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117 posts. Alias of Lance K.


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Liberty's Edge

I'd like to throw my hat into the ring with Gordie "The Pliers" Sauzmaun. He's just your typical atheist zombie killing dentist. He would be a human Inventor, with a weapon innovation.

Backstory:
He was a traveling dentist/barber/surgeon from the Isle of Man on a mission to provide affordable, non-divine healing services to the masses who are unable to afford a cleric. His quest took him to many places and in particular he enjoyed going to rural lands where the faith in the gods is strong but access to temples was often scattered. Even when they inevitably rejected his philosophical views, he knew that he was planting little kernels of doubt in their minds that could blossom into something greater.

He was in one of these villages, doing simple fillings and extractions when the undead attacked. He saw many commoners die with prayers on their lips and others cry out to their gods. Iomodae, Erastril, Sheyln. But none of them came to their rescue.

Gordie survived and when he did he decided he had a new mission, to do what the gods themselves couldn't do that day. He turned his scientific mind to the destruction of every undead creature he could find and realized that the same tools used to save lives could easily be altered to take them. He began turning the tools he made to heal into a weapon that could rip apart flesh and break bones.

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Rattus starts feeling a bit nauseous, which throws off his breathing and makes the ysoki miss his target. As he is lining up his shot, another small insect comes in, hovering right in Liftt's face.

The smaller insects are WHISPERWING HATCHLINGS, an insect with connection to the Plane of Shadow. Like many insects, they are mindless creatures and there for immune to mental effects. George 09-23 can't recall anything about the larger insect, but logically it's probably a more mature Whisperwing.

Octavii is up!

Round 1
Purple -7
Big bug (black) -9
Rattus -12, sickened
Dawnfriend -18
Liftt -6
George 09-23 -6
Max -6
Blue
Octavii -6 sickened
Gray

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Thanks for GMing once again. I do have a faction question actually. Was that haunt we encountered permanently destroyed?

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Okay, I am going to start the 3 part Tyranny of Winds series in about a week. Grax and Hosser, you have seats if you want them. Knucklesmoke, if you have a character ready, this is a 1-5 tier scenario and I would give you special consideration for recruitment, being a new play by post player and all.

Here is the link:
Tyranny of Winds Part 1-3

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I'd be willing to run the series. I'm trying to decide what to run next and would love to help someone complete a series.

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I'd be interested too! I also have a few character options I could also bring.

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Ignatius runs his talons down the black quarterstaff in his hands as he considers the strange stories around this mysterious ship.

"Yes. Pathfinders are a good choice for exploring such a strange vessel. You have mentioned that the Wave Riders and Harbor Guard have already been upon the ship and are securing the area. In what capacity are we working with them? Are we reporting to their commander or are they taking orders from us?"

As an aside, Ignatius will give his wand of mage armor to Rondolpho and his wand of cure light wounds to Kyra. "I have been training in techniques of combat that cannot be properly executed in armor but the Lodge enchanter assured me that this humble branch has been infused with a spell of protection. I am ignorant when it comes to the arts of spellcraft and cannot use the device but I have been assured by others that the enchantment is strong and true. Please use this spell on me when I need it and share with any other who may benefit from such a boon."

Ignatius bows stiffly as he hands the wands over.

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"I've never seen the waters act like this. My people do speak of times in the past when events in the Planes of Water or Air have affected our sea. Whether or not that's what happened; it's the first time I've seen something like this"

"I didn't see anything when I was being pulled in. There might be something, or someone that's causing this deeper in the cave."

The cave does go further, but it looks like there is only the one passageway, which the current is continuing to try to pull the boat towards.

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I have a spare kobold boon but I haven't decided on what to do with it yet. I would love to play an all kobold Confirmation enough to settle on something though.

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Also dotting.

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I would love to play this! I have a characters at almost any level, but my favorite pick would be my level 3 Tengu Stalker Vigilante, the Ghostwriter, as he actually hails from the mean streets of Kaer Maega.

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I would love to play a simple Ulfen fighter (Viking archetype). Nothing two complex, just a simple axe and shield front liner with a love of battle and glory and a deep seated fear of evil, evil witches.

The only question I have is that the Viking archetype trades out weapon training for barbarian rage. It wouldn't be a deal breaker by any means, but I would prefer using the Unchained barbarian abilities rather then the Core barbarian's. I like that they are easier to calculate and as I am likely to go TWF, it does work out slightly better for that style of fighting.

