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Mark Seifter wrote:
Aasimar or Elf Life Oracle using the alternate favored class bonus on channel?
Silent Saturn: Ah, the link is bad! Sorry about that. Unsanctioned Knowledge sounds good for this build. And yes, halfling does make a lot of sense ... with the aid another bonuses a halfling can get, you could, at high levels, quicken the luck domain's touch power (Quicken Spell-Like Ability FAQ seems to suggest that it can work), aid another as a standard action, and watch an ally get an effective +10 or more to a roll. Gallant Inspiration is a good idea; I wish there were a way to get Ill Omen (Mystic Past Life won't work there).
Imbicatus: Thanks for the fixed link! Yeah, while I find the Paladin fun, Stonelord and Irorian are just slick. Actually, between Stonelord and the contemplative archetype, I could actually see myself quite enjoying a dwarf.
Aratrok: Yes, that is a problem, but I agree that effectively replacing DEX with CHA would help a fair bit. Having wisdom opens up Combat Meditation, which might be nice, although I'm already suggesting a huge amount of feats.
Oh, and I just found a lovely combo: this feat won't work for you (it appears to be for Pharasmans only), but, if you have a friendly cleric who's often near you, they could take Fateful Channel.
Hmm. It might be nice to try an actual build here. I'm going to try to see how much we can warp the laws of probability! Builds and suggestions remain welcome :).
Hmm, another Eldritch Heritage possibility is Arcane. At character level nine (sorcerer level -2), depending on how one reads the Improved Familiar feat, one could gain access to the Ceru as a familiar. In addition to being ADORABLE, the Ceru affords several rerolls per day.
Hello, all. I've been quite intrigued by the Irorian Paladin, and I'm trying to elaborate a build that can best benefit from the reroll-augmenting abilities. Here is what I have so far:
Irorian Paladin: This is not a surprise! The abilities on which I'm particularly keen are Confident Defense, Unarmed Strike, and, in particular, Aura of Excellence and, should one reach this level, Aura of Perfection. The idea is to create a high-charisma character with excellent defenses who can contribute to combat with reasonable melee ability and lots of die roll manipulation to abet allies.
Other Classes and Sources of Reroll Abilities:
I would build this character either with a strength focus, followed closely by charisma, or, if taking the monk dip, with equal attention to wisdom and charisma (Guided Hand tricks after the cleric level might be welcome). Again, this character should have good defenses and be able to do something in melee (whether using combat maneuvers, doing a bit of damage, or using abilities to help allies: aid another and its related feat chains, Bodyguard, Archon Style, etc.) while more-or-less passively helping allies.
What do you all think? I realize that this isn't terribly optimal, but it sounds fun to me. Any suggestions? Additions?
More ideas (these ones are sillier): employ the prevalent MAD-reduction feats and class features (e.g., Noble Scion and one of the charisma-to-AC revelations on an oracle), but ensure that you're replacing high stats with "low" stats (in this case, a vanara (+2 DEX, +2 WIS, -2 CHA) would work nicely). Keep permanent ability drain on the "low" stats to reduce them further.
What about a normally untenable (or at least suboptimal) class/ race combination? A nagaji wizard, a fetchling cleric or monk (the latter isn't exactly awful, but the lack of wisdom hurts most monks), a kobold ... anything?
What if one were to treat the character's awareness of his or her "perfection" as inducement to forswear the accretion of wealth? Maybe the character never uses stat boosting items or forgoes armor without mechanical benefit.
Ooh! Take templates that weaken you. Young (you're an elf only eighty years old!), hungry (you are a mendicant or your religious beliefs require you to fast; this is bad for a non-melee character), pod-spawned, etc.
The general sense I have received about switch hitting is that the melee portion should be handled with a two-hander and Power Attack, for a total investment of one feat. Someone upthread mentioned Empyreal Sorcerer/ Arcane Archer. What if you tried something like this:
Zen Archer 8: get your second flurry attack (losing only the -10 attack granted at level 15), weapon specialization, many archery feats, etc. During this time, you can take power attack and, using the decent strength you should have as an archer (plus true strike from Qinggong monk? Eh?), do two-handed power attacks with melee weapons (long spear, temple sword, etc.)
