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Visualizzazione post con etichetta Fat Goblin Games. Mostra tutti i post

mercoledì 29 luglio 2026

New Apothecary Concoction: Expanded Discoveries

For the Apothecary class from Fat Goblin Games (again).

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Expanded Discoveries (Ex): The apothecary can select alchemist discoveries from the following list in addition to those listed in Classified: Apothecary, as long as she fulfills any required prerequisites: aromatic extract, change alignment, collective memory, glimmering infusion, intuitive understanding, lasting tinctures, material mastery, pickled quasit, sandstone solution, spell knowledge, or volumizer. Treat the apothecary’s level as her alchemist level for any prerequisites or effects of these discoveries. This concoction can be selected more than once; every time, it grants a different discovery.

domenica 26 luglio 2026

New Alchemist Discoveries

Some missing things and a bit of an overlap with a 3PP class: the Apothecary from Fat Goblin Games.

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New Alchemist Discoveries


Apothecary Concoction (Ex): The alchemist may choose an apothecary concoction in place of a discovery, as long as he fulfills any required prerequisites. Treat the alchemist’s level as his apothecary level for any prerequisites or effects of these concoctions. This discovery can be selected more than once; every time, it grants a different concoction.


Choleric Bomb (Su): Your bombs are filled with memories of wrath and ire. A creature that takes a direct hit from a choleric bomb takes damage from the bomb. The creature is also under the effect of a release fury spell for 1 round per caster level of the alchemist unless they succeed at a Will save. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be 10th level before selecting this discovery.


Phlegmatic Bomb (Su): Your bombs are filled with memories of boredom and ennui. A creature that takes a direct hit from a phlegmatic bomb takes damage from the bomb. The creature is also under the effect of an oppressive boredom spell for 1 round per caster level of the alchemist unless they succeed at a Will save. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be 4th level before selecting this discovery.


Sanguine Bomb (Su): Your bombs are filled with memories of good times and euphoria. A creature that takes a direct hit from a sanguine bomb takes damage from the bomb. The creature is also under the effect of a hideous laughter spell for 1 round per caster level of the alchemist unless they succeed at a Will save. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be 4th level before selecting this discovery.


Tonics: Like an apothecary, the alchemist can prepare a small number of extracts each day that are not expended when used, similar to the cantrips which a wizard prepares. These 0th-level extracts, called tonics, can be used over and over by simply sipping a small bit of the contents, allowing the alchemist to gain the effects many times before she must prepare the extracts again. Once prepared for the day, these tonics cannot be changed. The alchemist can learn any tonic from the apothecary’s extracts list, and can prepare a number of tonics every day equal to the number of cantrips available to a magus of his same level.

sabato 5 gennaio 2019

Hearth, the Tamer Level 5

And here’s the last member of the Asteroid Quartet. She dabbles in Legendary Games' Path of the Stranger (to give her proficiency with the whip), and has a racial traits from Fat Goblin Games' Amazing Races: Ifrit.
And we're not done with the Sailor Builds yet!
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Hearth, CR 5
Ifrit skald (Hunt Caller) 5/trickster 1
Female CG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +7
Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (5d8+5+4)
Fort +6, Ref +5, Will +4
Defensive Abilities hard to kill, uncanny dodge; Resist fire 5
Offense
Speed 30 ft.
Melee +1 whip +7 (1d3+4)
Special Attacks mythic power 5/day, raging song 15 rounds/day (inspired rage +2, song of marching, song of the senses), rage power (lesser beast totem), surprise strike, surge +1d6
Spell-Like Abilities (CL 5th, concentration +9)
1/day- detect magic, mage hand, mending, prestidigitation
Skald Spells Known (CL 5th, concentration +9)
2nd Level (3/day)- alpha instinct, animal messenger, animal trance (DC 17), summon nature’s ally II
1st Level (5/day)- implant urge (DC 15), hypnotism (DC 16), reveal secrets (DC 15), summon monster I, summon nature’s ally I
0-Level (at will)- dancing lights, daze (DC 14), haunted fey aspect, lullaby (DC 14), summon instrument, unwitting ally (DC 14)
Statistics
Str 10, Dex 16, Con 13, Int 12, Wis 9, Cha 18
Base Atk +3; CMB +3; CMD 16
Traits Know the Land, Wishful Thinking
Feats Friend to Animals (DC 16), Nature Soul, Scribe Scroll*, Weapon FinesseM
Skills Acrobatics +11, Bluff +12/+14, Handle Animal +12, Intimidate +12, Knowledge (nature) +14,  Perception +7, Perform (percussions) +12
Languages Celestial, Common, Ignan
SQ as you wish, bardic knowledge +2, hypnotic, path dabbling (whiplash), versatile performance (Handle Animal), wilderness magic
Gear beast-training kit (15 gp), cloak of woodland creatures (3,500 gp), +1 glamered leaf armor (4,350 gp), masterwork drum (100 gp), 2 potions of charm animal (100 gp), 2 potions of cure light wounds (100 gp), skald’s kit (37 gp), +1 whip (2,301 gp)

