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Additional crap for the RCSD-based Pathfinder games.


ShadowWolfSBI

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Since none of the racial extras I'm using for my stuff is on the SRD, and I'm having troubles with uploading stuff, here's the basics:

Reapers

Reaper Racial Traits

+2 Dexterity, +2 Wisdom, -2 Charisma: Reapers have supernatural insights from their psychopomp blood and reflexes to match, but their connection to death can leave them distant and withdrawn from normal social interaction.

Native Outsider: Reapers are outsiders of the native subtype.

Medium: Reapers are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Reapers have a base speed of 30 feet.

Darkvision: Reapers see in the dark up to 60 feet.

Grave’s Mercy: Psychopomps instinctively recognize a reaper as one of their own and pause before taking a reaper’s soul to the afterlife. Once per day, when a reaper would die from hit point damage, the reaper does not die until the end of the reaper’s next turn. If the reaper receives enough healing by then that the reaper’s hit points are at an amount greater than the reaper’s negative Constitution score, the reaper does not die.

Mask: Reapers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +1 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Reapers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses a magical properties, they gain the benefit from this item as well.

Reaper’s Scythe: Reapers can spend a swift action to wreathe their weapons with an otherworldly glow. While wreathed in the glowing energy of the grave, the reaper’s weapons count as ghost touch for the purpose of damaging incorporeal creatures and can deal critical damage to incorporeal creatures unless they are also immune to critical hits from a different source (such as in the case of a ghost ooze). Furthermore, the reaper’s weapon attacks can deal damage to haunts as if they were positive energy attacks. A reaper can use this ability for a number of rounds per day equal to the reaper’s character level. These rounds need not be consecutive.

Shepherd of Souls: While reapers find themselves disconnected from must living creatures, they possess a special connection to psychopomps and undead. Reapers receive a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks made against such creatures.

Soul Sense: Reapers have a dim sense of the souls of others who are very near. If a living or undead creature comes within 5 feet of a reaper, the reaper becomes aware of the creature’s presence, its location, and whether it is living or undead. This ability functions similarly to blindsense with a range of 5 feet against living creatures and undead. If an undead consciousness possesses or controls a living body (as with a ghost’s malevolence ability), this sense detects only the living creature.

Languages: Reapers begin play speaking Common and either Abyssal, Celestial, or Infernal. Reapers with high Intelligence scores can choose any of the following: Abyssal, Aklo, Celestial, Draconic, Dwarven, Halfling, Infernal.

Height/Weight:
Male Base: 5 ft./110 lbs.
Female Base: 4 ft. 7 in./75 lbs.
Modifiers: 2d10 in./x4 lbs.

Ages:
Adulthood - 18 yrs.
Middle Age - 75 yrs.
Old Age - 115 yrs.
Venerable Age - 160 yrs.
Maximum Age - 160 + 3d100 yrs.

Medusa

Medusa Racial Traits

Medusas are humanoid women with snakes instead of hair.

+2 Constitution, +2 Charisma, -2 Strength
Medusa are persuasive, beautiful and tough, but not strong. They prefer to talk, deceive or magic their way out of situations, relying on skill and ability rather than muscle.

Normal speed: Medusas have a base speed of 30 feet.

Darkvision: Medusas can see in the dark up to 60 feet.

All-Around Vision: A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 race bonus to Perception checks and cannot be flanked.
Bite attack: A medusa's natural bite attack is considered a secondary attack dealing 1d4 damage + poison.

Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.

Medusan Immunity: A medusa is immune to the petrified condition unless it is caused by her own reflection. A medusa is immune to any medusa's poison.

Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.

Languages: Medusas begin play speaking Common. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Height/Weight:
Base: 5 ft. 4 in./160 lbs.
Modifier: 2d10 in./x5 lbs.

Ages:
Adulthood - 30 yrs.
Middle Age - 60 yrs.
Old Age - 100 yrs.
Venerable Age - 150 yrs.
Maximum Age - 150 + 5d20 yrs.

Greater Medusa

+2 To Any One Ability Score
Greater Medusas are often a varied nature and many are stronger than their fully humanoid sisters.

Medium: Greater Medusas are Medium creatures and have no bonuses or penalties due to their size.

Normal speed: Greater Medusas have a base speed of 30 feet.

Darkvision: Greater Medusas can see in the dark up to 60 feet.

All-Around Vision: A greater medusa's snake-hair allows her to see in all directions. Greater Medusas gain a +4 race bonus to Perception checks and cannot be flanked.

Bite attack: A greater medusa's natural bite attack is considered a secondary attack dealing 1d6 damage + poison.

Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.

Medusan Immunity: A greater medusa is immune to the petrified condition unless it is caused by her own reflection. A greater medusa is immune to any
medusa's poison.

Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.

Snake Body: Due to having the lower body of a constrictor snake, greater medusa cannot be tripped, and do not have a feet slot for magic items.

Languages: Greater Medusas begin play speaking Common and Terran. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Height/Weight:
Base: 7 ft. 6 in./220 lbs.
Modifier: 2d12 in./x7 lbs.

Ages:
Adulthood - 40 yrs.
Middle Age - 100 yrs.
Old Age - 150 yrs.
Venerable Age - 200 yrs.
Maximum Age - 200 + 1d100 yrs.
 
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ShadowWolfSBI

ShadowWolfSBI

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Re: Additional crap for the RCSD-based Pathfinder games.

Class-type shite for the Reapers and Medusa/Greater Medusa

Reapers

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a reaper has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all reapers who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Cleric: The cleric takes 1 less damage from negative energy and negative energy-based effects. Each time the cleric selects this reward, increase the amount of damage negated by 1.

