venerdì 2 marzo 2018

Magus Archetype: Nature Mage

Who was very excited in reading the Nature-Bound Magus' name in Ultimate Wilderness? Me! Who was a little disappointed in reading an archetype bonded to plants only, with a plant familiar? Always me. I mean, it's all good and neat, but we need something more animalistic. So... take a bit of Magic Warrior, and a bit of Beastblade, and a bit of something else... and here he is.

Nature Mage

A nature mage follows druidic traditions but is more akin to animals than plants.

Natural Magic: A nature mage adds one 0-level and one 1st-level spell from the hunter spell list to the magus spell list and his spellbook*. Each time a nature-bonded magus gains the ability to cast a new level of spells, he can add one spell of that level from the hunter spell list to both the magus spell list and his spellbook.
Familiar (Ex): At 3rd level, the nature mage gains the familiar magus arcana. This ability replaces the magus arcana gained at 3rd level.

Nature Arcana (Su): Nature mages may select the following magus arcana available only to them.

Favored Terrain (Ex): The nature mage selects one terrain from the ranger’s favored terrain list; he gains this as a favored terrain, as the ranger class feature. If the magus also has or later takes the hide in plain sight arcana, his favored terrain must match a terrain he has selected for that ability. If the magus has ranger levels, his effective ranger level is equal to his ranger level + 5 for purposes of improving the bonuses from this favored terrain and gaining new favored terrains. A nature mage must be at least 6th level to select this talent.

Hide in Plain Sight (Ex): A nature mage with this talent can select a single terrain from the ranger’s favored terrain list. He is a master at hiding in that terrain, and while within that terrain, he can use the Stealth skill to hide, even while being observed. A magus may select this ability more than once, each time selecting a different terrain from the favored terrain list. A nature mage must be at least 12th level to select this talent.

Nature Blending (Ex): When a nature mage selects this arcana, he must select one spell from the hunter spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its hunter spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A nature mage can select this magus arcana more than once.

Totemic Familiar (Ex): The nature mage gains Totem Beast as a bonus feat, replacing Wisdom with Intelligence as a prerequisite, and may apply its effects to his familiar instead of an animal companion.

Wild Empathy (Ex): A nature mage gains the wild empathy druid class feature, using his magus level as his druid level for this ability.


Woodland Stride (Ex): At 7th level, a nature mage can move through any sort of undergrowth (such as natural briars, overgrown areas, thorns, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Briars, overgrown areas, and thorns that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces medium armor.
Familiar Companion (Su): At 16th level, the nature mage’s familiar takes the form of an animal companion of his choice, using his magus level as his effective druid level. The animal retains all the special abilities and the Intelligence score of the familiar, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal familiar. An improved familiar can become a monstrous companion (as the Monstrous Mount or Monstrous Companion feats) if the GM approves. This replaces counterstrike.

Nature Spell Access (Su): At 19th level, a nature mage improves his ability to use natural magic. She learns seven spells from the hunter spell list and places them in her spellbook as magus spells of the same level at which they appear on the hunter spell list. She gains one druid spell not on the magus spell list for each of the listed spell levels: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level, and 6th level. She can ignore the divine focus component of these spells. This replaces greater spell access.

* A spontaaneous-casting magus (like Cabalist or Eldritch Scion) adds these spells to his list of spells known.

martedì 27 febbraio 2018

Bloodrager Archetype: Disciplined Rager

Here's a magus-like rager that already appeared on the Paizo boards. I made some fixes.



Disciplined Bloodrager
Some bloodragers received a more formal instruction in magic and learned to control their rage in order to create more powerful arcane effects.

