I got little guys and big guys working together so let’s help them.
Master Blaster (Combat, Teamwork)
Why not be a mobile firing platform?.
Prerequisites: Base attack bonus +6
Benefit: When you are riding on a ally who is at least one size catagory larger than you, you flank a foe with an ally who’s a different size category than you, you can reroll one damage die with a result of 1. To gain this benefit, the foe can’t be larger than the larger of you and your ally, or smaller than the smaller of you and your ally.
Teamwork Benefit: If your ally also has this feat, you’re both considered to be flanking an enemy as long as you both threaten that enemy, no matter your actual positions.
Level: 1 Range: 40’ Duration: Varies Casting time: 1 action Save: Fort vs. check
General The psychic throws a bolt of blinding pain into the brain of a foe.
Manifestation Roll 1d4: (1) the wizard’s head glows purple; (2) the target’s head glows black; (3) the target’s head begins to stink; (4) The wizards head becomes translucent and his brain and nerves are visible.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2)rot begins to appear on the casters head; (3) caster’s head permanently glows with a sickly red aura;
(4) the caster hears whispers from the throughs around him; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster bind is blinded by pain and they take 1d4 psychic damage; (2) a random ally of the caster caster hears their thoughts for 1d4 hours; (3) A random creature with in 40’ takes 1d6 psychic damage.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)
corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The target takes 1d2 points of psychic damage. A save prevents the damage.
14-17 The target takes 1d4 points of psychic damage and is stunned for one round. A successful save prevents the target from being stunned.
18-19 The target takes 1d8 points of psychic damage and is stunned for 1d3 rounds. A save prevents the target from being stunned.
20-23 The target takes 1d12 points of psychic damage and is stunned for 2d3 rounds. A save prevents the target from being stunned.
24-27 The target takes 2d8 points of psychic damage and is stunned for 2d6 rounds. A save prevents the target from being stunned.
.28-29 The target takes 3d8 points of psychic damage and is stunned for 2d8 rounds. A save prevents the target from being stunned.
30-31 The target takes 4d8 points of psychic damage and is stunned for 2d10 rounds. A save prevents the target from being stunned.
32+ The target’s head explodes and they instantly die. A save results in them taking 5d8 points of psyched damage instead.
Mental Traditions occult Cast [two-actions] somatic, verbal Range touch; Targets up to 3 creature Saving Throw Fortitude
You snap a quick kick at a creature and barely touch them. This tiny kick causes the creature to make a Fortitude save as they’re mind causes weakness to spread through the body. Critical Success The target is unaffected. Success The target takes 1d8 bludgeoning damage. Failure The target is knocked prone and takes 2d8 bludgeoning damage. Critical Failure The target is knocked prone and takes 4d8 bludgeoning damage
Benefit: If you learn enough about how computers work, you see the truth at the soul in the machine. When you converse with any machine, computer, or any creature that is a robot construct, you are considered to share a language with that machine that it also shares with you. Those without this feat will not understand your conversation unless that pass a computer check (DC 15 + creatures CR or level of item).
TL; DR-New toys and adventures for things that go bump in the night. 97%
Basics– What goes bump in the night? Dark Archive focuses on all the stuff that gets thrown into your average Halloween party. It covers psychics, occult inquisitors called thaumaturges, archetypes, feats, spells, and a TON of adventures. Let’s dig in to this book!
