Hi everybody. I remembered that there's an item that traps your soul and spits out a copy of something with the Shadow Creature template tagged on. I believe it was the Nightglass or something along those lines, although a Mana Pool could probably pull the same thing off to convert a character into such a creature.
Back in D&D 3.5 tagging on the Shadow Creature template was a Level Adjustment of +2, and from the looks of the Race Builder that still seems to be approximately the case. Now that is way too powerful as a starting level character. So, just in case, I calculated it out using the Race Builder by using the template entry from Bestiary 4, pg. 238.
Now keep in mind that a regular Human is worth 9 RP and the template seems to add roughly 21 RP to that to arrive at the Monstrous Category of 30 RP, which allows us 5 traits per category. Granted, the Pathfinder version of a Shadow Creature is already weaker compared to the D&D 3.5 version, but I tried to nerf it further by using the Race Builder:
Spoiler:
Race: Shadow Creature Human Clone
Type: Outsider [augmented (human)]
Standard point buy (15)
STR 10 +0 (-2 Clone)
DEX 10 +0 (-4 Weakness) -2 (Clone)
CON 10 +0 (+2 Weakness) -2 (Clone)
INT 10 +0 (+2 Weakness) -2 (Clone)
WIS 10 +0 (-2 Clone)
CHA 09 -1 (-2 Clone)
RACE BUILDER 14 = [9] + [21] Shadow Creature template (includes higher HD abilities) -[7] Weaknesses - [1] Weakness Ability Score Mod -[1] Standard Languages -[1] Slow Speed -[6] Clone (equivalent to 3 negative Flexible ability scores)
Type Humanoid (human) 0 RP
Size Medium 0 RP
Base Speed Slow & Steady -1 RP
Ability Score Modifiers (Weakness) -1 RP
Languages Standard 0 RP
Racial Traits:
Defense Racial Traits
Shadow Resistance 2 RP {Shadow Creature template}
Spell-Resistance, Lesser 2 RP {Shadow Creature template}
Shadow-Blending 1 RP {Shadow Creature template}
Energy Resistance (cold) 1 RP {Shadow Creature template}
Energy Resistance (electricity) 1 RP {Shadow Creature template}
Advanced Traits
Improved Resistance (Cold) 2 RP {Shadow Creature template}
Improved Resistance (Electricity) 3 RP {Shadow Creature template}
Monstrous Racial Traits
Damage Reduction DR 10/magic 6 RP {Shadow Creature template}
Feat and Skill Racial Traits
Flexible bonus feat 4 RP
Skilled 4 RP
Senses Racial Traits
Darkvision 60 ft. 2 RP {Shadow Creature template}
Low-light Vision 1 RP {Shadow Creature template}
Weakness Racial Traits
Delicious -1 RP
Shattered Soul -1 RP
Frightened by Magic -1 RP
Energy Vulnerability (fire) -2 RP
Energy Vulnerability (acid) -2 RP
Weakness (–1 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score.
Slow and Steady (-1 RP): The character has a base speed of 20 feet, but his speed is never modified by armor or encumbrance.
Delicious (-1 RP): The character take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
Elemental Vulnerability (–4 RP): Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Frightened by Magic (-1 RP): The character is uneasy around magic, especially spells that have large, impressive effects. Whenever the character is damaged or affected by a spell or supernatural ability that has an obvious visual component, he is shaken for 1 round (subject to GM discretion). A character that gains the ability to cast spells from a class feature is unaffected by this racial trait.
Shattered Soul (-1 RP): The character who is killed is exceptionally difficult to return to life. Those who attempt to return him to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the character’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Note: The Clonepod from page 42 of the Technology Guide says that "If the clone’s body and mind are not from the same source, all six ability scores are permanently reduced by 2 points." I considered this a -6 RP by making it equal to three negative Flexible ability score modifications. There is no official ruling for this.
This basically got the character down to roughly the RP equivalent of a Drow. Now a Drow was a level adjustment of +2, so this is already weirding me out that despite all the nerfing I still ended up so high. But to get it further down I'm only aware of the Level Adjustment rules from D&D 3.5.
Spoiler:
VARIANT RULE: RACES WITH LEVEL ADJUSTMENTS (Player's Guide to Faerun, p.190)
For each negative level adjustment, he takes the following penalties:
⦁ -1 to all skill checks and ability checks;
⦁ -1 on attack rolls and saving throws;
⦁ -1 on level checks;
⦁ -1 to any spell DCs of spell-like abilities.
So double all of these for a +0 LA. Talk about a major hit...
So here's the question. Is there any other Pathfinder rule that you guys are aware of to nerf this without making such a character unplayable?
How does Spellcasting and Spell Slots interacted with each other?
1) Can you have spellcasting ability without the need of spell slots?
2) Can you have spell slots without needing the spellcasting ability?
3) Do you have to have both to be a spellcaster?
4) Can I be a spellcaster though I have neither?
Example 1: Spirit Possession (Jade Regent: Forest of Spirits, p.15) or Fiendish Possession (Council of Thieves: The Infernal Syndrome, pp.56-63) but that's a big MAYBE.
Example 2:
I guess the Medium, Mesmerist, Occultist, Psychic and Spiritualist class would now fit into this category.
The Oracle seems to require the Mystery ability to be able to use its spell slots.
Pact Certain or Pact Insidious (D&D 3.5 Fiendish Codex II)/Infernal Contract (Pathfinder) and bargain for an additional spell slot. Does the spell slot allow you to cast without having spellcasting? ;
Magical Training feat [maybe?] (D&D 3.5 - Player's Guide to Faerun);
A pearl of power might also fit into this example.
Example 3: The caster classes; Belt of the Dread Emperor (D&D 3.5 Book of Vile Darkness); Rituals (D&D 3.5 - Savage Species)
Example 4: Occult Rituals (Pathfinder: Occult Adventures) - although the rules are not very specific on the topic; Incantations (D&D 3.5 - Unearthed Arcana); Sacrifice Reward System (D&D 3.5 - Book of Vile Darkness); Silver Spindle Ioun Stone; all traits that provide spell-like abilities; Kineticist class [maybe?]
Maybe I'm just splitting hairs but technically-speaking it had to have come from somewhere before there were spellcasting classes...
The problem I've already run into is that if we stay Lawful Good we can get lay on hands through Believer's Hands. But if we want something like Mercy we need to be Neutral Good to be able to use the Champion of Grace feat.
