mercoledì 28 giugno 2023

Patron Request: Battledancing Feat from EverQuest

 For Shenba'Dal characters, as requested by Ronald J Paris!

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Battledancing (Combat)

You use graceful movements and flowing garments to hinder an enemy’s attacks.

Prerequisites: Dex 15+, Dodge, base attack bonus +2 or Perform (dance) 2 ranks, gipsy elf.

Benefit: At the beginning of your turn, you can designate an opponent and receive a +2 dodge bonus to your Armor Class against attacks from that opponent, or you can designate two opponents and receive a +1 dodge bonus to your AC against each of them. You can change your designated opponent or opponents at every turn, 

Using this feat relies on both movement and flowing garments, so you may not apply Battledancing’s dodge bonus when entangled, bound, grappling, or otherwise hampered, or if you are wearing armor armor that’s not made mostly of cloth (e.g., padded armor or silken ceremonial armor).

domenica 25 giugno 2023

New Feat: Elemental Trial

 This one is for worshipers of elemental gods and demigods (elemental forces are very important in the Worldcenter setting).

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Elemental Trial

Your deity tests the purity of those who would benefit or be damaged by your channeled energy with an elemental judgment.

Prerequisites: Channel energy 7d6; Air, Earth, Fire, Water, or Weather domain or blessing.

Benefit: Once per day, you can expend one use of your channel energy ability to affect one creature within your channeling range as if you had cast trial by fire (using the element matching one domain or blessing you have access to), at a caster level equal to your effective cleric level.

Elemental Trial (Mythic)

The elemental judgment dealt by your deity is absolute.

Prerequisite: Elemental Trial.

Benefit: When you channel energy using the Elemental Trial feat, the ability functions now as mythic trial by fire.

sabato 24 giugno 2023

New Feat: Channel Radiance

 For worshipers of sun and light deities, whether in my own setting or in yours.

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Channel Radiance

The pure light of your god fortifies the good and purifies evil.

Prerequisite: Channel positive energy 6d6, worshiper of Eliun.

Benefit: As a standard action, when you channel positive energy, you can expend an additional use to fill the affected area with radiance (as per brightest light) for a number of rounds equal to your cleric level.

Channel Radiance (Mythic)

The divine radiance of your channeled energy is blinding and a bane for darkness and evil.

Prerequisite: Channel Radiance.

Benefit: The radiance summoned when you channel positive energy functions now as mythic brightest light.

mercoledì 21 giugno 2023

Patron Request: Shenba’Dal (Gipsy Elves) from EverQuest

As requested by Ronald J Paris!

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Shenba’Dal (Gipsy Elves)

Gipsy or wanderer elves are quick, witty, ready to fight and steal but also to dance and flirt, and are much less aloof than most of their kind. These elves have the retreat magic and slender racial traits, and also the following ability score modifiers.

Ability Score Modifiers: +2 Dex, +2 Cha, -2 Con.

Gipsy elves also have access to a new feat: Battledancing (soon to come in another post).


domenica 18 giugno 2023

New Feat: Elemental Hands

New options for my setting’s elemental priests and crusaders!

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Elemental Hands

Rather than positive or negative energy only, you can channel elemental energy through your touch.

Prerequisites: Fervor or lay on hands class feature, worshiper of a deity granting the Air, Earth, Fire, Water or Weather domain.

Benefit: Select an energy type matching a domain granted by your deity. You can use your fervor or lay on hands ability to deal the same amount of energy damage, instead of positive or negative energy damage. If your ability uses positive energy, you only can inflict elemental damage to evil creatures; if it uses negative energy, you only can inflict elemental damage to good creatures.

Special: Paladins can select this feat in place of a mercy.

sabato 17 giugno 2023

Paladin Archetype: Elemental Knight (Revised)

 I created this archetype a while ago, but re-reading it, I felt it lacked something. So I fleshed it out and here it is.

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Elemental Knight (Paladin Archetype)

Servants of deities of the elements or, more often, of the elemental planes and spirits themselves, elemental knights pledge their fealty to the purity and goodness of creation, swearing to eradicate those who use their chosen element for evil purposes.

