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Saul Vancaskerkin

omega9's page

37 posts. No reviews. No lists. No wishlists.


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Here are two of the characters.
Rogue:
https://www.box.com/s/6kzdhrfl11zccuymmkyp

This character never used most of his feats, and forgot some of his human racial bonuses.

Paladin:

Spoiler:

Teagan
Male Human (Keleshite) Paladin (Shining Knight) 6
LG Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+10 armor, +2 shield, +1 Dex, +1 natural, +1 deflection)
hp 55 (6d10+12)
Fort +10, Ref +6, Will +8
Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Lance +1 +11/+6 (1d8+7/x3) and
Longsword +10/+5 (1d8+4/19-20/x2)
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Shining Knight) Spells Prepared (CL 3):
1 (2/day) Cure Light Wounds, Knight's Calling (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (Lance)
Skills Acrobatics -4 (-8 jump), Climb -1, Escape Artist -4, Fly -4, Ride +15, Stealth -4, Survival +3, Swim -1
Languages Common, Kelish
SQ animal companion link, aura of courage, aura of good, divine bonds (storm, horse), heart of the wilderness +3, lay on hands (3d6) (5/day), mercies (mercy [diseased], mercy [sickened]), paladin channel positive energy 3d6 (2/day) (dc 15, share spells with companion, skilled rider, summon mount (1/day) (1/day)
Combat Gear Potion of cure light wounds, Potion of cure moderate wounds, Potion of endure elements, Potion of enlarge person; Other Gear Teagan's Plate, Buckler +1, Lance +1, Longsword, Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Custom Container, Custom Container, Military saddle, 236 PP, 5 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Immune to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (5/day) (Su) You can heal 3d6 damage, 5/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 3d6 (2/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.

Took Dodge and Mythic Dodge as Mythic feats. Took Confidence and Fight On (never used).

Storm
Horse
LG Large Animal
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+4 armor, +2 Dex, -1 size, +8 natural, +1 dodge)
hp 27 (+24)
Fort +9, Ref +7, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +8 (1d4+5/x2) and
Hooves x2 (Horse) +8 x2 (1d6+5/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 18, Int 6, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 23 (27 vs. Trip)
Feats Armor Proficiency (Light), Dodge, Mobility
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +0 (+8 jump), Climb +3, Escape Artist +0, Fly -2, Perception +10, Ride +0, Stealth -4, Swim +3
Languages
SQ combat riding [trick], devotion +4, seek [trick], stay [trick], track [trick]
Other Gear Chain shirt, You have no money!
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.


Last night I ran the sample adventure in the back of the playtest, and here are some of my thoughts and reactions. This will contain spoilers, so let the reader be warned.

First, a few words on character generation. I had four players from my local gaming circle generate 6th level characters (as per the playtest) on a 15 point buy and standard wealth by level (16,000 gold). These are all players that I trust, and I asked them to distribute their gold across items that would make sense for them to have if they had actually played their character from level one. It is my experience that characters built in a vacuum can be better equipped and more easily min-maxed than naturally built characters, and I tried to prevent this as much as possible in character generation for this playtest. I allowed players to draw from any of the base material for the playtest (core, ultimate magic, ultimate combat, etc.). The party consisted of a rogue focused on feints and tricking opponents for sneak attacks, an inquisitor with a mix of combat buffs, healing, and a crossbow, a barbarian with beast totem and animal fury rage abilities, and a shining knight charging paladin with a lance. The rogue and barbarian both had outflank, and the inquisitor may have had it as well. I do not believe that any character was particularly min-maxed to be strong in a specific area, but I'll post their stats once I get my hands on them so that they can be looked over.

Unless otherwise noted, I did not place any terrain on the map that could affect combat, as the playtest did not specifically mention anything or their relative placements. This may have been an oversight on my part, but I wanted to stay as close to the module as written that I could.

In the first encounter, the agile dire wolf was able to tackle the barbarian to the ground on a charge, doing a fair bit of damage over its two turns. The fact that it went twice before some players got to go at all threw some of them for a loop. Two wolves went after the inquisitor, who was separated from most of the group, and one may have landed a blow due to a particularly good roll. One snake went after the rogue, who dodged the attack, and a snake and the remaining wolf attacked the mounted paladin, doing no damage. The paladin charged the wolf, taking out a large chunk of its health (lances), and later the barbarian would rage and neutralize it despite being prone beneath the big wolf. After this point I fast forwarded to the PC's victory, since the remaining animals had minuscule chances of actually damaging the PC's, would die to one attack, and any damage would be resolved without spending many resources. In other words, there was no longer any threat. Again, this may have been an oversight, but I don't think that it affected the playtest in the least.

The second encounter was largely just reading from the book and upgrading characters. The paladin went Marshal, the inquisitor hierophant, the barbarian dual pathed into guardian and champion, and the rogue went into either trickster or champion. The rogue and inquisitor put most of their mythic resources into having a deeper pool of mythic power points, possibly to the point of min-maxing. I don't recall exactly what the paladin or barbarian took, but I'll have that information later.

The third encounter at the tree's stump was one sided. Because of the PC's mythic initiative and poor initiative rolls for the treant and bears (coming to 5 and 2 respectively), the PC's were able to take down the treant before it even got to act. One of the bears also took a solid hit before going. One bear got three hits on the barbarian, and the other missed the the rogue on a charge. Both quickly died in the second round of combat. The basket of items left by Erastil also approximately doubled the parties wealth, with the bracers going to the paladin, the cloak to the rogue, the bow to the barbarian, and the symbol to the inquisitor. Each also claimed one nectar of the gods.

