sabato 16 maggio 2020

Reaper Shaman Spirit

This is a shaman spirit that was missing in Paizo books. It could also have been useful to stat Susan Death.
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Reaper Spirit
A shaman who selects the reaper spirit appears skinny and gaunt, with white skin, white hair and eyes strangely sunken and circled of dark. Her voice may be booming with a sense of doom or low and raucous like sandpaper.

Spirit Magic Spells: chill touch (1st), calm spirit (2nd), sands of time (3rd), purge spirit (4th), slay living (5th), undeath to death (6th), destruction (7th), horrid withering (8th), wail of the banshee (9th).

Hexes: A shaman who chooses the Reaper spirit can select from the following hexes.

Death's Embrace (Su): The shaman gains Improved Grapple as a bonus feat, even if she does not meet its prerequisites. Once per round when the shaman succeeds at a grapple combat maneuver check, she can deal 1d6 points of negative energy damage to the target of her grapple. This damage increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of 5d6 at 20th level.

Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. At 20th level, the radius of this ability increases to 60 feet. The shaman can use life sight a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.

Moral Crisis (Su): As a standard action, the shaman can target a living creature within 30 feet of her, reminding it of its moral failings. The target must succeed at a Will save or be staggered for a number of rounds equal to the shaman’s level. The target can attempt a new saving throw at the end of each of its turns to end this effect. This is a mind-affecting emotion effect. A creature affected by this hex cannot be affected by it again for 24 hours.

Rest In Peace (Sp): By touching a creature, the shaman makes its repose more fruitful and refreshing. This works as gentle repose on corpses and restful sleep on living creatures. Both effects last 1 day. A creature affected by this hex cannot be affected by it again for 24 hours.

Ward of Oblivion (Su): A shaman touches a willing creature (including herself ) and grants a ward of oblivion. For a number of rounds equal to the shaman’s level, no creature can perceive the target unless it succeeds at a Perception skill check. At 8th level, the ward lasts for 1 minute. At 16th level, the ward lasts for 1 hour. Once the ward of oblivion ends, the creature cannot be the target of the hex again for 24 hours.

Spirit Animal: The shaman’s spirit animal appears mostly devoid of color and faintly glowing, as an otherworldly vision. The creature gains spiritsense in a 60 ft. radius, as the psychopomp ability.

Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability.

Voice of Doom (Su): As a standard action, the shaman can speak with the authority of inevitable doom, dealing 1d4 points of sonic damage + 1 for every 2 shaman levels she possesses to one creature within 30 feet. A creature failing its saving throw is also shaken for 1 round. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as a disruption weapon.

Greater Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Pale Horse (Sp): The shaman can summon a phantom steed, as the spell, to serve her for a number of hours per day equal to her shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

True Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Obliterate Memory (Sp): As a standard action, twice per day, the shaman can target a creature within 30 feet and eliminate all memory of an event the target experienced, as modify memory. A target can attempt a Will save to negate this effect. In addition, the shaman can cause an account of the memory erased by this ability to appear on a blank page of any book she is carrying.

Manifestation: Upon 20th level, the shaman becomes a true reaper of death: no soul can escape her sight,while she escapes the sight of everyone. She automatically confirm critical hits and creatures automatically fail Fortitude saves against her coup de grace attempts. In addition, she can cast impenetrable veil on herself only once per day as a spell-like ability.

mercoledì 13 maggio 2020

Passion Spirit (from Everybody Games)

A while ago, I co-authored the Book of Passion for Misfit Studios, that featured, among the other things, a Passion oracle mystery and shaman spirit. But I also created a different Passion mystery for Everybody Games, and that one was not made into a spirit. So... now it has.
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Passion Spirit

A shaman who selects the passion spirit shows supernatural beauty, youth and grace. Her voice is soothing and enticing, her eyes sparkle, and her skin is always soft and smooth, almost glowing when she invokes one of her spirit’s abilities.

Spirit Magic Spells: charm person (1st), reckless infatuation (2nd), mantle of calm (3rd), matchmaker (4th), serenity (5th), symbol of persuasion (6th), waves of ecstasy (7th), symbol of debauchery (8th), overwhelming presence (18th).

Hexes: A shaman who chooses the Passion spirit can select from the following hexes.

Curse of Infatuation (Su): The shaman causes one creature within 30 feet to feel an unquenchable desire for another real or imaginary creature. The object of desire has not to be present for the curse to have effect. The victim can’t think of nothing else but its acute yearning, crying and uttering love oaths, being effectively stunned for a number of rounds equal to the shaman’s level.

