Zomaris by Mainstreet
A hybrid between Nightcrawler and a goat which fits in the palm of your hand.
The character is even smaller than normal and has a bulging tumour.
2018-01-20 04:41:17<Iethloc> We will be level 6 2018-01-20 04:42:27<firtree> Cool. Roll? Point buy? 2018-01-20 04:57:51<Iethloc> I used to like point buy a lot, and I am interested in trying it 2018-01-20 05:00:33<firtree> This point buy list doesn't go over 18, so I assume you can't buy your way into a 19 or 20? ... http://www.d20pfsrd.com/basics-ability-scores/character-creation/ 2018-01-20 05:00:56<Laylae> http://jody-white.com/pathfinder-ability-score-calculator.php 2018-01-20 05:01:03<Iethloc> You need a racial bonus to get you to 19 or 20 2018-01-20 05:19:30<mainstreet> Tempted to go 7 CHA because it's a monkey and it's not going to be taken seriously no matter what he does, so why bother engaging socially at all? 2018-01-27 03:10:47* mainstreet has 7 CHA 2018-01-27 03:11:07<Iethloc> We're using Pathfinder point buy, which lets you dump a stat to 7 (before racial modifiers)
Abilities | Points | Score | Racial | Size | Level 4 | Level 8 | Equipment | Awesome | Final | Modifier |
---|---|---|---|---|---|---|---|---|---|---|
Strength | -4 | 7 | 7 | -2 | ||||||
Dexterity | 5 | 14 | +2 | +3 | 19 | +4 | ||||
Constitution | 0 | 10 | 10 | 0 | ||||||
Intelligence | 5 | 14 | +3 | 17 | +3 | |||||
Wisdom | 17 | 18 | +2 +2 | +1 | +1 | +3 | 27 | +8 | ||
Charisma | -4 | 7 | -2 | 5 | -3 | |||||
Total | 19 |
Additional Attributes can be obtained at every fourth level.
At levels 3, 6, 9, 11, 13 and 15, you gain a +1 enhancement bonus to three different ability scores. Starting at level 16, every level gives you a +1 inherent bonus to three different ability scores, up to a maximum bonus of +5. Awesome Ability: (Prerequisite: Level 6) Instead of selecting three separate abilities to place enhancement bonuses in when leveling, you may select four. You may apply this retroactively.
2018-01-27 02:23:21<Iethloc> So I've been thinking about the Pathfinder game 2018-01-27 02:27:04<Iethloc> I think I can definitively say we'll start with half gold (8000, I believe), and use either Automatic Bonus Progression or my custom system to compensate, depending on what people are most interested in 2018-01-27 02:35:35<Iethloc> I don't think everyone was here when I talked about it last. The reason I want to do this is to shift the focus off of magic items. I want the awesomeness of the player characters to be in themselves, not their gear 2018-01-27 02:39:45<Iethloc> http://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automatic-bonus-progression 2018-01-27 02:40:19<Iethloc> Here is Automatic Bonus Progression. A lot of people like it, and it has the advantage of being professionally designed and probably tested, too 2018-01-27 02:43:12<firtree> That sounds pretty convenient, actually. 2018-01-27 02:45:16<Iethloc> You'll notice the Automatic Bonus Progression system, however, gives armor and weapon bonuses to wizards, and mental ability boosts to fighters, and so on 2018-01-28 04:04:45<Iethloc> Automatic Bonus Progression, and only if people aren't interested in the custom replacement I wrote. I don't remember if I linked it. 2018-01-28 04:07:54<Iethloc> https://docs.google.com/document/d/1wYMyNv-LwPg0woclKYmRJ1slxZB_BGSE608fLgrRQuU/edit
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colours around her drain for a brief moment.
The shaman's spirit animal gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet.
(Su): The shaman gains darkvision 60 feet or +30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn't need to breathe.
This fits in pretty well with the Kval characteristics.
The Spirit Ability is pointless and usable Cha+3 times per day. With a Cha modifier of -3, this is moot
2018-01-20 02:40:03<Iethloc> We could use that idea where the party is a bunch of Small-sized monstrous races out to defend their people from the medium-sized menace! 2018-01-20 02:41:13<Iethloc> There's still plenty of room for actual silly stuff 2018-01-20 02:53:20<firtree> If we do all go small monsters for a game, I think I'd like that one. 2018-01-20 02:54:42<Iethloc> Could be really interesting in the setting I'm working on. It's one where demons invaded the world and the more humanoid races blamed the more monstrous races for it, so there's tension we could work with 2018-01-20 02:57:15<Iethloc> Also in that setting, demons are technically space aliens 2018-01-20 02:59:27<Iethloc> It takes place in a star system, with planets and everything. Devils and angels are also aliens, but are from neighboring planets, not just from some vague, undefined "space" like demons 2018-01-20 03:00:26<Iethloc> Yeah. Devils have a planet, angels and other good-aligned outsiders have their own planet, etc 2018-01-20 03:00:41<Iethloc> And there's two sets of gods, Old and New 2018-01-20 03:01:10<Iethloc> Pathfinder's default setting is also on a planet in a star system, but still has planes and such 2018-01-20 03:02:35<Nenni> Well I'm still keen on our Goblins Comic idea from last week. We could have a Pathfinder game as a fallback for each time Capn is unable to run Princess. That way we never know which game we'll play this week! Will require some level of preparedness and spontaneity for you though Iethloc. 2018-01-20 03:08:06<firtree> Is there, like...a shortcut summary of the differences between PF and 3.5 somewhere? 2018-01-20 03:09:36<Iethloc> https://rpg.stackexchange.com/questions/1/differences-between-dd-3-5-and-pathfinder 2018-01-20 03:09:49<Iethloc> Comes with a class-by-class breakdown 2018-01-20 03:22:04<Nenni> It looks to me as if playing a http://www.d20pfsrd.com/races/3rd-party-races/alluria-publishing/kval/ might fit your cosmology concept? 2018-01-20 03:23:45<Iethloc> Interesting 2018-01-20 03:24:50<Iethloc> They weigh a lot for being a foot tall 2018-01-20 03:25:10<Iethloc> As in...maybe ten times as much as they should 2018-01-20 03:25:52<Iethloc> What class would you want to be, if you play a kval? 2018-01-20 03:26:56<Nenni> Maybe an Urban Druid if they're still around in Pathfinder? 2018-01-20 03:27:30<Nenni> Or maybe a rogue? Dunno. Still perusing. 2018-01-20 03:27:41<Iethloc> Yes, there is an Urban Druid archetype 2018-01-20 03:28:27<Iethloc> Your Wild Shape won't be as strong, though 2018-01-20 03:29:11<Iethloc> For someone who's tiny, it might be better to be a caster or ranged character 2018-01-20 03:31:28<Nenni> By "strong" do you mean combat-effective? I don't really design characters for combat (more to avoid it or be effective outside it). 2018-01-20 03:47:23<Nenni> I think I'll go for a Kval Witch since the race and the class both lend themselves to be a conduit for Iethloc to implement some of the cosmology concepts. 