Elemental Diplomat (Ex): An elemental knight must select air, earth, fire, or water at 1st level (with the GM’s permission, she can select less orthodox elements, like metal or wood). She gains the language related to creatures of that element (Aquan, Auran, Ignan, or Terran) as a bonus known language.

Smite Evil Elementals (Su): An elemental knight deals double damage with her smite evil abilities to evil creatures with a subtype corresponding to her chosen element. She does not inflict double damage to evil dragons. This alters smite evil.

Elemental Resistance (Ex): At 3rd level, an elemental knight begins to attune her vital essence with her chosen element. She gains energy resistance 10 against the energy type corresponding to her element. At 9th level, this resistance increases to 20, and at 15th level, to 30. This ability replaces divine health and the mercies gained at 3rd, 9th, and 15th level.

Elemental Channel (Su): At 4th level, an elemental knight gains Elemental Channel as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.

Elemental Bond (Su): At 5th level, an elemental knight bonds with the spirits of her chosen element. This bond can take one of four forms. Once the form is chosen, it cannot be changed. This ability alters divine bond.

  • Elemental Ally: The elemental knight may call a Small elemental of her chosen type to her side, as a paladin calls her mount. This earth elemental is lawful good in alignment and possesses the celestial template, and it increases in size as the paladin gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level.
  • Elemental Essence: The elemental knight gains the wild shape ability as a druid of her same level, except she can only transform into a Small Elemental of her chosen type, as elemental body I. At 8th level, she can assume the shape of a Medium elemental, as elemental body II; at 10th level, she can assume the shape of a Large elemental, as elemental body III; and at 12th level, she can assume the shape of a Huge elemental, as elemental body IV.
  • Elemental Weapon: This works as a normal paladin’s bond with her weapon, except that an elemental knight of air, earth or water replaces the flaming and flaming burst weapon abilities with the following: shock, shocking burst, and grounding (Air), catalytic, corrosive, corrosive burst, and quaking (Earth), frost, icy burst, quenching, and seaborne (Water). An elemental knight of fire adds thawing and igniting to the abilities she can add to her weapon. In addition, an elemental knight cannot add the disrupting and keen abilities to her weapon.
  • Primal Mount: The elemental knight gains a mount as per the standard paladin ability, except the mount must have the elemental companion archetype.

Primal Magic (Su): At 5th level, an elemental knight selects a domain tied to her chosen element. The paladin adds the 1st-4th level spells from that domain to her spell list. The elemental knight can select the Air, Fire, Earth, Water, or Weather cleric domain (subdomains included), or any one suitable terrain domain from the druid’s list. The paladin does not gain domain powers from her chosen domain. This alters spells.

Elemental Aura (Su): At 11th level, the paladin can expend two uses of her smite evil elementals ability to surround herself with an aura of her chosen element for 1 minute. This functions as the elemental aura spell, except that it has a range of 10 feet and only damages evil creatures in its area of effect. Each ally within 10 feet of the paladin gains energy resistance 5 against her chosen element. This replaces aura of justice.

Elemental Champion (Su): At 20th level, a paladin becomes immune to the energy type corresponding to her chosen element. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount. This alters holy champion.

mercoledì 14 giugno 2023

Legendary Prestige is out!

 Thank you to Legendary Games for letting out the latest book I worked on! Legendary Prestige addresses many prestige classes both old and new for Pathfinder 1E, but it by no means covers them all- if you wish for a second part, please let me know by buying it a lot!

A bit of exclusive content will be on my Patreon today. Please enjoy it.

domenica 11 giugno 2023

New Feat: Blade And Tankard Defense

 I love blade-and-tankard swashbucklers, rogues, bards, priests… but I always thought, if a tankard is made of wood, why can’t it be used as a shield other than an improvised weapon? The Two-Weapon Defense feat does exist, after all, so…

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Blade and Tankard Defense (Combat)

You can use your fighting tankard to parry enemy attacks.

Prerequisites: Catch Off-Guard or Divine Fighting Technique, Two-Weapon Defense, Two-Weapon Fighting, worshiper of Cayden Chilean.