Desire Sight (Sp): As a standard action, the shaman can learn the desires of any creature she can see within 100 feet, as if she had concentrated until the third round of detect desires. The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Love Token (Su): Once per day the shaman can exchange gifts with one willing creature, bonding their souls together. These gifts must be paired, such as exchanging rings, flowers, or earrings. While the shaman and the other creature are both wearing these gifts, the shaman can concentrate on the subject as a full-round action to learn the creature’s direction and relative distance from her, provided both are on the same plane. The shaman may have only one love token active at a time.

Shield of Splendor (Su): The shaman’s beauty radiates in the form of a palpable shield that protects her from harm. The shaman adds her Charisma modifier (instead of her Dexterity modifier) to her Armor Class and CMD. Any condition that would cause the shaman to lose or be denied her Dexterity bonus to Armor Class instead causes her to lose her Charisma bonus, and any armor she wears inhibits the number of points of Charisma that the shaman can add to her Armor Class instead of her Dexterity.

Universal Fascination (Su): The shaman chooses one creature type of subtype from the ranger’s list of favored enemies. Any charm and compulsion spells the shaman knows that normally affect a type of creature only can now affect the chosen creatures. At 7th level and every 4 levels thereafter, the shaman can select another type or subtype of creature to affect with her enchantments.

Spirit Animal: The shaman’s spirit animal looks like a perfect specimen of its species, with lustrous fur or feathers, gleaming eyes and a soft, captivating voice. The animal gains Diplomacy as a class skill and can use the hypnotism occult skill unlock as if it had the Psychic Sensitivity feat.

Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability.

Burst of Passion (Su): The shaman uses positive or negative energy to incite emotions in others. Whenever the shaman casts a cure spell, she can add the effects of one mercy of her choice among those available to a 3rd-level paladin to the spell. Whenever the shaman casts an inflict spell, she can add the effects of one cruelty of her choice among the ones available to a 3rd-level antipaladin to the spell. At 8th level and then at 12th level, the shaman can select another mercy or cruelty, as a paladin or antipaladin of her shaman level.

Greater Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Unwavering Love (Su): The shaman gains a +3 insight bonus on saves against charm and compulsion spells and effects. In addition, as a standard action she can radiate a rosy-gold aura of supernatural beauty in a 10-foot radius. Opponents attempting to directly attack the shaman must succeed on a Will save or be unable to follow through with the attack, functioning as sanctuary. Additionally, any creature who is (or could be) romantically or sexually attracted to the shaman must make a Will save each round that it begins its turn within 10 feet of her or become fascinated by her beauty for 1 round. This effect lasts 1 minute.The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Incarnation of Love (Sp): Once per day, the shaman can assume an exalted and perfect form for a number of rounds equal to her shaman level. This works as greater angelic aspect, regardless of the shaman’s level (an evil shaman would be protected against good rather than evil). Furthermore, the shaman gains a +2 bonus on Charisma for the effect’s duration.

Manifestation: Upon reaching 20th level, the shaman transforms into love personified. Her type changes to outsider (augmented) and she gains DR 10/magic and cold iron. The shaman retains all subtypes she previously possessed, and can still be brought back from the dead as if she were a member of her previous creature type. Furthermore, the shaman gains immunity to age effects that she is not a willing target of, and gains greater age resistance as a constant spell-like ability. At will, the shaman can transform into an idealized version of herself, functioning as threefold aspect except all bonuses gained are sacred or profane bonuses (depending on the shaman’s alignment), and the shaman does not take any penalties from the spell’s effect. Finally, the shaman can designate a number of creatures up to her Charisma bonus that she shares a mutual and willing platonic or romantic relationship with. Designated creatures gain all of the benefits of this manifestation except the DR. The shaman can end this effect for a given creature as a free action, but only if that creature defaces their mutual relationship.

domenica 10 maggio 2020

Pale Rider Oracle Archetype

When I was creating the stats of Susan Death for one of my monthly patrons-only post, this was one attempt I made to recreate her powers in Pathfinder. It wasn’t the one I used in the end, but it deserves to be published anyway. Maybe you can use it!
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Pale Rider (Duskwalker Oracle Archetype)
An agent of Death himself, a pale rider gallops through the world like a shadow, granting the gift of repose to those whose time is come- and without leaving a lasting impression in anyone she meets.
Oracle’s Curse: A pale rider must choose the haunted, powerless prophecy, pranked, or reclusive curse at 1st level.
Bonus Spells: These bonus spells replace the oracle’s mystery bonus spells at these levels: memory lapse (2nd), invisibility (4th), phantom steed (8th), fleeting memory (10th), ethereal jaunt (14th), mass fleeting memory (16th).
Revelations: A pale rider must take the following revelations at the listed levels.