2018-01-20 03:47:32<Iethloc> And your favored class is generally what you start as 2018-01-20 03:48:12<Iethloc> A Shaman is much like the Witch, and is Wisdom-based 2018-01-20 03:48:18<Iethloc> But Witch still works 2018-01-20 03:48:38<mainstreet> Witch is a great class at low levels in PF 2018-01-20 06:34:00<Iethloc> Given that there are probably races with different vocal organs, a common sign language among the "monstrous" races would make sense in the setting 2018-01-20 06:35:31<Iethloc> Anyway, I have a rough introduction written up 2018-01-20 06:36:57<Iethloc> https://docs.google.com/document/d/14YnBeaiRf3ZeFdzy4hlWzN0CTFFPJoR6KpPCQWQv114/edit 2018-01-20 06:37:10<Nenni> Maybe *all* of us should take Sarien Hand Signals and that way we can silently coordinate attacks in the dungeons, and the adventurers we ambush won't have a clue. 2018-01-20 07:43:24<Iethloc> Probably a New God. The Old Gods made things, but they're not alive in the normal sense. Outsiders and elementals and such 2018-01-20 07:51:58<Iethloc> So I think maybe one of the Old Gods could have created Shadow creatures in mimicry of normal life after seeing the New Gods do their thing. I should explain what the Old and New gods are 2018-01-20 07:52:58<Iethloc> The Old Gods are Lovecraftian monstrosities of unimaginable power, who came to the sun (actually a black hole) to find it without any orbiting bodies. Then they made 11 planets, of which the one you're on is the fourth. They retired to the 11th one and mostly stay there. 2018-01-20 07:54:02<Iethloc> The New Gods also came from beyond to Geoth, the fourth planet, and decided to sweep aside the old "life" there (the elementals). Then they made most of the races we all know and love, and got worship from them and stuff. The New Gods are much weaker than the Old Gods. As in, if they all teamed up, they might equal a single Old God. 2018-01-20 07:54:41<Iethloc> There are 11 Old Gods, and dozens of New Gods arranged in different pantheons 2018-01-20 07:55:31<Iethloc> Yesk is a black hole of quite a bit of mass. Probably a little more than our sun. It provides life-giving light from its accretion disk 2018-01-20 07:55:36<Iethloc> It makes for an interesting sky 2018-01-20 07:56:00<Iethloc> There'd just be a black pin-prick surrounded by a disk as bright as our sun 2018-01-20 07:56:37<Iethloc> Even the first planet is far enough away to not get sucked in 2018-01-20 08:29:53<Nenni> So would a Kval Witch be channelling Old Gods or New Ones? 2018-01-20 08:32:18<Iethloc> I'm not sure if a Kval would really fit my cosmology 2018-01-20 08:35:08<Nenni> Ah OK. Is it the Patron specifically that's the trouble? 2018-01-20 08:38:14<Nenni> I was looking forward to devouring fallen foes, having goat horns and golden eyes. 2018-01-20 08:39:01<Nenni> "Unfortunately, their unquenchable thirst to destroy evil often brings about their demise in less than a century after entering this realm." sounds fun. 2018-01-20 08:40:04<Iethloc> It's just that kval's origins will say something about the cosmology that I don't necessarily want said. It's supposed to be kind of a brutal world, so having basically evil-eating antibodies really changes that. 2018-01-20 08:41:21<Nenni> What if the last injection of antibodies was aeons ago and there's so few left they aren't readily recognised (and are doomed to fail if evil is rising faster than the few remaining Kval can contain it)? 2018-01-20 08:42:01<Nenni> "However, if the back story will not work with your campaign, there are alternatives. The kvals could easily be a goodly race that has fled from Hell, invading your world in droves in search of sanctuary. Or perhaps the kvals are natural creatures; a race of kobolds infused with diabolical blood. The kvals may also be from another reality; a reality in which evil has triumphed and the only goodly survivors are these tiny imp-like creatures." 2018-01-20 08:42:45<Iethloc> Fugitives from the devil planet Carcero, perhaps, or descendants of demons who turned good... 2018-01-20 08:43:08<Iethloc> Or was it Carceri? Either way, the devil planet 2018-01-20 08:44:40<Iethloc> But if you're descended from non-living creatures, you wouldn't be healed by positive energy. Maybe eating your foes is the only way to heal, then. 2018-01-20 08:45:20<Nenni> That would be really interesting! A bit like Alien from the AvP computer game. 2018-01-20 08:45:32<Iethloc> Except tiny. 2018-01-20 08:45:49<Nenni> Like a Facehugger. With big long fingers. 2018-01-20 08:46:24<Iethloc> Okay, so, you are probably damaged by both positive and negative energy, but you heal from eating stuff. I'll have to think of what, exactly, you're descended from. 2018-01-20 08:47:48<Nenni> The last of the Elementals extinguished by the arrival of the NewGods? 2018-01-20 08:47:53<Iethloc> But make note that you weigh only as much as a cat. The density of a normal kval is kind of silly. The wrong kind of silly.
A shaman that selects the darkness spirit has a mysterious and entrancing air about her, yet she seems to go by unnoticed.
The shaman's spirit animal becomes faded and shadowy, as if always in an area of darkness. The spirit animal gains darkvision 30 feet. If it already has darkvision, it is increased by this amount.
(Su): The shaman gains darkvision 60 feet or +30 feet. In addition, the shaman can turn herself into a natural shadow, as the shadow form spell, for a number of minutes per day equal to half her shaman level. This duration does not have to be consecutive, but must be spent in 1-minute increments.
This fits with the Spirit of the Heavens motif and the Kval's shadowy blood.
The Spirit Ability is pointless and usable Cha+3 times per day. With a Cha modifier of -3, this is moot
seems the perfect companion for a wichtelmännchen. Lurid colouration. Puerile humour. Chaotic Good.
Paladin bonded mounts, familiars, and cohorts are usually player-controlled companions. Whoever controls the companion's actions also makes decisions about its advancement, but there is more of a shared role between you and the GM for some types of companions. Special: Feats that are meant for familiars can be switched out for a familiar's default feats (as listed in the familiar's statistics) if the familiar meets the prerequisites. Name"Twinkle" Hitpoints22hp (3d12+3) Speed10 ft., fly 70 ft. (perfect), swim 30 ft. Sensesdarkvision 90 ft., low-light vision Type (subtype)Dragon and Outsider (native) Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Attack Bonus8 Armour Class20; touch 15; flat-footed 16; (3 Dex, 2+3 Natural, 2 Size) While mounted: Aid Rider transfers (up to BAB) AC from the mount to the rider. Mounted Combat can avert one hit to the mount each round (effectively an AC of 17+1d20) as an immediate action. CMD 15 (+2 vs Steal, cannot be Tripped) Saving Throws
SR: 13 ArchetypeSkillsFamiliars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. A pilferer treats Disable Device, Escape Artist, and Sleight of Hand as class skills. A Shamanic Spirit Animal is treated as an Outsider (native) for the purposes of spells and abilities that affect it but not for what skills are considered class skills. Since the Faerie Dragon has gestated inside the Kval's Tumour Familiar since prior to Level 1, it has been cranky, confined and obstructed from perceiving anything but Magwitch's Speak With Familiar daily Commune to regain spells. This has taken its toll on its Diplomacy, Flight and Perception skills whilst preserving its ability to Swim. Since the Faerie Dragon has the Pilferer Archetype, it has allocated those lost skillpoints to the Class Skills granted by Pilferer: Disable Device, Sleight of Hand, and Escape Artist to ultimately break free of its incubation tumescence.
