Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

2019-06-23

Monster: Kleptogeist

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Kleptogeist
A twisted, shrunken, translucent shape, with spindly arms and misty, indistinct lower body parts.

CR 4; XP 1,200
CN Small Undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 17, flat-footed 13 (+2 deflection, +4 Dex, +1 size)
hp 32 (5d8+10)
Fort +3, Ref +7, Will +4
Defensive Abilities incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (good)
Melee 2 incorporeal touches +8 (1d6 plus mug)
Ranged pilfering lash +8 touch (1d4 plus pilfer)

Statistics
Str —, Dex 18, Con —, Int 11, Wis 11, Cha 15
Base Atk +3; CMB +6 (+10 disarm or steal); CMD 18
Feats Flyby Attack, Improved Initiative, Lightning Reflexes
Skills Fly +18, Perception +8, Sleight Of Hand +12, Stealth +16
Languages Common, Goblin, Halfling

Ecology
Environment urban, ruins, underground
Organization solitary, pair
Treasure standard

Mug (Su) When a kleptogeist makes a successful incorporeal touch attack against its opponent, the target has to roll a Will saving throw (DC 14). On a failed save, kleptogeist magically steals some of the target's valuables, either in the form of 3d6 coins of highest value or a piece of jewelry worn. The stolen valuables are teleported from the target's purse or pouch to the kleptogeist's physical remains and stashed together with the rest of the kleptogeist loot. This is a teleportation effect. The saving throw DC is Charisma-based.

Pilfering Lash (Su) A kleptogeist can lash at an opponent within 30 feet with a strand of ether, dealing 1d4 points of damage on a successful ranged touch hit and attempting a free disarm or steal combat maneuver with a +4 racial bonus. If the maneuver is successful, the pilfered object is pulled to the kleptogeist space where it drops down.


Kleptogeist are restless vestiges of people who died while committing theft, obsessively focused on their loot or possibility thereof. They are fixated on stealing more valuables from others, even as they are powerless to carry and enjoy their spoils. They have little incentive to attack obviously poor people, unless they suspect the potential marks carry hidden valuables.

2018-08-05

Pathfinder 2nd Edition Playtest: The First Gimpse

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The First Glimpse Of Pathfinder's Second Edition

A few days ago, Paizo released the playtest for incoming second edition of their widely popular Pathfinder RPG. The >full package< contains the rulebook, the bestiary, "Doomsday Dawn"—a set of seven test adventures, tracking sheet to makes notes for the incoming playtest survey, and four pages of flip maps, that someone with really good printer could print for the sessions... Printing them on a cheap, character sheet-grade printer (like the one I have) would be probably a waste of ink/toner, however.

The files present publishing-grade quality, with the rulebook and the adventure book containing illustrations typical for Paizo (and most if not all of them new). Regretfully, bestiary lacks those and is more concise than the typical Pathfinder monsters books. Monster entries are designed for the playtest and not an actual game, providing mechanics with only two to three sentence description for each monster.

Note that there is still almost year until the game is published, so everything is flux, and what I write here is what is presented now. It might be changed later because of feedback and testing.

Basic Rules
Second edition is not so much a rework, as the case of the system being disassembled into component parts and rebuild from scratch using a similar frame, keeping some of the core ideas, discarding others, and reinventing a lot. We still have races (renamed "ancestries"), classes, levels, ability scores, spells, skills, feats (a lot of feats in fact), checks, saving throws, attack rolls, AC, and check DCs. All of that seen changes and adjustments, sometimes quite significant.

For starters, the game drops base attack bonus, base saving throws, and skill ranks, instead introducing proficiency ranks. Basically anything that is related to a d20 roll involves a proficiency rank, ranging from untrained (–2), trained (+0), expert (+1), master (+2), and legendary (+3), with the numbers I listed in parentheses added to the character's level to get a proficiency modifier. Whenever you make a check (except flat checks), you make a d20 roll and add your ability score and the appropriate proficiency modifier, so a 10th level fighter with expert rank in Medicine skill and Wisdom score of 16 adds +14 to his Medicine check, plus any other bonuses and penalties that might affect him at the moment. This inflates numbers quite fast, but the Difficult Class of challenges raises at similar rate. The same method is used to determine AC and DC of spells and abilities, except they add 10 instead of roll, so the same 10th level fighter with master proficiency in Perception will offer DC of 25 to a pick pocket trying to steal his purse. Other modifiers tend to be lower than in the first edition, so while the numbers rolled escalate quickly, there is no such wild spread among them as in the first edition where DCs of challenges were reaching the point where characters competent in them were passing them easily while other characters of the same level had no practical chance of succeeding. On the other hand it leads to ridiculous situations where high level character that should be completely incompetent in some field still easily beats an expert of much lower level. For example, a 20th level crude barbarian with Charisma 8, has +17 total bonus to Deception checks, easily fooling fifth level noble diplomat with her DC of 19. Some of the activities and skill uses require having certain proficiency rank (for example you can lie while untrained in Deception, but you need trained rank to use Feint in combat).

