Gestalt Prestige Class
Multiclassing doesn’t always work well in d20 games. Many class combinations work fine, but others end up giving the character that takes the wrong selection of classes too many weak abilities and not enough class features appropriate for their total character level.
There are two popular fixes to this issue. The first is prestige classes that are designed to allow two specific types of class to work together, such as eldritch knight and mystic theurge. These have shown to work reasonable well with narrow combinations of classes, but don’t work well for a broad range of otherwise-reasonable class combinations. The second option is to allow gestalt classes, where at every level the characters gets the best numeric option of the two classes (the best saving throw bonus, the best hit die, and so on), and all the spellcasting and special features of both classes. This obviously works well with any combination of classes, but is significantly overpowered compare to any non-gestalt character.
There should, of course, be a way to blend these two concepts, to create a prestige class that allows any two classes to be combined into an effective character, without being massively overpowered. This is an attempt at such a prestige class (with 14 levels, so your character can progress through a full 20-level campaign).
Gestalt Prestige Class
You have learned to blend two sets of training into one.
Prerequisites: You must have at least 3 levels in two different character classes.
Skill Ranks per Level: See the “custom skill progression” class feature.
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Customized attack bonus, favored class bonuses
hit dice, saving throws, skills; focus character classes
2nd +1 +3 +0 +3 +1 focus character class level
3rd +2 +3 +1 +3 +1 focus character class level
4th +3 +4 +1 +4 +1 focus character class level
5th +3 +4 +1 +4 +1 focus character class level
6th +4 +5 +2 +5 +1 focus character class level
7th +5 +5 +2 +5 +1 focus character class level
8th +6/+1 +6 +2 +6 +1 focus character class level
9th +6/+1 +6 +3 +6 +1 focus character class level
10th +7/+2 +7 +3 +7 +1 focus character class level
11th +8/+3 +7 +3 +7 +1 focus character class level
12th +9/+4 +8 +4 +8 +1 focus character class level
13th +9/+4 +8 +4 +8 +1 focus character class level
14th +10/+5 +9 +4 +9 +1 focus character class level
The following are the class features of the gestalt prestige class.
Customized Attack Bonus: If both your focus character classes (see below) have the same base attack bonus progressions as one another, and it is different from the base attack bonus progression of the gestalt prestige class, this prestige class’s base attack bonus progression changes to match that of your focus character classes.
Customized Favored Class Bonuses: If either of your focus character classes (see below) is your favored class, the gestalt prestige class counts as a favored class for you. In this case whenever you gain a level in the gestalt prestige class and get a favored class bonus, you may take a favored class bonus from either of your focus character classes.
Customized Hit Dice: Add the maximum result of the hit die from each of your focus character classes, and divide by 2. This is the hit die size of your gestalt prestige class. (Note that odd-sized dice, such as d7s, can be found, such as from Impact! Miniatures).
Customized Saving Throws: Although the gestalt prestige class shows you have good Fortitude and Will saves and poor Reflex saves, at 1st level you may choose to instead have good reflex saves and make wither your Fortitude or Will saves poor. If you make this choice, switch the bonus to your Reflex and one other saving throw category that you gain from this prestige class. Once this choice is made, it cannot be changed.
Customized Skill Progression: Add the skill points per level you gain from your focus character classes (see below), not including your Intelligence modifier, and divide by 2. You get that many skill points per level of gestalt prestige class, plus your Intelligence modifier, at each level. You do not gain any additional class skills.
Focus Character Class (Ex): Select two classes you have levels in which you can use to meet the prestige class’s prerequisites. These are now your focus character classes. Once this choice is made, it cannot be changed.
Using a proficiency, spellcasting option, or class feature from one of your focus character classes normally doesn’t invalidate or remove the ability to use a proficiency, spellcasting option, or class feature from your other focus character class. You can cast arcane spells from a focus character class in any armor you gain as a proficiency from another focus character class without worrying about arcane spell failure. You can follow a code or edict from one focus character class without being penalized for violating a code or edict from your other focus character class. You can use metal weapons and armor from proficiencies in one focus character class without losing the abilities of a class that forbids the use of metal weapons or armor.
