Gadak Simiryin

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Organized Play Member. 99 posts (100 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 2 aliases.




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THE WARLOCK

Alignment: Any
HD: d8

Class Skills:

Acrobatics (Dex), Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points 4 + Int

Warlock Level:

Level_____BAB__________Fort_____Ref_____Will
1________+0___________+0_______+0______+2
2________+1___________+0_______+0______+3
3________+2___________+1_______+1______+3
4________+3___________+1_______+1______+4
5________+3___________+1_______+1______+4
6________+4___________+2_______+2______+5
7________+5___________+2_______+2______+5
8________+6/+1________+2_______+2______+6
9________+6/+1________+3_______+3______+6
10_______+7/+2________+3_______+3______+7
11_______+8/+3________+3_______+3______+7
12_______+9/+4________+4_______+4______+8
13_______+9/+4________+4_______+4______+8
14_______+10/+5_______+4_______+4______+9
15_______+11/+6/+1____+5_______+5______+9
16_______+12/+7/+2____+5_______+5______+10
17_______+12/+7/+2____+5_______+5______+10
18_______+13/+8/+3____+6_______+6______+11
19_______+14/+9/+4____+6_______+6______+11
20_______+15/+10/+5___+6_______+6______+12

Warlock Trick Table:

level___0_____1st___2nd___3rd
1_____3
2_____3
3_____3
4_____4
5_____4
6_____4_____2
7_____5_____2
8_____5_____2
9_____5_____3
10____6_____3
11____6_____3_____2
12____6_____4_____2
13____7_____4_____2
14____7_____4_____3
15____7_____5_____3
16____8_____5_____3_____2
17____8_____5_____4_____2
18____8_____6_____4_____2
19____9_____6_____4_____3
20____9_____6_____5_____3

Warlock Special:

1_____Ego, Eldritch Bond, Eldritch Discharge 1d6, Lesser Trick, Patron, Pact Boon
2_____Apparatus Master, Distant Discharge
3_____Eldritch Discharge 2d6
4_____Dark Discharge, Pact-bound Skin
5_____Eldritch Discharge 3d6
6_____Device Mastery, Greater Trick
7_____Eldritch Discharge 4d6
8_____Pact Boon
9_____Eldritch Discharge 5d6, Device Mastery
10____Major Curse, Unhaltable Discharge
11____Dark Trick, Eldritch Discharge 6d6
12____Rapid Discharge
13____Eldritch Discharge 7d6
14____Swift Discharge
15____Eldritch Discharge 8d6
16____Elder Trick, Pact Boon
17____Eldritch Discharge 9d6
18____Swift Device
19____Eldritch Discharge 10d6
20____Elder Discharge, Grand Boon

Weapon and Armor Proficiencies:

A warlock is proficient with all simple weapons as well as light armor.

Ego:
(Ex):
A warlock uses his Charisma modifier instead of his Wisdom modifier for Will saves. He adds his Charisma modifier twice for compulsion, charm or fear (pick one).

Eldritch Bond:

At 1st level, you must choose which major gift your patron grants you from the following:

Gift of Health (Su): While attacking with eldritch discharge, if you get a critical hit or kill an opponent with Hit Dice equal to or greater than half your level, you heal a number of hit points equal to your Charisma modifier.

Gift of a Servant (Ex): You gain a familiar at a level equal to your warlock. However, you never gain the power to use touch spells through your familiar.

Eldritch Discharge:
(Su):
As a standard action, you can make a ranged touch attack at a target within 60ft that deals 1d6. This attack has a critical of 20/x2. Spell resistance and spell failure from non-light armor apply to this ability. The damage increases by 1d6 every 2 levels thereafter. You may not make additional attack even if your BAB, a feat, such as Rapid Shot, or a spell allows it. You can’t use Vital Strike or Deadly Aim with this ability.

Patron:
Similar to a witch, a warlock has a mysterious patron, and from pacts with it, derives his dark power. However, unlike a witch, a warlock gains powerful abilities that are like bloodline powers.

