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Showing posts with label Dragons. Show all posts
Showing posts with label Dragons. Show all posts

Thursday, September 15, 2016

Trade Wizard (Arcanist and Wizard Archetype)

Greetings Faithful Readers,

If we have been wondering where we haven't been posting the past few months, I will tell you. I lost my job. And while that would seem to make more time for writing and posting blog posts, it actually turns your schedule into a maelstrom of chaos. Anyways, my co-conspirator, Adam, kept bugging me to get my act together, and now weekly or every-other-week blog posts will resume. Thank you for your patience.

Sincerely,
Tim Wallace

Illustration by NathanParkArt and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
Trade Wizard
by Adam Frank and Tim Wallace

Covered in various powders, oils, and inks, the Trade Wizard is a master craftsman. While many magic users are able to create the mystic from the mundane, the Trade Wizard has honed their crafting to an art form. They specialize in outfitting themselves and others for the various trials of adventuring. It is often said that a Trade Wizard is never caught unaware and this has certainly proven to be true. The knapsack of a Trade Wizard, while often a powerful magical dweomer in itself, holds countless mysteries of the arcane ready to help the arcanist out in a heartbeat.
Some Trade Wizards prefer to settle down and create a shop of magical wares and goods. These individuals are known for taking old junk like worn out boots, rusty old swords, or well-worn armors and breathing new life into them. They will buy items from almost anyone and turn around to sell it back with some new enchantment or another, always turning a tidy profit.
Always willing to bark their wares, the Trade Wizard is constantly carrying a plethora of scrolls and potions for various occasions and are always willing to help someone in need for the right price. A Trade Wizard seems to always show up at the right time to offer a magical solution to a problem, should one arise. 

Trade Wizard (Arcanist or Wizard)
While oftentimes underappreciated, the Trade Wizard can be useful anywhere and at any time due to how prepared they tend to be. They have created both some truly wondrous items and some terrifying cursed charms. It is said even that some of the most powerful Trade Wizards can store pieces of their souls in the wonders they craft, imbuing them with sentience.
Bonus Feat: At 1st, 9th (or 10th level if she is a wizard), and 15th level, a trade wizard gains a bonus item creation feat from the following list: Brew Potion, Craft Magical Arms and Armor, Craft Wand, Craft Wondrous Item, or Scribe Scroll. At 9th level, the following feats are added to the list: Craft Rod, Craft Staff, and Forge Ring. A trade wizard need not have any of the prerequisites normally required for these feats to select them. This replaces the arcanist exploits gained at 1st, 9th, and 15th levels for an arcanist, or the Scribe Scroll feat and the bonus feats gained at 10th and 15th levels for a wizard.
Master Artificer: At 5th level, a trade wizard receives a +2 bonus on Spellcraft checks, and may create magical items much more quickly than normal.  Whenever a trade wizard makes magical items using Spellcraft, use the item's gp value as its sp value when determining his progress (do not multiply the item's gp cost by 10 to determine its sp cost). This replaces the arcanist exploit gained at 5th level for an arcanist and the bonus feat gained at 5th level for a wizard.


Friday, June 10, 2016

Kharagosi Race

by Adam Frank and Tim Wallace

Illustration by Etbaal and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)

