[Pathfinder] beastisrfrt
650956222396422239646509566509562223964paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Core Races 1Acrobatics, Climb, Escape Artist, and Stealth checks equalto the spell’s level until the beginning of his next turn. Thisability replaces the bonus feat a magus receives at 5th level.Dance of Avoidance (Su): At 7th level, while wearinglight armor or no armor, a spell dancer gains a +2 insightbonus to Armor Class. This ability replaces the mediumarmor class feature.Greater Dance of Avoidance (Su): At 13th level, whilewearing light armor or no armor, a spell dancer’s insightbonus to Armor Class increases to +4. This ability replacesthe heavy armor class feature.Magus Arcana: The following magus arcana complementthe spell dancer archetype: arcane cloak, prescient defense(Ultimate Combat); close range, concentrate, hasted assault,spell shield (Ultimate Magic).Spellbinder (Wizard)A spellbinder is an elven wizard who forges an arcane bondbetween himself and one or more wizard spells. Thesespells become so well understood by the spellbinder thathe can prepare them in spell slots that already have otherspells prepared in them.Spell Bond (Su): At 1st level, a spellbinder selects anyone spell that he knows as a bonded spell. As a full-roundaction, the spellbinder may replace a spell of the same orhigher level as his bonded spell with his bonded spell.For example, a spellbinder who selects magic missile as hisbonded spell could spend a full-round action to exchangeany 1st-level or higher spell that he has prepared withmagic missile. At 3rd level, and every two levels thereafter,a spellbinder may select another spell he knows andadd it to his list of bonded spells, to a maximum of ninebonded spells at 17th level.Upon reaching 4th level, and every two levels thereafter, aspellbinder can choose to select a new spell as a bonded spellin place of one with which he is already bonded. In effect,the spellbinder loses the bond with the old spell (though itis still one of his spells known) in exchange for forging aspell bond with a new spell. The new spell’s level must be thesame as that of the spell being exchanged. A spellbinder mayswap only one spell bond at any given level, and must choosewhether or not to swap the spell bond at the same time thathe gains two new spells known for the level.This ability replaces arcane bond.Discoveries: The following discoveries complement thespellbinder archetype: Fast Study, Split Slot (Ultimate Magic).Treesinger (Druid)Elves live far longer than other common races, and asingle elf may see whole empires rise and fall. Given theimpermanence of the cultures around them, it’s smallwonder that some elves turn to the timeless growth ofnature for solace, finding allies among the great treesthemselves, and even leading the forest’s plants intocombat. A treesinger has the following class features.Plant Bond (Ex): At 1st level, a treesinger forms a mysticbond with plant life. This bond can take one of two forms.The first grants the treesinger one of the followingdomains: Plant (Core Rulebook); Growth (Advanced Player’sGuide); Jungle, Swamp (Ultimate Magic). When determiningthe powers and bonus spells granted by this domain, thetreesinger’s effective cleric level is equal to her druidlevel. A treesinger who selects this option also receivesadditional domain spell slots, just like a cleric. She mustprepare the spell from her domain in this slot, and thisspell cannot be used to cast a spell spontaneously.The second option is to form a close bond with aplant companion. A treesinger may begin play with anyof the plants listed in Plant Companions (see page 26).This plant is a loyal companion that accompanies thetreesinger on her adventures. Except for the companionbeing a creature of the plant type, drawn from the list ofplant companions, this ability otherwise works like thestandard druid’s animal companion ability.Plant bond replaces the druid’s nature bond ability.Green Empathy (Ex): At 1st level, a treesinger canimprove the attitude of a plant creature. This abilityfunctions just like a Diplomacy check made to improve theattitude of a person. The treesinger rolls 1d20 and adds herdruid level and her Charisma modifier to determine thewild empathy check result. The typical wild plant creaturehas a starting attitude of indifferent.To use green empathy, the treesinger and the plantcreature must be within 30 feet of one another undernormal conditions. Generally, inf luencing a plant creaturein this way takes 1 minute but, as with inf luencing people,it might take more or less time.A treesinger can also use this ability to inf luence ananimal, but she takes a –4 penalty on the check. Thisability replaces the wild empathy class feature.Wild Shape (Su): At 4th level, a treesinger gains theability to wild shape. This ability functions at her actualdruid level. A treesinger cannot use wild shape to adoptan animal or elemental form. Instead, when she gainsthis ability at 4th level, she can assume the form of aSmall or Medium plant. This functions as plant shapeI, except the treesinger does not yet gain access to theconstrict or poison abilities of the plant form assumed.At 8th level, the treesinger’s wild shape gains the fullrange of abilities available from plant shape I. At 10th level,a treesinger can assume the form of a Large or Tiny plant.Her wild shape ability now functions like plant shape II.At 12th level, a treesinger can assume the form of a Hugeplant. Her wild shape ability now functions like plantshape III. This ability replaces, and otherwise functionslike, the normal druid wild shape ability.25paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