Another novelty (for a Pathfinder that is), is introduction of grades of success. If the d20 check beats the DC by 10, or when the natural 20 was rolled and the check succeeded, the result if a critical success. If the roll failed by 10, or a natural 1 was rolled while result would be a failure, a critical failure occurs. Many activities offer additional effect when critical success or critical failure occurs, such as extra damage inflicted, worse condition suffered, etc.

Ancestries
Races ancestries still adjust ability scores, give starting languages, starting hit points, land speed, and in some cases either low-light vision or darkvision, but now, all the former racial abilities were relegated to the role of ancestry feats. I have mixed feeling about that... On one hand, it means you don't have to have racial traits you don't care for, but also means you might have to wait until high level to gather all the abilities you considered signature for the race. You get your first ancestry feat at 1st level, and then one every four levels thereafter (5th, 9th, 13th, 17th).

The core ancestries include humans, dwarves, elves, gnomes, halflings, and goblins... Yes, the goblins are becoming a core PC race. Wait... Where are half-elves and half-orcs?! Well, now they are heritage feats for humans. You have to sacrifice your first ancestry feat (instead of using it to pick that juice extra class feat at 1st level) to become one. In return you get to select two out of four minor benefits and further access to feats of your other ancestry and some that are specific to your half-race.

A completely new element involved in the character creation (or not so new for those who played Starfinder), is "background", telling us where your character was raised or what he did before becoming an adventurer. Each background gives you ability score bonuses, a you a feat (often of rather limited use), and a lore skill linked to your job.

Classes
Then there are classes. To the old eleven, the alchemist was added as a core class. Each class now gets a lot of selective options in the form of class feats (old systems like barbarian's rage powers and rogue talents were turned into class feats), with one class feat gained on each even level (and some but not all classes also get a class feat at 1st level). Each class defines the character's starting proficiency ranks in things like perception, weapons, armor, and saving throws, as well as allowing the characters to select a number of skills in which they are trained. Additionally, each class has a list of "signature skills", skills which can be trained beyond expert rank at higher levels... This is one of the contentious areas, as, three days after the playtest was released, a lot of people are very negative toward that restriction—either in principle, or because of lack of possibility of customization forcing you to pick specific class if you want to play character that in the future is supposed to be master of certain skill. I expect it will be one of aspects of the game that will see changes.

Alchemist has an ability to create a limited number of short-duration alchemical items each day, especially bombs, such as alchemist acid, alchemist fire, and bottled lightning—thanks to abilities that significantly increase their effects.

Barbarians enter destructive rage, like they did in the past... Except now they can rage unlimited number of times each day, though each rage is limited to three rounds now, followed by short period of being exhausted when they can't rage. Each barbarian now picks a totem that gives certain additional effects to the rage and places certain restrictions on barbarians who follow them (for example barbarian with giant totem can't refuse challenges of strength).

Bards also had some significant redesign to their abilities. Now, they are primary occult caster, having access to nine levels of spells (with 10th level of spells unlocked via a 20th level class feat). Their bardic performance was reworked into a number of cantrips, renamed "compositions" and are now usable at will, though restricted to one active composition at a time, unless you pick feat that allows you to use two compositions at the same time. Despite that change, they still remain recognizable, with initial composition known to all bards being inspire courage. What they lost, though, is general bardic lore, which they now can acquire as a feat. Each bard picks a muse at 1st level, being something between inspiration and philosophy behind the bard's life and granting the initial class feat and the second 1st level known.