Focus Character Class level (Ex): At second level you add +1 to your effective class for each focus character class when determining your spell level, spells known, spells per day, and class features (anything mentioned under the “Special” column of your focus class’s class table). You add another +1 at 3rd level, and every gestalt prestige class level thereafter.
Speaking of Gestalt
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It’s possible to take the space-faring envoy class, and revise it to work for the Pathfinder Roleplaying Game. Mostly you can ignore the rules tied to the science-fantasy ruleset (Stamina points, 10-minute rests, resolve Points, and so on), and run the character using straight Pathfinder rules. Some universal adjustments are needed (anything that requires a 10-minute break in which you spent 1 Resolve Point to regain Stamina instead can be done by taking 10 minutes and spending 1 point from your Envoy Intensity pool, a reaction can be done as a swift or immediate action, ignore rules that refer to spells, equipment, feats, or weapons that do not exist in the Pathfinder Roleplaying Game, if an envoy effect creates a condition that does not exist in the Pathfinder Roleplaying Game, apply the same penalties and rules the condition would have applied in the star-faring version of the rules).
For a few features, alternatives must be presented. Each of the items below replaces the envoy feature of the same name. those that do not share names with envoy features note when they are gained and what (if anything) they replace. The following also presents hp, skill, and proficiency rules for the envoy for use with the Pathfinder Roleplaying Game rules.
Othwerwise, you can use the normal tables and class features of the envoy.
Hit Die: d8
Class Skills: The envoy’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Intelligence modifier
Proficiencies: The envoy is proficient with light and medium armor, all shields (except tower shields), all simple weapons, and light martial weapons.
Envoy Intensity Pool: The fantasy envoy does not need or use Resolve Points, as they are not a part of the Pathfinder Roleplaying Game. Instead at 1st level the envoy gains a Envoy Intensity Pool, with a number of points equal to half the envoy’s class level plus her Charisma bonus. Whenever a class feature calls for the envoy to spend a Resolve Point, she instead spends a point from her Envoy Intensity Pool. This pool is refreshed once a day after 8 hours of rest. At 16th level, she can restore up to two points per day when she succeeds at a Bluff, Diplomacy, or Intimidate check against a creature that is not friendly to her and has a CR no less than 3 lower than her character level.
Expertise (Ex): You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Bluff or Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 point in your Envoy Intensity Pool. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Additionally whenever you successfully feint a foe (such as with the Bluff skill), you add your expertise die to the damage of your attack. This is considered precision damage, and creatures immune to critical hits or sneak attack are immune to this additional damage.
Skill Expertise (Ex): At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Appraise (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (any one) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Weapon Focus (Ex): At 3rd level, you gain Weapon Focus as a bonus feat for any one weapon with which you are proficient. This replaces the Weapon Specialization class feature.
The following improvisations are changed.
Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
This bonus increases to +2 at 5th level, and by an additional +1 at every 5 envoy levels thereafter.
Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent]
As a standard action, you can signal an ally within 30 feet and grant them a number of temporary hit points equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. These last 1 minute per envoy level, or until depleted. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again for 24 hours, unless you spend 1 point from your envoy Intensity Pool.
At 6th level, you can spend 1 point from your envoy Intensity Pool to add your envoy level to the number of temporary hit points granted.
Look Alive (Ex) [mind-affecting]
All allies within 60 feet of you gain a +2 morale bonus to Perception and initiative checks as long as you are conscious and able to act.
Focus (Ex) [mind-affecting, sense-dependent]
This ability can cause an ally to no longer be flat-footed, asleep, confused, or dazed.
Watch Out (Ex) [language-dependent, mind-affecting, sense-dependent]
The ally gains +4 AC and +4 to Reflex saves against the attack,
Draw Fire (Ex) [sense-dependent]
The foe’s ranged attacks and effects that do not include you suffer -4 to attack rolls and the save DCs are reduced by 2.
Improved Get ’Em (Ex)
Rather than being a +2 bonus, this increases your bonus from get ‘em by 1.
