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PF1 Essentials, Feats and Index

I mentioned on Facebook the idea of doing “Pathfinder Roleplaying Game 1st edition Essential Feats,” which would cut down on the total number of feats by about 80%, while not significantly reducing the number of different builds you could create with such feat.

Ideally, such a project would also address issues with needless complexity, and known roadblocks to popular character concepts. To be honest, this would also be one major step I would take on a Revised Pathfinder Roleplaying Game 1st Edition — something I’d want to be 90% or more compatible with existing 1st edition, just with some shuffling with how details work.

As I work on the “PF1 Essentials” idea, I am updating this post so it serves as a compilation of feats, and an index of other PF1 Essentials content.

INDEX

Classes: Here’s a preview of the PF1 Essentials Fighter
Feats: You’re already here!
Spells: We outline some design goals and tackle hold person here.

Stance Feats

My first step in doing all this would be with Stance feats, which make some popular feats easier to access, simpler to run, and slightly more powerful, but also prevents you from benefitting from them all at the same time. I have presented some key ones below.

(Art by Lunstream)

When you use a stance feat, you cannot use any other stance feat that is not the same type of stance feat. For example, if you are using a Power Attack Stance feat, you can use other Power Attack Stance feat, but not a Combat Expertise Stance feat.

CLEAVE (Combat, Cleave Stance)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, base attack bonus +1.
Benefit: As a standard action, you can make a single melee attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

COMBAT EXPERTISE (Combat, Combat Expertise Stance)
You can increase your defense by focusing on parries and dodges.
Prerequisite: Dex 13 or Int 13.
Benefit: You can choose to enter the Combat Expertise stance to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

POWER ATTACK (Combat, Power Attack Stance)
You can make exceptionally deadly melee attacks by focusing on powerful swings.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to enter the Power Attack stance, to gain a +2 bonus on all melee damage rolls. This 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 an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

VITAL STRIKE (Combat, Vital Strike Stance)
You make a single attack that deals significantly more damage than normal.
Benefit: When you make only a single attack in a round, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You must enter this stance before you make any attack rolls in your turn. Once you have done so, you cannot make any other attacks (including attacks of opportunity) until the beginning of your next turn.
If your base attack bonus is +11 or higher, you instead roll the damage dice for the attack three times. If you base attack bonus is +16, you instead roll the damage dice for the attack four times.

WEAPON FINESSE (Combat, Weapon Finesse Stance)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon or a weapon with the finesse trait (including the elven curve blade, rapier, whip, or spiked chain) made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You do not add 1.5x your Dexterity modifier to damage with 2-handed finesse weapons. You only add half your Dexterity modifier to damage with off-hand weapons.
Special: Natural weapons are considered light weapons.

(Art by Lunstream)

Power Attack Stance Feats

The following are my current vision of the key Power Attack Stance feats, compiled, revised, and revisiting dozens of PF1 feats to compile into just 9 total feats.

It’s worth noting that, at least at the moment, I don’t plan to make the Improved Combat Maneuver feats Power Attack Stance feats, and may not even keep Power Attack as prerequisites for them. That may change once I get deeper into this project, but for now I’m not including them here.

I also suspect one of the things the fighter class is going to get is a way to have multiple stances active at once. But I’ll figure out how and at what levels to do that after I have more feat stance chains built.

POWERFUL ASSAULT (Combat, Power Attack Stance)
You can focus on inflicting inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: When you are in Power Attack stance and you damage a foe with a melee attack you inflict 1d4 points of bleed damage, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a Heal check (DC 10 + your base attack bonus) or through any magical healing. Bleed damage from this feat does not stack with itself.
If your base attack bonus is +11 or higher, when you are in Power Attack stance, you may instead choose on melee attack you make each round to attempt to daze your target. This choice must be made before your attack roll. If the attack hits, in addition to the normal damage dealt by the attack that target must make a successful Fortitude save (DC of this save is 10 + your base attack bonus) or be dazed for 1 round. Subsequent attacks in the same round also have a chance to daze targets, but each subsequent melee attack you make in the same round reduces this DC by 5. If the DC drops to 10 or less, there is no change to daze targets.
You cannot use this feat to both cause bleed damage and have a chance to daze targets.

