The Forgotten God (Table 1) (Inactive)

Game Master Rednal

Hadran, God of Valor and Knowledge
Burkhardt, God of Pacts, Pledges, and the Spirit of the Law

Deepmar Penal Colony
Dig Sita Caina


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Insight Bonuses apply to both Touch and FF.

Of course, neither will help you against exploding fireballs, which you'll probably see a fair bit of if your AC goes too high for your level. Fortunately, you won't be recovering maneuvers all the time.

...That's actually kind of an important note for this game. As advertised, a major theme is "high power, high challenge". I am not above arbitrarily increasing the accuracy of enemies just to make them more difficult to defeat and more likely to hurt you along the way, because quite frankly, I consider little bits of math to be less important than the story and the challenge that godly characters ought to be facing. This is why I encourage carefully holding back and NOT trying to stack lots of bonuses. XD You're actually safer if you remain at a moderate level of power.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

I'm honestly trying to keep my AC down. I will be using my astral suits (armor and juggernaut) instead of Astral Skin + some kind of dragonscale breastplate or w/e, which is mechanically stronger but not nearly as thematically cool. This is really dependent on my astral suits counting as NOT being made of metal, though, or else my concept is totally boned. D:

My AC is actually not going to get much better as we level (+1 at level 7/8 when I go from masterwork chainmail/half-plate to masterwork breastplate/full plate, a couple extra points as my dodge bonus from stalker increases) but I don't get to enchant my armor at all, instead I have to spend customization points for it.

I'm pretty much specifically going out of my way to pick up stuff that is neat but not the best option (punching stuff as an Aegis or Goliath Druid, strength-based as a stalker, etc.) because I don't want to make anybody look bad, I just want to wreck things in a reasonable manner. :)


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Rednal, how do you feel about master performer and grand master performer. They are from the faction guide which I have. I have to look when I get home because the have a fame requirment in the faction but there was an optional rule or something if not using factions. They add to bardic performance. Mater performer has a prereq of extra performance and grand master has the prereq of master performer and 8th level. So I wouldn't be picking it up till level 5. Just looking for a good feat open to recomendations.


They're Paizo feats, aren't they? ^^ I see no problem with them.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

yeah they are. Sounds good, I will go with extra performance then.


Hadran, don't forget to post your levelup summary here. I also need you to update your profile and add in all of your special abilities - things like Sidestep Secret should all be detailed in the Special Abilities section, and that section should be alphabetical to make it easier to find a given ability.

Beseth and Mak, I'm working towards a good point in the story to introduce you.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Gotcha boss. I'm still making tiny edits here and there to get my sheet up to 100%, but I'm pretty much ready to go. :)

And just to be 100% clear on the interaction: It's okay if Astral Suit doesn't count as being made of metal, right? It'd be a shame to have to choose between my armor and being able to use Druid abilities every day.


Well, specifically, the text states that the Armor and Juggernaut versions are treated as chainmail and half-plate for, quote unquote, "all mechanical purposes". It is not intended to be mixed with things like Druid abilities (though Astral Skin, which could appear as a suit of vines or something, does not seem to have any such problems), and it's absolutely true that some classes play nicer together than others when gestalted.

On the other hand, flavor is also a thing. *Rubs chin* Hmm...

>.>

<.<

Your theme was basically being covered in the power of mountains... using your mind to draw forth their essence as some kind of protection, correct? I... might have an idea for making this work.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Yeah, that was the plan. It will be, in effect, just a suit of stone, bone and bark that I make with my mind.


I can't let you ignore a mechanical restriction for free - those exist for a reason, and subverting them can have odd, unintended consequences. However, I have come up with a way to make them play nice for you. ^^ Unfortunately, it's not something you can start the game with, but we can make acquiring it an early priority (by which I mean "your first mission").


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Fair enough. I can get by without the druid bit to start with. Or at the very least, I'll just stick to Astral Skin + my Studded Leather to start with. It's not ideal thematically, but it'll be fine for now. :)


One of the unfortunate things about being kicked out of your rightful place in the heavens is not having all the things you think you should. It definitely takes awhile for any of these builds to really get going thematically.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Sorry for no updates today, rare day off from work and had a lot to do, but I got closer to having a full sheet soon, hopefully tomorrow, Beseth should be the way you like.

I pretty much have her crunch figured out, just need to put it all together and format it.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

I made the last few changes, so I'm definitely good to go now. I'm very much looking forward to what you've got planned for all of us. :)


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Sorry guys was home sick yesterday and didn't make it to a Computer. I will post after catching up a bit on work.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Paizo was down for 4+ hours last night -.-


In fairness, they warned us of that well beforehand. ^^


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

It wasn't even on the status blog, I had to check Facebook to make sure it was even intended. Then again, nothing has been on the status blog since December so what is really the point of it.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Level up:
BloodRager 3
+1 BAB, +1 Reflex, +1 Will, Blood Sanctuary, +2rnds of rage

Bard: Retrained as we discussed and moved level adjustment to bard tree no level up.