Druid: Add +1/2 to the druid’s Diplomacy, Intimidate, and spirit empathy checks made to influence spirits, lost souls, psychopomps, and undead.

Gunslinger: Once per day for each time the gunslinger selects this option, she may spend one grit point as a free action to gain an additional round of reaper’s scythe.

Inquisitor: Add +1 to the range of the inquisitor’s soul sense. This option has no effect unless the inquisitor has selected it five times (or another increment of five).

Monk: For one round per day for each time the monk selects this option, as a free action he may treat his soul sense as blindsight against living or undead creatures within range. These rounds need not be consecutive.

Ranger: Add +1/4 to the ranger’s favored enemy bonus against undead. This option can never bring the ranger’s favored enemy bonus against undead higher than 2 + 2 for every 5 ranger levels he has (+2 at 1st, +4 at 5th, and so on).

Sorcerer: Add +1/2 to the sorcerer’s spell damage against undead.

Psychopomp Bloodline

You have always felt a little out-of-place in the mortal world. Either due to psychopomps in your family tree or the aftermath of a strange brush with death during your childhood, you have always carried a bit of the power of the afterlife within you. You might sometimes find urges toward neutrality, but ultimately your fate (and alignment) is up to you.

Class Skill: Knowledge (religion)

Bonus Spells: deathwatch (3rd), see invisibility (5th), blink (7th), call spirit (9th), ghostbane dirge, mass (11th), undeath to death (13th), ethereal jaunt (15th), frightful aspect (17th), portal of the beyond (19th)

Bonus Feats: Blind-Fight, Diehard, Endurance, Great Fortitude, Quicken Spell, Skill Focus (Knowledge [religion]), Thanatopic Spell, Toughness

Bloodline Arcana: Your spells have their full effect on incorporeal and ethereal creatures.

Bloodline Powers: As you grow in experience, so too do your ties to the afterlife strengthen, granting you the power of your psychopomp forebears.

Spirit Touch (Sp): At first level, you can call upon the spirits that surround you to pull a creature part of the way to the afterlife, causing the creature to become incorporeal until the end of your next turn as a melee touch attack. Although incorporeal in all other ways, the affected creature retains its original AC, does not fall through the ground, and cannot pass through walls, ceilings, or solid objects. Once a creature has been affected by your spirit touch, it is immune to its effect for 24 hours. This spell-like ability counts as a 1st-level spell for all purposes involving spell level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Otherworldly Resistances (Ex): At 3rd level, you gain a +2 bonus to saving throws made against death effects, disease, and poison. At 9th level, your bonuses on saving throws increase to +4.

Sepulchral Veil (Sp): At 9th level, you can manifest the veil between this world and the next in a 30-foot radius aura around you for a number of minutes per day equal to your sorcerer level, which need not be consecutive. All creatures with equal or fewer Hit Dice than your sorcerer level must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or become shaken. A creature that successfully saves cannot be affected again your aura for 24 hours. You can activate and deactivate this ability as a free action. This spell-like ability counts as a 5th-level spell for all purposes involving spell level and is a mind-affecting fear effect.

Spiritsense (Su): At 15th level, you can call upon your connection to your psychopomp ancestor as a swift action to notice, locate, and distinguish between living and undead creatures within 60 feet, just as if you possessed the blindsight ability. You may use this ability for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive.

One With the Afterlife (Su): At 20th level, your soul becomes one with the power of the afterlife, and you gain an impressive psychopomp mask, becoming a mortal psychopomp in your own right. You gain immunity to death effects, disease, and poison. You also gain resistance to cold 10 and electricity 10. As long as you wear your psychopomp mask, you also gain damage reduction 10/adamantine.

Medusa/Greater Medusa

Favored Class Options

The following options are available to all medusas who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.

Bard: Add +1 to the bard's total number of bardic performance rounds per day.

Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.

Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.

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.

Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.

Rogue: Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

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 she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Stony-eyed Bloodline
In the past, the force of stone mingled with you or your ancestor's flesh and blood, either through being petrified by some means or by mating with a creature such as a medusa. Now, stone yields its secrets up to you.

Class skill: Perception

Bonus spells: stone fist (3rd), stone call (5th), arcane sight (7th), stoneskin (9th), stone tell* (11th), flesh to stone (13th), statue (15th), discern location (17th), mind blank (19th)
*acts as a 5th level arcane spell for this bloodline

Bonus Feats: Combat Casting, Gorgon's Fist, Iron Will, Medusa's Wrath, Scorpion Style, Skill Focus: Knowledge (geography), Still Spell, Toughness

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin hardens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Bloodline Powers:
The strength of stone seeps through your body and mind, infusing all that you do.

Skin of Stone (Sp): At 1st level, you can touch either a single shield or one set of armor as a move action, giving it the fortification (light) property for a number of minutes equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the fortification (moderate) property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stone's Ken (Su): At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. You also always know which way is north, as if using a compass. At 6th level, in addition to locating north, you can also locate familiar objects, as if using locate object. At 12th level, you can locate creatures as well as objects. At 15th level, you can see through solid objects as if using a ring of xray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.

Mind of Stone (Sp): At 9th level, you can shield yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.

Stone's Embrace (Sp): At 15th level, you may merge with a stone statue or petrified creature as if using meld with stone except that if the statue has eyes, you can see as well as hear. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.

Body of Stone (Su): At 20th level, your flesh becomes as hard as stone, giving you DR 10/adamantine. You become immune to petrification, poison and stunning and you gain tremorsense 30 feet.
 
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ShadowWolfSBI

ShadowWolfSBI

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Re: Additional crap for the RCSD-based Pathfinder games.

