Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

3.30/5 (based on 3 ratings)
Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)
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A World of Battle!

From the brink of the Worldwound, where demonic hordes lay siege to the mortal realm, to the battlefields of Mendev and Nirmathas, where soldiers distinguish themselves as heroes of ideals, battle is a common part of life in the Inner Sea region. Whether practiced by virtuous crusaders, fierce gladiators, or daring scoundrels, skill with a blade and knowledge of when to use it can mean the difference between life and death. The secrets of battle might not be etched on altars or scribed in spellbooks, but they’re just as diverse and powerful as any magic—and just as available for bold heroes to claim!

Inner Sea Combat explores the role of combat in this vast and varied region. Within this book you’ll find:

  • A who’s who of the Inner Sea region’s deadliest martial masters.
  • Details on four types of martial training grounds—dojos, gladiatorial arenas, thieves’ guilds, and war colleges—along with rules for joining and honing one’s skills within such organizations.
  • Rules for several types of specialized or variant combat, including the secrets of the legendary Aldori swordlords, fighting styles particular to Golarion’s many faiths, gladiatorial combat, mastering monstrous mounts, and using technology in combat.
  • Two new cavalier orders—the order of the beast and the order of the guard—along with new context for each knightly order.
  • More than a dozen new archetypes for all manner of brave battlers, including the gun scavenger, the monk of the seven forms, the Shoanti burn rider, and the Tanglebriar demonslayer.
  • Two new prestige classes—the Pure Legion enforcer and the Ulfen Guard.
  • Dozens of new magic items guaranteed to protect combatants through the most brutal battles and transform even novices into masters of war.

Inner Sea Combat is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting but can easily be used in any fantasy game.

Written by Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.
Cover Art by Yu Cheng Hong.

ISBN-13: 978-1-60125-598-3

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3.30/5 (based on 3 ratings)

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2/5

The Aldori feats are bad. Tying ranger combat styles with a deity is a bad idea. Combat performance is big NO. The House of perfection's feats are bad. Oath against chaos is good, oath against grotesquery is ok. The monstrous feat chain is so-so. There are a couple of interesting Rogue's Skill taunt, but the others are quite bad. Firearm feats are ok.

The Combat school section is somewhat interesting, but not great. I guess that It has a greater appeal to people who are accustomed to the Fame rewards mechanics.

Cavalier orders are meh at best. Prestige classes are ok. Archetypes are a mixed bag, with a few couple of good ones, but the rest are quite bad.

2.5 Stars.


Ring Side Report- RPG Review of Inner Sea Combat

4/5

Originally posted at www.throatpunchgames.com, a new idea everyday!
Product-Pathfinder Campaign Setting-Inner Sea Combat
Producer- Paizo
Price- $20
TL; DR- A little long to keep me entertained. 77%

Basics- MORTAL COMBAT! Inner Sea Combat focuses on marital characters and how to build these characters and their world into your Pathfinder Game. The book starts by discussing nations and their interactions with martial characters. Next, the book adds feats and a discussion on how specialized martial characters function within the rules of Pathfinder. After specialization, the book moves to schools/guilds and rules to operate these in Pathfinder. From schools, the books present new prestige classes and archetypes for classes from barbarian to the rogue. The last section of the book focuses on magic items that specialized characters from this book might need.

Mechanics or Crunch-This books adds a bunch of ideas for a GM to add to his/her game, but the ideas are not ground breaking awesome that you would expect for hidden techniques grown on the mountain top monasteries of the world. The book adds lost arts that are the talk of many a hushed conversation, but when you look over the options, they might fit will in just a player line book. Also, the book adds schools and guilds. I don't hate the mechanics behind these, but I think the numbers are off. I think the DCs are too high and will likely make life very hard for anyone who wants to go after a school and not get kicked out. Some of the options are well done, but it's more diamonds in the rough then a constant flow. I did like the items that were added to this book. 3/5