A Pilferer is also under Non-detection, DC 23 TraitsI don't know if Familiars get Traits, but Pillager gives +1 to Steal and Disarm attempts, and Wolf Cub gives Scent for 1 minute per day. (Scent is also available permanently via a feat.) FeatsIt looks like the traditional Precocious Apprentice didn't make it into Pathfinder (this isn't the same).
Additional Feats can be obtained by taking Familiar Feat. You can never have more than one familiar but if you have more than one familiar you must choose which one this feat applies to. A Pilferer sacrifices the Familiar ability to Speak with others of its kind as do Improved Familiars but the Faerie Dragon has the ability to speak normally anyway. Increasing spellcaster levels by 4 could be very attractive, unless it is only a poorly-worded way of merely raising Caster Level. In which case, maybe something like Leadership might allow the familiar to advance its Sorcerer levels. The Kval's racial penalty to Charisma will impair the Leadership Score. Synergistic Training looks like it would boost Caster Level for the 3rd level Sorcerer by the number of HD / levels in Shaman. This would increase the number of Magic Missiles per casting, and the duration of Haunted Fey Aspect. The Faerie Dragon could gain its own Familiar. It casts spells as a 3rd level sorcerer, after all. It'd probably go for a Small Æther Elemental via Improved Familiar. It would only get 1/4 of Magwitch's hitpoints though (ouch!) so would mostly be useful only for pranks or battlefield positioning. SpellsA faerie dragon casts spells as a 3rd-level sorcerer. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
It may also be worthwhile Crafting a Page of Spell Knowledge of Mage Armour. A sorcerer can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. In addition, she receives bonus spells per day if she has a high Charisma score. Therefore with Charisma 16 providing a bonus spell slot at spell levels 1, 2 and 3, Pages of Spell Knowledge encoding 2nd and 3rd level spells are counted as a spell she knows and can be cast once per day, effectively a half-charged Eternal Wand. A sorcerer could carry as many such Pages as they could afford and select just one to cast each day. Strangely, Item Slots are not listed for dragonlike familiars. The cure minor wounds spell does not exist in Pathfinder otherwise Two-World Magic would be useful. |
Special | Level | Name | Source | Effect |
---|---|---|---|---|
Hex | 2 | Fortune | Shaman list | a d20 reroll for each creature once per day |
Extra Hex | 3 | Fetish | Shaman list | Craft Wondrous Item and a bonus to Spellcraft |
Hex | 4 | Misfortune | Shaman list | force a d20 reroll for each opponent once per day |
HexEquipment | 6- | Chant | Shaman list | increase the duration of (Mis)Fortune indefinitely, but it is still limited to only once per day per creature. Also available via Cackling Hag's Blouse |
Wandering Hex one of: |
6 | Lure of the Heavens | Spirit of the Heavens | Leave no tracks. Hover 6 inches above solid or liquid surfaces. |
Heaven's Leap | Spirit of the Heavens | Teleport each ally once per day. | ||
Cloak of Darkness | Spirit of Darkness | A special Shamanic version of Mage Armour with a +2 to Stealth. | ||
Fading Memory | Spirit of Darkness | A special Shamanic version of Memory Lapse on each target once per day. | ||
Hex | 6 | Ward | Shaman list | +2 AC / Saving Throws for any one ally |
Hex | 8 | Shift | Custom |
You can teleport to a nearby space as a standard action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two shaman levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to your Wisdom modifier.
[Notable changes: (3 + INT) -> (straight WIS), swift -> standard] |
As Standard Operating Procedures, Magwitch selects Heaven's Leap for the Wandering Hex, creating instantaneous wormholes to teleport allies. This effect evokes a distinctive sound like "BAMF!" followed by a whiff of brimstone. Cloak of Darkness will become increasingly valuable at higher levels when the AC and Stealth bonus is more significant.
Additional Hexes can be obtained automatically (at even levels), via Feats (at odd levels), or Favoured Class Bonuses (every six levels).
Spell level | Spell | Slots | Bonus | Spontaneous Spirit Magic |
---|---|---|---|---|
0 | Guidance, Light, Purify Food and Drink, Stabilise | 4 | ||
1 | Blend, Goodberries, Heightened Awareness, Nature's Paths, Protection from Evil, Underbrush Decoy | 4 | 2 | 1 |
2 | Callback, Flame Blade ×2, Summon Nature's Ally II, Tree Shape | 3 | 2 | 1 |
3 | Call Lightning, Cure Serious Wounds, Fly, Polymorph Familiar, Ward of the Season | 3 | 2 | 1 |
4 | Earth Glide, Familiar Melding, Sending, They Know | 2 | 2 | 1 |
As Standard Operating Procedures, Magwitch has available the following Spirit Magic Spells: colour spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th); shadow stream (1st), dust of twilight (2nd), deeper darkness (3rd), shadow conjuration (4th)
As Standard Operating Procedures, Magwitch casts:
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. But this doesn't apply to Poison (Ex) which continues to affect the victim long after.
Kvals have Detect Evil 1/day Spell Like Ability. This can be improved with See More Evil.
"Awesome Powers" can also grant Spell-like Abilities.
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. You may attempt to use a spell-like ability on the defensive, just as with casting a spell (DC 15 + double the spell's level).
Spells that require only a free action to cast don't provoke attacks of opportunity. Casting a spell as a swift action doesn't incur an attack of opportunity. Casting a spell with a casting time of 1 swift action doesn't provoke attacks of opportunity. Unlike a swift action, an immediate action can be performed at any time-even if it's not your turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn. You also cannot use an immediate action if you are flat-footed.