Medusa Racial Paragon Class

Medusa paragons are those medusa who embrace their heritage in all its aspects, honing their abilities with stone and snake alike. A human (or elf, dwarf, etc) cannot take levels in the medusa paragon class. It is a class reserved for medusa and greater medusa. A medusa paragon can multiclass freely between the standard character classes, prestige classes for which she qualifies, and the paragon class unless the other class has restrictions that prevent multiclassing.

Alignment: Any

Hit Die: d10

BAB: High (Same BAB progression as the Fighter class.)

Saves: (Same Saves progression as the Bard class.)
High: Ref, Will
Low: Fort

Class skills
The Medusa Paragon’s class skills are Bluff, Climb, Craft, Diplomacy, Disguise, Intimidate, Knowledge (arcana), Knowledge (geography), Knowledge (local),
Knowledge (nature), Perception, Profession, Sense Motive, Stealth, Survival

Skill Ranks per level: 6 + Int modifier


Class Features:

Weapon and Armor Proficiency: Medusa paragons are proficient with all simple weapons, plus the longbow, longsword, rapier, scimitar, shortbow and short sword. They are proficient with light armor, but not with shields. They are also proficient with their natural bite attack and tail.

Hypnotic Hair (Su): At 1st level, as a standard action, a medusa paragon can set her hair moving in a slow, hypnotic, rhythm, causing one or more creatures to become fascinated by her for 2d4 rounds. Each creature to be fascinated must be within 50 feet, able to see the medusa paragon, and capable of paying attention to her. The medusa paragon must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the medusa paragon has attained beyond 1st, she can target one additional creature with this ability. A medusa paragon cannot use her bite attack or her Manipulative Hair ability while fascinating a creature. Each creature within range receives a Will save (DC 10 + 1/2 the Medusa Paragon’s level + the Medusa Paragon’s Cha modifier) to negate the effect. If a creature's saving throw succeeds, the Medusa paragon cannot attempt to hypnotise that creature again for 24 hours. While the subject is fascinated by this ability, it reacts as though it were two steps more friendly in attitude. This allows the Medusa paragon to make a single request of the affected creature (provided she can communicate with it). The request must be brief and reasonable. Even after the hypnotic fascination ends, the creature retains its new attitude, but only with respect to that particular request. A creature that fails its saving throw does not remember that the Medusa paragon hypnotised it. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Natural Armor Increase (Ex): A medusa paragon grows snakelike scaly skin that grows thicker and tougher as she embraces her heritage. At 1st level, she gains a +4 natural armor bonus, at 3rd level and every three levels after that this bonus increases by 2.

Petrification Gaze (Su):. At first level, a medusa paragon gains an additional use per day of her gaze attack and she can activate her gaze attack as a standard or move action. She must possess the petrification gaze racial trait to gain the benefit of this class feature. She gains other additional uses at 4th level, and at 7th level. At 10th level, the medusa paragon gains a continuous gaze attack (she can suppress it and reactivate it as a swift action). At 13th level, a medusa paragon may also choose to direct her gaze at the ground, turning normal mud or quicksand into firm stone (as transmute mud to rock). At 16th level, a medusa paragon may select her targets more precisely, allowing her to shield her allies from her gaze. She may choose a number of targets in the area of her petrification gaze equal to her Charisma modifier. These targets are excluded from the effects of her gaze. At 18th level as a swift action, she can animate any one creature she has petrified as the animate object spell (CL equal to her medusa paragon class level) she can only animate one creature at a time.

Poison (Ex): At 1st level, a Medusa Paragon's poison does 1d3 Str damage, increasing by 1 die size to 1d4 Str at the 6th level, and again at the 12th and 18th levels. She must possess the poison racial trait to gain the benefit of this class feature.

Large Size (Ex): Medusa paragon continue to grow in height and weight as they gain power, at 3rd level she becomes Large. While larger the medusa paragon suffers a –1 size penalty to her AC and on attack rolls, a +1 bonus to her CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on her Stealth skill checks. She also gains 10-foot reach. Her equipment resizes to fit her new size as long as she is attending it, though once she stops attending it, it shifts back to its normal size. The medusa paragon can as a full-round action reduce her size back down to Medium, it also takes a full round action to increase her size back up to Large.

Medusa Talents: As a medusa paragon gains experience, she learns a number of talents that benefit her and harm her foes. Starting at 2nd level, a medusa
paragon gains one medusa talent. She gains an additional medusa talent for every 3 levels of medusa paragon attained after 2nd level.