Mechanics or Crunch– I love what’s here, but there are small problems that hurt things overall. The two new classes fit within the world of wizards, warriors,and clerics as now we have a mind wizard and an occult paladin. There may be a slight bit of power creep as these might be a bit better than the core classes, but it’s nothing absolutely game breaking. Feat, spell, and archetypes all fit solidly there as well. Interestingly enough, this book has almost MORE for the GM than the players. There are adventures and ways to upgrade monsters to add the occult feel like cryptids and secret societies. Aside from a bit of power creep, the other thing that I feel hurts this is the lack of inclusion into Pathfinder Society. PFS is the majority of the way I play an while I LOVE that adventures are included, new options that you only get when weird stuff happens to you are not given as options in the PFS documenting materials. What is here is well done, but balance and lack of inclusion into Paizo’s flagship gaming market hurt the book a bit. 4.75/5
Theme or Fluff– As a lover of ghost stories and campfire monsters, this book calls to me. I love the flavor here and the fact that crunch is being tied deeper into story. The new ways to add things like cults and monsters also helps. What’s here is amazing. I am slightly sad I didn’t see much Lovecraft lore here. We can make it, but I still want my crazy horrors from beyond time and space to make more of an appearance in a book where time magic and feats get put into the system. Couple that with adventures that GMs can drop in instantly, this is a solid book on the Pathfinder occult. 4.9/5
Execution– This is a physical book and a PDF by Paizo, so I’m almost automatically going to love it. Solid layout, fonts, formats, hyperlinks make this a great book and a breeze to read. My one minor issue is this is a book with almost as many pages for the GM as the players. It would be nice to have a PDF of the maps and pictures that I can show to the players like they do with their adventure paths. But, if my criticism is that I want more, that’s a good place to be in production. 4.9/5
Summary– I love me some crazy stuff, so I love me this book. I listen to too many podcasts about monsters, skepticism regarding monsters, and ghost stories to pass this book up. It has great additions to the system that might be a touch overpowered compared to things before. It has fun adventures with some amazing options that I wish PFS players could get their hands on. It has solid production, but a lack of web enhancements might hold it back a bit. What’s here is good, but I just want more ways to get at it. 97%
Let’s keep this idea moving into a different system!
Technique over Force Through practice you’ve learned how to use your technique over muscle. • Cost: 12 Karma • Game Effect: You can use your Agility + Close Combat for all grapple checks both as a attacker and defender instead of Strength + Close Combat.
You’ve worked out how to use your finesse instead of muscle for a specific combat maneuver.
Prerequisites: Base attack bonus +1.
Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You use dexterity for the attack roll instead of strength to resolve that combat maneuver.
Special: You can take Deft Combat Maneuver multiple times. The effects don’t stack. Each time you take the feat, it applies to a new combat maneuver.
Pathfinder emphasizes muscles for grappling, but I’ve known small people with solid technique who can hold even the biggest guys.
Mastery over Muscle Feat 7
General Skill Prerequisites expert in Acrobatics
You don’t need to be strong if your technique is solid. You can use acrobatics instead of athletics when using weapons with the grapple traits or when you use the grapple action.
Mother of Miteschar. STR 110CON 110 SIZ 110 DEX 45 INT 70 POW 90 HP: 30Damage Bonus: 2D6Build: 3Magic Points: 18Move: 8Attacks per round: 2. The Mother of Mites may only use a Trample attack once per round.Fighting attacks: The mother of mites has three feet and a mass of tendrils growing out of the body of the women. It also crawls with mites and can throw mites or swing tendrils.Grab (mnvr): The mother of mites can use its tentacles to grab and capture up to two victims. If a victim is grabbed, he or she is held to one of the horrible body of the women and can have mites forced onto their body.Trample: The mother of mites can also trample with its massive hooves, typically hooting and bellowing as it rears up and attempts to trample as many opponents as it can (up to 1D2 humans if they are situated close together).Fighting 50% (25/10), damage bonusTrample 40% (20/8), damage 1D6 + damage bonus Dodge 40% (20/8)Sanity Loss: 1D3/1D10 Sanity points to see the mother of mites
The mother of mites looks like a dark young with three legs leading to a large middle body and several tendrils emerging from the top. However in place of a mouth, there isa the mangled body of a women. She is emaciated, but can still talk in a horse, raspy voice. Also, her body and the larger body are riddled with holes and tunnels from which the star mites emerge. None know from where in the body the mites are produced.
Thoughts? time for a really bad guy to be the end boss!