Clerics still cast divine spells with nine levels of spells (again, a class feat unlocks 10th level of spells at 20th level), have access to domains, though they get only one domain at 1st level now (they can select two more with class feats), and channel energy to heal or harm. Domains grant powers (spells cast with spell points instead of being cast with slots) but don't grant bonus spells, however, and channel energy absorbed the role of the old spontaneous cure/inflict casting, being the ability to cast scaling heal spell (or harm, in case of some but not all evil deities), that depending upon the number of actions spent casting can affect single touched target, single target at range, or everyone within 30 feet.

Druids are main casters for a new type of primal magic. They are divided into orders that grant them their initial special ability—animal companion for animal order, leshy familiar fo leaf order, lightning attack for storm order, and wild shape for claw order... Yes, wild shape is potentially available to druids from the first level, but it is seriously nerfed comparing to the first edition, as it now lasts for a single minute per use. *yuck* Polymorphy was redesigned again, anyway. Each druid can select abilities of other orders with class feats, so you can have wild shaping druid with animal companion and leshy familiar throwing lightning arcs around.

Fighters are still the masters of weapons, though mastery of armor is supposedly more of a paladin niche in this edition. They are the only class that starts with the ability to perform attacks of opportunity, and later can get ability to perform more than one reaction between their turns.

Monks are much less reliant on Wisdom in this edition, ki points derived from Wisdom bonus being purely optional (if you pick the right feat), they don't apply it to their AC either. They can get various stances and special attacks by picking the right class feats. If they decided to get that ki points, they have some quasi-magical options as well.

Playtest paladins are traditional lawful good guys, but the final game might have paladins for different alignments. Their two initial abilities of note, is old favorite lay on hands, and a new retributive strike that allows them to make a reactive attack when enemy strikes adjacent ally instead of them. At 3rd level they gain ability to summon spirit that will imbue their weapon, their shield, or take form of a mount. They don't cast spells in the traditional way, but can use their class feats to add various powers that are spells cast using a pool of spell points.

Rangers don't get spells either. They can select an enemy as their prey, gaining a number of advantages against that specific foe. They can select animal companion feat, and some extra combat and trapping abilities with more class feats.

Rogues still get sneak attack, though it doesn't do as many dice of damage at higher levels as in the first edition. They are definite masters of skills, getting more skill increases, more signature skills, and more skill feats than any other class. Their class feats grant them a lot of options for enhancing their sneak attacks, increase mobility, and defending oneself.

Sorcerers pick their bloodline, which in addition to powers and skills, determines what type of magic they wield: arcane, divine, occult, or primal. Angelic-blooded sorcerer casts divine spells now, and can be a decent healer, while dragon-blooded one cast arcane spells, and fey-blooded primal. They don't get as many spells per day as they did in the first edition, but they still are spontaneous casters.

Wizards feel quite familiar, with their arcane spells, selection of specialization school that even grant bonus spell slot for the specialization spell at each spell level.

Skills And Feats
Skills were cut down to sixteen specific skills (Acrobatics, Arcana, Athletics, Crafting, Deception, Diplomacy, Intimidation, Medicine, Nature, Occultism, Performance, Religion, Society, Stealth, Survival, Thievery) plus potentially infinite number of Lore skills, which cover most vocational skills and knowledge of anything not covered by main skills. Each skill has a number of skill feats associated, which are gained at every even level (except of rogue who gets one each level), that unlock extra options and benefits for that particular skill. For example a character trained in Medicine can select Battlefield Medic which allows the character to heal wounds to an ally once per day.

General feats were seriously cut down to a few, with a general feat gained at 3rd level and every four levels thereafter. Multiclassing is done by picking special multiclassing feats that grant you some abilities of class other than your own.

Magic
Spellcasting remains similar to the first edition one, retaining both prepared vancian casting (cleric, druid, wizard) and spontaneous casting using daily slots (bard, sorcerer) though many spells were redesigned and moved around. New type of spells was introduced called powers, which are spells bestowed by class features and feats, cast using spell points instead of being cast with daily slots. Cantrips are still cast at will, and now they scale somewhat with the level of the caster. Many spells can be scaled by using them with a higher level spell slot than minimum required to cast them (for example regular 3rd level fireball inflicts 6d6 points of fire damage, but when cast using higher level slot, it inflicts additional 2d6 for each level beyond 3rd).