Manipulative Hair (Ex): At 3rd level, a Medusa paragon gains fine control over her snake-hair, allowing her to manipulate objects. The hair does not give the Medusa paragon any extra attacks or actions per round, apart from the existing bite attack. The hair can manipulate or hold items as well as the medusa paragon’s arms can (for example, allowing the Medusa paragon to use one hand to wield a weapon, the hair to hold a potion, and the other hand to throw a smokestick). The hair has no separate magic item slots. A Medusa paragon cannot use her bite attack or her Hypnotic Hair ability while manipulating or holding objects with her hair. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Grappling Hair (Ex): At 6th level, as a swift action a medusa paragon’s hair animates and extends (close range 25ft +5/2 levels) to grapple and constrict an opponent. Make a grapple check against the target. This grapple check does not provoke attacks of opportunity. If her hair succeeds in grappling a foe, that creature takes bite damage (plus poison), and gains the grappled condition. Your hair receives a +5 circumstance bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round you can maintain the grapple as a swift action, if you succeed on the grapple check, you additional bite damage (plus poison). The CMD of your hair is equal to your CMD. You may designate a new target as a swift action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be sundered or targeted as a separate creature and you do not suffer the penalties of the grappled condition. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Constricting Hair (Ex): At 9th level, when the medusa paragon’s hair successfully grapples an opponent, it can begin constricting her victim as a free action once per round, dealing damage equal to that of its double its bite attack + 1 and a ½ the paragon medusa’s strength modifier. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Tripping Hair (Ex): At 12th level, a medusa paragon who successfully bites or grapples an opponent with her hair can attempt a combat maneuver check to trip the creature as a free action once per round. This does not provoke an attack of opportunity. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Pulling Hair (Ex): At 15th level, a medusa paragon who successfully strikes or grapples a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action once per round. This does not provoke an attack of opportunity. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Garroting Hair (Ex): At 15th level, a medusa paragon can attempt to strangle an opponent as with her hair as part of a grapple. This does not provoke an attack of opportunity from the target of your maneuver and your opponent is also able to hold her breath (which is why most garrote attacks are preformed against unaware and flat-footed opponents). Opponents add +4 to their CMD if wearing Full Plate or a Leather Collar –or– +10 if wearing a Gorget. If her grapple check is successful, she begins doing Garrote damage (1d8 for a Medium sized creature, 2d6 for Large, plus your Strength Modifier) plus he cannot speak or cast spells with verbal components. In addition, a target that was not able to hold his breath must make a DC 12 Constitution check. The check must be repeated each round, with the DC increasing by +1 for each previous check. If the target fails one of these Constitution checks, he begins to suffocate. In the first round, he falls unconscious (0 hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates and dies. A medusa paragon must possess the all-around vision racial trait to gain the benefits of this class feature.

Sister’s Avatar (Ex): At 20th level, a medusa paragon can once per day as an immediate action become an immortal outsider for 20 minutes. Change her creature type to outsider, and she gains outsider traits (Do not recalculate HD, base attack bonuses, saves, or skill points.). She also gains fast healing 5, DR 15/epic and good (or evil if her alignment is good), immunity to death effects, disintegration, exhaustion, fatigue, paralysis, polymorph, sleep, starvation, stunning, and suffocation; plus spell resistance 32; In addition she is not subject to death from massive damage.

Paragon Talents List

Ability Score Increase (Ex) As medusa paragon advances she can gain more innate power. Increase one of her Ability Scores by +2. This medusa talent can be selected only once plus 1 additional time for every 6 medusa paragon class levels the character possess.

Bonus Feat: A medusa paragon gains a bonus feat in addition to those gained from normal advancement. Whenever she gains a new medusa talent, she can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the medusa paragon loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A medusa paragon can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Blindsense (Ex): A paragon medusa's snake hair senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows her to pinpoint the location of creatures that she cannot see without having to make a Perception check, but such creatures still have total concealment from her. Visibility still affects the her movement and she is still denied her Dexterity bonus to Armor Class against attacks from creatures it cannot see. The paragon medusa must be at least 11th level and possess the all-around vision racial trait to select this talent.

Climb (Ex): Some medusa paragons become skilled climbers, gaining a climb speed equal to their base speed. She must possess the snake form racial trait to select this talent.

Constrict (Ex): You gain the constrict universal monster ability in conjunction with your grab medusa talent. The constrict deals 1d8 for a Medium-sized creature and 2d6 for Large, plus 1 and ½ your Strength Modifier. A medusa paragon must be at least 11th level, possess the tail slap and grab medusa talent, plus the snake form racial trait to select this talent.

Crushing Coils (Ex): A living breathing creature that takes damage from a medusa paragon's constrict attack must succeed on a Fortitude save (DC 10 +1/2 her medusa paragon class level + her Str modifier) or lose consciousness for 1d8 rounds. A medusa paragon must be at least 17th level, possess the tail slap, grab, and constrict medusa talents, plus the snake form racial trait to select this talent.

Extended Gaze (Su): A medusa paragon extends her gaze by 10 ft. She can select this talent multiple times extending the gaze attack by 10 ft. each time.

Enhance Movement (Su): A medusa paragon can increase her base movement by 10 ft. She can select this talent multiple times increasing her base movement by an additonal 10 ft. each time.

Enhance Poison (Su): The medusa paragon’s poison now deals Constitution damage instead. This poison can be used no more than once per round. The paragon medusa must be at least 8th level and possess the poison racial trait before selecting this talent.

Grab (Ex): The medusa paragon becomes adept at grappling foes, gaining the grab ability with her tail slap. Whenever she makes a successful attack with her tail slap, she can attempt a free grapple check. If successful, she grapples the target. This ability only works on creatures of a size one category smaller than the medusa paragon or smaller. Medusa paragons
with this talent receive a +4 bonus on CMB checks made to grapple. A medusa paragon must be at least 8th level and possess the tail slap medusa talent plus the snake form racial trait to select this talent.

Magic Natural Attacks (Su): The paragon medusa is infused with magic, allowing her to treat all of her natural attacks as if they were magic for the purpose of overcoming damage reduction. If the medusa paragon is 10th level or higher, all of her natural attacks are treated as her alignment for the purpose of overcoming damage reduction.

Poisonous Blood (Ex): a Medusa Paragon’s blood becomes poisonous to the touch. A creature contacting the blood is exposed to the poison of the medusa’s poison as described above. The blood loses its potency one hour after being exposed to the air. When she is damaged by slashing or piecing weapon an adjacent creature must make a successful Reflex save (DC 10 + ½ the medusa paragon’s class level + her Con modifier) or come in contact her poisonous blood. A medusa paragon must be at least 8th level and possess the poison racial trait to select this talent.

Scent (Ex): The medusa paragon’s sense of smell is enhanced by her serpent hair, and becomes quite acute. She gains the scent special quality, allowing her to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow her to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. She can pinpoint the creature’s location if it is within 5 feet. The medusa paragon can use scent to track creatures. A medusa paragon must possess the all-around vision racial trait to select this talent.

