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Astra Arcanis I

Two new Starfinder Roleplaying Game spells! Both based on vehicles.

Polymorph Vehicle (Technomancer 3)
Casting Time 1 full action
Range touch
Target One vehicle with an item level no greater than your caster level
Duration 1 hour/level
Saving Throw Fortitude negates (object)      Spell Resistance yes

You can transmute a vehicle (but not starship) into any other vehicle of a lower item level. The vehicle becomes a typical, “stock” version of the new vehicle, not one that has any special equipment or upgrades. The vehicle must be empty of all passengers and cargo to be affected by this spell. The vehicle retains any damage it had on it before you cast the spell, and if this damage would causes it to be broken or have 0 HP in its new form, the spell fails. At the end of the spells duration, the vehicle is restored of half the damage it took in its transformed form. When the spell ends (even if dispelled), it takes one minute for the vehicle to assume its original form, and any creature or cargo that cannot fit in the new form is ejected harmlessly at the end of this time.

Vehicle Link (Mystic 3)
Casting Time 1 standard action
Range touch
Target One creature and one vehicle
Duration 1 hour/level
Saving Throw Fortitude negates (object)      Spell Resistance yes

You forge an eldritch bond between one creature and a specific vehicle that creature is within. The creature gains an intuitive understanding of the vehicle and its control, allowing the creature to use Acrobatics checks in place of Pilot checks to operate the vehicle, and granting the creature a +2 circumstance bonus to all skill checks made in regards to the vehicle. Additionally, anytime the vehicle takes damage, the creature may opt to reduce the damage the vehicle takes by half, and apply that amount of damage to itself. The creature must make this decision immediately after the amount of damage done to the vehicle is determined.

More Star Magic

I have a Patreon, where I posted the reload spell for mystics and tecnomancers as (at the moment) exclusively-patron bonus content.

Even More Star Options

There are tons of new spells for the Starfinder Roleplaying Game in the Starfarer’s Companion, available at DriveThruRPG, Paizo, and the Open Gaming Store!

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Return of the Druidic Bard: The Anruth

Continuing my recent trend of looking at Old School Character Classes, I’m going to take a stab at an old favorite for a lot of folks. Back in the first edition of the game, there was a character class in the back of the main player’s book. Called a bard, it noted that the class had been modified since its original appearance (in materials prior to the codification of everything into a hardback book), and that GMs might not allow it. Taking the class also required a character to take levels in fighter, thief, and druid before they could take levels in bard.

Really, it was the precursor to later “prestige classes” that got codified in the third edition of the game.

This original bard is considered by many players to be very different from the Pathfinder version, at least in part because it gains druid spells rather than wizard-like bard spells. But also, the class could (at least early on) double in for fighters or rogues, continued to advance some of those skills, and focused as much on lore and leadership as it did music and charm. There’s at least one branch of players who miss the part of the bard that is more strongly associated with druids, Irish heroes, and the tradition of the fili who combined the functions of magician, lawgiver, judge, counsellor to the chief, and poet (before some of those functions were taken over by brehons becoming judges and druids being more aligned with supernatural roles).

Now obviously those Irish roots are only inspirations for either the original “druidic bard” or its modern replacement, or for that matter druids and various forms of fuchlucan. I am far from a scholar of Irish history, mythology, or culture, so any effort to capture the old “druidic bard” flavor is going to be similarly limited to inspiration and fantasy translations, with no claim of accuracy or even equivalency of any real-world terms.

Further, unlike things like the fighter/magic-user/thief I don’t want to just use the old name for this new take on the character concept. The bard in pathfinder is a popular and valid class, and not something I want to encourage people to replace. At the same time while the “druidic bard” had strong tied to the fighter, thief, and druid, I don’t want to build the new class as either a hybrid class or a prestige class. That leaves me wishing to create an alternate class for the bard, which means it needs a new name. Drawing from the same tradition as the fili, bard, druid, and fuchlucan, I’m naming this new alternate class the anruth.

Alignment: Anruth are trained to see all sides of a question, and to consider many different philosophies and moral systems. At least one element of an anruth’s alignment must be neutral.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.)