Sorcerer 1-2: so that you can take ...
Alternatively! After ZA 8, perhaps Horizon Walker? You might even want to do rogue or ninja 2 at some point for the terrain mastery rogue talent trick; then, once you enter HW, all of your terrain/ favored enemy bonuses apply to both ranged and melee. Depending on how cheesy you consider it, a wand of Instant Enemy means you can smack anyone with your lovely, stacked favored terrain bonus as a favored enemy bonus.
I would try something like this; I like the anti-caster idea. Some other possibilities might be as follows:
1) Give anyone who reads a scroll an effective increase in casting ability (as though through a casting-increasing prestige class), but no other benefits associated with the level (HD, saves, BAB, class features, etc.). Allow characters with no spell casting classes to choose a spell list and gain some minor spell casting.
2) As above, but allow non-casters to select an X/ day spell-like ability. This has the advantage of possibly affording the non-casters access to a few level-appropriate spells, rather than a bunch of low-level ones.
3) Keep the spell-like ability idea for non-casters, but offer casters the opportunity to learn an off-list spell. This has the benefit of maintaining some sort of parity, as no one will be gaining casting ability that far preponderates what is appropriate for character level.
4) Boring idea: make everyone effectively gestalt, with the second class required to be an arcane casting class; restrict the second class so that one can only level up in it by reading a scroll (and the scroll can't affect the primary class) and perhaps stipulating that one can't achieve a level in the secondary class that is more than, say, two less than one's primary class level. Adds utility and versatility, but won't make anyone TOO insanely powerful.
I've got two:
1) Hekia Eheliou
LG Human female Cleric (Shizuru, domains: sun (revelation), conversion inquisition) 1/ Monk (wanderer) X/ Horizon Walker Y
Having followed the sun and traveled to many places, Hekia has learned the tongues of countless peoples,
She is always garbed as lightly as the local climate will permit, bearing with her a pack, a simple bedroll,
2) Uutklata Ithyau
N Aasimar male Fighter (two-handed fighter) 5/ Shadow Dancer 4/ ?
Uutklata is prepossessed with dualities: dark and light, physical and intellectual, epigeal and ethereal,
I've been thinking that it might not be bad to have both Warrior Priest and Arcane Armor Training. Replacing the fighter level with oracle (battle or metal), you get all of the proficiencies anyway via Skill at Arms, and then you can take Extra Revelation for revelations that will scale with your Hellknight level. It "only" costs one point of BAB, but the revelations might not scale enough to justify that. It is an option, though. It's possible with some cleric archetypes, too, but the return becomes even less (unless there are some crazy domain powers that I can't think of).
Rogue Eidolon wrote:
I came for the Spoonerism; I stayed for the blight druid discussion.
Since you've mentioned rogue and assassin (perhaps you mean the PrC, perhaps not), I'm assuming you want to rely on sneak attack as a damage source, rather than high strength. Since you want your character to be old--well, middle-aged, rather than really senescent--transferring your to hit to a mental stat is an excellent idea.
I would say that the easiest route is wisdom. You can either dip into monk (sensei) for two levels to allow wisdom to supplant strength with monk weapons or cleric (or life oracle) for one level to get guided hand. The monk route might be nice, since you'll also be able to add wisdom to AC when unarmed, which might benefit one dissimulating under the guise of a butler. Then again, levels of cleric AND monk (with an archetype that does not abnegate flurry of blows) would allow you to make extra attacks via crusader's flurry.
If you decide to employ unarmed strikes (again, being unarmed and unarmored can be beneficial for one disguised as a servant), there's always the Bludgeoner/ Sap Adept/ Sap Master route for more sneak attack (as a monk, you may not even need Bludgeoner).
Sample build outlines (I assume old human, so -3 to physical scores, +2 to mental):
Monk (sensei) 2/ Rogue (I don't know the archetypes well) 3/ Assassin 6
If you notice, I'm not a fan of dump stats, but there would be nothing wrong with decreasing charisma to have some constitution or something.