ABILITIES TO REPLICATE
Aura of Good = Gift of Discernment [Exalted] feat (Player's Guide to Faerun)
Detect Evil - Shining Wayfinder item (technically), Godsight feat [Player's Guide to Faerun] (3/day)
Smite Evil - Chevalier PRC Level 3, Bracers of the Avenging Knight item, Skin of the Celestial item, Touchstone (Catalogues of Enlightenment) [Elysium domain]
Divine Grace - Divine Protection feat (pre-errata)
Lay on Hands - Bloodstone of Arazni (Heart) [Artifact], Phylactery of Devotion (lay on hands 1/day @ 1 hp only) [Living Kingdoms of Kalamar], Believer's Hands feat (must be lawful good)
Aura of Courage - Chevalier PRC Level 1
Divine Health - Periapt of Health item (sort of)
Mercy - Merciful Vambraces item (sort of), Improved Eldritch Heritage (Solar) [sort of], Champion of Grace feat (sort of; must be Neutral Good)
Channel Positive Energy - Improved Eldritch Heritage (Empyreal), Greater Eldritch Heritage (Solar)
Divine Bond - Bracers of Celestial Intervention item (sort of)
Spellcasting - Spellcasting Contract,Lesser & Spellcasting Contract spells; Imbue with Spell Ability spell
Headscratchers:
Aura of Resolve - ?
Aura of Justice - ?
Aura of Faith - ?
Aura of Righteousness - ?
Holy Champion - ?
I'm thinking an Infernal Contract, Wish spell, homebrewed Divine Obedience feat or perhaps the Expert class from D&D 3.5 Unearthed Arcana for these last abilities...
Sure we can use VMC Paladin, but that only gives so many abilities, but VMC and archetypes don't mix either.
My concept is a Human Paladin (Combat Healer Squire/Hospitaler/Oath of Charity/Warrior of the Holy Light) with Planar Heritage (Tiefling). As I was going through the items I came across two that I thought would create an interesting combination:
1) Risen Blade
Spoiler:
Each +2 flaming khopesh was crafted by one of the predominant Osirian churches, such as the church of Abadar, Nethys, or Pharasma. Anytime its wielder is healed by channeled positive energy, a risen blade gains a charge. Whenever the wielder confirms a critical hit, she can release the stored energy in the blade as a free action. The wielder channels positive energy (as the class feature) and must choose to damage undead or heal the living. This action expends all the blade's charges. Each charge is worth 1d6 points of damage or healing, and for each charge spent, the wielder can choose to exclude one creature in the area from being affected. The DC to save against this positive energy is equal to 15 + 1 per stored charge expended. A risen blade can't gain a charge from healing caused by the release of charges from itself or another risen blade. A risen blade can store up to 5 charges. Each charge dissipates if not used within 24 hours.
Price: 23,320 gp; Weight: 8 lbs.
Source: Inner Sea Combat p.56
2) Spiked Focus Ward
Spoiler:
Spiked Focus Ward
Category: Channel Foci
This holy symbol has a small nail or spike somewhere along its length, allowing it to be hammered it into a wall, tree, floor, or any hard surface. Once fixed in place and activated, it stores channeled energy until it is touched by a creature of at least Small size or 24 hours pass. If touched, the focus releases the stored power as if you used channel energy, though it only heals or deals half the normal damage (including all feats and abilities that affect the DC and damage). Good clerics use these items to provide healing in large battles where a cleric may not be nearby; evil clerics often use them as traps.
Source: Adventure's Armory, p.25
Price: 100 gp; 2 lbs.
First scenario:
Now, foci only seem to work when a spellcaster holds them in their hands. My paladin obtains Arms of the Naga (D&D 3.0 Savage Species, p.55) or Arms of the Marilith (Pathfider - Melee Tactics Toolbox, p. 28). These are the only items I've been able to find so far that seem to provide extra limbs. So, here's the idea.
The paladin has fully charged the sword with 5 charges of channel energy. He holds Spiked Focus Wards in the other open hands while wading into combat. A critical hit occurs. Since they are actually in his hands, the channel energy released from the weapon goes into each held Spiked Focus Ward. The paladin now uses move actions to drive them into the ground around himself. He touches each one and the channel energy goes into the sword AT HALF POWER. He picks them up again during combat.
Another critical hit. The channel energy goes into the spiked wards. He drives them again into the ground and releases their power. The sword now absorbs the channel energy AT A QUARTER POWER.
So, it would be 30 hp on the first crit, 15 hp on the second crit, and 5 on the third crit.
Would this work?
Second scenario:
The sword only operates when a critical hit occurs. Could this be used out of combat in that the paladin runs himself through, effectively performing a coup de grace on himself? After all, a coup de grace is an automatic critical.
When I found this Bloodline in Blood of the Ancients I immediately started to think of Iron Gods and the Technology Guide stuff.
Spoiler:
Restored Glory (Su): At 3rd level, objects in your possession with the broken condition function as if they did not have the broken condition, though if they reach 0 hit points they are destroyed as normal. At 9th level, destroyed objects (objects with 0 hit points) in your possession function and appear as if they had only the broken condition, though if they reach a number of negative hit points equal to your level, they become fully destroyed and don’t function at all, even in your possession. At 15th level, destroyed objects in your possession function and appear as if fully repaired, though they can become fully destroyed as described above. Destroyed objects must have physical pieces left to be affected by this ability. Objects that leave your possession are affected normally by these conditions. This ability does not affect artifacts.
This creates some questions regarding certain items:
1) Would this power allow an expended silverdisk to work as a battery once again?
2) Would a destroyed construct be considered an object in your possession? Because if it becomes broken, but otherwise functional, that means it can be repaired.
3) When used on a destroyed construct, will the constructs regain their memories up to the moment of their destruction (just like the Memory of Function spell) and have no particular inclination to serve the caster?
4) Does Time-worn technology lose the condition of being time-worn when destroyed so that we can by-pass the Technomancer PRC?
According to James Jacobs, in regards to removing the time-worn quality:
Quote:
A miracle or wish could do it, but otherwise, there's nothing in the game at this point that specifically removes timeworn from an item.
Since it doesn't specifically mention time-worn technology, I want to say that even after three years, six months and 2 days later I don't think we have anything "at this point" to remove that quality. But what do you guys think?
5) Would this ability restore the Numerian fluids to objects in your possession?
The villains of the Earthsiege/Starsiege games seemed like a good idea to use for an Iron Gods spinoff campaign with Unity being a Prometheus stand-in. But what would be the best way to replicate this iconic, cybernetic race?