Controlled Bloodrage: This is the same ability of the urban bloodrager. It alters bloodrage.
Fury of the Mind: The disciplined bloodrager uses his Intelligence for any bloodrager class feature that normally uses a calculation based on Charisma.
Arcane Pool (Su): At 2nd level, a disciplined bloodrager gains an arcane pool as a magus of his bloodrager level, gaining all the benefits listed with the magus’s arcane pool class feature. If the disciplined bloodrager has levels in magus, his levels in magus and bloodrager stack to determine the number of points and effects of his arcane pool. This ability replaces uncanny dodge and improved uncanny dodge.
Spells: To learn or cast a spell, a disciplined bloodrager must have an Intelligence score equal to at least 10 + the spell’s level. The DC for a saving throw against a disciplined bloodrager’s spell is 10 + the spell’s level + the disciplined bloodrager’s Intelligence modifier. This modifies and otherwise functions as the bloodrager's spells class feature.
Arcana: Every time the disciplined bloodrager would gain a bloodline feat, he can select a magus arcana instead. He treats his bloodrager level as his magus level for the purpose of selecting and using arcanas.

domenica 25 febbraio 2018

Ranger Combat Style: Finesse

Many rangers are Dexterity-based, so I can’t imagine why there’s not a finesse-based archetype or style for them. Oh, well. Here's to my kid and his elven curve blade. Or saber.

New Ranger Combat Style: Finesse
If the ranger selects finesse, he can choose from the following list whenever he gains a combat style feat: Agile Maneuvers, Combat Reflexes, Piranha Strike, and Weapon Finesse. At 6th level, he adds Fencing Grace and Slashing Grace to the list. At 10th level, he adds Sliding Dash and Two-Weapon Grace to the list.

venerdì 23 febbraio 2018

Magus Archetype: Eldritch Scholar

You all know that I love hybrid archetypes. And some classes seem made to have them. We have witchlike magi, bardilke magi, so why not arcanist-like magi? Here's another little thing I made for the Paizo boards.


Eldritch Scholar (Magus Archetype)
Some magi deepen their studies in magic, learning how to modify spells and use exploits the way an arcanist does.
Spellcasting: An eldritch scholar prepares and casts spells as an arcanist. Use the bard tables to calculate his allot of prepared and cast spells per day.
Exploits: Starting at 3rd level, an eldritch scholar may gain an arcanist exploit every time he could gain a magus arcana. He can use his arcane pool points as arcane reservoir points to fuel these exploits. At 12th level, the eldritch scholar gains access to greater exploits too.
Consume Spells: At 4th level, the eldritch scholar gains the arcanist's consume spells ability. This replaces spell recall.

mercoledì 21 febbraio 2018

New Familiar: Groundhog

Groundhog Day is already past (we celebrate midwinter differently in Italy, however), but I found nonetheless strange that there are no familiar stats for this pet in Pathfinder. Oh, well. Here they are.

Round shining eyes blink at you before this plump furry animal produces a shrill whistle to alert all its family.


Groundhog, CR 1/6
XP 65
N Tiny animal
Init +1; Senses low-light vision, scent, tremorsense 20 ft.; Perception +0

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0

Offense
Speed 20 ft., burrow 10 ft.
Melee bite –1 (1d3–3), 2 claws –1 (1d2–3)
Space 2–1/2 ft.; Reach 0 ft.

Statistics
Str 4, Dex 12, Con 12, Int 2, Wis 10, Cha 8
Base Atk +0; CMB –1; CMD 6 (10 vs. trip)
Feats Alertness
Skills Perception +16; Racial Modifiers +8 Perception
SQ hold breath

Ecology
Environment temperate plains, hills, and mountains
Organization solitary, pair, or colony (3–8)
Treasure none

Groundhogs (or whistlepigs, or woodchucks) are burrowing rodents that made their dens underground. Many types of these animals exist, living in different habitats. Groundhogs are typically 16-26 inches long and weigh 4-9 pounds. They are surprisingly good at noticing danger, and use a high-pitched whistle to alert all their colony.
The master of a groundhog familiar gains a +3 bonus on Perception checks.

domenica 18 febbraio 2018

New Subdomain: Psychic

This already appeared on the Paizo boards. If we have an Arcane and Divine subdomain, don't you think we need a Psychic one as well? I do.

Psychic Subdomain
Associated Domains: Knowledge, Magic.
Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain or the dispelling touch power of the Magic domain.

Phrenic Disciple (Su): At 8th level, you gains a small pool of phrenic points equal to your Charisma bonus, as well as one phrenic amplification, as the psychic class feature. At 12th and 16th level, you can select another phrenic amplification (not a major amplification. You qualify for the Expanded Phrenic Pool feat, but not for the Extra Amplification feat.