With this build, you want to maximize sneak attack, so you'll take Bludgeoner (if needed; I'm not sure how the monk's ability to do non-lethal damage at will interacts with sneak attack), Sap Adept (probably at level three), and Sap Master (at level seven) as the core of your damage. Death attack and the like will be nice to have.
Master Spy might also be to your liking for this build.
Or, since Red Mantis Assassin was mentioned above, there's this odd thing:
Cleric (Achaekek) (Crusader) 1/ Ranger 6/ Red Mantis Assassin 4
The stats would go much as above, but I'd be inclined to dump intelligence, as in 7 int to start. This allows you to start with 14 charisma, which will increase to 16. You could do Eldritch Heritage with that, if you were disposed. I do hate dumping, but it might work for this character: in his/ her youth, a callow, unsophisticated brute, but he/ she has grown into the urbane infiltrator he/ she is today. That's how I'd justify the low intelligence, at least.
At first level, you take Weapon Focus as the Crusader bonus feat, then Channel Smite and Guided Hand as the human and first level feats. You use ranger levels to qualify for (Improved) Two-Weapon Fighting with low dexterity.
In contrast to the above, you'll have more BAB and some spells from Ranger and RMA, but far less sneak attack. Favored Enemy, Weapon Specialization, and, if you can get it, Power Attack will have to augment your damage. You'll also have to lug sawtooth sabers around, so ... giant cane? In retrospect, this one may not fit your concept at all. Sorry.
I know this is a bit of an execrated suggestion, but have you considered a cleric (or life oracle, or whatever) dip for Guided Hand? Since you are going monk, you can accomplish something similar to dabbler's idea (adding attack stat to AC) without sacrificing your own (carrying a big sword). As long as you find a deity with a big, nasty two-handed as a favored weapon, you're good.
I never really played 3.5, so I don't have the same opinions on power level and viability of that era's classes as others do (or any opinions, really).
However, if you're a pacifist, surely nothing you make will be all that disruptive. I humbly submit the Apostle of Peace, but, for fun, enter as a monk of the lotus. You have the ability to still anything which is not tranquil with a touch (well, a punch, but still). The vows appear to keep you wearing few or no magic items, but provide great defensive bonuses in return. Thus, you may sit placidly in the middle of battle, abetting allies and allowing foes to wage useless battle against you. They will wield spells of furious power; arcane fire will roll down your shoulders like a soothing rain. They will take unfailing aim with mighty arms, and be rendered harmless by your serenity.
Keeping it Pathfinder only, I've been perpending a Dawnflower Dissident build with the intention of staying frustratingly harmless in combat. Specifically, I like the idea of using the sixth-level Shift Blame ability to cause enemies to attack each other instead of you. I don't know whether this comports with your idea of pacifism, but, if it does, here are some entry ideas:
For even more fun (with either class, really) one could pick up a ki pool (monk 4, ninja 2, shigenjo (oracle archetype) 7, ...) and take Bewildering Koan. If you're already maximizing Bluff (for the Dawnflower Dissident, perhaps?), this comports nicely with pacifism. Those are my ideas; I hope something there helps!
<awesome character backstory>
Awesome! Thanks for that. Sounds like you're having a blast with this character.
the reference is a line in the movier Chronicles of Riddick. always comes to mind with the phrase you keep what you kill.
Curiosity sated; you have rescued me from a great brooding!
Tentacle (thematically iffy to me, but if this Eidolon is continuously twisted by its ordeals in the Abyss, it may be a quick way to show it)
I wonder whether the shadow-related evolutions are worth it at all (mechanically or thematically) if you want a way to reveal the creature's tenure on the abyss in a visible way. Shades of the dead chittering away on Asphodel, maybe? Perhaps a bit of a stretch.
Reference or pun? I usually know the source of some sass but I concede I'm drawing a blank here ;).
This looks like a good call. I'm wondering whether there's a way to compensate for the lack of HD if the eidolon is to be kept relevant; one can get the evolutions desired with relatively few levels in summoner, but I think the limiting factor for efficacy will eventually become HD. Mikaze, do you want this eidolon to see combat? Is it okay for it just to serve as your wand buddy/ caddy/ squire?