Humanoid rabbits, the kharagosi people are very insular. They thrive best in large open areas such as the plains or high deserts. Seen as flighty and insecure, the kharagosi are simple. Despite living where they do, the kharagosi are a non-nomadic people, often living in underground warrens that house an entire clan.
Physical Description: The most striking features on the small kharagosi is its ears. Often adding a foot or more to their height, the ears of these rabbit-like people are constantly moving and twitching to catch the faintest sound. With their eyes that look like black marbles and sandy colored coats ranging from a light tan to mottled browns, the kharagosi see loud or gauche colors in clothing choices as tantamount to a sin. The primary goal of almost every kharagosi is to stay out of sight and away from the notice of strangers.
Society: Very little is known about kharagosi clans due to their seclusion from other races and people. It is known that they live in clans with a structured hierarchy with a chief at the top, always a female, under the chief is the six most elder mothers, and then the rest of the warren. They harvest and eat mostly fungi they grow underground or grasses they can plant near a burrow. The clan sees itself as a large family and they all live together in large underground runs that sometimes stretch for miles.
Relations: No one gets along well with the kharagosi as they are not social creatures. While they aren't actively disliked, since they are loathe to socialize with other people they aren't particularly well liked. A popular saying among the kharagosi is, “To stay well away from trouble, self-sustain and keep your ears moving. Curious eyes and still ears bring naught but still hearts.”
Alignment and Religion: The kharagosi will only ever follow a goddess, most commonly Padmavati, the goddess of temperance and understanding, as they believe the male gods to be too adventurous or warlike. They are a people who don't need much and try to stay out of the affairs of others; as such they tend to gravitate to the lawful and neutral alignments.
Adventurers: Another saying is “A rabbit away from the burrow is no rabbit at all.” Simply put the kharagosi don't adventure. The few that do venture out are seen as foolish, crazy, and suicidal. Even those tend towards the classes that steer clear of the front lines of combat; wizards, priests, and bards tend to suit them best.

Kharagosi Racial Traits (16 RP)
+2 Dexterity, +2 Charisma (2 RP): Kharagosi are quick and charming.
Humanoid (kharagosi): Kharagosi are humanoids with the kharagosi subtype.
Fast Speed (1 RP): Kharagosi have a base speed of 40 feet.
Burrow (3 RP): Kharagosi have a burrow speed of 20 feet.
Low-Light Vision (1 RP): Kharagosi can see twice as far as a race with normal vision in conditions of dim light.
Envoy (1 RP): Kharagosi with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poisonread magic. The caster level for these effects is equal to the kharagosi's character level.
Quick Reactions (2 RP): Kharagosi receive Improved Initiative as a bonus feat.
Sprightly (2 RP): Kharagosi receive a +2 racial bonus on Acrobatics checks.
Vigilant (4 RP): Kharagosi gain a +2 racial bonus on Perception and Survival checks.
Languages: Kharagosi begin play speaking Common and Sylvan. Kharagosi with high Intelligence scores can choose from the following: Catfolk, Elven, Gnome, Goblin, and Halfling.



Thursday, April 7, 2016

Gunmetal Alchemist (Alchemist Archetype)

by Tim Wallace

Here is another (sure-to-be-controversial) alchemist archetype I have created at the bequest of one of my players.

Gunmetal Alchemist (Alchemist Archetype)
Gunmetal alchemy was developed by synthetic races (such as androids and half-constructs) to better utilize the transmutability of their own bodies and the world around them.

Illustration by Cyph1n and used under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. (original image)
Bombs: A gunmetal alchemist does not receive bombs. The gunmetal alchemist may not select any discoveries that modify bombs. The majority of the gunmetal alchemist’s class abilities replace the alchemist’s normal bomb ability.

Bonus Extracts: At 1st level, a gunmetal alchemist adds the following extracts to his alchemist formulae list at the listed extract level: 1st–mending, 2nd–make whole, masterwork transmutation, soften earth and stone, wood shape, 3rd–stone shape, 4th–greater make whole, 5th–rapid repair, transmute mud to rock, transmute rock to mud, 6th–ironwood, transmute metal to wood.

Close Combat Training: At 1st level, a gunmetal alchemist gains Weapon Group Proficiency with close weapons and one other weapon group of his choice. This replaces the alchemist’s normal weapon proficiencies.

Bonus Feat: At 3rd level, and every 4 levels thereafter, a gunmetal alchemist may select a bonus feat. These feats must be taken from the following list: any style feat, Combat Flexibility, Deflect Arrows, Dodging Mobility, Elemental Fist, Flurry, Greater Flurry, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Group Focus, and Weapon Group Specialization.

Bonus Discovery: At 5th and 13th levels, a gunmetal alchemist may select an additional alchemical discovery. Some discoveries can only be made if the gunmetal alchemist has met certain prerequisites first, such as uncovering other discoveries.