Serpentine Shift (Sp): A Medusa paragon can wild shape as the druid class feature of the same name, but only into serpentine forms (she cannot take elemental or plan forms). She uses her medusa paragon class level -1 in place of her druid class level. A medusa paragon must be at least 5th level to select this talent.

Stone's Embrace (Sp): A medusa paragon may as a swift action merge with a stone statue or petrified creature as if using meld with stone except that if the statue has eyes, the Medusa paragon can see as well as hear. She can dismiss this effect as a free action. A medusa paragon must be at least 5th level, and possess the petrifying gaze racial trait to select this talent.

Stone Stride (Su): A medusa paragon using stone's embrace can transport herself as a standard action from one statue to another. The statues used must be of similar size and within 500 ft. of each other. The destination statue need not be familiar to the medusa paragon. If the medusa paragon is uncertain of the location of the desired destination statue, she needs merely designate direction and distance and the stone stride ability moves her as close as possible to the desired location. A medusa paragon must be at least 8th level and possess the stone’s embrace medusa talent, plus the petrifying racial trait to select this talent.

Swim (Ex): A paragon medusa gains a swim speed equal to her base movement. This talent does not give her the ability to breathe underwater. She must possess the snake form racial trait to select this talent.

Tail Slap (Ex): A paragon medusa can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap of a medium creature deals 1d6 points of damage (1d8 if Large) plus half her Str modifier. A medusa paragon must possess the snake form racial trait to select this talent.
 
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Re: Additional crap for the RCSD-based Pathfinder games.

Bonus Monkeys for Reapers

Reapers

Traits

The following race traits are available for reapers. (These are in addition to the standard racial abilities, and must be chosen with the available trait picks on chargen. -GM)

Keeper of Memories: You have chosen to be responsible for the heavy weight of the memories of those who have fallen. You keep careful notes on the contributions of those who pass whose names might be lost to history, as well as performing final rites when you can. You gain a +1 trait bonus to Knowledge(history) and Knowledge(religion) and one of these skills (your choice) is always a class skill for you.

Mask Affinity: You have fashioned a particularly splendid, artistic, or fearsome mask compared to other reapers, and the hard work you put into the mask mirrors your own deeper affinity for it. You receive a +1 trait bonus to all saving throws against negative energy effects, death effects, and energy drain while wearing your mask.

Spiritual Guidance: You hear whispers from nearby spirits to guide you when your own eyes fail you, which has proven useful to you throughout your life. Once per day, you may reroll a miss chance d% after determining the result of the roll.

Unlife’s Bane: You have fought against the undead ever since you were old enough to pick up a weapon, and you have learned a few tricks over the years for how best to destroy them. You gain a +2 trait bonus on weapon damage against undead.

Alternate Racial Traits
The following racial traits may be selected instead of existing reaper racial traits. Consult your GM before selecting any of these new options. (Open to selection. -GM)

Psychopomp Affinity: Some reapers have a stronger connection to the magic running through their psychopomp blood. If they are sorcerers of the psychopomp bloodline, they treat their Charisma score as 2 points higher for all sorcerer class abilities. This ability replaces the reaper’s scythe racial trait.

Fleeting Spirit: Some reapers possess such an affinity with spirits that they are able to briefly manifest as a spirit themselves. Once a day, when dying or dead, they may manifest their incorporeal spirit in their square as a free action on their turn. They may then act for one round with whatever abilities they can still use while incorporeal, and at the end of their turn, the spirit fades away. The spirit has an amount of hit points equal to the reaper’s full maximum hit point total, but if an enemy somehow destroys the spirit during the reaper’s turn, the reaper may never be raised or resurrected. This ability replaces the grave’s mercy and soul sense racial traits.

Hunter of the Walking Dead: Some reapers focus more on corporeal undead than on spirits, ghosts, and other such intangible creatures. They learn special techniques to better hunt such creatures, gaining a +1 bonus on attack rolls and a +1 dodge bonus to AC against corporeal undead. This ability replaces the reaper’s scythe racial trait.

Relentless: Some reapers are known to scout their opponents for weaknesses and return to finish the job, or to lose a battle only to vow to hunt down the creature that defeated them. Beginning the next day after they observe an opponent in combat, they receive a +1 insight bonus to attack rolls, damage rolls, saving throws, and AC against that opponent. There is no limit to the number of opponents for which a reaper can use this ability at any given time. This ability replaces the reaper’s scythe racial trait.

Dedication: Many reapers have a particular hobby to which they are dedicated, whether it be art, lore, or some other pursuit. They receive a +2 racial bonus on any one Craft, Knowledge, Perform, or Profession skill of their choice. This ability replaces the shepherd of souls racial trait.

New Feats:

Because of their long lives, reapers qualify for the Breadth of Experience feat.

Bonded Mask
Your connection to your mask is stronger than most reapers.
Prerequisites: Mask racial ability.
Benefit: You form a stronger attachment to the mask you are wearing when you gain this feat. This allows you to enhance the usual benefits you receive from this mask, gaining an additional +2 bonus to all saving throws against negative energy effects, death effects, and energy drain. Your mask gains 5 hardness and 10 hit points from this bond, and you receive a +4 bonus to CMD to avoid steal combat maneuvers targeting your mask. If you ever lose your current mask or decide to change the mask to which you are bonded, you lose both the bonus from this feat and the bonus from the mask racial ability until you have bonded a new mask, which takes 1 week of wearing the new mask followed by an 8-hour period of meditation using rare incense and herbs costing 100 gold pieces per character level. Any magical or nonmagical mask can be attuned via this ritual except intelligent masks and artifacts.