Flicker (Sp): As the whimsy mystery revelation. You must take this revelation at 1st level.

Forgotten Presence (Sp): As the intrigue mystery revelation. You must take this revelation at 7th level.

Spirit Walk (Sp): As the bones mystery revelation. You must take this revelation at 11th level.

Recommended Mysteries: ancestor, bones, intrigue, occult, reaper, time.

sabato 9 maggio 2020

Duskwalker Favored Class Bonuses, Corrected

When I made my first post on Duskwalker FCBs, the official Paizo ones weren’t out yet. When they did come out, some of them (prevedibly) covered the same classes I had chosen...
So I made this new version! If you want, though, you can surely keep my earlier FCBs as alternatives to Paizo FCBs for the classes I removed.
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Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Druid: Add +1 bonus to the druid’s animal companion’s saves vs. either negative energy or death effects. If the druid ever replaces her animal companion, the new animal companion gains these bonuses.
Inquisitor: Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.
Medium: The medium can violate his taboo without consequences ¼ times per day. If the medium takes this bonus at 1st level, when the medium’s spirit leaves his body because of a violated taboo, there are no consequences.
Mesmerist: Add ⅙ to the mesmerist’s level for the purpose of determining the effects of the touch treatment ability.
Occultist: Increase the occultist’s total number of points of mental focus by ½ point.
Oracle: Add one spell from the psychic spell list that isn’t on the cleric spell list to the list of spells the oracle knows. This spell must be at least 1 level below the highest spell level the oracle can cast.
Psychic: Add 1/4 to the psychic’s caster level when casting spells of the necromancy school.
Shaman: Add ¼ to the shaman’s caster level when casting spells of the necromancy school.
Slayer: Add +⅕ to the studied target bonus against undead.
Sorcerer: Add one spell from the psychic spell list that isn’t on the wizard spell list to the list of spells the sorcerer knows. This spell must be at least 1 level below the highest spell level the sorcerer can cast.
Summoner: Add +¼ evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on the following evolutions only: basic magic, bleed, blindsight, channel resistance, lifesense, major magic, minor magic, no breath, sacrifice, see in darkness, shadow blend, shadow form, ultimate magic, undead appearance, or unnatural aura.

mercoledì 6 maggio 2020

Mythic Zealot Archetype Options

Rogue Genius Games and Legendary Games released mythic class features for all the classes from Pathfinder 1st Edition, plus some archetypes and prestige classes (some of them were by yours truly). Personally I think that mythic archetype features are a HUGE idea, but how many chances there are that we see each Pathfinder archetype mythicized?
Well, I’m doing some myself! And this work also will help me with the newest version of a character I love so much... so enjoy the Mythic Zealot Vigilante!
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Mythic Zealot (Archetype) Options
A mythic zealot is the stuff of legends: a mysterious defender of an oppressed faith or a masqueraded crusader of his god.
Mythic Class Skills: The zealot gains Signature Skill and Skill Focus as bonus feats in Knowledge (religion) or Spellcraft. If he already has Signature Skill and/or Skill Focus in that skill, he instead gains Signature Skill (Mythic) and/or Skill Focus (Mythic) in that skill as bonus mythic feats.
Mythic Skill Ranks per Level: The zealot gains a number of skill ranks equal to 4 + his Wisdom modifier at each level, instead of 4 + his Intelligence modifier skill ranks.
Mythic Orisons: The zealot adds his mythic tier to the number of orisons he  can prepare each day.
Mythic Spell List: The zealot can add one cleric spell of a spell level he can cast to his zealot class spell list. If he is mythic tier 3, he can add one spell from the ranger class spell list of a spell level he can cast to his zealot class spell list. If he is mythic tier 6, he can add one druid spell of a spell level he can cast to his zealot class spell list.
This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the zealot’s class spell list.
Mythic Aura: The zealot adds his mythic tier to the strength of his aura for all aspects of alignment where his own alignment and his deity’s alignment match. Additionally, for one aspect of his alignment that matches, she gains SR equal to 5 + her tier + her class level against spells with the opposing descriptor. If the selected alignment is neutral the zealot may choose one opposing alignment—once this decision is made it cannot be changed.
Mythic Inquisition (Power): As the mythic domain (power) cleric mythic class feature of the same name, but it affects only inquisitions and can increase the power of only one inquisition at a time. A list of mythic inquisitions follows.