I just wanted to say that this sounds awesome and I shall be waiting to hear more about the character. Fabulous way to explain the eidolon.
I am light on advice, because, as you noted, the prevailing wisdom holds that an eidolon is utterly useless if one multiclasses out of summoner, let alone dipping into it. I don't really like such polar and tendentious claims, but it is true that this particular eidolon will never be very battle-ready.
However, there are things your character can do that most might cringe at. For example, I weep inwardly whenever someone mentions summoning monsters (or, even worse, using his/ her familiar/ eidolon/ animal companion/ little buddy) to set off traps. It makes me feel so lacrimose; there are such tears. But your character might regard this eidolon as property, all rights forfeit upon defeat in battle, and consider it his/ her right to subject this conquered soul to any form of pain or humiliation. After all, it can just be summoned again. I don't know how your character feels about that.
There's also the old "just make it a scout/ wand buddy" argument. Give it UMD and wands of your ranger spells and let it serve you in that way. Oterisk's Dragon Disciple guide has a small amount of advice on that.
Finally, summoner does offer mechanical benefits other than the eidolon. I recommend leveraging shield ally and bond senses. There's something cool and a bit predator-like about getting new senses. In that regard, I would recommend getting your eidolon hella senses. Like, all the senses you can find.
Finally, while you may not be a half-orc, your GM sounds cool and might let you take the blood god disciple archetype from the ARG since it fits PERFECTLY. With that, your eidolon doesn't need to be strong; you just feed it something you knock down and get an evolution. Not huge, but cool, flavorful, and useful if you find the right one-point evolution.
The suggestions so far have been quite good, and your plan of going full cleric is probably the "best" in terms of optimization. Just a few ideas and possible dips to add to the discussion, since I love the class and would also like to assess people's views on how to use it. I like to think of it as a caster/ melee class which is only mediocre at each of these tasks, but really shines with special abilities (gaze attack, Shadow Chains). With that in mind, here are my thoughts:
1) Grasping Darkness is interesting in that it allows you to attempt a grapple after a successful touch attack, the range of which increases as you take levels in the class. Since you're taking the Evangelist archetype and it's already been suggested to increase charisma, why not try Eldritch Heritage: Aberrant for the usual reason? You get to increase your melee touch range even more! The flavor seems solid: Zon-Kuthon is all about beauty in malformation--you could even spin it as a limb-extending body modification. At character level seventeen, when you conveniently attain your final level of Umbral (Court) Agent, your shadow chain reach increases to twenty feet and your touch attack augmentation from Aberrant increases to fifteen. The language all seems to comport with the view that you would be able to use shadow chains at a range of thirty-five feet and initiate grapple attempts! Between moonlight stalker and the +5 to the grapple check for being in darkness, you would stand a good chance of succeeding on a grapple from a huge distance.
2) On that subject, why not get a bit better at grappling? You could enter the class with only three levels of cleric. Tetori 4 is a nice break point, as you get good bonus feats, no hit to your BAB for the purposes of CMB, and amnesty from most of the normal grappling penalties (although you don't gain the grappled condition with Grasping Darkness, so that doesn't matter much). Monk (Tetori) 4/ Cleric 3 still allows earliest entry.
Most monk archetypes could work, actually; you will miss out on free Stunning Pin, but nothing is stopping you from taking it as a normal feat once you have Improved Grapple and IUS from your monk bonus feats. Monk three for maneuver mastery gives you four levels of a casting class. I agree that cleric is best (probably better than Inquisitor or Sorcerer (Empyreal), which are the other wisdom-based casters I have considered for this prestige class), although, given that Zon-Kuthon has a druidic sect dedicated to him, I wish the class didn't require a lawful evil alignment.
The monk levels drastically reduce casting ability, so I understand if this route looks unappealing.