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The centaur thing was an attempt at humor...I actually submitted Urik Menderson earlier.

I'm seeing that there's a ton of partial arcane casters though, including another elven occultist. No divine casters or tanks yet, so I'm thinking about submitting a paladin or an oracle instead. Its a lot of working putting a level 11 character together though, let alone three of them.

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Since people are suggesting 3rd party races and stuff, I have an idea for a time traveling robot centaur who uses a telekinesis gun. I would need to use a mixture of 3rd and 4th party material, but I think it would be a great fit for Carrion Crown.

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Also, dotting. This sounds fun!

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The battleglove is the only one I know of that specifically says you can hold things in your hand while wearing it. In my opinion, you do probably have to spend a move action drawing these weapons just like any other one handed weapon, and have to drop it or put it away if you want to do something else with that hand.

The reason I think that is because with a lot of these weapons, even though they're gloves, based on how they work I couldn't see you using that hand to hold something else while wearing it. Most of them are conducting a bunch of heat or electricity through them. The move action to put it away could even be flavored as turning the device off and giving it a second to cool down. I guess if I had a red hot gauntlet on my hand, I don't know if I'd want to be reaching into my pockets to pull a healing serum or holding a weapon with that hand.

I think the battle glove is different because it's basically just a reinforced gauntlet. It might have some small spikes on it, but its not going to accidentally injure you if you touch yourself with it.

That's my two cents on it, but I don't really think there is a "right" answer on this one.

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Hello,

Was just wondering if anyone had an opinion about how weapon fusions would interact with this item.

Basically, I'm wondering if 1) you can put weapon fusions on shadow staves and 2) If you can put fusions on this item, would a single fusion interact with both "halves" of the weapon.

Personally, I don't know if there is a "right" answer to this question, but I'm curious because I have a character who is going to use one as his main weapon. And it does seem like this item is an odd duck, rule wise.

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This game lasted a lot longer than I expected it too, and I'm currently committed to way to many PbP games, right now. I'm looking forward to wrapping this one up. So I'm personally grateful for the rapid pace.

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Half-Dragon Template

I think the skeletal template's listed natural armor replaces its natural armor bonus. If you look at other templates, such as the half-dragon template, it notes that the template improves the creatures natural armor, whereas the skeleton templates says changes to.

It might seem weird, but a commoner turned into a skeleton is slightly more dangerous than it was while alive; but a something like a dragon that is reanimated as a skeleton will usually be much, much weaker.

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I think its pretty natural to compare Spiritualists to Summoners, as they look similar but I think they operate a bit differently. Basically, besides spells the only ability that the Summoner has is their eidolon and their summon monster ability. And while they do have some good control spells like grease and stinking cloud, their list seems to be focused on spells for buffing their summons. Without spells and summons, you have a class with one good save, simple weapon proficiency and two skill points per level.

The Spiritualist's phantom lacks the raw power of the eidolon, but the Spiritualist is a bit stronger on their own. They get proficiency in saps, sycthes, and kukris; 4 skill points per level and have two good saving throws (Fort and Will). Their spell list has more debuff and save or die spells on it. They also get some other abilities, such as being able to see invisible creatures at level 9.

Also, while the combat form of the Spirtualist isn't as strong as an eidolon, you also have the option of manifesting your phantom in ways that boost yourself. The bonded manifestations give you some pretty nice boosts to your defenses, while the shared consciousness boosts some skills and makes you very resistant to mind affects.

Basically, I think the biggest difference between the two classes is that the Summoner feels like you're playing as your eidolon and the summoner is just there for support; while the Spiritualist feels like a more complete character who is being supported by the Phantom.

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An ecclesitheurge cleric. They have sworn a vow to forsake all armor and rely solely on their faith to protect them. They lose their powers if they wear armor...you can just take it a step further and say that their vows also apply to clothes.

***Sorry, I saw you stipulated no magic.
Still think it fits the theme though. ***

Also, Wild Child Brawler. Basically Mogwli...you can go with the classic raised by wolves or go with any animal companion you think would be funny.

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I just wanted to pop in to suggest this item for a Cabalist. Besides being a very cheap magic item, you can use this on enemies even when they aren't flat footed if your biggest concern is just getting bleed on them to make your spells land.