Anger Inquisition
At 6th level, the inquisitor may rage as a barbarian of her class level, for a number of rounds per day equal to 2 + double her level + her Wisdom modifier. Even if she has no levels in a class that grants rage, the inquisitor can select the Extra Rage Power feat to gain rage powers.

Black Powder Inquisition
At 1st level, the inquisitor gains Mythic Exotic Weapon Proficiency (firearms) and Mythic Gunsmithing as bonus feats. She also adds ½ her mythic tier to the Fortitude saving throw DC required to an arcane spellcaster or a creature that uses spell-like abilities that she hits with a firearm attack.

Chivalry Inquisition
At 1st level, the inquisitor gains a mythic mount, as per the mythic cavalier class option.
At 8th level, the inquisitor's mount gains the benefit of all the judgments she selected.

Conversion Inquisition
At 1st level, the inquisitor gains a bonus on Bluff, Diplomacy, and Intimidate checks equal to her tier against non-mythic creatures, or half her tier against mythic creatures.

Crime Inquisition
At 8th level, the inquisitor gains the mythic versions of the listed bonus feats.

Fate Inquisition
At 8th level, the inquisitor adds her mythic tier to the damage healed or inflicted, or ½ her mythic tier to the bonus gained.

Final Rest Inquisition
At 8th level, the inquisitor adds ½ her mythic tier to the save DC of her weapon’s disruption effect.

Heresy Inquisition
At 1st level, the inquisitor gains a bonus on Bluff and Intimidate checks equal to her tier against non-mythic creatures, or half her tier against mythic creatures.

Illumination Inquisition
At 4th level, the inquisitor’s aura of enlightenment grants a +4 insight bonus on skill checks to allies, and counts as mythic for the purpose of dispelling darkness effects. 

Oblivion Inquisition
At 1st level, a dying creature inside the inquisitor’s aura also adds ½ her mythic tier as a bonus to its stabilization checks.

Order Inquisition
At 1st level, the inquisitor may use mythic protection from chaos with her mantle against chaos ability.

Politics Inquisition
At 1st level, the inquisitor gains a bonus on Bluff checks to lie and Diplomacy checks to influence other creatures equal to her tier against non-mythic creatures, or half her tier against mythic creatures.

Possession Inquisition
At 1st level, the inquisitor’s competence bonus on saves against enchantment spells increases to +4.

Redemption Inquisition
At 1st level, the inquisitor gains a bonus on Diplomacy, Perception and Sense Motive checks equal to her tier against non-mythic creatures, or half her tier against mythic creatures.
At 4th level, any weapon that the inquisitor wields gains the peaceful special ability in addition to merciful as long as it is in her hands. A non-mythic, non-intelligent unholy weapon wielded by the inquisitor becomes instead permanently a redeemed weapon.

Reformation Inquisition
At 1st level, the inquisitor gains a bonus on Diplomacy, Intimidate and Perform (oratory) checks equal to her tier against non-mythic creatures, or half her tier against mythic creatures.

Restoration Inquisition
At 8th level, the inquisitor adds a bonus equal to her tier to all the listed caster level checks regarding non-mythic creatures of the selected alignment.

Secrets Inquisition
At 1st level, whenever the inquisitor casts detect anxieties, detect desires, or detect thoughts or uses any of those spells as a spell-like ability, she gains the effects all three spells at the same time. Non-mythic target are not allowed a saving throw against this ability.
At 8th level, the inquisitor is constantly under the effect of mythic nondetection.

Sedition Inquisition
At 8th level, the inquisitor gains Mythic Leadership as a bonus feat.

Seduction Inquisition
At 1st level, the inquisitor’s disarming flirtation works automatically on non-mythic targets. The inquisitor adds ½ her mythic tier as a bonus on her Charisma check against mythic targets. In addition, when using her inspire devotion ability, the inquisitor also gain the benefits of the companion to the lonely vigilante’s social talent.

Spellkiller Inquisition
At 1st level, the inquisitor gains the Mythic Disruptive feat as a bonus feat. When she defeats an enemy, the AC bonus she gains increases to +4. gain a +2 sacred or profane bonus to AC for 1 minute per level. In addition, the inquisitor adds her mythic tier to the save DC of a hit spellcasting creature to end the staggered condition she inflicted with this ability.f

Tactics Inquisition
At 8th level, the inquisitor and her allies add her mythic tier as a bonus to initiative checks.

