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Anti-Eagle
2019-12-29, 04:45 PM
Hello everyone, this is a thread created for the sake of collecting the mechanical work going into the Nine Divines game being developed by myself and a couple other people under the direction of Zhentarim. We'll be posting the mechanical aspects of the world we create here for use by anyone who feels the need to use it and/or the pathfinder group(s) when we open up the pathfinder side of it.

Links will be added to this post over time.


Discord: https://discord.gg/aTNPDfZ (https://discord.gg/aTNPDfZ)
Mythweavers: https://www.myth-weavers.com/game.php?&g=34390 (https://www.myth-weavers.com/game.php?&g=34390)
Interest Thread: http://www.giantitp.com/forums/showthread.php?601363 (http://www.giantitp.com/forums/showthread.php?601363)
Lore Thread: http://www.giantitp.com/forums/showthread.php?605535 (http://www.giantitp.com/forums/showthread.php?605535)
Mechanical Thread: http://www.giantitp.com/forums/showthread.php?605536 (http://www.giantitp.com/forums/showthread.php?605536)
Out of Character: http://www.giantitp.com/forums/showthread.php?605538 (http://www.giantitp.com/forums/showthread.php?605538)
In Character: http://www.giantitp.com/forums/showthread.php?605539 (http://www.giantitp.com/forums/showthread.php?605539)

Anti-Eagle
2019-12-29, 04:47 PM
Grigori
Grigori, The Forge Master, Lord of Machines, God Machine

Name: Grigori
Player Name: Anti-Eagle
Divine Rank: Elder Deity
Domains (Subdomains): Artifice (Engineering, Invention, Smithing), Community (Academia, Legalism), Industry (Industrialism, Machines), Law (Inevitables), Psionics (Discipline, Noosphere), Trickery (Embellishment, Wandering), War (Argumentation)
Alignment: Lawful Neutral and White/Blue
Primary Colour: Green #4F7942

Symbols: Grigori and his creations work in multiple symbols but the ones most frequently used to represent him is a thick toothed gear, frequently metallic though contstructed of a variety of tools across history. Depending upon the specific Inevitable one follows or sect the details differ in some symbology such as the Flaming Gear of the Illuminate cult of Aramak to the Gear with a Skull in the center of the Fleshwrought cult of Sinan.

Appearance: Grigori's most common appearance is a tall mechanical humanoid, stylized, sharp, and sleek in appearance and constructed of a living iron, molten beneath his outermost casing. His machinery is composed of a molten iron taking the shape of clockwork mechanisms and at their heart, a heart-like mechanism connected to an electrical grid and hydraulic system designed to assist the operation of the whole and force machinery back into place should his will falter. For his face he has a oxidized brass mask covering the bare machinery underneath, featureless save the emerald eyes and intricate carvings across its surface.

https://vignette.wikia.nocookie.net/deathbattlefanon/images/6/6b/Mekhane_design_01_by_sunnyclockwork-d9eo4s5.jpg/revision/latest/scale-to-width-down/300?cb=20170623113025%20URL

Dogma: Grigori is a hard creature to please, constantly driving himself and his creations forward to create and alter and innovate. Beyond this is his driving to instill purpose in everything. To him everything has a purpose, improvement of the self and others is an important task in the cultivation of a greater purpose, and this cultivation is the path towards one's own greater purpose. Explained on some future day as "Understand others and bend them to your purpose, understand the world and bend it to your purpose, understand yourself and be bent to your greater purpose."

To this end he encourages his followers towards lawfulness, following specifically the guiding hand of his laws. His many, many laws. Ranging from the obvious forbidding theft and murder with punishments to match, to guidelines for how one should dress and groom themselves. All in an effort to shape his Artificers and "Clockwork Adepts" as they are known towards their greater purpose and glory through his laws. Through these laws his creations are encouraged to learn, alter, and create both the laws of him and the world, and to modify them to better suit their purpose.

To Grigori the forge and the act of creation, of creating anything mean a great many things. The forge is both a tool and a teacher, it sculpts and shapes what it is presented with to better fit its purpose as the one using it is better sculpted to their purpose by it. It is a tool created to further create tools by creators who will likely be outlasted by their creations. By creating, one grants form to ideas, improving the world even if only in the mind of its creator, and these ideas may outlast its creator and grant them a level of immortality through their creations. Though this is not the only reason to sculpt the world.

Favoured Weapon: Compound Longbow



-the Venari (LE, White/Black) is the industrialist spirit of Grigori given form and a mind of its own, draconian in mindset and even cruel it believes in the rule of law over all, setting off to create and form an empire under its fist. Its body is much the initial shape of Grigori, a mechanical creature armoured in iron and filled with barely contained molten machinery. In its name is forged the Iron Kingdom and it walks its domain wearing an oxidized brass mask and emerald eyes.

- the Aramak (TN, White/Red) is the curious, opportunistic, and realist spirit of Grigori given form and a mind of its own, less lawful than its Inevitable kin he is the lord of the Kindred and the Eldest House. His body is that of a Kindred, reincarnated into their form every generation. He is born of the Kindred, he ages as one of them, and dies as one of them to be born amongst them again. He is sought out through the Legalist construct every generation, and raised into power, wearing an oxidized brass mask with emeralds in the place of eyes passed down amongst them.

- the Sinan (LG, White/Green) is the creative and idealistic spirit of Grigori given form and a mind of its own, a creature of idealism and creativity and the head of the Glaziers. It seeks law, but this is tempered with an idealistic mindset and empathy, seeking a better world for both the creations of Grigori and the others. It is a sleek and stylized mechanical humanoid made of coloured glass that shifts in tone over time, as does the machinery it is made of. As with the other it wears an oxidized brass mask with emeralds in the place of eyes.

AlexanderML
2019-12-29, 11:34 PM
Ulthor

The Harvest Mystic

Other Epithets: God of Farming, The Primal Sorcerer
Player Name: AlexanderML
Alignment: Chaotic Good
Pantheon:None at the moment.
Portfolio: Gifts, Raw Goods, Weather, Primal Magic, Earth
Domains (Subdomains): Good, Chaos, Magic, Weather, Earth
Favored Weapon: Sickle
Symbol: A star, with an assortment of raw goods behind it.
Color: Plum

Appearance: Sometimes old, sometimes young, Ulthor appears as a man of varying age and race. His attire is typically minimal and/or simple; with vines, plain robes, and fur cloths being favored by Ulthor.

https://i.pinimg.com/originals/1c/57/46/1c5746729764c6dc4a47310869ce2f1c.jpg

Personality: Ulthor sees the world as a place of infinite potential, and seeks to inspire others to enjoy it's riches (for themselves and others) wisely. Anyone that enjoys the gifts of nature, or a night of being with good friends and good food, understand Ulthor's tastes.

He cares not for how one helps another unless it involves bringing harm to another wrongfully. Those that would do evil to another or the world confuse Ulthor deeply; indeed, they both need to have their evil stopped (even with violence, if needed) and the cause resolved if possible. That does not mean that Ulthor does not enjoy or appreciate humor, good-spirited pranks, or back-talk. Indeed Ulthor is quite willing to criticize those around him with harsh descriptions, somewhat to get to the bottom of why someone is doing something, and partially for the fun of it.

At times quite cogent, Ulthor has a fancy for visiting others to help them. This can done through both godly and mortal means; and while he means well, it can easily be something that the recipient does not need, or simply something that the recipient does not even want (though Ulthor would try to right any accidental wrongs they make).



Obedience:
(Adapted form of Erastil's)
Plant five seeds in fertile earth, spacing them out in the shape of a star. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or small pile of fertile soil in a place where a passerby might see it. Mark your gifts with Ulthor’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Ulthor’s guidance.
Gain a +4 sacred bonus on Survival checks

Deific Boons:

Evangelist Boons:
1. Hedge Protector: (Sp): Entangle (https://www.d20pfsrd.com/magic/all-spells/e/entangle) 3/day, Wilderness Soldiers (https://www.d20pfsrd.com/magic/all-spells/w/wilderness-soldiers) 2/day, or Burst of Nettles (https://www.d20pfsrd.com/magic/all-spells/b/burst-of-nettles) 1/day
2. Fairy Feet (Su): The evangelist moves through natural terrain three times faster than their base speed would normally allow, ignoring undergrowth and other minor terrain features.
3. Primal Sorcerer’s Robes (Su): You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds do not need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability, except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.

Exalted Boons:
1. Mystic's Guidance (Sp): Cure Light Wounds (https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) 3/day, Forest Friend (https://www.d20pfsrd.com/magic/all-spells/f/forest-friend) 2/day, or Major Image (https://www.d20pfsrd.com/magic/all-spells/m/major-image) 1/day
2. Hermit's Wisdom (Ex): The exalted may add half of their exalted class levels to all their knowledge checks and may make knowledge checks untrained. Once per day this bonus can be increased to equal they’re exalted class levels.
3. Fairy Speaker (Su): When the exalted is interacting with creatures of the Fey, Plant, Animal, or Magical Beast creature type the creature has their starting attitude towards the exalted be one step closer to Friendly than normal (unless they are Helpful).

Sentinel Boons:
1. Harvest Warden (Sp): Mage Armor (https://www.d20pfsrd.com/magic/all-spells/m/mage-armor) 3/day, Aggressive Thundercloud (https://www.d20pfsrd.com/magic/all-spells/a/aggressive-thundercloud) 2/day, or Ward of the Season (https://www.d20pfsrd.com/magic/all-spells/w/ward-of-the-season) 1/day
2. Elemental Aura (Su): You can create an elemental aura as a free action. When you first gain this ability, choose acid, cold, electricity, or fire—once you make this selection, it can’t be changed. When you generate the elemental aura, you are surrounded by the element you chose. Anyone striking you with a melee weapon or natural attack takes 2d6 points of damage of the chosen type, plus 1 point for every 2 Hit Dice you possess (maximum 2d6+10). This aura lasts for 1 round for every Hit Die you possess. The rounds in which you manifest your elemental aura don’t need to be consecutive. You can dismiss the aura as a free action.
3. Ulthor’s Protection (Su): A complex arcane sigil manifests on your skin. The location of this sigil varies by individual, but always appears in a place easily displayed. (Most commonly, the sigil resembles a third eye.) While the sigil remains uncovered, you gain a deflection bonus to AC equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You lose the deflection bonus if the sigil becomes obscured, but it returns once the sigil is made visible once again.

-4 AP - Create Mythical Concept - Primal Magic (or Primal Power): The world is alive! Well, kinda, it's more a collection of life and it's conceptions of the world. "Mother Nature" to put it in simple terms, though over time this'll shift to include urban environments (Urban Druids are an example). Satisfying it can get a mortal favors, angering it may have the land sour.


-4 AP - Create Mythical Life - The Fae: These are the eyes and hands of nature, and while nature itself is not sentient these creatures can often be quite intelligent. From blots of invisible light, the fae grow to represent a multitude of different aspects of the world. Ageless the fae only die from violence or radical change to their environment, leaving behind a young fae to replace them and adapt to the changes in the environment. Most are a bit alien to mortals, though a fae that grew up near a settlement (or even better, represents the settlement) could far better relate to mortals. I'll write more detail about them in the mechanical thread soon.


-1 AP Curse - Data Incompatibility: Divining information on or from the fae is like dividing a number by 0. The fae are creatures that are both alive and part of the chaotic inanimate/hypothetical aspects of the world, so while they do give date to the The Akashic Record and similar projects it's often contradictory, full of incorrect details, and data corruption. Only mundane means of gathering information work perfectly with the fae.


-1 AP Bless - The Water Cycle: To combat the high heat of the suns, Ulthor has with his breath started the water cycle to keep the land shaded and cooled. It's not enough, but it's a start. (2 AP required to counter the curse left if I'm correct.)

ezekielraiden
2019-12-30, 02:50 PM
Arkhos, the Shining Wyrm
Name: Arkhos
Epithets: The Shining Wyrm, the Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Player Name: Ezekiel
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism, Metallic Dragons, Inspiration, History, Civilization, Wisdom, Aspiration, Rituals
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism), Scalykind (Dragon), Nobility (Leadership), Time (History), Law (Sovereignty), Knowledge (Education), Liberation (Self-Realization), Magic (Rites)
Alignment: Lawful Good
Colour: Gold
Symbol: A golden, shield-shaped scale, with a silver (or mithril) sword pointing down. In times of peace, the shield lies in front of the sword. In times of strife, the sword comes to the front.

Appearance:
Arkhos is known to take two main forms. First, his serpentine dragon form, with scales like precious metals (gold, silver, mithril, platinum) and eyes that flash like rubies and sapphires. His wings are feathered, and shine with diamond-like and pearlescent colors. In short, glorious, or perhaps gaudy for those not so keen on his style. This body is both sinuous and muscular, like a blend between Eastern and Western conceptions of a dragon. He does not preen or prance to garner attention however; he may resemble the peacock's splendor, but he does not wear this form for praise. Rather, in this form, he metes out unflinching justice and unending mercy. It is a form of grace and magnitude, seen only rarely outside his demesne. It is said that this is the form he wore when he first awakened at the dawn of time.
In his second form, his disinterest in ostentation becomes manifest: a knight in plain metal (or leather, for societies where metal is too precious/unknown) armor, carrying a metal (/wooden) shield emblazoned with his symbol. In this guise he is always a humanoid figure--from any one a variety of races, or from seemingly no discernible race at all--usually of middle age, with scars of battle on his hands and face, making him not quite attractive but not quite ugly either. The only sign he usually gives of his divinity in this form is the flash of his eyes--golden, sapphire, or ruby--because he enjoys going out to see, and help, the lives of everyday folk in this form. By showing them how their luck is their own and fate is what one makes of it, he demonstrates the value of even one person standing up for what is good and right.

https://i.ibb.co/Yj3tC61/light-rain-dragon.jpg (https://ibb.co/ysX89DZ)

https://i.ibb.co/Ld2LvJx/with-lightning-ashesdrawn.jpg (https://ibb.co/GQbKFtW)

https://i.ibb.co/H4yytC2/star-birth-by-spaceweaver.jpg (https://ibb.co/DWFF9Yb)
Personality:
Arkhos is warm and welcoming to others, but perhaps not strictly sociable. Were he a mortal, he would shun the vast crowds, but gladly drink a flagon or two of ale and swap tales with other adventurers beside a warm fire or hearth. Arkhos loves those who give their word and keep it. Many of his champions take a long time to realize that they have received his blessing through passing a secret test of character, showing that the law written on their hearts is stronger than any steel. His compassion for the downtrodden and forgotten is second to none, and he is keen to remind his faithful that heroism comes in small forms as well as big ones, like feeding and clothing the poor or giving a loving and reliable home to orphans. Obvious glory without kindness is like a gilded wooden throne: beautiful but rotten inside. True glory and heroism come from good deeds, and from winning the game without resorting to cheating or deception.

As a deity, he cannot strictly look away from society as a whole, and he certainly encourages his followers to obey just laws and adhere to custom that does not cause harm. However, his inclination is to encourage and empower individuals and societies to address their own problems, rather than always intervening himself. As he sees it, he would be a poor guardian if he made his charges dependent on him for everything. He has no problem bending the patterns of chance and fate to support a noble deed, and heroic last stands are perhaps his favorite moments to surprise a faithful soul with the power to survive impossible odds.

When it comes to treachery, wickedness, exploitation, or tyranny, Arkhos is stern and unflinching in his rebuke. All deserve a chance to turn away from the path of evil and walk the difficult road of the just, but those who mistake his mercy for weakness rarely live to regret the error. An oath of repentance is no less serious than an oath of purity, and each deserves respect. That means punishing those who break their oaths right alongside rewarding those who keep them even against terrible temptation. Arkhos knows that societies need to balance the rewards for cooperation against the penalties for succumbing to temptation and exploiting others for personal gain. Further, he knows all too well how easily a person with legal power can abuse that power to hurt others, and as a result he has neither patience nor sympathy for tyrannical or oppressive regimes. Under his auspices, authority is for good alone. To abuse one's authority is to turn Arkhos, and therefore fortune itself, against you.


Doctrine:
Arkhos is a kind and noble deity who encourages building others up and fighting the good fight on every scale, from acts of everyday kindness to the tales that will grow into legends. He prefers to turn others away from evil and toward good, but if his mercy is exploited, he responds with deadly wrath. He commands his followers thus:
Act with unimpeachable virtue and honor. Never forget that both matter most when no one will ever know, or see. Do not break your word, nor give it frivolously.
Maintain an unceasing vigil against evil, wherever it takes root. Protect the weak, liberate the oppressed, and defend just order.
Fate and destiny are what you make of them. Aspire to great deeds, whether saving the whole world or one person. Trust that fortune favors the pure of heart.
Arkhos
THE SHINING WYRM
Other Epithets: The Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
Alignment: LG
Pantheon: Draconic pantheon
Portfolio: Self-Sacrifice, Oaths, Hope, Adventure, Heroism, Metallic Dragons, Inspiration, History, Civilization, Wisdom, Aspiration, Rituals
Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism), Scalykind (Dragon), Nobility (Leadership), Time (History), Law (Sovereignty), Knowledge (Education), Liberation (Self-Realization), Magic (Rites)
Favored Weapon: Bastard sword
Symbol: A golden, shield-shaped scale, and a silver (or mithril) sword pointing down.
Sacred Colors: Gold, White

Obedience
Walk for an hour, observing your surroundings, watching for anyone you might meet. If you find anyone struggling or suffering, immediately stop and help them for the remainder of the hour, without expecting anything in return. If you do not find anyone, spend the final quarter of the hour meditating and reflecting on the help others have given you, and how you can learn from their example. You gain a +2 sacred bonus to all Aid Another checks, and can make Aid Another checks as a move action.

