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

Monday, May 31, 2021

Collected Easy Hybrid Races PDF


Greetings all!

At the bequest of T. Bunting, who hunted me down on Facebook, I have collected all seven "Easy Hybrid Races" articles into a single PDF document. If you would like a copy, you can download it from this link. I will also include a link to it in the Pathfinder RPG Links section of the RPG Links page.

Sincerely,

Tim Wallace

Monday, February 26, 2018

Rogue's Field Guide: Rare Races on DriveThruRPG

Greetings all!

I am excited to announce that in the two weeks since it has been published, Rogue's Field Guide: Rare Races has received two reviews on DriveThruRPG, with an overall rating of 4.5 stars. Feel free to pick up a copy and tell us what you think. You can pick it up at DriveThruRPG.com, RPGNow.com, or RogueRobotStudios.com.

--Tim


Thursday, January 25, 2018

Product Spotlight: Rogue’s Field Guide: Rare Races

by Tim Wallace

Hello, Readers! Yes, I know, I lost my job, and after promising a return of at least every-other-week posts, I disappeared. I am sorry. I will not bore you with excuses.

Today, I want to share with you the main project I worked on while unemployed, which will finally be seeing the light of day, the Rogue’s Field Guide: Rare Races. Shortly before I was laid off, Rahul Kanojia of Rogue Robot Studios, a fan of this blog, contacted me about contributing to a project he was developing. Having had a rough development and publishing process with my second project for a third party publisher, the Martial Arts Guidebook (which got a new 5-star review this past December, yay!), I was a little gun-shy about developing material for someone else again; but he said I would get to design new races, which I love, so I ultimately said yes.

Here is the publisher’s blurb about the book:
Join us in the adventure!
Break free and explore brand new, untold possibilities with the Rogue’s Field Guide 1: Rare Races. Inside you will find twelve brand new, original and rare races, ready to bring some wild action to your next game of Pathfinder. Come fight for the fate of worlds as the planar-touched branchads. Come explore hidden wastes as a khartajan, one of the sword-horned, lords of the desert.  Brave the vast labyrinths and cavernous realms of the world as an iwaningen. Flip the page to encounter the obscure and enigmatic pallesytes, shining star-children that hail from dark corners of the cosmos. Unleash your wild side with the totem animal revering tiervesen. And if they don’t excite you enough, come take a wild ride exploring the world as one of the rough, tough and rugged roughriders known as a verechelen. All of these races and more await you to take the plunge into the Rogue’s Field Guide 1: Rare Races.
This 283-page supplement features:
·       12 playable races, all created using the Pathfinder Roleplaying Game Advanced Race Guide
·       13 racial archetypes for popular classes!
·       13 ready to play and insert Iconic Characters with complete stat blocks for levels 3, 6 & 12 ready to insert directly into your next game of Pathfinder.
·       A special Racial Template to apply a mind-bending twist to your next character!
·       Favored class options for all races included as well as racial deities and expansive lore for each race.
Break free with these new races today!

One of the races that I enjoyed developing the most were the branchads (pronounced BRAHN-CHUHDZ). This is a much-varied race of native outsiders descended from neutral-aligned planar races, much as tieflings are descended from evil-aligned planar races and aasimar are descended from good-aligned planar races. Here are the base racial traits for the branchad race.

Branchad.png
Artist: Naiche Washburn aka Aggroart; © 2015, Rogue Robot Studios, used with permission
Standard Racial Traits
·       Flexible (2 RP): Branchads are exalted for their innate insight and eclectic knowledge. Branchads characters gain +2 Wisdom and +2 Intelligence.
·       Type (3 RP): Branchads are outsiders with the native subtype.
·       Size (— RP): Branchads are Medium creatures and have no bonuses or penalties due to their size.
·       Speed (— RP): Branchads have a base speed of 30 feet.
·       Languages (— RP): Branchads begin play speaking Common and any outsider-derived language of their choice. Branchads with high Intelligence scores can choose from the following:  Abyssal, Aklo, Celestial, D'ziriak, Draconic, Infernal, Protean, and Sylvan.

Defense Racial Traits
·       Planar Resistance (3 RP): Branchads have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits
·       Skilled (4 RP): Branchads receive a +2 racial bonus to Diplomacy and Sense Motive checks.