_____Agility:

Flickering Hand (Ex): At 1st level, your stride takes on a seemingly blurring speed. You gain a +10 to base land speed.
Time Mastery (Su): At 8th level, you start to gain the ability to manipulate time itself.
Upon using this ability, you must choose if its effect is slowing or speeding. If you choose slowing, all enemies within 30 are affected by slow; Will save negates. If you choose speeding, all allies within 30 are affected by haste. You can use this ability a number of rounds a day equal to your warlock level.
In and Out (Su): At 16th level, a number of times per day equal to your Charisma modifier, you can leap from the Material Plane to the Ethereal Plane. This functions as ethereal jaunt and takes a move action to use. This lasts a number of rounds equal to your warlock level.

_____Animal:

You can not choose gift of health from eldritch bond.
Wild Empathy (Ex): A warlock can improve the initial attitude of an animal. This ability functions as the druid ability of the same name (see page 50) except the warlock uses his warlock level instead of druid level, and a warlock does not take a -4 penalty for using this ability against a magical beast of an Intelligence of 1 or 2.
Animal Companion (Ex): At 8th level your familiar gains all the benefits of an animal companion at an effective level equal to your warlock level -3 (minimum 1) except the animal companion still uses the familiar’s natural armor bonus.
Magic Empathy (Ex): At 16th level, you gain an incredible sympathy with animals with magic in them. You treat magical beasts with an Int of 1 or 2 as an animal for all of your abilities.

_____Deception:

Silvered Tongue (Ex): At 1st level, you gain the nimbleness of tongue and step of an accomplished thief. You gain a +2 untyped bonus on all Charisma based skill checks. At 10th level this improves to +4.
True Lie (Ex): At 8th level, you become immune to any magic that would reveal something you say as a lie or that makes you tell the truth. Note that this does not allow you to ignore Sense Motive, it only protects you from magic.
Mind Shield (Ex): At 16th level, you are aware of any attempt to read your mind and are immune to the attempt. In addition, if you succeed on a Bluff check -5 opposed by his Sense Motive, you can choose to make the opponent think he succeeded and choose what the opponent sees in your mind.

_____Elements:

You can not choose gift of a servant from eldritch bond.
Elemental Discharge (Ex): At 1st level and every 5 levels, you can choose an energy type from the following: acid, cold, electricity, or fire. You can substitute the normal pure magical energy with the energy type that you have selected.
Shape Discharge (Ex): At 8th level, you can shape your eldritch discharge into an area blast. The distance depends on the distance at which you can attack with eldritch discharge and which shape you choose (1/2 distance) line, (1/4 distance) cone, or (1/8 distance) radius. All creatures in this area are automatically hit by eldritch discharge. A successful Reflex save halves the damage. This distance is always rounded down.
Resist Magicks (Ex): At 16th level, you reduce any damage that comes from a spell or spell-like ability by your Charisma modifier.

_____Endurance:

Toughling (Ex): At 1st level, your body becomes far tougher than most. Endurance is a bonus feat and at 4th level you gain Diehard. You gain these feats even if you don’t meet the prerequisites.
Hardy Recuperate (Ex): At 8th level, your body fights off even the toughest affliction. You gain Heroic Recovery as a bonus feat and at 12th level you gain Heroic Defiance. You gain these feats even if you don’t meet the prerequisites.
Mending Flesh (Ex): At 16th level your flesh melds across your wounds, healing you. This grants you gain fast healing 1.

_____Plague:

Shielded Organs (Ex): At 1st level, your organs have a staggering ability to protect themselves from attack. You gain immunity to all nonmagical diseases. In addition, when a critical hit or a sneak attack is scored against the warlock, there is a 5% chance that it is negated.
Channel Energy (Su): At 8th level, you can use channel energy as a cleric level equal to your warlock level a number of times per day equal to your Charisma modifier. You must choose either negative or positive to channel at level 8.
Manipulate Death (Ex): At 16th level, you choose a path, plague can either manifest as the fact of true death that comes to those not strong enough to survive or it can be the gift of undeath. If you choose to channel positive energy, you gain a +4 untyped bonus on all attack and damage rolls against undead (including channel energy itself). If, however, you chose to channel negative energy all undead you animate or create gain have a Strength and Charisma of 4 higher.