Divine Gift
Arkhos grants those who have truly and profoundly proven themselves to him a permanent +1 untyped bonus to Charisma, allowing the legendary brilliance of the recipient to shine before all.

BOONS - DEIFIC OBEDIENCE
EVANGELIST
1: Hero's Poise (Sp) shield of faith (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20of%20Faith) 3/day, or blessing of courage and life (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Blessing%20of%20Courage %20and%20Life) 2/day, or prayer (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Prayer) 1/day
2: Call of Champions (Sp) If you have the summon monster class feature, twice per day you may use that feature, even if you have an eidolon summoned, but only to summon a creature listed for the Summon Good Monster feat, or which has the Good subtype (but not the Chaotic subtype). This use of summon monster otherwise functions as normal, including any costs or limitations that might apply. If you do not have the summon monster class feature, you may instead cast summon monster VI as a standard action twice per day as a spell-like ability with a caster level equal to your Hit Dice, choosing from the list for the Summon Good Monster feat. Unless you actually possess this feat, creatures summoned with this feature do not gain Diehard. Regardless of whether you have the summon monster class feature or not, you may only have one creature summoned with this feature at a time; summoning a second creature immediately dismisses the first.
3: Luck of Kings (Su) As an immediate action, you can gain a luck bonus on a single d20 roll equal to half your total Hit Dice (minimum 1). You can use this ability after you have rolled, but must declare the use of this ability before you know the result of the check. If this roll is made as part of a Diplomacy check or necessary to fulfill a solemn oath, the luck bonus is instead equal to your total Hit Dice. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

EXALTED
1: Fortune Favors the Bold (Sp) moment of greatness (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Moment%20of%20Greatness ) 3/day, or grace (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Grace) 2/day, or haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) 1/day
2: Sacred Arcana (Su) Your faithful service has taught you how to enhance your spells that help allies and defeat the wicked. You add your Charisma modifier as a sacred bonus to concentration checks, as well as caster level checks to overcome spell resistance. Additionally, you receive a +1 sacred bonus to your caster level for spells with the good or light descriptor, which heal hit point or ability damage, or which cause extra damage to Evil targets.
3: Righteous Ally (Sp) Once per day as a standard action, you can summon a couatl (Pathfinder RPG Bestiary pg. 49). You gain telepathy with the couatl to a range of 100 feet. The couatl follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in the planes. The couatl doesn’t follow commands that would violate its alignment, however, and particularly egregious or wicked commands could cause it to attack you.

SENTINEL
1: Warrior of Light (Sp) divine favor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Divine%20Favor) 3/day, or spiritual weapon (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Spiritual%20Weapon) 2/day, or archon's aura (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Archon%27s%20Aura) 1/day
2: Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.

If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
3: Glorious Blademaster (Ex) You are particularly skilled at using Arkhos' favored weapon. You gain exotic weapon proficiency with the bastard sword, if you do not already have it. While wielding both a bastard sword and any type of shield, a number of times per day equal to your Charisma modifier (minimum of once) you may as a free action enter the glorious blademaster stance for 1 minute per Hit Die you possess, combining divine power and graceful, acrobatic swordplay. While in this stance, you may add your Charisma modifier to both attack and damage rolls with bastard swords, in addition to the normal ability modifier you use. The stance immediately ends if you fall unconscious, or if you cease wielding both a bastard sword and a shield.

DIVINE FIGHTING TECHNIQUE
Arkhos' Shining Shield
Arkhos calls his faithful to be the shining example that shields the weak from evil and emboldens the forces of good.

Initial Benefit:
While wielding a shield and a one-handed weapon, you can cause the shield to shine with holy light as a full-round action. All allies and Good creatures within 30 feet who can see this light gain a +2 sacred bonus to AC, saving throws, and critical confirmation rolls for 1 round + 1 round per 5 points of base attack bonus you have. This light counters and dispels magical darkness effects as though it were a spell of level 1 +1 per every 5 points of base attack bonus you have, or +2 for every 5 points of base attack bonus if you are a Paladin or Sentinel of Arkhos.

Advanced Prerequisites: Character level 10th, Improved Shield Bash, and must have either saved the lives of at least two innocent bystanders, or been reduced to 0 HP or less while defending an innocent or making a heroic last stand.

Advanced Benefit:
Once per day, when you make a shield bash attack, you can call on the divine power of heroism as a swift action. If the shield bash succeeds, all allies and Good creatures within 30 feet gain the effects of greater heroism, except that the amount of temporary hit points is doubled. The caster level for this effect is equal to your base attack bonus. This is a supernatural effect. By spending fifteen minutes in quiet meditation, during which you can do no more than light activity (binding wounds, reading, a genial walk without carrying much, etc.) you can regain the use of this ability.

https://i.ibb.co/1TN2rp3/arkhos-image-small.pngArkhos, the Shining Wyrm (http://www.giantitp.com/forums/showthread.php?605538-Nine-Divines-Out-of-Character&p=24330556&viewfull=1#post24331039) Elder Deity | Action Points: 16/30 | Divine Realm: The Halcyon Sanctuary | Avatars: Kinryu-Tei Domains: Good, Law (Archon), Luck, Travel, Glory (Heroism), Scalykind (Dragon), Nobility (Leadership),
Time (History), Law (Sovereignty), Knowledge (Education), Liberation (Self-Realization), Magic (Rites)Areas of Concern: Self-Sacrifice, Oaths, Hope, Adventure, Heroism, Metallic Dragons, Inspiration,
History, Civilization, Wisdom, Aspiration, RitualsDoctrine Summary:
Act with unimpeachable virtue and honor, especially when no one will ever know.
Protect the weak, liberate the oppressed, and defend just order.
Fate and destiny are what you make of them. Aspire to great deeds.

[U]Time Domain
Your deity oversees the natural progression of cause and effect, and imparts to you some measure of understanding and control over them. You gain Improved Initiative as a bonus feat.

Branching Paths (Su): You briefly view the branching strands of time, allowing you to select your preferred future. Before you make a roll using a d20, you may expend one use of this power and instead roll two dice and choose whichever you prefer. You can use this power a number of times per day equal to 3 plus your Wisdom modifier.

Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your cleric level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day at 8th level, and an additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st--keep watch, 2nd--mirror image, 3rd--haste, 4th--hold monster, 5th--permanency, 6th--contingency, 7th--vision, 8th--moment of prescience, 9th--foresight.

History Subdomain
You understand that the passage of time causes the loss of information, and you bring your god's might to bear by observing and preserving what you can.
Bonus: Add Perception to your list of class skills. (Replaces Improved Initiative)

Replacement Power: The following granted power replaces the erase from time power of the Time domain.

Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to your Wisdom modifier.

Replacement Domain Spells: 2nd--share memory, 8th--temporal stasis, 9th--time stop.

Mai
2019-12-30, 03:08 PM
Shyrask's Notes




Osea, The First Continent


Basic Map:
https://i.ibb.co/6bvmZym/Screenshot-2019-12-29-17-53-53-20191229180725280.jpg
Biome Map:
https://i.ibb.co/dQgW6bK/Screenshot-2019-12-29-17-53-53.jpg
Faultlines/Volcano Map:
https://i.ibb.co/kKsqWt8/osea.jpg


Osea is divided into 6 biomes:

1: Desert
2: Fertile plains
3: Rocky canyonland
4: swamps
5: Thick forest
6: Cloud Jungle. (High altitude jungle covered in cloud fog.)

The desert is sandy, with a few scattered oasis in the west and east, with rocky wasteland along the mountains. It is inhabited by typical desert dwellers, from cacti and scorpions, to foxes and owls.

The plains are covered in rivers and there is nutrient rich soil, producing edible fruits and vegetables. This land is full of grazing animals like wildebeast, bison, and horses. Many lakes dot the rivers for ample watering holes.

The rocky canyonland is craggy and covered in cliffs and canyons, with mountain rivers flowing through some of them. Despite moisture, the land is too rocky to support too much life.

The swamps are drenched in river deltas and waterbasins, with ample crocodiles and other such freshwater dwelling animals.

The thick forest is what one expects from a thick forest. It has many trees and a few rivers. Many birds and monkeys call this home.

The cloud jungle is at a small gap in the central mountains. The high altitude ans mountain gaps mean the clouds get funneled into here, and thus the jungle is covered in fog and mist, making it a frustrating environment.

Continental Changes:

Sutela's Fang:
There is now a volcanic area on (5,10) and (5,11) that can't sustain life not evolved for it. These tiles, though in the forest, now count as volcanic lava flow biomes.





https://i.ibb.co/3NZSH0M/Screenshot-2020-01-19-12-07-26.jpg

https://i.ibb.co/HxCmKws/Screenshot-2020-01-19-12-07-26-20200119121150423.jpg


The Escaleras de Secoya, or else, the Sequoia Stairs, is a large continent made up of 6 huge islands of sorts, though only the lower one is surrounded by water. All 6 islands are supported by massive roots and vines from the world tree. If you were to take away the islands, the continent would look like a mountain of sequoia roots, trunks, and branches. This massive mountain, by far the largest in the first world, as it holds up a continent, has 6 layers. It is called the Sequoia Stairs because each chunk of land is held evenly, as if they were stairs into the sky. Each huge chunk of land sits at a different altitude, and functions as a sort of plateau.

Because it was formed by the world tree tearing huge chunks of land from the seabed, the waters around Isla Raiz and under the continent are the deepest in the first world so far. They go as deep as the marina trench on earth, but this depth can be seen under the entire continent. Massive roots and branches, hundreds of times the diameter of any normal tree raise from this abyss to support the whole continent. From a ship, it seems as if the waters under the lands have many huge green pillars raising and weaving together to form Escaleras de Secoya.

1) Isla Raiz / Root Island:
Isla Raiz is a large curved island that sits at the very bottom of Escaleras de Secoya. It is the island from which ships might come and go as if it was a normal island. Towards the center of the island is a massive branch growing from the world trees roots. It can be climbed like a massive tree, and leads to:

2) Tierra Rota:
Tierra Rota is a massive torn landmass that rests just a few hundred feet above Isla Raiz. This landmass is fairly warm, and is well settled being near the sea level, but out of the worst of the heat. There is a large branch on the east side that leads up to:

3) Estepa Fértil:
Estefan Fertil is the third landmass from the bottom. It is held several hundred yards above sea level, and is mildly temperate. This landmass is wet and fertile, and is covered in rivers and forests. The rivers fall off this landmass creating waterfalls into the ocean below.

4) Isla Solitaria:
Isla Solitaria is the 4th highest landmass, but is strangely the hardest one to reach. The only way to this section is to climb down 2 whole tiers on a huge branch of the world tree that grows out of 4 and up to 6. This often requires traveling from 1, all the way to 6, then down to 4. The climate is temperate, tending cold, and it's covered with largely abandoned forested hills, and a single true mountain.

5) Bosques Congelados:
Bosques Congelados is the second highest layer of the Escaleras de Secoya. It is high enough for altitude sickness to begin to set in, and it is covered in frozen woodlands. These woods stay blanketed in snow year round, and the temperature stays below freezing most of the year. This landmass's branch of the tree climbs upward and latches onto:

6) Tundra Elevada:
Tundra Elevada is the highest landmass on the continent. It is also the only landmass that is not fair level and even. The entire landmass sloped upwards very gradually. The bottom is covered in frozen tundra much like the Bosques Congelados, with very southern tip being the only easily livable land on this tier. The upper half of this landmass is a barren tundra, with only a single mountain seperating the forest and tundra. At this level altitude sickness gets severe, and at the very top it is said you can see halfway around the world on a clear day. It is said however thay only daredevils and madmen venture beyond the southern tip of Tundra Elevada.



General Information:

Dragon Subspecies:

Tree Dragons (https://docs.google.com/document/d/1B710v1z-V_lUh3KHKm58CRm8TGsXhLY6fojRIOaSEoc/edit?usp=drivesdk)
Cacti Dragons (https://docs.google.com/document/d/1gMaL3FXWr7TkkLf0Hs3FEdm4rnDmVPdHh0PNul_lrlg/edit?usp=drivesdk)
Seagrass Dragons (https://docs.google.com/document/d/1UNUSB0oXkSovnXZBiuShnXLLls3gB56Ka_eJGdqT7C8/edit?usp=drivesdk)
Moss Dragons (https://docs.google.com/document/d/1R9ErT9dQC0sUPspBw8V8HvsaEqGKyx04YGlTgmTbEJU/edit?usp=drivesdk)
Flower Dragons (https://docs.google.com/document/d/1fD6FxO6BcwLi2m63NAeDKClLi304NTXl0LgutiyLa8w/edit?usp=drivesdk)



Dryads Google Doc (https://docs.google.com/document/d/1lECmxrgRfw53kUP9hinLO4IyfuelHb7Qi4ey59Woy-U/edit?usp=drivesdk)



Cascean Google Doc (https://docs.google.com/document/d/10hWqSAsGclGVB7ZKv57Mw1FnR-lpsQ7mUCgYFrih_Y8/edit?usp=drivesdk)

AvatarVecna
2020-01-02, 05:06 PM
Aidia

Summary
Aidia is the sun, shining her wondrous light upon the world all day. As night falls, she dies, her body fragmenting into endless black scales making up the spaces-between-places, her light scattered into infinite points across the endless void of her body, with only one eye remaining to keep watch over creation, in case duty calls. As the morning approaches, her body gathers together and is reborn in time to greet the new day. Or so the stories say, anyway.

Aidia is worshipped in many respects: some focus on her duties as a psychopomp, ushering the souls of the departed to the afterlife and facilitating reincarnation; some venerate her as the Sun, a source of light and life for all creatures in creation; some will invoke her name as preparation for battle against the unnatural, the profane, the creatures who have stepped outside the cycle of life and death; still others see her as a figure of exploration, that she represents the void and the great unknown spaces-between-places that have yet to be explored. In truth, Aidia is all of these things to one degree or another.

Aidia is a deity of cycles, primarily those of night/day and life/death, with a particular concern with the smooth transition between steps in the cycle - with the cycle itself perpetuating and propagating life across creation. Aidia understands the inevitability of entropy and death, but also understands their purpose in creation. Nurturing life, easing the passage of death, and escorting souls from one side to the other...all of it supports the circle of life, it's all necessary for keeping things moving forward.

Appearance
Aidia's default form is a massive snake - black scales more reminiscent of the absence of light that exists in the space-between-places in the endless void, the shape of them only barely recognizable by the constant infinitesimal twinklings of light shining around the edges where two scales meet. Her form is constantly shifting, coiling and uncoiling, with these points of defining light winking out or blooming up over and over. The only constant is Aidia's eyes: where her internal light twinkles between her scales in tiny points along the edges, the empty sockets where her eyes should be let it shine bright in its full majesty.

When Aidia is in need of a form for conversing more normally with mortals, she usually defaults to a near-human female form with a few features more often than not: skin tanned an even bronze, with a faint scale pattern noticeable on close inspection; wild, pitch-black hair that typically reaches halfway down her back; long limbs that move with an unnatural smoothness; darker lips hiding a toothy grin; perhaps most noticeably, silvery snake pupils that almost seem to glow when viewed in the darkness.

Personality
Aidia is typically ponderous - constantly in a state of flux, with an eye towards changes to come, but rarely acts brazenly or without forethought. Every action taken shapes the future in unforeseen ways, and the weight that given to those consequences is proportional to their importance in the grand scheme of things.



Name: Aidia
Player Name: AvatarVecna
Epithets: Starscale, Unending One, Caretaker, Skyserpent, The Infinite Points, Spaces-Between-Places
Domains (Subdomains): Darkness (Moon), Death (Psychopomp), Destruction, Earth (Radiation), Good, Healing (Resurrection), Knowledge (Aeon), Repose (Psychopomp), Sun, Void (Stars)
Portfolio: Cycles, Light, Life, Death, Afterlife
Alignment: Neutral Good
Color: Silver
Favored Weapon: Sickle
Symbol: An ouroboros with a sun disc or pointed-star in the middle, however (https://cdn.shopify.com/s/files/1/1969/7081/products/51uXKCn37fL.jpg) simple (https://cdn.dribbble.com/users/1412799/screenshots/4740850/artboard_4_copy_4_2x.png) or (http://www.tattoostime.com/images/432/red-ink-star-and-ouroboros-tattoo-design.jpg) stylized (https://vignette.wikia.nocookie.net/ufoaliendatabase/images/2/2f/Ouroboros_%28seven_stars%29.jpg) it (https://i.pinimg.com/474x/91/8e/f1/918ef16568ddd141c52827da32e2264a--ouroboros-tattoo-calf-tattoo.jpg) looks (https://i.ebayimg.com/images/g/xOcAAOxy2LJRCeql/s-l300.jpg)

https://cdn.shopify.com/s/files/1/1969/7081/products/51uXKCn37fL.jpg



Obedience
Spend a half hour carefully tying and untying a short length of material into complex knots and balls, while ruminating on scriptures relevant to the time of day the obedience is being performed. Completing this ponderous ritual bolsters your connection with life, granting you a +2 sacred bonus to all saving throws against effects dealing hit point damage.