HARDER THEY FALL (Combat, Power Attack Stance)
You can work with an ally to move or knock over a foe that’s too large for either of you to overcome alone.
Prerequisites: Str 15, Power Attack.
Benefit: When you are in Power Attack stance, if the first melee attack you make in your turn successfully hits and damages a foe, your allies gain a +2 bonus to combat maneuver bonus checks against that target until the beginning of your next turn. Additionally, until your next turn allies can attempt to bull rush, drag, overrun, reposition, or trip that target even if it is two size categories larger than them.
Normal: Those combat maneuvers can normally only be attempted against creatures no more than one size category larger than you.

INTIMIDATING SMASH (Combat, Power Attack Stance)
Your terrible attacks strike fear into your enemies.
Prerequisites: Str 13, Power Attack, Intimidate 1 rank, base attack b9nus +1.
Benefit: You may add your Strength modifier, rather than Charisma modifier, to Intimidate checks.
When you are in Power Attack stance, the first time in your turn you damage an opponent with a melee, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Additionally when in Power Attack stance, the first time each combat you drop a foe to 0 or fewer Hit Points, you may make an immediate Intimidate check as a free action to attempt to demoralize all opponent within 60 feet.
Alternatively, if you attempt to demoralize a foe within your reach as a standard action and succeed, you may choose to immediately enter Power Attack stance (ending any other stance you are in) and make a single melee attack against them as a swift action. You cannot then attempt to use this feat to demoralize them again on that attack.

ONSLAUGHT (Combat, Power Attack Stance)
No one is prepared for how hard you strike until they see it firsthand.
Prerequisites: Str 13, Power Attack, sneak attack class feature.
Benefit: When you are in Power Attack stance, you can add your sneak attack damage to the first melee attack you make in each combat, even if the target is not flanked or denied their Dex bonus to AC.

PILE ON (Combat, Power Attack Stance)
You can keep a foe shuddering in fear.
Prerequisites: Str 13, Intimidating Smash, Power Attack, Intimidate 6 ranks.
Benefit: When you are in Power Attack stance, once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.

PUSHING ASSAULT (Combat, Power Attack Stance)
You can use attacks with two-handed weapons to drive your foes before you.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance, once per round when you make a melee attack that damage sa creature that is no more than one size category larger than you, you can choose to push the target 5 feet directly away from you. Alternative, you can choose to do half damage to push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

SET WEAPON (Combat, Power Attack Stance)
You can set your weapons to deal extra damage against moving foes.
Prerequisites: Str 13, Power Attack.
Benefit: When you are in Power Attack stance, all weapons you wield with the reach special weapon feature are also treated as if they had the brace weapon special feature. Additionally, if you are using a weapon that normally has the brace special weapon feature, if you successfully hit a target an an attack of opportunity the target provoked from movement, you deal double damage.

SHIELD OF SWINGS (Combat, Power Attack Stance)
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance and make a melee attack, you can choose for all your attacks to do half damage in order to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

SMASH (Combat, Power Attack Stance)
You overcome obstacles by breaking them.
Prerequisites: Power Attack.
Benefit: When you are in Power Attack stance, your melee attacks ignore 5 points of hardness. This has no effect on DR. You also receive a +5 bonus on Strength checks made to knock down or break open doors.

General Feats

A big part of doing an “Essentials” line for PF1 is cutting down on the number of similar-but-just-different-enough options s the total number of things a player has to go through is greatly reduced. here are some examples of how I would do that with core general feats.

DIFFICULTY FOCUS
You have improved how difficult it is for foes to resist one specific ability of yours.
Prerequisites: Spell, special attack, or class feature that has a save DC.
Benefit: Choose one of the creature’s special attacks, or class features, or one school of magic. Add +2 to the DC for all saving throws against the special attack, class feature, or spells and spell-like abilities from the school of magic on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different school of magic, special attack, or class feature.

NIMBLE MOVES
You can move across a difficult terrain with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through a number of 5-foot squares of difficult terrain each round as if it were normal terrain. The number of squares you can move through each round is equal to your Dexterity bonus. This feat allows you to take a 5-foot step into difficult terrain.