1) My first thought was an Intellect Devourer Effigy (D&D 3.5 Complete Arcane, pp.151-153) in conjunction with a Parasitic Soul spell. This should work when you read the Special Attacks section carefully:
An effigy loses all supernatural special attacks, spell-like abilities, and extraordinary special attacks for which a target’s saving throw is based on the effigy’s Constitution (since the creature no longer has a Con score).
Since the Body Thief ability is not based on the Intellect Devourer's Constitution score, and a coup de grace Fort save is based on the damage dealt, it should thus be able to serve as a metal brain. But the problem is that the body starts to decay to uselessness after 7 days. So, without a constant Gentle Repose spell magic item this wouldn't work.
This may even work for the Cybrid infiltration units that actually placed their brains into human forms, or the Dystopian Sno-Men human turncoats which became Cybrids. Either way it still might be a step up from the Android race of Pathfinder.
2) My other thought was to apply the same idea using the Tsochar from D&D 3.5 Lords of Madness (pp.122-123). But the inhabited body still loses up to 1d3 Constitution each day, which would require a Ring of Inner Fortitude.
3) Maybe a Brain in a Jar with an Animated Object chassis?
4) How about a Tear of Nuruu'gal (Lost Cities of Golarion, p.43)? The symbiosis ability is Extraordinary and the creature provides a ring of sustenance effect. However, the creature doesn't really take over the body.
Are there any other kind of bodysnatcher creatures which could perhaps be converted into robotic constructs and then perhaps turned into an Aggregate AI? How would you guys handle this?
ACKNOWLEDGE//SUBMIT! Send//transmit//download data to <Giver of Will> for decision\\directive.
The wording of the blurb regarding the Vindictive Bastard was a bit confusing to me:
Spoiler:
The following archetype can be taken by an ex-paladin immediately upon becoming an ex-paladin, regardless of character level, replacing some or all of the lost class abilities. If another archetype the character had before she became an ex-paladin replaces the same ability as the ex-class archetype, she loses the old archetype in favor of the new one; otherwise, she can retain both archetypes as normal.
So I created an ex-Paladin using that archetype for you all, in order to get your input whether this actually works the way I think.
Spoiler:
Alignment: Neutral Good
Abilities: STR 14, DEX 13, CON 13, INT 13, WIS 13, CHA 13
Classes: Vindictive Bastard of Desna 11
(Holy Gun, Forest Preserver, Tempered Champion) /
Cavalier 4 (Honor Guard, Strategist)/
Chevalier 3 /
Fighter 2 (Drill Instructor)
Feats:
Level 1 Combat Reflexes
Human bonus Combat Expertise
Paladin 1 Amateur Gunslinger, Gunsmithing, No Aura, Vindictive Smite 1/day
BAB +1, Fort +3, Ref +1, Will +3
Fighter 1 (Level 2) Butterfly's Sting
BAB +2, Fort +5, Ref +1, Will +3
Level 3 Swarm Strike (Teamwork)
Paladin 2 Great Fortitude, Iron Will or Lightning
Reflexes, Solo Tactics (Ex)
BAB +3, Fort +6, Ref +3, Will +4 [Let's take Lightning Reflexes]
Fighter 2 (Level 4) Point-Blank Shot, Tactician (Outflank)
BAB +4, Fort +7, Ref +3, Will +4
Level 5 Precise Shot
Cavalier 1 Challenge 1/day (Sworn Defense, Ex), Order of the Dragon, Guard, Star or Sword, Mount, Tactician (Bonded Mind)
BAB +5, Fort +9, Ref +3, Will +4
Paladin 3 (Level 6) Favored Terrain (Forest), Spiteful Tenacity, Broken Wing Gambit (Teamwork)
BAB +6/+1, Fort +9, Ref +4, Will +4
Level 7 Improved Critical
Cavalier 2 Aid Allies (Order ability) [I chose Dragon]
BAB +7/+2, Fort +10, Ref +4, Will +4
Paladin 4 (Level 8) Weapon Focus, Vindictive Smite 2/day
BAB +8/+3, Fort +11, Ref +4, Will +5
Level 9 Seize the Moment (Teamwork)
Paladin 5 Gang Up (Ex)
BAB +9/+4, Fort +11, Ref +4, Will +5
Cavalier 3 (Level 10) Bodyguard (Intercept, Ex)
BAB +10/+5, Fort +11, Ref +5, Will +6
Level 11 Gang Up (Combat)
Cavalier 4 Challenge 2/day, Drill Instructor (Ex)
BAB +11/+6/+1, Fort +12, Ref +5, Will +6
Paladin 6 (Level 12) Paired Opportunists (Teamwork)
BAB +12/+7/+2, Fort +13, Ref +6, Will +7
Level 13 Leadership
Paladin 7 Vindictive Smite 3/day
BAB +13/+8/+3, Fort +13, Ref +6, Will +7
Paladin 8 (Level 14) Greater Weapon Focus
BAB +14/+9/+4, Fort +14, Ref +6, Will +8
Level 15 Practiced Tactician
Chevalier 1 Aura of Courage (Su), Recklessness (Ex)
BAB +15/+10/+5, Fort +15, Ref +6, Will +9
Paladin 9 (Level 16) Precise Strike (Teamwork)
BAB +16/+11/+6/+1, Fort +15, Ref +7, Will +9
Level 17 Champion of Grace
Paladin 10 Vindictive Smite 4/day
BAB +17/+12/+7/+2, Fort +16, Ref +7, Will +10
Chevalier 2 (Level 18) Controlled Charge (Ex), Stubborn Mind (Ex)
BAB +18/+13/+8/+2, Fort +16, Ref +8, Will +10
Level 19 Practiced Tactician
Paladin 11 Swift Justice (Ex)
BAB +19/+14/+9/+3, Fort +16, Ref +8, Will +10
Chevalier 3 (Level 20) Poison Immunity (Ex), Smite Evil (Su)
BAB +20/+15/+10/+4, Fort +17, Ref +8, Will +11
These are obvious replacements:
Spoiler:
• We lose Smite Evil and instead gain Vindictive Smite.
• We lose Divine Grace and instead gain Faded Grace.
• Lose Lay on Hands and gain Solo Tactics.
• We lose the Mercy feature and Channel Energy to acquire Teamwork feats.
• Lose Divine Health for Spiteful Tenacity.
• Lose Divine Bond and gain the Gang Up ability.
• Lose Aura of Justice to gain the Swift Justice ability.