The fourth encounter at the ravine was the most interesting, as a challenge was presented to some of the players. The barbarian jumped the ravine with a 53 acrobatics (I forget where all the math came from, but this is a player that I very much trust, so I do not find the numbers to be suspect), and shrugged off the lightning bolt I threw at him for reaching the halfway point with a guardian ability. The rest of the party had a tougher time crossing the ravine. The rogue fell off mid way, the paladin attempted to climb down the near side and fell, and the inquisitor would have fallen off had he not had the 1d6 he could add for a mythic power point. He also took some damage from the lightning. They then lowered a rope from the other side, which the paladin and rogue climbed up. The paladins horse was unsummoned and resummoned to get it across the ravine.

The fifth and final encounter lasted exactly one round. For this fight I declared that the bones on the ground made the terrain difficult, despite no word of this in the module. This was mainly to prevent the lance paladin from charging it to death, but this ended up not mattering terribly much. Because of the cloak and his mythic attack, the rogue was able to sneak up on the hydra and deliver a number of attacks before it was able to act. And because the hydra was unable to easily perceive him, it charged the paladin (I ruled that its size enabled it to charge over the difficult terrain), which triggered an attack of opportunity. The hydra then landed two of seven attacks on the paladin for about 19 damage. This is all the hydra did. The barbarian landed three or four attacks (mythic attack moved him in range and hit, and full attacks thereafter), one of which crit. We also used Paizo's crit cards deck, which did dazed the hydra. This came to about 60 damage total after DR (mythic power attack is nasty). The rest of the encounter was more or less just the party unloading on the hydra and using mythic initiative to go twice. Even without the dazed condition, the outcome would likely have been the same.

Personal thoughts:
Mythic initiative is a HUGE bonus. By enabling the characters to go first against most enemies and then again, possibly before the enemy has gone yet, you essentially introduce the "action economy wins" and "rocket tag" aspects that I've often heard associated with higher level play. In the encounters that I ran, anything that could have potentially hurt the PC's was eliminated before it got passed being flat-footed (the treant comes to mind). I think that this could be generalized to most encounters given the current rules set.
I have to wonder if the playtest was designed to at all challenge a group of level6/mythic 3 characters. The "boss" hydra encounter took a CR6 monster, and increased the CR to 9 by adding three mythic ranks or an equivalent template. However, if you apply this same sort of logic to the PCs, this would be an average (APL+0) encounter, which most parties would steamroll. And this is exactly what happened. In fact, we were discussing the final encounter after the fact, and determined that the barbarian could have soloed the entire fight with little chance of failure.

I like the concept and most of the things included in the mythic playtest, especially since it lets characters do some pretty cool things. But either mythic characters need to be reduced in power, or the next playtest (if there is one) needs more challenging opposition.


You can still help us build the world. More heads are usually better for this sort of thing.

Also, here are the factions that were thought up on the tail end of last page:
jade court (8,-8)
they are agressively pursuing their own objectives gaining ground against Raven. They also somehow seem to know just about everyones secrets and weaknesses.

Raven (-10,-9)
He rules vancouver and would like to keep it that way, His vast network of spies cohorts and puppets keep him informed of everything, also he is a god...which helps.

Gangs (5,3)
With the exception of any street gangs that we decide to flesh out, the typical street gangs generally just want more; more guns, more money, more territory, etc. Sure, they also want to keep what they have, but like most agents of disorder, they just want to grab whatever they can, and don't have any grand designs past that. They generally don't believe that anything goes bump in the night, even if Sang might have seen an impossibly beautiful lady (probably just tripping), and even if they never did find Trevor (must've been those damn triad wanna-be's).

Vancouverwood (-7,0)
Business for the Vancouver film industry is good; every show wants to film there, the Vancouver film festival brings in the best major and independent movies, and Vancouver is known throughout the world as being one of the best places for future stars to get their start. And many vested interests want to keep things this way. Being on the line for knowledge of the supernatural shows just how much variance there is in that category. The average nameless film extra or coffee mook likely has no idea who is involved with the industry, while some directors might bring in some Skavis to give their horror movie that extra edge. Hell, the director might be from House Skavis. The man/woman/thing at the top of the film industry is very, very in the know...and is probably on a first name basis with Raven.


I'm all for throwing groups and the role they play in the city at the wall and seeing what sticks. I think we have four groups so far.


Gangs (5,3)
With the exception of any street gangs that we decide to flesh out, the typical street gangs generally just want more; more guns, more money, more territory, etc. Sure, they also want to keep what they have, but like most agents of disorder, they just want to grab whatever they can, and don't have any grand designs past that. They generally don't believe that anything goes bump in the night, even if Sang might have seen an impossibly beautiful lady (probably just tripping), and even if they never did find Trevor (must've been those damn triad wanna-be's).

Vancouverwood (-7,0)
Business for the Vancouver film industry is good; every show wants to film there, the Vancouver film festival brings in the best major and independent movies, and Vancouver is known throughout the world as being one of the best places for future stars to get their start. And many vested interests want to keep things this way. Being on the line for knowledge of the supernatural shows just how much variance there is in that category. The average nameless film extra or coffee mook likely has no idea who is involved with the industry, while some directors might bring in some Skavis to give their horror movie that extra edge. Hell, the director might be from House Skavis. The man/woman/thing at the top of the film industry is very, very in the know...and is probably on a first name basis with Raven.


A big part of the movers & shakers phase is determining where factions are on knowledge of the supernatural and whether they want to change the city or keep it the same, which is easy to do with a diagram of some sort. Unfortunately, this would be hard to do without being face to face. So I think we should use the following system:

If we put the "Current Order" aspect on the X-axis and Supernatural Awareness on the Y-Axis, we get a nice co-ordinate system for where factions fall into society. Using the way its set up in the core book, defenders of the status quo would have a negative X-coordinate, agents of change would have a positive X-coordinate, those in the dark would have a positive Y-coordinate, and those in the know would have a negative Y-coordinate. Scores on both axis's would go from +10 to -10.