3) A last point: I considered ways (Conductive weapon property, Domain Strike feat) to try to attach Shadow Chains as a rider to other attacks. My idea was something like this: get a conductive spiked chain, smack someone with it, then conduct Shadow Chains through and grapple a more distant opponent, imagining that you've put your spiked chain right through an opponent and are projecting your shadow chain through him/ her. However, the language for all such abilities seems to indicate that the conducted ability affects the opponent struck, so no dice. I just wanted to throw that out there in case anyone can make it work.
I hope something here appeals to you. Let us know what is decided on!
Ah! In that case, you'll definitely want the "magical linguist” racial. I hope you don't decline my suggestion.
I am sorry for being sassy; I couldn't help it.
The Woodland Skirmisher archetype would allow you to prepare a druid spell (in this case, flame blade) as though it were on the ranger list. Thus, summoning a blade is accounted for with a ranger build.
I feel that monk's flurry might be a natural fit here; getting channel energy would permit Crusader's Flurry to be taken, so some kind of cleric/ monk build could prove idoneous. I believe that Gods and Magic specifies that clerics of Sarenrae can even add flame blade to their cleric spell list. Then again, if you count the weird channel that some of the animal totem druid archetypes get as "channel energy class feature," there's no need for cleric levels and one could simply get enough druid levels to summon the blade a few times a day. Guided Hand would allow one to make attack rolls with wisdom; I mention this because, if you go the monk route, since wisdom already adds to AC, basing attacks on wisdom might capture the flavor of grace and dexterity you seek.
I don't think dervish dance will work for this build in any case, since it specifies that one's off-hand must be empty. I'll not mention the possibility of alchemist levels for a third arm, as you sound committed to a certain flavor which that dip would certainly endamage or destroy. An interesting bit of cheapness: flame blade only adds a fraction of caster level to the damage roll, but is wielded "as [though it were] a scimitar," and a monk flurrying therewith adds "his [or her] full Strength bonus" to flurrying attacks. How does that interact with the spell? What about Power Attack? Such questions I have.
To cap off the build, there are a few options. Horizon walker is always nice for extending skills and melee ability. I find brother of the seal interesting for any multiclassed monk that wants to keep flurry going, but the flavor and abilities might not be felicitous here. Holy vindicator after cleric 1/ monk 8 could work for spell and melee advancement.
Human female bard/ commoner with Perform: Oratory.
Their opponent is a sexy wizard.
It looks like this character wields a katana. Others have made really good suggestions about items; I'd like to present some rough sketches for class progression. If I may make a sort of strange suggestion, I would try a Monk (Qinggong, perhaps another archetype as desired; Hungry Ghost is good, though perhaps not Good; Martial Artist could allow Weapon Specialization) with a level of Cleric, aiming toward Holy Vindicator.
There are a couple of options here. One on which I'm particularly keen is to be a cleric of Shizuru; she opens up Crusader's Flurry (katana) and Guided Hand (if you want to favor Wisdom). As far as domains, Repose's touch attack can be nice on a conductive weapon; none of the others is too great for melee (not for one level, at least), but one could always try an inquisition. If you build for Wisdom, to-hit and AC can both be quite good; Strength will of course admit higher damage at the expense of lower AC.
As far as stats, Wisdom and Strength should be primary (with the attack stat higher), then Constitution, then assign the rest as you wish. One needs Constitution for this build because it will rely on stigmata. Stigmata afford you a bonus of half your Vindicator level to attack, damage, or AC (or caster level checks or saves, but these are less exigent for this build). Thus, you'll be taking some damage each round (this can be mitigated with your own small amount of healing), but you'll have a good source of static damage to add to each hit. When you need to tank up, add stigmata's bonus to your AC instead.
Note also that there's a remarkably cheesy trick involving "wearing" but not "equipping" a buckler, throwing your channel energy into it, and gaining an extra 1 - 5 AC just from that. The wording of the Vindicator's Shield ability is ambagious enough that it would be possible, as a monk, to retain AC bonuses by not using the shield but obtain the sacred bonus. Note that this won't stack with AC from stigmata (same kind of bonus). Given time to buff, there are also cleric spells to add a bit to one's damage and/ or AC.