_____Shadow:

Shadow Step (Ex): At 1st level, you gain the knowledge of how to avoid detection and snipe effectively. You gain a +2 untyped bonus to Stealth and the penalty on Stealth checks from Sniping is reduced by 5.
Shadow Jaunt (Sp): At 8th level, you can use shadow walk a number of times per day equal to one-half your Charisma modifier (minimum 1).
Shadow Stride (Ex): At 16th level, the shadows seem to cling to you obscuring you from sight. You can use the Stealth skill even while being observed.

_____Strength:

Mind of Steel (Ex): At 1st level, your surprising inner strength grants you the ability to use many types of weapons. You gain proficiency in all martial weapons.
Body of Steel (Ex): At 8th level, your focus narrows to one type of weapon, in which you gain great skill. You choose one weapon with which you are proficient. You gain Weapon Focus and Weapon Specialization in that weapon.
Soul of Steel (Ex): At 16th level, your skill in the weapon becomes a terror to behold. Your critical multiplier increases by 1 for the weapon you chose at level 8.

_____Transformation:

Master of Disguise (Ex): You gain the quick disguise rogue talent (see APG page 131) and gain an untyped bonus equal to one-half your warlock level on all disguise checks.
Master of the Shape (Su): At 8th level, you learn the secret of the healthy form, and all transformations grant you more power. Whenever you are subject to a transmutation (polymorph), you gain a +2 untyped bonus on Constitution, Dexterity or Strength (you choose at the time the spell comes into effect).
Adapt Shape (Su): At 16th level, you master modifying your polymorphed shape in a beneficial way. Whenever you are subject to a transmutation (polymorph), you can select one extra of the abilities that are normally chosen for the shape you choose.

_____Trickery:

Roguish Senses (Ex): At 1st level, your patron grants you a stunning intellect and the ability to sense traps. You have an additional skill point per level, gain the ability to detect and disable magical traps, and add Disable Device to your list of class skills.
Roguish Attacks (Ex): At 8th level, unnatural energies in you know how to hit the unaware. You deal an extra 1d6 against flat-footed opponents. This damage improves by 1d6 every 4 levels thereafter
Roguish Talents (Ex): At 16th level and every 2 levels thereafter, you gain an advanced talent (see page 69).

_____Water:

Thing of the Water (Ex): At 1st level, your love of water has given you an affinity of the seas and lakes. You gain a swim speed equal one half your land speed. In addition, you can hold your breath for 4x your Constitution score.
Lung of the Sea (Ex): At 8th level, the magic pulsing through you has granted you the power to take in the essence of the sea. Your swim speed increases to your land speed and you gain the aquatic subtype and amphibious special quality.
Gift of the Ocean (Ex): At 16th level, the depths give you grand power in the water. You gain a +1 on attack and damage rolls and 3 fast healing when you are in water that is at least 2 feet deep.

_____Wisdom:

Wisdom is Power (Ex): At 1st level, your patron has given you an eerie understanding of the world and those around you. You gain a +2 untyped bonus on Wisdom. In addition, you can use your Wisdom modifier instead of Charisma for the purposes eldritch discharge and Use Magic Device. However, you lose ego.
Protection from The Mind (Ex): At 8th level, your wisdom is your shield against hostile creatures. Choose one opposite alignment. You add your Wisdom modifier as a dodge bonus to AC against creatures of that alignment.
Protection of the Body (Su): At 16th level, your mental strength grants you defense against the woes of summoned creatures of opposite alignment. You gain a constant magic circle against the opposite alignment you chose at 8th level.

Lesser Trick:
(Sp); At 1st level, choose three 0 level spells from the wizard, druid, cleric, or witch spell list. You can use each of these spells as a spell-like ability 3 times per day. Every three levels after level 1, you choose one extra 0 level spell.

Apparatus Master:
(Ex):
At 2nd level, warlocks add one-half their warlock level to Use Magic Device checks and Spellcraft checks to identify items.

Distant Discharge:
(Su):
At 2nd level and every 4 levels thereafter, the distance at which you can use eldritch discharge improves by 20ft.

Dark Discharge:
(Ex):
At 4th level, you add your Charisma modifier on damage rolls with eldritch discharge.