Fluff or Story- I liked this the most in this book. The story provides lots of ideas for a GM to add to his/her game. I didn't like the distribution of focus in the world, though. There isn't much love for the pirates of the Shackles in terms of schools or options as well as a few other key areas. But, what is there are options it's well done. 4.5/5

Execution-I think this book suffers from a "textbook problem." This book has a few too many sections of just text that make the book less fun to read. It's not hard to read, but it does tend to drag on a bit. The book does have some nice new art to help make reading a bit easier, but the format makes things feel long. The text is not bad, just a bit of a drag. 4/5

Summary-I didn't hate this book, but it's not one of my favorites. The mechanics and the textbook nature of the 64 page format are just a little bit off making this book slightly drag on a bit. I would have preferred this to be a few shorter 32 page books focusing on monks, fighters, or some other class. I did like the story that this book adds to the world. Also, knowing who the best of the best fighters are can give the characters goals for whom to fight later. It's not a bad book, but just a bit long to keep me completely interested all the way through. 77%


Good, flavourful new options

4/5

Read my full review on Of Dice and Pen.

One of the things I like best about a book like Inner Sea Combat is that it’s much easier to see immediate uses for the new options contained within. Pathfinder is a game with a lot of options—far more than most people can easily keep track of. While generic books like Ultimate Combat may contain many interesting abilities, they can quickly get lost in the deluge as they don’t have a context to make them stand out. But with the world-specific flavour that Inner Sea Combat offers, its options are instantly more recognizable. They make both the characters and the world more interesting. There are several things in here that I already want to introduce to my own games, and any game book that fills me with ideas is a good book, in my opinion.


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Paizo Employee Creative Director

Alleran wrote:

James Jacobs has mentioned him as a mythic rogue... interesting that he's not. I wonder if it's a retcon.

It can't be a retcon if it was never published in the first place.

That said... I wasn't involved much with this book... I'd asked for more mythic characters to be mentioned and had provided advice on which ones should be mythic, but it apparently got lost in the shuffle.

Shadow Lodge

someone want to spoil the Ustalavic duelist?


1 person marked this as a favorite.

Ustalavic Duelist:

Lose heavy armor and your level 1 bonus feat for a scaling dodge bonus that only applies in light/no armor while wielding a single melee weapon in one hand.

Weapon Training only works on light blades, but the damage bonus is higher if you meet the above requirements.

Int bonus to damage on Vital Strikes with dueling weapons, and deal max damage on Vital Strike crits.

You get to use your dueling weapon with certain combat maneuvers, allowing you to add in their enhancement bonuses.

Dueling weapons deal ability damage of your choice on crits.

I actually really like the archetype, and not just because Ustalav is my favorite nation.


John Compton wrote:

I wrote that archetype, and one design goal was to make the archetype different from the Champion of Irori prestige class. If it were too similar it might cheapen the prestige class. If it readily provided the prerequisites, it would make transitioning into the prestige class too much of a no-brainer. Instead, the archetype is something unique that can stand on its own and is an attractive option to take from 1st level all the way to 20th.

I'm very happy with how the archetype turned out.

It's very cool, I'm definitely not complaining. I just had sort of a "Huh, that wasn't what I expected, I wonder why they went that way" reaction.

Besides, in hindsight, it completely works that there would be multiple 'paths' for a holy champion of Irori to take towards enlightenment.

Silver Crusade

1 person marked this as a favorite.

Haven't had any real time to truly dig in yet, but:

I am so happy the Ouat dwarves have gone from being pointedly ignored to getting spotlight time in multiple books with the span of two months. :D


How's the Hamatalasu Master?

Shadow Lodge

I'm still digging in. I noticed the Pelt of the Ulfen Wolf suffers from the same wording as spell-storing armor - that it states the wearer uses a swift action to activate its ability after they are hit.

I imagine it's meant as an immediate action. Perhaps we'll finally see the FAQ that suggests we interpret any armor abilities that are activated in response to an attack described as swift actions mean swift actions, versus these armors only making sense for AoOs...

Shadow Lodge

agnelcow wrote:

** spoiler omitted **

I actually really like the archetype, and not just because Ustalav is my favorite nation.