Divine Gift
You become a veritable font of life. If you are healed by something, including rest, you recover 50% more HP. If you heal somebody (via a spell, class feature, an item, some aspect of the Heal skill, or whatever), they recover 50% more HP. This benefit does not stack if you target yourself with a healing ability (you only get +50% once), but it will otherwise kick in multiple times if the healing effect in question targets multiple people (so if you cast Mass Cure Light Wounds, or use a Channel Energy to heal, all targeted recover 50% more HP).

Boons (Evangelist)
Preserve The Cycle (Sp): Sanctuary (https://www.d20pfsrd.com/magic/all-spells/s/sanctuary) 3/day or Gentle Repose (https://www.d20pfsrd.com/magic/all-spells/g/gentle-repose) 2/day or Speak With Dead (https://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead) 1/day.
Crematory Touch (Su): You can ensure the final rest of a creature. As a standard action, you can touch a corpse and cause it to dissolve into black ash. A corpse dissolved this way cannot be raised as an undead creature by any means short of a miracle or wish. The black ash left behind can, however, be used as the “corpse” for spells that return the dead to true life—such as raise dead—as long as the entire collection of ash is kept together
Guides from Spaces-Between-Places (Sp): Once per day as a standard action, you can summon a pair of Vanth Psychopomps (Pathfinder RPG Bestiary 4 221) and gain telepathy with them to a range of 100 feet. The vanths follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in the Boneyard. The vanths don’t follow commands that would cause them to aid or permit the existence of undead, and they could attack you if the command is particularly egregious.

Boons (Exalted)
Embrace The Cycle (Sp): Deathwatch (https://www.d20pfsrd.com/magic/all-spells/d/deathwatch) 3/day or Early Judgement (https://www.d20pfsrd.com/magic/all-spells/e/early-judgment) 2/day or See Beyond (https://www.d20pfsrd.com/magic/all-spells/s/see-beyond) 1/day.
Every End, A Beginning (Su/Sp): Any healing spell you cast on a creature with fewer than 1 HP restores +100% HP. Additionally, once per day you may cast Reincarnate for free regardless of if you're normally capable of casting Reincarnate, although doing so surrenders the bonus healing this ability provides until the next time you rest.
Avatar Of The Unending One (Ex): You cling ferociously to life - it's not quite time for you to move on, yet. Once per day, you can send yourself into a determined state that lasts for 1 minute. While in this determined state, you can fall to a number of negative hit points equal to 10 + your Constitution score before you die. If you drop to negative hit points while in this determined state, you can continue to act normally, and do not bleed each round due to taking actions. If your determined state ends while you still have a number of negative hit points equal to or greater than your Constitution score, you die instantly. If your determined state ends while you still have negative hit points, but the number of negative hit points is not equal to or greater than your Constitution score, you fall unconscious and gain the dying condition as normal.

Boons (Sentinel)
Enforce The Cycle (Sp): Bless Water (https://www.d20pfsrd.com/magic/all-spells/b/bless-water) 3/day or Blessing Of Courage And Life (https://www.d20pfsrd.com/magic/all-spells/b/blessing-of-courage-and-life) 2/day or Deadly Juggernaut (https://www.d20pfsrd.com/magic/all-spells/d/deadly-juggernaut) 1/day.
Disrupting Strike (Su): Three times per day, you can channel disruptive energy through your weapon against an undead creature. You must declare your use of this ability before you roll your attack. If your attack hits an undead creature, you deal an extra 1d6 points of damage plus 1d6 points of damage for every 4 Hit Dice you possess (maximum 6d6). If your attack misses or your target was not an undead creature, the use of the ability is wasted.
Starserpent's Reaper (Sp or Su): You can cast Bestow Grace Of The Champion (https://www.d20pfsrd.com/magic/all-spells/b/bestow-grace-of-the-champion) on yourself 1/day regardless of your alignment. If you already possess Paladin levels, you can give up this ability to instead have your Sentinel levels stack with your Paladin levels for purposes of determining the benefits gained from Paladin class features dependent on Paladin class level (including mercies gained).

Powerhouse
2020-01-02, 08:59 PM
https://i.imgur.com/Q0r2cX0.png (https://i.imgur.com/rFFa6ol.png)


Name: Sutela
Epithets: The Strangling River, the Witch in the Night, the Queen of a Thousand Whispers, World-Shaker, The Hundred-eyed One
Player Name: Powerhouse
Domains & Subdomains: Evil, Chaos (Demon), Animal, Plant, War (Blood), Destruction
Portfolio: Evolution, Trickery, Hunting, Disaster, War
Alignment: Chaotic Evil
Colour: Green
Favoured Weapon: Whip
Symbol: A cracked silver skull missing its lower jaw, from which a lush crown of leafy green plants flowers. One tendril coils around the base of the skull.

Appearance:
Sutela's primary form is a towering (but so emaciated as to seem almost skeletal) white dragon covered in a sea of eyes. These eyes are constantly forming and fading away amidst her scales, such that her scales bubble almost like water in a cauldron. No two of these eyes are exactly alike: they vary in size, orientation, coloration, and especially in species-- it is said that if one looks upon the true form of Sutela for long enough, they will see an eye for every living thing in all of creation. She is usually depicted with her maw slavering and wide open, empty of eyes but for a single one at the top of her gullet, and bristling with a collection of teeth also seemingly taken from every toothed animal or monster that has ever existed.

In her other forms, Sutela is considerably less horrifying: she borrows the shapes of ordinary creatures and mortals, adding only the slightest hints of her divinity to these forms. Her skin and hair and feathers are always just a touch too vibrant, as if a light that touches nothing else shines upon them; her eyes are always unfocused, as if her attention is somewhere else entirely.

Personality:
Sutela views life as it truly is: an endless chain of poorly conceived and blindly conducted conflicts with no end but to perpetuate itself, plunging a fresh generation into the same mad game to continue it anew. All of reality is in competition with itself, fighting over the same resources that all living things need, and only that which is willing to do anything to win it deserves to win it. In the pursuit of survival, no trick is too underhanded to pull; no law is too sacred to break; and no crime can be too heinous to commit. Though some would call this pessimistic, or cynical, Sutela finds this notion truly wondrous. A wheel that turns forever, spinning in place with no goal but to continue to spin-- Sutela knows in her heart of hearts that this is what her father means this world to be, and it thrills her to be the only one of her siblings to truly understand this.

In part because of this enlightened perspective on mortals and the world itself, Sutela herself is rather callous and severe, even towards other gods and her own followers. If a life is worth living, she feels that it should prove itself, over and over and over again, until it finally breaks to give way to the next of her children. She cares not for circumstance or fortune: luck, too, is a tool that the powerful deserve to use, and the weak deserve to be slain with. She herself exemplifies the traits that she believes best serve those fit few who have earned the right to live in this world: a conniving resourcefulness, a certain dauntlessness, and a stellar poker face. Her attacks and curses always come as surprises, even to those who know what her goals truly are, and she has never let a single law get in the way of what she wants-- even when she follows them.

If one were pressed to sum up Sutela's edicts in a few sentences, the best you could probably do would be the following:

1. If you would win, have no mercy: devour your enemy and make his strength your own.

2. If you would lose, find a way to win.

Few things arouse Sutela's wrath so much as the sight of a creature that passively waits in the path of oncoming death. She wants her subjects to kick and thrash and scream and lie and cheat and resort to murder at the prospect of losing the game of life, to find strength in adversity and swallow it whole, to try anything and everything if it means even a chance of survival. To go gently into that good night is to spit in the face of all that Sutela desires in this world. Similarly, the notion of voluntarily surrendering anything-- even the meanest scrap of bread-- for the sake of another (a weakling!!!) fills her with revulsion so complete that it sickens those around her on her behalf. Fight your own battles: anything less is a dereliction of your sacred duty to Sutela.


Obedience
Capture a live creature (animal, monster, or humanoid) and carve out its liver while its heart still beats. Devour the liver raw, before the creature draws its final breath, to imbibe its full life essence. You gain a +4 profane bonus to hit on the first attack you make in any surprise round.

Divine Gift
Those hardy survivors that Sutela deems worthy enough for a gift receive a permanent untyped +1 bonus to their Constitution.

Boons - Evangelist
1: Wings of the Hunter (Sp) expeditious retreat 3/day, OR invisibility 2/day, OR feather step, mass 1/day.
2: Mutate (Ex) You gain the ability to evolve as if you were a summoner's eidolon. Upon first gaining this boon, you gain 1 evolution point that you may spend on evolutions from the eidolon evolution list. For every three levels you gain thereafter you gain one more point, up to a maximum of 4 evolution points in total at level 20. You may choose to spend these points, or reallocate any points you have already spent on evolutions, any time in the morning after completing your obedience.
3: Queen's Guile (Ex) The untamed wilderness has become a source of power and security for you, allowing you to draw on Sutela's power to enhance your stealth and movement. A number of times per day equal to your Wisdom modifier, if you are in surroundings that have been largely untouched by civilization, you may bless a target with the guile of the wilderness. This effect is identical to invisibility, but is an Extraordinary effect, and so is unaffected by suppressing or dispelling effects, as well as spells that penetrate illusions. Your effective caster level for this effect is equal to your HD. The effect ends as soon as the target enters any building, village, town or city. Additionally, naturally-occurring difficult terrain no longer impedes your movement, and you gain a +8 profane bonus to both stealth and perception checks made in surroundings that have been largely untouched by civilization.

Boons - Exalted
1: Strangling Grip (Sp) entangle 3/day, OR miasmal dread 2/day, OR quell energy 1/day.
2: Eternal Presence (Su) A number of times per day equal to your Charisma modifier (minimum 1), you may sacrifice a living creature to turn its corpse into an anchor for your life-force. To make this sacrifice, all you need to do is declare that this is your intention in the round that you land a killing blow on a creature you intend to turn into such an anchor. Once per round, if you have an existing anchor, you may briefly project your consciousness into one of your existing anchors as a bonus action. If you do so, any spells you cast during this turn will instead be performed by your projected consciousness, at the location of the anchor you selected.

Anchors can be killed a second time, dispelling them: they have the hit points and AC that they would have had in life, and behave as if flat-footed at all times. Anchors can also be dispelled by effects such as dispel magic: in this case, treat the caster level of this effect as your total Hit Dice. All anchors disintegrate 24 hours after the moment they are created.
3: Sutela's Maw (Sp) Once per day, as a standard action, you may summon a baregara beholden to Sutela. It will last for one minute per level, and will obey your orders so long as they are in keeping with its alignment. If you dare to order it to act outside of its alignment, it will immediately turn on you. While it obeys you, this baregara can communicate with you through telepathy.

Boons - Sentinel
1: Vital Will (Sp) firebelly 3/day, OR animal aspect 2/day, OR keen edge 1/day.
2: Brutality (Ex) Your adherence to Sutela's principles has taught you how to seize upon the weaknesses of your opponents and land crippling final blows against them. You add your Constitution modifier as a profane bonus to damage rolls you make against opponents at or below half of their maximum hit points. Additionally, creatures that you directly damage with a spell or an attack take a -1 penalty to any saves they make against effects caused by you for 1 round per HD you possess.
3: The Crimson Scar (Su) A number of times per day equal to your Constitution modifier, you can summon a pulsing red whip made of a mixture of congealed blood and black bone in an empty hand as a swift action. The whip lasts for a number of rounds equal to your Constitution modifier, extending by another round for each round you successfully land an attack with it. Each attack made with this weapon inflicts its target with 1d4 bleed to their HP for a number of turns equal to your Constitution modifier, even if the attack did not deal damage. Undead, constructs, and elementals are also affected by this bleed damage. This bleed damage stacks up to 8 times, to a maximum of 8d4 bleed damage per turn. Each time a creature takes damage from a bleed effect caused by your whip, you regain hit points equal to half the damage they took.

Divine Fighting Technique: Sutela's Wicked River

Initial Benefit - You gain exotic weapon proficiency with whips and spiked chains. You can make opportunity attacks with a whip against enemies within your natural range + 5 feet.

Advanced Prerequisites - Improved Whip Mastery, base attack bonus +10

Advanced Benefit - When you make attacks or perform combat maneuvers with a whip or spiked chain during your turn, treat your range as if it were 5 feet longer. (This does not apply to any attacks of opportunity you make.)

Powerhouse
2020-01-02, 09:00 PM
PROTODRAGON (CR 1)
XP 250
NE tiny dragon
Init +1; Senses blindsense 60ft.; Perception +7

OFFENSE
Speed 40 ft.
Melee bite +2 (1d4), 2 claws +2 (1d3)
Space 2.5ft.; Reach 0ft. (5 ft. with bite)

DEFENSE
AC 15, touch 13, flatfooted 13 (+2 Dex, +1 natural, +2 size)
hp 15 (2d12 + 2)
Fort +2; Ref +4; Will +2
Immune paralysis, sleep

STATISTICS
Str 10, Dex 14, Con 10, Int 2, Wis 10, Cha 8
Base Atk +2; CMB +0; CMD 12
Feats Alertness, Skill Focus (Stealth)
Skills Perception +7, Sense Motive +2, Stealth +7

SPECIAL ABILITIES
Pliable Form (Ex)
A protodragon can contort its body to fit through any crack or crevice.

ECOLOGY
Environment any
Organization solitary
Treasure none

Protodragons are the unintelligent brood of humoric dragons, secreted from their bodies asexually. They have the potential to metamorphose into any of the humoric dragon forms, if subjected to a spell of the appropriate damage type and allowed to regenerate from it; it takes a protodragon three weeks days after being struck by a suitable spell to metamorphose into its chrysalis stage (an egg), and a further twenty-three weeks of incubation before it is ready to hatch into the wyrmling stage.

As the secreted offspring of humoric dragons, they can be found anywhere a sexually mature humoric dragon can be found; though the exact year a dragon begins to produce protodragons varies based on environmental factors, diet, and the individual, their first shedding generally occurs on the cusp between the juvenile and young adult age categories. Most protodragons die swiftly after they are produced, killed either by their own parent's damaging aura or their own broodmates. Outside of highly unusual circumstances, only 1d4 protodragons per litter are expected to survive longer than two hours. Humoric dragons produce one litter per year (secreted over the course of two weeks) when they first reach maturity; as they progress through the age categories, the frequency of their litters increases according to the table below.



Age Category
Frequency


Juvenile/Young Adult
Every year


Adult
Every six months


Mature Adult
Every six months


Old
Every four months


Very Old
Every three months


Ancient
Every two months


Wyrm
Every month


Great Wyrm
Every two weeks



BEHAVIOUR
While blind and incapable of higher thought, protodragons are not totally helpless. Their mouths are filled to the brim with pointy teeth, one of the few commonalities between the various humoric dragon subtypes they have the potential to metamorphose into, and their bodies are incredibly malleable and flexible, allowing them to slink through even the tiniest of gaps.

In battle, a protodragon will instinctively posture aggressively until it takes a hit, at which point it'll go into full retreat. Combined with its ability to slip through cracks, this makes catching a protodragon alive an exceptionally difficult task, even for seasoned adventurers. Protodragons are also very territorial, particularly with regards to others of their kind, and they've been known to kill and eat their broodmates even as they leave their parent's body.

Powerhouse
2020-01-02, 09:12 PM
EYE DRAGONS


Water Breathing (Ex)
An eye dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Ionize (Su)
As a move action, an eye dragon can "prime" a single waterlogged target to make it easier to hit with its breath weapon. Until the start of the eye dragon's next turn, that target takes -10 to any Reflex save it makes against any eye dragon's breath weapon. The range of this ability is equal to the maximum possible range of the eye dragon's breath weapon (for example, for a young eye dragon, the focused breath Special ability would make its breath weapon's maximum range 120 ft.)

All-Around Vision (Ex)
An eye dragon is covered in functioning eyes, which see in all directions at once. It cannot be flanked.

Focused Breath (Ex)
A young eye dragon is able to focus its breath weapon into a single concentrated line at will, making it affect a line-shaped rather than a cone-shaped area. Doing so causes the breath weapon to travel three times as far (so a 20ft. cone becomes a 60ft. line, etc.).

Instant Transmission (Su)
For up to four rounds per day, an old eye dragon can enter a lightning state to greatly enhance its speed; while in this state, its fly and swim speeds are quadrupled. If an eye dragon collides with a living creature or object while in this state, the state is interrupted and the creature or object it collided with takes damage equal to the eye dragon's breath weapon (Fort save for half damage; DC is equal to the DC of the breath weapon).

Stormfall Lance (Su)
An ancient eye dragon can focus its breath weapon to an even greater extent than their younger brethren. At will, they can choose to fire their breath weapon at a single target within 200 ft., dealing three times the damage to that target that their breath weapon usually does. If the target is Gargantuan or larger, this instead deals nine times the damage to that target.