Pact-bound skin:
(Ex):
At 4th level, you gain damage reduction of a type that is either cold iron or silver (your choice). The amount of damage reduction equals one-fourth his warlock level.

Device Mastery:
(Ex):
At 6th level, a warlock can always take a 10 on Use Magic Device checks and Spellcraft checks to identify items.

Greater Trick:
(Sp): At 6th level, you can use all your 0 level spell-like abilities at will and you choose two 1st level spells from the wizard, druid, cleric, or witch spell list. You can use each of these spells as a spell-like ability 3 times per day. Every three levels after level 6, you choose one extra 1st level spell. Any creature that saves against one of your Mind-affecting spell-like ability is immune to it for 24 hours.

Unhaltable Discharge:
(Ex): At 10th level, your eldritch discharge becomes so instinctive and potent that it can bypass normal boundaries of magic. From this point on eldritch discharge becomes an extraordinary ability and ignores spell resistance.

Dark Trick:
(Sp): At 11th level, you can use all your 1st level spell-like abilities at will and you choose two 2nd level spells from the wizard, druid, cleric, or witch spell list. You can use each of these spells as a spell-like ability 3 times per day. Every three levels after level 11, you choose one extra 2nd level spell. Any creature that saves against one of your mind-affecting spell-like abilities is immune to it for 24 hours.

Rapid Discharge:
(Ex): At 12th level, you can use your eldritch discharge more than once per round. You can make a second attack as a full round action with eldritch discharge, albeit at -5 penalty.

Swift Discharge:
(Ex): At 14th level, once per round, when you cast a one of your spell-like abilities you can use one eldritch discharge as a swift action, albeit with a -5 penalty.

Swift Device:
(Ex): At 18th level, you can use Spellcraft as a swift action and with Use Magic Device if the device normally takes a standard action or a move action.

Elder Trick:
(Sp): At 16th level, you can use all your 2nd level spell-like abilities at will and you choose two 3rd level spells from the wizard, druid, cleric, or witch spell list. You can use each spell as a spell-like ability 3 times per day. Every three levels after level 16, you choose one extra 3rd level spell. Any creature that saves against one of your Mind-affecting spell-like ability is immune to it for 24 hours.

Elder Discharge:
(Ex): At level 20, your critical improves to 19-20 with your eldritch discharge and the damage change to force.

Grand Boon (Ex): At 20th level, you gain an awesome power from you patron. You choose one ability from the following:

_____Frightful Presence:
(Ex): A warlock can strike fear into the hearts of opponents with a glance. The warlock can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the warlock must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 your Warlock level + your Charisma modifier. If the warlock has four more warlock levels than the opponent has HD, that opponent becomes frightened instead. Foes with more HD than the warlock are immune to this effect.

_____Grand Trick:
(Sp); Tricks are life and trade. You can use all your 3rd level spell-like abilities at will and you choose three 4th level spells and two 5th level spells from the wizard, druid, cleric, or witch spell list. You can use each spell as a spell-like ability 3 times per day. Any creature that saves against one of your mind-affecting spell-like abilities is immune to it for 24 hours.

_____Immortal:
(Ex): You are no longer a mere mortal, your skill with dark arts ensures this. Your type changes to outsider (native). Also, you are immune to aging, magical or otherwise, and any penalties taken from aging are removed.

_____Master of Ego:
(Ex): How dare the lesser beings challenge you! Their tricks shall not bring you down. You add your Charisma modifier to your Reflex and Fortitude saves and the number of negative hit points that it takes to kill you. Also, you reroll whenever you roll a natural 1 on a save.

_____Curse Bringer:
(Su): You can curse someone with your eldritch discharge. Once per round, when you hit an opponent with eldritch discharge, the opponent becomes cursed. This functions as bestow curse except you use it at a distance and with eldritch discharge. A Will save against 10 + one-half your warlock level + your Charisma modifier negates this effect.

Warlock Archetypes

Barrager
A blaster, first and foremost, giving up his tricks for an incredibly powerful discharge.

Deadly Discharge:
(Ex): You can sacrifice accuracy for destructive power when you use eldritch discharge. This functions as Deadly Aim except you can use it with eldritch discharge. This replaces lesser trick, and ego no longer gives the benefit of adding your Charisma modifier twice against a certain effect.

