Pathfinder Homebrew
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Pathfinder Homebrew
PF2 Animal Companion Expansion
- Fighter Feats:
- WARRIOR'S STEED FEAT 1
You gain the service of a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
MATURE STEED FEAT 6
Requirements: Warrior's Steed
Your mount grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action that round on your turn to Stride toward an enemy.
INCREDIBLE STEED FEAT 10
Requirements: Mature Steed
Your mount continues to grow and develop. It becomes an indomitable, nimble, noble, or savage companion (your choice), gaining additional capabilities determined by the type of companion.
WELL TRAINED FEAT 12
Requirements: Cavalier Training
You've taught your mount to emulate your fighting style. Choose one fighter feat of half your level or lower that you've learned. Your mount gains the benefit of this feat.
Special: You can select this feat multiple times. Each time, you select another qualifying feat.
SPECIALIZED STEED FEAT 16
Requirements: Incredible Steed
Your mount has become cunning enough to become specialized. Your mount gains one specialization of your choice.
- Rogue Feats:
- PARTNER IN CRIME FEAT 1
You gain the service of an animal, either a familiar or young animal companion. Your partner is trained in Stealth and the skill granted by your racket.
MATURE PARTNER FEAT 6
Requirements: Partner in Crime, animal companion
Your partner grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, if you don't use the Command an Animal action and deal sneak attack damage to a creature your partner is threatening, if can use a single action to Strike or use its support benefit. If you use the Command an Animal action after this, it only gains one action.
INCREDIBLE PARTNER FEAT 10
Requirements: Mature Partner, animal companion
Your partner continues to grow and develop. If you're a thief it becomes a nimble companion; if you're a scoundrel is becomes an adorable companion (see below); and if you're a thug it becomes a savage or indomitable companion (your choice), gaining additional capabilities determined by the type of companion. It becomes an expert in Stealth and the skill granted by your racket.
SPECIALIZED PARTNER FEAT 16
Requirements: Mature Partner, animal companion
Your partner has become cunning enough to become specialized. If you are a ruffian it gains the bully or wrecker specialization; if you are a scoundrel your partner gains the trickster specialization (see below); and if you are a thief your partner gains the ambusher specialization.
- Cleric Feats:
- DIVINE COMPANION FEAT 1
Your deity blesses an animal to serve as your companion. You gain the service of a young animal companion.
MATURE DIVINE COMPANION FEAT 6
Prequisites: Divine Companion
Your animal companion grows up, becoming a mature animal
companion and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action your companion can still use 1 action that round on your turn to Stride or Strike.
HEAL MOUNT FEAT 8
Prerequisites: Divine Companion
Your divine bond with your animal companion manifests as a surge of positive energy. When you cast heal as a single action on your animal companion, you can treat each die as though you'd rolled the maximum amount.
INCREDIBLE COMPANION FEAT 10
Prerequisites: Mature Divine Companion
Your animal companion continues to grow and develop. It advances to an new type of companion depending on your deity (determined by the GM, but potentially with multiple choices for you), gaining additional capabilities determined by the type of companion.
- Companion Content:
- ADORABLE ANIMAL COMPANIONS
To advance a mature animal companion to an adorable animal companion, increase its Charisma modifier by 2 and its Dexterity, Constitution and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Diplomacy and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. An adorable animal companion can attempt to Aid Another checks to Diplomacy. When it rolls a critical failure on a Diplomacy check to Aid Another, it gets a failure instead.
NOBLE ANIMAL COMPANIONS
To advance a mature animal companion to a noble animal companion, increase its Constitution modifier by 1 and its Strength, Dexterity and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. It gains the mount trait, and if it is the same size as you it grows to be one size larger than you. Its attacks become magical for the purpose of ignoring resistances.
SPECIALIZED ANIMAL COMPANIONS
TRICKSTER
Your companion uses its appearance and cunning to apply deceptive tactics. Its proficiency rank in Bluff increases to expert (or to master, if it was already an expert), its Dexterity modifier increases by 1, and its Charisma modifier increases by 3.
WARG COMPANION
Size Small
<A> Melee jaws (finesse); Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int –1, Wis +1, Cha +1
Hit Points 6
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your warg's growl frightens enemies. Until the start of your next turn, your Strikes that damage creatures you warg threatens inflict the frightened 1 condition.
Advanced Maneuver Grab
GRAB <A>
Requirements The animal companion's last action was a successful jaws Strike.
The warg automatically grabs the target of its jaws Strike.
Willful Young wargs are particularly willful and headstrong, and predisposed towards a bloodthirsty and cruel nature. If you do not command the warg during a turn, the GM may, at their discretion, have the warg take a single action of its own volition, which may or may not be something you would approve of. You must spend time with the warg companion teaching them right from wrong to remove this trait.
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Pathfinder Homebrew
- Empyreal Lord Boons and Curses:
- Andoletta:
Minor Boon: Grandmother Crow bestows upon you a piece of her wisdom. Once, when pondering an important decision, gain the benefit of a Read Omens spell.