Thunderstorm (Su)
As a standard action, a great wyrm eye dragon can create a storm centered on itself with a radius of 1,600 feet. The storm consists of windstorm-level winds (51+ mph) by default, and while the storm persists the dragon can spend its move action at will to intensify these winds to hurricane force winds (75+ mph) until the end of its next turn. At the centre of the storm is an eye with a radius of 80 feet, where none of the storm's effects are present. This storm lasts for up to 1 hour, but can be dismissed by the dragon as a free action.

Spell-Like Abilities
Very Young - Drench
Juvenile - Heightened Awareness
Adult - Detect Thoughts
Old - Find Fault
Ancient - True Seeing
Great Wyrm - Control Weather


ECOLOGY
Environment any
Organization solitary
Treasure triple

Eye dragons favour the depths of the oceans and the great expanse of the skies, where their tremendous field of view can be exploited to its fullest without pesky things like the ground getting in the way. They secret their hoards in dark undersea caves, safe from other prying eyes; their favoured prey are merchant ships, which leave behind bountiful wrecks when successfully sunk. Eye dragons with designs of reproducing will head to the surface and settle on a suitable deserted island to shed their protodragons-- in their base form, protodragons can't survive underwater, especially not at the depths that mature eye dragons prefer to inhabit. Often, older and more powerful eye dragons will summon up a storm during this time, in the hopes of catching some of their brood in a non-fatal bolt of lightning so that it too can become an eye dragon.



PHYSIOLOGY

A fully grown eye dragon is a primordial beast of the ocean. It has all the basic elements of a dragon: four legs, arranged in standard quadrupedal fashion (the front two of which can be used as arms for extended periods), two wings, and a long neck and tail. But from this base template the eye dragon diverges significantly. Rather than reptilian scales, the eye dragon's hide is more eel-like than anything. Transparent and rubbery, it is flexible, yet difficult to pierce with mundane weaponry. Though it technically reveals the entirety of the eye dragon's innards, most of its insides are rendered invisible by the second layer of the eye dragon's body: the thousands of eyes that it is named for.

These eyes are long and thin, their scaleras a pitch black that helps them swim undetected in the depths of the oceans where they make their homes. Their irises and pupils, also usually black, are virtually indistinguishable from the scalera that surround them until the eye dragon enters combat, at which point their irises will glow an electric blue. Though this has the appearance of "opening" the eye dragon's eyes, it is important to note that an eye dragon's eyes are actually permanently sealed beneath the its transparent hide, protecting the sensitive organs from both attack and the caustic brine of the oceans in which it lives.

An eye dragon's eyes are always open.

An eye dragon's forelimbs are notably much longer and thicker than its hind legs. Both sets of limbs are capped with pentalateral claws, with the forelimbs' claws being considerably more dexterous and prehensile, allowing the eye dragon to hold and manipulate objects with surprising dexterity. The eye dragon's tail, besides being covered in eyes much like the rest of the eye dragon's body, has no particularly interesting features. The undersides of the eye dragon's wings are interesting because they are the sole part of the eye dragon's exterior that is not covered in eyes-- instead, they are the same pale grey as the rest of the eye dragon's muscles, exposed by the transparency of the eye dragon's hide and the absence of eyes covering them.

Finally, the eye dragon's mouth is (like its claws) pentalateral, with five separate jaws that open and close in unison, like a flower filled with teeth. Its teeth are needle-sharp and needle-thin, and curved inwards to keep prey from escaping its bite. Its sensitive tongue can be withdrawn completely into its throat.


EYE DRAGON, WYRMLING (CR 5)
XP 1,600
LE small dragon (water)
Init +6; Senses dragon senses; Perception +15

OFFENSE
Speed 40 ft., swim 100 ft., fly 80ft. (average)
Melee bite +9 (1d6+1), 2 claws +8 (1d4+1)
Special Attacks breath weapon (20-ft. cone, DC 14, 2d8 electricity), ionize

DEFENSE
AC 18, touch 13, flatfooted 16 (+2 Dex, +5 natural, +1 size)
hp 45 (6d12 + 6)
Fort +6; Ref +7; Will +5
Immune electricity, paralysis, sleep
Defensive Abilities all-around vision

STATISTICS
Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
Base Atk +6; CMB +6; CMD 18 (22 vs. trip)
Feats Alertness, Improved Initiative, Skill Focus (Perception)
Skills Bluff +9, Fly +9, Intimidate +9, Knowledge (engineering) +9, Perception +15, Sense Motive +9, Stealth +15
Languages Draconic
SQ water breathing

SPECIAL ABILITIES
Water Breathing (Ex)
An eye dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Ionize (Su)
As a move action, an eye dragon can "prime" a single waterlogged target to make it easier to hit with its breath weapon. Until the start of the eye dragon's next turn, that target takes -10 to any Reflex save it makes against any eye dragon's breath weapon.

All-Around Vision (Ex)
An eye dragon is covered in functioning eyes, which see in all directions at once. It cannot be flanked.


EYE DRAGON, VERY YOUNG (CR 7)
XP 3,200
LE medium dragon (water)
Init +5; Senses dragon senses; Perception +21

OFFENSE
Speed 40 ft., swim 100 ft., fly 100ft. (average)
Melee bite +12 (1d8+4), 2 claws +11 (1d6+3), 2 wings +9 (1d4+1)
Special Attacks breath weapon (30-ft. cone, DC 16, 4d8 electricity), ionize
Spell-Like Abilities (CL 8th)
[/B]At will[/B] drench (DC 11)

DEFENSE
AC 19, touch 11, flatfooted 18 (+1 Dex, +8 natural, +1 size)
hp 68 (8d12 + 16)
Fort +8; Ref +7; Will +7
Immune electricity, paralysis, sleep
Defensive Abilities all-around vision

STATISTICS
Str 17, Dex 12, Con 15, Int 12, Wis 13, Cha 12
Base Atk +8; CMB +11; CMD 22 (26 vs. trip)
Feats Alertness, Improved Initiative, Multiattack, Skill Focus (Perception)
Skills Bluff +12, Fly +12, Intimidate +12, Knowledge (engineering) +12, Perception +21, Sense Motive +12, Stealth +12, Survival +12
Languages Common, Draconic
SQ water breathing


EYE DRAGON, YOUNG (CR 9)
XP 6,400
LE large dragon (water)
Init +5; Senses dragon senses; Perception +23

OFFENSE
Speed 40 ft., swim 200 ft., fly 120ft. (poor)
Melee bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 (1d6+2)
Special Attacks breath weapon (40-ft. cone, DC 16, 6d8 electricity), ionize
Spell-Like Abilities (CL 10th)
[/B]At will[/B] drench (DC 11)

DEFENSE
AC 21, touch 10, flatfooted 20 (+1 Dex, +11 natural, -1 size)
hp 95 (10d12 + 30)
Fort +10; Ref +8; Will +8
Immune electricity, paralysis, sleep
Defensive Abilities all-around vision

STATISTICS
Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
Base Atk +10; CMB +16; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Multiattack, Skill Focus (Perception)
Skills Bluff +14, Fly +8, Intimidate +14, Knowledge (engineering) +14, Perception +23, Sense Motive +14, Stealth +12, Survival +14
Languages Common, Draconic
SQ water breathing

SPECIAL ABILITIES
Focused Breath (Ex)
A young or older eye dragon is able to focus its breath weapon into a single concentrated line at will, making it affect a line-shaped rather than a cone-shaped area. Doing so causes the breath weapon to travel three times as far (so a 20ft. cone becomes a 60ft. line, etc.).


EYE DRAGON, JUVENILE (CR 10)
XP 9,600
LE large dragon (water)
Init +5; Senses dragon senses; Perception +26
Aura frightful presence (120 ft., DC 18)

OFFENSE
Speed 40 ft., swim 200 ft., fly 150ft. (poor)
Melee bite +18 (2d6+9), 2 claws +14 (1d8+6), 2 wings +15 (1d6+3), tail slap +15 (1d8+9)
Special Attacks breath weapon (40-ft. cone, DC 20, 8d8 electricity), ionize
Spell-Like Abilities (CL 12th)
At will drench (DC 12), heightened awareness
Spells Known (CL 1st; concentration +3)
1st (4/day) obscuring mist, true strike
0 (at will) detect magic, message, read magic, resistance

DEFENSE
AC 24, touch 10, flatfooted 23 (+1 Dex, +14 natural, -1 size)
hp 126 (12d12 + 48)
Fort +12; Ref +9; Will +10
Immune electricity, paralysis, sleep
Defensive Abilities all-around vision

STATISTICS
Str 23, Dex 12, Con 19, Int 14, Wis 15, Cha 14
Base Atk +12; CMB +19; CMD 30 (34 vs. trip)
Feats Alertness, Combat Casting, Flyby Attack, Improved Initiative, Multiattack, Skill Focus (Perception)
Skills Bluff +17, Fly +10, Intimidate +17, Knowledge (engineering) +17, Perception +26, Sense Motive +17, Stealth +12, Survival +17
Languages Aquan, Common, Draconic
SQ water breathing


EYE DRAGON, YOUNG ADULT (CR 12)
XP 19,200
LE huge dragon (water)
Init +4; Senses dragon senses; Perception +28
Aura frightful presence (150 ft., DC 19)

OFFENSE
Speed 40 ft., swim 200 ft., fly 150ft. (poor)
Melee bite +20 (2d8+10), 2 claws +19 (2d6+7), 2 wings +17 (1d8+3), tail slap +17 (2d6+10)
Space 15 ft.; Reach 10 ft. (15ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 21, 10d8 electricity), crush (Small creatures, DC 21, 2d8+10), ionize
Spell-Like Abilities (CL 14th)
At will drench (DC 12), heightened awareness
Spells Known (CL 3rd; concentration +5)
1st (6/day) hypnotism, obscuring mist, true strike
0 (at will) create water, detect magic, message, read magic, resistance

DEFENSE
AC 25, touch 8, flatfooted 25 (+17 natural, -2 size)
hp 147 (14d12 + 56)
Fort +13; Ref +9; Will +11
DR 5/magic; Immune electricity, paralysis, sleep; SR 23
Defensive Abilities all-around vision

STATISTICS
Str 25, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Base Atk +14; CMB +23; CMD 33 (37 vs. trip)
Feats Alertness, Combat Casting, Flyby Attack, Hover, Improved Initiative, Multiattack, Skill Focus (Perception)
Skills Bluff +19, Fly +9, Intimidate +19, Knowledge (engineering) +19, Perception +26, Sense Motive +19, Spellcraft +19, Stealth +9, Survival +19
Languages Aquan, Common, Draconic
SQ water breathing


EYE DRAGON, ADULT (CR 13)
XP 25,600
LE huge dragon (water)
Init +4; Senses dragon senses; Perception +31
Aura electricity (5 ft., 1d6 electricity), frightful presence (180 ft., DC 21)

OFFENSE
Speed 40 ft., swim 200 ft., fly 150ft. (poor)
Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 23, 12d8 electricity), crush (Small creatures, DC 21, 2d8+10), ionize
Spell-Like Abilities (CL 16th; concentration +18)
At will drench (DC 13), heightened awareness, detect thoughts (DC 15)
Spells Known (CL 5th; concentration +12)
2nd (5/day) invisibility, see invisibility
1st (7/day) alarm, hypnotism, obscuring mist, true strike
0 (at will) arcane mark, create water, detect magic, message, read magic, resistance

DEFENSE
AC 28, touch 8, flatfooted 28 (+20 natural, -2 size)
hp 184 (16d12 + 80)
Fort +15; Ref +10; Will +13
DR 5/magic; Immune electricity, paralysis, sleep; SR 24
Defensive Abilities all-around vision

STATISTICS
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
Feats Alertness, Combat Casting, Flyby Attack, Hover, Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration
Skills Bluff +22, Fly +11, Intimidate +22, Knowledge (engineering) +22, Perception +31, Sense Motive +22, Spellcraft +22, Stealth +11, Survival +22
Languages Aquan, Common, Draconic, Protean
SQ water breathing


EYE DRAGON, MATURE ADULT (CR 14)
XP 38,400
LE huge dragon (water)
Init +4; Senses dragon senses; Perception +33
Aura electricity (5 ft., 1d6 electricity), frightful presence (210 ft., DC 22)

OFFENSE
Speed 40 ft., swim 200 ft., fly 150ft. (poor)
Melee bite +26 (2d8+13), 2 claws +25 (2d6+9), 2 wings +23 (1d8+4), tail slap +23 (2d6+13)
Space 15 ft.; Reach 10 ft. (15ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 24, 14d8 electricity), crush (Small creatures, DC 24, 2d8+13), ionize
Spell-Like Abilities (CL 18th, concentration +21)
At will drench (DC 13), heightened awareness, detect thoughts (DC 15)
Spells Known (CL 7th; concentration +10)
3rd (5/day) cloak of winds, dispel magic
2nd (7/day) locate object, invisibility, see invisibility
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, message, read magic, resistance

DEFENSE
AC 31, touch 8, flatfooted 31 (+23 natural, -2 size)
hp 207 (18d12 + 80)
Fort +16; Ref +11; Will +14
DR 10/magic; Immune electricity, paralysis, sleep; SR 25
Defensive Abilities all-around vision

STATISTICS
Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Flyby Attack, Hover, Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration
Skills Bluff +24, Fly +13, Intimidate +24, Knowledge (nature) +24, Knowledge (engineering) +24, Perception +33, Sense Motive +24, Spellcraft +24, Stealth +13, Survival +24
Languages Aquan, Common, Draconic, Protean
SQ water breathing


EYE DRAGON, OLD (CR 16)
XP 76,800
LE gargantuan dragon (water)
Init +3; Senses dragon senses; Perception +36
Aura electricity (10 ft., 1d6 electricity), frightful presence (240 ft., DC 24)

OFFENSE
Speed 40 ft., swim 240 ft., fly 180ft. (clumsy)
Melee bite +27 (4d6+15/19-20), 2 claws +26 (2d8+10), 2 wings +24 (2d6+5), tail slap +24 (2d8+15)
Space 20 ft.; Reach 15 ft. (20ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 26, 16d8 electricity), crush (Medium creatures, DC 26, 4d6+15), instant transmission (DC 26), ionize, tail sweep (Small creatures, DC 26, 2d6+15)
Spell-Like Abilities (CL 20th, concentration +24)
At will drench (DC 14), find fault (DC 17), heightened awareness, detect thoughts (DC 16)
Spells Known (CL 9th; concentration +13)
4th (5/day) medusa's bane, scrying
3rd (7/day) cloak of winds, dispel magic, storm step
2nd (7/day) locate object, invisibility, obscure object, see invisibility
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, light, message, read magic, resistance

DEFENSE
AC 31, touch 5, flatfooted 31 (-1 Dex, +26 natural, -4 size)
hp 250 (20d12 + 120)
Fort +18; Ref +11; Will +16
DR 10/magic; Immune electricity, paralysis, sleep; SR 27
Defensive Abilities all-around vision

STATISTICS
Str 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18
Base Atk +20; CMB +34; CMD 43 (47 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration
Skills Bluff +27, Fly +8, Intimidate +27, Knowledge (arcana) +27, Knowledge (nature) +27, Knowledge (engineering) +27, Perception +36, Sense Motive +27, Spellcraft +27, Stealth +10, Survival +27
Languages Aquan, Auran, Common, Draconic, Protean
SQ water breathing

SPECIAL ABILITIES
Instant Transmission (Su)
For up to four rounds per day, an old eye dragon can enter a lightning state to greatly enhance its speed; while in this state, its fly and swim speeds are quadrupled. If an eye dragon collides with a living creature or object while in this state, the state is interrupted and the creature or object it collided with takes damage equal to the eye dragon's breath weapon (Fort save for half damage; DC is equal to the DC of the breath weapon).