Holy crapspackle. This needs to get to my inbox now.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mikaze wrote:

Haven't had any real time to truly dig in yet, but:

I am so happy the Ouat dwarves have gone from being pointedly ignored to getting spotlight time in multiple books with the span of two months. :D

Really? What Ouat tidbits do we get here?

Dark Archive

Weird question about the monstrous mounts and there masteries. The griffon and the hippogrifs mastery is to reduce there fly speed by half with a rider on. Do they normally have a slower fly speed with a rider?

Silver Crusade

Lazaro wrote:
Mikaze wrote:

Haven't had any real time to truly dig in yet, but:

I am so happy the Ouat dwarves have gone from being pointedly ignored to getting spotlight time in multiple books with the span of two months. :D

Really? What Ouat tidbits do we get here?

There's info and statistics for an Ouat combat school and an Ouat archetype for dwarven monks that replaces not only monk class features but also dwarven racial ones. :)

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mikaze wrote:
Lazaro wrote:
Mikaze wrote:

Haven't had any real time to truly dig in yet, but:

I am so happy the Ouat dwarves have gone from being pointedly ignored to getting spotlight time in multiple books with the span of two months. :D

Really? What Ouat tidbits do we get here?
There's info and statistics for an Ouat combat school and an Ouat archetype for dwarven monks that replaces not only monk class features but also dwarven racial ones. :)

O_O SQUEEEEEEEE... er... I mean awesome!

Contributor

Mikaze wrote:
Lazaro wrote:
Mikaze wrote:

Haven't had any real time to truly dig in yet, but:

I am so happy the Ouat dwarves have gone from being pointedly ignored to getting spotlight time in multiple books with the span of two months. :D

Really? What Ouat tidbits do we get here?
There's info and statistics for an Ouat combat school and an Ouat archetype for dwarven monks that replaces not only monk class features but also dwarven racial ones. :)

OH. Oh my. That sounds awesome.

I think it's AWESOME how out-of-the-park the Player Companion / Campaign Setting lines have been hitting the Racial stuff. I love the content in the Advanced Player's Guide, most almost all of the content feels like it shouldn't be racially restricted. And then we get Blood of the Moon, where nothing is racially restricted because it shouldn't be, and now this dwarf monk that actually interfaces with dwarf racial traits?

Sounds like a winner in my book. Can't wait for Inner Sea Combat to get here!


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber
brad2411 wrote:
Weird question about the monstrous mounts and there masteries. The griffon and the hippogrifs mastery is to reduce there fly speed by half with a rider on. Do they normally have a slower fly speed with a rider?

The slower fly speed is probably just a simplified adjustment rather than adjusting speed for encumbrance.

Yeah I found those blocks to be fairly odd myself. Having to wait till you are level 7 and have the appropriate feat to ride your companion in the air is incredibly strange to me. Especially since you could go snag a wild one or purchase one. Train it. And proceed to fly through the air no problem.

I realize it was probably an attempt at balancing it, but I feel it may be a bit too heavy handed. Level 5 would have been where I put it especially as this restriction wasn't in the prior versions of Sable Company Marines. Which are the ones I really care about.

Contributor

Robert Jordan wrote:
I realize it was probably an attempt at balancing it, but I feel it may be a bit too heavy handed. Level 5 would have been where I put it especially as this restriction wasn't in the prior versions of Sable Company Marines. Which are the ones I really care about.

Level 5 is definitely too early. Wizards are just learning how to cast fly at Level 7. Not to spark "Fighters can't have nice things" debates, but it seems rather cheap to give out a feat that invalidates that spell the level that wizards get it. Also, Leadership is a 7th level feats. You can take flying monsters around Level 7 for mounts too, so I imagine that the designer didn't want to step on Leadership's toes.

From a Roleplaying set-up, maybe the animal companion isn't mature enough to fly until 7th Level. We don't really know much about griffon / hippocampus life cycles.