SKILL FOCUS
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL SYNERGY
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 bonus to those skill checks instead. If you have 10 or more ranks in one or both of these skills, you gain an additional +2 bonus to skill checks with those skills.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Patreon
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Pathfinder Warlock Index

So, here’s how to find the elements of the Pathfinder-compatible OGL Warlock class I designed.

Also, everyone is is a $3 or better patron of my Patreon on Sept 30th, 2020 will get a free pdf with a compiled, and slightly revised and expanded, version of this class!

Here’s where you can find the elements of the class on my blog.

The class advancement chart,
Spell access rules
Fiendish patron 
A Draconic patron,
Some pact boons
The base invocation rules along with the hex-access invocations, and a set of non-hex invocations.
The shadow-haired warlock archetype.

My Stuffed Dino

This isn’t a game-related story, or something to inspire your gaming table. It’s just a tale I don’t recall having ever told that, at 2am, my brain has latched onto as a focal point for a lot of my pain and depression right now.

Feel free to skip it.

I love dinosaurs. It’s one of my very oldest fandoms.

Before Star Wars. Before D&D. Before Micronauts. Before sci-fi, fantasy, superheroes, and powered armor.

Maybe the first thing I grokked as a group of things, and loved, were dinosaurs.

When I was a very young child my mother took me with her grocery shopping one day. The store had a bin of soft, fuzzy stuffed-animal dinosaurs.

And I fell in love with one, in particular. So I asked my mother to buy it for me.

It was, she said, out of our price range for toys.

So, I asked, if we don’t buy it… what happens to it. What if NO ONE buys it?

Well then, she said quite reasonably, it’ll stay here and someone can buy it tomorrow.

And asked, genuinely aghast, you mean they’ll leave it in the store. At night? With the lights off?

ALONE?

I sat on the floor of the grocery store, and burst into tears. Not quite little trickles, but snot-out-my-nose, can’t-see, gasping-for-breath tears.

Look, I’m not saying I was above feigning being truly upset to pressure my mother to buy something for me… though I don’t recall that ever actually working. And this was more than 45 years ago, so I can’t claim to have perfect recall. But as I remember it, I was just truly TERRIFIED for the stuffed dinosaur.

I needed to know it would be safe. Be loved. And if I couldn’t do that, I was afraid no one ever would.

My mother stared at me for several seconds, then picked up the dino and told me it could come home. I could barely pick myself up. I don’t even think I thanked her.

(BTW — Thanks, Mom.)

And so I ended up with a bigger-than-most-of-my-animals stuffed dino. I slept with it for months, and then it joined the Council of Pluff that usually just sat on my toy chest. It served as chairman for many years (until I got a Stuffed Polar Bear As Big As Me, which is a different, and much more on-brand for me, story).

But if I saw sad, or upset, or afraid? If I needed to hug something and none of our cats was up fro the job?

For a lot of years, that Dino was my go-to.

Wrapping up the 5e Mascot Class, With Shtick

We spent last week presenting the base of the Mascot class for 5e. Tuesday we laid out the concept and framework for the Mascot class for 5e, Wednesday we presented the Domestic Companion option for that class, Thursday we presenting the Inspiring Failure class feature, and Friday we presented the Torchbearer option.

All that’s left is to create its selectable class feature, shtick.

SHTICK
You are often surprisingly effective in combat… just not in ways that traditional heroes are. Instead you have actions that,–backed by a combination of your moxie, some luck, and the total surprise you are engaging in adventuring at all–can alter the flow of combat in surprising ways. These sometimes-comical options are known as shtick. You gain your first shtick at 2nd level, and gain an additional shtick at 5th, 9th, 13th, and 17th level. You cannot select the same shtick more than once.
Some of your shtick abilities for a foe to make a saving throw. The DC of such saves is equal to 8 + you proficiency bonus + your Intelligence, Wisdom, or Charisma bonus. You select which ability score applies to your shtick save is based on when you gain your first shtick, and once made this decision cannot be changed.