2018-01-28 04:08:31<Nenni> Thanks. Did you also say that favoured class is whatever class you take up first? So if someone is not multiclass at all, they get +1hp or +1 skill point each level? 2018-01-28 04:09:59<Iethloc> Yes. There's also a custom favored class bonus for many race/class combinations. 2018-01-28 04:10:39<Iethloc> Elf barbarians, for example, get +1ft movement speed while raging per level they select that bonus (rounding to the nearest 5ft increment). 2018-01-28 04:10:46<Nenni> OK cool. Yeah I think there are no favoured class bonuses for Kval that I could find - just a few racial feats. 2018-01-28 04:11:18<Iethloc> We could work something out, or you could just take the hp or skill points 2018-01-28 04:13:58<Nenni> I think I'm happy with the Skillpoints, unless you had something in mind. Can't really think of anything I feel like I'm missing out on. 2018-01-28 04:14:30<Iethloc> Maybe 1/6th of a new hex. Let me see if anyone else gets that for the shaman. 2018-01-28 04:15:30<Iethloc> Yeah, the gnome gets that 2018-01-28 04:16:21<Nenni> Ah! That's what it means. My browser just renders "The shaman gains ? of a new shaman hex." and I didn't know what "?" was supposed to mean. 2018-01-28 04:16:53<Iethloc> It does that on my end, too. But the gnome page properly lists it as 1/6 of a new Shaman hex 2018-01-28 04:17:18<Nenni> Aha. Cool. Well, if you're happy with that, it wouldn't hurt to have an extra hex. 2018-01-28 04:17:46<Iethloc> Indeed. I don't think the shaman gets many hexes, so it'd be useful
Level | Hit point | Skill point | 1/6 Hex |
---|---|---|---|
1 | ✓ | ||
2 | ✓ | ||
3 | ✓ | ||
4 | ✓ | ||
5 | ✓ | ||
6 | ✓ | ||
7 | ✓ | ||
8 | ✓ |
Level | List | Trait | Effect | Tactic |
---|---|---|---|---|
1 | Drawback | Righteous Indignation | Must take provoked AoO unless Will (16). -1 to Will saves for emotion (not fear) effects | Kval are used to being dismissed and walked all over and it makes them narked. Too often they are condemned for their appearance — when they're the Good guys! Therefore if they even glimpse an opponent's vulnerability, they'll exploit that opportunity immediately (unless they manage to hold themselves back). This will be especially inconvenient while trying to maintain Stealth; even an attempted attack that misses will cancel it! |
1 | ¿Social? | Witch's Wart | This Trait is half of the Feat Aberrant Tumour since a Shaman already gets a Familiar / Spirit Animal. (Cf Merge With Familiar.) The attached Tumour Familiar is the same size as a Kval under Reduce Person. | |
1 | Equipment | Lucky Tattoo | When rolling a d20, instead roll 2×d20 and pick the better roll (1/day) | Improved economy when crafting. |
1 | Magic | Guiding Spirit | Swift action to declare use of 2×d20 and pick the better roll (1/day) | Improved economy when crafting. |
1 | Religion | Second Chance | Reroll an already failed saving throw (1/day) | |
1 | Regional | Blighted Physiology | Natural AC +1 |
Additional Traits can be obtained via Feats.
It looks like the traditional Spellcasting Prodigy didn't make it into Pathfinder. Fertile Soil is similar for Charisma-casters only though.
Monstrous Physique alters the character's size by one category. However, it only increases it. If a counterpart (perhaps called "Runt") reduced size by one category, I'd definitely take that at first level. Granted by DM fiat.
Level | Type | Feat | Effect | Tactic |
---|---|---|---|---|
1 | Racial Quick Reactions Mutant Awesome Power | Improved Initiative | +4 Initiative | Hex opponents before they get a chance to act / buff / move / hide |
1 | Racial Static Bonus Feat Mutant Awesome Power | Additional Traits | gain 2 Traits | gain more rerolls |
1 | Racial Focussed Study Mutant Awesome Power | Skill Focus | +3 to Stealth rolls | move at full speed (which is still slow for a Kval) while having a reasonable chance to remain undetected |
1 | General | Runt | reduce Size Category by 1 but do not apply Str/Dex ability modifiers | change Tiny to Diminutive; small enough to ride a Tiny mount such as a Faerie Dragon |
3 | General (Item Creation) | Extra Hex (Craft Wondrous Item) | DIY magic items | Tiny (and smaller) armour / shields are ineffectual (even if using exorbitant Mithral to maintain the armour's hardness / hitpoints despite thinner construction). Therefore, another way to get an effective armour and shield is needed or else there is nothing for Auto Bonus Progression to act on and improve. |
5 | Combat | Mounted Combat | once per round, use the result of a Ride Check as the mount's AC | Protect an ally being Ridden. |
7 | General | Improved Familiar | immediately replace your familiar with the new familiar, at no cost or time required: gain a Faerie Dragon | A Kval under Reduce Person is Diminutive and can therefore mount and Ride a Tiny (or larger) Familiar. This Familiar can spontaneously become a Diminutive Tumour attached to its Master; ie the tumour is the same size as the entire character normally is. This is a House Rule, overruling the FAQ ruling that Tumour Familiars and the Improved Familiar Feat are incompatible. This usage is for comic effect, not mechanical advantage (if any). |
8 | Racial Focussed Study Mutant Awesome Power | Skill Focus | +3 to Ride rolls | improve the chance to evade an attack on the mount |
9 | Mystical Healer | add dice to any form of healing (such as fast-healing) based on Caster Level | ||
11 | Divine Interference | Immediate action: sacrifice spell slots to force an attack to be rerolled | ||
13 | Mystical Healer | add dice to any form of healing (such as fast-healing) based on Caster Level | ||
15 | Vile Vendetta | +2 to hit and damage against foe who has SUCCESSFULLY attacked me |
Additional Feats can be obtained at odd levels.
You gain an Awesome Power at levels 3, 4, 5, 6, 8, 10 and 12. Note that, unless an Awesome Power says otherwise, you may only take each one once. Many Awesome Powers are based on what is called the "Enhancement Modifier". The modifier is +2 at level 3, and increases by +1 at levels 8, 13, and 18 (to a maximum of +5). Every character innately adds half their Enhancement Modifier (round up) as an enhancement bonus to all of their saves. Make note of what any given character's Enhancement Modifier is on their sheet. Lvl Enh Awe 1 0 0 3 +2 1 4 +2 2 5 +2 3 6 +2 4 8 +3 5 you are here 10 +3 6 12 +3 7 13 +4 7 14 +4 L1 17 +4 L2 18 +5 L2 20 +5 L3
Level | Effect |
---|---|
3 | Mutations:
|
4 | +1 Dex, +1 Int, +1 Wis (+1 Dex, +1 Int, +1 Wis accumulated) Mutations:
|
5 | Mutations:
|
You may select new racial traits worth up to 4 race points total, but you can't spend all 4 race points on the same racial trait until level 6. | |
6 | +1 Dex, +1 Int, +1 Wis (+2 Dex, +2 Int, +2 Wis accumulated) Mutations:
|
8 | +1 Dex, +1 Int, +1 Wis (+3 Dex, +3 Int, +3 Wis accumulated) Mutations:
|
When Magwitch's Windy Escape SLA activates, there's a distinctive sound like "BAMF!" followed by a whiff of brimstone. Where this gas escapes from at such times is anyone's guess.