Alexander Augunas wrote:
Robert Jordan wrote:
I realize it was probably an attempt at balancing it, but I feel it may be a bit too heavy handed. Level 5 would have been where I put it especially as this restriction wasn't in the prior versions of Sable Company Marines. Which are the ones I really care about.

Level 5 is definitely too early. Wizards are just learning how to cast fly at Level 7. Not to spark "Fighters can't have nice things" debates, but it seems rather cheap to give out a feat that invalidates that spell the level that wizards get it. Also, Leadership is a 7th level feats. You can take flying monsters around Level 7 for mounts too, so I imagine that the designer didn't want to step on Leadership's toes.

From a Roleplaying set-up, maybe the animal companion isn't mature enough to fly until 7th Level. We don't really know much about griffon / hippocampus life cycles.

Wizards can actually cast fly at level 5, since it is a 3rd level spell.


While that is true they only get what is essentially tactical flight. If your flying mount can fly for most, or all of the day then you will be getting the equivalent of overland flight a *much* higher level spell. Though it does feel a little strange that your griffon mount is going to work differently than someone riding a Roc such as a druid or an Animal domain Inquistor/Cleric. However Animal Companions have always been a little different than the standard and if they obviate having to worry too much about load and armor it is probably a fair trade.

Scarab Sages

agnelcow wrote:

** spoiler omitted **

I actually really like the archetype, and not just because Ustalav is my favorite nation.

Sounds like it might be a strong contender for a very effective Weapon Finesse build.

I know we've got Swashbuckler now, but hearing about this archetype makes me want to buy this book. It sounds like the Ustalavic Duelist might cover the concept of "Intellectual fencer/swashbuckler" that I was hoping to see someday.

Now I'm on the edge of my seat waiting for 4/30 so I can get a PDF.


Randovan is statted out?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Elrawien Lantherion wrote:
Randovan is statted out?

No, but he is revealed to be:

Radovan Virholt:
CG male tiefling rogue 5/monk 2

Paizo Employee Developer

Elrawien Lantherion wrote:
Randovan is statted out?

See Kobold Quarterly #14, page 12.


Feros wrote:
Elrawien Lantherion wrote:
Randovan is statted out?

No, but he is revealed to be:

** spoiler omitted **

Interesting. Thanks for sharing that!


agnelcow wrote:
Matrix Dragon wrote:
I'm kind of curious about what an Iroran Paladin is like, especially considering that I thought there already was a prestige class for that. If this archetype does the paladin/monk thing without having to multiclass, that will be pretty cool :D

It does indeed do the paladin/monk thing with no multiclass, although it's not compatible with the Champion of Irori PrC.

** spoiler omitted **

Looks like an archetype that I will have to try sometime!

Btw, I have to say that I'm glad that CHA to AC bonus is limited by Paladin level. For a second I was thinking about just how OP my Paladin/Dragon Disciple would become with CHA to AC. However, he has only two paladin levels, so it wouldn't make a big difference.

Liberty's Edge

the Sable Company Marine from the blog got published with a much needed nerf. I like the monstrous mount feat.


I like the monstrous mount feat as well, maybe some day we will get a dragon based one.

Shadow Lodge

Dragon78 wrote:
I like the monstrous mount feat as well, maybe some day we will get a dragon based one.

That sounds cool though I would love to see them expand the roster. This cavalier player wants to have a hydra mount. Or a Chimera.


I'm really interested in the Rogue and Gunslinger archetypes if anyone is willing to spoil them.

Dark Archive

Bekyar Kidnapper (Rogue Archetype):
One of the many ethnicities found in the Mwangi
Expanse, the Bekyar people are slavers and demon worshipers. A Bekyar kidnapper is not only adept at hiding herself in thick jungles and quickly subduing her prey, but also at spreading rumors of hidden ruins, buried treasure, and other such valuables that might lure an unwary foreigner into her traps.

Clean Capture at 1st level reduces penalties on tying a pinned target up and allows you to take improved grapple and great grapple as rogue talents.

Abductor at 3rd adds bonuses to your grapple and against people that grapple you.