Combat
Combat saw some big redesign when it comes to action system. Instead of having a standard action, a move action, and a quick action, or a full action with iterative attacks, the second edition gives each character three actions that can be used to move, attack, interact, or use their abilities as they please (well, mostly, many abilities have restrictions how often or when you can use them, though basic actions allow for a lot of versatility). Casting spells usually requires two actions—one verbal casting and one somatic casting, though this vary from spell to spell. Certain effects can give characters fourth action, often with strict restrictions on what kind of action can be taken, while slowed condition can take away third or even second action from affected character. Between your turns you can make single reaction, though a lot of characters probably won't get any abilities that would let them meaningfully utilize their reactions, attacks of opportunity are now ability restricted to fighters and (with selection of correct feat) paladins mostly. Free actions are still here.

Attacking itself is still the same, roll the die, add the total bonus, compare to AC, roll the damage if hit. Scoring critical hits against low AC enemies is easier, as you only need to beat their AC by 10 points, but critical multipliers are gone, with attacks dealing double damage. Some weapons have a deadly trait that lets them roll extra die of damage, while others have fatal trait, which alters their damage die on a critical hit, though.

Dying was redesigned into a series of Fortitude saving throws, with failures stacking dying condition, until the character is dead when it reaches dying 4. It's possible to die quickly if you are downed by a critical hit (you normally get dying 1 when you drop to 0 hit points, but a critical hit gives you dying 2 immediately) and then by rolling a critical failure on your recovery save, which gives you two more levels of dying.

Goodies, aka Magic Items and other treasures
The treasure section includes a number of alchemical items, particularly important for alchemists, as they can craft many of them for their use during adventures, runes that can be etched on weapons and armors to grant them various magical properties, and more classical items such as wands, staves, scrolls, and wondrous items.

The big change regarding magic items is introduction of a Resonance, a pool of points that refreshes daily, equal to the character's level plus their Charisma modifier that need to be spent to use magic items.

Extras
The game offers exploration mode rules regarding, well, exploration, as well as some minimalist downtime options allowing for a structured if abstracted activity between adventures, such as earning money through work, crafting items, gathering information, and retraining. Oh, and your super-miserly PCs can save money on living by scrounging for food in wilderness and towns, if they can make their Survival or Society rolls.

Summary
The playtest has just begun, there still might be some major changes made in the future and we'll surely see a lot of minor adjustments.

2018-08-02

Pathfinder 2nd Edition Playtest is here!

So, the moment has come, and just a few hours ago Paizo started an open playtest of the second edition of their enormously popular roleplaying game Pathfinder.

The files can be downloaded here: rulebook, bestiary, and the first in the series of playtest scenarios.

2018-03-07

Paizo Announces Pathfinder 2nd Edition

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Pathfinder 2nd Edition is Coming!

As the post title says, Paizo announced incoming second edition of Pathfinder being planned. At the moment they want to release public betatest later this year in August and then release the final version somewhere in 2019.

You can find some general information about plans >here<, on (recently redesigned) Paizo website.

The second edition promises introduction of 10th level of spells, inclusion of all eleven core classes from the first edition core rulebook plus the alchemist. I'd like to see a bit more of the classes there but we get what we get. Archetypes that were introduced in Advanced Player's Guide will be introduced from the start of second edition. Paizo promises streamlining of various rules, including redesign of action economy: three generic actions and one reaction per turn, no action types, though some activities will consume more than one action—most spells will use two actions for example. Goblins will become playable characters... 

It's interesting development, although I am at the same time a bit wary. It will probably be based on some of the directions taken by Starfinder, and while some of them were good, some of them were rather unimpressive. One of the things that meshes badly with me is being "Golarion-infused". I'd much prefer it to be setting-agnostic.

I wasn't expecting that announcement but at the same time I am not surprised. Pathfinder will be ten years old next year. Many rules could use improvement, many things introduced after the game was created could use moving into the core rules. Will it be done well? We'll see a glimpse of it in half a year, and the final version next year.

Some more information about new edition can be gleamed in >Playtest FAQ<.

2017-01-14

Wayfinder #16: Numerian issue.

Sixteenth issue of Wayfinder #16, dedicated to techno-fantastic Numeria is out!

Download for free on Paizo.com.

This time I contributed a number of magical and technological items for Heroes' Hoard: Numeria—beam modulators, cyborgkiller weapon property, psychosonic converter, and purifier of the unworthy flesh.

2016-12-17

Occult Secrets: The Occultist

I'd like to announce availability of a new product written by yours, truly.