Class Skills: The anruth’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table: Anruth
Level  BAB                Fort     Ref      Will     Special
1st       +0                    +2        +0        +2        Bardic knowledge, fighting spirit, versatile performance
2nd      +1                    +3        +0        +3        Anruth performance (1st pick), trapfinding
3rd       +2                    +3        +1        +3        Lore master 1/day, oral tradition, wild empathy
4th       +3                    +4        +1        +4        Bonus feat, sneak attack +1d6
5th       +3                    +4        +1        +4        Spell kenning 1/day, versatile performance
6th       +4                    +5        +2        +5        Anruth performance (2nd pick), lore master 2/day
7th       +5                    +5        +2        +5        Jack of all trades

8th       +6/+1              +6        +2        +6        Sneak attack +2d6, woodland stride
9th       +6/+1              +6        +3        +6        Lore master 3/day, spell kenning 2/day, versatile performance
10th     +7/+2              +7        +3        +7        Anruth performance (3rd pick),
11th     +8/+3              +7        +3        +7        Bonus feat, trackless step
12th     +9/+4              +8        +4        +8        Lore master 4/day, sneak attack +3d6
13th     +9/+4              +8        +4        +8        Spell kenning 3/day, versatile performance
14th     +10/+5            +9        +4        +9        Anruth performance (4th pick),
15th     +11/+6/+1       +9        +5        +9        Lore master 5/day
16th     +12/+7/+2       +10      +5        +10      Sneak attack +4d6
17th     +12/+7/+2       +10      +5        +10      Spell kenning 4/day, versatile performance
18th     +13/+8/+3       +11      +6        +11      Anruth performance (5th pick), lore master 6/day
19th     +14/+9/+4       +11      +6        +11      Bonus feat, timeless body
20th     +15/+10/+5     +12      +6        +12      Sneak attack +5d6, spell lore

Proficiency: The anruth is proficient with all simple and martial weapons, and all light and medium armors.

Favored Class Bonus: If anruth is your favored class, you can take any favored class bonus that you would be allowed to take for the bard, druid, fighter, or rogue classes, as long as it does not modify a class feature the anruth does not have.

Spells: You are a spontaneous arcane spellcaster who gains the spells per day and spells known of a bard of the same level. Your class spell list includes all 0-6th level bard and druid spells, and all 1st-4th level ranger spells. You cannot learn a spell that modifiers a class feature the anruth does not possess (such as instant enemy, as you do not have the favored enemy class feature). Your Wisdom ability score determines the maximum level of spell you can cast, your bonus spells per day, and your spell DCs. Any spell you cast that uses Intelligence or Charisma as part of its calculations you may instead calculate using your Wisdom. You do not suffer arcane spell failure for your anruth spells while wearing light or medium armor. You suffer ASFP normally for shields or heavy armor.

Bardic Knowledge (Ex): At 1st level you gain bardic knowledge, as the bard class feature.

Fighting Spirit (Su): You do not depend on the might or your arm or the speed of your body when you fight. You fight from the heart, and it is that inner power that grants your attacks accuracy and potency. At 1st level you may use your Wisdom bonus in place of your Strength and Dexterity modifiers to determine your attack bonus and damage bonus with weapons, unarmed, and natural attacks. This bonus cannot exceed your anruth class level. If your Strength of Dexterity modifier is better, you can continue to use it. If an ability score modifier is normally halved or doubled (such as the Strength bonus to damage with two-handed weapons), you halve or double your Wisdom bonus when you use it instead.

Versatile Performance (Ex): As the bard class feature, but gained at 1st level, with an additional choice every 4 levels thereafter.

Anruth Performance (Su): At 2nd level you gain the anruth performance ability, allowing you to use your knowledge of sagas, lore, epics, poems, and songs of last ages to inspire, fascinate, or change the flow of battle. This functions as the bardic performance class feature (and counts as that ability for purposes of prerequisites and abilities that modify bardic performance), but you only receive a number of round per day equal to your class level plus your Wisdom bonus, and your performances always start your performance as a move action and maintain it as a free action.

You select a single form of performance you can create with your anruth performance from the following choices, each duplicating the performance ability of the ability of the same name from the class or archetype listed in parenthesis after the ability: distraction (bard), inspire courage (bard), or inspired rage (skald). |You also automatically gain the performance ability fascinate (bard).

At 6th level, you may select an additional form of performance, this may be one of the lower-level options you have not yet taken, or one of the following options: devastating aria (diva), inspire competence (bard), song of marching (skald), or song of strength (skald). You also automatically gain the performance ability suggestion (bard)

At 10th level, you may select an additional form of performance, this may be one of the lower-level options you have not yet taken, or one of the following options: dirge of doom (bard), inspire greatness (bard), scathing tirade (diva).