Here is where I seem to get confused. Looking at the Vindictive Bastard you quickly see that it is primarily based on extraordinary abilities, except for Locate Ally (which is a Spell-like ability that is supposed to replace Detect Evil). SO, basically, we focus on having archetypes that are extraordinary in nature to keep them when we become a Vindictive Bastard.
Spoiler:
• Have Gun from the Holy Gun archetype replaces Detect Evil.
The two feats and the battered gun are not exactly extraordinary, but since the feature was replaced it shouldn't be replaced by Vindictive Bastard. For that to suddenly go "poof" would seem odd before you even turn it into your divine bond regarding that archetype.
• Vindictive Bastard does NOT give us Aura of Courage or replace it with another feature. SO, let's take Forest Preserver and we replace Aura of Courage with Favored Terrain (Forest). It's an extraordinary ability, which fits the scheme.
• Since the Vindictive Bastard loses Spellcasting we may as well get rid of it right away. So, let's take Tempered Champion and gain some extra feats out of it. However, the Sacred Weapon ability that is taken from the Warpriest would be lost in the transition, because it is Supernatural.
This scenario came up recently in a battle with an earth elemental in the Darklands. Rather than attacking the thing directly, my character decided to collapse part of the weakened 30 foot ceiling. Would have been creative and ironic to have an earth elemental bludgeoned by hundred pounds of rocks because it would deal more damage with one action.
However, after the deed the earth elemental simply comes up having received no damage. The GM said, "Sorry, man. It was a cool maneuver and all, but it has earth glide. So, too bad." I get GM fiat and all, but looking at the earth glide ability it would seem that this is a traveling power when it is burrowing and not a means to pass through falling objects.
Recently read "Vault of the Onyx Citadel" (Ironfang Invasion) and "The Lost Outpost" (Ruins of Azlant) and wanted to figure out how you could actually create a stable way to create a settlement underground. Let's put our collective heads together to create something from the ground up, if you forgive the pun. This could also help those who want to play Cave Druids.
The first thing that an ecology needs is inputs and outputs. Flora & Fauna needs something to grow so that our population can in turn survive. I'm going to throw out some hazards, features and monsters and lets add to the list and come up what needs what to create a believable cycle.
A. Light
Spoiler:
If we can get light we have a way to grow surface crops underground. Plus, it helps not being in the dark for races that don't have low-light vision and darkvision.
Alfengrape [Dragon 357 p. 55]
A glowing grape-vine magically created by elves that produces grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants sell for 100 gp and can live up to 700 years.
Caphorite (Into the Darklands, p.14)
A crystalline mineral found throughout the Darklands that emits a strange, orange-purple glow equal in power to a candle. Reduces the effectiveness of other light sources, but enhances the growth rate of crops planted nearby. So planting anything that has bio-luminescence nearby would be self-defeating unless you are going to replant fully grown specimens later.
Cytillesh Fungus (Into the Darklands, pp. 12-13)
This fungus provides an eerie bluish glow of bright illumination in a 10-foot radius and shadowy illumination in a 20-foot radius. A creature within the illumination of cytillesh requires a DC 15 Will save (+1 for each previous save) every 24 hours to avoid suffering 1d4 points of Wisdom damage to a minimum Wisdom of 5. If Wisdom is reduced to 5 and three more consecutive saving throws are failed, then the Wisdom damage becomes permanent. Though it can cause psionic abilities after years of exposure (or immediate exposure), it mostly causes stillbirths or major birth defects eventhough any time spent within its bluish-white rays reduces aging to one-half the normal rate while so exposed.
Glowvine [Dragon 357, p. 56]
A morning glory derivative that gives of light as a torch. It grows 1 ft every 2 weeks. A seedling sells for 500 gp.
Nightlight (Out of the Abyss, p.23)
A bioluminescent fungus from the Forgotten Realms setting. Nightlight has tall stalks ranging from five to ten feet when mature. The tube-like stems glow with a bright light out to a distance of fifteen feet and provide dim illumination for another fifteen feet beyond that.
Ormu (Out of the Abyss, p.23)
A Forgotten Realms setting fungus. It favors warm, moist areas such as steam tunnels and steam vents. Ormu gives off a soft green glow that provides dim illumination in a five foot radius. If harvested and dried, it yields a phosphorescent powder that can be used to create a glowing pigment.
Phosphorescent Fungus (DMG 3.5, p.76)
Gives off a soft violet glow the size of a candle. Drow grow it for food and illumination.
Radiant Crystal (D&D 3.5 Underdark, p.107)
Some rare rocks are naturally radiant ranging in brightness from starlight to full daylight, although daylight equivalency is quite rare.
Reflective Stone (D&D 3.5 Underdark, p.107)
While not naturally luminescent, caverns made partially of reflective stone can be much more easily illuminated by small light sources than normal. Reflective stone quadruples the radius of illumination of any light source brought inside.
B. Heat/Lava/Magma
Spoiler:
Ash Willow (Dragon Magazine 347, p.48)
This willow tree has dark red bark and at full height can reach 120 feet tall. Ash willows thrive on heat and often grow in pools of lava, growing several feet a year and quickly dominating an area. Ash willows continually smolder and rain ash all around them, eventually creating a unique ashen landscape. One tree can create 1 pound of ash each day for every 10 feet of its height. Fast-growing roots extend runners that spawn 1d3 new trees each month. The trees spread within lava pools and along rivers of lava, often changing highly volatile areas into calm, slow-burning forests covered with ash. Hey, ash can be used as a fertilizer as well as for making soap.
Fireweed (Dragon #227, p.27)
A Forgotten Realms plant, but I like it because it converts heat into food and foul toxins into breathable air. Fireweed is a black, spongy plant, without leaves but with constant branches; its overall structure resembles a gigantic Spanish moss. Its sap is a purplish-red so that could be used as a dye. For each die of fire damage, or each die of heat damage, that it absorbs it grows a foot, thus being able to create a dark wooden jungle pretty darn quickly. Hey, goats eat anything.
Fire Fungus (D&D 3.5 Underdark, p.110)
A Forgotten Realms plant. This fungal growth sheds a much appreciated warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 40 feet of fire fungus causes it to explode, dealing 5d6 points of fire damage to each creature in a 20-foot radius. Such an explosion kills the fire fungus, and it can also be killed by cold damage — 10 points of cold damage is sufficient to kill a 5-foot-square patch.
Fire Lichen (Out of the Abyss, p.22; D&D 3.5 Underdark, p.108)
A Forgotten Realms plant. Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor.