Sustained Determination (Ex) [language-dependent, mind-affecting, sense-dependent]
This ability allows the ally to use any ability it would normally need to spend points to use (ki points, grit, panache, magus arcane pool, and so on—nearly any point-based mechanic other than a mythic ability), or use an ability they can use a limited number of times per day (as long as they can use it more than once per day).
Cultural Savant (Ex)
You can take 20 on Diplomacy checks to gather information, and Knowledge checks to learn about a creature that has an Int of 3 or greater, in only double the normal time
Engineering Adept (Ex)
You can forgo your expertise die on Craft or Disable Device to half the time of the check. You must be able to apply your expertise die to the skill to use this ability.
Fast Hack (Ex)
This just isn’t available.
Inspired Medic (Ex)
This ability works with Heal checks.
Skilled Linguist (Ex)
You gain an extra language for each rank of Linguistics you have.
Student of Technology (Ex)
You can take 20 on Appraise and Knowledge (engineering) checks in only double the normal time.
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Welcome to more things inspired by Forged in Fire, where I do fantasy Pathfinder version of weapons I was introduced to by the television show Forged in Fire. Given how cool many of the weapons they feature on that show are, I decided to go back to this idea do another one. And while doing so, I thought I would continue to explore the design space created by using odd-sided dice (d5s, d7s, and so on) such as those available from Impact Miniatures (who are running a Kickstarter right now for more of these dice—I have nothing to do with the campaign, but I own a lot of their dice and are very happy with them).
This is an effort at a fantasy pathfinder version of the Tabar-Shishpar, a weapon from the Deccan region of India that appears to have existed in the 17th and 18th centuries, though it was always rare. “Tabar” means axe (the tabar was a horseman’s axe) and shishpar means mace and refers to a flnged mace introduced by the Delhi Sultanate. The Tabar-Shishpar is thus an axe-mace, with a single-bladed axe at one end and a mace at the other end of a roughly 3-foot-long metal haft. The same stats can also be used for the Tabar-Zaghnal (“axe-hammer”).
This is a game option inspired by the real-world history of the weapon, and is designed to be no more accurate than the Pathfinder versions of the longsword or falchion.
Although the Tabar-Shishpar has a weapon head at each end of the haft (like a gnomish hook-hammer), it is not a double weapon—only one end is designed to be used at a time, with the haft being flipped by the user when switching which head to attack with. As a result magic weapon properties (and abilities that emulate them) affect the entire Tabar-Shishpar, rather than only one end of it.
When the mace head is used, the axe is held facing outward to prevent self-injury.
Tabar-Shishpar (Two-Handed Martial Weapon)
Cost 20 gp Weight 1.5 lbs.
Light: Dmg (S) 1d9 (B, S) DMG (M) 1d11 (B, S) Crit 20, x3 Switch-hit
Switch-Hit: The Tabar-Shishpar does either bludgeoning or slashing damage, depending on how you hold it. Changing between the two damage types is a swift or move action. If you are not proficient with the Tabar-Shishpar and you roll a natural 1 on an attack roll (a “1” shows on the d20), you must either drop the weapon or do half base weapon damage (ignoring all modifiers) to yourself.
Speaking of Going Back to Cool Things
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Yep, this was inspired by a conversation with my officemate, who wrote the original version. This is my take.
Gelatinous Cube Companion
You forged an alliance with an unusually aware gelatinous cube. Weird.
Prerequisite: Animal companion class feature (or ability that functions as animal companion class feature).
Benefit: You gain a gelatinous cube as an animal companion. It has base stats and an advancement at 4th level, and special feats it can take. Despite being an ooze, it’s fairly intelligent and can learn tricks normally. Any spell you cast that has the (harmless) tag that would affect an animal can instead affect your gelatinous cube companion (though not any other ooze).
GELATONOUS CUBE COMPANION STARTING STATISTICS
Size Large (reach 5 feet); Speed 20 ft.; AC +1 natural armor; Attack slam (1d6, +1 point acid); Ability Scores Str 12, Dex 10, Con 18, Int 2, Wis 1, Cha 1; Special Qualities ooze traits (not mindless), blindsight 30 feet, determines carrying capacity as a quadruped.