Mascot Cook
(Art by Lunstream)

Adorable Bravery
The very fact you place yourself in places of extreme risk without any apparent talents or powers to make such actions look like reasonable choices on your part can endear you to foes who see you as a cute little thing, rather than a threat.
Using your action you can stand defiantly in the face of a creature within 30 feet that has attacked and damaged you or an ally. The target must succeed at a Wisdom save or be charmed by you for 24 hours, or until you attack them. Once you have successfully affected a creature with adorable bravery, you cannot attempt it again until after you take a long rest.

Baffling Affront
Using your action you engage in behavior that is both confusing, and obviously out of place with no apparent explanation (and no visible reason for you to believe it will work). You might scold a giant for being a bully, act like a bull about to charge an enraged minotaur, or challenge a lich to a dance-off. The behavior is so unexpected and novel, the target is briefly taken aback. You select one creature within 60 feet that is able to see or hear you. The target must succeed at a Charisma save or be incapacitated for 1 round. Once you have successfully affected a creature with baffling affront, you cannot attempt it again until after you take a short rest.

Expertise
While your traveling companions have been learning new spells, mastering fighting techniques, and perfecting new forms of skulking, you’ve been picking up little tips and tricks from the cooks at inns, drovers of friendly caravans, and other behind-the-scenes folks. Much of this builds off a direction you might have taken in your career, but never mastered until now.
Select an additional background. You gain the benefits and items from this background.

Natter On
You are adept at the endless chatter common to some working-class folk, and can both use it to get the skinny in a new region, and to overload a creature with more words than they are used to processing. When you are in a settlement where you speak one of the common languages, each day you may make one Charisma check with proficiency to learn local gossip and rumors without anyone realizing you are gathering such information.
Additionally, using your action you can direct a stream of apparently endless but potentially important words at a creature within 30 feet able to hear you. You can maintain this for a duration of concentration (10 minute maximum). As long as the target can hear you, they are deafened to any other sound.

Pewter Flask
Sometimes, you are saved by  the noncombat equipment you carry on you. This might be a spider’s fangs sinking into your cookbook, a giant crushing a loaf of bread thinking it was your head, or an arrow being stopped by hitting the pewter flash you have in your vest.
When you take damage or have a condition applied to you, as a reaction you can instead have one item in your possession be destroyed and not take the damage or condition. Once you have used this ability, you cannot do so again until after you have taken a long rest.

The Right Tool
You know that sometimes the important thing is not who tries something, but what they try to do it with. While mighty heroes are busy giving speeches and staring down the forces of evil, you’re keeping track of who is holding what, which item is in which belt pouch, and what is likely to be needed in the coming moments.
Using your action, you can change what items are ready for use for yourself and every willing adjacent ally. You can ready items from yourself or a willing ally for use by another ally. Only items that can be readied or put away in an action can be affected by this ability.

Shielded By Clutter
You have so much stuff that attacks are as likely to hit your cooking pot, tailoring cloth, or portable library as to damage you. As long as you have any equipment or gear, you are considered to have the benefits of a shield without needing to hold one in your hand. If you are adjacent to an ally and they are attacked, as a reaction you can cause them to benefit from having a shield (temporarily ending your shielded by clutter benefit). This lasts as long as the ally is adjacent to you, until the beginning of your next turn.

Spoon to the Knuckles
You may see yourself as a cook, or tutor, or dressmaker rather than a warrior, but that doesn’t mean you aren’t willing to treat a monster like an unruly child and rap their knuckles with a wooden spoon (or otherwise take them to task).
Make an ability check with advantage using a tool with which you are proficient. Your DC is equal to your target’s AC. If you succeed, you do a single hp of damage (though this does not trigger rules triggered by making an attack). Additionally, the target is so flabbergasted by your effrontery they have disadvantage on any attack thy make for 1 round.

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The Torchbearer Archetype for the 5e Mascot Class

Tuesday we laid out the concept and framework for the Mascot class for 5e, Wednesday we presented the Domestic Companion option for that class, and Thursday we presenting the Inspiring Failure class feature.

So, it’s time to present our other initial archetype, the Torchbearer.