C. Water
Spoiler:
Nahre Lotus (Dragon 357, pp. 53-54)
Water lily native to the Elemental Plane of Water that draws water from its home plane at a rate of 50 gallons per day. Plant sells for 10000 gp, while a seedling sells for 500 gp. It requires abundant light and at least a 100 gallon pond to survive. If you don't have an underground river this will be the only way to get water.
D. Blood & Flesh
Ultimately, we can use humanoid blood as well as cattle to provide sustenance for carnivorous plants. I could see this being used as a form of Social Security system for Commoners. Modern blood donations are 1 pint of blood (1 pint = 16 fluid ounces), which equals 48 cp. Take half of that so the Commoner receives 24 cp (2 sp 4 cp) for a pint of blood (Book of Vile Darkness, p.45). Whole blood can safely be donated every 8 weeks. That way we have a supply to feed the blood-drinking plants.
Spoiler:
Assassin Vine (Pathfinder Bestiary, p.22)
The assassin vine is a carnivorous plant that collects its
own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.
The underground version of the assassin vine is darker in coloration to the ground dwelling one.
Bloodsucking Rock Cactus (Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr)
Spherical plants from Athas that can be found anywhere that water is not plentiful. They are brown in color, but deepen to black as they increase their fluid storage. During the spring they possess yellow flowers, but the rest of the time they look roughly like spherical rocks. Rock cacti exude a perfume that is undetectable by demihumans but attracts small rodents and mammals. Like most plants, rock cacti rely on insects to assist them to reproduce. It can be peeled and eaten. Each plant produces 1 pound of edible material. The flesh of a rock cactus tastes vaguely like apples and is of similar consistency. As many as 4 pints of fluid can be obtained from a large plant. The plant uses its defense mechanism to stop any casual attempts to eat it. The plants can be farmed and harvested by holding a bag full of straw in front of them and teasing the plants to attack. The spines are severed before the plants can retract them, making the plants defenseless and easily peeled. Live rock cacti, for planting in gardens, bring 5 cp each in most markets. Each tendril that hits absorbs 1 hp of blood each round it is attached. It has a maximum capacity of 100 hp worth of blood, or as much as 10 pints. The blood-drinking variety supposedly has no value, but if there isn't any other then who cares?
Bloodthorn (D&D 3.5 Fiend Folio, p.23)
This plant is a CR 3 creature that could be imported from the Abyss. The plant subsists entirely on the blood of living creatures. Bright red succulent berries continually grow on the plant, but the berries are bitter and provide no sustenance. But they do smell nice. So, we need a goodberry spell to make this viable.
Bloodvine (Dragon 364; Expeditionary Dispatches: The Forest of Flesh)
It's not the same bloodvine from the Pathfinder setting. This vine can be found in Kresht Rhyll in the Eberron setting and produces human blood instead of sap. I thought it a neat thing to include to make it easier to include certain other plant creatures. Given a Miracle or Wish spell I'm sure it could be replicated...
Jack-o-Lantern (Pathfinder Bestiary 4, p.160)
Jack-o’-lanterns are semi-intelligent plant creatures spawned by fell magic and driven to burn and consume living flesh. Immediately after killing and devouring an intelligent being, a jack-o’-lantern excretes its victim’s remains as a smoldering, paste-like slurry that quickly sinks into the ground. One day later, 1d3 fully mature—and ravenous—jack-o’-lanterns emerge from the tainted soil. What is an intelligent being? The answer is found in the description of the Cannibal Ring
(Ultimate Equipment pg. 344). So an intelligent being is any living creature with an Intelligence of 3 or higher. So, you could either feed it an HD 4 animal that put its ability boost into INT, leaf leashies,
or give an animal Blood of Baphomet (Pathfinder #74: Sword of Valor pg. 89) so that it gains the man-eating animal template. We then use a Cracked Pearly White Spindle Ioun Stone (Price: 3,400 gp). That way we can keep the Jack-o'-Lantern alive after lobbing off part of its head for food. To fight a Jack-o'-Lantern we should get some asbestos armor from Pure Steam (it's the cheapest way to get Fire Resistance 5; pg.71-72). Then we get an Energy Heart (Game Master's Guide - Beginner Box, pg. 8; 1,000 gp) for an additional 10 points of fire soak. If your GM doesn't allow an Asbestos Suit then buy Fire Ward Gel (Ultimate Equipment pg. 101; 150 gp) to give you fire resistance 5. You then fight it with a 10 ft. reach weapon. If you think about it, it's just an evil pumpkin...
Vampire Rose Bush (Dungeon #84, p.84)
This bush has many flowering white bulbs and petals, green stems lined with tiny thorns, and many small branches of greenish-brown. Opponents are grabbed and drained of blood. When fully sated with blood, a vampire rose’s petals flush red. I figure that even blood-drinking roses can be used for stuff like rose water, teas, etc.
Wolfberry Bush (Pathfinder Campaign Setting, p. 217)
Carnivorous but blessedly immobile, the wolfberry bush mimics other berry bushes to lure creatures close enough to strike, strangle, and feed. Unlike its cousin, the assassin vine, the wolf berry bush
is incapable of movement, it has thus developed the ability to camouflage itself as any of several varieties of berry bushes indigenous to an area. Its fruit usually tastes the same—overly sweet with a bitter aftertaste—no matter what form it takes. It has the same statistics as an assassin vine, although it cannot move and it never grows larger than Huge.
E. Alchemy & Magic
Spoiler:
Divine casters can use the Goodberry or Ironbloom Sprouts spells to convert inedible berries and mushrooms into something edible.
Cursed Decanter of Endless Water
Since this is an opposite effect this item will cost 4,500 gp (2,250 gp to create). Rather than pouring forth an amount of fresh or salt water it instead creates lava. This way we can use plants from the Elemental Plane of Fire, as well as others, which require heat, lava or magma. A lot cheaper than a Pyroclastic Spike, but would require GM permission...after all, you don't want somebody running around with a flamethrower.
Pyroclastic Spike (Down the Blighted Path, p. 62)
Price: 28,000 gp (14,000 gp to create)
We can use this item create a two-foot deep molten river of liquid fire. I guess that could be considered lava or magma at a decent price. This way we can have plants from the Elemental Plane of Fire, as well as other plants.
Decanter of Endless Water (Pathfinder Core Rulebook, p.509)
Price: 9,000 gp (4,500 gp to create)
If we don't have a natural source of water underground we can rely on this wondrous item and make it part of a public fountain.