Oracle: +1 Fort Save, New Revelation Focused Trance, Mystery Spell: Identify, New spell known: Endure Elements, Cast 2 more first level spells a day

3rd level feat: Extra Performance +6rnds of bardic performance


They did put an announcement here on the site for a few days. Now, then... off to the gameplay thread!


@Mak and Beseth: One important note - while it's fine to talk about divinity within the party and to important NPCs (such as Hadran's companion), you should avoid mentioning it to others until you're past Level 10. Widely proclaiming divinity without having the power to back it up usually draws some kind of retribution.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

unless your trash talking minions of Moloch :)


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

So basically only if they are allies or about to be dead.


That's a good rule of thumb, yes. XD

(And consider the fact that creatures with souls, when killed, get to go to one of the outer planes... and might tell their dark masters what happened before they died. Death is hardly the end of things...)


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

I am now wishing I had thought to just tack a title onto Mak's name to begin with, just so there was something easier to call him. "Thane" will have to do for the time being.

Mak's a decently cautious guy, so he'll definitely want to keep our characters' status on the hush hush until we can get some of our power back.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Beseth is a bit naive, I was even considering taking the drawback.

And as far as them telling their dark masters, they would likely only bother with that if they believed us.


"Hi, Boss! I was killed by someone with a god complex - I bet our cause could be measurably advanced if we somehow corrupted them..."

Evil is nothing if not creative. o wo~

Also, I'm not going to be posting Friday through Sunday - I'm going to be a bit busy with things, so we'll be paused for just a few days. Feel free to use that time to chat and get to know each other better. ^^


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Sounds like a plan, boss.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

No problems, I am sure we can just roleplay among ourselves for awhile.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I have an SCA event this weekend and wife is running reservations so we leave tomorrow morning so I will take the tablet and may post once or twice but will be limited until home on sunday.

On drawbacks its never came up much befor but looks like Hadran's may now start to show as he is a loner. His glory and valor came from his sacrificing actions of acting without support. Charging the demonic lines of the enemy on his own slaying hundreds by his own hand and winning the day. Now he findes himself with allies. I still will be posting all day today and should be able to post later tonight.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran should be updated now with all traits listed under special abilities as well and there effects.


Incidentally, if anyone was wondering, I'm using this module as a way to get a feel for how each of you act in combat and what kind of situations are considered more of a challenge. ^^ I also thought you might enjoy the chance to test things out on a smaller mission before focusing on a big quest, just in case you want to make some tweaks to your characters.

This is especially true for Beseth and Mak - it's not uncommon to find that something that sounded good in your head works out poorly in practice when dealing with such a complex character, so I highly encourage playing around with your current options and seeing if there's anything you don't like.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

You mean like how low Beseth's damage output is despite having lead blades as an Oracle spell?


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

I suppose with devils being immune to fire, Beseth's spell won't actually work, of course, no one made the knowledge check...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I'm pretty sure you know how Hadran roles and how to challenge him by now. I'm just glad they didn't all focus me down. I shouldn't need to change anything.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

I'm pretty comfortable with how Mak works right now (though I want to get into my Armor of the Mountain as soon as possible to improve his survivability and damage potential) but we'll see how things go.

I've got a pretty strong grasp on how to use my Aegis and Stalker abilities together, but I'm trying to figure out how best to incorporate the Druid ones. It'll take some time, I think, but I'm thinking! :)


Yeah, pretty solid on Hadran. XD

@Mak: Remember, you don't necessarily have to do everything at the same time. Being able to adapt into a completely different style, as-needed, can be a fine option in and of itself. For example, you probably don't need two classes focused on damage, given the limits of action economy, when you could focus one class on overcoming miscellaneous challenges instead.

@Beseth: Indeed, using fire on devils tends to be a losing proposition unless you've got some way of punching through their defenses.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

It's mostly that Druid's spell list is kind of wonky. It's not as tailor-made to a specific role as the Cleric's is, and isn't nearly as outright HAHA PHENOMENAL COSMIC POWER as the Wizard's. I'm trying to figure out how to make the best use of it, still. :)


Don't forget the additional sources available for this game - 1001 Spells and Deep Magic both have nice toys to play with. ^^ I can look for things that sound interesting if you don't have access to them.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

I'd appreciate it. Definitely leaning towards spells to do with stone, rock, lava and snow, on top of general purpose stuff like the Cures and Restorations.


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Hmm... actually, let's just use the in-book descriptions. XD I love PDFs. I can give the full versions of any you're particularly interested in, and there are definitely some mountainous choices.