Victims attacked from Invisibility might glimpse such an assailant in their final moments.
Stalker makes Perception and Stealth into Class Skills.
Skill | Ability | Ranks | Class | Trait / Feat | Racial / Size | Equipment | Total |
---|---|---|---|---|---|---|---|
Acrobatics | Dex: +4 | +4 | 0 | 8 | |||
Wis: +8 | +8 | +2 | 18 | ||||
Diplomacy | Cha: -3 | 8 | +3 | 8 | |||
Disguise | Cha: -3 | +10 | 7 | ||||
Fly | Dex: +4 | 1 | +3 | +6 | 0 | 14 | |
Handle Animal | Cha: -3 | 1 | +3 | 1 | |||
Heal | Wis: +8 | 1 | +3 | 12 | |||
Knowledge / Geography | Int: +3 | 1 | 4 | ||||
Knowledge / Local | Int: +3 | 1 | 4 | ||||
Knowledge / Nature | Int: +3 | 1 | +3 | 7 | |||
Knowledge / Planes | Int: +3 | 1 | +3 | 7 | |||
Knowledge / Religion | Int: +3 | 1 | +3 | 7 | |||
Perception | Wis: +8 | 8 | +3 | 19 | |||
Ride | Dex: +4 | 8 | +3 | +3 | 0 +2 +5 | 25 | |
Sense Motive | Wis: +8 | 8 | |||||
Spellcraft | Int: +3 | 8 | +3 | (+4) | 14 | ||
Stealth | Dex: +4 | 8 | +3 | +3 | +12 | 0 +2 | 30 |
Survival | Wis: +8 | 8 | +3 | 19 | |||
Total | 56 | 8 levels × (4 + 3) |
Additional Skills can be obtained via Archetypes or Awesome Powers.
Automatic: Common, Abyssal
Bonus: Draconic, Goblin
Common | Awesome | Diminutive | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Type | BAB | Feats | ? | Size | Ability | Total | Reach | Vertical Reach | Weapon | Damage |
Melee | 3 | - | ? | +4 | Str (-2) | 5 | 0 | 1 | Unarmed Strike, tiny | 1d1 -2 non-lethal (Simple proficiency) |
+4 | Str (-2) | 5 | 0 + 3' beam | 1 + 3' beam | Flame Blade | 1d8 +2 fire | ||||
Ranged | - | +4 | Dex (+3) | 11 | 50 | 50 | Stonebow | 1d6+1 |
The Flame Blade is an energy beam, so the character's Strength does not apply to Damage rolls.
Only, it is six times longer than the character is tall.
You threaten all squares into which you can make a melee attack so a 3' energy beam covers the majority of a 5'-square, but only overlaps minimally with adjacent squares.
Base Attack Bonus | Size | Combat Manoeuvre Bonus | |
---|---|---|---|
3 | +3 | -4 | 2 |
Common | Awesome | Trait / Feat | Enchantment | Tiny | Diminutive | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Type | Base | Deflection | Natural | Armour | Shield | Size | Dex | Total | Size | Dex | Total | |
Base | 10 | - | - | +1 | 0 | 0 | +2 | +3 | 16 | +4 | +3 | 18 |
Touch | N/A | +2 | +3 | 15 | +4 | +3 | 17 | |||||
Flat-Footed | - | +1 | 0 | 0 | +2 | N/A | 13 | +4 | N/A | 15 |
Common | Awesome | Trait / Feat | Enchantment | Tiny | Diminutive | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Type | Base | Deflection | Natural | Armour | Shield | Size | Dex | Total | Size | Dex | Total | |
Base | 10 | - | - | +1 | +4 | +4 | +2 | +4 | 25 | +4 | +5 | 28 |
Touch | N/A | +2 | +4 | 16 | +4 | +5 | 19 | |||||
Flat-Footed | - | +1 | +4 | +4 | +2 | N/A | 21 | +4 | N/A | 23 |
Common | Awesome | Trait / Feat | Enchantment | Tiny | Diminutive | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Type | Base | Deflection | Natural | Armour | Shield | Size | Dex | Total | Size | Dex | Total | |
Base | 10 | - | - | +1 | +9/5 | +2 | +4 | 26/22 | +4 | +4 | 28/24 | |
Touch | N/A | +2 | +4 | 15 | +4 | +4 | 18 | |||||
Flat-Footed | - | +1 | +9/5 | +2 | N/A | 22/17 | +4 | N/A | 24/20 |
The armour value is split by a virgule because Truefaith Vestments act as a Breastplate +3 (AC bonus of 9) except for an opponent who successfully strikes the character in melee and succeeds on a Will (DC 16) save in which case they act as a Chain Shirt +1 (AC bonus of 5; max Dex +4).
Under standard rules, Tiny (and smaller) armour / shields have their AC bonus halved, undermining their value in comparison with effects such as Mage Armour and Shield.
While mounted: Aid Rider transfers (up to BAB) AC from the mount to the rider.
Base | Base Attack Bonus | Str mod | Dex mod | Size | Misc | Combat Manoeuvre Defence |
---|---|---|---|---|---|---|
10 | +3 | -2 | +3 | -4 | 10 |
Saving Throw | Ability | Class | Trait / Feat | Awesome | Total |
---|---|---|---|---|---|
Fortitude | Con: +0 | 2 | +2 | 4 | |
Reflex | Dex: +4 | 2 | +2 | 8 | |
Will | Wis: +8 | 6 | (-1) | +2 | 16 |
Second Chance allows the reroll of an already failed saving throw once per day.