At 14th level, you may select an additional form of performance, this may be one of the lower-level options you have not yet taken, or one of the following options: frightening tune (bard), song of the fallen (skald), or soothing performance (bard).

At 18th level, you may select an additional form of performance, this may be one of the lower-level options you have not yet taken, or one of the following options: inspire heroics (bard) or mass suggestion (bard).

Trapfinding (Ex): At 2nd level you gain trapfinding, as the rogue class feature.

Lore Master (Ex): As the bard class feature, but the ability to take 20 on a Knowledge skill is useable once per day at 3rd level, +1 additional times per day every 3 levels thereafter.

Oral Tradition (Ex): At 3rd level, you can memorize magic writing for use by yourself, or to reproduce later. When you encounter a scroll, you can attempt to create a poem, song, or allegory that imbeds the information and magic of the scroll in your mind. This takes one hour per spell on the scroll, and removed the spell from the scroll. You can use these spells as you would when they were scrolls (including needing to make caster level checks for spells that are too high level, or UMD check for spells not on your class list), though used in this way the spells have a minimum casting time of 1 round. Once you use a spell from your oral tradition, it is gone. You can have a maximum number of spells from scrolls stored in oral traditions equal to your class level plus your Wisdom bonus.

You can recreate these spell scrolls by writing out the spell from your oral tradition, a process that takes 1 hour per spell and materials equal to 10 gp per spell level. Doing so removes the spell from your oral tradition.

Alternatively, you can store the magic of a magic book, tome, or manual. This takes half the time it would take to use the book or manual, and it counts as two spells toward your maximum number of spells stored in your oral tradition. This destroys the magic book. You can use the book or manual yourself from memory, exactly as if you were reading the physical book, and this removes it from your memory, Or you can create it, which takes as long as it took to record it into your oral tradition and materials costing 10% of the book’s cost. This also removes it from your oral tradition.

While the ability to store the magic writings of scrolls and tomes in your head is extraordinary, the effects created by such magic writings remain magical.

Your oral traditional also allows you to use your Wisdom modifier in place of your Intelligence modifier for Knowledge skills.

Bonus Feat: At 4th level you gain one bonus feat. You must meet the feat’s prerequisites, but treat your class level as your bard, druid, fighter, and ranger class level for purposes of this feat. You gain additional bonus feats at 11th and 19th level. Alternatively at each of these levels you may select a rogue talent (but not advanced talent). You must meet this talent’s prerequisites, but use your anruth level as your rogue level.

Sneak Attack: At 4th level you gain sneak attack, as the rogue class feature. It increased by +1d6 every 4 levels.

Wild Empathy (Ex): At 4th level you gain wild empathy, as the druid class feature.

Spell Kenning (Su): As 5th level you gain spell kenning, as the skald class feature, but it is useable once per day at 5th, plus one additional time per day at 9th level, plus once more per day every 4 levels thereafter.

Jack of All Trades (Ex): At 7th level, you can use any skill, even if the skill normally requires you to be trained. At 13th level, you consider all skills to be class skills. At 16th level, you can take 10 on any skill check, even if it is not normally allowed.

Woodland Stride (Ex): At 8th level, you gain woodland stride, as the druid class feature.

Trackless Step (Ex): At 11th level you gain trackless step, as the druid class feature.

Timeless Body (Su): At 19th level you gain timeless body, as the druid class feature.

Spell Lore (Sp): At 20th level, your mastery of lore and mysteries expands your spell repertoire even further. Add one additional spell known at each spell level you can cast, drawn from the bard, cleric, druid, ranger, or sorcerer/wizard spell list. These spells are considered to be on your class spell list, as well. Also, select one 7th level spell from one of these spell lists. You can cast that spell once per day as a spell-like ability, using your Wisdom bonus to determine any of the spell’s calculations normally based on Intelligence or Charisma.

Patreon

While I simply grabbed existing forms of performance for the various anruth performance options, and that works great, it occurred to me that there might be at least one option an anruth should have other performance-using classes don’t: shame.

So I wrote up a shaming performance for the anruth and put it up on my Patreon as (for the moment) patron-exclusive content.

Check it out!

New Pathfinder Race: Medusine

I was working in a design space on how to create a new PC race without having to create a huge number of race-specific options, such as favored class bonuses, traits, and so on. And in doing so, I accidentally wrote a whole race. So, here it is.