Replacement Domain Spells: 1st– mindlink, 4th– telepathic bond, 5th– intellect fortress II, 6th–mind thrust VI

sabato 17 febbraio 2018

Witch Archetype: The Mystic Herbalist

Pathfinder has all the divine classes that AD&D had, and then more! Spells & Magic was one of my favorite manuals, and all the different types of priest described there have been satisfyingly converted to the "3.75 Edition". The Advanced Class Guide gave us the Shaman, the Warpriest (that replaces the Crusader) and even the Sacred Fist archetype for the Warpriest, for those players who liked the priestly version of the Monk. Plus, we have the inquisitor and the oracle, two of my most loved classes.
But there was Faiths & Avatars, too, and that had another priestly class! The Mystic was a chaotic priest with charm and herbalism abilities, much alike a divine witch. She gained a familiar, great charm abilities, could not wear armor, gained herbal powers and candle magic, and became extremely long-lived at high levels. And I want that back, too. "We already have the witch", you could say. True, but she's not a divine caster. And candle magic was a cool power.
There's no need to make a new class to recapture the Mystic's flavor. As with the Sacred Fist, an archetype should be enough. I thought very hard if it should be a Druid, Shaman, or Witch archetype, but... all in all, the witch needed less changes and seemed most "right". So, with a thanks to Stephen Rowe for a Grand Talent taken from The Genius Guide to More Witch Talents, here's to you the...


Mystic Herbalist (Witch Archetype) 
A mystic herbalist is near to nature spirits and fey, learning to fascinate both people and animals and use herbs to achieve supernatural effects. She often act as a priestess for nature-oriented communities.

Mystic Spells: A mystic herbalist is a divine spellcaster, and therefore her spells are not subject to arcane spell failure. She also uses Charisma as her spellcasting ability and to determine her hexes' effects. Her familiar counts as a divine focus when a spell includes such a component. The mystic herbalist still uses the witch spell list and learns spells as normal. This alters the witch’s spellcasting.
Dedicated: The mystic herbalist must choose the slumber hex at 1st level and the charm hex at 2nd level. At 10th level, she gains the following major hex:
 
Greater Charm (Su): The witch can influence many animals or humanoids at a time with her charm. This works as the charm hex, but affects a number of creatures equal to the witch's level.

At 14th level, the mystic herbalist gains the following major hex:

Candle Magic (Su): The mystic herbalist learns how to use her druidic herbalism ability to create magic candles. She can create a magic candle in place of a concoction once per day, as long as she possesses the necessary spells, and she ignores class and alignment prerequisites both to create and benefit from the effects of these candles. At 20th level, the mystic herbalist can also create a candle of any spell she could made into a concoction. The spell takes effect when the candle is lighted. If the spell has a duration, the candle burns for that duration. Creating such a candle is considered equivalent to a special high-level concoction, but the witch does not regain the spent spell slot until the candle takes effect.

These replace the hexes gained at 10th and 14th levels.
Mystic Herbalism: At 6th level, a mystic herbalist gains the druidic herbalism ability as a druid of her shaman level. This replaces the 6th and 12th level hexes.
Eternal Beauty (Ex): At 20th level, the mystic herbalist ceases aging and is immune to any effect that alters her age. She takes no penalty to physical ability scores from advanced age and does not die when her age exceeds the maximum age for her race. If she has already taken aging penalties, they are removed. This replaces the 20th-level grand hex.
Recommended Patrons: Animals, Devotion, Enchantment, Healing, Mercy, Peace, Plant, Thorns, Wisdom.
Hexes: The following hexes complement the mystic herbalist archetype: ameliorating, cauldron, healing, mother's eye, peacebond, seduction, witch’s bottle.
Major Hexes: The following major hexes complement the mystic herbalist archetype: major ameliorating, major healing, regenerative sinew, witch's bounty, witch’s brew.
Grand Hexes: The following grand hexes complements the mystic herbalist archetype: curse of nonviolence, eternal slumber, life giver.