Some examples:
--Your average member of law enforcement would probably be at about (0,5), since they don't have much interest in the power structures of the city and don't believe in the super natural. If they encountered enough nastiness, their Y-score would drop to indicate knowing more about supernatural, even if they don't quite believe it.
--SI from the Dresdenverse would probably be at (0,0), since they don't care about politics outside the office and have very, very strong suspicions about the supernatural.
--A group protesting corrupt government and city crime would have high X and Y values, since they want to rock the boat, but have no idea what kind of forces they're dealing with.
--Mac from the books would score around a (0,-10), since he doesn't interact in power struggles in any way, but he knows pretty much everything thats going on at all times.

Thoughts?


Since we seem to be on the topic, do we want to set the themes/threats in stone and start to work on important location in the city? Or do we want to do balance of power/movers & shakers/who's in the know first?


Looks to cover all the major bases to me.


I think narrowing down the list of themes is a good place to start. We have quite a few, and will only have three come game time.

Here are my favorites thus far:
"Everywhere But Here, Anyone But Us"
"A Bright Green Future"
"That Which Lies Beneath"

I'll admit a bit of a bias with the first one since I made it up, but I like how it captures Vancouver's lack of a solid, unique identity. It could also show how Vancouver get influences from all over the place, which means that any faction can change the face of the city at any time.
I like the moral ambiguity of "A Bright Green Future." It shows that even the monsters of the city can have some positive role to play in it, which presents a nice and tasty moral grey area to everything. For example, the party could end up sacking the Jade Court, only to see all the parks and wild areas fall apart. So if all supernatural elements go, so too goes the city.
"That Which Lies Beneath" is great for representing how great the city seems - until you peel back that first layer on the top. Then you have the Jade Court, Skinny, and all manner of things that bump in the night that are as much (or more) responsible for running the city as humanity. And, of course, there's always the Big Bad Sleeping Thing.


For organizations sake, I complied all of the themes, threats, and locations that have been mentioned so far. Should make things a little bit easier.

Themes:
--"Good as Gold at Half Price": Vancouver as Hollywood North, gold rushes.
--"Deadman's Island"/"Tread Lightly on Hallowed Ground": First Nations holy site, close to nevernever.
--"Noble Lie": Looks like a utopia. From it.
--"World Crime Superpower": Self explanatory.
--"Nice place to live"
--"A Bright Green Future": Jade Court presense, and they're environmentalists.
--"Fading Jewel"/"Slow Decay"/"Not What it Used to Be": Vancouver in a state of decline.
--"That which lies beneath": Undercity around china town, Jade Court stronghold.
--"Good By Day, Foul By Night": Self Explanatory
--"Vancouver: Daydream of the World"/"Everywhere But Here, Anyone But Us": Vancouver as a city without its own identity.
--"The City that Dreams"/"Prey it does not awake": Big Bad Sleeping Thing locked somewhere in the city, and keeping things that way is a priority.

Threats
--"Crumbling Throne": Ambitious minor factions could unseat ruling powers.
--"Bathed in Blood": Nastiness without explanation in Blood Alley.
--"New Problems"/"A Lullaby Above Sharpening Blades": Skinwalkers deteriorating political status, and rising of Big Bad Sleeping Thing.
--"Old Gods, New Business"/"I have a proposition to make": A businessman-like deity of some sort is looking to use movies as a way of keeping itself strong.

Locations
--Skytrain
--Wherever they hold the Vancouver Film Festival
--Stanley Park
--Playland Park
--Museum of Anthropology
--Dr. Yat-san Classical Chinese Garden
--Nitobe Memorial Garden
--Chinatown/Undercity

Also want to add the Theme/Threat "Vancouver Standoff" (a play on mexican standoff) to show the tenuous relations that our three major factions have. I didn't add it to the above list because its new as of this post.


By "skinwalker," are we talking a native shapeshifter like Listens-to-winds or are we talking a shagnasty/naagloshii? It would make a bit of a difference.

If its the first, the big bad sleeping thing could be a particularly nasty and shaggy Naagloshii. If the person keeping BBST down is a Naagloshii, then whatever is being sealed away would need to be something scarier than it. Like, a LOT scarier. I can only think of a few things that could do it.
--An insane/malevolent deity of some sort.
--An outsider.
--A true Dragon.
--Something from Native or Chinese mythology.
--Some combination thereof.
With any of these, just deciding how it got sealed away is a little bit of an issue, since they're all supernatural heavyweights. If the thing comes from asia, it could give the Jade Court a potential reason for letting whatever-it-is out.
In either case, I think that the BBST should be sealed away in Siwash Rock in Stanley park, which is neutral ground under the Accords.

Throwing in a name for the threat/theme: "A Lullaby Above Sharpening Blades."


I like idea. Things falling apart seems to be a major theme that we all have going on.

Did a little research on points of interest in Vancouver via Google. Here's the most noteworthy things that I found.

Stanley Park: One of the "great urban parks of the world," Stanley Park is a large island covered in forest in the middle of Vancouver. Its 1000 acres large (Central Park in NYC is 843 to give you an idea of how huge this place is), and has a LOT going for it. Points of interest include the Lost Lagoon, which should spawn plenty of ideas, Siwash Rock, a 32 million year old pillar of rock in the middle of the ocean that natives claim was once a man who was transformed into an "indestructible monument to clean fatherhood/a reward for selflessness", a hollow tree thats about 800 years old, and a variety of totem poles and other monuments.

We could have any number of things going on here. Maybe things just sort of disappear around Lost Lagoon. Siwash Rock could be a major key to keeping whatever is sleeping in that state. The Hollow Tree could be a place of power for certain types of magic. Given the relative isolation of the place, it could also be a meeting place for the supernatural community, especially for negotiations; it could even be accorded neutral grounds. Which would make the "freak windstorm" that severely damaged the park in 2005 potentially very, very significant.

Playland Park: Playland park is your average large amusement park, with lots of rides, games, and other attractions. It also closes for the winter season. To me, this screams stronghold of the Winter Court, since a creepy, abandoned childrens park covered in a few feet of snow seems to be the sort of place that they would decide make their own. That, and running through a blizzard that wraps around the rides and disorients everything while being hunted by winter court horrors would make for an interesting game. Oh, and they have a house of mirrors. What can't you do with that?