Frightful Mask
Your mask has an otherworldly feel to it, seeming to stare into the souls of your enemies and strike fear in their hearts.
Prerequisites: Bonded Mask.
Benefit: While wearing your bonded mask, your visage unnerves your enemies. You gain a +2 bonus to Intimidate checks while wearing your bonded mask, and you may demoralize two enemies instead of one whenever you use the demoralize combat option. If you inflict the shaken condition on an opponent by any means, the duration of the condition increases by 1 round. Once per day, you can spend a standard action to stare at a shaken opponent. The opponent must succeed at a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become frightened for 1 round. If your opponent fails the save by 5 or more, they are instead panicked for 1 round.

Greater Spirit Mask
Your spirit mask is more powerful than normal.
Prerequisites: Wis 15, Bonded Mask, Spirit Mask, Knowledge (religion) 7 ranks.
Benefit: Your spirit mask has become a spirit of unusual power. While in animate form, it regains the poison, fast healing, and spell-like abilities of a spirit oni, and it can cast word of expulsion 1/day instead of command and sleep 1/day.

Impregnable Mask
You store vital essence in your mask, making it hard to kill you with ordinary weapons.
Prerequisites: Bonded Mask, base attack bonus +4.
Benefit: You shift some of your vital essence into your bonded mask, making it hard to harm you while the mask is whole. While wearing your bonded mask, you gain DR 2/adamantine, which is reduced to DR 1/adamantine if your bonded mask has the broken condition.

Second Sight
Your training has refined your ability to sense the souls of others.
Prerequisites: Wis 13, soul sight racial ability, Blind-Fight.
Benefit: The range of your soul sight is increased by 5 feet.
Special: This feat can be taken multiple times. Each time it is taken, the range of soul sight is increased by 5 feet.

Spirit Mask
Your bond with your mask has grown strong enough for the mask to develop a spirit of its own.
Prerequisites: Wis 13, Bonded Mask, Knowledge (religion) 3 ranks.
Benefit: Your mask has gained its own spirit, becoming a creature of its own. Your mask can switch between its usual inanimate form and its new animate form at will as a standard action. In its animate form, use the stats for a spirit oni without the poison, fast healing, or spell-like abilities, with Knowledge (religion) +7 instead of Knowledge (arcana), and with the spirit subtype instead of the oni subtype. Although it loses its hardness while animate, the mask also gains the familiar abilities of a wizard of your character level. In its inanimate form, the mask regains the hardness it had as an item but loses all other abilities except for its intelligence and the fact that it grants you Alertness.

Threnody
Your connection to the afterlife allows your music and words to touch the spirits of the dead.
Prerequisites: Cha 13, bardic performance class feature, dhampir, reaper, or any undead.
Benefit: Your bardic performances can affect undead, including mindless undead, even though they are usually immune to mind-affecting abilities. If an undead is immune to mind-affecting abilities through another means, your performances still do not affect them. When beginning a bardic performance, you must choose whether your performance affects the living or the dead.

Equipment
Hrista’s Kiss: An alchemical miracle, this highly-prized liquid is said alternately to be derived from the saliva of a kiss from the greater psychopomp Hrista or from a formula she whispered into the ear of the first reaper to walk the mortal world. Each dose of Hrista’s kiss is a single drop of liquid. If you are a living creature, as a standard action, you can pour a dose of Hrista’s kiss onto your lips, charging it with positive energy from your body, and then place a kiss on the lips of a willing or helpless creature within the reach of your mouth. The creature you kissed recovers 2d8+5 hit points or takes 2d8+5 points of damage if given to an undead creature (Will save DC 15 for half). If the creature had been dead for 1 round or less and if the healing would put the creature at a higher hit point total than its negative Constitution score, your kiss saves the creature’s life, and it is now either unconscious and stable or conscious, based on its current hit point total. A creature saved from death in this way receives a temporary negative level that disappears automatically 24 hours later.
Cost 750 gp, Weight —, Craft DC 40

Funeral Mask: This simple, wooden mask is typically placed on a body before it is buried or burned. A reaper of low means typically wears such a mask.
Cost 5 gp, Weight —, Craft DC 10

Oil of Dawndew: Developed by reaper rangers to combat slow-moving undead with hit-and-run tactics, this rare alchemical concoction is infused with positive energy. When injected into a creature’s body, either by a needle (dealing 1 point of damage) or by a weapon attack, the oil of dawndew takes effect, healing 1 point of damage per round for 10 rounds to a living target or dealing 1 point of damage per round for 10 rounds against undead. If the undead receives any healing via negative energy during this time, the effect of the oil of dawndew ends immediately. Applying oil of dawndew to a weapon takes the same action as coating the weapon with poison.
Cost 100 gp, Weight 1/2 lb., Craft DC 25

Sanctified Oil: Favored by reapers who hunt the undead, you can use sanctified oil to perform last rites for the departed, sprinkling the oil upon the corpse while reciting the appropriate last rites of your deity with flawless intonation, requiring a DC 20 Knowledge (religion) check and 1 full minute. If successful, the power of your faith and sanctified oil will prevent the corpse or spirit of the creature from being raised as an undead; any attempts to do so automatically fail. Lesser sanctified oil prevents this transformation until the next midnight, while greater sanctified oil lasts forever. Lesser sanctified oil’s effects can be removed prematurely by a desecrate spell, but greater sanctified oil can only be removed by a double-strength desecrate or an unhallow. Sanctified oil has no effect if the corpse was already used to create an undead creature, and if the corpse is of a creature slain by an undead that normally creates spawn, the minute long last rites and the duration of the sanctified oil delay this transformation as long as they last.
Cost 50 gp (lesser), 550 gp (greater), Weight 1/2 lb., Craft DC 25 (lesser) 30 (greater)
 
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ShadowWolfSBI

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Re: Additional crap for the RCSD-based Pathfinder games.