Kintargo Rebel (Rogue Archetype):

With few natural barriers, a thriving international port,
and many miles separating it from Egorian, Kintargo
is geographically suited for rebellion against the rigid
laws that reign in Cheliax. This rebellion is hardly
malicious in intent; business is simply easier without
the imposing bureaucracy. Whenever the Chelish
navy sails into the port, these rebels are quick to
appear agreeably subservient in order to conceal their
noncompliance and avoid retribution.

Sophisticated stealth at 3rd gives skill bonuses to nobility and then bluff and sense motive in regards to secret messages.

misdirection at 4th as spell 1/day


Rowe wrote:
I'm really interested in the Rogue and Gunslinger archetypes if anyone is willing to spoil them.

Okay you don't want much do you? ;)

Bekyar Kidnapper(Rogue): Gives up...Trap finding and trap sense(big surprise there) for abilities to take the grapple feats as Rogue talents and gain bonus to grapple checks.

Gun Scavenger(Gunslinger): Mods gunsmithing so their guns are broken no matter what for anybody else also there is always a chance for their guns to misfire on a '1'...Gives up...Quick Clear Deed for being to remove the broken condition due to misfire for specialized components that can increase the guns range by 10', increase the pistol whip deed damage by one die type, or give the gun scatter. Each shot increases the misfire chance by till it misfires.
Replaces Targeting Deed for the ability to spend grit to give your gun a magical property..or 2 grit for better abilities.
Gives up Nimble to reduce the the targets dodge or insight bonus(totaled together) to AC by 1 + 1 for every 4 levels beyond 2.

Kintargo Rebel(Rogue): Gives up Trap Sense for bonus to KS: Nobility and Bluff and sense motive checks in regards to secret messages only.
Gives up Uncanny Dodge for casting Misdirection 1/day.

Okeno Liberator(Rogue) Gives up trap finding, trap sense, and unccany dodge for bonus to Escape Artist, +1 +1/3 levels to Disguise and Stealth Checks to all allies within 30', and the Catch off guard feat.

Siege Gunner(gunslinger): grit is based off Int not wisdom. Nimble is replaced by a 1/2 your level bonus to KS engineering. Looses the Deeds Deadeye and Gunslinger init for larger cone on scatter shots and focusing area effect attacks on one (or more creatures as you gain levels) creature dealing extra damage equal to your level to that creature. Instead of the normal Bonus feats Gunslingers get they are locked in at 4th level( Siege Engineer) and 8th level (Master Siege Engineer).

And that is a very quick summary for you.

As a side note the thing that surprised me about this book was all Calistria stuff in it.


Well partially ninja by brad2411...I blame Cosmo...


Care to elaborate on the Calistria stuff? :D

Her stuff in Faiths of Balance was pretty crappy, so I'm excited to see what's in here (and Inner Sea Gods, of course)


What does the Tanglebriar Demonslayer have going for it?


1 person marked this as a favorite.
Mechalibur wrote:

Care to elaborate on the Calistria stuff? :D

Her stuff in Faiths of Balance was pretty crappy, so I'm excited to see what's in here (and Inner Sea Gods, of course)

Sure the I tell about the Inner Sea combat stuff here...

First Rangers followers of her can get different Combat Style Bonus Feats dealing with the whip.

Second the Wasp Queens get a written up as a Thieves Guild kinda of like fractions in which you get fame and prestige points with perk associated with them.

Third there is the Calistrian Hunter Fighter Archetype that gets Ranger quarry like abilities.

Fourth there is Calistrian Kiss a +1 Heartseeker Elven Curve blade that stores up to 3 poisons that imposes a -4 to save vs the poisons, increase the frequency of the poison by 2, and imposes a -4 penalty to attempts to cure the poison using skill or magic.


Axial wrote:
What does the Tanglebriar Demonslayer have going for it?

They are pretty much really good at killing demons...other things they might prove problematic. So like most x slayer classes in a focused campaign against that type they will stand out...in less focused campaigns they will have some issues.

Shadow Lodge

John Kretzer wrote:
Rowe wrote:
I'm really interested in the Rogue and Gunslinger archetypes if anyone is willing to spoil them.