Eldritch Bond: You must select the gift of health bond.
Patron: You must select the elements patron.
Fast Discharge:
(Ex): At 8th level, as a full round action you can make two attacks with eldritch discharge, the second one at a -5 penalty. At 15th level, you can make a third attack at a -10 penalty. You can not use this ability with shape discharge. This replaces greater trick, rapid discharge, and swift discharge.

Lightning Discharge:
(Ex): At 12th level, you can get an extra eldritch discharge attack by taking a -2 penalty on all eldritch discharge attacks you make that round. This replaces dark trick.

Explosive Discharge:
(Ex): At 16th level, you gain a new shape to shape discharge, choose a point within the distance at which you can use eldritch discharge from that point spreads your discharge spreads as if you were there and used radius shape. This replaces elder trick.
Grand Boon: You can not select the grand trick grand boon.

Necrotic Channeler
Forces recently killed enemies to accept temporary undeath and to obey your orders.

Negative Discharge:
(Su): This functions as eldritch discharge except it deals negative energy damage and heals undead or creatures with negative energy affinity one-third the damage it would have dealt. All effects that would modify eldritch discharge modify negative discharge except for effects that would change negative discharge to any other type of energy damage. This replaces lesser trick.

Command The Dead:
(Su): At 2nd level, a number of times per day equal to your Charisma modifier, you can force an undead hit with negative discharge to obey your will. This functions as command undead except it lasts one hour per warlock level. A Will save against 10 + one-half your warlock level + your Charisma modifier negates this effect. This replaces lesser trick and apparatus master.

Temporary Undeath:
(Su): At 6th level, whenever you kill living opponents with negative discharge, they gain the fast zombie template and attack their erstwhile allies for a number of rounds equal to your Charisma modifier after which they decay to dust. A Will save against 10 + one-half your warlock level + your Charisma modifier negates this effect. This replaces device mastery and greater trick.

Raise Army:
(Su): At 11th level, you can raise an army of the dead. This functions as animate dead except you can only effect a creature with up to one-half your warlock level, and you can control a number of undead Hit Dice up to 6 times your warlock level. This replaces dark trick.

Death Whisperer:
(Su): At 16th level, you can speak to the dead soul of a person whose name you know. This functions as speak with dead except you don’t need a corpse and the dead soul gets no Will save. This replaces elder trick.

Death’s Mind:
(Ex): At 18th level, you take no damage from negative energy and command the dead lasts one day per level. This replaces swift device.

Soulsword
Can channel eldritch discharge through a sword, but loses the distance benefits of eldritch discharge.

Eldritch Sword:
(Su): This functions as eldritch discharge except you can use it more times per round if your BAB allows, and you have to channel it through one one-handed melee weapon you are holding. This adds the damage eldritch discharge would normally do for that level to that of the weapon. This extra damage is not multiplied for vital strike or on a critical hit. All effects that would modify eldritch discharge modify eldritch sword. This replaces eldritch discharge.

Critical Skill:
(Ex): At 2nd level, you add one-half your warlock level to any critical hit you deal with eldritch sword. This damage is not multiplied during the critical hit.

Dark Blade:
(Su) At 4th level, you add your Charisma modifier to damage rolls with eldritch sword. This replaces dark discharge.

Sword Master’s Ego:
(Ex) At 6th level, you add your Charisma modifier to any saves required by a magical item in your hand, and you add your Charisma modifier to your CMD for any attempt to sunder or disarm a weapon you hold. This replaces device mastery.

Unhaltable Sword:
(Ex): At 10th level, your eldritch sword becomes so instinctive and potent that it can bypass normal boundaries of magic. From this point on eldritch sword becomes an extraordinary ability. This replaces unhaltable discharge and rapid discharge.

Careful Trick:
(Su): At 14th level, your spell-like abilities from any sort of warlock trick no longer provoke attacks of opportunity. This replaces swift discharge.

Sword Elder’s Ego:
(Ex) At 18th level, you are immune to any attempt to sunder or disarm. This replaces swift device.

Elder Sword:
(Ex): At 20th level, the critical range for any weapon you wield increases by 1 before any multipliers. This replaces elder discharge.