Bonus Monkeys for Medusa/Greater Medusa

Medusa/Greater Medusa

Alternate Racial Traits
+2 Constitution, +2 Dexterity, -2 Strength
A few medusa bloodlines are completely dominated by lithe vitality, making them graceful and hardy, but very petite. This racial trait replaces the +2 Constitution, +2 Charisma, -2 Strength racial traits.

+2 Constitution, +2 Intelligence, -2 Dexterity
Some greater medusa rely more on reason than on pure charm, but are not as graceful. This replaces the +2 to any one ability Score racial trait.

Ancestral Memories (Su): Medusa are well known for their reverence of their ancestral sisters and familial ties, sometimes these can even surpass death itself. Once per week, she can contact her ancestors to seek advice on a specific course of action. This ability functions as the augury spell cast by cleric of a level equal to her Hit Die total. It is her ancestors, rather than a deity, who offer a prediction. Upon reaching 7th level this ability can also function as the divination spell. Upon reaching 9th level this ability can also function as the commune spell. This racial trait replaces the darkvision racial trait.

Born with the Bow: Some medusa fight as if they were born with a bow in their hand. They gain a +1 competence bonus to damage rolls made with chosen bow type. Further, if a foe attacks them with that chosen bow type, they gain a +1 dodge bonus to Armor Class against that weapon. This racial trait replaces the poison racial trait.

Cold Ones Ancestry: Some medusa bloodlines trace their linage back to greenfolk, offspring born of lizardfolk and medusa parentage. These medusa can hold their breaths for 5 minutes per point of Constitution. In addition, their webbed hands and feet grant them a +2 racial bonus on Swim checks. Finally, these medusa gain two claw attacks as secondary weapons. The claws inflict damage based on their size (Medium: 1d4, Large: 1d6). This racial trait replaces the medusan immunity, and all-around vision racial traits.

Gorgeous Gorgon: A rare number of medusa are intoxicating—visions of beauty, desire incarnate, harkening back to the splendor that was the progenitor. They gain a +2 racial bonus on all Charisma based skill checks made against those creatures that could be attracted to a humanoid female. This racial trait replaces the darkvision racial trait and cannot be taken by a medusa with the snake form racial trait.

Hedonism: Some medusa openly embrace life and all its pleasures. They receive a +2 racial bonus on all saving throws against necromantic spells and effects. This racial trait replaces the poison racial trait.

Medusan Artisan: Many medusas exceed the skill of all other races when appraising object, elevating the skill to a work of art. They gain bonus a +2 racial bonus to appraise and appraise becomes a class skill. They can purchase goods that they can successfully appraise with their appraise skill at 10 percent discount, as they know enough about the objects to find bargains on quality goods. Finally, they have a keen eye for spotting flaws in objects. When they damage an inanimate object, they inflict 1.5 times their Strength bonus in damage with a one-handed weapon, or twice their Strength bonus in damage with a two-handed one. This racial trait replaces the poison and darkvision racial traits.

Outcast: These medusa have been exiled from their sisterhood, they also have come to believe that they are accursed; they know that they are not fully part of any community especially their sisterhood. Perception and Survival are always class skills. If they gain another ability that grants these skills as class skills, they gain a +2 racial bonus to these skills instead. This racial trait replaces the medusan immunity racial trait.

Sacrificial Shaving: Some medusas perform a dangerous and ritualistic ceremony whereby they gain power through the sacrifice of their snake hair. These medusa can gain the extra hex feat if they meet the feats prerequisites and treat their hexs as if they were one level higher in the class that grants that class feature. This racial trait replaces the all-around vision, bite, and poison racial traits.

Sthein Ancestry: Some medusa trace their linage back to the Sthein, the offspring born of a mystical blending of nagas and greater medusa bloodlines. Their base speed is increased to 40 ft. This racial trait replaces the normal speed and medusa immunity racial traits and you must possess snake body in order to select this trait.
 
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ShadowWolfSBI

ShadowWolfSBI

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Re: Additional crap for the RCSD-based Pathfinder games.

Special Options for the Evil Storyline:

Decided to add an option from one of the Way of the Wicked books, as well as doing up my own variation.

The option from WotW is a five-feat chain that guarantees the character can be a full vampire, without risking becoming a vampire spawn. The feats are as follows:

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire. (If taken at character generation, that will have to be part of the character's backstory.)
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift. Still, you are fast as lightning and full of fury. You can barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).
However, you must sleep in a coffin every time you must rest, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.
If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template).
You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.


And now, my variant... Wraith, instead of Vampire. Note that I've added a feature or two that meant to put it closer to the Ringwraiths from LotR than the D&D/PF standard wraiths.

*EXPERIMENTAL RULES BELOW!*

The Wound
You've been attacked by a wraith, and are beginning to feel like you're fading.
Prerequisite: Must have been attacked by a wraith. (If taken at character generation, must be part of character's backstory.)
Benefits: You gain darkvision 30 ft. and the Alertness feat, however your Constitution score is lowered by two permanently.

The Draining
You feel cold almost constantly, and your sight seems to be losing color at times during the day, although it always seems much sharper at night. Yet, you remain aware, and certain, that some manner of change has begun.
Prerequisites: The Wound, 3rd Level
Benefits: You gain a +2 to saves against overheating, your darkvision increases to 60 ft., you gain the Toughness feat, and you gain a +2 Perception bonus at night or under dark conditions. However, your Constitution is permanently lowered by two again, your DCs for any sight-based Perception checks increase by 5 during the day, and your saves versus being dazzled by bright lights recieve a -2 penalty.