SoulboundAt 9th level, a gunmetal alchemist bind his soul body with an alchemical seal. Creating an alchemical seal costs 5,000 gp and takes 1 week of work. If he dies, he can be resuscitated as long as the seal has not been broken and his body is healed or repaired to 0 hp or more. He can only have on alchemical seal on his body at a time.
If the part of his body the seal is on (head, torso, right arm, right leg, left arm, or left leg)  or a portion of that part of the body (ear, eye, neck, upper arm, hand, et cetera) is the target of a critical called shot of debilitating blow (from the called shot system in Ultimate Combat) or a confirmed critical hit (in my location-based critical hit system), the seal receives the broken condition and is therefore nonfunctional. It must be repaired with a make whole or greater make whole spell or extract to regain functionality.


Thursday, March 31, 2016

Hulking Alchemist (Alchemist Archetype)

by Tim Wallace

Here is a new archetype I created at the bequest of one of my players.

Hulking Alchemist (Alchemist Archetype)
Hulking alchemists have learned how to use their mutagens to unlock the size and abilities of giants.

Jotungrip: At 2nd level, whenever a hulking alchemist creates a mutagen that improves his Strength, he may choose to wield a two-handed weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces poison use.

Jotunform Mutagen: At 3rd level, a hulking alchemist’s mutagen grants him low-light vision causes him to increase in size. This increase changes the creature's size category to the next larger one, which persists as long as the mutagen. A hulking alchemist whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. 

Illustration by Yama Orce and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
All equipment worn or carried by the hulking alchemist is similarly enlarged by the mutagen. Melee weapons affected by the mutagen deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves the hulking alchemist's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

This ability does not stack with other magical effects that increase size, such as enlarge person. This ability replaces swift alchemy.

Massive Weapons: At 6th level, a hulking alchemist becomes skilled in the use of massive weapons looted from his titanic foes. He can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 3. However, the attack roll penalty for using weapons too large for his size is reduced by 1, and this reduction increases by 1 for every three levels beyond 6th (to a minimum of 0). This ability replaces swift poisoning.

Greater Jotunform Mutagen: At 10th level, a hulking alchemist’s mutagen grants him three abilities listed in the giant form I spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.

Grand Jotunform Mutagen: At 14th level, a hulking alchemist’s mutagen grants him four abilities listed in the giant form II spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.

Illustration by Yuikami and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
Discoveries: The following discoveries complement the hulking alchemist: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, preserve organs.

Thursday, March 24, 2016

Alternative Combat Feats

by Tim Wallace

After reading this blog post, I was inspired to actually write up some feats that I have had bouncing around in my head. You will notice that I replicated some of his suggestions while also ignoring or applying my own twist on others.

Combat Flexibility (Combat)
You can swap penalties to attacks, damage, or AC to increase on of the other values.
Prerequisite: Base attack bonus +1.
Benefit: You can choose to take a –1 penalty on attack rolls or AC or a ­–2 penalty to damage to gain a +1 bonus on attack rolls or AC or a +2 bonus to damage. The penalty or bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with a secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalties and bonus increase according to the char below. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

Base Attack Bonus
Penalty or Bonus to Attack
Penalty or Bonus to AC
Penalty or Bonus to Damage
+1
+/–1
+/–1
+/–2
+4
+/–2
+/–2
+/–4
+8
+/–3
+/–3
+/–6
+12
+/–4
+/–4
+/–8
+16
+/–5
+/–5
+/–10
+20
+/–6
+/–6
+/–12

Special: Combat Flexibility replaces and counts as Combat Expertise, Deadly Aim, and Power Attack for the purpose of fulfilling prerequisites.

Illustration by Yama Orce and used under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. (original image)
Dodging Mobility (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC and +4 dodge a bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Special: Dodging Mobility replaces and counts as Dodge and Mobility for the purpose of fulfilling prerequisites.

Flurry (Combat)
You can take an additional attack each round.
Prerequisite: Dex 15, Weapon Group Proficiency.
Benefit: You gain an extra attack with weapons from any weapon group you are proficient with, as indicated on the chart below. If you are wielding two or more weapons, you can alternate attacks in any combination you wish. The damage from these extra attacks adds your full Strength modifier, no matter what type of weapon it is that you are wielding.
Special: If you are proficient with the close, monk, or natural weapon groups, you may intersperse unarmed strikes and natural weapon attacks with manufactured weapon attacks. Flurry replaces and counts as Double Slice, Rapid Shot, and Two-Weapon Fighting for the purposes of fulfilling prerequisites.