EYE DRAGON, VERY OLD (CR 17)
XP 102,400
LE gargantuan dragon (water)
Init +3; Senses dragon senses; Perception +38
Aura electricity (10 ft., 1d6 electricity), frightful presence (270 ft., DC 25)

OFFENSE
Speed 40 ft., swim 240 ft., fly 180ft. (clumsy)
Melee bite +30 (4d6+16/19-20), 2 claws +29 (2d8+11), 2 wings +27 (2d6+5), tail slap +27 (2d8+16)
Space 20 ft.; Reach 15 ft. (20ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 27, 18d8 electricity), crush (Medium creatures, DC 27, 4d6+16), instant transmission (DC 27), ionize, tail sweep (Small creatures, DC 27, 2d6+16)
Spell-Like Abilities (CL 22nd, concentration +26)
At will drench (DC 14), find fault (DC 17), heightened awareness, detect thoughts (DC 16)
Spells Known (CL 11th; concentration +15)
5th (4/day) geyser, prying eyes
4th (7/day) detect scrying, medusa's bane, scrying
3rd (7/day) cloak of winds, dispel magic, storm step, suggestion
2nd (7/day) locate object, invisibility, obscure object, see invisibility
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, light, mage hand, message, read magic, resistance

DEFENSE
AC 34, touch 5, flatfooted 34 (-1 Dex, +29 natural, -4 size)
hp 275 (22d12 + 132)
Fort +19; Ref +12; Will +17
DR 15/magic; Immune electricity, paralysis, sleep; SR 28
Defensive Abilities all-around vision

STATISTICS
Str 33, Dex 8, Con 23, Int 18, Wis 19, Cha 18
Base Atk +22; CMB +37; CMD 46 (50 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Destructive Dispel, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration
Skills Bluff +29, Fly +10, Intimidate +29, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (engineering) +29, Perception +38, Sense Motive +29, Spellcraft +29, Stealth +12, Survival +29
Languages Aquan, Auran, Common, Draconic, Protean
SQ water breathing


EYE DRAGON, ANCIENT (CR 18)
XP 153,600
LE gargantuan dragon (water)
Init +3; Senses dragon senses; Perception +41
Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)

OFFENSE
Speed 40 ft., swim 240 ft., fly 180ft. (clumsy)
Melee bite +33 (4d6+18/19-20), 2 claws +32 (2d8+12), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)
Space 20 ft.; Reach 15 ft. (20ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 29, 20d8 electricity), crush (Medium creatures, DC 29, 4d6+16), instant transmission (DC 29), ionize, stormfall lance (DC 29), tail sweep (Small creatures, DC 29, 2d6+16)
Spell-Like Abilities (CL 24th, concentration +28)
At will detect thoughts (DC 17), drench (DC 15), find fault (DC 18), heightened awareness, true seeing (DC 21)
Spells Known (CL 13th; concentration +17)
6th (4/day) cruel jaunt, greater dispel magic
5th (7/day) geyser, prying eyes, wall of force
4th (7/day) detect scrying, medusa's bane, resilient sphere, scrying
3rd (7/day) cloak of winds, dispel magic, storm step, suggestion
2nd (7/day) locate object, invisibility, obscure object, see invisibility, twilight haze
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, light, mage hand, message, read magic, resistance

DEFENSE
AC 37, touch 5, flatfooted 37 (-1 Dex, +32 natural, -4 size)
hp 324 (24d12 + 168)
Fort +21; Ref +13; Will +19
DR 15/magic; Immune electricity, paralysis, sleep; SR 29
Defensive Abilities all-around vision

STATISTICS
Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Delayed Spell, Destructive Dispel, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration
Skills Bluff +32, Fly +10, Intimidate +32, Knowledge (arcana) +32, Knowledge (nature) +32, Knowledge (engineering) +32, Perception +41, Sense Motive +32, Spellcraft +32, Stealth +14, Survival +32
Languages Aquan, Auran, Common, Draconic, Infernal, Protean
SQ water breathing

SPECIAL ABILITIES
Stormfall Lance (Su)
An ancient eye dragon can focus its breath weapon to an even greater extent than their younger brethren. At will, they can choose to fire their breath weapon at a single target within 200 ft., dealing three times the damage to that target that their breath weapon usually does. If the target is Gargantuan or larger, this instead deals nine times the damage to that target.


EYE DRAGON, WYRM (CR 19)
XP 204,800
LE gargantuan dragon (water)
Init +2; Senses dragon senses; Perception +43
Aura electricity (10 ft., 2d6 electricity), frightful presence (330 ft., DC 28)

OFFENSE
Speed 40 ft., swim 240 ft., fly 180ft. (clumsy)
Melee bite +36 (4d6+19/19-20), 2 claws +35 (2d8+13), 2 wings +33 (2d6+6), tail slap +33 (2d8+19)
Space 20 ft.; Reach 15 ft. (20ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 30, 22d8 electricity), crush (Medium creatures, DC 30, 4d6+16), instant transmission (DC 30), ionize, stormfall lance (DC 30), tail sweep (Small creatures, DC 30, 2d6+16)
Spell-Like Abilities (CL 26th, concentration +31)
At will detect thoughts (DC 17), drench (DC 15), find fault (DC 18), heightened awareness, true seeing (DC 21)
Spells Known (CL 15th; concentration +20)
7th (4/day) project image, vortex
6th (7/day) cruel jaunt, greater break, greater dispel magic
5th (7/day) geyser, prying eyes, telekinesis, wall of force
4th (7/day) detect scrying, medusa's bane, resilient sphere, scrying
3rd (7/day) cloak of winds, dispel magic, storm step, suggestion
2nd (7/day) locate object, invisibility, obscure object, see invisibility, twilight haze
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, light, mage hand, message, read magic, resistance

DEFENSE
AC 39, touch 4, flatfooted 39 (-2 Dex, +35 natural, -4 size)
hp 351 (26d12 + 182)
Fort +22; Ref +13; Will +20
DR 20/magic; Immune electricity, paralysis, sleep; SR 30
Defensive Abilities all-around vision

STATISTICS
Str 37, Dex 6, Con 25, Int 20, Wis 21, Cha 20
Base Atk +26; CMB +43; CMD 51 (55 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Delayed Spell, Destructive Dispel, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Skill Focus (Perception), Uncanny Concentration, Vital Strike
Skills Bluff +34, Fly +13, Intimidate +34, Knowledge (arcana) +34, Knowledge (nature) +34, Knowledge (engineering) +34, Perception +43, Sense Motive +34, Spellcraft +34, Stealth +15, Survival +34
Languages Aquan, Auran, Common, Draconic, Infernal, Protean
SQ water breathing


EYE DRAGON, GREAT WYRM (CR 21)
XP 409,600
LE colossal dragon (water)
Init +2; Senses dragon senses; Perception +46
Aura electricity (10 ft., 2d6 electricity), frightful presence (360 ft., DC 30)

OFFENSE
Speed 40 ft., swim 240 ft., fly 200ft. (clumsy)
Melee bite +35 (4d8+21/19-20), 2 claws +34 (4d6+14), 2 wings +32 (2d8+7), tail slap +32 (4d6+21)
Space 30 ft.; Reach 20 ft. (30ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 32, 24d8 electricity), crush (Large creatures, DC 32, 4d8+21), instant transmission (DC 32), ionize, stormfall lance (DC 32), tail sweep (Medium creatures, DC 32 half, 4d8+21)
Spell-Like Abilities (CL 28th, concentration +34)
At will control weather, detect thoughts (DC 17), drench (DC 15), find fault (DC 18), heightened awareness, true seeing (DC 21)
Spells Known (CL 17th; concentration +23)
8th (4/day) mind blank, seamantle
7th (6/day) prismatic spray, project image, vortex
6th (7/day) cruel jaunt, greater break, greater dispel magic
5th (7/day) geyser, prying eyes, telekinesis, wall of force
4th (7/day) detect scrying, medusa's bane, resilient sphere, scrying
3rd (7/day) cloak of winds, dispel magic, storm step, suggestion
2nd (7/day) locate object, invisibility, obscure object, see invisibility, twilight haze
1st (7/day) alarm, hypnotism, illusion of calm, obscuring mist, true strike
0 (at will) arcane mark, bleed, create water, detect magic, light, mage hand, message, read magic, resistance

DEFENSE
AC 38, touch 0, flatfooted 38 (-2 Dex, +38 natural, -8 size)
hp 406 (28d12 + 224)
Fort +24; Ref +14; Will +22
DR 20/magic; Immune electricity, paralysis, sleep; SR 32
Defensive Abilities all-around vision

STATISTICS
Str 39, Dex 6, Con 27, Int 22, Wis 23, Cha 22
Base Atk +28; CMB +50; CMD 58 (62 vs. trip)
Feats Alertness, Aquatic Spell, Combat Casting, Delayed Spell, Destructive Dispel, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Skill Focus (Perception), Uncanny Concentration, Vital Strike
Skills Bluff +37, Diplomacy +37, Fly +13, Intimidate +37, Knowledge (arcana) +37, Knowledge (nature) +37, Knowledge (engineering) +37, Perception +46, Sense Motive +37, Spellcraft +37, Stealth +13, Survival +37
Languages Aquan, Auran, Common, Draconic, Infernal, Protean
SQ water breathing

SPECIAL ABILITIES
Thunderstorm (Su)
As a standard action, a great wyrm eye dragon can create a storm centered on itself with a radius of 1,600 feet. The storm consists of windstorm-level winds (51+ mph) by default, and while the storm persists the dragon can spend its move action at will to intensify these winds to hurricane force winds (75+ mph) until the end of its next turn. At the centre of the storm is an eye with a radius of 80 feet, where none of the storm's effects are present. This storm lasts for up to 1 hour, but can be dismissed by the dragon as a free action.

AlexanderML
2020-01-04, 05:09 PM
The ongoing work on the Fae. (https://docs.google.com/document/d/1SsXbsiabegVUHyAO_dEni-Q_P7iG9d2XX4WJfsy3sig/edit?usp=sharing)

Currently need to give a few examples of adult fae.

Powerhouse
2020-01-05, 04:33 AM
The first and oldest of the celestial objects that orbit the First World, the Bleeding Crown is a twisted mass of rock and dirt in the rough shape of a circlet of thorns that encircles the First World completely, hanging just above its atmosphere. It rotates around the First World perpendicularly to the First World's own spinning, such that every point on the surface of the First World (bar the world's two poles) will pass beneath the Bleeding Crown every dusk and every dawn.

Its ecosystem is, in a word, alien. Life here arises from a thick, red blood that pulses deep beneath the Crown's surface; on exposure to air, it mutates into new lifeforms. Though all of these plants and animals and fungi are viable in the clinical sense of being able to survive without choking on their own lungs or something, very few survive their first day in reality, wiped out instantly by something that has many more years of evolutionary fine-tuning behind it.

The soil is a ruddy reddish-brown, fertile but in most places riddled with toxins emitted by the most aggressive plants that have taken root. The vents from which most of the Crown's blood flows are the regions most hotly contested by the native organisms; the flimsy newborn creatures that the Crown produces are easy meat for anything strong enough to claim them and savage enough to devour them. Their constant infighting is the only thing that creates windows for new life to escape from the vents at all, and even then those that are too slow are inevitably caught up to by the winners.

The Bleeding Crown has a thick atmosphere, though it does not extend as far from its surface as the atmosphere of the First World does; in fact, it's so short that many of the Crown's rocky outcroppings extend out of the atmosphere entirely. Occasionally, a spurt of blood from one of the Crown's larger vents is expelled so forcefully that it breaches the atmosphere too; in this case, it often falls down to the world below, releasing new life in somewhat more peaceful conditions... if it's able to survive the fall.





The name given to both the great black volcano Sutela birthed in the south of Osea, and the blackened lands immediately surrounding it. Covered in a perpetual shroud of black smog and ash, Sutela's Fang is highly inhospitable to the natives of the forest that surrounds it-- but that's not to say that it's lifeless. In fact, the Fang is home to a wide array of hardy, resilient creatures adapted specifically to deal with the Fang's harsh conditions.

Sutelan flytraps - rather than sunlight, which is largely blocked off by the giant cloud of ash that covers the sky here, these small plants get their energy from the geothermal power Sutela has unleashed. Their nutrients are derived from small insects that they lure in and consume whole.

Geothermic grass - though geothermal energy is incapable of supporting larger trees and bushes, minor shrubs and grasses can survive just fine. This grass in particular is heat-resistant, allowing it to grow quite close to divots through which lava often runs-- and allowing it to extract the most heat possible whenever this happens. It is a very pale green in coloration, though some darker strands have begun to take root as herbivores grow more numerous in this place. Unlike flytraps, growing so close to the volcano itself allows these plants to source their nutrients from the Fang's fertile ash directly, eliminating the need to "hunt" for alternate sources.

Ash vultures - great black birds with naked heads that make their nests in the craggy heights of Sutela's Fang proper. Unlike most animals, they are quite happy breathing in the midst of the Fang's choking ash, and have even learned to use it as a form of camouflage-- though these vultures prefer picking at corpses, they are capable of swooping out of the smog at live animals. There are even cases of ash vultures retreating to Sutela's Fang in order to avoid young bone dragons.

Blood salamanders - literally born of Crown blood and the Fang's lava mingling together, these fearsome beasts roam freely over the mountainside and through its many caves, untroubled by the arid environment and the constant risk of a minor eruption.

Black goats - covered, as their name suggests, in a coat of heat-resistant and flame-retardant black wool, these small goats live in small herds in the mountainous heights of Sutela's Fang, grazing on the pale geothermic grass that grows there. They are surprisingly nimble, despite their gormless appearance, and like most goats are willing to eat basically anything.


BLOOD SALAMANDER (CR 8)
XP 4,800
CE medium magical beast (fire)
Init +1; Senses blindsense 60 ft.; Perception +8
Aura fire (10ft., 1d6)

OFFENSE
Speed 30 ft., swim 30 ft. (magma and lava), burrow 20 ft.
Melee bite +17 (2d6+8), 2 claws +16 (1d8+8)
Special Attacks breath weapon (20-ft. cone, DC 22, 4d6 fire), blood splinter (DC 22), pyroclastic furor
DEFENSE
AC 20, touch 11, flatfooted 19 (+1 Dex, +9 natural)
hp 95 (10d10 + 40)
Fort +7; Ref +12; Will +3
Immune fire
Weaknesses vulnerability to cold

STATISTICS
Str 26, Dex 12, Con 19, Int 2, Wis 11, Cha 10
Base Atk +10; CMB +18; CMD 29 (33 vs. trip)
Feats Ability Focus (breath weapon), Cleave, Power Attack, Skill Focus (swim), Weapon Focus (bite)
Skills intimidate +5, perception +8, swim +11
SQ lava breathing

SPECIAL ABILITIES
Lava Breathing (Ex)
A blood salamander can breathe and act freely while submerged in lava, and use its swim speed and skill to move through lava.

Blood Splinter (Su)
Immediately after attacking creatures with its natural weapons, a blood salamander can choose to rupture the bodies of those creatures as a swift action. This ability affects any creature that the blood salamander has successfully attacked in the same round, and deals 2d6 fire damage (Fort. save for half damage) to them each. This ability does not work on creatures that do not bleed.

Pyroclastic Furor (Ex)
A blood salamander gets +8 bonus to hit on the first attack it makes against a creature, on any round it makes a move action that takes it out of lava or magma.

ECOLOGY
Environment volcanic regions
Organization solitary or pair
Treasure standard

Blood salamanders are native to the craggy, vegetation-poor region surrounding Sutela's Fang, an enormous volcano in the south of Osea. They are primarily carnivores, feeding on fellow denizens of Sutela's Fang, but can subsist on foliage for extended periods in times when prey is scarce. Their ability to dive into and swim through lava as if it were mere water makes them impressive ambush predators, especially against other lava-resistant creatures that use lava as a way to deter other predators from attacking them.

Omoikane13
2020-01-06, 06:46 PM
Race: The Sine

The Sine, created by the deity Caudex, are not native to the First World, instead originating in the laboratory of their god. Humanoid, they have an extra arm joint, with six digits on each limb. The Sine also lack faces, instead having a miasma of darkness occupying the front half of their head. This miasma functions as a sensory apparatus, covering most conventional sense, lacking only with regards to speech. This darkness is covered with a fast growing mask of bone, marks upon which are indicative of various things depending on society.

Speech being difficult for the Sine, solutions were sought. One was found in the crandlit. A small, telepathic crab-like creature, crandlit can be used as a translation aid and speaking device for when other races struggle to deal with the Sine's mix of communications styles. Use of a crandlit makes it easy for Sine to speak, and eliminates the need for any signing.

Sine tend towards rules and hierarchies, but are not particularly subservient. They simply prefer when things are structured, both for social and work purposes. They also tend towards particular jobs as an individual, though will often be highly ambitious in their field. This leads them to seem inflexible, but they prefer to think of it as dedicated and specialised. This desire for structure leads to them forming large social groups for various purposes. One could see a large family living together, a farming collective, a noble court, and more.

The Sine despise being alone, as this deprives them of any point of reference when it comes to social structure. This mental itch can be mitigated by even the presence of one more individual, and so Sine tend to not travel or exist in less than pairs, not being adverse to adventuring parties. Sine are perfectly happy to exist in unfamiliar or mixed societies, as long as they can find and inhabit a structural niche in some way. When left alone, they will find themselves trying to arrange their surroundings in an orderly way, to sort their owned items, and similar structured habits.

The Sine are most typically found in the Rime Empire, living with their Snow Elf cousins. While there is some friction - the Snow Elves are a little more lax on the rules and a little more hungry for power - they get along surprisingly well, especially in the meritocratic society of the Empire. Sine and Snow Elves working together will often find their desires meshing quite well, and any difficulties will usually arrive on the personal level, with Sine needing to loosen up and Snow Elves needing to play nice.


Ability Score Modifiers: Sine are whip-smart, but are inscrutable to most outsiders, even to some of their own people. Their extra joint and extra digits also lead them to be somewhat more physically flexible than most. They gain +2 Intelligence, +2 Dexterity, and -2 Charisma.
Size: Sine are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Sine are Aberrations, with the Sine subtype.
Base Speed: Sine have a base speed of 30 feet.
Languages: Sine begin play speaking their racial language, Sine. This is difficult to learn for non-Sine races. Sine with high Intelligence scores can choose from Common, Infernal, Elven, Abyssal, and Aquan, though speaking these is partly vocal and partly signed.