Occult Secrets: The Occultist can be acquired via RPGNow, Paizo, and directly from the publisher, Zenith Games.

This small accessory book contains three new archetypes, two sets of completely new implements: ten totem implements that are attuned to different creature types, and tweleve planar implements, connected to different planes and extraplanar beings, with multiple focus powers for each new implement. There are also four new feats, two spells, and a 6th level occultist NPC.

2015-12-01

Wayfinder #14: Monsters!

A new issue of >Wayfinder< is available now!

This time the theme is "monsters" so look for Monstrous Bodies And Warped Minds and disemboweled prophet...

2015-10-17

Evil Alchemy!

A new publication is here. I wrote a number of necromantic-themed alchemical discoveries for Wayward Rogue Publishing for their Vivisectionist Hybrid Class.

2015-05-22

Wayfinder #13 is live! (for definitions of life acceptable in Ustalav)

And after another half a year shorter period because of PaizoCon moving to an earlier date, a new issue of Wayfinder is >here< This time it is dedicated to Ustalav, a region of Paizo's Golarion inspired and shaped by gothic horror stories, Ravenloft, and things that go bump in the night...

This time, my contribution is "Rituals Secret And Superstitious" article presenting a few new feats and rogue talents. Yes, no bestiary entry this time—this is a printed issue and thus the space is limited, meaning that my submitted monster hadn't made the cut.

2015-02-12

Metamorph Love!

Since metamorph is already here, with publication of Liber Influxus Communis (or here, or here), I wanted to show some love for it with a few new options. Completely incidentally and not in any relation to incoming Valentine's Day some of those options will be related to gender and sexuality. Yes. Definitely no connection here.


New Evolutions:

Some of the following evolutions might not be suitable for every campaign or style of play, depending upon themes and topics included or excluded in your game. Apparently some groups don't reference sexuality, or reproduction in any way in their games. Number in bracket after the name of evolution is the evolution base point cost. Metamorph was written with (deliberately) unwieldy neutral form in mind—I imagined iconic metamorph to be genderless from the start. That's why the text uses it or its while referring to singular metamorph (except when speaking about metamorphs of specific gender like in case of control fertility evolution).

Control Fertility (Ex) [1 point]: Simple control of one's reproductive organs is child's play for anyone who already mastered much higher degree of control over one's body. Metamorph with this evolution has unerring mastery over one's fertility. Male metamorphs in addition to deciding between providing fertile or inert seed, can also decide the gender of their offspring. Female metamorphs only become pregnant willingly, can conceive female progeny via parthenogenesis, can suspend very early pregnancy for up to twelve months, can terminate pregnancy without outside means, or induce early labor.

Metamorphs who spend additional evolution point have greater influence over the capabilities of their progeny, and can decide which of the ability scores will be the highest and which will be the lowest.

Cosmetic Feature (Ex) [1 points]: A metamorph can manifest one or more unusual but minor appearance traits, such as strange eye, hair, or skin color combination, skin patterns, differently shaped nose, eyes, or ears. Cosmetic feature grants +2 bonus to Bluff checks made to distract or Perform checks made to entertain observers but must be deliberately concealed while trying to use Disguise skill.

Genderless (Ex) [1 point]: A metamorph adjusts its body becoming genderless and asexual, both physically and mentally. The metamorph is immune to any attempts of seduction, and any effects that manipulate or rely on gender, sexuality, or lust (e.g. unnatural lust spell), and gains +4 bonus to saving throws against charm effects. While any metamorph can develop this evolution it is particularly appropriate for reconstructed phenotype.

Gendermorph (Ex) [2 point]: A metamorph can switch it physical sex after eight hours of rest. The change adjusts the metamorph's physical appearance to match the new gender but does not mask it, the metamorph is still recognizable but gains +20 bonus to Bluff, and Disguise checks made to pretend to be close relative of oneself of opposite gender.

A metamorph that spends 2 additional evolution points on this ability can switch its gender quickly. Such change is a supernatural ability that requires expenditure of a vital surge and takes a full round.

Hermaphrodite [1 point]: A metamorph develops functional sexual and reproductive traits of both genders becoming attractive to both genders and capable of reproduction with either.

Prime Mate (Ex) [1 point]: A metamorph's becomes more attractive gaining +2 bonus to Charisma ability and skill checks made to interact socially with creatures attracted to the metamorph's apparent race and gender.