Magical Racial Traits
·       Spell-Like Ability (2 RP): Branchads can use blur once per day as a spell-like ability (caster level equal to the branchad’s character level).
·       Axial Magics (2 RP): A branchads with a chaotic alignment adds +1 to the DC for all saving throws against spells they cast with the chaotic spell descriptor and takes a –1 penalty on saving throws against spells cast against them with the lawful spell descriptor. A branchad with a lawful alignment adds +1 to the DC for all saving throws against spells they cast with the lawful spell descriptor and takes a –1 penalty on saving throws against spells cast against them with the chaotic spell descriptor. A branchad with an alignment that is neither chaotic nor lawful gains a +1 racial bonus on saving throws against spells cast against them with either the chaotic or the lawful spell descriptors.

Senses Racial Traits
·       Darkvision (— RP): Branchads can see in the dark up to 60 feet.

TOTAL RP: 16 RP

In addition to the base racial traits for the branchad race, I got to design a bunch of racial heritages from specific neutral-aligned planar races, three of which I will showcase here.

Aeon-Blooded: (Equalists)
·       Ancestry: Aeon
·       Typical Alignment: N
·       Ability Modifiers: +2 Str, +2 Wis
·       Alternate Skill Modifiers: Knowledge (planes), Perception
·       Alternate Magic Trait: Aeon-blooded gain calm emotions as a spell-like ability usable once per day.

D'ziriak-Blooded (Hivebrood)
·       Ancestry: D'ziriak
·       Typical Alignment: N
·       Ability Modifiers: +2 Con, +2 Cha
·       Alternate Skill Modifiers: Knowledge (arcana), Use Magic Device
·       Alternate Magic Trait: D'ziriak-blooded gain flare burst as a spell-like ability usable at-will.

Psychopomp-Blooded (Wayfarers)
·       Ancestry: Psychopomp
·       Typical Alignment: N
·       Ability Modifiers: +2 Str, +2 Wis
·       Alternate Skill Modifiers: Perception, Sense Motive
·       Alternate Magic Trait: Psychopomp-blooded gain deathwatch as a constant spell-like ability.

For the full write-up on the branchad race and the 11 other races available in the Rogue’s Field Guide: Rare Races, be sure to pick it up on DriveThruRPG.com, OpenGamingStore.com, Paizo.com, RPGNow.com, or the Rogue Robot Studios store on February 12th.

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 21, 2016

Feat-Based Spellcasting

by Tim Wallace

One aspect of of the Pathfinder Roleplaying Game and 3.5 that I don't think has ever been done correctly is giving players access to spellcasting through feats. At least not in a way that is balanced and still fun. This is my attempt my attempt to remedy it.

Spell Dabbler
Your innate magical ability is starting to show itself.
Prerequisites: Cha 10, Knowledge (arcana) 1 rank.
Benefit: Choose three cantrips, knacks, or orisons from any one spell list. You may cast these spells an unlimited number of times per day. Your caster level for the purpose of casting these spells is equal to your character level.
Special: If you later select the Hedge Caster of the 1st Echelon feat, it and its antecedent feats must use the same spell list you choose for this feat. If you select this feat after selecting Hedge Caster of the 1st Echelon, you must select 0-level spells from the same spell list you chose for that feat, unless that spell list does not have 0-level spells. You may not choose a spell list for which you already have access to spells from by having levels in a spellcasting class.

Illustration by Yuikami and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)
Familiar
A magical pet has made its way to you. You can sense its loyalty and you feel a strong bond to it.
Prerequisites: Cha 11, Knowledge (arcana) 1 rank, Spell Dabbler or Hedge Caster of the 1st Echelon.
Benefit: You gain the service of a mystical advisor, a familiar to both serve you and reveal to you secrets unknown to most mortals. This uses the same rules as the wizard's arcane bond class feature (link). Use your character level as your effective wizard level when determining the abilities of your familiar. You can choose any of the familiars available to a wizard.
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per character level. The ritual takes 8 hours to complete.