Moderate Boon: You lead with the Shepherd’s gravitas and assuage any reservations others may have to your plans. When you roll a success while using Diplomacy to Make A Request, treat the roll as a critical success.
Major Boon: You bless all those around you with Andoletta’s guidance so that they might never be led astray. You and all allies within 20 feet of you are immune to charms and compulsions and have darkvision with a range of 60 feet.
Minor Curse: True understanding escapes you. When you roll a critical success to Recall Knowledge, instead treat the result as though you had rolled a success.
Moderate Curse: All your misdeeds are plain to Grandmother Crow’s eyes. Whenever you roll Deception to lie, your result is treated as a failure.
Major Curse: You shall never be allowed to mislead others from a position of respect or authority. You suffer the effects of a critical failure against Dull Ambition. This effect can only be removed through divine intervention.
- Arshea:
Minor Boon: Arshea empowers you to become your true self. Once, you may polymorph yourself to any other form of the same ancestry.
Moderate Boon: You cast off any attempt to restrict your freedom. When you roll to Escape, treat the result of your check as one degree of success higher.
Major Boon: Your radiant beauty makes foes pause before raising their weapons to mar your form. You are under the permanent effect of Sanctuary, and the effect only ends towards those you use hostile actions against.
Minor Curse: The pleasures of the flesh will lose all their appeal to you. You can never be sexually satisfied.
Moderate Curse: You no longer have the ability to inspire passion in others. All performance checks you make take one degree of success worse than rolled.
Major Curse: Your outer beauty may no longer mask a repulsive core. Any physical flaw that you notice in yourself or is raised by others becomes more pronounced. All your Charisma-based skill checks and Charisma checks take a -4 status penalty.
- Ragathiel:
Minor Boon: The desire to punish the wicked grants you a rush of radiant power. Once, when engaged in combat with someone you know has wronged an innocent, gain a +2 status bonus to attack rolls, skill checks, and saving throws for one minute.
Moderate Boon: Ragathiel's righteous wrath shines through your efforts to terrify the wicked. When rolling Intimidation to demoralize evil creatures, treat successes as critical successes.
Major Boon: You wield your weapon as one of the General's greatest soldier. Any weapon you wield becomes high-grade silver, Greater Flaming, and Holy. These effects do not persist when you let go of the weapon.
Minor Curse: Fuck idk
Moderate Curse: The General marks you for vengeance. A scarlet mark of Ragathiel's inverted divine symbol appears on your forehead, shining through any attempt to cover it. The mark can only be removed by earning Ragathiel's forgiveness.
Major Curse: Any attempt to defend yourself against the righteous is doomed to fail. Your attack rolls, damage rolls, skill checks, AC, saving throws and save DCs suffer a -5 penalty against Good creatures.
Nobody7713- Posts : 2269
Join date : 2018-08-17
Re: Pathfinder Homebrew
- Pain Instinct (Barbarian):
- Your rage is fueled by pain. You delight in causing it, and you're no stranger to receiving it- in fact, the more pain you're in, the stronger you become.
Anathema
Showing mercy or pity to your enemies, or accepting it from them, is anathema to you.
Blood For Blood (Instinct Ability)
While raging, if an enemy damages you, your additional damage from Rage against them increases from 2 to 4 until the end of your next turn, and your additional damage against enemies who haven't damaged you decreases from 2 to 1.
Specialization Ability
Against enemies who have damaged you in the last turn, your Rage damage increases further, from 4 to 8. If you have greater raging specialization, instead increase the damage to 16.
Raging Masochism
When you take damage while raging, you gain resistance against that damage type until your rage ends or until you are hit for a different damage type.
- Griffon ancestry:
- Though often thought of as mere beasts, griffons are more intelligent than their lack of speech would suggest. A daring griffon could even become an adventurer, if they could overcome their social difficulties.
Hit Points
8
Size
Medium
Speed
25 feet
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw(s)
Intelligence
Languages
You cannot speak any languages; but you can still provide verbal components for spellcasting, and you can understand Common and a number of additional languages equal to your Intelligence modifier.
Natural Weapons
You have a beak unarmed attack which deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. You also have a talon unarmed attack which deals 1d4 slashing damage. Your talons are in the brawling weapon group and have the finesse, agile, and unarmed traits.
Quadrupedal
You walk on all fours. With your dextrous claws, you can use weapons and other objects during your turn, but you must end your turn with at least three feet on the ground.
―Heritage―
Domestic Griffon
You were bred and trained for labor. You gain Hefty Hauler as a bonus feat.
―Ancestry Feats―
Natural Armor - Level 1
You gain expert proficiency in unarmored defense.
Limited Flight - Level 5
You gain a fly Speed which is always equal to your Speed, including any bonuses or penalties. However, unless you have a fly Speed from some other source, you must end your turn on the ground.
Honed Senses - Level 9
You gain low-light vision and imprecise scent with a range of 30 feet, and your Perception proficiency increases to the next level (i.e., trained to expert, expert to master, master to legendary.)
Greater Natural Armor - Level 13
You gain master proficiency in unarmored defense.
Major Natural Armor - Level 17
You gain legendary proficiency in unarmored defense.
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
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