Sleepless (Ex) [1 point]: A metamorph no longer sleeps and becomes immune to magical sleep effects. It still needs to rest to refresh its spells and special abilities.

A metamorph can spend 1 additional evolution point to become immune to non-magical effects that induce sleep.

Smell Magic (Su) [2 point]: A metamorph can smell magic auras. Requires scent evolution or ability.

A metamorph can spend 1 additional evolution point to be able to recognize school of magic involved.

Favored Class Options:

The following options are available to metamorphs of various races in place of standard favored class bonus.

Android: Add +1/4 to the metamorph's evolution pool.

Dhampir: Gain 1 point of resistance to positive energy damage.

Drow: Add +1/3 to save DC of one evolution (maximum +2 to any one evolution).

Dwarf: Add +1 to healing provided by vitality surge.

Elf: Add +1 to the number of times per days the metamorph can use spell-like ability gained from basic magic or minor magic evolutions. The number of times this bonus is selected for minor magic cannot exceed number of times it was selected for basic magic.

Ghoran: Add 1 to a number of berries affected with goodberries spell-like ability and the maximum number of hit points that the ghoran can heal by eating goodberries each day.

Gillman: Add +1 to swim speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Gnome: Add +1 to range of blindsense, blindsight, lifesight, scent, termorsense and other evolutions that grant new senses. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Half-elf: Add +1/3 to number of vitality surges.

Half-orc: Add +1/3 to number of vitality surges.

Halfling: Add +1 to land speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Hobgoblin: Add +1/6 to natural armor.

Human: Add +1/4 to the metamorph's evolution pool.

Kobold: Add +1 point to damage of breath weapon evolution.

Lashunta: Add +10 feet to range of telepathy or limited telepathy special abilities.

Nagaji: Add +1/6 to natural armor.

Strix: Add +5 to fly speed.

Vanara: Add +1 to climb speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

2015-01-19

Monster: Rainbow Cat

Rainbow Cat

This creature is a small rainbow-hued cat with a single straight horn growing from its forehead and a pair of butterfly wings.

CR 5; XP 1,600
N Small Magical Beast
Init +7; Senses darkvision 60-ft., low-light vision; Perception +19
Aura pattern amplification (60 feet)

Defense

AC 18, touch 14, flat-footed 14 (+3 Dex, +4 natural, +1 size)
HP 51 (6d10+18)
Fort +8, Ref +8, Will +4
Defensive Abilities prismatic affinity

Offense

Speed 40 ft., fly 60 ft. (good)
Melee gore +10 (1d4 and rainbow burst), bite +10 (1d4), 2 claws +10 (1d3)
Ranged rainbow arc +10 ranged touch (5d6 and rainbow burst)
Space 5 ft.; Reach 5 ft.
Special Attacks rainbow burst

Statistics

Str 10, Dex 16, Con 16, Int 13, Wis 15, Cha 15
Base Atk +6; CMB +5; CMD 18
Skills Fly +18, Perception +19, Stealth +16; Racial Modifiers +8 Perception
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Languages Common, Sylvan (can’t speak)

Ecology

Environment any
Organization solitary or gang (2-4)
Treasure none

Special Abilities

Pattern Amplification (Ex): A rainbow cat's colorful pelt shimmers with all the colors of the rainbow synchronizing with nearby pattern effects. Pattern effects created with spells and spell-like abilities within 60 feet of a rainbow cat have their caster level increased by 1. All creatures within the aura suffer -1 penalty to saving throws against pattern effects. This modifiers stack to a maximum of +3 to caster level and -3 to saving throws.

Prismatic Affinity (Ex): A rainbow cat is never blinded by prismatic sphere, prismatic spray, prismatic wall, and similar effects and has effective Spell Resistance of 26 against them. Unlike most other cats, rainbow cats are completely immune to fascinated condition caused by visual effects.

Rainbow Arc (Su): A rainbow cat can project a ray of prismatic light from its horn with a range of 60 feet. Rainbow arc deals 5d6 points of damage and exposes the target to rainbow burst.

Rainbow Burst (Su): A creature struck with horn or rainbow arc has to succeed a Will saving throw (DC 15). Failure exposes them to a burst of light that causes one of the following conditions: blindness for 1d4 rounds, fatigue for 1d4 rounds or sickness for 1d4 rounds, as chosen by the cat. If the attack that triggered the rainbow burst was a confirmed critical hit, the target also becomes stunned for 1d4 round on a failed save or staggered for 1 round if successful.