Benefit: When you are wielding a tankard in your off-hand, you can choose to not attack with the tankard in a round and instead use it for defense in that round. If you do, the tankard counts as a heavy wooden shield for all feats and prerequisites.

sabato 10 giugno 2023

Romita Durapetra, Forgepriest Level 20

This build is done! Something new soon!

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Romita Durapetra CR 25

Dwarf warpriest 15 (Forgepriest)/ulfen guard 5/champion 10

LG Medium humanoid (dwarf)

Init +14; Senses darkvision 60 ft., Perception +29/+31

Aura Good


Defense

AC 36, touch 17, flat-footed 34 (+14 armor, +5 deflection, +2 Dex, +5 natural); +4 dodge vs. monsters of the giant subtype

hp 307 (15d8+5d10+160+50)

Fort +24, Ref +17, Will +23; +2 racial bonus vs. poison, spells, and spell-like abilities, +2 sacred bonus vs. fear and emotion effects, insanity or confusion effects, charm and possession effects, and death effects (magic medals)

Defensive Abilities armor of earth, force of will, guarded thoughts, hard to kill, immortal, mythic saves, recuperation, sacred armor +3, to the death, unstoppable; DR 3/—; Resist fire 10


Offense

Speed 20 ft.

Melee +5 hearthhammer +32/+27/+22/+17 (1d10+16, x3)

Ranged +4 reliable sonic boom musket +24 (1d8+4 +1d6 sonic, x4)

Special Attacks backlash, blowback, burst through, flash of rage, juggernaut, legendary champion, mythic power 24/day, mythic rage, priceless blade, rage 26 rounds/day, rage powers (intimidating glare*, lesser celestial blood, lesser celestial totem), sacred weapon +3 (2d6), sudden attack, surge +1d12, titan’s rage, unstoppable shot

Spell-Like Abilities (CL 20th; concentration +24)

5/day- dimension door (60 ft.)

Warpriest Spells Prepared (CL 15th; concentration +22)

5th Level- ancestral memory, dispel evil (DC 21), fabricate, righteous might

4th Level- blessing of fervor, divine power, forceful strike (DC 20), holy smite (DC 20), warp metal

3rd Level- badger’s ferocity, deadly juggernaut, keen edge, storm of blades, titanic anchoring, versatile weapon, wrathful mantle

2nd Level- bear’s endurance, blessing of courage and life, heat metal, instant armor, spear of purity (DC 18), shatter, stalwart resolve

1st Level- burning disarm (DC 17), detect evil, divine favor, jury-rig, magic weapon, protection from evil, weapons against evil

0-Level- detect magic, guidance, light, mending, resistance


Statistics

Str 25, Dex 18, Con 26, Int 18, Wis 24, Cha 18

Base Atk +16; CMB +23; CMD 37 (41 vs. bull rush or trip while standing on solid ground)

Traits Faith in the One, Zest for Battle

Feats Blessed Hammer, Cleave, Cleave Through*, Companion Figurine, Craft Magic Arms and Armor*, Exotic Weapon Proficiency* (firearms), Extra Rage, Flickering Step, Furious Spell, Great Cleave, Greater Weapon Focus* (warhammer), Power AttackM, Summon Guardian Spirit, ToughnessM, Weapon FocusM* (warhammer), Weapon Specialization* (warhammer)

Skills Craft (jewelry) +46, Handle Animal +10, Intimidate +27, Knowledge (nobility) +11, Knowledge (planes) +24, Perception +29/+31, Sense Motive +28, Use Magic Device +27

Languages Celestial, Common, Dwarven, Elven, Sylvan

SQ amazing initiative, adaptable guardian, blessings 15/day, chosen ally +2, creator’s bond, craftsman, fervor 14/day (5d6), forge mastery, formal training, industrious urbanite, mule’s strength, stonecunning