Okay you don't want much do you? ;)

Bekyar Kidnapper(Rogue): Gives up...Trap finding and trap sense(big surprise there) for abilities to take the grapple feats as Rogue talents and gain bonus to grapple checks.

Gun Scavenger(Gunslinger): Mods gunsmithing so their guns are broken no matter what for anybody else also there is always a chance for their guns to misfire on a '1'...Gives up...Quick Clear Deed for being to remove the broken condition due to misfire for specialized components that can increase the guns range by 10', increase the pistol whip deed damage by one die type, or give the gun scatter. Each shot increases the misfire chance by till it misfires.
Replaces Targeting Deed for the ability to spend grit to give your gun a magical property..or 2 grit for better abilities.
Gives up Nimble to reduce the the targets dodge or insight bonus(totaled together) to AC by 1 + 1 for every 4 levels beyond 2.

Kintargo Rebel(Rogue): Gives up Trap Sense for bonus to KS: Nobility and Bluff and sense motive checks in regards to secret messages only.
Gives up Uncanny Dodge for casting Misdirection 1/day.

Okeno Liberator(Rogue) Gives up trap finding, trap sense, and unccany dodge for bonus to Escape Artist, +1 +1/3 levels to Disguise and Stealth Checks to all allies within 30', and the Catch off guard feat.

Siege Gunner(gunslinger): grit is based off Int not wisdom. Nimble is replaced by a 1/2 your level bonus to KS engineering. Looses the Deeds Deadeye and Gunslinger init for larger cone on scatter shots and focusing area effect attacks on one (or more creatures as you gain levels) creature dealing extra damage equal to your level to that creature. Instead of the normal Bonus feats Gunslingers get they are locked in at 4th level( Siege Engineer) and 8th level (Master Siege Engineer).

And that is a very quick summary for you.

As a side note the thing that surprised me...

Whelp, guess this means I'm making an Orc Bekyar kidnapper here in the near future for a bad guy. My party will hate them.

Also can you clean up the gun scavenger part of this a bit? From the looks of it you said you lose the ability to fix your gun in favor of modding it but it's a little garbled.


Lord Gadigan wrote:

Calistrian Hunter (Fighter)

:) Do they hunt Calistrians or hunt on behalf of Calistrians?


John Kretzer wrote:
Axial wrote:
What does the Tanglebriar Demonslayer have going for it?
They are pretty much really good at killing demons...other things they might prove problematic. So like most x slayer classes in a focused campaign against that type they will stand out...in less focused campaigns they will have some issues.

So basically WotR. :)

What can they actually do?


doc the grey wrote:
Also can you clean up the gun scavenger part of this a bit? From the looks of it you said you lose the ability to fix your gun in favor of modding it but it's a little garbled.

Sorry about that....

Only on ability is really like that.

Giving up the Quick Clear Deed for Change Out Deed allows you to temporarily fix your gun by giving it mod as mentioned above. You can...fix your gun normally out of combat.

The Deed Jury Rig which you give up the Targeting deed allows yo to add at the cost of grit point Distance, Flaming, Glamered, or Thundering or for 2 grit points Flaming Burst or Stalking. This Deed does not increase the chance for misfire.

Clearer? It is a little complicated and I don't want to cut and copy it.


Chief Cook and Bottlewasher wrote:
Lord Gadigan wrote:

Calistrian Hunter (Fighter)

:) Do they hunt Calistrians or hunt on behalf of Calistrians?

It is Calistria so my guess is they hunt whoever they want... ;)


Axial wrote:
John Kretzer wrote:
Axial wrote:
What does the Tanglebriar Demonslayer have going for it?
They are pretty much really good at killing demons...other things they might prove problematic. So like most x slayer classes in a focused campaign against that type they will stand out...in less focused campaigns they will have some issues.

So basically WotR. :)

What can they actually do?

Okay here is a rundown...

Skills: The gain KS:Planes as a class skill.