Speed 30 ft.; Ability Scores Con +4; Attack slam (1d6 + 1d6 acid) ; Special Qualities blindsight 60 feet.
Gelatinous Cube Companion Feats
A gelatinous cube companion can take the following feats when it gains feat options.
Prerequisite: Gelatinous cube companion.
Benefit: The bonus damage from the cube’s slam attack increases by +1d6, plus and additional 1d6 for every 4 full HD of the cube.
Prerequisite: Gelatinous cube companion.
Benefit: Although it moves slowly, as a standard action a gelatinous cube can simply engulf creatures of its size or smaller that are in its path. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 +1/2 cube HD + cube Strength bonus) to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis (if any) and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.
Prerequisite: Engulf, gelatinous cube companion, 5 HD.
Benefit: The gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s engulf attack must succeed on a Fortitude save (DC 10 +1/2 cube HD + cube Constitution bonus) or be paralyzed for 1d4 rounds. The cube can automatically engulf a paralyzed opponent.
Prerequisite: Gelatinous cube companion.
Benefit: Due to its lack of coloration, the gelatinous cube is difficult to discern. A successful Perception check (DC 10 + cube’s HD) is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed (if it has the engulf feat).
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When I get on a “old-school multiclass concepts for Pathfinder” kick I generally do several in a row as ideas rattle around in my head. So far I’ve done the anruth (an old school druidic bard), cavalier-paladin, cleric/assassin, cleric/fighter/magic-user, cleric/fighter/thief, cleric/ranger, druid/fighter, fighter/magic-user/thief, illusionist/thief, thief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon.
If we restrict ourselves to “legal” old-school multiclass combinations that means our list of options grows thin… but it DOES leave us the underrated druid/magic-user.
When looking at ways to do a dual spellcasting character in pathfinder official material gives us two broad routes. One is to create a prestige class, such as the mystic theurge, to try to make multiclass spellcasting less terrible and specifically combine arcane and divine classes. This route traditionally gives lots of spells-per-day, at the cost of little to no increase in class features. That works fairly well for a cleric-wizard combination, but not as well for anything wishing to build off the druid, which carries a great deal more of its class identity in class features.
The other option is to create a hybrid class, such as the arcanist or shaman. (Technically the hunter also combines two spellcasting classes, but the ranger’s spellcasting is so minor as to not have a major impact on the hunter’s DNA except to give it very early access to spells the ranger normally doesn’t get until the mid-game.) These methods generally give a more typical spellcasting power level, and can blend in class features, but don’t traditionally allow arcane and divine classes to combine.
However, given I think druid-based classes in particular need access to class features to feel druidic, I believe a hybrid class is the better route.
Druid/magic-users have one foot in the natural world, and one foot in the arcane world, and both color their worldview. A druid/magic-user must have a neutral element to her alignment, but cannot be true neutral.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.)
Class Skills: The druid/magic-user’s class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Spellcasting
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Eldritch bond
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Woodland Stride
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6 Bonus Feat
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8 Venom Immunity
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Timeless body
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Bonus Feat
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Second Bond
Proficiency: The druid/magic-user is proficient the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape (see below).
Druid/magic-users are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid/magic-user may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids/magic-users are not proficient with shields, but if they gain proficiency they must use only wooden ones.
A druid/magic-user who wears prohibited armor or uses a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. She can cast arcane druid/magic-user spells while wearing nonmetallic armor without suffering a risk of arcane spell failure. If she casts spells from other classes, she suffers normal ASF chances.
Prerequisites: The druid/magic-user treats her class level as her druid level and her wizard level for purposes of prerequisites.
Favored Class Bonus: If druid/magic-user is your favored class, you can take any favored class bonus that you would be allowed to take for the druid, shaman, or wizard classes, as long as it does not modify a class feature the druid/magic-user does not have.