Gloves of Shaping (Ultimate Equipment, p. 237)
Price: 10,000 gp (5,000 gp to create)
These gloves allow an adventurer to shape stone as if it were soft clay, creating ledges on which to spend a safe night, sculpting exits from would-be prisons, shoring up tunnels against impending collapses, or
immobilizing helpless foes. Just included this as a usable tool for making a livable cavern, like for terrace farming.
Memoriam Root (Healer's Handbook, p. 29)
Cost: 6,000 gp; 3,000 to create
When plunged into the earth over a buried humanoid corpse, the root grows into a young tree in 1 hour. The tree produces 1d4 pieces of magical fruit each day, regardless of the local climate or weather. Each fruit provides nourishment as if it were a normal meal for a Medium creature and restores 1 hit point when eaten. Well, at least we have a use for our dead...
Sunsoil (Heroes of the Darklands, p.29)
Cost: 50 gp
One pound of sunsoil covers a 20-foot by-20-foot area of regular earth and takes 1 minute to distribute evenly. A treated area allows plants to grow without sunlight for 4 months.
Tovar's Instant Well (D&D 3.5 Sandstorm, p.135)
Price: 23,500 gp
This item is a foot-long copper pipe that, when set into the ground and activated with a command word, transforms into a well that produces potable water. Just including this as yet another way to get water without having to dig for it.
F. Rock & Metal
Spoiler:
Ironbloom mushrooms (Hollow's Last Hope, p. 4; Dwarves of Golarion, p.5)
Small fungi that only grow in dark places with lots of metal, specifically iron. A favorite of dwarves, but can also be eaten by other races.
Stoneshrooms (Dragon 347, p. 47)
Cost: 20 gp
Chalky rock-looking fungus native to the Elemental Plane of Earth that is both edible (1 stoneshroom = 1 meal) and produces spores in the form of breathable air. Also, for 24 hours after eating a Stoneshroom, a creature can hold its breath twice as long as normal. Stoneshroom subsists on minerals in the rock and remains edible for 1 day after picking. So, at least we have another way to gain both food as well as air.
G. Miscellaneous
Spoiler:
Abyssal Blackgrass (D&D 3.5 Heroes of Horror, pp. 68-69)
Thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diamater clumps, but its roots extend in a 50 ft diamater just beneath the surface. Natural healing is prevented when standing above its roots, and magical healing only heals half the normal HP. If the clump is pulled out, the plant survives and regrows the clump in 1d4 days. Though the side effect sucks it will at least provide a regular food source for grazers.
Bluecap (D&D 3.5 Underdark, p.108)
The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground into a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread.
Green Air Bramble (D&D 3.5 Complete Scoundrel, p. 118)
Cost: 80 gp
Fast-growing creeping vine that sprouts green berries. Can grow in most inhospitable climates and only needs to be in moist soil for 6 hours per week. Exposure to poison quickly kills the plant, wrinkling leaves and berries. Carrying 3 ft vine grants +2 untyped bonus to resist inhaled poisons, airborne diseases and nauseating effects like stinking cloud.
Fauna
Spoiler:
Gloomwasp (Down the Blighted Path, p.55)
A CR 6 magical beast that looks like a glowing wasp. It feeds on blood, but pulsates with a dim, violet light. Unfortunately, this light can be used offensively by these creatures to cause radiation poisoning. Where before they can become a full infestation, with an Eberron bloodvine they could become a major infestation. They are useful against fungi, molds, oozes, undead, and other creatures with light sensitivity or light blindness, however.
Rothe (D&D 3.5 Underdark, p.109)
These grazing, muskox-like creatures are well adapted for life in the depths. Subsisting on fungi, moss, lichen and almost anything else that grows in the Underdark, rothe are highly valued by most Underdark races and often kept in large corral-caverns.
The Alchemist has been quirky from the start, but ever since the release of the Ratkin Opportunist archetype for the Fighter I finally got to ask?
Are bombs now considered extraordinary for everyone rather than supernatural? Or are they still only EX for the Opportunist and still SU for the Alchemist?
It would alleviate a lot of grief with my GM, but I could potentially ask him to create a new Alchemist archetype altogether. I mean I loved the Scavenger Investigator's Gadgetry change to Alchemy, too. But Investigators don't get bombs. We are like so close to an Alkenstar steampunk alchemist it's not even funny...
With the publishing of Occult Adventures (pp. 208-214) and Occult Origins (p.26), non-spellcasters are now able to "cast" spells - if you will - using rituals. Granted, even when successfully performed, each occult ritual causes a backlash that affects at least the caster leading the ritual, and often those assisting in its performance, by dealing damage or some sort of curse.
The question:
Since rituals are always - at minimum - considered to be Level 4, would a single ritual meet the requirement of Ability to cast 2nd-level arcane spells? Or does this not work because of the fact that we never deal with any slots like in regards with the Alchemist Discovery Spell Knowledge?
“You are not living, you are surviving.” - Michael Scott, The Necromancer
INTRODUCTION
Rating System:
(*****) OH YES!!!!
(****) Highly recommended.
(***) A solid choice.
(**) Okay, but nothing special.
(*) Usable, but not recommended.
Spoiler:
This is a discussion of how to play the Life-School Necromancer. Necromancers can be quite decent, if built correctly. Unfortunately, we decided to play one of the hardest wizards that Paizo managed to create. Thinking that Necromancy for healing has GOT to be better? You hold on to that dream...Let's face it, you'd probably be better off playing a Twilight Sage arcanist or Life Oracle. Life-School Necromancer was supposed to be an arcane healer idea, but right off the bat we were faced with the fact that the writers didn't put a lot of extra effort behind it. In fact, the more you try to think about how to push the envelope with this idea, the more questions come up of how a lot was intended to work.
Necromancy's big weakness is that it's such a small school already, which makes it hard to have decent spells every level. In fact, with all the splat books that were published they still hardly exist. Secondly, most necromancy spells are touch or ranged touch spells, which makes us live dangerously. Needless to say, we have to push our creativity to the nigh ludicrous to make this a viable build even now. A lot of what we have to do will not exactly endear us to the Pathfinder Society crowd - lets face it, you probably won't even endear yourself to your GM.