Medusine

Though normally all children of a medusa are themselves medusa, there are exceptions. Sometimes a parent who was petrified for a long time by a medusa before being saves has children who have snaky hair and intense eyes. Sometimes the original divine curse that created medusa sparks back to life in a minor way, creating lesser medusa-like creatures. Sometimes a medusa gains a desire to have a different form, and becomes a parent while polymorphed into another form, and the offspring is not entirely free of the original medusa bloodline.

These are the medusine.

Medusine appear to be tall, attractive, lean men or women with amazingly bright eyes (often green, but also sometimes red, yellow, silver, gold, or flat black), with snakes for hair. Some have exclusively snake hair, while others have a mix of serpents and normal follicles.

Medusine are Medium humanoids with the medusine subtype.

Ability Scores Medusine have -2 Str, +2 Wis, and +2 Cha.

Medium Medusine are Medium, and have a 30 ft. movement rate.

Elflike/Humanlike (Ex) Select elf or human. You gain that as a subtype, in addition to your medusine subtype. You count as a member of this race for prerequisites and can take the race’s favored class options. You can Disguise yourself as a member of that race out of combat with a DC 10 Disguise check by concealing your hair serpents. A close examination reveals this disguise, and if you make an attack or are hit by an attack, your serpent’s reactions makes your medusine nature obvious.

Serpents (Ex) Your hair serpents can bite your foes. You can choose for your unarmed attacks to deal lethal piercing damage, in which case they do not provoke attacks of opportunity. Additionally if you drink a dose of injury poison, and make a successful save against it, you do not suffer any effect from the poison. Instead it becomes a dose of poison you can inject into a target with a successful unarmed strike using your serpents. You can only have one such dose of poison ready at a time—drinking a new dose and making the save replaces any previous dose.

Stoneproof (Ex) You gain a +4 bonus to saving throws against petrification. Once you make a successful save against a specific source of petrification, you are immune to that source for 24 hours.

Stunning Gaze (Su) A number of times per day equal to your level, as a standard action, you can attempt a stunning gaze. This is a gaze attack, but it affects only a single creature within 60 feet you can see and that can see you. Stunning gaze forces a foe to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Cha modifier). A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Patreon Exclusive Content

Of course, just because the medusine don’t NEED race-specific options, doesn’t mean they couldn’t use some. I sketched out two such options as exclusive content (meaning only that this is the one place it’s available for the moment) over at my Patreon.

Check it out!

Castle “Vania” Whip Feat

No, I’m not going to explain that title. 🙂

Just a new whip feat, inspired by a game, and its anime.

Whip Wield

You can wield weapons. You can wield whips. You can wield weapons using whips.

Prerequisites: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +2.

Benefit: As a move action you can use your whip to grab a light bludgeoning or slashing melee weapon appropriate for your size, that you are proficient with, that is in your possession or within your threatened range and unattended. (Alternatively you can also use this feat with an appropriate weapon you have disarmed from a foe.) You can make attacks with this weapon using the range of your whip and using any feat that applies to your ship, but deal damage with the weapon and all its relevant feats and abilities. If you have the same feat for both whip and wielded weapon (such as Weapon Focus), you can only apply one of the feats. You cannot use Improved Whip Mastery to hold any other item with your whip while it has a weapon grabbed. If you roll a 1 on an attack roll using Whip Wield, the light weapon it had grabbed falls in a randomly determined space adjacent to you.

Patreon Exclusive Content

Given how fast anime heroes tend to wade through low-level foes, and how easily spellcasters can deal with such foes with mid- and low-level spells, I also added a “Slay” feat over at my Patreon.

Check it out!

 

The Ogre of Battle

Spurred on by a discussion where someone suggested monster tactics as a product line, I took a quick pass at looking at some tactics for iconic monsters, to see if I think they can be useful and generic enough to make a good product. I’m not convinced wither way yet, but sharing my first draft seemed a great way to test the waters. Thus, here I present my ideas for ogre tactics. As the first giants PCs are likely to run into, ogres make a good stand-in for all Large humanoids, though obviously things like spell-like abilities and rock-throwing may give true giants better options. (Or you could use this with ogres that have orc ferocity, and call them orrocs!)