The Wasting
At times it feels almost like you're already reaching out for death's door during the day. And yet, at night, you feel vitalized, and almost back to normal. There is unmistakable change at work on you, as you skin draws tight and pales.
Prerequisites: The Wound, The Draining, 7th Level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You also gain a +4 Perception bonus at night or under dark conditions. (This replaces the +2 bonus from The Draining.) However, your Constitution is permanently lowered again by 2, and you recoil slightly from sources of fire or bright light unless you pass a DC 16 Will Save. In addition, you must make a DC 10 Perception test during the day or under bright conditions to determine details by sight. Once per day, you may utter a cry that forces those within hearing range to make a Will Save (DC 10+1/2 Character Level+Cha Mod) or become shaken. This cry can not cause targets who are already shaken to become frightened or panicked. You also gain Unnatural Aura as a supernatural ability.

The Fading
You've now faded from the living world, yet you've become powerful at night. Risen as a wraith, you are still trying to understand your new powers.
Prerequisites: The Wound, The Draining, The Wasting, 7th Level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Sense Motive and Stealth. You gain the undead traits, incorporeal trait, and no longer have a Constitution score. You gain the Constitution Drain special attack. Your Terror Cry ability gains two additional uses per day. You gain lifesense. You gain the ability to grant items you touch the ghost touch property while you wield them. However, you also suffer from Sunlight Powerlessness. In addition, you automatically recoil from fire, and must make a DC 20 Will save to cross running water. This is reduced to DC 10 if crossing by bridge, ferry, or ship.

True Wraith
You've now mastered your powers, and are a true terror of the night.
Prerequisites: The Wound, The Draining, The Wasting, The Fading, 9th level
Benefits: Your Terror Cry's range is may now frighten or panic listeners, and is no longer auditory-dependent, and you may use it once per minute, as a banshee's wail. In addition, you gain the ability to use a similar, shrill cry to deliver messages to other wraiths within that range. This version of the cry is at will. Your Unnatural Aura is supplemented by a Fear Aura effect, and anyone entering it with fear-immunity must make a DC 30 Will Save or their immunity will be suppressed. You may now attack normally during the day. In addition, your Will Saves are reduced to DC 10 normally, and you no longer have to make tests if crossing a bridge or ferry. You may also make a DC 30 Will save to avoid recoiling from fire.

Additional Feats:

Dark Blades
Pre-requisites: True Wraith
Once per week, you may infuse a dagger with your undead power, granting it a one-time use special attack that "infects" a target with The Wound (This grants the victim the pre-requisite for taking the feat). This attack destroys the dagger in the process. Only one such dagger may be in existence at a time. In addition, the presence of sunlight, natural or magical, destroys an exposed blade.

Enveloping Shadows
Pre-requisites: True Wraith, 15th level.
You no longer require Will Saves to cross water, and your Saves to resist recoiling from fire are only DC 20. You also gain turning resistance equal to 10 + 1/2 of your character level. In addition, you gain a +4 racial bonus to Intimidate. Sunlight does not suppress this ability.

Black Breath
Pre-requisites: True Wraith
Your Fear Aura effect now automatically suppresses fear immunity, however those who would have it get a +4 to their saves against it. In addition, the DC to save against your Fear Aura is increased by 2 for every additional visible Wraith within its area. Should another Wraith with this feat be within its area, visible or not, the DC is instead increased by 3. Sunlight does not suppress the Fear Aura now.

Piercing Shriek
Prerequisite: True Wraith, 15th level
Once per week, you may use your Terror Cry ability with an area of effect equal to your character level in miles. However, victims gain a +5 bonus to their save for every 4 miles from you they are.

Shattering Curse
Prerequisite: True Wraith, 15th level, ability to cast 4th level spells.
You now inflict a powerful curse when struck. This curse has three effects: First, the target's weapon is destroyed. Magic weapons get saves as normal, however mundane weapons are automatically destroyed. Second, the target's arm that was wielding that weapon is permanently paralyzed. Third, the target must make a Will Save, as if effected by bestow curse or be rendered unconscious. A successful save against the third effect reduces the duration of the paralysis to 1d6 days. A break enchantment spell ends the unconsciousness, and a restoration spell ends the paralysis, however the unconsciousness must be removed first.

GM Note:

As stated earlier, I was trying to catch more of the flavor of the Nazgûl with the Wraith feat-chain. As such, the results are slightly more powerful than standard Wraiths.

The main feat-chain is more akin to the bulk of the Nazgûl, with the complete set of feats being closer perhaps to the Witch-King of Angmar.

NOTE: As of the "Beta Reset", there's going to be a more striking difference between the PC-capabilities, and the abilities of two special groups of NPC "Wraiths". These will be detailed later, once I fully work out all of the mechanics.

Now, there's been some comments in the shoutbox about how doing this as feats is a bad idea, and it should be handled by Level Adjustments or a Prestige Class. However, there's problems I can see with both of those options. First to be address will be the Level Adjustment. Simply put, Level Adjustments screw with XP/level gains. So what about doing it as a Prestige Class in the vein of the Dragon Disciple? Here's the thing: Some people prefer to focus on certain class level bonuses. With the Pathfinder rules, there's a lot more benefit in staying in one class, as there's even more class abilities and bonuses than D&D. So, for those that might want the greater powers of playing an undead character, without necessarily sacrificing class abilities, in the evil storyline, those bonuses are being offered as feat chains. If you don't like the idea, then don't pick the feats. Simple solution.

And what about balancing, if one player picks one of the feat chains, and the others don't? Again, simple solution: Bonus Monkeys for the other players. Maybe an extra feat, extra SP/HP, or perhaps an extra stat point, as the situation warrants.
 
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