Robe of Needles

Liberty's Edge

Do you mean, why didn't they just give Cavalier Mounted Combat as a free feat?
I think the first reason is that Pathfinder is designed to give players choices. When a class gets a bonus feat, its usually from a list. There are some exceptions to this, like wizards getting Scribe Scroll or Unchained rogues getting Weapon Finesse; but for the most part when you get bonus feats you get options. While Mounted Combat is a great feat to take as a cavalier, there are also lots of other good choices. Like Power Attack. Or Iron Will.

And I will tell you from experience; you probably won't always have the option of having your mount with you so having some good general feats is helpful.

Liberty's Edge

I'm assuming that this isn't for PFS? If this is for PFS, then the answer if definitely no. In PFS, the Additional Resources spell out that Horsemaster can only be taken by level 4 Cavaliers.

If not...then I think you stumbled on an unclear rule area, because its not like any feats are specifically marked as mounted combat feats. You might be able to argue your case to a GM. Personally, I don't think it was the intention for Sohei Monks to be able to take Horse Master. My reasoning is that when they said mounted combat feats, they meant to only include every feat that has Mounted Combat as a prereq. But like I said, that's just my opinion. Your GM might see things your way.

Liberty's Edge 4/5 5/5

Batgirl_III wrote:

There’s just one question I ask whenever a player pitches me on such a concept: In a world of readily available cybernetic prosthetics and magical healing, why does your character still have a permanent disability?

I think you have a good point, there. I think blindness and deafness would be considerably rarer. Although I can still see people not getting it fixed for a variety of reasons. Besides it being incurable, poverty and religious beliefs come to mind as a reason someone wouldn't have cured it.

But that's also why I think its so interesting that it was included in the Society guide. There's really no "trade-off" given for giving your character one of these disabilities, but there must have been some demand for including this in the guide as a character option. Perhaps there were requests from role-players with disabilities? I know Starfinder is pretty new still, but I'm kind of curious if there is anyone who has played a blind or deaf character yet.

Gary Bush wrote:


Flag to move to the Stafinder Society area.

Yeah, I guess I should have posted this in that subforum. I goofed there. I'll flag it too.

Liberty's Edge 4/5 5/5

I noticed on page 21 of the Starfinder Society Roleplaying Guild Guide that you are allowed to play a character that is naturally blind or deaf. The only "advantage" of doing this is that your character is automatically proficient in either the tactile or signed versions of any language they know.

Anyways, I haven't been able to stop thinking about this and I am really interested in playing a character that is naturally blind. In particular I'm thinking of making a Mystic with the empath connection. Partially because the disadvantage of being blind is partially mitagated by the blindsense(emotion) they eventually get, but mostly because a mystical blind swordsman just sounds cool to me. Anyways, I'm just wondering if anyone has actually taken the option of having a character with a natural disability in Starfinder.

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Yeah, I've that sentiment before. It's a weird attitude to have because clerics in DnD and Pathfinder have always been much more versatile than that. Clerics have always been about wreaking face with a mace in between healing and buffing.

I really like the Healing connection for Mystics and I would argue that it might be the most powerful one. The nice thing about that connection it that it gives you so many ways to heal built in so you can afford to invest in other things.

Another option that comes to mind are some of the implants. The wyrm's breath gland gives you a free breath attack weapon that refreshes when you rest and the save is based off CON. It's fairly affordable and would help him stretch out those spells per day.

Liberty's Edge

Solarions definitely have more potential than Soldiers do in the skill department. But on the other hand Soldiers have the advantage of getting their primary stat in STR or DEX (the only class that gets a choice); whereas Solarians have to have CHA. If it is really important to you to have a clever soldier you have the flexibility to bump that INT up a little bit, but its hard being flexible with the Solarion. I still think they're a strong class but if I had the option to house rule it, I would probably let them have 6 ranks.

The way the stat increases work do benefit Solarions quite a bit. I think the first four levels are tough because you've been forced to make some tough choices stat wise but getting to boost four stats will provide some relief. If you get them up to 20, you'll obviously focus on boosting STR/DEX and CHA, but will probably end up putting a stat boost in every single stat at least once.