Museum of Anthropology: Part of the University of British Columbia, the Museum of Anthropology frequently brings in new exhibits that contain artifacts from around the world. Which basicly turns this place into McGuffins'R'Us. And if the curators are in the know, that can completely change place in the greater scheme of things. If its aligned with the White Council, maybe its a front for where they study and store magical artifacts. Maybe a Dragon owns it, and uses it to show off its hoards of treasure to the mortal and magical community alike. Lots of potential here.

Dr. Yat-Sen Classical Chinese Garden and Nitobe Memorial Garden: Someone had previously mentioned having the Jade Court having a major role in environmental protection. If we go that route, these could be among their holdings. Or maybe a sect of Buddhist/ninja vampire hunters (the first is park is Chinese, the second Japanese) use one of these as a base of operations for fighting the Jade court. Either could be a lot of fun.


Personally, I think it would be most interesting for the person/thing/faction at the top of the food chain to have been performing any sacrifices or rituals to keep the sleeper sleeping. That way if/when they fall from power, people will go "oh s@$#, we needed him..."

Building on that idea, maybe there are those who remember from some long existing pact that ______ is supposed to be at the top of the ladder for a reason, even if that reason has been forgotten.


Tilnar: Would "Everywhere but here, everyone but us" catch the feeling that you're going for?

Jolt: I like that idea, especially since I read somewhere that the city tries to keep the nightlife to a minimum (restricting bars and clubs that can open, etc.). Maybe there are individuals in the city government that are in the know and trying to keep people safe, even if it detracts from the "fun" people can have in the city? Maybe the clubs and bars that do open and stay that way are linked to the supernatural community (territory?) in one way or another?

JM: I'm always a fan of great big cthulian nightmares being threats that lurk in the background, so I'll second the idea.


So, to reflect things breaking down in Vancouver, "Crumbling Throne" as a threat and something like "Slow Decay" or "Not What It Used To Be" as a theme?


Thought I would repost this here, since its highly relevant.

omega9 wrote:

Since it seems that people aren't crawling over each other as much to get into the game, I'm gonna start mining for things that can be used to Dresdenify Vancouver.

Vancouver is really rainy in the winter: In winter, Vancouver can get rain up to 50% of the time, which means a LOT of snow and freezing rain. I'm thinking some influence on the city from the Winter Fae is a shoe in here. Especially since there also seems to be a very artsy side to Vancouver. Maybe a Leanan (not THE Leanansidhe) claims Vancouver as her own six months out of the year?

Vancouver is "Asia West": Vancouver has the highest Asian population of any city in North America. Personally, I think this opens a lot of cool doors. The presence of the Triads, Yakuza, or other organized crime element can provide a good mortal threat/organization. Seeing how elements of oriental mythology interacts with native Canadian supernatural forces could make for a decent plot device as well. We could also use the Jade court, if we knew anything about them beyond the fact that they exist.

Vancouver is a nice place to live: This is the Dresdenverse, so either this will have to change, people are completely oblivious, or something big is keeping the peace. I think this could be worth toying with.

This is all I have for now, but I'll keep searching.
Thoughts?

The part about Vancouver being a really nice place to live may not be entirely true, since its is also known as a "world crime superpower." So in one form or another, we should really have an organized crime faction.

I like Jack's Crumbling Throne idea, and I think we should use it even if we change the details. For example, there is a neighborhood in Vancouver that is known for having a young and artsy population that is in the process of having its tenants pushed out and the apartments torn down to be replaced by "higher quality apartments for higher quality tenants." Drawing on the Leanan idea, maybe someone or some group are trying to push the Leanan out of Vancouver, and this is that conflict playing out in the mortal sphere.

We need to do something with the Vancouver Film Festival. Even if we rip off Jim Butcher by having the splattercon events play out there, that's still the potential for an awesome game.

On a slightly relevant side note, the idea of undead canadian hipsters amuses me.


Since it seems that people aren't crawling over each other as much to get into the game, I'm gonna start mining for things that can be used to Dresdenify Vancouver.

Vancouver is really rainy in the winter: In winter, Vancouver can get rain up to 50% of the time, which means a LOT of snow and freezing rain. I'm thinking some influence on the city from the Winter Fae is a shoe in here. Especially since there also seems to be a very artsy side to Vancouver. Maybe a Leanan (not THE Leanansidhe) claims Vancouver as her own six months out of the year?

Vancouver is "Asia West": Vancouver has the highest Asian population of any city in North America. Personally, I think this opens a lot of cool doors. The presence of the Triads, Yakuza, or other organized crime element can provide a good mortal threat/organization. Seeing how elements of oriental mythology interacts with native Canadian supernatural forces could make for a decent plot device as well. We could also use the Jade court, if we knew anything about them beyond the fact that they exist.

Vancouver is a nice place to live: This is the Dresdenverse, so either this will have to change, people are completely oblivious, or something big is keeping the peace. I think this could be worth toying with.

This is all I have for now, but I'll keep searching.
Thoughts?


AlanM wrote:


omega9: I can figure something out that'll work (hopefully)! The question there is what does he gain by eating the magic, and why/how does he eat it?

What he gains and why he does it have similar answers; he gets a hell of a buzz, with stronger magic giving him a longer trip. Different magics have differing effects as well, and if his arcanophagy addiction is having any other effects on him than getting him high, he's oblivious. This started after nearly ODing on some Three Eye (rising conflict/first adventure, anyone?).

As for how he "eats" the magic, he just kind of sucks it up in the same way that a thirsty person sucks lemonade through a straw.

Dundjinn: Maybe your character is a young upstart who's looking to join the Wardens (maybe you already have the sword!), so he goes out of his way to "fight the good fight." Its an idea.