First, many GMs intentionally give ogres terrible tactics because they have an Intelligence of 6. But remember that this is three times as smart as a wolf. Would the smartest wolf you can conceive of make the bad tactical choice you are considering? No? Then neither should an ogre. Further their typical Wisdom of 10 and the fact they have Perception as a skill suggests ogres can recognize and analyze a situation even if they may do a terrible job describing it with good grammar. Certainly an ogre can recognize a spellcaster, see the issue with allowing foes to heal, know when to press the attack o have one unconscious foe and one healthy foe as preferable to two injured foes who can both fight back, and so on.

Indeed, recognizing spellcasters will often drive ogre tactics. With reach (which you can augment with various options below) an ogre has a decent chance of being able to strike a spellcaster in melee, and an ogre should know that they let their guard down when they cast spells, so desire to keep spellcasters close enough that they must cast defensively to avoid provoking attacks of opportunity from the ogre.

If facing foes without reach, an ogre with no adjacent enemies can safely attempt combat maneuvers against foes 10 feet away without provoking attacks of opportunity, and their Large size and high Strength makes them reasonable likely to succeed. Tripping foes can help with battlefield control (especially as the foe is likely to provoke an attack of opportunity when it stands), and disarming an enemy at least reduces the chance of suffering a full-attack action.

Some tactics are more like customizations, in that they move the ogre away from the base stat block of the bestiary, while staying a legal monster build.

Even if using slow progression, an ogre should average 550 gp of treasure, There is no need for this to all be gold and gems it hoards away in a pocket to be looted off its body. An ogre can have some of its treasure as gear it might use. As simple a choice as allowing it to carry a Large longspear (10 gp) gives the ogre an impressive 20 foot melee range, and it can drop the weapon and draw its greatclub if needed. With that much reach melee foes might well feel the need to risk a charge, and that means the ogre can brace to receive charge. (If this seems likely, consider a boar spear, which costs the same and gives a bonus to AC in that situation).

Similarly a Large heavy crossbow (100 gp) may only fire once every two rounds, but it gives the ogre a much heavier, longer-range initial punch. Since an ogres hide armor proves it is proficient with medium armor, upgrading to a Large breastplate (400 g, though it can save by not also buying Large hide armor for 30 gp) gives it +2 AC. A cure light wounds potion, thunderstone, tanglefoot bag, or other alchemical weapons can also increase it’s flexibility in battle, and are useful to 3rd level PCs as treasure.

If using multiple ogres, one throwing javelins and one with a boar spear can be an effective ranged-combat options until PCs manage to close in. If you have three or more ogres, you might consider giving one a kumade (which is a simple weapon with the grapple special weapon property) or a sickle (a simple weapon with the trip special weapon property) to keep foes worried about combat maneuvers.

If considering adjusting the ogre’s feats, Toughness can generally be swapped out for better choices. Improved Iron Will makes the ogre less likely to be defeated with a single bad Will save, or Power Attack gives it an excellent trade off of damage for a little reduced accuracy. If your campaign allows retraining, consider having two or more ogres with the Crowd Control teamwork feat to make it harder for foes to get inside their reach. If an ogre is going to be alone, the Desperate Battler feat may be useful.

And Now, A Tactical Mention of my Patreon

I have a patreon, I helps me justify the time spent writing all this free content. Sometimes it even has bots of exclusive bonus content. Go check it out!

Independence Sub-Domain

Clearly, the Liberation Domain for the Pathfinder Roleplaying Game is about making others free, and that is a strong concept for a divine mandate. Those gods who oppose tyranny, slavery, rigid social castes, and systematic oppression of any kind are likely candidates to grant the Liberation Domain.

Liberation has three subdomains – Freedom, Revolution, and Self-Realization. Think between each of these and Liberation is fairly obvious – the object of liberation is freedom, the objective of liberation often requires revolution, and self-realization is a form of liberation from (often self-imposed) confusion and deception. Like all sub-domains, these three swap out either a granted ability or a domain spell slot to better represent their specific forms of liberation-related divine concern.

However, all of those concepts either focus around the act of overcoming existing restraints (be they social, physical, or delusional restraints), or ensuring a lack of restrain specifically for others—defending the restrained, or encouraging them to throw off their restraints.

They dance around, but don’t ever quite cover, the concept of being able to achieve and maintain liberty through self-sufficiency—Independence. It’s easy to see how gods of pioneers, explorers, hermits, and even racial or cultural supremacy or selfishness might encourage not the power to free others or overcome existing limitations, but being able to avoid ever suffering significant entanglements by having the capacity to take care of yourself.