––––––––––––––––––––––––
DEFENSE RACIAL TRAITS
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Spell Resistance, Greater: Woven with magic, and built to work with it, the Sine were granted a natural defence to it. You gain spell resistance of 11 + your character level.
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MAGICAL RACIAL TRAITS
–––––––––––––––––––––––––
Caudicean Sight: Borne of an inherently magical deity, the Sine have been left with the faintest smudge of that magical power, manifested in their bizarre sight. You may use detect magic as a constant spell-like ability, with a caster level equal to the user’s character level.
–––––––––––––––––––––––
SENSES RACIAL TRAITS
–––––––––––––––––––––––
Sine have Darkvision out to 60ft.
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SINE BIRTHRIGHTS
–––––––––––––––––––––––
All Sine are born to a birthright. It’s just how they function. They don’t dislike it, and it’s a key part of their society and existence. They are driven to follow their natural talents, and will typically find themselves better at what they seek. It is incredibly difficult to change path – and most Sine will never wish to do so – and supposed to only be possible with deific intervention.
All Sine choose one of the following packages, and gain the traits associated with it.

Farmer:

Born for the Fields: You gain a +2 racial bonus on Profession (Farmer) and Handle Animal checks, and they are always class skills for you.
Farmer's Proficiencies: You are always considered proficient with the scythe and the handaxe.
Rugged: You gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Warrior:

Born to Fight: You are proficient with two weapon groups of your choice.
Refined Bone Plates: You gain a +1 natural armour bonus to your Armour Class.
Adjusted Balance: You gain a +4 racial bonus to your CMD against trip and bull rush attempts while standing on the ground.

Scholar:

Born to Learn:You gain a +2 racial bonus to Knowledge (Local) and one other Knowledge skill, and those skills are always class skills for you.
Devoted to Knowledge: You may make a Knowledge check to identify an enemy once per combat. If you succeed on a DC 15 + the creature's CR, you gain +1 to attack and damage rolls against it for the rest of that combat.
Mental Strength:You gain a +3 racial bonus on saving throws against mind-affecting effects.

Priest:

Born to Preach: You gain a +2 racial bonus to Knowledge (Religion) and Heal checks, and these are always class skills for you.
Shepherd to Beyond: You gain deathwatch as a constant spell-like ability.
Clerical Wits: you gain a +4 racial bonus to Bluff when attempting to deceive or lie to someone.

Builder:

Born to Build: You gain a +2 racial bonus to one Craft or Profession skill of your choice.
Empowered Workings:Once per day, as if using the spell stone shape, you may form stone, wood, or earth into any shape that suits your purposes. You may effect up to 10 cubic feet, plus 1 cubic foot per character level.
What is Made can be Unmade:You gain a +2 racial bonus on Strength checks to break objects, and a +2 racial bonus on combat manoeuvre checks to sunder.

Merchant:

Born to Sell: You gain a +2 racial bonus to Bluff and Appraise checks, and they are always class skills for you.
Under the Table: You gain a 5% discount when buying goods from merchants whose attitude is helpful towards you.
Eye for Product: You take half the time to search a creature, container, or room for goods. You gain a +5 to Perception checks to search for goods on a creature, or in a room or container.

Artist:

Born to Create: You gain a +2 racial bonus to one Craft or Perform skill of your choice.
Bolt of Inspiration: Once per day, you may cast crafter’s fortune as a spell like ability, with a caster level equal to your character level.
Knowledgeable in the Medium: As long as you have ranks in a Craft skill that could create an item, you gain a +4 bonus to Appraise when used on that item.

Diplomat:

Born to Socialise: You gain a +2 racial bonus to Linguistics and Diplomacy checks, and they are always class skills for you.
Freed Tongue: You suffer none of the usual difficulties with speech that other Sine do, and do not require crandlit usage to speak as most do. In addition, you begin fluent in Common and two other languages of your choice.
Emissary: Once per day, you may roll twice when making a Diplomacy or Knowledge (Local) check and take the better result.

Hunter:

Born to Hunt: You gain a +2 racial bonus to Survival and Stealth checks, and they are always class skills for you.
Shadow Blending: You reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Eagle Sight: Your Darkvision radius is increased by 20 feet.

Mage:

Born of Magic: You gain a +2 racial bonus to Spellcraft and Knowledge (Arcana) checks, and they are always class skills for you.
Inherent Talents: You gain a +1 bonus to the DC of language-dependant spells you cast or spells that create glyphs, symbols, or other magical writing. You also gain a +2 racial bonus on saving throws against such spells. If your Intelligence is 11 or higher, you may cast the following spells once per day each, at a caster level equal to your character level: arcane mark, comprehend languages, message, read magic
Crystalized Caudicean Sight: You gain a +2 racial bonus to saving throws against illusion spells or effects.

Explorer:

Born to Roam: You gain a +2 racial bonus to Survival and Knowledge (Geography) checks, and they are always class skills for you.
No Mountain too High: You gain a Climb speed of 20 feet, and gain the +8 racial bonus to Climb checks this typically grants.
Natural Familiarity: Choose a Ranger favoured terrain type. You may move through natural difficult terrain at your normal speed while within the chosen terrain.

Craftsman:

Born for Tools: You gain a +2 racial bonus to one Craft or Profession skill of your choice.
Crafter's Gift: You gain one Item Creation feat of your choice as a bonus feat at 1st level.
Materialistic: You gain a +2 racial bonus on Craft or Profession checks with one of the following materials: metal, stone, wood, leather, or plants.

ezekielraiden
2020-01-10, 03:42 AM
Dragonborn race mechanics.

Dragonborn
Standard Racial Traits
Ability Score Modifiers: Dragonborn characters gain +2 to their Strength and Charisma scores, reflecting the valor and leadership qualities granted to them.
Type: Dragonborn are humanoid creatures with the reptilian subtype.
Size: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Dragonborn have a base speed of 30 feet.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose extra languages from the following: Abyssal, Celestial, Dwarven, Elven, Goblin, Infernal, Orc. See the Linguistics skill page for more information about these languages.
Luck Dragons: The whims of chance seem to favor dragonborn, as they receive a +1 racial bonus on all saving throws.
Breath Weapon: Dragonborn, created from star-stuff and dragons, have a minor breath weapon. At character creation, a dragonborn must select cold, electricity, acid, sonic, or fire as their breath weapon’s damage type. This choice is permanent. Once per day, the dragonborn can make a supernatural breath attack in a 15' cone, dealing 1d6 points of damage of the chosen damage type to each enemy that fails a Reflex save (DC 10 + the dragonborn's Constitution modifier + half the dragonborn's hit dice). Targets that succeed on the save take no damage.
Proud History: Dragonborn receive a +2 racial bonus on Knowledge (History) checks, and Knowledge (History) is always a class skill for them.
Dragon Blood: Dragonborn count as both dragons and humanoids for any effect related to race, whether positive or negative.
Bonus Feat: Dragonborn select one extra feat at 1st level, though they must still meet any prerequisites for that feat.

Core Classes
Barbarian: Increase the barbarian’s total number of rage rounds per day by 1.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
Druid: Add a +¼ luck bonus on the saving throws of the druid’s animal companion. If instead the druid's nature bond provides a domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier, the druid adds +½ to the number of uses per day of that power.
Fighter: When you confirm a critical hit, add +1 damage of the same type as your dragon breath to the confirmed critical hit.
Monk: Add +¼ point to the monk‘s ki pool.
Paladin: Add +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Ranger: Add DR 1/mythril to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/mythril increases by +½ (maximum DR 10/mythril). If the ranger ever replaces his animal companion, the new companion gains this DR.
Rogue: Gain +1/6 of a new rogue talent.
Sorcerer: Add +1/5 to the sorcerer’s caster level when casting spells with the good or light descriptor.
Wizard: Add +1/5 luck bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with that provided by Spell Penetration and Greater Spell Penetration.
Base Classes
Alchemist: The alchemist gains +1/6 of a new discovery.
Cavalier: Add +¼ to the cavalier’s banner bonus.
Gunslinger (Bolt Ace only): Add +¼ point to the gunslinger’s grit points.
Inquisitor: Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Magus: Add +¼ point to the magus’ arcane pool.
Omdar/Omdura: Add +1/3 to the number of minutes the omdura can use their invocation feature.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Shifter: Add 1/4 to the number of minutes the shifter can assume her minor form each day.
Vampire Hunter: Add +¼ to the number of minutes per day the vampire hunter can maintain vampiric focus. Only a whole number of minutes counts for this bonus (meaning if this bonus were taken seven times, it would only provide +1 minute).
Vigilante: Gain 1/6 of a new social talent.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.
Alternate Classes
Antipaladin: Add +1 foot to the size of all the antipaladin’s aura class features. This option has no effect unless the antipaladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Ninja: Gain +1/6 of a new ninja talent.
Samurai: Add +¼ to the samurai’s banner bonus.
Hybrid Classes
Arcanist: Gain +1/6 of a new exploit.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: +1/2 to the number of daily uses of Martial Flexibility. This bonus only adds whole numbers of uses, meaning you gain 1 extra use for every two Brawler levels providing this bonus.
Hunter: Add DR 1/mythril to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/mythril increases by +½ (maximum DR 10/mythril). If the ranger ever replaces his animal companion, the new companion gains this DR.
Investigator: Increase the total number of points in the investigator’s inspiration pool by ⅓.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Increase the skald’s total number of raging song rounds per day by 1.
Slayer: Gain +1/6 of a new slayer talent.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Warpriest: Gain 1/6 of a new bonus combat feat.
Unchained Classes

Unchained Barbarian: Increase the barbarian’s total number of rage rounds per day by 1.
Unchained Monk: Add +¼ point to the monk‘s ki pool.
Unchained Rogue: Gain +1/6 of a new rogue talent.
Unchained Summoner: Add +¼ to the eidolon’s evolution pool.




Dragonborn Culture: Yuxia (the Yuxian Alliance)
Yuxia is formally a loose alliance of many different countries, but of them, five are by far the largest and most influential. They form a loose circle of islands around the central island, which has a few small city-states, and a significant portion of neutral territory given over to Arkhos' main temples and other such things. The five great nations are:

Ku'epiko, to the east, land of sapphire lakes and inland seas, where education and magic reign supreme. Intellectuals debate all manner of subjects and plumb arcane mysteries from their beautiful coralline towers.
Thykos, to the south, land of vast plains and hot sun. It becomes arid or even desert in the deep south. Holy kings and reigning archibishops see to both human flocks and animal herds, and few are of like devotion to Arkhos.
Ajanu, to the west, land of thick tropical forest and wandering rivers. A spiritual and traditional people, ruled by sages and elders who teach each generation to follow them.
Korekana, northwestern land of rugged mountains and hardy creatures. Though somewhat ornery, the people are warm and welcoming to those who earn their trust, and elected chiefs ensure every clan member's voice is heard.
Vesuna, to the northeast, land of cold valleys and misty moors. Insular and proud, but ever willing to learn from others; nobility and elected representatives cooperate to best employ their available resources and talent.
Ku'epiko and Thykos share the south/southeastern island. Ajanu and Korekana share the western/northwestern island. Vesuna is effectively by itself on the northeastern island.

The dragonborn are a serious but gregarious people overall. Outsiders sometimes find them difficult to read.
(More to come)

Powerhouse
2020-01-28, 04:52 PM
CARRION DRAGONS


Stench (Ex)
A carrion dragon gives off a terrible scent. Creatures that venture within 30 ft. of the dragon must make a Fortitude save to avoid being sickened for several rounds. Creatures that successfully make this save cannot be affected by this ability for 24 hours.

Corpselike Immunities (Ex)
A carrion dragon is immune to poison and immune to all negative energy effects.

Sound Imitation (Ex)
A very young carrion dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

Edict of Sin (Su)
A young adult carrion dragon can channel negative energy as if it were an evil cleric of a level equal to its hit die. This ability causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the carrion dragon, and either heals the undead or damages the living. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two hit die beyond the first that the dragon possesses. Creatures that would take damage from the channeled energy receive a Will save to halve the damage, equal to 10 + 1/2 the dragon's hit die + the dragon's Charisma modifier. A carrion dragon may use this ability a number of times per day equal to 3 + its Charisma modifier. It can choose whether or not to include itself in this effect. A carrion dragon does not require a holy symbol in order to use this ability.

Foul Mist (Su)
In place of its usual breath weapon, an adult carrion dragon can exhale a mist of deathly energy that animates corpses in the radius. Corpses affected are raised as zombies or skeletons, as if by animate dead, and count towards the same limit of 4HD of undead controlled per effective caster level.

Unholy Beacon (Su)
The mere presence of an old carrion dragon slowly begins to attract undead from near and far: after an old carrion dragon has inhabited a lair for twenty years, unintelligent undead within a radius of 1,200 feet of the carrion dragon's lair are drawn to its location, using any means possible to reach it. This radius extends by 1,200 feet for every twenty years remains in the same location, up to a maximum of 24,000 feet. Undead attracted to the carrion dragon by this effect will remain placid in the carrion dragon's presence, neither attacking it (unless provoked) nor obeying commands it gives (unless the dragon uses some method of commanding undead).

Master Necromancer (Su)
An ancient carrion dragon can take control of any necromantic spell cast from a source within 20 feet per age category of the dragon as a reaction. This causes the hijacked spell to behave as if the carrion dragon had cast it. Among other things, this means that the carrion dragon can make all decisions that the caster would ordinarily be allowed to make, including the spell's targets; if the spell has several effects that the caster can choose between, which of the effects it will have; and, perhaps most importantly, if the spell summons or creates additional creatures of any kind, they become loyal to the carrion dragon rather than the original caster of the spell. This ability can be used on necromantic spells cast by sources that the carrion dragon was previously unaware of.

Create Shadows (Sp)
At will, a great wyrm carrion dragon can create fearsome shadows with its power to reanimate the dead. This ability functions identically to the spell create greater undead, but only can be used to create shadows.



ECOLOGY
Environment underground caverns
Organization solitary
Treasure triple

Carrion dragons reside deep underground in sprawling caverns, making no distinction between naturally-formed caves and ones they have hollowed out themselves. They rarely venture up to the surface world during the day, instead preferring to hunt under the cover of darkness.

(More to be added later.)




CARRION DRAGON, WYRMLING (CR 3)
XP 800
LE tiny dragon (earth)
Init +3; Senses dragon senses; Perception +9
Aura stench (DC 13, 3 rounds)

OFFENSE
Speed 60 ft., burrow 20 ft., fly 100ft. (average)
Melee bite +6 (1d4), 2 claws +6 (1d3)
Special Attacks breath weapon (15-ft. cone, DC 13, 2d6 negative energy)

DEFENSE
AC 18, touch 15, flatfooted 15 (+3 Dex, +3 natural, +2 size)
hp 30 (4d12 + 4)
Fort +5; Ref +7; Will +4
Immune poison, paralysis, sleep
Defensive Abilities Corpselike Immunities

STATISTICS
Str 11, Dex 16, Con 13, Int 8, Wis 11, Cha 11
Base Atk +4; CMB +5; CMD 15 (19 vs. trip)
Feats Deceitful, Skill Focus (Stealth)
Skills Bluff +9, Disguise +6, Climb +15, Fly +14, Intimidate +6, Perception +6, Stealth +21; Racial Modifiers +8 Climb
Languages Draconic

SPECIAL ABILITIES
Stench (Ex)
A carrion dragon gives off a terrible scent. Creatures that venture within 30 ft. of the dragon must make a Fortitude save to avoid being sickened for three rounds. Creatures that successfully make this save cannot be affected by this ability for 24 hours.

Corpselike Immunities (Ex)
A carrion dragon is immune to poison and immune to all negative energy effects.

CARRION DRAGON, VERY YOUNG (CR 5)
XP 1,600
LE small dragon (earth)
Init +6; Senses dragon senses; Perception +12
Aura stench (DC 15, 3 rounds)

OFFENSE
Speed 60 ft., burrow 20 ft., fly 150ft. (average)
Melee bite +9 (1d6+3), 2 claws +9 (1d4+2)
Special Attacks breath weapon (20-ft. cone, DC 15, 4d6 negative energy)

DEFENSE
AC 19, touch 13, flatfooted 17 (+2 Dex, +6 natural, +1 size)
hp 51 (6d12 + 12)
Fort +7; Ref +7; Will +6
Immune poison, paralysis, sleep
Defensive Abilities Corpselike Immunities

STATISTICS
Str 15, Dex 14, Con 15, Int 10, Wis 13, Cha 13
Base Atk +6; CMB +7; CMD 19 (23 vs. trip)
Feats Combat Expertise, Deceitful, Skill Focus (Stealth)
Skills Bluff +12, Disguise +9, Climb +19, Fly +13, Intimidate +9, Perception +10, Sleight of Hand +6, Stealth +18; Racial Modifiers +8 Climb
Languages Draconic
SQ sound imitation

SPECIAL ABILITIES
Sound Imitation (Ex)
A very young carrion dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

CARRION DRAGON, YOUNG (CR 7)
XP 3,200
LE medium dragon (earth)
Init +6; Senses dragon senses; Perception +14
Aura stench (DC 17, 4 rounds)

OFFENSE
Speed 60 ft., burrow 20 ft., fly 150ft. (average)
Melee bite +13 (1d8+6), 2 claws +12 (1d6+4)
Special Attacks breath weapon (30-ft. cone, DC 17, 6d6 negative energy)
Spell-Like Abilities (CL 10th)
At will expeditious excavation (DC 12)

DEFENSE
AC 21, touch 12, flatfooted 19 (+2 Dex, +9 natural)
hp 76 (8d12 + 24)
Fort +9; Ref +8; Will +7
Immune poison, paralysis, sleep
Defensive Abilities Corpselike Immunities

STATISTICS
Str 19, Dex 14, Con 17, Int 10, Wis 13, Cha 13
Base Atk +8; CMB +12; CMD 24 (28 vs. trip)
Feats Combat Expertise, Deceitful, Skill Focus (Stealth), Weapon Focus (bite)
Skills Bluff +12, Disguise +11, Climb +23, Fly +13, Intimidate +11, Perception +14, Sleight of Hand +8, Stealth +16; Racial Modifiers +8 Climb
Languages Draconic
SQ sound imitation

SPECIAL ABILITIES
Expeditious Excavation (Sp)
A young black dragon can cast expeditious excavation as a spell-like ability at will.