Dresden sounds like fun, so I'll toss my hat into the pile. I don't have any preferences as to what city we base the game in, so long as its easy enough to familiarize with and has lots of juicy bits to play with.

As for character concept, I'm thinking a guy who is addicted to eating magic. Not sure how to do that mechanically though.


Can anyone tell me what kinds of goodies the bladebound magus archetype gets, and if there are any new feats that mesh with the magus well?


If you're not too keen on the fluff of a class, then refluff it.


I guess that you could combine signature Deed with Lightning reload to full attack without resource use, but you shouldn't have to wait until 11th level to do that.


BY no means a complete block, but heres what the picture brought to mind.

Umbral Corrupture
CE Medium Undead
Init +???; Senses Darkvision 60, Life Sight, Perception +???
Fear Aura

Defense:
AC: ???
HD: 20d8+???
Saves: ???
Defenses: Instantaneous Discorporation, Channel Resistance +4, DR 15 Magic and Good, Immune Cold

Offense:
Speed 30 Ft.
Melee: 2 Claws + ??? (2d6+??? plus Marked for Corruption; see text)
Special Attacks: ???

Statistics:
???

Fear Aura: Creatures that come within 30 feet of an Umbral Corrupture must succeed on a DC ??? Will save or become shaken. If this save is successful, that creature is immune to the Umbral Corruptures Fear aura for 24 hours.

Marked for Corruption:
When an Umbral Corrupture successfully makes a melee attack against an opponent, the target must make a DC??? Will save or be suffer the effects of a Bestow Curse. If the save is failed by 5 or more, the Umbral Corrupture can possess a target with its Mark using its Instataneous Discorporation ability.

Instantaneous Discorporation:
For a number of rounds per day equal to its charisma modifier, an Umbral Corrupture can become incorporeal and invisible as an immediate action/immediate reaction. It can end this effect as a move action. Alternatively, an Umbral Corrupture can use this ability to possess an enemy suffering from the effect of its Marked fro Corruption ability.

Possesion: An Umbral Corrupture Is able to possess its victums, slowly causing them to undergo a horrid transformation into an Umbral Corrupture themselves. Each day, the possessed creature must make a will save equal the DC of the Umbral Corruptures Marked for Corruption ability. After each failed save, the curse progresses one step along the following progression; if the save fails by 5 or more, the curse porgresses by two steps instead.
1) The possessed creature has a perpetual feeling of unease, and suffers from minor hallucinations.
2) The Umbral Corrupture can cause the possessed creature to become shacken at will, and can cause mild hallucinations.
3) The Umbral Corrupture can cause the possessed creature to become frightened and suffer the effects of a Nightmare spell at will. The Umbral Corrupture can also cause the possessed creature to suffer from major hallucinations.
4) The Umbral Corrupture can cause the possessed creature to become panicked at will, and can attempt to dominate the possessed creature (Will DC ???)three times per day.
5) The Umbral Corrupture can cast Phantasmal Killer on the possessed creature once per day. If the possessed creature dies in this way, it rises in 24 hours as an Umbral Corrupture.

---------------------------------

Origin: ???

Behavior and tactics: Umbral Corruptures feed off the fear and panick that they inspire in their victums. They especially enjoy driving those who consider themselves mighty or regal into a terror induced madness, and because of this they are one of the few types of undead that will actively attract and hunt down adventurers.

In combat, Umbral Corruptures will use its fear aura in order to determine who is the weakest willed amounge its opponents, and will focus its attacks upon those individuals in an attempt to places its mark of corruption upon them. If it succeeds in doing so, it will wait until an enemy would strike a killing blow to use its Instantaneous Discorporation ability and possess an enemy, making it seem as if the Umbral Corrupture were defeated. The truth is far more horrible.

Its not perfect, but its something to run with.


What are your thoughts on the new dragons?


Cartigan wrote:
Gorbacz wrote:

Nightshades have a new baby: Nightwave. It's a shadow shark with laser beams, meaning it's awesome.

Planar dragons:

Brine (Plane of Water)
Cloud (Plane of Air)
Crystal (Plane of Earth)
Magma (Plane of Fire)
Umbral (Plane of Shadows)

Brine Dragon? It uses its salty breath weapon to rust player's equipment!

If thats true, I'll add it to my list of ways to make players cry.

And there's really an evil shark with lasers? LET THE DOCTOR EVIL REFERENCES BEGIN!!!


Sebastian wrote:
omega9 wrote:
I think that we should change to subject to tacos, since anything is better than were this conversation is going.
How about the OT? Setting aside the tragic lack of diminutive bears and gargantuan cats, what's your favorite creature in the bestiary 2?

OT works too.

Unfortunately, I don't have the Bestiary 2 yet; though one of my friends does, and loves to remind of that fact. I heard earlier that there are planar dragons and nightshades in this book; what can you guys tell me about them, without giving too much away?


I think that we should change to subject to tacos, since anything is better than were this conversation is going.


65. "Trust me guys, theres nothing there."

PC's role perception checks. They see nothing. The encounter then goes one of two ways:
A) They don't believe you, and in their paranoia start searching the room with every thing the have in order to determine if you're messing with them. You smirk at their futile actions and make vague comments, adding more fuel to the fire.

B) They believe you, and carry on. A dread wraith with a 15 foot reach stalks them from underneith the floor for the rest of the dungeon or until they kill it.


Thought I would throw in a few ideas:

- Random boughts of mass hive-mindedness. When the PC's are talking to a minor NPC in a crowded area, like a merchant in a market, have everyone in site of the NPC's just drop what they're doing, turn around, and answer a PC's question in wide-eyed unison. Then they go about their business as if nothing happened.

- Unexpected allies: You could have an undead cult start making frequent assaults on the new religious movement thats cropping up all over the campaign world. When the PC's finally encounter the lich that leads them or some other key undead NPC, the paladins smite evils, clerics channel positive energies, and other common methods of killing undead start failing. Why? Because the same gods that are supporting the party are doing the same for the lich. This has the added bonus of your players potentially riding dracoliches in the end game.