The second problem is that the Healing Grace power that comes with the school only works with spells if they have targets, are area-based, or belong to ranged or melee touch attacks. Your spells are limited, especially in the early levels, which means that you have to choose between healing (probably yourself) or being useful in combat. Also, if you tried to heal your party members using this ability, you more than likely would have to resort to fear-based and mind-affecting Necromancy spells and watch the hilarity ensue as you scare the wits out of them. Without making an Infernal or Demonic Pact, or using the Race Builder tool, there's no way in hell to be able to use this to its full potential.
Yes, as a Life School necromancer you will still be manipulating the power of death, unlife, and the life force. Still, unless you're a Pharasmin, or unless you follow the Andoran faction/Liberty's Edge faction, Undead are not without their uses. However, your play-style will revolve around attrition without the main focus being the creation of hordes of undead minions. A true Life School necromancer will drain his own health to heal his group and minions, then drain his enemies of life force to heal himself and his group. Following combat he will animate his enemy's corpses to unlife, and then drain their negative energy to convert it again into life force to heal himself and his party, intermittently buffing himself with temporary hit points for additional survivability. Consequently, any Undead minions he creates become more of a cadre of bodyguards and batteries. Likewise, his team of Undead will be small enough that he always has them within reach.
There are several things you will have to get through your head right away.
1) Your first and primary duty is to be the party de-buffer. The weaker you make them, the quicker the fight will end. This will not change. The problem is that a lot of these spells are safe or suck, as well as safe or die. Consequently, you have to think in a slightly different way than other wizards. It's about progression to increase the suckage before you hit them with the BIG SUCK. Otherwise you'll take a big chance in failing and look like an idiot.
2) Your secondary duty as a Wizard is battlefield control. The more you can change the environment to suit your party's needs the easier the fight will be.
3) Your tertiary duty is that of utility caster. Always have the right tool for the right time and the right moment.
4) Your quaternary duty will be two-fold: you will be a temporary hit point powerhouse, and an out-of-combat healer. You'll never be as good as the Cleric for in-combat healing. BUT we can certainly make it interesting. *wicked grin*
Step 1. RACES
“You look like a protagonist.” - Rainbow Rowell, Eleanor & Park
This is a list of of the races that will make decent Life School Necromancers. If it's not mentioned here it probably means that it's not even a decent choice. Some races might make good Mages in general, but not decent Necromancers. Thus, your race will determine a lot about how we're going to pull this off. Your choices are:
Spoiler:
Samsaran (*****): Samsarans gain +2 INT, +2 WIS, and –2 CON; a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. They also get comprehend languages, deathwatch, and stabilize 1/day as a Spell-like ability. That already makes them very good for fighting Undead creatures, but what we're after is the Mystic Past Life alternate trait. Being able to get spells from the other class lists is golden for making a Life School Necromancer, and pretty much the only way to get even close on par with a Cleric. That Mystic Past Life ability allows for decent variety. However, you have to choose whether you're going to get them from an Arcane or a Divine source, and your choices of future spells can't be changed so make sure you know what you are doing. Samsarans gain the same Favored Class option as humans, which means more spells.
Aasimar [Emberkin] (*****): +2 INT, +2 CHA; 60 foot darkvision; +2 racial bonus on Knowledge (planes) and Spellcraft. Emberkin gain pyrokinetics as a spell-like ability, but we'll replace that spell-like ability with the ability to channel 1d6 points of positive energy once per day as a supernatural ability (see Blood of Angels). That gives us a small boost in the early levels to heal our group and to fight undead. Otherwise, take the Immortal Spark alternate racial trait if you want to become a Bloatmage. Like other Aasimars they also have acid resistance 5, cold resistance 5, and electricity resistance 5. Naturally, we give them the alternate Scion of Humanity trait for extra fun. This ability lets you be treated as a human for all effects which also allows you to choose human archetypes and feats. With the Racial Heritage feat you can count as an Aasimar, a human, and any other humanoid race all at the same time, letting you mix-and-match feats and archetypes that would never normally go together. If you want to go Shadowcaster, replace Darkvision 60 feet with Halo. Unfortunately, Paizo has no Favored Class bonus for Wizards...but it could be argued that if they're a Scion of Humanity that they could get the Favored Class option from Humans. Either way, these Aasimar have no real downside.
Damphir (****): Common Damphirs have +2 DEX, –2 CON, +2 CHA, a +2 racial bonus on Bluff and Perception and +2 racial bonus on saving throws against disease and mind-affecting effects, and they can cast Detect Undead 3x/day. However, the better alternative are the Jiang-Shi-born (Ru-Shi). Ru-Shi get +2 STR, +2 INT, –2 DEX, a +2 Racial bonus to Acrobatics and Knowledge (engineering), they can cast Erase 3x/day, but take a -1 penalty on saves against sonic effects and spells. All damphirs take no penalties from energy drain effects, see 60 feet in the dark, and 60 feet in dim light. However, they are dazzled by bright light and are only healed by negative energy. Their favored class option kicks in at Level 4, Level 8, Level 12, Level 16, and Level 20, which gives you an additional +1 CL to necromancy spells each time (for a total of +5). Either way, their heritage cries out Necromancer. If you go Shadowcaster ask your GM to remove Darkvision and pick another 2 RP boon.
(****) Android: Androids have +2 DEX, +2 INT, and -2 CHA, +2 racial bonus on Perception checks, but a -4 penalty on Sense Motive checks for being emotionless. They have 60 feet darkvision and also possess low-light vision. They count as both humanoids and constructs when it comes to spells, bane weapons, and favored enemy bonuses. They also gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Alas, they can't gain morale bonuses because of their emotionless state, but that also means that they are immune to fear effects and all emotion-based effects. Their nanite surge ability (1/day, immediate action) gives them a bonus equal to 3 + the android's character level on any one d20 roll. If you go Shadowcaster ask your GM to replace Darkvision and pick another 2 RP boon. Androids gain the same Favored Class option as humans, which means more spells. So, they could certainly fit the job.
Human (***): The flexible +2 to any stat is very useful, nevermind the extra feat at Level 1 which gives an early boost to power. As a wizard you also gain an additional spell in your spellbook each level. More spells means more utility. Also, you can choose Adoptive Parentage to gain access to other race traits and archetypes. Always a solid choice.
Elf (***): A +2 DEX is very important as you're going to be making a lot of ray and touch attacks. +2 Int is very nice for extra skill points and higher Spell DC, and thus the -2 to CON is not that bad. You're immune to magical sleep effects, have +2 to Perception, and gain a +2 saving throw bonus to enchantment spells and effects. You also get a +2 bonus to Spellcraft for identifying magic items. As necromancy has a lot of save or suck spells that require you to overcome Spell Resistance the +2 to defeat Spell Resistance can be helpful later – especially if you decide to focus on Enervation. Elves also add +1/2 to the number of uses per day when it comes to the Share Essence ability. That can certainly become helpful in the later levels, but it won't be your primary focus.