Liberty's Edge

I wouldn't let Mystic Cure heal Stamina. I wanted to point out that Mystic Cure (at every level) also lets you transfer any HP to cover damage that you don't heal. So say someone was down 9 hp and your mystic cure heals 5 of that. The Mystic could also chose to transfer 4 of his own hp to his ally to fully heal their HP. Letting him cure Stamina means that he could fully heal up any character's Stamina and HP with a single spell.

I think healing is more powerful in Starfinder than it is in Pathfinder because of that HP transferring ability that mystic cure has and I think the fact that it's limited to only healing HP kind of balances that.

He should have expectations to do other things in combat and there are a lot of options for him. First off, mystics have some great blasts and debuff spells. He can always provide covering fire or harrassing fire. It's hard to get bonuses in Starfinder so I don't think using that puny pistol of his to give the Dosko wielding Soldier a +2 to hit would be a waste of an action. Even without investment it will get easier to pull this off because the DC stays at 15 and doesn't scale with you in level like monster KAC/EACs would. The big thing is that he shouldn't be twiddling thumbs until one of his allies keels over. If he's having trouble contributing its not because his class is weak.

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I haven't played one yet, but I've rolled up a bunch of Solarians and I think they feel the scarcity of stat points more than any other class. They really need to have decent stats in a lot of different areas. Soldiers suck at skills too, but they don't have as much pressure on their stats and they can afford to bump their starting Intelligence up to 12. I also think it makes it VERY hard to make a viable Solarian with some races.

I do think the Sidereal Influence is a very solid skill boost and it should be pretty easy to pull off most of the time, but I also think Solarians would be a lot more fun to play if they had the base 6 skill points.

Liberty's Edge 4/5 5/5

Seconding this. There are a lot of new classes that don't have a way to retrain their class features. I know somebody that would really like to retrain one of their Vigilante talents. It ended up not working the way they thought it would but they didn't realize it until they had gained a few levels. Especially when there are new classes, you don't always understand how their options work until you've played them awhile. I get having to pay the prestige and gold to retool things; but a lot of classes don't even have this as an option.

Liberty's Edge 4/5 5/5

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So this conversation started with my character, who is horse riding cavalier, who happens to own a pair of Horseshoes of the Zephyr. I brought up being bummed when I read the clarification because I was looking forward to getting a new feat for my horse soon and instead I found that my animal companion was illegal and I needed to instead turn one of my feats into Extra Item Slot if I wanted to keep using my horseshoes.

I would love it if horses and ponies got to use magic horse shoes and saddles again. I always considered these items to be one of the few advantages a horse or pony got over all the animal companion choices out there. Maybe it would make horses too powerful and everyone will want to trade their rocs, wolves, big cats and velociraptors in for equines; but something tells me that those choices would continue being more popular than horses and ponies.

I do think the question about whether purchased or summoned animals can wear magic items is a valid one. If my cavalier's horse died in the middle of a module; I probably would buy a horse or see if I could convince one of the spellcaster's to cast mount for me. It'd be nice to know whether I could pass my mount's equipment onto the temporary replacement.

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Yeah, I'll probably drop the idea because I only play PFS and I don't like playing characters that depend on iffy rules. Darn.

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The rules don't distinguish between throwing a one handed or a two handed weapon. Since spears are typically thrown with only one hand, I would assume that you only need one hand to throw it.

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You got to go with the returning property. A starknife with the returning property ends up being slightly cheaper than a semi-auto pistol. The drone can't full attack and the range is slightly worse; but on the plus side you get to apply STR and the full specialization bonus to its damage.
The main reason I want this is for the concept though.

So I know that the melee weapon arm can equip a starknife, as it is a melee weapon. The melee arm entry only says the weapon can't be disarmed; it doesn't say the weapon can't be dropped or thrown. But it also doesn't say it can be dropped or thrown; so its probably best to assume that you can't throw a weapon with it.

On the other hand, the weapon mount says that you can equip a small arm or another one-handed ranged weapon. I'm wondering if a starknife could be equipped on a weapon mount instead; in other words, does it count as a one-handed ranged weapon?

Just as a side comment, it looks like you could technically equip a bow on your drone. It would require two weapon mounts and the Special weapon proficiency; and it would only be able to fire three shots.

Liberty's Edge

I had an idea for a three armed combat drone designed to look like a xorn and was wondering if it could use a starknife in one of its arms. Ideally I would like for it to able to use the starknife in both melee and as a throwing weapon.