Independence isn’t the same as Liberation, though one might be the object of the other, but is surely close enough to have significant overlap in related divine powers. And, given the season, an Independence subdomain seemed an obvious call.

Replacement Power: The following granted power replaces the freedom’s call power of the Liberation domain.

Undeterred (Su) At 8th level, at the beginning of any turn in which you are confused, grappled, frightened, held, panicked, paralyzed, pinned, or shaken you may, as a free action, choose to ignore that condition until the beginning of your next turn. You may do this even if you are normally unable to take actions (such as if you are confused). This ability only suppresses these effects, and they return once this ability end, if applicable. You may maintain your immunity for a total of one round per level. These rounds do not need to be consecutive.

Replacement Domain Spells: 1st—sanctuary, 7th—transformation, 9th—wish.

Patreon Exclusive–Alternate Power

Over at my Patreon I did an exclusive additional alternate power, at 1st level, for patrons only.

Stout Little Heroes

A friend posted some Jeff Dee Halfling art from the 1981 D&D Expert Set today, and it really reminded me of my early view of RPG halflings. Short – VERY short, with large hairy feet – but otherwise bold, trim, and confident looking. Such characters seemed neither unable to use human weapons, nor rolly-polly.

Inspired by them, here’s a quick Halfling sub-race for Pathfinder.

Stouts

Stouts are a sub-race of haflings found in some of the roughest, oldest human lands. They are short and have pointed ears as their typical Halfling cousins, but are more trim, broad of frame, and with differently proportioned hands and feet. Their feet, in particular, are broad and rough-bottomed, and kept warm with thick patches of curly hair that generally match the color and texture of the hair on their heads.

Stouts are humanoids of the (Halfling) sybtype.

Ability Score Racial Traits: Stouts are nimble and strong-willed, but their small stature makes them less strong than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Stouts are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: Despite their reduced stature, stouts have a base speed of 30 feet.

Languages: Stouts begin play speaking Common and Halfling. Stouts with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Goblin, Orc, and Troll.

Firm Grip: Stouts have hands larger than a human of the same height would, with strong fingers and a firm grip. They receive a +2 racial bonus to Climb checks.

Additionally, a Small stout can use weapons sized appropriately for Small and Medium creatures normally, without any size-based penalties. If for some reason a stout stops being Small, or is using a weapon that is not actually sized appropriately for Small or Medium creatures, this ability has no affect.

Hairyfoot: Stout feet are broad, strong, tough, and topped with curly, warm hair. They gain all the benefits of being barefoot, but also all the benefits of wearing protective foot-coverings, despite always being barefoot. While theoretically a stout could put on boots or shoes, when they do so they take a -2 penalty to Initiative checks and all Dex checks, because it’s just never comfortable.

Additionally, they receive a +2 bonus to Stealth checks, and to any check regarding movement thought difficult terrain, on narrow spans, or over hazards, while using their feet.

Minor Exclusive Patreon Expansion

I also wrote one minor feat for stouts that’s an exclusive over on my Patreon page. Go check it out!

Monday Bad Idea: Gelatinous Ghoul

Monday Bad Idea

Monday Bad Ideas are periodic, and not fully fleshed out. because, you know, they’re bad ideas.

A gelatinous ghoul is a rare from of ooze undead that generally occurs when some object an undead is connected to and which allows it to reform after destruction (sometimes the phylactery of a weak rich, or an object tied to a ghost’s reason for existence) is consumed by a gelatinous cube, but not destroyed, When the undead’s essence reforms around the object, the necromantic energies infuse the square ooze, creating a hybrid mix of gel and corpse.

Gelatinous ghouls generally look like a skull or severed head floating in a cube of transparent snot, though sometimes only a single hand or a glowing green tibia is sign of the deathly influence. Gelatinous ghouls have all the powers and immunities of both the ooze and the undead, and any ability that affects only one or the other has only a 50% chance of affecting it.

On the other hand they lack appendages, and are generally pretty ticked off (though a few ex-lich gelatinous ghouls are telekinetic, and describe the new state as “surprisingly comfy”).

If I Haven’t Scared You Off Yet:

Why not back my Patreon?