Mascot Archetype
At 1st level, you choose an archetype that defines what kind of mascot you are, and gives you some idea how other PCs and NPCs are likely to see and treat your character. You can choose from the Domestic Creature or Torchbearer archetypes.

The archetype you choose grants you features at 1st level and again at 7th, 10th, 15th, and 18th level.

5e Torchbearer
(art by Zdenek Sasek)

Torchbearer
You are a dedicated assistant to adventurers and heroes. You may not actually carry a torch of course — you might be a young squire with a mace, a farmer with a pitchfork, or a hireling with more loyalty than your employers know. You don’t think of yourself as a hero, but you will aid them however you can. You spend a great deal of time carrying torches to light their way, bringing them lost weapons, and standing beside them in the darkest moments so they do not have to face such risks alone.

A Light In The Darkness
Beginning when you take this archetype at 1st level, your plucky courage and willingness to take the same risks as your allies moves them to be their very best. This ability, and all your other torchbearer abilities, only function after a round when you do not make an attack or cast a spell. If you take either of those actions, no torchbearer ability functions until after the beginning of your next turn.
When an ally within 30 feet makes an attack roll or saving throw, you may choose to roll 1d20 as well. If your result is better than the ally’s (or both of the ally’s, if they have advantage), they make take your d20 rather than use their own die results. Once an ally chooses to use your d20 result, you cannot use this ability again until after the end of your next turn.

How Dare!
You friends are offended when enemies harm you. At 7th level, if a foe successfully hits you with an attack, or forces you to make a saving throw you fail, one ally of your choice within 60 feet gains advantage on their next attack against that foe. Only one ally can have this benefit at a time, and it must be used within 2 rounds.

Over My Dead Body
At 10th level when you are adjacent to an ally, and an enemy targets that ally (with an attack or a spell or effect that selects targets rather than an area), you can use your reaction to cause the attack or effect to target you instead. The effect otherwise works normally (requiring attack rolls to hit or allowing saving throws as appropriate), just with you rather than your ally as the target.

It’s Good To Have Friends
Those who harm you find your allies wroth. At 15th level when an ally attacks a foe that has within the past day damaged you, or created an effect or cast a spell you failed a saving throw against, and the attack is a success you can use your reaction to make it a critical success instead.

Don’t Be Dead
So great is your grief at seeing the fall of the heroes you have spent your life helping, the universe itself responds by keeping them just at the brink of death’s door. As an action you can attend an adjacent ally who died within 1 minute as a result of massive damage or from failing a third death save. The ally turns out to have never quite died, regains a number of hit points equal to your level (or half it’s maximum, whichever is less), and becomes conscious. Once you use this ability, you cannot do so again until you take a long rest.

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Inspiring Failure for the 5e Mascot Class

Monday we laid out the concept and framework for the Mascot class for 5e, and Tuesday we presented the Domestic Companion option for the Mascot Archetype class feature. We’ll present the Torchbearer archetype later in the week, but today I actually want to define the Inspiring Failure class feature.

While a Mascot character is often out of their element and overmatched by the circumstances of adventuring, the very fact they keep trying can inspire their allies. When a mascot succeeds at a task everyone is delighted, even their failures can inspire the heroes around them to achieve greater success on the mascot’s behalf.

Mascot Maid
(art by Lunstream)

Inspiring Failure

You get one use of Inspiring Failure at 3rd level, and gain an additional use at 11th, 17th, and 20th level.

The first time each day you fail an attack roll, Ability/Skill check, or saving throw while you are in an encounter that can earn XP (as determined by the GM), you earn one inspiring failure point (IFP). When an ally within 60 feet who witnessed your failure fails an attack, ability/skill, or save, you may expend an IFP to grant them a special reroll. If the d20 on their reroll results in a 1-10, they gain a +10 bonus to their total.

Each additional use you gain of inspiring failure allows you to gain an IFP from an additional failed roll on your point. When you take a long rest, you lose all IFP.

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Mascot Class Archetypes, for 5e

Yesterday we laid out the concept and framework for the Mascot class for 5e, so now it’s time to begin deliver into some specifics.