Incidentally, being a Druid, you can take advantage of the fact that ALL of these are on your list and can be prepared. ^^

(These are all Deep Magic)

Druid/Shaman Spells

Druid/Shaman Orisons

Spoiler:
Cleansing Ray: Ranged touch attack deals 1d6 hp to oozes or plants.

Drink Deep from Mimir’s Well: Roll (1d20 + Wis modifier) may impart useful advice.

Hovering Gleam: Creates a moving sphere that illuminates a 5-ft. square as a candle.

Puff of Smoke: Attacking foes have a 20% chance to miss against a single creature.

Snowball: Sculpts a snowball that deals 1d3 hp nonlethal damage.

Tan Hide: Turns a skin or hide that weighs no more than 15 lbs. into quality leather.

Thunderclap: A thunderous noise draws the attention of all creatures within 3,000 ft.

1st-Level Druid/Shaman Spells

Spoiler:
Aspect of the Dolphin: You gain swim speed and bonus to Swim checks.

Aspect of the Four Winds: Bestows one of four bonuses for 1 round/level.

Circle of Wind: Winds impart +2 to AC and +4 against heat, gases, and inhaled poisons.

Douse: Douses a small source of natural light.

Fate Denied: Imposes a –1 or –4 penalty to attack rolls, skill checks, and saving throws.

Fate Revealed: Grants a +1 or +4 bonus on attack rolls, skill checks, and saving throws.

Feed the Forest: Can be cast at any level; allows spells to escape deep forest influence.

Fire Under the Tongue: You can consume and expel a small fire, dealing 1d4 or 1 hp fire damage.

Flurry: Snow surrounds you, imparting concealment and a –4 penalty to Perception checks.

Freeze Potion: Renders liquids in small containers temporarily undrinkable.

Gliding Step: You can walk on top of snow rather than wading through it.

Goat’s Hoof Charm: Target creature can move at half speed up slopes and inclines.

Hearth Charm: Doubles the effectiveness of a fire’s fuel.

Leaf Spray: 15-ft. cone of leaves blinds creatures that fail a Reflex save.

Locate Water: Detects direction and distance to bodies of water.

Maggots: Creates maggots from dead flesh.

Natural Horror: Gives a target a natural attack.

Not So Fast: Reduces targets’ speed in 5-ft. increments(max. 20 ft.)

Porevit’s Mantle: Camouflages target to match terrain, gaining +3 to Stealth checks.

Riptide: Generates a tide-like wave of force.

Snap the Leash: Removes the shackles of domestication from animals.

Veil Companion: Hides your familiar or other companion creature.

Volund’s Instant Pillar: Pillar of stone knocks creatures prone, provides cover.

Volund’s Vengeful Grasp: Grasping hands rise from the earth to grab and harass targets.

Wingspan: Improves a target’s fly speed and maneuverability.

Withered Sight: Target receives –4 penalty to Perception checks and –2 to attack rolls.

Wolfsong: Your howl conveys a message up of to nine words to wolves.

2nd-Level Druid/Shaman Spells

Spoiler:
Archway of Ants: Non-stinging insects form a bridge, wall, ladder, etc.

Boulder Toss: You can hurl rocks as if you had the rock throwing ability.

Call of Earth and Stone: Asks questions of earth spirit.

Caustic Blood: After being damaged, you can cause hp damage equal to 1d6+ Con modifier to foes within 30 ft.

Chaotic Vitality: You and the target’s hp total randomly changes.

Conjure Energy Arrows: Your arrows deal energy damage.

Converse with Drake: You can communicate with any lesser dragon within 100 ft.

Crustacean Carapace: Gain +4 natural armor bonus and ignore some underwater penalties.

Detect Dragons: Detects creatures with the dragon type within 60 ft.

Defy Depth: Protects creatures from cold water and depth pressure damage in deep seas.

Doom of the Cracked ShieldM: The next nonmagical shield you hit in combat crumbles into dust.

Doom of SunderingM: Damage you deal to your opponent is also applied to their weapon.

Elemental Surge: Create an elemental ray or sphere and hurl it at a single target.

Furious Hooves: Increases target’s base speed up to 30 ft. and grants hoof attacks.

Heartstrike: Your next ranged attack roll gains a +10 bonus.

Mountain Goat’s Grit: Subject acclimates to high altitudes for 1 hr./level.

Point the Way: An arrow points you toward a specific destination.

Razor Maw: The target’s bite attacks deal an additional 1d6 hp damage and 2 bleed damage.

Reverberate: Creatures and objects in a 15-ft. cone take 1d6 hp/2 caster levels (max 5d6).

Reverse Industry: Reverts manufactured components of one object to their raw state.