Spirit of the Heavens bestows endure elements
2018-01-27 07:26:09<Nenni> Having looked through Witch and Alchemist, I think I'll drop the idea of Alchemist and go straight Witch. The main thing I liked about Alchemist is their Discovery to (1) gain a familiar and (b) have it become a tumour on their body when convenient because that /so/ fits well with the idea of a witch. I'm wondering if I can just take a Feat to accomplish this, which shouldn't be too much of a stretch given that a witch already has a 2018-01-27 07:26:09<Nenni> familiar to start with. Or maybe if I take Improved Familiar, this could be a feature included in its effects? 2018-01-27 07:28:39<Iethloc> Trying to find some precedent 2018-01-27 07:31:01<Nenni> http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-discoveries/tumor-familiar-ex http://www.d20pfsrd.com/feats/general-feats/evolved-familiar http://www.d20pfsrd.com/feats/general-feats/improved-familiar 2018-01-27 07:31:14<Nenni> No troubles if not. It was only so I could hide the familiar when convenient. 2018-01-27 07:37:12<Iethloc> https://www.d20pfsrd.com/feats/general-feats/aberrant-tumor/ 2018-01-27 07:37:15<Iethloc> Here's some precedent 2018-01-27 07:38:03<Nenni> Nice! 2018-01-27 07:39:00<Iethloc> So yeah, spend a feat on it and I'll let you have a tumor familiar instead of a normal one 2018-01-27 07:39:31<Nenni> Ah so that feat is normally for Sorcerers, who do NOT get a familiar. 2018-01-27 07:39:38<Iethloc> Oh, right 2018-01-27 07:40:07<Nenni> https://www.d20pfsrd.com/classes/core-classes/sorcerer/ 2018-01-27 07:41:09<Nenni> But good discovery nonetheless! Since witch already grants a familiar, would it reasonable to take that feat you found (aberrant-tumor) to grant +1 effective level for determining abilities of familiars instead of "grants a familiar" outright? 2018-01-27 07:41:31<Iethloc> Or you could spend a trait on it, instead 2018-01-27 07:41:50<Nenni> Ah! A half-feat for half the effect! 2018-01-27 07:41:52<Nenni> Good call. 2018-01-27 07:42:08<Iethloc> Call it Witch's Wart, or whatever 2018-01-27 07:42:12<Nenni> (You're good at this!) 2018-01-27 07:42:21<Iethloc> I am the best at everything 2018-01-27 07:42:26<Nenni> Ha! 2018-01-27 07:45:45<Nenni> I was considering spending 3k of my 8k starting gold on paying for magical services to cast Reduce Person / Permanency so that I can ride an Improved Familiar as a mount, a bit like an expensive way to get the same effect as a druid riding their animal companion. I think that would be as good a "magic item" as any for 38% of my wealth? 2018-01-27 07:46:46<Iethloc> So your familiar would be one size larger, but can attach itself to you? 2018-01-27 07:46:54<Nenni> Yes. 2018-01-27 07:47:00<Iethloc> Heh! 2018-01-27 07:47:20<Nenni> The tumour turns whatever familiar (I mean the standard Donkey Rat is Small already) into a diminutive tumour. 2018-01-27 07:48:13<Iethloc> Ah 2018-01-27 07:48:22<Nenni> http://www.d20pfsrd.com/classes/base-classes/Witch/witch-s-familiar 2018-01-27 07:49:03<Nenni> So a regular Alchemist with their tiny or small familiar turning into a diminutive tumour already sets that precedent. I thought it was cute. 2018-01-27 07:50:24<Iethloc> An item of continuous Reduce Person is 4000 gold, and can't be dispelled 2018-01-27 07:50:37<Iethloc> Plus you can take it off when being larger would be helpful 2018-01-27 07:50:42<Nenni> Hmm. That's tempting. 2018-01-27 07:51:39<Iethloc> So you'd be diminutive, and so would your tumor familiar when attached 2018-01-27 07:51:52<Nenni> And an item I could hand to my familiar temporarily if I needed them to be smaller (or would they not count as a Person? I don't know whether Pathfinder considers a familiar "part of the caster it bonded to" when it stopped being a normal Magical Beast) 2018-01-27 07:52:55<Iethloc> Reduce Person is humanoid only 2018-01-27 07:53:25<Nenni> It would be cool to be a diminutive character with a tumour the same size as them... which bursts with a "splorcht!" each time the familiar comes forth. I think that would rock. 2018-01-27 07:53:44<Iethloc> Plus you could still wield small weapons when you are diminutive, if you wanted 2018-01-27 08:11:22<Iethloc> As a tiny creature, you could ride a small fire elemental without Reduce Person 2018-01-27 08:12:48<Nenni> Oh! Hmm. 2018-01-27 08:13:41<Nenni> But if I have Reduce Person, at 7th level I can ride a http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-faerie 2018-01-27 08:13:50<Iethloc> Yes 2018-01-27 08:14:50<Nenni> A diminutive goat with giant hands and orange eyes bursts a tumour the size of itself and out of this crysalis comes a faerie dragon looking like a butterfly with gorgeous plumage and the audience has no idea what to think any more. 2018-01-27 08:16:15<Iethloc> I find myself compelled to bring up the Shaman again, since it's basically a Wis-based Witch 2018-01-27 08:18:38<Iethloc> Although a Shaman cannot take Improved Familiar, as it is a divine caster 2018-01-27 08:24:33<Nenni> Actually it looks like Pathfinder's http://www.d20pfsrd.com/feats/general-feats/improved-familiar does NOT require Arcane. So Divine would probably qualify since Shaman says "The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below." 2018-01-27 08:25:27<Iethloc> On the right side of the table, "Arcane spellcaster level" 2018-01-27 08:26:09<Iethloc> And the Shaman can only acquire new familiars of the same type as the old one 2018-01-27 08:28:47<Iethloc> Ah, found an FAQ about Shamans and Improved Familiar! 2018-01-27 08:29:23<Nenni> Ah I see it in the table heading now, yes. But it isn't actually part of the Feat's prerequisite, so I believe a Divine caster could take the feat. The "Arcane Spellcaster Level" would be granted by "This ability uses the same rules as the wizard's arcane bond class feature" using Divine for Arcane? 2018-01-27 08:29:31<Iethloc> Shoot. " Second, tumor familiars, as lumps of flesh in the shape of animals, can't become Improved Familiars." 2018-01-27 08:29:47<Iethloc> http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9utx 2018-01-27 08:31:12<Iethloc> Also, my dragons are different, and I'm not sure how to handle a faerie dragon, now that I think about it. Unless it's a fey creature rather than a true dragon 2018-01-27 08:31:39<Nenni> That would make sense. It has wings like a butterfly rather than a reptile, so easily could be a fey insect. 2018-01-27 08:32:05<Iethloc> But it'd be a native outsider anyway, as a shaman familiar 2018-01-27 08:32:06<Nenni> I am being won over to your recommendation on the Shaman. It does seem good. 2018-01-27 08:32:29<Iethloc> Actually, as nature spirits are all Fey, a shaman familiar should be a fey creature 2018-01-27 08:32:40<Iethloc> In my setting, at least. 2018-01-27 08:36:18<Nenni> I am sad about the FAQ ruling on the tumour. I was thinking since we are starting at level 6, the character could lumber around with a tumour the size of themself for ALL of level 6, and then as level 7 dawns, the faerie dragon emerges from the tumour and I'm forever locked into dragon(lings). Any chance on a house ruling on the tumour trait you suggested earlier even if it contradicts the FAQ? I don't see any egregious way it can be 2018-01-27 08:36:18<Nenni> abused. Not yet any way! 2018-01-27 08:36:53<Iethloc> I'd be fine with it 2018-01-27 08:37:59<Nenni> I appreciate it! I think if a Shaman's "spirit" animal is a real physical animal (and nature spirits are fey here) then Shaman's a good way to go. It also benefits from the +Wis from the Kval. So I think overall that could work nicely to make a cool character concept. 2018-01-27 08:40:53<Iethloc> Also the Shaman gets Ride as a class skill
Tiny (and smaller) armour / shields are ineffectual (even if using exorbitant Mithral to maintain the armour's hardness / hitpoints despite thinner construction). Therefore, another way to get an effective armour and shield is needed or else there is nothing for Auto Bonus Progression to act on and improve. The workaround here is to craft a couple of simple Wondrous Items to provide this protection. (An alternative would be to just house-rule there is No Half Armour modification in which case standard Truefaith Vestments are a no-brainer )
Spell | Duration | Spell Level | Caster Level | Use Activated / Continuous | Price | DC | Base item | Body slot (affinity) | Description |
---|---|---|---|---|---|---|---|---|---|
Chant Hex | continuous | - | 3 | Continuous | 6000gp | 8 | vest | chest (class ability improvement) | This "Chanting Shaman's Vest" is a Shaman version of the Witch's Cackling Hag's Blouse. It is crafted entirely from prayer flags, granting the wearer a +2 competence bonus on Concentration checks. If the wearer is a shaman, she gains the Chant hex. Creator must have Enthrall or the Chant hex, and at least 5 HD. |
Cloak of Darkness
here |
1 hr / level | 1 | 1 | Continuous: 1×1×2000×1 |
2000gp | 6 | black latex "robes" | body (multiple effects) | This "Robe of the Eclipse" has a hood covered in wobbly nubs and wouldn't look out of place in an Ogre's adult novelty shop. Its ribbed length breaks up the wearer's light and shadow pattern, providing a +2 circumstance bonus to Stealth. An invisible form-fitting force-field provides a snug +4 Armour bonus to AC. |
Shield | 1 min / level | 1 | 1 | Continuous: 1×1×2000×2 |
4000gp | 11 | scarab | neck (protection, discernment) | This "Shield Scarab" pendant appears as a hard metallic carving of beetle. Its wearer gains a +4 Shield bonus to AC from an invisible mobile disc of force which blocks Magic Missiles. |
DIY using Craft Wondrous Item | 60004000gp÷2 | rerolls | crafting cost is usually half market price |
Cloak of Darkness is a Hex, not a Spell, so may not be a viable effect to imbue into a Wondrous Item.