-The Voices: Due to a strong mental link with everyone around them, the thoughts of others drive people insane. Have these people flip out at random points, and have them skim the memories and surface thoughts of the PCs. You can use this to reveal parts of character backrounds that the party either doesn't know or the character wants to keep hidden, causing the party to A) wonder how she knows these things, and B) start second guessing whether or not the rest of the party can be trusted. Bonus points if you get up and start banging your head against a players chest. They won't see that coming.

- One of US. Cult members start undergoing rituals to absorb other people into themselves, as "vessels of the gathering". Use a captured PC or important NPC in this ritual, and see if the rest of the party can save them.


Planar dragons just made this a must buy for me.


After seeing lots of attempts at gish classes, most notably Paizo's Magus that's currently in playtest Super Genious Games' Vanguard, I thought that would try my own hand at throwing a sword and sorcery class together. Trouble is, I'm fairly new to table top role playing games in general and even greener when it comes to homebrew content, so I was hoping that the community could review what I've got so far and give me a few pointers along the way.

The vast majority of the following is directly ripped from either the most recent version of Paizo's Magus or Super Genious's Vanguard, so the wording of individual abilities, for the most part, should not be an issue. I'm mostly concerned about the arrangement and combinations of abilities, as well as "Path of the Magus" class feature and some arcanas (the things that I actually thought of.

Without further ado, the magus (yeah, my naming is super original):

HD: d8
BAB: 3/4
Spells per day: As Magus/Vanguard
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)
Skill Ranks per level: 4 + Int

1: Martial Specialization, Spell Combat, Arcane Link
2: Magus Arcana
3: Weapon Channel (Touch)
4: Magus Arcana
5: Spell Block, Bonus Feat
6: Magus Arcana
7: Improved Spell Combat
8: Magus Arcana
9: Weapon Channel (Save Spell)
10: Magus Arcana
11: Spell Sunder, Bonus Feat
12: Greater Magus Arcana
13: Weapon channel (Full Attack)
14: Magus Arcana
15: Greater Spell COmbat
16: Greater Magus Arcana
17: Counter Strike, Bonus Feat
18: Greater Magus Arcana
19: Spell grapple
20: True Magus

Class Features:
Weapon and Armor Proficiency:

Spoiler:
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. A magus can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the
spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:

Spoiler:
A magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus‘s spell is 10 + the spell level + the Magus’s Charisma modifier. Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is shown on “Table 1: The Magus.” In addition, he receives bonus spells per day if he has a high Charisma score. The magus’s selection of spells is limited. A magus begins play knowing four 0-levelspells and two 1st-level spells of his choice. At each new magus level, he gains one or more new spells known, as indicated on “Table 2: Magus Spells Known.” (Unlike spells per day, the number of spells a magus knows is not affected by his Charisma score. The numbers on Table 2 are fixed.) Upon reaching 5th level, and at every third magus level after that (8th, 11th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged and it must be at least one level lower than the highest-level spell the magus can cast. A magus may swap only a single spell at a given level and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. A magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips:

Spoiler:
Magi learn a number of cantrips (or 0-level spells) as noted on “Table 1: Magus Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Path of the Magus:

Spoiler:
The only commonality between Magi is their ability to blend arcane magic with martial prowess; beyond that, they vary greatly in personality, modus operandi, and how they combine the two schools of combat into their own deadly style.
At first level, a Magus chooses one of the following paths of the Magus. This choice cannot be changed at any later levels. A Magus gains a good save, additional class skills, spells, and an additional class feature from this choice. These spells are learned in addition to the spells the Magus would learn normally, and are learned as soon as they can be cast.

Shade: Shade Magi are thieves, spies, and assassins who use magic and specialized training in order to complete their missions, many of which involve flitting stealthily through the shadows.
Good Saves: Reflex, Will
Additional class skills: Stealth (Dex), Sleight of Hand (Dex), Bluff (Cha).
Bonus Spells: 1st – Vanish; 2nd – Wracking touch; 3rd – Servant Horde; 4th – Bestow Curse; 5th – Nights Caress; 6th – Shadow Walk
A Shade Magus gains the ability to sneak attack opponents as a rogue, with a number of sneak attack die equal to the highest spell level the magus can cast. For example, a 10th level shade magus can cast 4th level spells, and does 4d6 sneak attack damage when applicable.

Valiant: Valiant Magi are knights committed to upholding honor and protecting those in need through sword and sorcery. As paragons of law and justice, they focus their energies on protecting their allies and keeping their foes at bay.
Good Saves: Fortitude, Will
Additional Class Skills: Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int)
Bonus Spells: 1st – Shield bearer; 2nd – Blur; 3rd – Mage Armor, Greater; 4th – Forcewave; 5th – Draconic Might; 6th – Resistance, Superior
A Valiant Magus can qualify for fighter only feats, using half its Magus level as its effective fighter level. These stack with levels in fighter for the purpose of qualifying for feats.

Juggernaut: When approached with obstacles in their path, some choose to find another way around, while others try to calmly negotiate a way around it. Juggernauts pound their obstacle into oblivion with arcane ferocity. Brutish, intimidating, and to the point, juggernauts destroy all in front of them with reckless abandon.
Good saves: Fortitude, Will
Additional Class Skills: Intimidate (Cha), Survival (Wis), Knowledge (Geography) (Int)
Bonus Spells: 1st – Critical Strike; 2nd – Body of the Sun; 3rd – Giants Wrath; 4th – Voice of the Dragon; 5th – Fireburst, Greater; 6th – Flames of Purity
A Juggernaut Magus can rage as a barbarian for a number of rounds per day equal to its magus level plus its charisma score (minimum 1). This does not qualify the magus for the Extra rage or Extra rage power feats.