Sculpted Servant: Diminutive humanoid figure serves you for 1 hr./level.

Shed the Rain: Your skin, clothes, and gear are protected from water.

Slice the Air: Your next arrow ignores natural winds and reduces magical winds one category.

Slime Form: Target gains +5 AC, immunity to sneak attacks and crits, but can’t attack or cast spells.

Snowblind Stare: You gain a gaze attack that inflicts snow blindness.

Spirit Guide: Your ancestors guide you home, to sustenance, or to the surface if underground.

Veil Companion, Greater: As veil companion, but with protection from divination.

Vicious Spikes: Target sprouts spikes and has no proficiency penalty when attacking with them.

View the Past: You experience events from the past.

Watery Sphere: Rolling globe of water quenches fire and ensnares creatures.

3rd-Level Druid/Shaman Spells

Spoiler:
Animal Contagion: A Tiny animal travels to a destination, spreading disease along the way.

Armor of the Mountains: Grants AC bonus and immunities and damages adjacent creatures.

Barnacle Armor: Barnacles grow to provide protection.

Blinding Scales: Touched creature’s scales can temporarily blind or dazzle enemies.

Crushing Trample: Overruns any creature in a path to deal at least 1d6 hp damage.

Doom of Serpent Coils: Afflicts creatures in a 10-ft. radius (including you) with deadly poison.

Fire Claws: Your hands deal 1d6 hp fire damage/3 caster levels (max 5d6).

Ghostly Arrow: Your arrows become insubstantial and ignore armor bonuses.

Glacial Wind: Freezing blast of air deals 1d4 hp/level cold damage.

Heavy Chains: Dense tendrils of earth drag and impede a target’s movement.

Hunter’s Intuition: Gain a brief vision of an arrow’s previous owner.

Inflict Doom: A living creature becomes panicked or shaken.

Jellied Resilience: Target is immune to critical hits, gains DR 5 or 10, and corrosive weapon quality.

Liquid Form: You transform into living water.

Liquefy Air: Allows you to make Improved Bull Rushes once per round as a free action.

Mother Stone: Gain AC bonus, DR 5/slashing, and stability; reduces move to 0.

Ooze Touch, Lesser: Transforms target’s limb into a pseudopod that allows a touch attack.

Phantom Dragon: Disguises a creature as an adult dragon.

Potency of the Pack: Bestows lupine traits on a group of living creatures.

Rain of Fangs: Cylinder of fangs causes 3d6 hp damage and causes creatures to bleed.

Raven’s Revocation: Target cannot fly or leave the ground magically.

Rimy Nimbus: Cloud deals 1d6 hp cold damage/level (max 10d6) to everything in the area.

St. Al-Passor’s Stone Piton: Column causes 1d6 hp damage and pins creatures.

St. Brigantia’s Rally: Cures fatigue and exhaustion, and gives bonuses.

St. Carnessa’s Wicker Man: Summons an assassin vine for 1 round/level.

St. Ravovik’s Hive Mind: Creatures touched gain group knowledge and abilities.

Sea of Fire: Affected creatures take 1d6 hp fire damage each round and may catch fire.

Seeker’s Arrow: Gain constant awareness of a creature you’ve struck with an arrow.

Shape Water: You shape water into useful solid objects.

Spell Suppression: Diminishes the power of any spell cast within its area.

Tame Drake: Befriend a lesser dragon.

Thunder Arrow: Your arrow emits a tremendous noise when it hits.

Thunderbolt: Deafens creatures within 15 ft. and deals 1d6 hp/level sonic damage to one target.

Tunneling Swarm: Insects create a 5-ft.-diameter tunnel through earth or wood.

Volund’s Instant Pillar, Greater: As Volund’s instant pillar but affects area.

Volund’s Rending Grasp: Prevents target from charging and deals 1d4 hp damage/round.

Waters of Eternity: Gain brief, soundless visions of the near future.

Wind Arrow: Touched arrow spreads a powerful wind gust.

Wresting Wind: Burst of air disarms creatures in a 20-ft. burst.

4th-Level Druid/Shaman Spells

Spoiler:
Aspect of the Ram: Grants a gore attack (1d4+1 1/2 × your Str bonus) for 1 min./level.

Avenge the Pain: You shoot an arrow that has damaged you unerringly toward your attacker.

Baneweapon: Grants bane to one melee weapon or six projectiles.

Blood Spoor: You follow your quarry’s trail unerringly.

Brittling: Touched stone or metal item becomes easy to shatter.

Breathlessness: Touched creatures do not need to breathe.

Conjure Giant Eagle: Summons a giant eagle to fight for you.

Elemental Boost: Add extra damage to magical attacks with elemental damage components.

Ensnare Ley Line: Grants a measure of control over volatile ley line effects.

