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Pathfinder_OGC. Caroline. Druid. Iconic NPCs Have you ever wanted to play as the iconic Pathfinder Roleplaying Game Druid? The NPC Codex introduced pre-built characters based on the Iconic Characters, at character levels 1, 7, and 12. Check them all out HERE. The characters from the NPC Codex and other sources are also available in Hero Lab! Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat.

Alignment: Any neutral Hit Die: d8 Starting Wealth: 2d6 × 10 gp (average 70 gp.) Class Skills The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Spells. Animal Companions. Elves. Random Starting Ages 1 This category includes barbarians, oracles, rogues, and sorcerers.2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them.

Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Cleric. In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption.

The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Hit Die: d8 Starting Wealth: 4d6 × 10 gp (average 140 gp.) Class Skills Class Features [Source] Domains. Healing Domain. Protection Domain. Channeled Revival. Contingent Channeling. Ranger. For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle.

Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies. Alignment: Any Hit Die: d10 Starting Wealth: 5d6 × 10 gp (average 175 gp.) Class Skills Class Features Archery. Falconer. Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks. Feathered Companion (Ex) At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). Roam (DC 15) The falconer can let his animal companion loose to roam and forage. Distract (DC 20; bird only) The animal companion flutters wildly around any enemy it would normally attack with the attack trick. This ability replaces wild empathy. Hunter’s Bond (Ex) At 4th level, a falconer must select an animal companion when he gains hunter’s bond.

Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. Swooping Charge (DC 20; bird) Animal Companions. Improved Natural Attack (Monster) Weapon Focus (Combat) Eldritch Claws (Combat) Rending Claws (Combat) Vital Strike (Combat) Weapon Finesse (Combat) Death from Above (Combat) Hover (Monster) This creature can hover in place with ease and can kick up clouds of dust and debris. Prerequisite: Fly speed. Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check. If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet.

The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering. Flyby Attack (Monster) Wingover (Monster) Disorienting Maneuver. Desperate Battler (Combat) Low Profile (Combat) Skirmisher. Combat Feats. Any feat designated as a combat feat can be selected by fighters and gunslingers as a bonus feat. Characters of other classes can take these feats as long as they meet the prerequisites. Feat Descriptions Combat Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details. The following format is used for all feat descriptions. : The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does. : A minimum ability score, another feat or feats, a minimum base attack bonus , a minimum number of ranks in one or more skills, or anything else required in order to take the feat.

. : What the feat enables the character (“you” in the feat description) to do. . : What a character who does not have this feat is limited to or restricted from doing. . : Additional unusual facts about the feat. Combat Feats HoG. Manyshot (Combat) Improved Initiative (Combat) Dodge (Combat) Mobility (Combat) Wind Stance (Combat) Elves. Elves. Alchemist. Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews.

While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Alignment: Any. Hit Die: d8. Class Skills. Rice Runner (Wanshou) Accelerated Drinker. Feat Tree. The following table lists all feats, showing prerequisites in tree form. Feat Prerequisites Benefits Feat Type(s) Source Abundant Revelations Mystery class feature Use a single revelation more times each day Accursed Hex Hex class feature Target a creature with a hex a second time that day if it made its save the first time Acrobatic +2 bonus on Acrobatics and Fly checks Additional Traits Gain two additional character traits Adept Champion Smite evil class feature, base attack bonus +5 Trade smite evil damage for bonus on combat maneuver checks Advanced Ranger Trap Trap class feature, ranger level 5th Add +1 to the Disable Device and Perception check DCs for your ranger traps Agile Maneuvers* Use your Dex bonus when calculating your CMB Under and Over* Agile Maneuvers , Small size or smaller Failed grapples against you cause attacker to fall prone Alertness +2 bonus on Perception and Sense Motive checks Uncanny Alertness Alignment Channel Channel energy class feature Channel energy can heal or harm outsiders G, Crit.

Point-Blank Shot (Combat) Breadth of Experience. Extra Discovery. Explosive Missile. Brew Potion (Item Creation) Throw Anything (Combat) Grenadier. Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. A grenadier has the following class features. Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. Discoveries. Infusion. Precise Bombs. Dispelling Bomb. Future posibilities. Explosive Bomb. Quick Draw (Combat) Sticky Bomb. Tanglefoot Bomb (Su) Philosopher’s Stone. Philosopher's Stone. Force Bomb. Equipment. Starting Treasure By default, we tend to think of starting characters as inexperienced beginners who have scraped together a few coins to equip themselves with mundane items for a new life of adventure.

By adjusting what beginning characters start with, you can use starting treasure to define the characters, making them part of the world they’re about to explore. Starting With Magic Items Giving each of the PCs a starting magic item makes them more robust and capable from the jump, and can be useful for smaller groups. Campaign concepts in which the characters already enjoy wealth, status, or recognition might also be reinforced with starting magic. For example, the PCs might be the younger generation of a land’s great trading houses. It makes narrative sense for their families to give them a leg up over other adventurers. One option is to grant the players a collective budget of 1,500 gp per person, which they can use to buy any number of magic items. Heirloom Items Setting Items Plot Items.

Efficient Quiver. Aura moderate conjuration; CL 9th Slot —; Price 1,800 gp; Weight 2 lbs. Description This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. Construction Requirements Craft Wondrous Item, secret chest; Cost 900 gp. Warforged, Variant (3.5e Race. Samurai. Few warriors are more dedicated to honor and the code of the warrior than the samurai. Trained from an early age in the art of war and sworn to the service of a lord, the samurai holds a position of power and respect in many lands, often serving as the voice and justice of the local noble.

The samurai takes on his training with zeal, learning the way of the blade (typically a katana), the bow, and the horse. Some even learn how to effectively use firearms, if they are available. The samurai is often the most trusted soldier in his lord’s employ. In him, the common folk see honor and sacrifice. Role: While typically sworn to the service of a lord, a samurai is usually given free reign as to how he performs that service. Note: The samurai is an alternate class for the cavalier base class.

Alignment: Any. Hit Die: d10. Starting Wealth 3d6 × 10 gp (average 105gp.) Class Skills Skill Ranks per Level: 4 + Int modifier. Class Features The following are the class features of the samurai. Mount (Ex) Cavalier. While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner.

The cavalier's true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes. Role: Cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge.

The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations. Alignment: Any. Hit Dice: d10. Starting Wealth: 5d6 × 10 gp (average 175gp.) Bard. Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. Alignment: Any Hit Die: d8 Class Skills Class Features Spells. Beast Rider. Animal Companions. Order of the Dragon. Order of the Shield. Fighter. Armor Master. Tactician. Feats. Friendly Switch. Flyby Attack (Monster) Toughness. Bolstered Resilience. Draconic Defender. Deepsight. Iron Will. Improved Iron Will. Improved Stalwart. Field Repair. Charge of the Righteous (Combat) Minotaur's Charge. Mounted Blade (Local)

Combat Expertise (Combat)