Spring Elves

Spring Elves

Spring elves are between 25 and 110 years old—physically adult, but still in what staid and traditional elven society considers their “Spring Years,” too emotional and impulsive to be allowed to leave the safety and education of the home. They are essentially eternal teenagers, sure of their own intellect and ability, but largely incapable of considering the long-term consequences of their actions—a particularly troubling trait for the long-lived race. Spring elves are always, always supervised and watched over by older, most experienced elves, and kept from adventure, and as much as possible kept from any decision-making. While spring elves are physically and mentally capable of the same kind of training and education as young humans, these decades are a time when they are so wild, so free of consideration, that over the course of eight decades they only manage as much preparation for life as a typical human manages by age 16.

However, in rare circumstances, a spring elf lacks any of the careful parenting and sheltering from life the races has learned from long experience is necessary to prevent the just-post-adolescent elves from setting the world on fire. For example, the Elves of Solstice are an entire race rules by spring elves, given power and authority with no sense of responsibility. And the gods help everyone else.

Spring Elf

Standard Racial Traits

Ability Score Racial Traits: Spring elves are nimble and amazingly likable, and still have their youthful resilience, which is the only reason they aren’t all killed for weeklong benders and experimental magic, but they lack the intellectual focus of properly raised, adult elves. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Size: Most spring elves are Medium creatures and thus have a 30 foot base speed and receive no bonuses or penalties due to their size. Some are still size small, and have all the normal bonuses and penalties for that size and a base move of 20 feet.

Type: Elves are Humanoids with the elf subtype.

Languages: Spring elves begin play speaking Common and Elven. Those with high Intelligence scores are drawn to “fun” languages and can choose from the following: Abyssal, Aklo, Cyclops, Dark Folk, Draconic, Gnome, Necril, Protean, and Sylvan. See the Linguistics skill page for more information about these languages.

Keen Senses: Spring elves receive a +2 racial bonus on Perception checks.

Impulsive: Spring elves gain a +2 bonus to Initiative checks, but they cannot delay an action (though they can ready), and take twice as long to take 20 on skill checks (as they are constantly distracted).

Elven Proclivities: Spring elves are immune to magic sleep effects, but take a -2 saving throw penalty against enchantment spells and effects. They gain a +2 bonus to charisma checks, and to the save DCs of their own enchantment spells and effects.

Low-Light Vision: Spring elves can see twice as far as humans in conditions of dim light.

Reckless Abandon: A spring elf can reroll a single attack roll, ability check, skill check, or caster level check (but not concentration check) per encounter, immediately after determining the result of a failed roll. However, if the spring elf does this, the GM earns an impulsive token. The GM can later spend a token to force the spring elf to move to anyplace within the spring elf’s base move that is not obviously hazardous, as the spring elf is overcome by an impulse. This can begin a fight, set off a hidden trap and so on, though the spring elf gains +4 to AC and a +4 to saves against the initial effect of anything set off by this impulsive move.

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Relic Masters: Magic for the Spell-less

Though it is far from universal, there are several common styles of Pathfinder RPG play that cause groups to decide classes that lack any spellcasting ability are at a disadvantage, and that the disadvantage grows as other classes gain increasingly powerful spells. This is especially frustrating for players who have a character concept for someone who shouldn’t have spells (spellcasting would invalidate the character concept), but seem to then be penalized with fewer options in many encounters due to their lack of access to magic.

Item Mastery Feats are a great way to add magic abilities to characters that don’t gain spells or spell-like options from their class features. In a nutshell, they allow characters to force magic items to do things the item isn’t normally able to do. Since the Use Magic Device skill proves that spells are necessary to use magic items, and numerous classes can pick up just a little spellcasting without being a spellcasting class (such as minor magic from rogues), the idea that there is a technique to manipulate magic in new ways to do new things without being a spellcaster is in keeping with the suggested metaphyscis of the Pathfinder rules.

Item Mastery Feats can patch one or two holes in a character’s options easily, but using them to alter how nonspell classes play in general requires some new options. Some of those should be limited to characters who really focus on these feats, which is nromally rep[resented with the relic master archetype. However, that archetype can only be taken by fighters, and there are a lot of classes that don’t gain spells.

So, step one is to give rules for the relic master archetype to be usable by every class with no automatic access to spells, extracts, or similar broad-utility magic options. That means we need replacement options for the relic master’s powers at the appropriate levels for the barbarian, brawler, cavalier, gunslinger, kineticist, monk, rogue, slayer, swashbuckler, and vigilante.

Below are the rules for a “More Universal” Relic Master, that also tweaks the archetype itself to fix weaknesses that have been found in play since the archetype was published.