Find Treasure: Finds the closest mass of metal, gems, or other similar materials.

Freezing Fog: As fog cloud and each creature in the fog takes 3d6 hp cold damage each turn.

Freya’s Instant BallistaM: Trees become powerful arrows.

Gecko’s Grip: Touched target can traverse vertical surfaces and ceilings temporarily.

Intensifying Force: Creates a cone of force to damage creatures.

Ironsides: Gives a wooden ship’s hull the characteristics of iron.

Mighty Gale: Wind batters all creatures and obstacles in its path.

Ooze Shape I: You assume the form of any Small or Medium ooze.

Pollen Cloud: Affected creatures become dazzled, fatigued, and sickened.

River of Moonlight: Shimmering moonlight fascinates living creatures for 2d4 rounds.

Sacrificial Waves: Damages yourself to deal up to 5d6 hp damage to creatures in a 30-ft. radius.

St. Mirolch’s Water Snakes: Creates or controls surface currents within 1 mile.

Share Insight: You share your physical archery skills with a willing creature.

Shed the Elements: Target is immune to fire, electricity, acid, or cold for spell’s duration.

Skinchange: Transfers your consciousness into an animal’s body indefinitely.

Speak with Ancestors: You may ask questions of your ancestors.

Spirit of the Illyrian Ram: Grants +4 to Acrobatics, doubles jump distances, and negates armor penalties.

Summon Venomous Swarm: Summons a swarm of venomous snakes.

Snow Boulder: Damages creatures and overruns or repositions them.

Yarila’s Bounty: Gain fast healing 1 when bathed in direct sunlight for 30 min.

5th-Level Druid/Shaman Spells

Spoiler:
Bones of the Earth: Creates pit that can be collapsed.

Burrowing Boost: Gives creatures a burrow speed of 10 ft./round.

Coin Swarm: Turns a pile of coins into a swarm of flying metal shards.

Diabolical Temper: One humanoid target becomes mindless with rage.

Doom of the Earthen Maw: Creates muck that can drown up to Large-sized creatures.

Dragonskin: Gain DR and a bonus to existing natural armor.

Earth Wave: Wave of earth carries you and up to 3 Medium creatures and damages those in its way.

Elemental Conversion: Converts elemental damage into another type of elemental damage.

Faerie Ring: You warp magic and time within the ring.

Fiery Blood: Target acquires fast healing 4 and deals fire damage to attackers.

Fireburst: Your next arrow explodes, dealing 1d4 hp fire damage/caster level (max 15d4).

Fly True: Your next arrow hits exactly where you indicate.

Freya’s fallen timber rageM: Structure animates and attacks.

Geyser of the Dragon Turtle: Cone of steam deals fire damage and bull rushes creatures.

Healing Bequest: Heals one creature per round for 1d8 + 1/caster level hp for duration.

Lightning Rod: Grants immunity to electricity, and electricity damage is drawn to you.

Liquefaction: Water bursts knock creatures prone and interrupts spells.

Mountain Stride: You can move into large stones and teleport to other stones of its type.

Nova: You glow and can concentrate for up to 4 rounds to damage nearby creatures.

Ooze Touch: Transforms the target’s limb into a pseudopod that does more damage.

St. Carreult’s Swap: Switch places with target carrying the divine focus.

St. Parvalas’s Risen Road: You can travel across any terrain as if it were open plain.

Starfire Fury: Conjures up to six balls of light that can flank or attack.

Steal Breath Weapon: Allows you to use a dragon’s breath weapon (up to 15 dice of damage).

Wall of Water: Creates an opaque wall of water.

6th-Level Druid/Shaman Spells

Spoiler:
Animate Water: Water becomes a construct under your control.

Astrological Charting: Ends status effects and grants bonuses to resist certain spell effects.

Calm the Waves: Area of rough water becomes calm.

Chaotic Vitality, Mass: As chaotic vitality, but affects multiple creatures.

Elemental Blast: Cone deals 6d6+1 hp damage/caster level plus an elemental effect.

Fault Line: Squares in a 100-ft. line become difficult terrain and can trip creatures passing through.

Hunter’s Shot: Slay a creature with one arrow.

Jeweled Bolt: Crystals damage one flying creature and temporarily prevent it from flying.

Ley Hail: Rocks deal 7d6 hp damage to creatures and create difficult terrain.

Ooze Shape II: You assume the form of any Tiny, Small, Medium, or Large ooze.

Red Dragonfly Swarm: Summons a swarm of deadly red dragonflies.

Shrieking Flock: Transforms you into a flock of ravens that frightens or misleads foes.

Storm Form: You become incorporeal, able to fly, and can unleash a storm on foes.

7th-Level Druid/Shaman Spells

Spoiler:
Fiery Sandstorm: Generates sandstorm that deals bludgeoning and fire damage.