Arcane Link:

Spoiler:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. The pool refreshes once each day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, f laming, f laming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat:

Spoiler:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Magus Arcana:

Spoiler:
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 2nd level, a magus gains one magus arcana. He gains an additional magus arcana for every two levels of magus attained after 2nd level. A magus cannot select a magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus’s spell list unless otherwise noted.

Arcane Accuracy (Su): A magus with this magus arcane can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Bravery: A magus with this arcana gains Bravery, as the fighter class feature. Only a Valiant Magus can select this arcana.

Broad Study (Ex): A magus with this magus arcane must select one other class that grants the ability to cast spells. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The magus must be at least 6th level before selecting this arcana.

Close Range (Ex): A magus with this magus arcana can deliver ranged touch attack spells as melee touch attack spells. These spells must have only one target. These spells can be used with the Weapon Channel class feature.

Concentrate (Ex): A magus with this magus arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Empowered Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

Familiar (Ex): A magus with this magus arcana gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Hasted Assault (Su): A magus with this magus arcane can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Charisma bonus. That magus must be at least 9th level before selecting this magus arcana.

Heavy Armor: A magus with this magus arcana gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A magus must already have the Medium Armor magus arcana to select this arcana. Only a Valiant Magus can select this arcana.

Maneuver Mastery (Ex): A magus with this magus arcana has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he treats his magus level as his base attack bonus (in addition to any base attack bonus gained from other classes). A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.

Medium Armor: A magus with this arcana gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A shade magus cannot select this arcana.

Penetrating Bond: When a Magus with this arcana uses its Arcane Pool ability to enhance a weapon, any enhancement bonus to attack rolls on that weapon is also added to all caster level checks he makes to overcome a creature’s spell resistance. This bonus stacks with the Spell Penetration and Greater Spell Penetration feats. A Magus must be at least 6th level to select this arcana.

Pool Strike (Su): A magus with this magus arcana can expend 1 point from his arcane pool to charge his hand with elemental power as a standard action. He can make a melee touch attack as a free action as part of activating this ability. If the attack hits, it releases the charge and deals 1d6 points of energy damage of a type of his choosing, either acid, cold, electricity, or fire. He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 3rd level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Rage Power: A magus with this arcana can select one power from the barbarians list of rage powers. Only a Juggernaut Magus can select this talent.

Rogue Talent: A magus with this arcane can select one talent from the rogue talent list. Only a Shade Magus can select this talent.

Silent Magic (Su): A magus with this magus arcana can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Spell Blending (Ex): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his list of magus spells known. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.

Spell Grace (Su): A magus with this magus arcane can expend a point from his arcane pool as an immediate action to grant himself a bonus to his saves equal to his charisma bonus until the end of his next turn.

Spell Shield (Su): A magus with this magus arcana can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his charisma bonus until the end of his next turn.

Still Magic (Su): A magus with this magus arcana can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Wand Mastery (Su): Whenever a magus with this magus arcana uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.

Wand Wielder (Su): A magus with this magus arcana can activate a wand or staff in place of casting a spell when using spell combat.


Weapon Channel (Su):
Spoiler:
As a standard action, a magus of 3rd level or higher can cast a spell with a range of touch and deliver it through an attack with his bonded weapon. Touch spells channeled in this way must have a casting time of one standard action or less. If the magus hits with his bonded weapon, he does damage normally and then the touch spell is resolved. If the vanguard’s attack misses, the spell is lost. Channeling touch spells in this way does not provoke an attack of opportunity. As with any touch spell, a channeled spell deals double damage on a successful critical hit. A channeled spell may not be enhanced or otherwise altered by metamagic feats.
At 9th level, a vanguard may make a concentration check as if casting defensively (DC 15 + double the spell’s level) in order to avoid losing the spell if the attack misses. The magus can make other attacks (using other weapons) and take other actions without using the touch spell, but if he casts another spell or stops wielding his bonded weapon, the channeled spell is lost.
At 13th level, a magus can use his weapon channel ability as part of a full attack action. The spell affects every target the weapon hits during the round and then concludes at the end of that round. In addition, spells the magus channels are no longer lost if the attack misses.

Spell Block (Su):

Spoiler:
Beginning at 5th level, as a reaction a magus can attempt to block certain spells with his arcane bond weapon. As an immediate action a magus can attempt to block certain spells with his arcane bond weapon as if he was using dispel magic as a counterspell (see the dispel magic spell description). Only spells that directly target the magus can be blocked in this way. The magus must make a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the spell being blocked. If the check fails, the spell effects are resolved as normal against the magus. If the check is successful, the spell has no effect on the magus, although it could still affect others if they were also targets of the spell. The magus may use this ability a number of times per day equal to 3 + his Charisma modifier.

Bonus Feats:

Spoiler:
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Improved Spell Combat (Ex):

Spoiler:
At 7th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Greater Magus Arcana:

Spoiler:
At 10th level, and every two levels thereafter, a magus can choose one of the following greater magus arcanas in place of a normal magus arcana.

Additional Rage Power: A magus that selects this arcana may select an additional rage power from the barbarian rage power list. Only a Juggernaut Magus can select this arcana.

Advanced Rogue Talent: A magus that selects this arcana may select a rogue talent or an advanced rogue talent from the rogue lists of the same name. Only a shade magus can select this arcana.

Critical Strike (Su): Whenever a magus with this magus arcana scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action. The magus can use this ability once per day. The magus must be at least 12th level before selecting this arcana.

Fighter Training (Ex): A magus that selects this arcane gains weapon train 1 and armor training 1, as the fighter class features. Only a Valiant Magus can select this arcana.

Greater Penetrating Bond: This arcane functions as the Penetrating Bond magus arcane, except that the magus gains an additional +2 bonus to penetrating spell resistance. A magus must have the Penetrating Bond arcana to select this arcana.

Maximized Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 12th level before selecting this magus arcana.

Quickened Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The magus must be at least 15th level before selecting this magus arcana.

