Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.
Party's unusual loot:
June's waterlily: Work like a potion of restoration Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes
Potential ingredients for magic creation:
Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures
- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.
NPC Cast:
people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.
Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.
The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.
Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.
bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.
Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.
Stare is pretty clearly the Defining feature for the class.
That's what I figured, but I wasn't sure, since I've never seen a Mesmerist in play... Or even took a deeper look into it... Or any of the psychic classes, TBH. At the point in time they came out, Paizo had already lost my good will.
Anyway, my question is... Does the Mesmerist Stare include any of its secondary class features (Stare Tricks, Painful Stare, etc)?
IIRC that was the case of some class of the main class features.
Stare Tricks are Feat-like non-Feats (2p each, starting at the level a single classed character would usually get one). My gut says Painful Stare should be included in Stare (since it's half of how the ability functions, much like Spell Combat and Spellstrike are part of the same 5p purchase) but I'd need to lay the whole class out to be sure and see how many points it takes to build a single classed Mesmerist on average.
Lemmy's ABP
At 1st level, you get a +1 deflection bonus to AC.
This bonus increases by +1 at levels 5, 9, 13 and 17.
At 2nd level, you get a +1 resistance bonus to all saves.
This bonus increases by +1 at levels 6, 10, 14 and 18.
At 3rd level, you get a +1 enhancement bonus to natural armor.
This bonus increases by +1 at levels 7, 11, 15 and 19.
At 4th level, you get a +1 untyped bonus to skill checks OR to all concentration checks.
This bonus increases by +1 at levels 8, 12, 16 and 20.
Ability Scores
All characters are considered to have a +0 enhancement bonus to all ability scores at 1st level.
Every even-numbered level, characters gain a +1 increase to the enhancement bonuses of two ability scores of their choice. Every bonus can be increased again by selecting the same ability score again, but the character must wait at least 3 levels before selecting the same bonus again.
As an special case, at 20th level, characters gain and additional +1 increase to all enhancement bonuses to ability scores (including the one gained at 20th level).
All of this is in addition to the usual inherent bonus gained every 4 levels
A Dungeon would probably be best, most likely in a fantasy world, it has a room lined with lead or some such to prevent scrying/listening in.
In a world full of crazy spellcasting that's a must. I also always liked the houserule that castle preent teleportation in/out, so a single scroll can't end a siege.
I think Moryin's character sheet and profile are mostly finished... I might change his avatar. Dunno. And I still gotta list the attribute progression, but it's basically Dex/Cha, then Con/Int, rinse & repeat.