Like many other magical beasts, rainbow cats are results of magic gone wild. This particular species arose from a group of semi-feral cats dwelling in highly magical ruins. There, many generations of cats were exposed to lingering magic; residual power flew through the area and the creatures living there, slowly imbuing them with increased intelligence. They also acquired appearance and abilities corresponding to various magical effects dissipating in the ruins: for the ancestors of rainbow cats it was a series of prismatic walls protecting various sections of the ruins. After a few generations rainbow cats acquired limited ability to pass those wards and to harness the prismatic magic infusing them. With their heightened intelligence and ability to fly they spread from the ruins and into the world around them.

Rainbow cats are curious and yet very jaded beings—they enjoy new things but coming from a high magic environment they are accustomed to seeing strange, terrible, and completely weird things, rarely matched in more mundane places. They like to occasionally interact with other intelligent beings and usually avoiding violence, unless their young or their territory is threatened.

The average rainbow cat is 2-½ feet to 4 feet long and weights 20–40 pounds.

2015-01-15

Little Red Goblin: Nontraditional Races

A Little Red Goblin in its sack just brought us a new book: Racial Guide 4: Nontraditional Races.
>Here< is LRGG's blog post and >here< you can find the book itself.

I am pleased to announce that it contains a creation of mine: oc'cli, selected in a contest on Paizo messageboard. Apparently it was unanimous pick of three judges...

The race itself was based on a creature that appeared in my dream in the autumn—appearance only, though, for the cultural and biological background hastily evolved in my mind when I was hastily designing the race for the contest. I can only say I wish I'd remember more of ideas I have in my dreams.

2015-01-06

Wayfinder #12

Twelfth issue of Wayfinder is here! Well, actually it's there...

New creations of mine are aucturn cat and pheyraoh in the bestiary section. Have fun.

2014-12-31

Dragonheart

The Liber Influxus Communis is slowly finalized. In fact the WIP version of pdf is already available (at least for backers and contributors, but I think that those who aren't either can get it as well). In light of this it's time to present a sample NPC that uses the class I wrote: the metamorph.

Dragonheart

A muscular half-orc with a pair of draconic wings, clawed hands, elongated jaws revealing terrible fangs, and a tail ending with a vicious stinger. His skin is covered in patches of black scales completing the quasi-draconic image.

CR 8; XP 4,800
Male half-orc metamorph 9
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60-ft,, Perception +19

Defense
AC 25, touch 19, flat-footed 18 (+2 armor, +2 Dex, +2 deflection, +5 dodge, +4 natural)
hp 76 (9d8+36)
Fort +10, Ref +10, Will +12
Immune acid

Offense
Speed 30 ft., fly 30 ft (average)
Melee bite +13 (1d6+7), 2 claws +13 (1d4+7), sting +13 (1d4+7)
Special Attacks breath weapon (30-ft. cone, 9d6 acid, DC 19)

Statistics
Str 20, Dex 14, Con 14, Int 10, Wis 20, Cha 8
Base Atk +6; CMB +11; CMD 28
Feats Extra Vital Surge (x3), Flyby Attack, Improved Initiative, Iron Will, Toughness
Skills Acrobatics +6, Climb +9, Fly +8, Knowledge [arcana] +12, Linguistics +3, Perception +17, Survival +17, Swim +9
Evolutions bite, breath weapon (acid), claws, energy immunity (acid), flight (winged), improved natural armor, sting, tail
Languages Common, Draconic, Dwarven, Giant, Orc
SQ enhanced natural attacks, vitality surge (4d6, 15/day)
Combat Gear belt of physical might (Str, Dex) +2, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +4,  ring of protection +2.

Special Abilities

Breath Weapon (Su): Dragonheart can spew a spray of acid dealing 9d6 points of damage in a 30-ft. long cone, or half on a successful Reflex saving throw against DC 19. Using this ability expends one use of vitality surge.

Enhanced Natural Attacks (Su): Dragonheart's natural attacks have +2 enhancement bonus to attack rolls and damage.

Vitality Surge (Ex): Up to fifteen times per day, Dragonheart can tap reserves of his vitality as a swift action healing 4d6 points of damage.