Torture Inquisition
At 1st level, the inquisitor’s bonus on Intimidate increases to +4.
At 8th level, when using her critical precision ability, the inquisitor may expend one use of mythic power to automatically succeed at her critical confirmation roll.

True Death Inquisition
At 1st level, when the inquisitor uses her back to the graves ability, the cure spells she casts have no damage limit.
At 8th level, a body interred by the inquisitor with a hallowed rite becomes the center of a mythic hallow spell.

Truth Inquisition
At 8th level, the inquisitor adds a number of rounds equal to her mythic tier to the daily duration of her grasp of honesty ability. In addition, the effect lingers even if she stops grappling, pinning, or touching the victim, unless she wants to end it.

Valor Inquisition
At 8th level, every ally within 30 ft. of the inquisitor shares her immunity to fear.

Zeal Inquisition
At 8th level, the inquisitor adds half her favored enemy bonus to her saving throws against spells and abilities from favored enemies, and to her AC against attacks made by favored enemies to confirm critical threats.

Mythic Inquisition (Selection): The zealot may select an additional inquisitions from her deity’s list of possible inquisitions. This mythic class feature cannot be used to select a domain.
This mythic class feature can be selected more than once, but not more than enough times to have access to all of a deity’s inquisitions.
Mythic Zealot Talents: To take a mythic zealot talent, a zealot must have the non-mythic version of the talent. No mythic talent may be taken more than once.

Mythic Channel Energy: The zealot channels energy as a cleric of his same level.

Mythic Discern Lies: The zealot can use his discern lies ability once per round as a free action, even when it is not his turn. He can focus on a number of creatures at a time equal to 1 + half his mythic tier (minimum 2 total creatures). He adds his mythic tier to the number of rounds per day he may use this ability.

Mythic Empower Symbol: The zealot’s empowered holy symbol becomes the center of a mythic consecrate or mythic desecrate spell.

Mythic Harsh Judgement: When using her harsh judgement class feature, the zealot may, as a standard action, expend a use of mythic power to grant an adjacent ally the power of his judgment. The ally gains the bonuses of the judgment the zealot is using, but gains bonuses of only half the zealot’s class level. The ally cannot also be using judgment, from any source. If the zealot changes what judgment she is using, this also changes what judgment the ally is using.
Alternatively, when this mythic class feature is selected the zealot may choose one of the following options:
-boost the power of one specific judgment of his, as per the mythic inquisitor’s mythic judgment class feature. Once made, this choice cannot be changed.
-gain four more judgments, either from the standard selection of inquisitor judgments or from the alternate ones found in Rogue Genius Games’ Advanced Options: Inquisitors’ Judgements.
-gain the second judgment inquisitor ability.

Mythic Stalwart: The zealot’s stalwart ability applies even when he is helpless, and even in heavy armor.

Mythic Stern Gaze: The zealot can make Intimidate checks as a move action, and Sense Motive checks as swift actions.
Mythic Zealot Smite: If the zealot strikes a creature that is not of the alignment he can affect with a zealot smite attack, he becomes aware the creature is not of that alignment and may choose to deal no damage with the attack. If the zealot chooses to do this, the zealot smite ends and does not count against his number of zealot smites per day.

domenica 3 maggio 2020

New P2 Druid Order: Sacred

In Pathfinder 2nd Edition, one of the things I miss are druids with cleric domains. Let’s see if this new druidic order can fix that.
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Sacred
You are devoted to one specific deity and act as a priest of nature. You are trained in Religion and your deity’s divine skill. You also gain the Domain Initiate cleric feat (treating the initial domain spell as an order spell), and may select Advanced Domain as a druid feat. You become trained in your deity’s favored weapon, and you increase the number of Focus Points in your focus pool by 1. You are bound by your deity’s anathema as a cleric.

sabato 2 maggio 2020

Monthly Thank You Patrons Post!

This is the first post of the month, so, as every month, a big thank you to Cecil Maye, Zabor, and Ronald J Paris, my patrons who donate $3 or more per month to my Patreon page. My higher-level patrons can ask me regularly for personalized contents, so tomorrow another patrons-only post will come out with a conversion to Pathfinder of another 4e race, requested by Ronald, that won’t be disclosed to normal readers. If you want to see it and maybe ask me for contents to enhance your game, please consider donating!