At 1st level you choose a Mascot Archetype. This defines what KIND of mascot you are, and will impact your character’s options and play style as you gain more levels. In a full version of this class we’d likely want at least 3 Mascot Archetypes, but for blog posts I think we can just do two. (If there’s a huge demand for more, we can always circle back ‘around to it. 🙂 )

We’ll start with the Domestic Creature.

Mascot Chow Chow
(Art by Kajenna)

Mascot Archetype
At 1st level, you choose an archetype that defines what kind of mascot you are, and gives you some idea how other PCs and NPCs are likely to see and treat your character. You can choose from the Domestic Creature or Torchbearer archetypes.

The archetype you choose grants you features at 1st level and again at 7th, 10th, 15th, and 18th level.

Domestic Creature
Regardless of what species you choose (human, elf, dwarf, and so-on), you are actually a Small or Tiny creature that appears to be a pet or companion. You may be a common pert, such as a cat or dog, or may be a more supernatural kind of noncombat companion. You have lived with the species you took for your character enough that you count as them for purposes of spells and prerequisites (and get all the appropriate traits), but are truly some different kind of creature.

Beginning at first level when you take this archetype you are treated as one size smaller, can only express concepts as long as five words, look like a domestic pet of some kind, and can only use one hand worth of equipment (held in your mouth, or talons, or flippers as appropriate). A creature of your size or larger can carry you in 1 arm (if you are willing) without worrying about your weight. A creature at least 2 sizes larger than you can carry you in a pocket with ease.

You also gain two of the following of your choice, as part of your domestic creature nature — darkvision, a 20 foot fly speed (but you cannot carry anyone unless they are smaller than you), 1 30 foot fly speed, the ability to breath on land and in water, a finesse attack that does 1d4 + Strength damage and does bludgeoning,slashing, or peircing damage (your choice), advantage on one category of saves of your choice, advantage on one of the following skills of your choice — Acrobatics, Animal Handling, Athletics, Insight, Perception, or Stealth.

Cat Witch

Domestic Creature Advances
At 7th level, and again at 10th, 15th, and 18th, you select one of the advances listed below. You cannot select a greater version of an advance until you have selected the standard version.

Cute Creature: As a bonus action when an ally adjacent to you makes a Charisma (Deception, Performance, or Persuasion) check, you grant them advantage.

Cute Creature, Greater: You can be so cute, creatures are stupified by how adorable you are. this acts as hypnotic pattern, but affects only one creature.

Distracting Creature: As an action you can make an attack or Charisma (Intimidate) check against a target within 30 feet. If successful rather than your normal effect, the target suffers disadvantage on all attacks for 1 round, and anyone that is forced to make a saving throw against your targets spells or effects during that round gain advantage on the save.

Distracting Creature, Greater: You can use distracting creature against all foes within a 10-foot cube at a range of 60 feet.

Guard Creature: You take no penalties to Perception when asleep, and if you successfully perceive a threat you can wake all allies within 60 feet as a bonus action. As a bonus action when an ally adjacent to you makes a Wisdom (Perception) check, you grant them advantage.

Guard Creature, Greater: As a bonus action when an ally adjacent to you is attacked, you give the attack disadvantage.

Support Creature: As a bonus action when an ally adjacent to you makes a Wisdom or Charisma saving throw, you give the save advantage.

Support Creature: You can cast calm emotions at will.

We’ll look at our other archetype, torchbearer, tomorrow!

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The Dynasties of the Fantômonde

In the Fantômonde, there are five Dynasties that represent the five ways a terne may discover the phantom world. Upon accessing the Fantômonde for the first time, a percie is wise to find which Dynasty they used to expand their world. Once a percie knows this, they are referred to as a Scion of that dynasty.

Ankhar epitomize resilience, determination, and perseverance. They are seen as dull or stubborn by many other Scions, but Ankhar don’t give up easily and at the end of a trying time it is the Ankhar most likely to be left standing.

Mahgreis see pain and sadness as the best teachers for both themselves and others. They may be dismissed as broody and unempathic, but they wish to see the world as it truly is, and believe nothing of value is accomplished without sacrifice.