The Giant subtype is only required for Humanoids taking the trait; Monstrous Humanoids aren't affected by that limitation.


I can't seem to find the 2d12 to Large conversion anywhere in the charts.

Double Hackbut comes from Ultimate Combat.


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Hi I made a faerie oracle mystery this morning. Feedback always welcome.

Faerie
Deities: Count Ranalc, Green Mother, Imbrex, Lantern King, Lost Prince, Magdh, Ng, Ragadahn, Shyka.
Class Skills: An oracle with the faerie mystery adds Acrobatics, Climb, Knowledge (nature), Perception, Survival, and Swim to her list of class skills.
Bonus Spells: charm person (2nd), suggestion (4th), reckless infatuation (6th), charm monster (8th), awaken (10th), mass suggestion (12th), control weather (as druid)(14th), mass charm monster (16th), time stop (18th).

Revelations: An oracle with the faerie mystery can choose from any of the following revelations.

_Armor of Leaves (Su):_ You can conjure armor made of magical leaves that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
_Eldest Minds (Su):_ Your fey-like mind grants you an odd understanding of your surrounding. You may also add your Charisma modifier instead of your Wisdom modifier on all normally Wisdom-based skill and ability checks.
_Fey Skin (Ex):_ Your smooth fey-like skin grants you protection against non cold iron attacks. You gain DR 1/Cold Iron. This Damage Reduction increases to 2 at 5th level and this Damage Reduction continues to increase by 1 every six levels thereafter.
_Feyic Form (Su):_ As a standard action, you can assume the form of a Small or Medium Fey, this works as the alter self spell except you can assume any small or medium fey instead of humanoid. You can use this ability at will. You must be at least 11th level to select this revelation.
_Friend to the Animals (Ex):_ Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.
_Invisibility (Su):_ As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.
_Trickster’s Wit (Ex):_ Your explorations into the secret mysteries of the First World have granted your feyic mind a load of new tricks. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
_Speak with Animals (Ex):_ Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained.
_Stunning Glance (Su):_ You can stun enemies with a single side-glance. As a standard action, one target within 30 feet is stunned for 1d4 rounds. A successful Will save negates this effect. At 10th level, the look you give is so staggering that enemies who fail their saving throw are stunned for 2d4. At 15th level, creatures who fail their save blinded for the number of rounds they are stunned. You can use this ability once per day plus one additional time per day at 10th level.
_Wings of The Fey (Ex):_ You grow a set of translucent, insectile wings, you can use this to fly at a 60 feet fly speed with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

___Final Revelation:___ Upon achieving 20th level, in your soul, you become true creature of the first world. Your type changes to Fey. You receive a bonus on all saving throws equal to your Charisma modifier and that as a deflection bonus to AC. You are immune to charm and compulsion effects. And last, can plane shift between the first world and the material plane twice per day.


the title says it all.

i can just see in my mind, a iron golem with equipping another iron golem.:)

Edit: Oops missed the creator bit. Sorry!


I was just messing around on Hero Labs, when i noticed that since a Ranger's combat style allows him to take a feat without Prerequisites. He could just skip Cleave, for "Two-Handed Weapon", to Great Cleave or the same with Vital Strike. The House Rule/RAI is obvious i just wondered what other people thought.


Those of you who are finished or part way through Kingmaker know that fey born on the first world are unable to bond with the positive energy plane. So what would happen to a human baby born on the first world and then brought back? Would he be unable to bond with the positive energy plane? What other differences would he have compared to other humans?

What does the paizo community think?

side note: I'm not a GM I'm just curious.


The Magus now keeps me interested from level 1 to 20
the neat new arcane pool is fun and the improved spell combat is now worth doing at the lower levels. i think you balanced the arcane and warrior parts of the class well. the only two things that bug me now

1. Fighter Training why at level 10 your fight level for the purpose of feats counts as half your Magus level why not at 2 level it counts as half or at level 4 you count as your Magus level -3

2. Some Clarification needed (Spellstrike in particular)

But on the whole Good Job on The Magus.


Can you cast a spell on one of you willing animated dead skeletons that NOT is harmless or works on objects.