Base Attack Bonus
Attack Bonus with Flurry
Attack Bonus with Greater Flurry
+1
–1/–1
–1/–1
+2
+0/+0
+0/+0
+3
+1/+1
+1/+1
+4
+2/+2
+2/+2
+5
+3/+3
+3/+3
+6/+1
+4/+4/–1
+4/+4/–1/–1
+7/+2
+5/+5/+0
+5/+5/+0/+0
+8/+3
+6/+6/+1
+6/+6/+1/+1
+9/+4
+7/+7/+2
+7/+7/+2/+2
+10/+5
+8/+8/+3
+8/+8/+3/+3
+11/+6/+1
+9/+9/+4/–1
+9/+9/+4/+4/–1/–1
+12/+7/+2
+10/+10/+5/+0
+10/+10/+5/+5/+0/+0
+13/+8/+3
+11/+11/+6/+1
+11/+11/+6/+6/+1/+1
+14/+9/+4
+12/+12/+7/+2
+12/+12/+7/+7/+2/+2
+15/+10/+5
+13/+13/+8/+3
+13/+13/+8/+8/+3/+3
+16/+11/+6/+1
+14/+14/+9/+4/–1
+14/+14/+9/+9/+4/+4/–1
+17/+12/+7/+2
+15/+15/+10/+5/+0
+15/+15/+10/+10/+5/+5/+0
+18/+13/+8/+3
+16/+16/+11/+6/+1
+16/+16/+11/+11/+6/+6/+1
+19/+14/+9/+4
+17/+17/+12/+7/+2
+17/+17/+12/+12/+7/+7/+2
+20/+15/+10/+5
+18/+18/+13/+8/+3
+18/+18/+13/+13/+8/+8/+3

Greater Flurry (Combat)
You gain more attacks with weapons you are proficient with.
Prerequisites: Dex 17, Flurry, Weapon Group Proficiency, base attack bonus +6.
Benefit: You gain an additional attack with weapons from any weapon group you are proficient with, as indicated on the chart above. When your base attack bonus reaches +11, you gain a final extra attack.
Special: Greater Flurry replaces and counts as Manyshot, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting for the purposes of fulfilling prerequisites.

Illustration by Yama Orce and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
Graceful Combat (Combat)
You rely on agility rather than might to deal damage in combat.
Prerequisites: Dex 13, Weapon Group Proficiency, base attack bonus +1.
Benefit: Choose one weapon group for which you have already selected Weapon Group Proficiency. When wielding weapons from that weapon group, you may treat them as finesse weapons and you can add your Dexterity modifier instead of your Strength modifier to damage with them.
Special: You can gain Graceful Combat multiple times. Each time you take the feat, it applies to a new weapon group.

Special Weapon Quality: Finesse
Finesse is now a special weapon quality, akin to brace, reach, or trip. All light melee weapons, as well as rapiers and scimitars, have it.
Finesse: A finesse weapon allows the wielder to choose whether they want to add their Strength modifier or their Dexterity modifier to attack rolls.

Weapon Group Proficiency (Combat)
You are proficient with a specific group of weapons.
Benefit: Choose a weapon group. You are proficient with all weapons associated with that weapon group.
Special: You can gain Weapon Group Proficiency multiple times. Each time you take the feat, it applies to a new weapon group. Weapon Group Proficiency (close) and Weapon Group Proficiency (monk) both replace and count as Improved Unarmed Strike for the purpose of making lethal unarmed strike attacks and fulfilling prerequisites.

Beginning Weapon Proficiencies for Classes
Classes which normally gain proficiency with all marital weapons instead gain proficiency with four weapon groups. Classes with a 3/4 base attack bonus which would not normally gain martial weapon proficiency instead gain proficiency with two weapon groups. Classes with a 1/2 base attack bonus gain proficiency with one weapon group. This replaces the normal weapon proficiencies gained by classes.