Triumph of Ice: Transforms natural elements to ice or snow, affecting creatures in the area.

8th-Level Druid/Shaman Spells

Spoiler:
Contagion of Rust: Oxidizing cloud destroys iron items, and destroyed items create new clouds.

Mask of the Pharaoh: Your gaze can turn foes to stone or stagger them.

Tidal Wave: Massive tidal wave floods the area, damaging creatures and dragging them to sea.

9th-Level Druid/Shaman Spells

Spoiler:
Ocean’s Army: Summons Huge water elementals from a significant body of water.

One with the Cosmos: Grants true seeing, freedom of movement, immunity to several effects, a +10 bonus to Knowledge checks, and you treat all Knowledge checks as if you were trained.

Sink Land: Massive destruction of land and structures in a 500-ft. radius.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Flurry, Volund's Instant Pillar, Vollund's Vengeful Grasp, Boulder Toss, Call of Earth and Stone, and Sculpted Servant sound like they're right up Mak's alley. I'd also like to hear about Fate Denied and Fate Revealed, because the little blurbs are weird.

The cantrips seems meh at best, and I didn't bother looking into the 3rd and higher level spells because I can't learn them yet, but I will be making note of this post for the future. :)


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In fairness, those are cantrips. XD

BOULDER TOSS:

School transmutation; Level druid/shaman 2
Casting Time 1 swift action
Components V, S, DF
Range personal
Target you
Duration 1 min./level
You draw the power of the mountains into you, gaining
a short surge of strength and skill that allows you to hurl
rocks like a giant. You may hurl any suitable object, as if
you had the rock throwing ability, up to one size category
smaller than yourself. When hurling, you gain a +6
enhancement bonus to Strength.
The hurled rock does 1d6+1 1/2 times your total
Strength bonus and has a range increment of 40 ft. At 5th
level, and every four levels afterward, the enhancement
bonus to Strength increases by +2 and the range
increment increases by 40 ft. At 9th level, increase the
damage die to 1d8. At 13th level, you can hurl rocks the
same size category as yourself, increasing the damage dice
to 2d6.

CALL OF EARTH AND STONE:

School divination [earth]; Level druid/shaman 2,
cleric/oracle 3
Casting Time 1 min.
Components V, S, DF
Range personal
Target you
Duration see text
Upon completing this spell, you momentarily
commune with the Elemental Plane. You may ask
1d4 questions, which are answered by any earth spirit
(creatures with the earth subtype, Intelligence 3 or
greater) closest to you at the time. You have no control
over the creatures that answer, but those that do must
answer honestly, in a language you understand, and
cannot attack you or your allies while the spell lasts. Any
offensive action by you or your allies immediately breaks
the spell, allowing the creature to retaliate or retreat.
The GM should roll secretly to determine how many
questions you may ask and whether the earth creature
that answers the summons knows the answers you
seek. The responding earth creature has a 60% chance
of knowing the answer plus 1% for every point of the
creature’s Intelligence score plus 1% per caster level, to a
maximum of 99%.
Earth elementals, mephits, and xorns commonly
answer this call, with xorns sometimes trading additional
questions or details for precious gems and minerals.

FATE DENIED:

School divination [mind-affecting]; Level bard 1, cleric/
oracle 1, druid/shaman 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F (a small bit of crystal)
Range touch
Target one living creature
Duration 1 min./level (D)
Saving Throw none; SR yes (harmless)
With a single touch, you align the fates against the
target. That target suffers a –1 penalty on attack rolls, skill
checks, and saving throws. You can dismiss this spell as
an immediate action after the target has made an attack
roll, skill check, or saving throw, forcing the target to
reroll that attack roll, skill check, or saving throw. When
it does so, the target takes a –4 penalty instead of a –1
penalty. The target must be in your line of sight for you to
dismiss this spell.
Fate denied counters and dispels fate revealed.

FATE REVEALED:

School divination [mind-affecting]; Level bard 1,
cleric/oracle 1, druid/shaman 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F (a small bit of crystal)
Range touch
Target one living creature
Duration 1 min./level
Saving Throw none; SR yes (harmless)
With a single touch, you cause the fates to smile on
the target. That target gains a +1 insight bonus on attack
rolls, skill checks, and saving throws. Unlike other spells
that can be dismissed, this spell cannot be dismissed by
the caster, but rather it can be dismissed by the target. As
an immediate action, the target can reroll a single attack
roll, skill check, or saving throw with a +4 insight bonus.
Making this reroll dismisses the spell.
Fate revealed counters and dispels fate denied.