domenica 26 agosto 2018

Skye Springscent, Level 1

Here begins a new Sailor build! Without too many adjustments this time, because I found what I needed in two 3PP books. The bloodthirsty racial trait comes from Rite Publishing's 101 Featured Alternate Racial Traits, while she uses the favored class bonus from Fat Goblin Games' Astonishing Races: Tiefling. Her blessings are Strength and Tornado (from Ultimate Wilderness).
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Skye Springscent CR 1
Tiefling (Pitborn) warpriest 1 (Proclaimer)/champion 1
Androgynous LN Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception +5
Aura aura of law
Defense
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 18 (1d8+2+3+5)
Fort +4, Ref +1, Will +4. +2 trait bonus vs. charm, compulsion, and emotion
Defensive Abilities hard to kill; Resist cold, electricity and fire 5
Offense
Speed 30 ft.
Melee scimitar +4 (1d6+2, 18-20)
Special Attacks aerial assault, blessings 3/day (dust devil, strength surge +1), bloodthirsty, fleet charge, mythic power 5/day, surge +1d6
Spell-Like Abilities (CL 1st, concentration +3)
1/day- shatter (DC 14)
Warpriest Spells Prepared (CL 1st, concentration +3)
1st Level- divine favor, magic weapon
0-Level- detect fiendish presence, vigor, virtue
Statistics
Str 14, Dex 12, Con 14, Int 10, Wis 15, Cha 14
Base Atk +0; CMB +2; CMD 13
Traits Anticipate Evil, Principled
Feats Toughness, Weapon FocusM* (scimitar)
Skills Intimidate +6, Perception +5
Languages Abyssal, Common
SQ righteous oath, sacred weapon 1d6
Gear chainmail (150 gp), scimitar (15 gp), warpriest’s kit (16 gp)

sabato 14 ottobre 2017

A 2E Priest in Pathfinder: What's Best? (Part 1: Priests & Clerics)

Back in 2E days, I adored the many different options for priest characters. I spent hours imagining my own deities and choosing spells spheres and granted powers, weapon and armor options, for each one. In particular with Spell & Magic options, I felt I could construct nearly anything I needed, from a warrior crusader to a pacifist, unarmed friar. And not every priest could heal or turn undead.
With 3E, 3.5E and then Pathfinder, this ability was lost- clerics were pretty much all the same. Some of it was regained little by little, with domain powers, archetypes, prestige classes, obediences and mostly, new divine classes. Now we have the Warpriest in place of the Crusader (and the Sacred Fist archetype for lovers of the priestly Monk), the Shaman... Inquisitors are great priests/rogues, and Oracles can be very versatile specialists. But something to find again the feel of the sphere casting priest is still missing, and most notably, many would want a "western monk", unarmed and with knowledge powers. In addition, I still think that there should be priests who can't heal or channel energy.
Some Paizo archetypes and 3PP classes have been created attempting to fill this void. Many of them are neat, but none satisfied me completely. Here are, however, some of my favorites.
(Incidentally... I love divine classes like the Saint (Fat Goblin Games) and the Cantor (Encounter Table Publishing), but I won't discuss them here because what I'm searching for this time is a full caster. I'll discuss druidic archetypes and classes in the next post of this series).
First, let's see the official material. The Cloistered Cleric was the first attempt by Paizo in this direction and, honestly, I don't consider it available in my games. Light armor and one domain? No, thanks.
Ecclesitheurge and Blossoming Light are, on the other hand, two splendid examples of unarmored cleric instead. I love them... but neither can personalize her spell list or waive channel energy. Sorry, I'll try elsewhere.
In what I call the "rigid classes batch", there's Adamant Entertainment's Priest, that receives 3 domains but wears armor. Then we have Flaming Crab Games' Priest, with some neat archetypes for flexibility and a good rewriting of domains as dogmas. Kobold Press' Priest is similar, being a divine arcanist with some very cool options and flavor. Finally, maybe the one I like the most in this batch, The Knotty-Work's Priest, a pacifist, unarmed friar with awesome level-based powers similar to swashbuckler deeds. I would very gladly adopt this for my games were not for some little things... powers are fixed as the characters advances in level, and I'd have liked a little more customizability; the class is super great for good characters, but precluded to other alignments; and prohibiting all spells that inflict damage is too much even for a pacifist priest. I mean, not even harming undead or evil outsiders? I can understand and approve from a philosophical point of view, but from a gaming point of view... I fear it's too much. Lastly, all these have one point in common- they can prepare all spells from the cleric/oracle's list, without the chance of differentiation.
Another batch includes the highly customizable classes- and they all are products of Rogue Genius Games. The Magister is simply beautiful and has a lot of options; I also like that she uses both Wisdom and Charisma as primary stats, and as a hybrid spontaneous caster, she can choose any spell she likes more. Sadly, the class has only a limited group of domains or mysteries available, having a "tribal priest" flavor, and so it doesn't fit well as a "western monk".
The Guide to Divine Archetypes offers some fantastic choices for divine characters, both "lay brethren" and spellcasters. My favourite here is the Chantry, an archetype/alternate class that transforms a priest into a divine bard (and has that "2E soothing word" power I like so much as a divine performance). It goes very near to the image in my head... but still not quite. I would have liked a more powerful soothing ability, and the divine performances are fixed. Plus, its cleric version still has channel energy and the whole spell list at her command.
And here comes the Talented Cleric, the princess of this batch. Now this seems to have everything. Like a domain power? Take it. Don't like another? Don't take it. Want a power from another domain? This can be done (within limits). You can channel energy or not, or exchange it with an alternate form of channeling (Merciful Channeling is the one I love the most). Just one thing... what about the spell list? There's one in an appendix, and it's very restricted. Have we to suppose that these are the only spells available to the talented cleric except domain spells, or is it only an example list? However... that's not customizable.
*Sigh* That's all for now. Next time I'll talk about druidic "priestly" classes and archetypes.