This build might benefit from conductive weapons and metamagic rods of quicken (to get healing and buffs out when necessary).
Then again, one could just throw Cleric out and go Sohei, flurrying with a nodachi from level 6 (it's basically a big katana, even though it is in the "polearms" group). One would build for Strength as above, and there's nothing wrong with entering a PrC, preferably after level 8 (perhaps Horizon Walker? That character looks like he has to slog through swamps a fair bit ... ).
The most recent FAQs and such seem to indicate that it is, in fact, permissible for a cleric to take an inquisition instead of a domain (d20pfsrd's inquisitions page says so, at least). Either Conversion or Heresy could work for this. As long as your other domain grants good spells, the lack of spells from the inquisition isn't much of a loss.
The other idea is, of course, to go with oracle. You'll still have full casting from the cleric list, but, crucially, you're charisma-based and you have two more skill ranks per level to work with (in fact, if you go Lore and are keen on skill ranks, you can even take the revelation that improves your intelligence). However, it seems a lot easier for an oracle to change allegiances, since he/ she is granted powers innately rather than by devotion, so you kind of lose the cool flavor of an apostate cleric losing and gaining power.
I agree that Infernal should have a strong honorific system.
Actually, I might even be inclined to say that there's a very high degree of artificiality in the lexicon. Phonemes might be assigned arbitrarily (but systematically) to certain concepts. There have been attempts to do this for human language (e.g. John Wilkinson), but the effort is, of course, futile. Yet in fantasy worlds, all is permitted. Thus, the words for "lie" might contain the same consonant cluster, but with different vocal infixes (think non-concatenative morphology, as in Arabic). Also, verbal conjugation and nominal declension would have to be very strict. I suggest a profusion of nominal cases and a wealth of inflectional affixes on verbs for tense, aspect, and subject/ object indexing.
Traditionally, contracts with the Devil were conducted in backwards Latin, no? Perhaps the language might be parsed similarly. Verb-initial word order, prefixes instead of suffixes, and a highly synthetic inflectional system.
A Ninja wrote:
I think there's also a Ki Block ninja trick!
One of my strange dream builds: what about Holy Vindicator? Forget about Vindicator's Shield; just imagine: your LE monk can bleed all over the place. You can worship an LE deity, add some Channel Smite to your attacks, maybe get some Guided Hand going if your WIS is high enough.
Bleed on people. Lawfully and evilly.
If it's simply a monk-like theme you seek, perhaps a single-classed sorcerer with the Wildblooded (Empyreal) bloodline which Maxximilius mentioned would suit you? The flavor indicates that they gain their sorcerous powers from devotion/ meditation rather than from innate ability. You then have a "monk" who has trained himself/ herself to manifest arcane power. It might be fun to dip into monk for a single level at some point to add your wisdom to your AC; since monks and arcanists rely on many of the same AC sources, and wisdom is already going to be your highest statistic, this could allow your wizened monk to drift through melee untouched, always knowing just when to dodge an incoming attack, before delivering a devastating touch attack.
If it wouldn't be too far afield to add another archetype (hence non-core), a level of Sohei and six levels of the aforementioned sorcerer followed by Eldritch Knight can be very fun. I believe that you can find more on that build here.
This subject is close to my heart; let us know what you decide!
Edit: Ah, you have beaten me to it :).
Alternatively, is there another way to achieve this flavor? A devout melee character intent upon self-perfection who eventually gains some magical ability and somehow takes physical strain in order to empower himself/ herself?
Hello, all. This post concerns a mostly theoretical build; I enjoy monks, I enjoy adding casting to martially-oriented characters (particularly with stat synergy), and I absolutely love the flavor of the stigmata ability.
I am thinking that eighth level is a felicitous break-point from monk, due to the reception of a second flurry attack, save increases, an unarmored AC boost, etc., at that level. Then, having attained wisdom through devotion, the character would take a level of cleric and then enter the prestige class, learning to shed blood as the ultimate expression of perfection through bodily mortification.