FLURRY:

School transmutation; Level cleric/oracle 1, druid/
shaman 1, ranger 1
Components V, S, M (a vial of slushy water)
Casting Time 1 immediate action
Range personal
Target touch
Area 5 ft.-radius
Duration: 1 round
Saving Throw: Will negates (harmless); SR yes
(harmless)
A 5 ft.-radius flurry of snow surrounds you. For 1
round, any creature within this area, including you,
receive a –4 penalty on Perception checks. Creatures
within this area also have a 20% chance to miss when
attacking, as with concealment.

Mythic: The area of the spell increases to a 10-ft. radius,
and you are not affected by either the –4 penalty to
Perception checks nor the 20% miss chance.

Augmented (2nd): You may expend an additional use
of mythic power to also prevent your allies from being
affected by the –4 penalty to Perception checks and the
20% miss chance.

SCULPTED SERVANT:

School conjuration (creation); Level bard 2, druid/
shaman 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (a humanoid figurine of clay,
stone, or wood)
Range close (25 ft. + 5 ft./2 levels)
Target one tiny animate figurine
Duration 1 hr./level
Saving Throw Reflex half (see text); SR no
You imbue a Diminutive (1 ft. tall or smaller) humanoid
figurine with mobility and a semblance of life. The
servant can fetch things, open unstuck doors, hold
chairs, and clean and mend. The servant can perform
only one activity at a time, but it repeats the same activity
if told to do so as long as you remain within range. It can
only open normal doors, drawers, lids, and the like.
Despite its size, it has an effective Strength score of 6
(so it can lift 60 lbs. or drag 300 lbs). It can trigger traps
and similar devices, but it can exert only 60 lbs. of force.
It can’t perform any task that requires a skill check with
a DC higher than 10 or that requires a check using a
skill that can’t be used untrained. The servant cannot fly,
climb, or swim (though wooden servants may float), but
it can levitate up to 5 ft. in the air as a standard action. Its
base speed is 20 ft. It can be instructed to run or hustle,
but it stops before it would take any nonlethal damage.
The servant cannot undertake a forced march.
The servant cannot attack in any way; it is never allowed
an attack roll. However, if the servant takes 15 or more hp
damage, it explodes, dealing 1d6 hp damage per 2 caster
levels in a 5-ft.-radius burst centered on the servant.
Anyone in the area of effect can attempt a Reflex save for
half damage.

VOLUND’S INSTANT PILLAR:

School transmutation [earth]; Level cleric/oracle 1,
druid/shaman 1
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. +5 ft./level)
Area 5-ft. square
Duration 1 round/level
Saving Throw see text; SR no
Upon completing this spell, a short pillar of stone and
earth abruptly rises 5 ft. from the ground in the target
area. The 3-ft. diameter column has hardness 8, 300 hp,
and break DC 25. The pillar does not fill the entire space,
and so it does not block movement, but it does count as
difficult terrain.
The pillar grants cover to a Medium or smaller creature
in its square. A Medium or smaller creature in the square
when the pillar rises must make a Reflex save to avoid
being suddenly shoved upward with the force of the
pillar. Those that fail are knocked prone in the square
and carried up 5 feet on top of the pillar. A creature may
choose to remain on the pillar deliberately.

VOLUND’S VENGEFUL GRASP:

School transmutation [earth]; Level cleric/oracle 1,
druid/shaman 1
Casting Time 1 standard action
Components V, S, M (a small clay disc)
Range touch
Target 1 creature
Duration 1 round/level
Saving Throw see text; SR yes
This spell causes tiny, grasping hands to burst from
the earth to grab and harass the target. Each round,
the target must make a Reflex save as a swift action or
suffer a 10 ft. penalty to its base speed minimum 0 ft.). A
successful Reflex save does not end the spell but frees the
target from the spell’s effects for 1 round.
This spell affects other modes of movement as well,
such as burrow and climb, but specifically does not
affect flying and swimming. The movement slowing
effect of this spell does not stack with those of similar
spells, such as slow.


Male Dwarf Mountainlord [ HP: 62/62 | AC: 20 T: 14 FF: 18 | DR 2/- | CMB: +7 CMD: 19 | F: +10 R: +10 W: +11 (+3 vs. poison, spells and spell-like abilities) | Init: +7 Per: +10 | 1st: 1+1, 2nd: 2+1 | Re: 1, SS: 7, Ki: 5 | MP: 4 | Stalwart ]

Yep, gonna add all of those to Mak's spell list, and memorize one or two next time we get the chance to memorize spells.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Anything flavorful for Oracle or Skald? I don't have as much flexibility with the bard choices, but still would be worth looking into. I think I recall looking through the Oracle/Cleric list from 1001 spells trying to find something to help against the devil (I likely should have used Hex Weapon instead of Burning Disarm, but I forgot devils were immune to fine and let's face it Beseth wouldn't have any reason to know.)

