Light Sensitivity, The creature is dazzled in areas of bright sunlight or within the radius of a daylight spell.

Like it's become the stepchild or something.
This bleeding can be stopped with a successful DC 15 Heal skill check or through the application of any magical healing. Conduit feats are especially cool. She may choose to leave a trail if so desired. That information applies to feats relating to bows, not proficiency. Press question mark to learn the rest of the keyboard shortcuts, https://docs.google.com/document/d/1avbOKg848X3Z3dVpmdrpxtR__zan2jj_NzP0uZU9LTw/edit. Our campaigns never make it to 20th level, so the capstones aren't of much interest to our group. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Strength modifier. A redcap who successfully saves is shaken for 1 minute. It wasn't broken. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. Transparency, When underwater, a nereid’s body becomes transparent, effectively rendering her invisible. It can attempt to go through the opening as a move action, but unless it succeeds at a DC 20 Fortitude save, the salt prevents it from completing the movement, and it becomes nauseated for 1 round.

Wow, boo on that. This works just like the overrun combat maneuver, but the trampling creature does not need to attempt a check; it merely has to move over opponents in its path. This archetype has a psychopomp outlook (hence the nosoi familiar) on spirits--they should go where they belong. Each round in which a victim takes damage from a bagiennik’s nasal spray, that victim can attempt a DC 17 Fortitude save. An affected opponent can resist the effects with a successful Will save (DC = 10 + 1/2 frightful creature’s racial HD + that frightful creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text).
The alp can immediately attempt to grapple this foe without provoking an attack of opportunity. Now it appears the Bard won't have it's own spell list.

Any chance of a few more details on those I mentioned?

The exemplar traits are really cool, but I was expecting something that leveled with experience rather than the number of traits of a type a character had...still useful and fun. No feat tree, just a skill requirement and the feat gets better as your character does.

Ce site se base sur les licences Open Game License et Pathfinder Community Use Policy et les conditions d'utilisation BBE. It is all fun stuff, even if I may not use it all so thanks to everyone who contributed as this is a really nice farewell to classic Pathfinder! I wasn't, I'm afraid. Because it cannot choose air at 7th, but can at 15th.

Never had an issue with it.

), no hands, Fey Form II: Speed 30, darkvision 60, low light vision, 2 claws 1d4, vulnerable to fire, Fey Form I: Speed 30, low light vision, 2 claws 1d6, Fey Form I: Speed 60, Fly 30 (average), low light vision, 2 claws 1d6, bite 1d8, Fey Form II: Fly 60 (average), see in darkness, DR 2/cold iron, bleed 1d6, Fey Form III: Fly 90 (average), DR 5/cold iron, frightful presence, Fey Form IV: Fly 110 (average), SR 6+level, Fey Form II: Fly 60 (good), low light vision, see in darkness, DR 2/cold iron, +4 resistance vs poison and mind-affecting, 6 mist tendrils (touch, 3d10, ask your GM if you get these), reach 20 ft, Fey Form III: Fly 90 (good), blindsight 30, DR 5/cold iron, cold, sonic resistance 20, +8 resistance vs poison and mind-affecting, Fey Form IV: Fly 100 (good), cold, sonic resistance 30, SR 6+level, Fey Form I: Speed 30, low light vision, scent, gore 1d6, Fey Form II: see in darkness, DR 2/cold iron, Fey Form III: DR 5/cold iron, cold resistance 20, electricity, fire resistance 10, Fey Form II: Speed 90, low light vision, scent, see in darkness, DR 2/cold iron, bite 2d6, hooves 1d10, bleed 1d6 (hooves), reach 10 ft, no hands, Fey Form I: Speed 60, low light vision, scent, bite 2d6, 2 claws 1d8, no hands, Fey Form II: see in darkness, blindsense 30, DR 2/cold iron, Fey Form III: blindsense 60, blindsight 30, DR 5/cold iron, cold resistance 20, electricity, fire resistance 10, Fey Form I: Speed 50, low light vision, scent, gore 1d8, Fey Form I: Speed 50, low light vision, scent, Fey Form I: Speed 30, low light vision, boot stomp, kick 1d4 (secondary), irreligious, vulnerable to fire, Fey Form III: DR 5/cold iron, cold resistance 20, Fey Form IV: cold resistance 30, fast healing 3 (when in contact with ice or snow), Fey Form II: Speed 60, Fly 60 (good), low light vision, DR 2/cold iron, trample (1d8), bite 1d8, 2 hooves 1d8, no hands, Fey Form III: Fly 90 (good), DR 5/cold iron, electricity resistance 20, cold, sonic resistance 10, Fey Form IV: Fly 120 (good), electricity resistance 30, check out this handbook https://docs.google.com/document/d/1avbOKg848X3Z3dVpmdrpxtR__zan2jj_NzP0uZU9LTw/edit.

Really cool. The save DC is Charisma-based. Grab, If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Other effects are possible. Pathfinder Campaign Setting: Taldor, the First Empire (PFRPG), Pathfinder Roleplaying Game: Ultimate Wilderness. What I'd like to see for FCB for prestige classes: Pick a base class for which you already are receiving FCB. See in darkness, The creature can see perfectly in darkness of any kind, including that created by deeper darkness. Absolutely love it. YES!!!! The feats in general are quite good. Smacks of Beorn to me! Don't know the answer to #1, but the answer to #2 is yes. Tear shadow, A shadow collector’s claws strike as ghost touch weapons and, in addition to their normal damage, deal 1d6 points of Charisma damage to incorporeal creatures. None are excited for the change.

Oversized weapons, A dvorovoi can wield weapons sized for Medium creatures without penalty. For instance, the really cool Nosoi Buddy feat? Remorse, Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. I think my favorite part of this book is the Magic Trick feats, though. Really cool. It can hurl rocks up to two categories smaller than its size. May use Heavenly Light on my fave character. I can recharge cards to give allies a 1d4+?

After this limit, she takes 1 point of Constitution damage each hour until immersed in salt water. I kept my 3.5 and taught my sons (5) how to play. Those are my fave archons and would really like to see if their fighting style is based on rays. Save for when it remains motionless (at which point it is invisible), the quickling's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature’s Strength bonus. This is a mind-affecting compulsion effect.

There are a ton of rules that I like, too, but those are standouts for me.