I like Sohei for the initiative bonus and weapon training, but I can see other archetypes' being useful. I know that this build would not avail itself fully of the Holy Vindicator's abilities (armor proficiencies are wasted, as is vindicator's shield), and would only employ channeling in an ancillary capacity, but, between high wisdom and the various benefits of Stigmata (not to mention the great volume of attacks this character could make when flurrying), I think this could make a nice warrior type with a small amount of casting and fabulous flavor.
What do people think? Any suggestions about archetypes, deities (Irori is an obvious choice), feats, strategies, etc.? Thank you!
Fabulous! I'm so glad to see a guide to one of my favorite classes; I'll be watching this thread eagerly.
I have only one suggestion at this point; it may not be a powerful enough option to be mentioned in the guide, but I find it interesting nonetheless. There are two oracle mysteries (battle and metal) that can provide martial weapon proficiency via Skill at Arms. In comparison to the other non-full BAB option (sohei monk, which makes for a very fun EK), the advantages might not be as great, but can net a sorcerer/ EK a couple of divine spells, +2 to will, and the ability to take the Extra Revelation feat (War Sight rocks; Iron Weapon or Armor Mastery might be good, too). Just an idea.
Your assessments seem spot-on to me; I particularly appreciate the assay of the sorcerer bloodlines. Thanks!
Edit: I was beaten to it.
In perusing archetypes, I've come upon a couple of issues which I've not found addressed in other threads or in any FAQ. Small as they seem, I'm interested to know how people are dealing with these things.
The first issue pertains to the Empyreal wildblooded archetype. The Celestial bloodline's capstone includes the following:
Celestial Bloodline wrote:
However, the Empyreal bloodline replaces Wings of Heaven with Sacred Cistern. I assume that this doesn't grant unlimited use of that ability (inexhaustible healing? Unthinkable); does the Empyreal sorcerer gain Wings of Heaven at level 20? Does she simply ignore this text?
The other issue is with the Kensai. He receives fighter training at seventh level, but does not replace the default magus's fighter training at level 10. The intention seems to be for the Kensai not to receive anything in exchange, and for the seventh level ability to make the other redundant. Are people playing this differently? Giving the Kensai an effective fighter level equal to his magus level (certainly not equal to one-and-a-half times his magus level, less three, I would hope)? Is this an oversight?
Thank you for your responses. With any luck, we can glean some concrete answers about these things, and perhaps open the discussion to other archetype oddities.
Hmm. Yes, I was worried about that. So, given that the two have the same RP values and I want to retain a strong connection to humanity, would swapping the bonus feat out for "skilled" be appropriate?
Hello, all. There is a special place in my heart for aberrations, and I absolutely love eidolon evolutions. The marriage of the two was inevitable; I therefore proffer my creation for feedback and suggestions. I can't decide whether I am over- or underrating the "Unnatural Boon" ability, about which I leave it to you to express opinions.
An aliquis is an human that has been touched by the strange. Perhaps aberrant blood has touched the family line, or perhaps the aliquis was exposed to strange magic while in the womb. Occasionally, an aliquis is even a virgin birth. Whatever the case, aliqui are markedly different from normal humans, their origins being as multifarious and obscure as their abilities.
While an aliquis looks generally human, she always has some distinctly non-human capability. Some possess a tentacle or claws; some have innate spellcasting power. The only qualities they seem to share are increased comfort in lower light conditions and an uncanny linguistic acquisition: each seems able, as soon as she can form words, to speak a language that her parents cannot, often one they've never even heard.
As an aliquis ages and grows in experience, her exogenous qualities change in the manner indicated in the stat block below. Additionally, truly momentous experiences can alter an aliquis's unnatural qualities. An aliquis born with a spell-like ability might, upon swearing to avenge a slain friend, lose her spell but manifest claws to punctuate the gravity of her oath.
+2 to One Ability Score: Aliquis characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Evolution List: Basic Magic, Claws, Climb, Gills, Hooves, Pincers, Scent, Swim, Tail, Tentacle, Unnatural Aura
So, that's what I've got. I was considering increasing the number of evolution points to two at level ten, but most of the two-point evolutions would probably be overpowered. All feedback on that or other matters is welcome and appreciated.