Also, I apologize for not posting yesterday, I was sick in bed all day, I seem to have gotten some sort of stomach flu, which I am still trying to get over.


Plenty of flavor - most spells in the book are tied to a theme unlocked during the Kickstarter campaign (Living Saint spells, Ley Line magic, etc.), so it's really more a question of what kind of flavor you're interested in. There's probably something to fit. XD Volund's Instant Pillar (above) is good for knocking foes down, and Withered Sight makes it harder for them to hit you. Unsleeping is an interesting one - lets you ignore fatigue (*Stares at Raging people*), but its cooldown is twice its duration (and both are loooooooong), so you have to be careful. XD Memento Mori is a Will Save effect that can make foes lose a standard action.


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Looking at the kickstarter, this theme coincide with Aer'Besethir's extremely well, Valkyries and Shield Maidens. I was trying to find something that could summon a weapon too, but I may just have to wait for my next revelation and get Iron Weapon.


Shieldmaiden Magic

Shieldmaidens are female dwarves and human women who defend those they hold dear by leading others in battle. Although battle tactics, endurance, weapon-mastery, and especially vigilance are their hallmarks, shieldmaidens have also developed and mastered martial magic.

Legend holds that shieldmaidens are tireless foes, stalwart defenders, and warriors to be feared. They are experts in the use of shields in combat and at protecting allies in battle, and they are notable as battlefield inspirations who rally the wounded and faltering. Tales of the shieldmaiden who saves the day are inspirations to many, though shieldmaidens’ numbers have always been few.

Over many years and largely in secret, shieldmaidens have developed their own brand of magic. Most know the following spells (or know of them, if wielding such magic is personally beyond them). Spell names marked with asterisks are found in this book’s New Spells chapter, which begins on page 78.

Shieldmaiden Spells

The following are shieldmaiden spells.

Cleric Shieldmaiden Spells
1st Level—shieldlight*, unsleeping*
2nd Level—battlemight*, blessing of courage and lifeAPG,
might of the champion*, shield other, transform shield*
3rd Level—wrathful mantleAPG
4th Level—battleward*, forceful strikeISM, snarling steel*,
stalwart*, steadfast*
5th Level—vigilant fist*
6th Level—blaze of valor*, weaponthwart*

SHIELDLIGHT:

School evocation; Level cleric/oracle 1, paladin 1
Casting Time 1 swift action
Components V
Range touch
Target one shield
Duration 10 min./level (D)
You enspell an existing shield (of any size and material,
as long as you can hold and use it) to give off a steady,
gentle, translucent, pearly-white light in a 20-ft. radius,
and increasing the light level for an additiona 20 ft. by
one step, up to normal light (darkness becomes dim
light, and dim light becomes normal light). As long as
you are alive, this light persists even in your absence until
the spell expires. While a shield is affected by shieldlight, it
gains a +1 bonus (both as a weapon, and in augmenting a
bearer’s AC).

UNSLEEPING:

School transmutation; Level cleric/oracle 1, paladin 1
Casting Time 1 standard action
Components V, S
Range touch
Target touched creature
Duration 10 hrs./level
Saving Throw Will negates (harmless); SR yes
(harmless)
You or one touched spell recipient will feel a
continuous, faint tingling as this spell works. The
target does not get tired or suffer any effects of fatigue,
including loss of alertness, drowsiness, and damaged
concentration. The target remains awake, alert, and
fresh.
If multiple unsleeping spells are cast upon you or
another target before existing ones expire, this
augmentation can continue indefinitely. However, when
the unsleeping effect ends, the target can’t enjoy the
benefits of unsleeping again until twice the total length of
the previous effect has elapsed.
Most shieldmaidens use unsleeping sparingly in
desperate situations where forced marches, prolonged
guardianship, or lengthy sentinel duty are vital.

Incidentally, the second-level Transform Shield spell can turn it into a weapon... or other things, within certain limits. Quite interesting, actually. XD


HP: 53/78 [Mythic Power 2/6][Lay on Hands 3/4][Performance 15/15][Rage 0/6][Legendary Power 2/2] | AC: 25, T: 15, FF: No (22), | Fort: +11, Reflex: +8, Will: +10 (raged +12) (+2 vs Charm/Compulsion)| CMB: +7, CMD: 20 | Init: +5, Perception: +8 | Condition: None

Shieldlight seems somewhat disappointing as it wouldn't do a whole lot after a shield is already magical, but at this point it would still be useful.

Transform Shield however, I may need to pick up next level.

Also, I'm noticing that the Deep Magic stuff doesn't appear to be in the d20pfsrd, this makes me sad.


Nnnnnope. Either it's not allowed or it just hasn't been added yet. Given that it's several hundred spells, it'd be quite a lot of work, too. XD Fortunately, I'm quite willing to share info for each level you reach.

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