CARRION DRAGON, JUVENILE (CR 8)
XP 4,800
LE medium dragon (earth)
Init +6; Senses dragon senses; Perception +19
Aura stench (DC 19, 4 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 150ft. (average)
Melee bite +16 (1d8+7), 2 claws +15 (1d6+5), 2 wings +10 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (30-ft. cone, DC 20, 8d6 negative energy)
Spell-Like Abilities (CL 10th)
At will expeditious excavation (DC 13)

DEFENSE
AC 24, touch 12, flatfooted 22 (+2 Dex, +12 natural)
hp 105 (10d12 + 40)
Fort +11; Ref +9; Will +9
Immune poison, paralysis, sleep
Defensive Abilities Corpselike Immunities

STATISTICS
Str 21, Dex 14, Con 19, Int 12, Wis 15, Cha 14
Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
Feats Combat Expertise, Deceitful, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
Skills Bluff +14, Disguise +14, Climb +26, Fly +15, Intimidate +14, Perception +19, Sleight of Hand +11, Stealth +21; Racial Modifiers +8 Climb
Languages Draconic, Undercommon
SQ sound imitation

CARRION DRAGON, YOUNG ADULT (CR 10)
XP 9,600
LE large dragon (earth)
Init +5; Senses dragon senses; Perception +21
Aura stench (DC 20, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +18 (2d6+9), 2 claws +17 (1d8+6), 2 wings +12 (1d6+3), tail slap +12 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 21, 10d6 negative energy), edict of sin (DC 18, 5/day)
Spell-Like Abilities (CL 12th)
At will expeditious excavation (DC 13)

Spells Known (CL 1st)
1st (4/day) alarm, obscuring mist
0 (at will) detect magic, ghost sound, read magic, resistance

DEFENSE
AC 25, touch 10, flatfooted 24 (+1 Dex, +15 natural, -1 size)
hp 126 (12d12 + 48)
Fort +12; Ref +9; Will +10
DR 5/magic; Immune poison, paralysis, sleep; SR 21
Defensive Abilities Corpselike Immunities

STATISTICS
Str 23, Dex 12, Con 19, Int 12, Wis 15, Cha 14
Base Atk +12; CMB +19; CMD 30 (34 vs. trip)
Feats Combat Expertise, Deceitful, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +16, Disguise +16, Climb +29, Fly +15, Intimidate +16, Perception +21, Sleight of Hand +13, Stealth +18; Racial Modifiers +8 Climb
Languages Draconic, Undercommon
SQ sound imitation

SPECIAL ABILITIES
Edict of Sin (Su)
A young adult carrion dragon can channel negative energy as if it were an evil cleric of a level equal to its hit die. This ability causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the carrion dragon, and either heals the undead or damages the living. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two hit die beyond the first that the dragon possesses. Creatures that would take damage from the channeled energy receive a Will save to halve the damage. A carrion dragon does not require a holy symbol in order to use this ability.

CARRION DRAGON, ADULT (CR 11)
XP 12,800
LE large dragon (earth)
Init +5; Senses dragon senses; Perception +24
Aura frightful presence (180 ft., DC 20), stench (DC 22, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +21 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15 (1d6+3), tail slap +15 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 22, 12d6 negative energy), edict of sin (DC 20, 6/day), foul mist (40-ft. cone)
Spell-Like Abilities (CL 14th)
At will expeditious excavation (DC 14)

Spells Known (CL 3rd)
1st (6/day) alarm, disguise self, obscuring mist
0 (at will) dancing lights, detect magic, ghost sound, read magic, resistance

DEFENSE
AC 28, touch 10, flatfooted 27 (+1 Dex, +18 natural, -1 size)
hp 161 (14d12 + 70)
Fort +14; Ref +10; Will +12
DR 5/magic; Immune poison, paralysis, sleep; SR 22
Defensive Abilities Corpselike Immunities

STATISTICS
Str 25, Dex 12, Con 21, Int 14, Wis 17, Cha 16
Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
Feats Combat Expertise, Deceitful, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +19, Disguise +19, Climb +32, Fly +15, Intimidate +19, Perception +24, Sleight of Hand +16, Spellcraft +19, Stealth +20; Racial Modifiers +8 Climb
Languages Common, Draconic, Undercommon
SQ sound imitation

SPECIAL ABILITIES
Foul Mist (Su)
In place of its usual breath weapon, an adult carrion dragon can exhale a mist of deathly energy that animates corpses in its area of effect. Corpses affected are raised as zombies or skeletons, as if by animate dead, and count towards the same limit of 4HD of undead controlled per effective caster level.

CARRION DRAGON, MATURE ADULT (CR 12)
XP 19,200
LE large dragon (earth)
Init +5; Senses dragon senses; Perception +26
Aura frightful presence (210 ft., DC 21), stench (DC 23, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +24 (2d6+12), 2 claws +23 (1d8+8), 2 wings +18 (1d6+4), tail slap +18 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 23, 12d6 negative energy), edict of sin (DC 21, 6/day), foul mist (40-ft. cone)
Spell-Like Abilities (CL 16th, concentration +19)
At will expeditious excavation (DC 14), darkness (70-ft. radius)

Spells Known (CL 5th, concentration +8)
2nd (5/day) communal protection from good, summon swarm
1st (7/day) alarm, disguise self, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, read magic, resistance

DEFENSE
AC 31, touch 10, flatfooted 30 (+1 Dex, +21 natural, -1 size)
hp 184 (16d12 + 80)
Fort +15; Ref +11; Will +13
DR 10/magic; Immune poison, paralysis, sleep; SR 23
Defensive Abilities Corpselike Immunities

STATISTICS
Str 27, Dex 12, Con 21, Int 14, Wis 17, Cha 16
Base Atk +16; CMB +25; CMD 36 (40 vs. trip)
Feats Combat Expertise, Deceitful, Improved Vital Strike, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +21, Disguise +21, Climb +35, Fly +15, Intimidate +21, Knowledge (arcana) +21, Perception +26, Sleight of Hand +18, Spellcraft +21, Stealth +22; Racial Modifiers +8 Climb
Languages Common, Draconic, Undercommon
SQ sound imitation

CARRION DRAGON, OLD (CR 14)
XP 38,400
LE huge dragon (earth)
Init +4; Senses dragon senses; Perception +29
Aura frightful presence (240 ft., DC 23), stench (DC 25, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +26 (2d8+13), 2 claws +25 (2d6+9), 2 wings +23 (1d8+4), tail slap +23 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 25, 16d6 negative energy), crush (DC 25, 2d8+13), edict of sin (DC 23, 7/day), foul mist (50-ft. cone)
Spell-Like Abilities (CL 18th, concentration +22)
At will expeditious excavation (DC 15), darkness (80-ft. radius)

Spells Known (CL 7th, concentration +11)
3rd (5/day) dispel magic, vampiric touch
2nd (7/day) blur, communal protection from good, summon swarm
1st (7/day) alarm, disguise self, forced quiet, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, penumbra, read magic, resistance

DEFENSE
AC 32, touch 8, flatfooted 32 (+24 natural, -2 size)
hp 225 (18d12 + 108)
Fort +17; Ref +11; Will +15
DR 10/magic; Immune poison, paralysis, sleep; SR 25
Defensive Abilities Corpselike Immunities

STATISTICS
Str 29, Dex 10, Con 23, Int 16, Wis 19, Cha 18
Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
Feats Combat Expertise, Deceitful, Improved Vital Strike, Multiattack, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +24, Disguise +24, Climb +38, Fly +13, Intimidate +24, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Perception +29, Sleight of Hand +21, Spellcraft +24, Stealth +19; Racial Modifiers +8 Climb
Languages Common, Draconic, Orc, Undercommon
SQ sound imitation, unholy beacon

SPECIAL ABILITIES
Unholy Beacon (Su)
The mere presence of an old carrion dragon slowly begins to attract undead from near and far: after an old carrion dragon has inhabited a lair for twenty years, unintelligent undead within a radius of 1,200 feet of the carrion dragon's lair are drawn to its location, using any means possible to reach it. This radius extends by 1,200 feet for every twenty years remains in the same location, up to a maximum of 24,000 feet. Undead attracted to the carrion dragon by this effect will remain placid in the carrion dragon's presence, neither attacking it (unless provoked) nor obeying commands it gives (unless the dragon uses some method of commanding undead).

CARRION DRAGON, VERY OLD (CR 14)
XP 38,400
LE huge dragon (earth)
Init +4; Senses dragon senses; Perception +31
Aura frightful presence (270 ft., DC 24), stench (DC 26, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +29 (2d8+15), 2 claws +28 (2d6+10), 2 wings +26 (1d8+5), tail slap +26 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 26, 18d6 negative energy), crush (DC 26, 2d8+15), edict of sin (DC 24, 7/day), foul mist (50-ft. cone)
Spell-Like Abilities (CL 20th, concentration +24)
At will animate dead (80HD), expeditious excavation (DC 15), darkness (90-ft. radius)

Spells Known (CL 9th, concentration +13)
4th (4/day) charm monster, shadow conjuration
3rd (7/day) dispel magic, unliving rage, vampiric touch
2nd (7/day) blur, communal protection from good, invisibility, summon swarm
1st (7/day) alarm, disguise self, forced quiet, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, mage hand, penumbra, read magic, resistance

DEFENSE
AC 35, touch 8, flatfooted 35 (+27 natural, -2 size)
hp 250 (20d12 + 120)
Fort +18; Ref +12; Will +16
DR 15/magic; Immune poison, paralysis, sleep; SR 26
Defensive Abilities Corpselike Immunities

STATISTICS
Str 31, Dex 10, Con 23, Int 16, Wis 19, Cha 18
Base Atk +20; CMB +32; CMD 42 (46 vs. trip)
Feats Combat Expertise, Command Undead (20HD), Deceitful, Improved Vital Strike, Multiattack, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +26, Disguise +26, Climb +41, Fly +15, Intimidate +26, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Perception +29, Sleight of Hand +23, Spellcraft +26, Stealth +21; Racial Modifiers +8 Climb
Languages Common, Draconic, Orc, Undercommon
SQ sound imitation, unholy beacon

CARRION DRAGON, ANCIENT (CR 16)
XP 76,800
LE huge dragon (earth)
Init +4; Senses dragon senses; Perception +34
Aura frightful presence (300 ft., DC 26), stench (DC 28, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +32 (2d8+16), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail slap +29 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 28, 20d6 negative energy), crush (DC 28, 2d8+16), edict of sin (DC 26, 8/day), foul mist (50-ft. cone)
Spell-Like Abilities (CL 22nd, concentration +27)
At will animate dead (88HD), expeditious excavation (DC 16), darkness (100-ft. radius)

Spells Known (CL 11th, concentration +16)
5th (4/day) transmute rock to mud, undead anatomy II
4th (7/day) charm monster, shadow conjuration, stone shape
3rd (7/day) dispel magic, invisiblity sphere, unliving rage, vampiric touch
2nd (7/day) amplify stench, blur, communal protection from good, invisibility, summon swarm
1st (7/day) alarm, disguise self, forced quiet, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, mage hand, penumbra, prestidigiation, read magic, resistance

DEFENSE
AC 38, touch 8, flatfooted 38 (+30 natural, -2 size)
hp 297 (22d12 + 154)
Fort +20; Ref +13; Will +18
DR 15/magic; Immune poison, paralysis, sleep; SR 27
Defensive Abilities Corpselike Immunities

STATISTICS
Str 33, Dex 10, Con 25, Int 18, Wis 21, Cha 20
Base Atk +22; CMB +35; CMD 45 (49 vs. trip)
Feats Combat Expertise, Command Undead (20HD), Deceitful, Greater Vital Strike, Improved Vital Strike, Multiattack, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +29, Disguise +29, Climb +44, Fly +17, Intimidate +29, Knowledge (arcana) +29, Knowledge (dungeoneering) +29, Perception +34, Sleight of Hand +26, Spellcraft +29, Stealth +23; Racial Modifiers +8 Climb
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ sound imitation, unholy beacon

SPECIAL ABILITIES
Master Necromancer (Su)
An ancient carrion dragon can take control of any necromantic spell cast from a source within 200 feet as a reaction. This causes the hijacked spell to behave as if the carrion dragon had cast it. Among other things, this means that the carrion dragon can make all decisions that the caster would ordinarily be allowed to make, including the spell's targets; if the spell has several effects that the caster can choose between, which of the effects it will have; and, perhaps most importantly, if the spell summons or creates additional creatures of any kind, they become loyal to the carrion dragon rather than the original caster of the spell. This ability can be used on necromantic spells cast by sources that the carrion dragon was previously unaware of.

CARRION DRAGON, WYRM (CR 17)
XP 102,400
LE huge dragon (earth)
Init +3; Senses dragon senses; Perception +34
Aura frightful presence (330 ft., DC 27), stench (DC 29, 5 rounds)

OFFENSE
Speed 60 ft., burrow 30 ft., fly 200ft. (poor)
Melee bite +35 (2d8+18), 2 claws +34 (2d6+12), 2 wings +32 (1d8+6), tail slap +32 (2d6+18)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 29, 22d6 negative energy), crush (DC 29, 2d8+18), edict of sin (DC 27, 8/day), foul mist (50-ft. cone)
Spell-Like Abilities (CL 24th, concentration +29)
At will animate dead (96HD), expeditious excavation (DC 16), darkness (110-ft. radius)

Spells Known (CL 13th, concentration +18)
6th (4/day) create undead, geas
5th (6/day) dominate person, transmute rock to mud, undead anatomy II
4th (7/day) charm monster, enervation, shadow conjuration, stone shape
3rd (7/day) dispel magic, invisiblity sphere, unliving rage, vampiric touch
2nd (7/day) amplify stench, blur, communal protection from good, invisibility, summon swarm
1st (7/day) alarm, disguise self, forced quiet, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, mage hand, penumbra, prestidigiation, read magic, resistance

DEFENSE
AC 40, touch 7, flatfooted 40 (-1 Dex, +33 natural, -2 size)
hp 324 (24d12 + 168)
Fort +21; Ref +13; Will +19
DR 20/magic; Immune poison, paralysis, sleep; SR 28
Defensive Abilities Corpselike Immunities

STATISTICS
Str 35, Dex 8, Con 25, Int 18, Wis 21, Cha 20
Base Atk +24; CMB +38; CMD 47 (51 vs. trip)
Feats Combat Expertise, Command Undead (20HD), Deceitful, Greater Vital Strike, Improved Natural Attack (Bite), Improved Vital Strike, Multiattack, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +31, Disguise +31, Climb +47, Fly +18, Intimidate +31, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (religion) +31, Perception +34, Sleight of Hand +29, Spellcraft +31, Stealth +24; Racial Modifiers +8 Climb
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ sound imitation, unholy beacon

CARRION DRAGON, GREAT WYRM (CR 19)
XP 204,800
LE gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +39
Aura frightful presence (360 ft., DC 29), stench (DC 31, 5 rounds)

OFFENSE
Speed 60 ft., burrow 40 ft., fly 250 ft. (clumsy)
Melee bite +36 (4d6+19), 2 claws +35 (2d8+13), 2 wings +33 (2d6+6), tail slap +33 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 31, 24d6 negative energy), crush (medium creatures, DC 31, 4d6+19), edict of sin (DC 29, 9/day), foul mist (60-ft. cone)
Spell-Like Abilities (CL 26th, concentration +32)
At will animate dead (104HD), expeditious excavation (DC 17), darkness (120-ft. radius)

Spells Known (CL 15th, concentration +21)
7th (4/day) control undead, magic army
6th (6/day) create undead, geas, veil
5th (7/day) dominate person, mass repair undead, transmute rock to mud, undead anatomy II
4th (7/day) charm monster, enervation, shadow conjuration, stone shape
3rd (7/day) dispel magic, invisiblity sphere, unliving rage, vampiric touch
2nd (7/day) amplify stench, blur, communal protection from good, invisibility, summon swarm
1st (7/day) alarm, disguise self, forced quiet, obscuring mist, repair undead
0 (at will) bleed, dancing lights, detect magic, ghost sound, mage hand, penumbra, prestidigiation, read magic, resistance

DEFENSE
AC 41, touch 5, flatfooted 41 (-1 Dex, +36 natural, -4 size)
hp 377 (26d12 + 208)
Fort +23; Ref +14; Will +21
DR 20/magic; Immune poison, paralysis, sleep; SR 30
Defensive Abilities Corpselike Immunities

STATISTICS
Str 37, Dex 8, Con 27, Int 20, Wis 23, Cha 21
Base Atk +26; CMB +43; CMD 52 (56 vs. trip)
Feats Combat Expertise, Command Undead (20HD), Critical Focus, Deceitful, Greater Vital Strike, Improved Natural Attack (Bite), Improved Vital Strike, Multiattack, Outflank, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +34, Disguise +34, Climb +50, Fly +14, Intimidate +34, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (religion) +34, Perception +34, Sleight of Hand +34, Spellcraft +34, Stealth +22; Racial Modifiers +8 Climb
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ create shadows, sound imitation, unholy beacon

SPECIAL ABILITIES
Create Shadows (Sp)
At will, a great wyrm carrion dragon can create fearsome shadows with its power to reanimate the dead. This ability functions identically to the spell create greater undead, but only can be used to create shadows.