Spells: The druid/magic-user casts spells drawn from the druid and wizard spell lists. When casting a spell from the druid spell list, it acts as a divine spell. When casting a spell from the wizard spell list, it acts as an arcane spell. If it is on both spell lists, the druid/magic-user selects whether it is arcane or divine each time it is cast. A wizard/magic-user’s bonus spells and maximum spell level cast are determined by her Wisdom score, while her spell DCs are determined by her Intelligence bonus. If using a feat or ability from a soruce other than this class that affects spells or spellcasting that has a calculation or check based on Intelligence or Wisdom (including any calculation that is part of a spell she casts, such as the ability check in detect poison), she may use the higher of the two scores.
A druid/magic-user keeps a spell fetish, which records all her spell knowledge. This follows the rules for a wizard’s spellbook, including weight and cost, but may take any of a number of forms. Many druid/magic-users carve their spell knowledge on sticks, or have long cords with informative knotwork, or store the information on fingerbones kept in a bag which can be arranged in many different ways. A druid/magic-user may learn spells from the spell fetish of other druid/magic-users, the spellbooks of wizards, or scrolls. Wizards cannot learn from the spell fetishes of druid/magic-users.
A druid/magic-user begins play with a spell fetish with all 0-level druid and magic-user spells, plus a number of 1st level spells drawn from the list equal to her Wisdom or Intelligence modifier (whichever is higher). At each new druid/magic-user level, she automatically adds one wizard spell, and a number of druid spells equal to her Wisdom bonus. These may be any spells of her choice of a level she can cast.
A druid/magic-user has spells per day equal to a wizard of her class level, and must prepare her spells in advance. Her spellcasting, spell recovery, and spell preparation otherwise follow the rules for a wizard.
Eldritch Bond: At 3rd level the druid/magic-user forms a special bond with the mystic forces of the universe. This bond takes one of three forms.
At 20th level, the druid/magic user selects a second bond.
Beast Bond: The druid/magic user gains an animal companion, as a druid 2 levels lower than her class level. The animal companion also gains the abilities of a familiar of a wizard 2 levels lower than her class level.
Change Bond: The druid/magic-user gains the transmutation arcane school, as the wizard class feature, treating her wizard level as 2 levels lower than her class level. Additionally, beginning at 6th level, the druid/magic-user can wild shape once per day (as the druid class feature) into a Small or Medium animal. This functions as beast shape I. At 8th level she can assume the form of a Large or Tiny animal, and the ability functions as beast shape II. At 10th level she can wild shape twice per day, and can assume the form of a Huge or Diminutive animal, and the ability functions as beast shape III. At 16th level, she can use this ability three times per day, and it functions as beast shape IV.
Elemental Bond: The druid/magic-user gains an elemental arcane school, as the wizard class feature, treating her wizard level as 2 levels lower than her class level. Additionally, beginning at 8th level, the druid/magic-user can wild shape once per day (as the druid class feature) into a Small elemental. The druid/magic-user can only take the form of an element matching her elemental arcane school. This functions as elemental body I. At 10th level she can assume the form of a Medium elemental, and the ability functions as elemental body II. At 12th level she can wild shape twice per day, and can assume the form of a Large elemental, and the ability functions as elemental body III. At 14th level she can assume the form of a Huge elemental, and the ability functions as elemental body IV. At 18th level, she can use this ability three times per day.
Woodland Stride, Venom Immunity, Timeless Body: These act as the druid class features.
Bonus Feat: At 9th and again at 18th level, the druid/magic-user gains a bonus feat. This must be a metamagic feat, and item creation feat, or a feat or ability a wizard may take in place of their bonus feat.
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A short description of a complex spell.
School Necromancy (shadow); Level cleric/wizard 7
As project image, but targets one undead and lasts one hour per level. The undead is controlled as by control undead (without the need to speak to the undead), and gains the appearance and abilities of the illusion from project image, and you do not need to maintain line of sight to it. The spell ends when its duration is up or the undead is destroyed.
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Inspired by a neural network’s effort to name rpg spells, I present:
Song of Doom Goom
School conjuration, enchantment* (compulsion) [fear, mind-affecting, sonic]; Level bard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets 1 creature/level (no two of which may be more than 30 feet apart)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
This spell causes foes to form sticky, disgusting “goom” over their ears. All sounds the creature then hears for the duration of the spell are altered to sounds like signs the creature is doomed. Affected creatures are shaken, cannot benefit from competency, insight, or morale bonuses, cannot aid another or benefit from aid another, cannot flank or benefit from another creature’s flanking, and cannot use teamwork feats, or help other creatures benefit from teamwork feats (even if those creatures can benefit when using teamwork feats with a creature that lacks the feat).