Weapon Group Focus (Combat)
You are more accurate in your strikes with a specific group of weapons.
Prerequisites: Weapon Group Proficiency, base attack bonus +1.
Benefit: Choose one weapon group for which you have already selected Weapon Group Proficiency. You gain a +1 bonus on attack rolls you make with weapons from the selected weapon group. When your base attack bonus increases to +11, this bonus increases to +2. This bonus stacks with other bonuses on attack rolls.
Special: You can gain Weapon Group Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group for which you have already selected Weapon Group Proficiency. Weapon Group Focus replaces and counts as Weapon Focus and Greater Weapon Focus for the purpose of fulfilling prerequisites.

Illustration by Yama Orce and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
Weapon Group Specialization (Combat)
You are skilled at dealing more damage with a specific group of weapons.
Prerequisites: Weapon Group Proficiency, base attack bonus +3.
Benefit: Choose one weapon group for which you have already selected Weapon Group Proficiency. The minimum damage increases for weapons from that weapon group, as shown on the table below.

Base Attack Bonus
Minimum Weapon Damage
+3
1d6
+5
1d8
+10
1d10
+15
2d6
+20
2d8

Special: You can gain Weapon Group Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group for which you have already selected Weapon Group Proficiency. Weapon Group Specialization replaces and counts as Weapon Specialization and Greater Weapon Specialization for the purpose of fulfilling prerequisites.


Wednesday, March 16, 2016

Bhorkenbyg

by Tim Wallace

This hexapedal creature has two limbs ending in pincers and two ending in hands.

 
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace
BHORKENBYG      CR 6
XP 2,400
LN Medium aberration
Init +6; Senses darkvision 60 ft.; Perception +11
--------------------
DEFENSE
--------------------
AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 71 (9d8+27)
Fort +6, Ref +9, Will +5
Defensive Abilities spiny carapace
--------------------
OFFENSE
--------------------
Speed 40 ft., climb 40 ft.
Melee 2 pincers +11 (1d6+5)
Special Attacks rend (2 pincers, 1d6+7)
Spell-Like Abilities (CL 9th; concentration +8)
   Constant—detect magic
--------------------
STATISTICS
--------------------
Str 21, Dex 23, Con 16, Int 13, Wis 8, Cha 8
Base Atk +6; CMB +11 (+15 steal); CMD 27 (29 vs. steal, 31 vs. trip)
Feats Combat Expertise, Greater Steal, Improved Steal, Quick Steal, Stealthy
Skills Acrobatics +6 (+10 to jump), Climb +13, Escape Artist +20, Perception +11, Sleight of Hand +15, Stealth +20, Survival +11
Languages Aklo, Undercommon
SQ adhesive underbelly, devour magic
--------------------
SPECIAL ABILITIES
--------------------
Adhesive Underbelly (Ex) The carapace on a bhorkenbyg's belly secretes a sticky substance which allows it to transport items it has stolen without having to carry them in its hands or pincers. A bhorkenbyg can transport items easily carried in one hand in this manner without incurring any penalties.
Devour Magic (Ex) A bhorkenbyg can drink the magic of an unattended magic item. To do so, it must make a caster level check (+8). The DC of this check is equal to 12 + 1/2 the magic item's caster level (rounded down). Intelligent magic items can make an opposed Will save based on their Wisdom score. If the check succeeds, the bhorkenbyg drains the item's magic, rendering it nonmagical. Artifacts are immune to this ability.
Spiny Carapace (Ex) The bhorkenbyg’s carapace is covered with thousands of razor-sharp spines. Any creature that attacks a bhorkenbyg with an unarmed strike or natural attack takes 1d6 points of piercing damage. Any creature that grapples or is grappled by a bhorkenbyg automatically takes 2d6 points of piercing damage per round the grapple is maintained.

Transported to this world from some distant location via meteors, bhorkenbygs quickly migrated underground and were not often seen since. Months after this occurrence, occupants of svirfneblin, drow, and other subterranean communities began to notice the occasional magic item gone missing, or mysteriously stripped of all its magic.
 Not sustained by normal edible material, bhorkenbygs eat magic. However, they usually do so by means of trickery and stealth. If a magical item is too large to carry off, they will attempt to drain its magic at its current location. They are non-confrontational and prefer avoid open combat when stealthing into an adventurers’ camp at night and only stealing one or two magic items at a time will do.
Their nests are often full of many perfectly preserved, high-quality items which were once imbued with magic.