Peraseer are thoughtful, intuitive, and creative. They are sometimes accused by other Scions of being flighty or chaotic, but they are simply more likely to trust their instincts than obvious answers and will take the time they need to explore new thoughts or hunches before being comfortable with a plan.

Valdrakken take to power and violence. Scions of other dynasties often see them as brutish, short-tempered, and bloodthirsty, but when fighting begins most admit you want a Scion of Valdrakken on your side.

Whinnowhin appreciate things that are done right and done well, even thigns that other Scions look down upon. A Whinnowhin may be seen as uncreative or unambitious, but they simply wish things to actually get done, rather than wasting time trying to find fancier ways to accomplish needful tasks.
Not all percies learn their Dynasty. Some think of the traditions defining them as limiting or self-fullfilling prophecies. Others claim to be empowered my multiple Dynasties, despite the seers and mancers declaring that factually this never happens. And a few just don’t get around to it, spending more time focusing on their vocation, or trying to build a veil to remove themselves from the Fantômonde and wishing to renounce all elements of it.

Author’s Note:
I don’t know if I’ll ever touch this again, but it leaped into my head nearly fully-formed, so I wrote it down. If you DO want me to explore these ideas more, obviously the best way to let me know is to join my Patreon and say so! 🙂

Summoning for GammaFinder and FreedomFinder (Starfinder-compatible)

Yep, another tiered power, appropriate for use as a tiered mutation for GammaFinder, or Power Set for FreedomFinder (both Starfinder-compatible setting hacks).

This is summoning as a power, which for balance purposes is always treated as spell-like, but the player and GM can be flexible with the nature of the power. Perhaps your genetic sorcery extends to summoning daemons… even if you would rather not deal with such creatures. Perhaps you are a fire-manipulator, and the fire elementals you summon are just forms or pyrokenesis. maybe you have a form of technokinesis and technopathy, and can turn anything into servant robots.

We’ll be touching on some of those related powers later, but for now, let’s look as summoning as a tiered power.

PA Phoenix

(art by grandfailure)

Summoning (Sp)
When you first gain the summoning tiered mutation, you must decide what type of creature you summon, from the following list: aeon, agathian, angel, archon, azata, daemon, demon, devil, elemental (select one subtype), fey plane beast, inevitable, protean, robot, or shadow creature. you are not restricted by the normal summoner requirements (you can summon demons even if you are lawful good… you poor soul).
These re summoned as the appropriate summon creature spell, obey you (regardless of alignment difference, though evil creatures will tend toward evil methods unless given orders restricting their options, even of summoned by good-aligned characters), and understand any orders you give.
Summoning grants you upgrades, which are special powers you have with your summoned creatures that acts differently than the summon creature spell. You can select from the upgrades below. Once made, these choices cannot be changed. You cannot select an upgrade more than once unless it says otherwise.
Upgrades:
Broad Summoning: You can select an additional type of creature to summon, and mix and match your summoning to include any of your allowed types.
Communication: You and your summoned creatures have limited telepathy, which only works with each other (but functions regardless of language).
Environmental: Select one environmental graft. You can apply it to any creatures you summon. The creatures gain all the abilities always granted by the graft, and any one of those sometimes granted. A given summoned creature can only have one environmental graft applied to it. You can select this upgrade multiple times. each time, you select a different environmental graft.
Language: Creatures you summon know a single language you know, fo course chocie, and can communicate in this langauge.
Lasting: You can have a single summoned creature be persistent when it is not in combat. However, if it makes an attack or is attacked, forced to make a saving throw, or takes damage, it reverts to having a duration of 1 round/level.
Variable Sizes: You can summon creatures up to one size larger, or two sizes smaller than those normally summoned by the appropriate summon creature spell. This does not impact their stat block or reach, only their actual size.
Tier 1: You can summon creatures (as summon creature I) as a full action once per day.
Tier 2: You gain one upgrade.
Tier 3: Your summoning can now act as creature summoning II. You regain the ability to use this power after you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Tier 4: You gain a second upgrade.
Tier 5: Your summoning can now act as creature summoning III. You can now use this ability at any time by expending a Resolve Point. If you use this ability while any previously summoned creatures are still extant, they immediately dissappear.
Tier 6: You gain a third upgrade.
Tier 7: Your summoning can now act as creature summoning IV.
Tier 8: You gain a fourth upgrade. You can now use this spell-like ability as a standard action.
Tier 9: Your summoning can now act as creature summoning V. You gain a fifth upgrade.
Tier 10: Your summoning can now act as creature summoning VI. You gain a sixth upgrade.