The Cackling Hag's Blouse is a Wondrous Item which grants continuous use of a beneficial Hex to its wearer.
Other Wondrous Items inflict damaging Hex or Grand Hex effects.
Other Wondrous Items grant beneficial Shaman Spirit powers.
A Feat can convert a 1st-level spell into a Hex and indeed several Hexes are just 1st-level spells: (Fading Memory / Memory Lapse; Peacebond / Peacebond; Charm; Disguise; etc). A spell can give someone else Hex power just like the ability to imbue spells.
Craft Wondrous Item can also enchant items with Psionic Powers. These are all 1st-level:
Caster level / Power points |
Shaman | Psion | Arcane | |||
---|---|---|---|---|---|---|
Cloak of Darkness | Inertial Armour | Chameleon | Mage Armour | Forced Quiet | ||
1 | 4 AC | 2 Stealth | 4 AC | 10 Stealth | 4 AC | 4 Stealth |
3 | 4 AC | 2 Stealth | 5 AC | 11 Stealth | ||
5 | 4 AC | 2 Stealth | 6 AC | 12 Stealth | ||
7 | 6 AC | 4 Stealth | 7 AC | 13 Stealth | ||
9 | 6 AC | 4 Stealth | 8 AC | 14 Stealth | ||
11 | 8 AC | 6 Stealth | 9 AC | 15 Stealth | ||
13 | 8 AC | 6 Stealth | 10 AC | 16 Stealth | ||
15 | 10 AC | 8 Stealth | 11 AC | 17 Stealth | ||
17 | 10 AC | 8 Stealth | 12 AC | 18 Stealth | ||
19 | 12 AC | 10 Stealth | 13 AC | 19 Stealth | ||
Duration | 1 hour / level | 1 hour / level | 10 minutes / level | 1 hour / level | 1 round / level |
The appeal is that Cloak of Darkness is a Shaman-specific ability that scales with level and already neatly combines armour and stealth. An item could combine Inertial Armour with Chameleon but it would be more expensive (and more effective). The Stealth boost could even be provided by Disguise Self or Pass Without Trace.
Either way, the plan would be to craft this item for kickoff, and then to gradually upgrade its Caster Level as Gold allows over the course of the character's career.
Item | Price / Cost | DC |
---|---|---|
Truefaith Vestments | 6950gp / 3600gp | 20 |
Hat of Disguise | 1800gp / 900gp | 11 |
Bag of Holding, Minor | 1000gp / 500gp | 19 |
Pouch of Magic Stones | 1200gp / 600gp | 6 |
DIY using Craft Wondrous Item | 4000 / 20005600gp | rerolls |
The cost to craft these items can be reduced by:
Cost | Item | Notes |
---|---|---|
+5250 | half standard wealth | compensated for by Awesome Powers |
-3000 | Chanting Shaman's Vest | Craft Wondrous Device |
-1000 | Robe of the Eclipse | Craft Wondrous Device |
-2000 | Shield Scarab | Craft Wondrous Device |
-3600 | Truefaith Vestments | Craft Wondrous Device DC 20 |
-900 | Hat of Disguise | Craft Wondrous Device |
-500 | Bag of Holding, Minor | Craft Wondrous Device DC 19 |
-600 | Pouch of Magic Stones | Craft Wondrous Device |
-35 | Stonebow, small | a crossbow which fires Sling bullets... kinda like a hand catapult |
-1 | 100 × Bullet |
|
- | Quarterstaff, small | a walking stick |
-5 | Spell Component Pouch | |
-5 | Pan Pipes | non-proficient |
- | Earplugs | equipped while playing Pan Pipes |
-10 | Smoked Goggles | |
-25 | Handle Harness | used to Climb or Ride a humanoid |
-25 | Riding animal, Compsognathus | named "Meep meep" |
-60 | Saddle, exotic military tiny | |
-10 | Hood, tiny | keeps reptiles and birds of prey docile while inactive; grants +2 Ride while active |
=74 | Total remaining available | |
+250 | Reward | returning the Banner 2018-08-?? |
- | Riding animal, Compsognathus | died (2 fireballs) 2018-10-27 |
+10k | Reward | coup 2018-11-03 |
+1200 | Pouch of Magic Stones | Free Trading (meaning, selling things back for full gold value) 2018-11-10 |
+60 | Saddle, exotic military tiny | |
=11,584 | Total remaining available | |
-3600 | Truefaith Vestments | Craft Wondrous Device |
-7000 | Sky Marines Elite Saddle | Craft Wondrous Device |
-25 | 2 × Dull Grey Ioun Stones | Craft Wondrous Device followed by one Red and one Blue casting of Continual Flame |
=959 | Total remaining available |
2018-01-20 06:11:12<Iethloc> I was considering using Automatic Bonus Progression 2018-01-20 06:11:50<Iethloc> You know magic items that give +1 to saves or +2 to a stat? Under ABP, you get those automatically at a set progression, but you halve WBL 2018-01-20 06:13:32<Iethloc> http://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automatic-bonus-progression 2018-01-20 07:04:18<Laylae> There are no traits that make Perception in class... 2018-01-20 07:04:31<Iethloc> Seeker and Dim Seer, of the top of my head 2018-01-20 07:04:38<firtree> yeah 2018-01-20 07:04:49<Iethloc> http://www.d20pfsrd.com/traits/social-traits/seeker/ 2018-01-20 07:04:59<Iethloc> http://www.d20pfsrd.com/traits/regional-traits/underbridge-dweller/ 2018-01-20 07:05:19<Iethloc> Yeah, the URL is underbridge dweller, but it's called Dim Seer
This character is a comic. They are less than six inches tall and sport a bloated tumour the size of themself. Using their Hat of Disguise they dresses this tumour up with a drawn-on moustache, nose, ears, etc. and talk to it every day for an hour as soon as the first stars become visible in the heavens. They insists this soliloquy is the source of their daily mojo. Topics range from the inane to good-natured rants. The quality of such conversation would be comparable with your average weblog.
