Visualizzazione post con etichetta Wayward Rogues Publishing. Mostra tutti i post
Visualizzazione post con etichetta Wayward Rogues Publishing. Mostra tutti i post

sabato 12 maggio 2018

Incarnate favored class bonuses


Racial Favored Class Options
I suppose you all already know that I like very much the Incarnate hybrid class from Wayward Rogues Publishing. So much, in fact, that I created a new option for that class in Pathways #73. Still, I''m not tired yet of showing love to that class. So, since my lady dwarf friend would seriously love to play one of these, I told myself: Why in the world shouldn't she be able to choose a personalized favored class bonus?

Incarnate Favored Class Bonuses
Aasimar: Add +¼ to the damage inflicted to undead or evil outsiders while soulraging.
Dhampir: Add ½ to the incarnate's level for the purpose of determining the effects of one revelation power of the bones mystery.
Dwarf: Increase the incarnate’s total number of soulrage rounds per day by 1.
Elf: Add 1 foot to the incarnate’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the incarnate’s fast movement class feature, and applies under the same conditions and that feature.
Gnome: Add +1/6 to to the incarnate's level for the purpose of determining the effects of the incarnate's curse ability.
Half–Elf: Add +½ to the incarnate's Perception score.
Halfling: Add +1/6 to to the incarnate's level for the purpose of determining the effects of the incarnate's curse ability.
Half-Orc: Increase the incarnate’s total number of soulrage rounds per day by 1.
Human: Add ¼ to the incarnate’s effective class level when determining the power of her revelation powers.
Ifrit: Add ½ to the incarnate's level for the purpose of determining the effects of one revelation power of the flame mystery.
Oread: Add ½ to the incarnate's level for the purpose of determining the effects of one revelation power of the stone mystery.
Sylph: Add ½ to the incarnate's level for the purpose of determining the effects of one revelation power of the wind mystery.
Tiefling: Add ½ to the incarnate's caster level when determining the damage inflicted by spells with the fire descriptor.
Undine: Add ½ to the incarnate's level for the purpose of determining the effects of one revelation of the waves mystery.

And I think this will not be the end, guys...

mercoledì 2 maggio 2018

NPC Gallery: Genteley Goodhand, Halfling Librarian Unbound

As some of you may know, when the Librarian class from Wayward Rogues Publishing was out, I won the contest to create the best Librarian character on the Paizo boards (well... I was the only one to participate) with my halfling bookworm (and self-portrait), Genteley Goodhand.
Now that the Librarian Unbound class is born, it's my duty and my pleasure to update the character, also giving her the Bibliophile archetype that at last allows her to batter enemies with her tome of epics and inspire friends with her storytelling! This will also be my character in the next campaign I play, and I'll be sure to keep you informed on how she's faring.
There's only one thing that was a bit difficult in recreating the character. I appreciated that the Librarian has more spells known to choose from in this new version, but... Genteley has Abjuration as her first chosen school, and there is only one 0th-level abjuration spell (Resistance). So I borrowed a couple knacks from Rite Publishing's 101 0th-Level Spells to round her up (the ones marked with a star). I could fix that by creating some of my own... mmmh...


Genteley Goodhand
Female halfling Librarian (Bibliophile) 1
CG Small humanoid (halfling) 
Init +1; Senses Perception +1 
Defense
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size) 
hp 8 (1d6+2) 
Fort +3, Ref +2, Will +4. +2 vs. fear (fearless), +2 to remove negative levels (shadowhunter) 
Defensive Abilities shadowhunter, word of protection 2/day (1 ally, 5 hp) 
Offense
Speed 20 ft. 
Melee book +0 (1d4-1, -1 circumstance penalty on saving throws for 1 round) 
Special Attacks book battler +1 (1d4+2), shadowhunter 
Librarian Spells Known (CL 1st, concentration +4)
1st Level (2/day)- alarm, shield 
0-Level (at will)- parry strike*, resistance, resistance to fear* 
Statistics
Str 8, Dex 12, Con 14, Int 16, Wis 13, Cha 14 
Base Atk +0; CMB +0; CMD 9 
Traits Avid Reader (Knowledge- arcana), Dilettante Artist, Librarian; Drawbacks Forgetful 
Feats Book Bludgeon 
Skills Craft (binding) +7, Diplomacy +7, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +10, Perform (oratory) +7, Profession (librarian) +12, Spellcraft +7, Use Magic Device +6 
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran, Treant 
SQ athenaes, driven worker (Profession-librarian), just one more page, libris (aegis armory), polyglot, +1 skill  rank (favored class bonus) 
Gear padded armor (5 gp), mess kit (2 sp), pathfinder’s kit (12 gp), scrivener’s kit (2 gp), soap (1 cp), tome of epics (50 gp), 7 sp, 98 cp

mercoledì 14 febbraio 2018

New Exit: Pathways #73, "Elements"

Today I feel like my freelancing career made an important step forward. The article "Heavy Metal Heroes", published in the latest issue of Pathways, is my first published work for Rite Publishing (I hope, the first of many). I'll make some other appearance in this historical magazine during this year, for sure!
So I give to you my Metal shaman spirit and a Metal mystery for the Incarnate class from Wayward Rogues Publishing (that I greatly appreciate). Hope they meet your favour!

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.