Reflection (Su): A magus with this magus arcana can sacrifice 1 or more points from his arcane pool as an immediate action to ref lect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or less than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The magus must be at least 15th level before selecting this magus arcana.

Spell Sunder (Su):

Spoiler:
At 11th level, a magus can attempt to dispell spell effects with his arcane bonded weapon. As a standard action the magus attacks one target with his bonded weapon. If the attack succeeds, the weapon deals normal damage and the magus must make a dispel check (1d20 + caster level). This acts as the targeted dispel use of dispel magic. This counts as a use of the magus’s spell block ability.

Greater Spell Combat (Ex):

Spoiler:
At 15th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, the bonus to his concentration check equals double the amount of the attack penalty taken.

Counterstrike (Ex):

Spoiler:
At 17th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Spell Grapple (Su):

Spoiler:
At 19th level, when a magus successfully uses his spell block ability, he stores the blocked spell in his bonded weapon. As a full round action, the magus can release the stored spell, making all decisions necessary to cast it and using his own caster level and ability scores. The magus can only store a single spell in his bonded weapon at a time, and any stored spell is lost when the magus sleeps (or if he is knocked unconscious).

True Magus:

Spoiler:
At 20th level, a magus can use its weapon channel ability in conjunction with its spell combat ability, allowing the magus to channel a spell through each attack with its weapon, and then cast a spell using its off hand.
In addition, when a magus scores a critical hit with a spell, that spell slot is not used up. If the spell is used in iterative attacks using channel spell, the spell is only saved if the first attack scores a critical hit.

Thanks in advance for taking the time to look things over and critique what I have so far.


Since the whole idea behind the magus is mixing martial combat and casting into a stabacadabra, why not try to work on allowing different magus archetypes to enable different styles of fighting? For example, the vanilla magus is highly fightery, so an archetype can make a more stealthy magus that taps into the rogue.


It was not. One player, a halfing rogue, legitimately managed to get away. This was in part because he and the bard split up to improve their chances of someone not dying, but beyond that he survived by his own wits.


There were a number of things that caused that encounter to go south:
1. I was really busy this week,so I was running things a bit off the cuff. I'm fairly new to DMing, so that didn't help at all, and is probably what hurt things the most.
2. Two of the players, the Cavalier tank and a summoner, didn't show up and didn't tell me before hand, so the prep work that I did have done was built around having those two at the table.
3. The players didn't go about things at all intelligently. I told them in advance that they were after a Shadow Mastiff, and that this would be a hard fight. They had plenty of time to research and prepair for the encounter, which they did not use; they didn't even so much as bring a light source for the encounter, let alone buff themselves. If they had, the shadowgarms would have run for it, and I would have weakened the Mastiff by decreasing its concealment, attack and damage, and maybe AC and HP. I firmly believe that given those conditions, they would have been victorious.
4. They were rolling very poorly. Their initiatives were all below that of the enemies with only one exception, and only one player made the perception check to see the shadowgarms and act in the surprise round. The average die roll for the will save against the Mastiffs Bay was around a five, which greatly contributed to all things going to hell.

All in all, poor planning on both sides of the table and bad luck was what did them in.


Name: Octep
Race: Gnome
Classes/levels: Elemental bloodline sorcerer 2
Adventure: Bastards of Erebus
Location: Dark alley
Catalyst: Ambushed by Shadowgarms
The Gory Details: The sorcerer, thinking that he would be safe in the back of the party, was ambushed in the surprise round, and then quickly dropped into the negatives by a full attack in the next round. Prone and unconscious, he soon became a fine meal for the beast of darkness.

Name: Lawthar
Race: Human
Classes/levels: Inquisitor 2
Adventure: Bastards of Erebus
Location: Grimly dark alley
Catalyst: Shadowgarms, shadow mastiff
The Gory Details: With the entirety of the party panicked and fleeing from a shadow mastiff, poor initiative and lack of a shield made Lawthar easy prey for two flanking, full attacking shadow garms. His end was swift.

Name: Sybil Dolor
Race: Human
Classes/levels: Oracle (Life, Lame) 2
Adventure: Bastards of Erebus
Location: Grimly dark alley of DEATH
Catalyst: Stalked, panicked by a Shadow Mastiff.
The Gory Details: Running franticly away from the location of the Mastiffs howl, Sybil was unaware that the beast had run across the roof tops to were she was headed. Upon seeing the hound in front her, she quickly ran back to the location of the shadowgarms, which took the last of her energies with an attack of opportunity. The last thing she saw was the jaws of the Mastiff ripping out her throat.

Name: Safyia
Race: Gnome
Classes/levels: Bard 2
Adventure: Batards of Erebus
Location: The grimly dark labrynth that are the deadly alleys of Westcrown
Catalyst: Got 3 down on a fudge roll while being pursued by the Mastiff.
The Gory Details: Having separated from the one eventual survivor of this tragedy, Safyia had the refuge of the rare illuminated street within site; yet this was only to add insult to her inevitable demise, as the Mastiff tackled her from behind and deftly fitted its powerful jaws around her head. Her screams and wet crunch her skull made would haunt the nightmares of those who lived near the tragedy for many weeks to come.


Would Auras be apart of Magus Arcana, or are they a separate class feature? Having reserve arcanas, arcanas based upon the arcana pool, and auras all going on at the same time seems to be a little much, as awesome as it would be.

That said, this is far and away my favorite version of the Magus that I've seen so far. Major kudos for sharing this with the rest of us.


Conquerers Boon: Whenever a magus kills an opponent or renders them unconscious, he/she gains a spell slot of a level equal to the enemies CR minus the magus's character level. If lower than zero, this number gives you a zero-level spell slot. If higher than the highest level spell that you can cast, you gain a slot equal the highest spell level that you can cast. This ability does not give you the use of another spell, and the spell slot can only be used as apart of other Magus Arcana abiliities.


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