Favored Enemy: At 1st level they must take Evil Outsiders as their Favored enemy. Also every time they must advance the bonus vs Evil outsiders. They also gain half the bonus to saves vs spells, spell like abilities and supernatural abilities performed by evil outsiders.

Demonologist: Replaces Endurance. They gain half their level as a bonus to KS: Planes related to demons, Perception checks to pierce demons disguises and Survival to track Demons.

Expanded Spell List: They add, 1st level: Prot vs Evil, 2nd level: Align Weapon, Magic circle against evil, 4th level:Dimensional anchor and Dismissal.

Fiendish Quarry: When choosing a evil outsider as his quarry he can forgo the usual +2 to hit to treat his weapon as good aligned vs his quarry.

Improved Fiendish Quarry: When choosing a evil outsider has her quarry she can forgo the usual +4 to hit to treat his weapon as if it had the holy quality.


Thanks for all the info John!

Definitely getting the PDF when it's available :)

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

>Continues being a worshiper of the F5 Key<


agnelcow wrote:
Mechalibur wrote:
** spoiler omitted **
** spoiler omitted **

Highly inappropriate archetype! All paladins should avoid the Iroran Paladin archetype! It is grossly unfair!

Spoiler:
Whatever did the poor pugwampis ever do to you?!?!?

Silver Crusade

Master Pugwampi wrote:
agnelcow wrote:
Mechalibur wrote:
** spoiler omitted **
** spoiler omitted **

Highly inappropriate archetype! All paladins should avoid the Iroran Paladin archetype! It is grossly unfair!

** spoiler omitted **

ANYTHING


2 people marked this as a favorite.

Pugwampis literally killed my friend's Legacy of Fire campaign. Combat took so long that after two hours, we all left and did something else.


John Kretzer wrote:

Okay here is a rundown...

Skills: The gain KS:Planes as a class skill.

Favored Enemy: At 1st level they must take Evil Outsiders as their Favored enemy. Also every time they must advance the bonus vs Evil outsiders. They also gain half the bonus to saves vs spells, spell like abilities and supernatural abilities performed by evil outsiders.

Demonologist: Replaces Endurance. They gain half their level as a bonus to KS: Planes related to demons, Perception checks to pierce demons disguises and Survival to track Demons.

Expanded Spell List: They add, 1st level: Prot vs Evil, 2nd level: Align Weapon, Magic circle against evil, 4th level:Dimensional anchor and Dismissal.

Fiendish Quarry: When choosing a evil outsider as his quarry he can forgo the usual +2 to hit to treat his weapon as good aligned vs his quarry.

Improved Fiendish Quarry: When choosing a evil outsider has her quarry she can forgo the usual +4 to hit to treat his weapon as if it had the holy quality.

Guh! I wish I had known about this for my Demonslayer WotR PC! May have to ask the DM for a reroll...

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Back to the F5 mines


Lazaro wrote:
Back to the F5 mines

You have my sympathy...and I say this without any intentions to rub it in....but I am expecting to actually get my physical copies of the book today or tomorrow. :)


John Kretzer wrote:
doc the grey wrote:
Also can you clean up the gun scavenger part of this a bit? From the looks of it you said you lose the ability to fix your gun in favor of modding it but it's a little garbled.

Sorry about that....

Only on ability is really like that.

Giving up the Quick Clear Deed for Change Out Deed allows you to temporarily fix your gun by giving it mod as mentioned above. You can...fix your gun normally out of combat.

The Deed Jury Rig which you give up the Targeting deed allows yo to add at the cost of grit point Distance, Flaming, Glamered, or Thundering or for 2 grit points Flaming Burst or Stalking. This Deed does not increase the chance for misfire.

Clearer? It is a little complicated and I don't want to cut and copy it.

Glamered... for your gun, which you will be firing in combat. I don't understand. Why is that a thing?

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
John Kretzer wrote:
Lazaro wrote:
Back to the F5 mines
You have my sympathy...and I say this without any intentions to rub it in....but I am expecting to actually get my physical copies of the book today or tomorrow. :)

CURSE YOU, Kretzer! :D

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