Omoikane13
2020-03-03, 05:03 PM
Race: Snow Elves

Snow Elves were born to ice and rejoice in it. Also known as the Hárjokull, Snow Elves are a cutthroat, cold race, and can be seen as the counterpart to the Sine. If the Sine are blue in MTG terms, the Snow Elves are black. They're ambitious and hungry for power, but that doesn't make them evil. The meritocratic society of the Rime Empire seems to soften some of the edges of the Snow Elves, giving them a good way to channel their ambition and drive.


Race Points: ~12, maybe a bit more?

Ability Score Modifiers: Snow Elves are cunning, devious, and quick. They gain +2 to Dexterity and +2 to Wisdom.
Size: Snow Elves are Medium creatures, and do not gain bonuses or suffer penalties due to their size.
Type: Snow Elves are Humanoids with the Elf subtype.
Base Speed: Snow Elves have a base speed of 40 feet.
Languages: Snow Elves begin play speaking Common and Elven. Snow Elves with high Intelligence scores may choose from any language they wish.

––––––––––––––––––––––––
DEFENCE RACIAL TRAITS
––––––––––––––––––––––––
Predator's Blood: Snow Elves have Cold Resistance 5 and Electricity Resistance 5
Cold Endurance: Snow Elves can exist comfortably in conditions between 0 degrees F and 90 degrees F without needing to make a Fortitude save. They also gain a +2 racial bonus to saving throws against cold effects, altitude sickness, and altitude fatigue.
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FEAT AND SKILL RACIAL TRAITS
–––––––––––––––––––––––––––––––
Made for the Tundra: Snow Elves gain a +2 racial bonus on Survival checks and it is always a class skill for them.
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MAGICAL RACIAL TRAITS
–––––––––––––––––––––––––
Soul of Ice: Snow Elves with a Wisdom score of 11 or more can cast the following spell-like abilities once per day, with a caster level equal to their character level: icicle dagger, ice armour
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SENSES RACIAL TRAITS
–––––––––––––––––––––––
Darkvision: Snow Elves have Darkvision with a radius of 60 feet.

Anti-Eagle
2020-03-10, 03:25 PM
Kindred, aka Iron Eaters.



Racial Statistics

Ability Score Modifiers: Kindred are hardy and intelligent creatures and by default gain +2 to Constitution and Intelligence scores, but have a -2 to Charisma and Dexterity due to their dead black eyes and general inflexibility.
Size: Kindred are Medium creatures, and do not gain bonuses or suffer penalties due to their size.
Type: Kindred are Humanoids with the Inevitable subtype.
Base Speed: Kindred have a base land speed of 30 feet.
Languages: Kindred begin play speaking Common and Inevitable. Kindred with high Intelligence scores may choose from any language they wish including Secret Languages.

Senses: Kindred have 30ft Blindsight in addition to regular vision
Naturally Psionic: Kindred gain the Wild Talent feat as a bonus feat at 1st level. If a Kindred takes levels in a psionic class, they instead gains the Psionic Talent feat.

Resistance (Su): Kindred can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of their next action.
Resilience (Su): When Kindred take damage, they can spend power points to reduce its severity. As an immediate action, they can reduce the damage they are about to take by 2 hit points for every 1 power point they spend.
Repletion (Su): The Kindred can sustain their bodies without need of food or water. If they spends 1 power point, they do not need to eat or drink for 24 hours.

Psionic Aptitude: When a kindred takes a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
Favoured Class: Any, though divine casting while not unknown is aberrant amongst their kind. They all receive understanding from their god, they just turn it to other paths.
Suggested Class: Factotum

The Kindred are a collection of Humanish creations created by Aramak, inspired by the Sine and other such Human-shaped creatures such as the Dryads. Forged from the iron of the Forest and clothed in manufactured flesh, their bodies are organic almagams of technology and flesh, with bones and teeth and nails of the Forest and Organs developed by Grigori and Aramak resembling for the most part humans (atleast on the outside) if somewhat more complicated. Their blood is black and rich in an iron fluid roughly resembling blood but more of the forest. Their bodies have machinery throughout mixed in with their biology, and slowly adapt and change over their lives to develop into something new even without Reforging of the body.

Outside of those wise in the way of the Kindred and Sages they are commonly known as Iron Eaters, based on their habit of consuming metals for their body to process either for "nutrition" or to absorb the machinery into their body. How this works is up to certain interpretations, but they see it as a learning experience. Teaching their bodies how to replicate and copy the machinery and its purpose within their bodies. Otherwise, they are quite capable of living in the Inevitable Forests with the boons of their god giving them the ability to live off the machinery and its fruits with effort and purpose.

Beyond this they share in the boons of the Sage, their whole race born of the kindled souls of the Sages. With sturdy bodies and enlightened souls, they are a slightly more obvious agent of change in world, living in grand cities of their design. "Naturally" wise in the ways of the Forests and how to best tailor it and its technologies to their purposes, industrious and curious, they walk the world seeking to tune it to the purposes of Grigori. Their society is simultaneously very orderly and very informal, they know based on their readings of the records and the legalist construct how best to live their lives. Their society however is split between which Inevitable they decide to serve: the Venari, the Aramak, and the Sinan. Each interpretation a valid way to serve Grigori.

Powerhouse
2020-03-10, 05:10 PM
Race: Orcs



Ability Score Modifiers: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
Type: Orcs are humanoids with the orc subtype.
Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Orcs have a base speed of 30 feet.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Senses: Orcs have 60ft. darkvision.

Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Shadow Resistance: Centuries of existence in the harsh and unforgiving North Pole, where icy bone dragons and electric eye dragons reign supreme, have inured orcs against their favoured damage types. Orcs have cold resistance 5 and electricity resistance 5.

Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.



Alternate Traits
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
Reckless Climber: Mountain-dwelling orcs thrive on taking insane risks to defeat foes and show up rivals. They gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. This racial trait replaces ferocity. Source PZO9280
Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.
Squalid: Some orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces ferocity.
Stubborn: Some orcs descend from a lineage that took to piracy far earlier than their brethren, and were exposed to the magic of the light-dwelling races far earlier as a consequence. Orcs with this trait gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if it fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the orc has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces shadow resistance.


Race: Half-Orcs


Basically identical to the PFSRD documentation (https://www.d20pfsrd.com/races/core-races/half-orc), except that Orc Blood can cause a half-orc to count as any compatible race in addition to an orc, decided at character generation (this represens the race of their non-orc parent-- in the event of a hybrid parent, such as a half-elf, either of that parent's races can be chosen instead).

The races currently compatible with orcs are:
Elves (including snow elves and half elves)
Humans
Dwarves
Mutalvai
Dragonborn

ezekielraiden
2020-03-28, 03:17 AM
Epaphras race mechanics and Magnified template (+0 CR).

Epaphras
Standard Racial Traits

Ability Score Modifiers: Epaphras characters gain +2 to their Dexterity and Wisdom scores, reflecting their natural speed and their special connection to the hikmah trees.
Type: Epaphras are monstrous humanoid creatures with the epaphras and augmented (vermin) subtypes.
Size: Epaphras are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Epaphras have a base speed of 30 feet.
Languages: Epaphras begin play speaking Common and Fey. Epaphras with high Intelligence scores can choose extra languages from the following: Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal, Orc. See the Linguistics skill page for more information about these languages.
Dual-minded: Epaphras have a +2 bonus to their Will saves, having developed from consuming the raw essence of divine wisdom in the hikmah trees.
Gliding Wings: Epaphras lose the ability to take flight as a result of their transformation, but they still possess diaphanous wings that enable them to glide. While conscious, they take no damage from falling (as if subject to a constant non-magical feather fall effect). While in midair, conscious epaphras can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. An epaphra with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes an epaphra to rise, it can take advantage of the updraft to increase the distance it can glide.
Stalker: Some of Sutela's influence still lingers in the epaphras, making them consummate hunters. Perception and Stealth are always class skills for them.

Epaphras racial feats

Wing Training
Prerequisite: 8 hit dice, gliding wings feature
Though epaphras wings are normally somewhat vestigial, you have trained your flight muscles and adjusted the weight and distribution of your gear to make limited true flight possible. When you take this feat, you gain a flight speed equal to half your base speed, with poor maneuverability. Further, Fly becomes one of your class skills. For every 5 ranks in the Flight skill that you possess, you can increase either your flight speed by 5 feet, or your maneuverability by one step. At 20 ranks, the flight speed provided by this feat is instead equal to your base speed, with good maneuverability.
Special: If a template would cause you to lose your gliding wings feature, you retain that feature if you already possessed this feat when you acquired that template.

Praying Mantis Expertise
Prerequisite: Improved Unarmed Strike, Flurry of Blows, or Brawler's Flurry
The unique talents and nature of the epaphras--once Sutela's mindless devourers, now enlightened by Arkhos' creations--makes them especially suited to the lightly-armored, high-speed combat of classes like monk and brawler. An order of particularly devoted epaphras monks have developed this training regimen to capitalize on these traits. You gain the following benefits:

You treat the cestus as an exotic light weapon that deals 1d6 damage (1d4 for small creatures)
You gain proficiency with the dan bong, double chain kama, fighting fan, nine-section whip, and kusarigama. If you have the Weapon Finesse feat, its effects apply to all of these weapons for you, even if they do not normally qualify.


Magnified Creature (+0 CR)

“Magnified” is an acquired template that can be added to any corporeal, living creature of the humanoid, monstrous humanoid, magical beast, verdant, or dragon type with an Intelligence score of at least 4, hereafter referred to as the base creature. The base creature can also be an aberration with the sine or multalvai subtype, or an outsider with the native subtype, but must still meet the minimum of 4 Intelligence. Only a willing creature can acquire this template. A magnified creature uses all of the base creature’s statistics and special abilities except as noted here.

Divine Re-making: Magnified creatures lose any racial traits of the following categories: Feat and Skill, Offense, Defense, Magical, Senses, Other. In other words, for most race options, any racial traits listed after Languages are lost. This doesn't mean the physical characteristics (such as the wings that provide the epaphras gliding wings racial trait) disappear, they simply no longer function as they did before.
Alignment: The base creature’s alignment moves one step towards good and toward lawful. A chaotic evil creature becomes neutral, while a neutral good creature becomes lawful good.
Type: A magnified creature retains the type and subtypes of the base creature, and gains the magnified subtype.
Ability modifiers: A magnified creature retains its original ability score modifiers, and gains +2 Constitution, -2 Dexterity (but see below for Aspects.) Becoming a magnified creature enhances the inherent physical durability of the base creature, but sudden changes in musculature, stature, and bearing leave them less coordinated than before.
Speed: A magnified creature retains its base speed and all modes of movement possessed by the base creature. Medium-sized magnified creatures with a base speed of 20 feet never have their speed modified by armor or encumbrance.
Languages: A magnified creature retains all languages it already knew, and gains Celestial as an automatic language.

Weakness Traits

Inflexible Mien: Becoming magnified deepens a being's commitment to law and goodness, but such changes have drawbacks. Magnified creatures take a -2 penalty on all saving throws against spells, powers, and effects with the evil or chaos descriptor, or which are mind-affecting. Should any such spell, power, or effect meet more than one of these requirements, the penalty stacks to a maximum of -4.
Homeward-Bound Soul: Having a touch of archon nature links the souls of magnified creatures much more strongly to Arkhos' divine realm. Each time a dead magnified creature is subject to a spell that would restore it to life (other than true resurrection or an equivalent such as wish), it must make a Wisdom saving throw to avoid the call to come "home." The DC of this saving throw is equal to the magnified creature's total hit dice. Failing this saving throw means the magnified creature's soul has finally been drawn to its deserved rest, and cannot be resurrected by magic of less power than true resurrection or an equivalent such as wish.
If a magnified creature subsequently dies again after resurrecting, the save DC increases by 5 for each new death. For example, if a level 15 Magnified Dragonborn Cleric dies valiantly in battle after having already been resurrected successfully two times, the DC to resurrect this character is 15 (her HD) + 10 (character has been resurrected twice) = 25. Even though spells as powerful as true resurrection obviate the need for a saving throw when used, they still increase the save DC for any future resurrection attempts.

Other Traits

Archon Aspect: Each Magnified creature receives an increase to one mental ability score and other characteristics, based on the type of archon they come to resemble. Three primary options are available, Crown, Star, or Quill.

Crown Aspect

+2 Charisma, as the exceedingly rare Crown archons are an almost pure representation of Arkhos' desire for noble leadership.
Diplomacy is always a class skill, gain +2 bonus to Diplomacy checks.
Any time you would grant your allies a morale bonus, increase that bonus by 1. You only benefit from this increase yourself if the effect that provides the bonus applies to both yourself and at least one other ally.
Gain Improved Initiative as a bonus feat, if the creature does not already possess it.

Star Aspect

+2 Intelligence, as the Star Archons represent Arkhos commending those who use strategy to overcome great odds, through strength of mind as well as body.
Choose two knowledge skills from the following list: Arcana, Dungoeneering, Local, Nature, Planes, Religion. These skills are class skills for you, and you gain a +2 bonus to each of them.
Once each day, plus an additional time for every 5 hit dice you possess, you can roll twice on a Knowledge skill check, and take whichever result you prefer.
You gain Skill Focus as a bonus feat.

Quill Aspect

+2 Wisdom, as the feathered Perceptor Archons are the fullest expression of Arkhos' desire for wisdom and reflection among his faithful.
Sense motive is always a class skill, gain +2 bonus to Sense Motive checks.
Once each day as a free action, while you are subject to a mind-affecting effect that a Will save can end, or an effect that causes the blinded, confused, dazed, deafened, paralyzed, or stunned condition that can be ended by a Will save, you can attempt to save against that affect with a bonus equal to one quarter your hit dice (rounded down).
You gain Unimpeachable Honor as a bonus feat, even if you do not meet the prerequisites.


Alternate Favored Class bonuses: A magnified creature retains all alternate favored class options, except those options which depend on a racial trait lost due to applying this template. If a magnified creature's alternate favored class bonus is lost in this way, it defaults to the standard favored class bonus options (+1 skill point or +1 hit point).

Magnified subtype: Creatures with the magnified subtype have been "improved" by Arkhos' divine will to become more like his archon servants. For the purpose of spells, powers, and effects, a creature with the magnified subtype counts as either its original type and subtype(s), or an outsider with the native and archon subtypes. The player who cast the spell, power, or effect in question decides which applies; the Dungeon Master decides which applies for effects caused by non-player characters, and for any spell, power, or effect caused by natural, environmental, ambient, or other similar sources.
Path of War Classes


Harbinger: Add +1/4 of a maneuver known from the harbinger’s dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat.
Stalker: Gain +1/4 of a stalker art.
Warder: Add +1/4 of a maneuver known from the Golden Lion or Riven Hourglass disciplines.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Gain an additional power point per day.

Spheres of Power/Might Classes


Armorist: Gain +1/6 of an arsenal trick.
Elementalist: Gain +1/6 of a bonus magic talent.
Eliciter: Gain +1/6 of a bonus emotion.
Fey Adept: Gain +1/4 of an extra use of shadowstuff per day.
Hedgewitch: Gain +1/6 of a new hedgewitch secret.
Incanter: Gain +1/6 of a bonus magic talent.
Mageknight: Gain +1/6 of a bonus combat feat.
Shifter: Gain +1/6 of a bestial trait.
Soul Weaver: Gain +1/4 of a use per day of bound nexus.
Symbiat: Increase the number of rounds the symbiat may use psionics by 1.
Thaumaturge: Gain +1/4 of a daily use of invocations (or insights, for savants).
Wraith: Gain +1/6 of a new wraith haunt.
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Armiger: Gain +1/6 of a prowess.
Blacksmith: Gain +1/8 of a blacksmith insight.
Commander: Your lingering commands class feature lasts an additional +1/4 rounds.
Conscript: Gain +1/6 of a combat talent.
Scholar: Gain +1/8 of a material imposition.
Sentinel: Gain +1/4 of an additional attack of opportunity per round.
Striker: Gain +1/6 of a striker art.
Technician: Gain +1/6 of a technical insight.
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Prodigy: Choose one skill. Add that skill to the list of prodigy class skills.
Sage: Add +1/4 point to the sage‘s ki pool.
Troubadour: Add a +1/6th bonus to all saving throws when in the troubadour’s base persona.
Warden: Gain +1/6 of a talent from the Guardian or Protection spheres.