“More Universal” Relic Master

Skills

The relic master receives Knowledge (arcana) and Use Magic Device as class skills, but doesn’t receive two class skills of the base class, as noted below: as class skills.

Barbarian: Handle Animal and Ride

Brawler: Handle Animal and Ride

Cavalier: Bluff and Swim

Fighter: Handle Animal and Ride

Gunslinger: Handle Animal and Ride

Kineticist: Intimidate (already receives Use Magic Device)

Monk: Intimidate and Knowledge (history)

Rogue: Intimidate (already receives Use Magic Device)

Slayer: Intimidate and Knowledge (geography)

Swashbuckler: Intimidate and Ride

Vigilante: Knowledge (engineering) (already receives Use Magic Device)

Improved Item Mastery (Su)

At 3rd level, once per day, a relic master can use an item mastery feat she knows with a magic item that doesn’t have an appropriate spell in its construction requirements. The magic item must meet all other requirements of the item mastery feat. Alternatively, if she is using a magic item with an appropriate spell in its construction requirements, she can use an item mastery feat without it counting against the feat’s total uses per day. She can use this ability one additional time per day at 7th, 11th, and 15th levels.

This ability replaces or modifies a class feature gained at or before 3rd level depending on the relic master’s base class, as detailed below:

Barbarian: Trap sense

Brawler: Maneuver training

Cavalier: Cavalier’s charge. (The cavalier still receives mighty charge and supreme charge at their normal levels)

Fighter: Armor training

Gunslinger: Any 2 of the following 3 deeds: gunslinging initiative, pistol-whip, utility shot. Anytime the gunslinger gains new deeds from any source in the future, she may choose to forgo the new deed in favor of gaining one of these deeds.

Kineticist: Infusion gained at 3rd level

Monk: Still mind

Rogue: Trap sense

Slayer: The slayer does not gain the slayer talent normally gained at 2nd level.

Swashbuckler: Any 2 of the following 3 deeds: kip-up, menacing swordplay, precise strike. Anytime the swashbuckler gains new deeds from any source in the future, she may choose to forgo the new deed in favor of gaining one of these deeds.

Vigilante: Unshakeable

Relic Channeler (Su)

At 5th level, a relic master can increase the potency of a magic item she wields by investing it with a bit of her vitality as a swift action. If the item is armor, a shield, or a weapon, its enhancement bonus increases by 1 to a maximum of +5. If the magic item creates a spell or has a save DC, its effective caster level increases by 1. The bonus gained increases by +1 at 10th level and every 5 levels thereafter, to a maximum of +4.

A relic master can use this ability for a number of minutes per day equal to 1 + her Constitution modifier (minimum 1 minute). This duration doesn’t need to be consecutive, but it must be used in 1-minute increments.

This ability replaces or modifies a class feature gained at or before 5th level depending on the relic master’s base class, as detailed below:

Barbarian: Rage powers gained at 4th and 12th level.

Brawler: Brawler’s strike or close weapon mastery (once this decision is made, it cannot be changed)

Cavalier: Banner

Fighter: Weapon training

Gunslinger: Gun training

Kineticist: Metakinesis.

Monk: Purity of body

Rogue: Sneak attack is 1d6 lower than normal for a rogue of the same level.

Slayer: Has 1 fewer studied targets than normal for a slayer of the same level

Swashbuckler: Swashbuckler weapon training

Vigilante: Startling appearance

Improvised Item Mastery (Su)

At 19th level as a full-round action, the relic master can select one item mastery feat whose prerequisites she meets but that she doesn’t already have. She gains access to this feat, though she can’t use it as a prerequisite for other feats or options. If she selects a different item mastery feat, she loses access to her previous use of improvised item mastery and any magic effect created with it ends immediately. Any daily uses of a selected improvised item mastery feat count against all improvised mastery feats selected in the same day.

This ability replaces or modifies a class feature gained at or before 19th level depending on the relic master’s base class, as detailed below:

Barbarian: Damage reduction does not increase to 5/–

Brawler: AC bonus does not increase to +4 at 18th level

Cavalier: Challenges does not increase to 7/day

Fighter: Armor mastery

Gunslinger: Any one deed gained at this level is not gained. Once this decision is made, it cannot be changed.

Kineticist: Metakinetic master

Monk: Empty body

Rogue: Rogue talented not gained at 8th level

Slayer: Improved quarry

Swashbuckler: Any one deed gained at this level is not gained. Once this decision is made, it cannot be changed.

Vigilante: Social talent

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