65095722239652223965paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126509576509572223965Plant CompanionsEach plant companion has different starting sizes, speed,attacks, ability scores, and special qualities. All plantattacks are made using the creature’s full base attackbonus unless otherwise noted. Plant attacks add theplant’s Strength modifier on the damage roll, unless ithas only one attack, in which case it adds 1-1/2 times itsStrength modifier. Some plant companions have specialabilities, such as scent. Plant companions cannot gainarmor or weapon proficiency feats, even as they advancein hit dice, and cannot use manufactured weapons at allunless their description says otherwise.As you gain levels, your plant companion grows in poweras well. It gains the same bonuses that are gained by animalcompanions, noted on Table 3–8: Animal CompanionBase Statistics on page 52 of the Core Rulebook. Each plantcompanion gains an additional bonus, usually at 4th or7th level, as listed with each plant choice. Instead of takingthe listed benefit at 4th level, you can instead choose toincrease the companion’s Strength and Constitution by 2.Carnivorous FlowerStarting Statistics: Size Small; Speed 30 ft., climb 10 ft.;AC +2 natural armor; Attack bite (1d6); Ability Scores Str10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualitieslow-light vision, scent.4th-Level Advancement: Size Medium; Attack bite (2d6);Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage(1/day, as the barbarian class feature for 6 rounds).Crawling VineStarting Statistics: Size Medium;Speed 20 ft., climb 20 ft.; AC +2 naturalarmor; Attack slam (1d4); Ability ScoresStr 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; SpecialAttacks grab; Special Qualities low-light vision, scent.4th-Level Advancement: Size Large; AC +1 naturalarmor; Attack slam (1d6); Ability Scores Str +8, Dex –2,Con +4; Special Attacks constrict 1d6.Puffball (Floating Fungus)Starting Statistics: Size Small; Speed 20 ft., f ly 60 ft.(average); AC +1 natural armor; Attack thorn (1d4 pluspoison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis14, Cha 6; Special Attacks poison (Frequency 1 round [6],Effect 1 Con damage, Cure 1 save, Con-based DC); SpecialQualities low-light vision.4th-Level Advancement: Ability Scores Str +2, Con +2.Sapling TreantStarting Statistics: Size Medium; Speed 30 ft., climb 30 ft.;AC +1 natural armor; Attack 2 slams (1d6); Ability ScoresStr 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualitiesdouble damage against objects, low-light vision.4th-Level Advancement: Size Large; AC +2 natural armor;Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.NEW RACIAL RULESThe following options are available to elves. At the GM’sdiscretion, other appropriate races may also make use ofsome of these.Elven EquipmentElves have access to the following equipment.Arcane Family Workbook: The elven predilection forbecoming wizards and the social benefits that elven wizardsenjoy often encourages families to dedicate themselves26paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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Plant Companions
Each plant companion has different starting sizes, speed,
attacks, ability scores, and special qualities. All plant
attacks are made using the creature’s full base attack
bonus unless otherwise noted. Plant attacks add the
plant’s Strength modifier on the damage roll, unless it
has only one attack, in which case it adds 1-1/2 times its
Strength modifier. Some plant companions have special
abilities, such as scent. Plant companions cannot gain
armor or weapon proficiency feats, even as they advance
in hit dice, and cannot use manufactured weapons at all
unless their description says otherwise.
As you gain levels, your plant companion grows in power
as well. It gains the same bonuses that are gained by animal
companions, noted on Table 3–8: Animal Companion
Base Statistics on page 52 of the Core Rulebook. Each plant
companion gains an additional bonus, usually at 4th or
7th level, as listed with each plant choice. Instead of taking
the listed benefit at 4th level, you can instead choose to
increase the companion’s Strength and Constitution by 2.
Carnivorous Flower
Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.;
AC +2 natural armor; Attack bite (1d6); Ability Scores Str
10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities
low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (2d6);
Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage
(1/day, as the barbarian class feature for 6 rounds).
Crawling Vine
Starting Statistics: Size Medium;
Speed 20 ft., climb 20 ft.; AC +2 natural
armor; Attack slam (1d4); Ability Scores
Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special
Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +1 natural
armor; Attack slam (1d6); Ability Scores Str +8, Dex –2,
Con +4; Special Attacks constrict 1d6.
Puffball (Floating Fungus)
Starting Statistics: Size Small; Speed 20 ft., f ly 60 ft.
(average); AC +1 natural armor; Attack thorn (1d4 plus
poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis
14, Cha 6; Special Attacks poison (Frequency 1 round [6],
Effect 1 Con damage, Cure 1 save, Con-based DC); Special
Qualities low-light vision.
4th-Level Advancement: Ability Scores Str +2, Con +2.
Sapling Treant
Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.;
AC +1 natural armor; Attack 2 slams (1d6); Ability Scores
Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities
double damage against objects, low-light vision.
4th-Level Advancement: Size Large; AC +2 natural armor;
Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.
NEW RACIAL RULES
The following options are available to elves. At the GM’s
discretion, other appropriate races may also make use of
some of these.
Elven Equipment
Elves have access to the following equipment.
Arcane Family Workbook: The elven predilection for
becoming wizards and the social benefits that elven wizards
enjoy often encourages families to dedicate themselves
26
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012