I have included the text for both entries. I noticed that they both say that the weapon can not be disarmed and that it takes an hour to swap out a weapon; which implies that it is fixed to the arm. Technically, it doesn't say that a weapon can't be thrown though. I'm kind of curious if anyone else has an opinion on this. I included the relevant drone mod entries below.

Melee Weapon Arm:
Your drone is equipped with a robotic arm to which you can
affix a one-handed melee weapon, allowing your drone to
wield that weapon and attack with it. This weapon cannot
be disarmed. Wielding a two-handed melee weapon requires
two melee weapon arms. If you do not already have a weapon
to equip, you must purchase it separately. Swapping out a
weapon in a melee weapon arm requires use of your custom
rig and 1 hour of work. You can select this mod multiple
times, each time adding an additional melee weapon arm to
the drone.

Weapon Mount:
You can affix a small arm or another one-handed ranged
weapon on your drone, allowing it to wield that weapon and
attack with it. This weapon cannot be disarmed. Mounting
a longarm, a heavy weapon, or another two-handed ranged
weapon requires two weapon mounts. A weapon mount can
hold up to two batteries, two magazines, or two of another
type of ammunition for the affixed weapon, provided this
ammunition is of light bulk or less. Multiple weapon mounts
used to affix a single two-handed weapon count as a single
weapon mount for the purpose of how much ammunition it
can hold. The drone reloads these batteries or magazines
automatically, which takes the usual amount of time for the
weapon. Spent batteries or magazines are stored within the
drone. You can replace all of a weapon mount’s batteries or
magazines as a move action. You must purchase separately
or already have the weapon and ammunition for use with a
weapon mount. You can replace the weapon with any other
weapon that meets the criteria for your mount (for example,
if you have two weapon mounts, you could replace a longarm
with a heavy weapon). Swapping out a weapon in a weapon
mount requires use of your custom rig and 1 hour of work.
You can select this mod multiple times, each time adding an
additional weapon mount to the drone.

Liberty's Edge

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baggageboy wrote:

Just going to leave this here, not very envoy like...

Link

That is what a failed Bluff check looks like. Great scene.

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Malignor said wrote:
Dazzling Display at +31, gets a 40. That beats a Balor's DC (27) by 10. Signature skill means the Balor (or any Balor within 30'r) is panicked for a round, drops his sword and whip, and flies away in terror. Then he comes to his sense (still shaken for 2 rounds after) and realizes he should have teleported.

Malignor, I really like your build. There's two things that I wanted to point out though. One is that the fear/panic/cower conditions from Signature get a saving throw, which is only 10 + your skill ranks. So at level 20, that's a DC 30 Will Save, which a Balor will pass on a 5 or higher. It still gets shaken regardless.

The other thing is that the DC for demoralizing something goes up +5 every time you use it. So if you're repeatedly hitting something with Enforcer, eventually the DC will get too high for demoralize to work. Hopefully whatever your're fighting would be dead by that point, though...

Liberty's Edge

There are Riding Rats in the Monster Codex. They are actually in the section on Ratfolk. It's far from optimal, as it stays Medium, but it is exactly what you're looking for as its basically just a Medium sized Dire rat.

Liberty's Edge

Okay, so you're committed to riding a Large giraffe. I can respect that. How about the Wild Child Brawler? They get to select whatever animal companion they want, along with some bonus feats, martial flexibility, and the ability of your companion to learn combat maneuvers. You would also get the scaling damage of brawler's flurry as a nice back up in melee.

Your routine could be tossing a net on an enemy (which would give them a -4 to their CMD), then have your giraffe close on them and pull off a combat maneuver.

One item that you might be interested in is the

Horsemaster's Saddle:

Horsemaster's Saddle

Price 12,000 gp; Aura faint transmutation; CL 5th; Weight 5 lbs.

This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.

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Alchemist/Cavalier? That sounds amazing.

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Sorry, I should have said that more clearly. You can't charge and do a ranged attack in the same round.

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You can't do both in the same round. With a grippli, you'd probably be better off tossing a net, then peppering them with arrows or throwing weapons. You'd basically be a mobile weapons platform.

Also, Luring Cavalier and Beast Rider appear to be compatible. You could get your giraffe and some nice ranged benefits.

