tree, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a melia can forge a bond with a tree. This racial trait replaces endurance.
Verdant Insight (2 RP): Nature-oriented meliae spellcasters sometimes find that their fey heritage makes plants more willing to serve them. Summon nature’s ally spells that such meliae cast last 2 rounds longer than normal when used to summon creatures with the plant type (using the Summon Plant Ally feat). This racial trait replaces endurance.

mercoledì 8 aprile 2020

Pathfinder 2nd Edition: Command Evil Feat

Let’s go on with the P2 feats I created. Here’s a class feat for evil clerics who want to have fiends at their command.
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Command Evil (Cleric) Feat 12
Prerequisites evil alignment
Your benevolent authority compels fiends to your service. If the next action you use is to cast harm targeting one fiend, you transform the effects of that harm spell. Instead of harm’s normal effects, the target obeys to you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist your control. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the fiend uses the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.
Success The target is unaffected.
Failure The fiend becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion fiend.
Critical Failure As failure, but the duration is 1 hour.

domenica 5 aprile 2020

Pathfinder 2nd Edition Feat: Boundless Ambition

At last, I begin posting some ideas about 2nd Edition Pathfinder- or P2. This is a heritage feat for human characters that will be likely implemented soon by Paizo, but I don’t like to wait XD Since multiclass feats allow to take one 1st-level feat from the chosen class and later a class feat of any level, why couldn’t be the same with heritage feats?
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Boundless Ambition (Human) Feat 9
Prerequisites Natural Ambition
You gain a feat for your class. You must meet the prerequisites, and can select only feats allowed to a character with ½ your effective level.
Special You can select this feat more than once. Each time you select it, you gain another class feat.

sabato 4 aprile 2020

Laurent the Cheerful, Dinosaur Knight

Here’s a character I made for a friend of my younger son...
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Laurent the Cheerful, Dinosaur Knight
Halfling cavalier (Saurian Champion) 1/champion 1
CG Small humanoid (halfling)
Init +3; Senses Perception +1

Defense
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 17 (1d10+2+5)
Fort +5, Ref +4, Will +2; +2 racial bonus vs. fear
Defensive Abilities hard to kill

Offense
Speed 20 ft.
Melee halfling rope-shot +5 (1d4+3) or throwing axe +5 (1d4+3), armor spikes +5 (1d4+3)
Ranged throwing axe +5 (1d4+3)
Special Attacks distant barrage, low blow, mounted maniac, titanic challenge 1/day

Statistics
Str 10, Dex 16, Con 15, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +0 (+2 with disarm); CMD 13
Traits Amiable Blunder, Intrepid Volunteer
Feats Weapon FinesseM
Skills Diplomacy +6, Handle Animal +8, Knowledge (nature) +5, Ride +9, Survival +5
Languages Common, Elven, Halfling
SQ dinosaur mount, outrider, savage combatant, wild warrior
Gear cavalier’s kit (23 gp), halfling rope-shot (1 gp), klar (12 gp), potion of cure light wounds (50 gp), spiked studded leather armor (75 gp), throwing axe (8 gp), 6 gp

Horn, Triceratops Mount (Charger)
Equivalent Druid Level 1
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5

Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 9 (2d8)
Fort +3, Ref +4, Will +1

Offense
Speed 30 ft.
Melee gore +2 (1d8)
Special Attacks mounted challenge

Statistics
Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 12
Feats Weapon Focus (gore)
Skills Intimidate +3, Perception +5
Special Abilities link, tricks (combat training)

mercoledì 1 aprile 2020

Happy Fool’s Day! Thanks To My Patrons & Exclusive Content!

Thank you to Cecil Maye, Zabor and Ronald G Paris, my patrons who donate $3 or more every month!
Ronald used his privilege to ask me a piece of personalized content. It will be published tomorrow on my Patreon page for patrons only. If you wish to see it, please become my patrons!