Hedge Caster of the 1st Echelon
Your magical abilities are strong enough to be considered among the ranks of spell casters.
Prerequisites: Cha 11, Knowledge (arcana) 1 rank.
Benefit: Chose a spell list (bard, cleric/oracle, druid, inquisitor, magus, mesmerist, occultist, psychic, shaman, sorcerer/wizard, spiritualist, summoner, or witch). You know and can cast 1st-level spells from that spell list (as per Chart: Hedge Caster Spells Known and Spells per Day). Any antecedent Hedge Caster feats you take must use this same spell list. You may gain bonus spells per day for having a high Charisma score (see Chart: Hedge Caster Bonus Spells per Day). Your caster level for the purpose of casting these spells is equal to your character level.
You need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level.
Some spells can be undercast. This means that you can cast the spell at the level that you know, or as any lower-level version of that spell, using the appropriate spell slot. When you a spell, it is treated exactly like the lower-level version, including when determining its effect, saving throw, and other variables. For example, a spellcaster who adds beast shape III to his list of spells known can cast it as beast shape I, II, or III. If he casts it as beast shape I, it is treated in all ways as that spell; it uses the text and the saving throw DC for that spell, and requires him to expend a 3rd-level spell slot.
Whenever you add a spell to your list of spells known that can be undercast, you can immediately learn a spell in place of each lower-level version of that spell you know. In essence, you lose each earlier version and can replace it with another spell of the same level that is on your spell list.
Special: If you later select the Spell Dabbler feat, it must use the same spell list as you chose for this feat, unless the spell list you chose for this feat does not have 0-level spells. If you select this feat after selecting Spell Dabbler, you must select the same spell list you chose for that feat. You may not choose a spell list for which you already have access to spells from by having levels in a spellcasting class.

Chart: Hedge Caster Spells Known and Spells per Day
Hedge Caster
————Spells per Day————
————Spells Known————
Feat
1st
2nd
3rd
4th
5th
6th
1st
2nd
3rd
4th
5th
6th
1st Echelon
2
1
2nd Echelon
3
2
1
1
3rd Echelon
3
2
2
1
4th Echelon
3
3
2
2
1
1
5th Echelon
3
3
2
2
2
1
6th Echelon
3
3
3
2
2
2
1
1
7th Echelon
3
3
3
2
3
2
2
1
8th Echelon
3
3
3
3
2
3
2
2
1
1
9th Echelon
3
3
3
3
2
3
3
2
2
1
10th Echelon
3
3
3
3
3
2
3
3
2
2
1
1

Chart: Hedge Caster Bonus Spells per Day
Charisma
——Bonus Spells per Day——
Score
1st
2nd
3rd
4th
5th
6th
12–13
1
14–15
1
1
16–17
1
1
1
18–19
1
1
1
1
20–21
2
1
1
1
1
22–23
2
2
1
1
1
1
24–25
2
2
2
1
1
1
26–27
2
2
2
2
1
1
28–29
3
2
2
2
2
1
30–31
3
3
2
2
2
2
32–33
3
3
3
2
2
2
34–35
3
3
3
3
2
2
36–37
4
3
3
3
3
2
38–39
4
4
3
3
3
3
40–41
4
4
4
3
3
3
42–43
4
4
4
4
3
3
44–45
5
4
4
4
4
3

Hedge Caster of the 2nd Echelon
As you continue to experiment your natural ability has grown to accommodate your power.
Prerequisites: Cha 12, Hedge Caster of the 1st Echelon, Knowledge (arcana) 3 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 3rd Echelon
As your power grows you gain further magical talents.
Prerequisites: Cha 12, Hedge Caster of the 2nd Echelon, Knowledge (arcana) 4 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 4th Echelon
None doubt your natural talent for magic.
Prerequisites: Cha 13, Hedge Caster of the 3rd Echelon, Knowledge (arcana) 6 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 5th Echelon
Your power grows, your magics are evident even to the layman.
Prerequisites: Cha 13, Hedge Caster of the 4th Echelon, Knowledge (arcana) 7 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 6th Echelon
Despite your lack of formal training or practice you can hold your own among other casters.
Prerequisites: Cha 14, Hedge Caster of the 5th Echelon, Knowledge (arcana) 9 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 7th Echelon
Magical power hold little mystery for you. Despite the lack of direct study the arcane or divine arts have truly revealed themselves to you.
Prerequisites: Cha 14, Hedge Caster of the 6th Echelon, Knowledge (arcana) 10 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 8th Echelon
You are among the elite! Without training or the magical talent of a sorcerer you can stand on your own as a spellcaster.
Prerequisites: Cha 15, Hedge Caster of the 7th Echelon, Knowledge (arcana) 12 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 9th Echelon
Through dedication, blessing, or luck, you have become one of the few most powerful spell casters.
Prerequisites: Cha 15, Hedge Caster of the 8th Echelon, Knowledge (arcana) 13 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.

Hedge Caster of the 10th Echelon
You have reached the echelon of your magical prowess. You have gained more power than most dream of!
Prerequisites: Cha 16, Hedge Caster of the 9th Echelon, Knowledge (arcana) 15 ranks.
Benefit: Your spells per day and spells known increase as per Chart: Hedge Caster Spells per Day and Spells Known. Your caster level for the purpose of casting these spells is equal to your character level.