Liberty's Edge

I wouldn't worry too much about making the net hard to destroy. It's not like they are super expensive, and honestly, if the enemy spends a full round action cutting itself out of the net; is that really so bad? It's basically the same as casting daze. You're making ranged touch attacks with a small, high DEX character; there's really no compelling reason to enchant those nets.

I don't think Net Adept really helps you that much. It lets you use the net as a melee weapon, but it won't be finessable, so you'd be better off throwing it. You can carry multiple nets, so being able to throw unfolded ones just doesn't seem like it's worth a feat. You could probably skip it and still execute your concept fine.

I think you'll need to get Quick Draw around the time that you can start making multiple attacks, so plan for that.

Liberty's Edge

There's nothing in the alchemist rules saying that it requires two hands to make the bomb. The grapple rules also don't state that one of your arms is non-functional, just that you can't perform actions requiring the use of two hands. Grapple rules don't specify what body parts are actually being grappled, but it does lay out specific penalties and restrictions. .

For sure, you will have a -2 to attack rolls and a -4 to your DEX and you're in a one of the worst situations for a ranged attacked to be in. I can understand why a GM might rule that you can't use bombs, but I would allow it and I think the rules point more towards it being allowed.

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you don't "need" to do TWF in order to pull off sword and board you can just use a shield for the defense. A shield is just about the cheapest AC in the game. Its better if you can get another way to add damage to your attacks because you'll be getting a little less damage from STR and power attack. Challenge, smite, sneak attack, the inquisitor's bane ability; all of those add good damage.

If you did want to TWF with a shield and sword; another option to consider is the Vigilante. One of their talents gives them Improved Shield Bash; TWF after level six, and lets them ignore the DEX requirements for other TWF feats. On top of this, Vigilantes are great with skills; they get 6 points per level and one of the better class skill lists in the game. There's a lot of ways you can roleplay the seperate identities...you could even say that the vigilante is the "primary" identity and that his social identity is the part of him that is trying to do good in peaceful, non-violent ways without attracting the attention of whoever trained him to be a ruthless killer.

Liberty's Edge

A paladin sounds really great for this concept, but depending on the GM or if you're playing PFS, a heavy shield might get in the way of using lay on hands, but you won't have any problems using a buckler or light shield.

I also really like cavaliers. There are a lot of great archetypes out there, including plenty that give up their mount if you feel like you won't get use out of that in your campaign. The Order of the Blue Rose seems like it would fit your character concept idea. The ability to do nonlethal damage also pairs well with Enforcer, for some free demoralizing.

Order of the Blue Rose:

Source Ultimate Combat pg. 34 (Amazon)
The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves.

Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.

Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the blue rose gains the following abilities as he increases in level.

Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Inner Peace (Ex): At 8th level, the cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. Once per day as an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels thereafter (to a maximum of four times per day at 20th level).

Shield of Blades (Ex): At 15th level, the cavalier gains an expert sense of impending violence around him. When taking the total defense action, the cavalier can extend his protection to those around him, granting a +2 circumstance bonus to AC to all adjacent allies. In addition, while taking the total defense action, as an immediate action, the cavalier can attempt to deflect an attack by making an attack roll opposed by the attacker's original attack roll. If successful, the attack is deflected and deals no damage.

Liberty's Edge

You can add Bodywraps of Mighty Striking in addition to the amulet of Mighty fists. This would give you an enhancement bonus to at least some attacks. Also there might be some good buffs you can put on a wand. Reduce Person or Alter Self is a +2 to hit for you, without losing much damage.

Liberty's Edge

There are no deities with "Natural Weapons" as their divine weapon, but Apsu (LG) does get bite as their divine weapons. I think there is also an evil deity with bite as a divine weapon. If he worshiped Apsu, he could pick claws for his free Weapon Focus and he would get that sweet, sweet Warpriest damage with claws and bites.

Liberty's Edge

Yeah, most of the summon monster list consists of animals. They do get either the fiendish or celestial template, so you are basically summoning a demonic eagle or dolphin. You have to consider that even the weakest demon, the lowly dretch, is a tough encounter for a level 1 party, as it has DR and can cast stinking cloud 1/day.

Have you considered the Summoner? That might fit your concept better. You can get a customizable demon that grows in power along with you, which is pretty cool, plus they are still pretty good conjurers.