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Thanks, everyone.

Elasticity, a Tiered Mutation for GammaFinder and Freedom Finder (Starfinder-compatible)

We’re still doing tiered mutations, designed for both the GammaFinder and a more comic-book themed theoretical “FreedomFinder” setting (which so far only exists as a thought experiment and a single set of soldier options).

Since it’s Friday, I decided to get casual and do a weirder power. So the next dual-purpose power to get the tiered mutation treatment is… Elasticity.

PA Elastic

(art by higyou)

Elasticity
Your body is malleable, flexible, and stretchy. You gain elasticity points, which you can assign to various abilities as you mold and shape your body. Once assigned your elasticity points (and the powers they give you) remain until you are stunned, knocked unconscious, or killed. Any power or attack you make using elasticity points immediately ends if you reassign those points. You can change your elasticity points as part of any other action, but can only do so once per round. You cannot affect the same aspect of yourself with multiple elasticity point powers (you cannot assign both 1 elasticity point to be one size larger and 2 to be two sized larger, for example).
Tier 1: You reduce any damage you take that is not energy damage, or piercing or slashing damage, by 5 points per tier of elasticity. This includes kinetic damage from nonweapon sources, such as falling or crush attacks.
You have 1 elasticity point.
You can assign 1 elasticity point to gain the compression UCR.
You can assign 1 elasticity point to increase your size category by 1 step (maximum of colossal).
Tier
2: You now have 2 elasticity points.
You can assign 2 elasticity point to gain 1 extra arm using the multiarmed UCR. This represents stretching out some loop of your body to serve as a spare limb. The carrying capacity of this limb is separate from your normal carrying capacity, and is calculated as if it has a Strength equal to your tier +10.
You can now assign 2 elasticity points to increase your reach by +5 feet. When you use any elasticity power to increase your reach, you gain a circumstance bonus to Athletics checks to climb equal to your tier.
Tier 3: You now have 3 elasticity points.
You can now assign 2 elasticity points to increase your size category by 2 steps (maximum of colossal).
Tier 4: You now have 4 elasticity points.
You can now assign 4 elasticity points to increase your reach by +10 feet.
You can assign 2 elasticity points to gain the amorphous UCR.
Tier 5: You now gain a bonus to attack rolls to maintain (but not initiate) a grapple equal to your tier.
You can now assign 1 elasticity point to increase your land speed by an amount equal to your current reach.
You can now assign 2 elasticity points to increase your size category by 3 steps (maximum of colossal).
You can now assign 4 elasticity points to turn yourself into a glider wing, gaining 20 feet extraordinary flight with poor maneuverability.
You can now assign 4 elasticity points to gain the ability to make trample attacks, using the trample UCR. Your trample attacks do your unarmed damage.
Tier 6: You now have 5 elasticity points.
You can now assign 2 elasticity points to gain the ability to make attach attacks, using the attach UCR.
You can now assign 2 elasticity points to gain up to 4 limbs using the multiarmed UCR.
Tier 7: You now have 5 elasticity points.
You can now assign 4 elasticity points to increase your reach by +15 feet.
Tier 8: You can now assign 2 elasticity points to increase your size category by 4 steps (maximum of colossal).
You can now assign 4 elasticity points to increase your reach by +20 feet.
Tier 9: You now have 6 elasticity points.
You can now assign 4 elasticity points to increase your reach by +25 feet.
Tier 10: You can now assign 2 elasticity points to gain the ability to make swallow whole attacks with your unarmed attacks, using the swallow whole UCR. Your swallow whole attack deals your unarmed damage each round to those swallowed. You can swallow 1 creature up to 1 size larger than your current size, two your size, and double the number for every size smaller the targets are.

WANT MORE GAMMAFINDER?! OR FREEDOMFINDER?
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.