As a Kval, they have an instinctual urge to locate and confront "Evil". Maybe it is something like an appetite. This could explain why they are nourished and healed by devouring defeated Evil opponents. Regardless, asking them why they pursues Evil is like asking a human why they breathe or eat. Most Evil is considerably bigger than Kvals, however, and so this one has learnt to use guerrilla tactics, relying on dogged attrition rather than raw Damage Per Second. Magwitch hasn't met any kin in centuries; perhaps preternatural Wisdom has been instrumental in peculiar preservation.
Magwitch can only remember as far back to the point they and their kin had the run of a sea port town frequented by merchant ships. The Kvals would infiltrate the store holds of such vessels, earning their passage as an insurance policy (or so they rationalised it among themselves). If the ship were at risk of sinking, they could devour the cargo. If the ship were boarded by pirates, the Kvals would swarm topside and destroy the Evil pirates.
They were, essentially, the arch-nemesis of pirates everywhere: ninjas.
In one such confrontation, pirates netted Magwitch and flung them into a sack found nearby amongst the cargo. The sack had been placed there tactfully, moments before the fight, in case the pirates decided it would be easier to bag and sink a Kval than face one in a fair fight.
The Bag of Holding was impervious to their stomping and was soon ejected overboard. Inside it, Magwitch donned the enchanted snorkel and fumed, deprived of a part in the elimination of Evil that surely was taking place beyond the bag.
Weeks passed. Centuries, perhaps. There was no way to tell. With foul gruel for sustenance, the enchanted snorkel for air, and nobody to talk with other than the tumour, time took its toll on Sanity. It wasn't long before the tumour began murmuring back, revealing secrets of the universe and sculpting the Kval's mind to its whim.
Then finally the inevitable happened. A hand reached into the bagspace. A Small hand! What a relief! An Evil hand! What a dichotomy! The hand withdrew and Magwitch feared the opportunity for release was lost. As long moments dragged by, a decision was made, a compromise reached; survival by the hand of Evil would be for the better Good than dying from principles. Alignment slipped from Chaotic Good to Chaotic Neutral. As if on queue, the probing hand reached in again — and Magwitch clung onto it as it jerked back — back into the real world.
A tribe of goblins looked uneasily at their catch dumped on the beach, shifting their feet nervously as their witch-doctor stroked his chin in consideration. They confiscated the enchanted snorkel for their divers (a fair price for a rescue, really) and escorted the strange creature back to their caves. In time, the guards grew complacent, allowing Magwitch a degree of freedom, and in time perhaps a quarter of the tribe met a grisly end as Kval dinner. There were never any remains or witnesses, but there were suspicions of course.
Many fell on the night the caves were razed. Evil was everywhere. Magwitch was everywhere too, doing as much damage as possible. The smoke cleared. The tallfolk had left. Broken goblins lay strewn in the rubble.
Magwitch saddled one of the few unharmed compies, named it "Meep meep!", and set off in pursuit. For great justice!
Magwitch tends to hover six feet above solids and liquids, becoming 1 foot "tall" from the ground. Their Hat of Disguise specifically enables them to appear 1 foot shorter (or taller, but shorter is much more interesting) providing them with a party-trick of becoming a levitating pancake at will.
While hovering, their eyes are black and the zone nearby is greyscale. If this power is dismissed, the eyes revert to bright orange with a cat's pupil. Wearing sunnies though might mean nobody notices.
The heavenly shaman spirit bestows the tumour with the ability to fly (at speed 5). If ever a stream needs to be crossed, Magwitch can just use bloated belly gases to slowly blimp across. This is undignified to the point it evokes fits of giggles.
The tumour's name is Tumescence and is referred to as "my big cyster".
A Kval has terrible charisma and smells of brimstone, so animals are wary and uneasy. Even the long-suffering Compsognathus mount would run away, if it weren't for the hood blinkers over its head which shut off its vision entirely whenever nobody is in the saddle guiding it. Another contributing factor could be the cacophony of untrained pan pipes performance, hounding the poor thing wherever it is ridden. A cacophony Magwitch is spared, due to suitably placed Earplugs.
At level 7, a feat will be gained. This will be improved familiar. On the morning after, a faerie dragon will burst from the tumour, swell to a size category larger than its host and immediately douse the Kval with its breath weapon. This is a 5-foot cone that looks like a sparkling rainbow. Her name is "Twinkle".
The Kval description (apart from horns and hands) sounds very much like Nightcrawler from The X-Men. He is similarly distrusted for his appearance, though really he's the best!
The straightforward approach to Evilicide is reminiscent of everyone's favourite barbarian / ranger to ever grace the Sword Coast: Minsc! The way a shaman defers to their spirit animal echoes the way Minsc entrusts character assessment and personal guidance to his animal companion, Boo. Even when others think consulting with a rodent is a bit nutty, he remains devoted to his tiny ally.
Magwitch hopes to shine with all the class of Nightcrawler, and glow with all the heart of Minsc.
Nobody loves me; everybody hates me... ...Think I'll go and eat worms! Big ones, little ones, fat ones, skinny ones... ...Worms that squiggle and squirm. Bite their heads off, suck their guts out, Throw their skins away. Nobody knows how well I thrive On worms three times a day!
Round 1: FIGHT! The Wyrm shall wander the Earth and such a pestilence will follow in his wake that all that know of his passing shall be struck down by the plague. So sayeth the wise Alaundo. Round 2: FIGHT! When shadows descend upon the lands, our divine lords will walk alongside us as equals. So sayeth the great Alaundo. Round 3: FIGHT! When conflict sweeps across the Dales the great lizards of the North shall descend with fire and fury. So sayeth the great Alaundo. Round 4: FIGHT! In the Year of the Turrets, a great host will come from the East like a plague of locusts. So sayeth the wise Alaundo. Round 5: FIGHT! The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo.
(The Endless Chant from Baldur's Gate, formated with Streetfighter-style Round 1: FIGHT! headings. This chant is especially apt because of the origins of Kvals and the cambions of Baldur's Gate.)