If an affected creatures is adjacent to an affected foe of the caster, the adjacent creature must make a will save (at the same DC), or the goom leaps over to affect the new foe as well (for the rest of the spell’s duration).
*This spell counts as a conjuration spell or enchantment spell, whichever is more advantageous to the caster, or less advantageous to the target. In either case, it counts as a (compulsion) [fear, mind-affecting, sonic] spell.
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An (unofficial, third-party) Starfinder-compatible option for mechanics, which is taken in place of artificial intelligence (thus selected in place of the drone or exocortex).
Tech of the magi represents technological study into the use and manipulation of magic. While other mechanics were focusing on creating a unique technology to calculate and analyze and have conversations as if it was sentient and sapient, you turned to technomancy, integrating the understanding of magic into your understanding of technology.
Your mechanic level adds to your caster level. You can cast a limited number of spells drawn from the technomancer spell list. Your spells known and spells per day are determined by the tables below, and you also gain bonus spells for a high Intelligence score as determined by the Technomancer Bonus Spells table. You can cast your 0-level spells an unlimited number of times per day.
Tech of the Magi Spells Known
Class Spells per Day
Level (by Spell Level)
1 2 3
6 2 1
7 3 1
8 3 2
9 3 2 1
10 3 3 1
11 3 3 2
12 3 3 2
13 3 3 3
14 3 3 3
15 3 3 3
16 3 3 3
17 3 3 3
18 3 3 3
19 3 3 3
20 3 3 3
Class Spells Known
Level (by Spell Level)
O 1 2 3
3 3 2
4 3 2
5 3 3
6 3 3 2
7 3 3 2
8 3 3 3
9 3 3 3 2
10 3 3 3 2
11 3 3 3 3
12 4 3 3 3
13 4 3 3 3
14 4 3 3 3
15 4 4 3 3
16 4 4 3 3
17 4 4 3 3
18 4 4 4 3
19 4 4 4 3
20 4 4 4 4
Speaking of Options!
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Welcome to more things inspired by Forged in Fire, where I do fantasy Pathfinder version of weapons I was introduced to by the television show Forged in Fire. Given how cool many of the weapons they feature on that show are, I decided to do another one. And while doing so, I thought I would continue to explore the design space created by using odd-sided dice (d5s, d7s, and so on) such as those available from Impact Miniatures.
This is an effort at a fantasy pathfinder version of the Yatagan, a weapon from the Ottoman Empire often used by janissaries. This is a game option inspired by the real-world history of the weapon, and is designed to be no more accurate than the Pathfinder versions of the longsword or falchion.
A Yatagan is a single-edged, light long knife or short saber, with a pronounced forward curve and a handle with a two-lobed pommel of “ears” that make the grip easy to hold on to. Despite being a one-handed (rather than light) melee weapon, you can use a Yatagan with Weapon Finesse, and any feat or ability that allows you to use your Dexterity modifier, rather than Strength modifier, with melee weapons.
Cost 20 gp Weight 1.5 lbs.
Light: Dmg (S) 1d3 DMG (M) 1d5 Crit 18-20, x2, gripping
Gripping: Gripping weapons give you a +2 bonus to your CMD against disarm, steal, and sunder maneuvers directed at that weapon.
Speaking of Cool Options
I have a Patreon, and it’s support allows me to post longer and more frequent posts here at my blog. And sometimes Patrons get bonus content. Go check it out!
(Spelltweets originally got posted only to Twtitter, and the whole point is that they defined a spell in 140 characters or less, generally by modifying an existing spell. Now they’re more likely to appear here and be linked to Twitter, but sometimes I prefer to keep the character limit as a design challenge.)
Entropic Block (cl/inq 1) As entropic shield, but the miss chance is 15% and it only applies to melee attacks.