Gear amulet of natural armor +5 (50,000 gp), anvil of the skyseeker (6,700 gp), belt of physical perfection +6 (144,000 gp), black powder horn with 10 doses of black powder (103 gp), earthquake boots (67,500 gp), +5 crusading denying adamantine full plate (116,500 gp), cloak of quick reflexes +4/+5 (24,000 gp), dwarven fire ale (50 gp), figurine of wondrous power (onyx dog) (15,500 gp), +5 hearthhammer (62,000 gp), +4/mwk reliable sonic boom musket (130,200 gp) with 10 alchemical molten shots (400 gp), headband of mental superiority +6 (144,000 gp), helm of fearsome mien (5,000 gp), golden holy symbol (10,000 gp), set of 6 righteous medals (36,000 gp), ring of protection +5 (50,000 gp), rod of metal and mineral individuation (10,500 gp), splendorous ring (10,000 gp), warpriest’s  kit (16 gp)


Shab, Guardian Spirit Silvanshee CR 6

NG Tiny outsider (agathion, extraplanar, good)

Init +9; Senses darkvision 60 ft., low-light vision; Perception +16


Defense

AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)

hp 57 (6d10+24)

Fort +15, Ref +16, Will +12; +4 vs. poison

DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 17

Offense

Speed 30 ft., fly 90 ft. (good)

Melee bite +13 (1d3–1), 2 claws +13 (1d2–1)

Special Attacks heroic strength, pounce, smite threat 1/day (+6/+6)

Spell-Like Abilities (CL 7th; concentration +13)

Constant—know direction, speak with animals

At will—dancing lights, guidance, prestidigitation, stabilize

1/day—chill touch (DC 17), cure serious wounds, detect thoughts (DC 18), dimension door (self plus 5 lbs. of objects only), ill omen, inspiring word (1 round), protection from evil

1/week—commune (6 questions, CL 12th)


Statistics

Str 9, Dex 21, Con 18, Int 16, Wis 19, Cha 22

Base Atk +6; CMB +9; CMD 18 (22 vs. trip)

Feats Believer’s Blessing, Improved Initiative, Weapon FinesseB, Word of Healing

Skills Acrobatics +18, Climb +14, Fly +13, Heal +10, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +16, Sense Motive +13, Stealth +26; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth

Languages Celestial, Draconic, Infernal, Sylvan; speak with animals, truespeech

SQ cat’s luck, fated guardian, flight, lay on hands (3d6, 9/day, always as a 6th-level paladin), spectral mist


Special Abilities


Cat’s Luck (Su) A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.


Fated Guardian (Su) When conjured by a 4th-level or higher spell, a guardian spirit can protect the destiny of another creature within 30 feet as a standard action once per day. For 1 round, any time the creature makes an attack or attempts a saving throw, it rolls twice and takes the better result.


Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.


Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to ½ your cleric level (minimum 1). 


Smite Threat (Su) Once per day as a swift action, the guardian spirit can add its Charisma bonus on attack rolls and its HD on damage rolls against a foe that currently threatens its ward or has attacked the ward within the past 24 hours; this smite persists until the target is dead or the summoning of the guardian spirit ends. If the spirit is summoned by a 6th-level spell, it can use smite threat an additional time per day, and if the spirit is summoned by a 9th-level spell, it can use smite threat a third time per day.


Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.


Lionheart, Onyx Dog Companion

N Medium animal

Init +10; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +16


Defense

AC 31, touch 17, flat-footed 24 (+6 Dex, +1 dodge, +14 natural)

hp 136 (16d8+64)

Fort +14, Ref +15, Will +8. +4 morale bonus vs. enchantment spells and effects; +2 morale bonus vs. spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead

Defensive Abilities evasion, improved evasion; Immune unnatural aura


Offense

Speed 40 ft.

Melee bite +20 (1d6+7 plus trip)


Statistics

Str 24, Dex 22, Con 18, Int 9, Wis 12, Cha 7

Base Atk +12; CMB +19; CMD 35 (39 vs. trip)

Feats Devotion Against the Unnatural, Dodge, Improved Initiative, Intercept Blow, Iron Will, Reflexive Interception, Skill Focus (Perception), Weapon Focus (bite)

Skills Acrobatics +13 (+17 jumping), Perception +16, Survival +7 (+11 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Perception, +4 Survival when tracking by scent

Languages Common

SQ link, share spell, tricks (fighting, guarding, hunting, aid, break out, deliver, rescue)