Born under another name, name torn to pieces and thrown to the wind, Dragonheart was an outcast, a half-breed hated and mocked by his orcish kinfolk. His life was destined to be short and miserable, serving as a slave to his kin for weakness of his blood. This all changed when the tribe unwittingly stirred local pack of wyverns starting a prolonged war of attrition between orcs and the serpentine fliers. While the orc warriors hunted and prepared ambushes, Dragonheart deep inside wished them failure. When warriors were back with their dead comrades, Dragonheart secretly cheered the scaled menace, when warriors came back with trophies taken from a slain wyverns, Dragonheart was mourning the beasts, and yet hated them for their failure. When away from the tribe, he cursed the tribe for not dying, and he cursed the wyverns for not killing more of the orcs...

One night, he was selected to be a servant to the hunting party, though, and that changed everything. Their ambush on a pair of wyverns was total failure, for Dragonheart let the pebbles fall and alert the wyverns to the hunters' presence. Without the advantage of surprise the orcs rushed the beasts and fell, one by one. They managed to kill one and cripple the other, but in the end only one out of dozen hunters stood, preparing to kill the incapacitated beast. Dragonheart stabbed him in the back and then silently whispered his reasons in the ear of dying kinfolk. After severing final ties connecting him to his tribe, Dragonheart came to the crippled wyvern, killed it with the same knife, cut out the heart and ate it. He woke next morning changed, with claws and first scales on his body. It was the beginning of the transformation that was slowly moving him from mocked half-breed into monstrous hybrid. His scales grew stronger, he sprouted pair of wings. Later, much stronger Dragonheart managed to kill a young black dragon, again eating the heart of the magnificent prey and gaining more of its strength—affinity for corrosive acid that the beast spewed. He was no longer member of vanquished tribe. He was Dragonheart.

2014-11-18

Advanced Bestiary!


Photo courtesy of Patrick Curtin
Pathfinder edition of Advanced Bestiary by Green Ronin Publishing is finally hitting the shelves! The hardcover were already sends to backers (and hopefully to contributors as well...). PDFs can be already bought and printed version can be preordered.

Advanced Bestiary on Paizo.com
Advanced Bestiary on DriveThruRPG
Advanced Bestiary on Green Ronin Online Store

Once you get it, turn the page to... Uh, I have no idea what page actually. Just go through all of it until you find a dwarf druid! The one with mossy hair (if there would happen to be more than one).

And what's more there is another publication looming very-very soon. Or so I hope.

2014-07-05

Wayfinder #11

Another middle of the year and another Wayfinder is here!

This time, the theme is Cheliax. An empire that turned to diabolism after their patron deity Aroden unexpectedly died...

Obviously, I had to submit a devil for such an issue: a physician devil that uses its healing skills and aura that corrupts natural healing abilities to tempt mortals into purchasing its services. The other monster of my design that can be found inside is dreadling — a hafling-blooded monstrosity stalking the nights and feeding on fear.

There is more, however, as this time I wrote an actual article... Ok, well, an excuse for pushing more crunch actually, presenting a number of feats and rogue talents related to devils, trickery, and cruelty of the Empire Of Devils...

The next issue is dedicated to Ancient Egypt Osirion. Deadline looms in less than two months. I would like to have some extra time, though.

2014-05-06

Obsidian Apocalypse

With some delay I would like to direct your attention to a setting released in December by LPJ DesignObsidian Apocalypse.

Obsidian Apocalypse is a post-apocalyptic fantasy world that was devastated by meteor strike. Depending upon the GM choice, the meteor could cause one of the four described cataclysms: Infernus Risen – angels and demons have been brought to this world and engage in battles all over this world; World of the Elder Gods - The meteor is actually a prison from unusual monsters that breaks open and escapes to this world; Pandemic Contagion - A super powerful virus begins infecting, mutating and killing people of this world; and World of the Undead - undead raise due to the necromantic energy in the meteor.

Watch out for The Voiceless!

2014-02-18

Treasury Of The Sands

Jon Brazer Enterprises just released their Treasury Of The Sands book to which yours truly contributed embalmer's jar and scepter of the clawed mistress (with some slight changes and editing by publisher).

Adds another publication and a new publisher to the list.

2014-01-31

Liber Influxus Communis, part II

Update on Liber Influxus Communis kickstarter...

The initial goal and the first stretch goal were reached. Another $140 and we'll see some color in the book. It would be nice to see all those classes in color, right?