Tiefling [Grimspawn] (***): These kinds of Tiefling have +2 DEX, +2 INT, –2 WIS, and gain 1/day death knell as a spell-like ability. Deathwatch at will with the Soul Seer trait is great so we also take that. Tieflings have the same Favored Class option as elves, which is also good when it comes to the use of the Share Essence ability. On top of that, Tieflings have cold resistance 5, electricity resistance 5, fire resistance 5, and 60 ft. darkvision. They also gain a +2 racial bonus to Disable Device and Sleight of Hand, but this will be less useful to us. No more need for meta-gaming at the table to know how wounded your fellow teammates are at any point. :P If you go Shadowcaster ask your GM to remove Darkvision and pick another 2 RP boon.
Wayang (***): These ugly little runts get +2 DEX, +2 INT, -2 WIS; +1 size bonus to AC; +1 size bonus to attack; +2 racial bonus to Perception and +6 overall bonus to Stealth; 60 foot darkvision; +1 DC to any Shadow spell; 1/day - ghost sound, pass without trace, and ventriloquism; +2 saves against shadow spells; 1/day they can heal from negative energy and be hurt by positive energy for 1 minute. Granted, these guys have a lot of advantages in a small package and become even scarier when you take the Shadowcaster archetype and take the proper complimentary feats (Shadow Grasp, Tenebrous Spell, Umbral Spell). If you go Shadowcaster ask your GM to downgrade Darkvision to Low-Light Vision and pick another 1 RP boon. The only downside is that they have a movement speed of 20 feet and are really shy and elusive, prefer to avoid conflict, and take a position of strict neutrality (see Dragon Empires Primer). Also, Paizo never provided a favored class option for wizards when it comes to this race, so we only have a 3PP option to add +1/3 to the effective caster level of shadow spells.
Half-Elf (**): You get a +2 to INT and a Skill Focus feat, and have the same immunities as elves, seeing 60 feet in dim light and the Perception bonus. However, you can use the Skill Focus feat for quicker access to Eldritch Heritage and Spell Specialization. Access to Paragon Surge could potentially tip the scale for utility and versatility reasons. Still, this race is not my first choice because their Favored Class option is not designed for Necromancy.
Half-Orc (**): Yeah, +2 to any one Stat is good, but to make this race work we'll replace Darkvision with Skilled (+1 skill point each level), and Orc Ferocity with Warded Skin (SR 6 + character level against Divine spells, with demon worshippers having a 10% failure). We still keep the +2 to Intimidate just to round out the character, but the +1 bonus to concentration checks doesn't give us much of an advantage.
Ratfolk (*): +2 DEX, +2 INT, and –2 STR; small size; 60 ft. darkvision; +2 Craft (alchemy), Perception, and Use Magic Device. We'll remove the Swarming trait for Cornered Fury because it's doubtful you'll have a group of Ratfolk. It's still not that great, as is the +4 Animal Empathy with rodents or the 20 feet of movement speed. If you go Shadowcaster ask your GM to downgrade Darkvision to Low-Light Vision and pick another 1 RP boon. Third-party Favored Class bonuses only apply to disease spells, and then the +1/3 effective caster level boost only applies to duration. So, granted, you can make a Necromancer with this race, but it wouldn't be my first choice.
Step 2. BASE STAT LAYOUT
“Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.” - Anonymous
These would be the most common stat layout for most people playing wizards:
Spoiler:
(10-point buy) STR 7, DEX 11, CON 10, INT 18, WIS 10, CHA 7
(If you are Ratfolk drop 3 DEX, and add 2 STR; if Grimspawn or Wayang, drop 2 DEX, and add 2 WIS; Common Damphirs drop 2 DEX and add 2 CON, whereas Ru-Shi add 1 DEX and -1 WIS; Samsarans add 2 CON and deduct 2 WIS; if Elf, drop DEX by 1, drop WIS by 1 and add 2 to CON)
(15-point buy) STR 7, DEX 12, CON 12, INT 18, WIS 12, CHA 7
(Ratfolk add 1 STR and subtract 2 DEX; if Grimspawn or Wayang, add 1 STR and deduct 2 DEX)
(20-point buy) STR 7, DEX 14, CON 14, INT 18, WIS 11, CHA 7
(Ratfolk add 2 STR and subtract 2 DEX; if Grimspawn or Wayang, add 1 WIS and subtract 2 DEX)
(25-point buy) STR 7, DEX 16, CON 14, INT 18, WIS 11, CHA 7
(Ratfolk add 2 STR and subtract 1 DEX; Grimspawn or Wayang, add 1 STR & 1 WIS, subtract 1DEX)
As you can see, the basics of being a Wizard are still there. Your highest stat will be INT to get the largest amount of spells, and increase the DC of the spells you cast. Dexterity not only gives you initiative, extra AC, and increases the ability to use ranged touch/ray spells and touch spells. Your greatest liability is that you are squishy, so having some extra CON is useful. Also, Wizards suffer in Fort saves. Don't skimp on Wisdom, because you don't want to negatively affect your Will saves. Unless you intend to use Threnodic Spell or similar feats to use Enchantment spells on certain creatures, or actually want to have your chosen race's spell-like abilities, you can use CHA as your dump stat. However, you do want to have a certain amount of Strength, because once your spells run out you're down to providing Aid Another actions, throwing stuff, and effectively acting as a weak crossbowman. Therefore, it helps to have extra gear like alchemical items, etc. to keep your utility aspect going.
Now I don't know about you, but Pathfinder has a steep difficulty curve at the early levels. So, unless you have a team that actually knows what they're doing I would recommend you taking a slightly different approach...
CloudCobra's Starting Stats (20-point buy):
STR 9
DEX 12
CON 14
INT 16
WIS 12
CHA 12
A lot of you will already be looking askance at this choice of stats. But it will become apparent once we get further down the line. Overall this gives you a good starting point no matter what you're trying to do.
START AS A YOUNG CHARACTER (Ultimate Campaign, p.194)
“Youth is wasted on the young.” - George Bernard Shaw
Spoiler:
As a young character you have -2 STR, +2 DEX, -2 CON, and -2 WIS.
Since character traits represent your character's background before becoming an adventurer choose 1 starting trait for now.
For your Level 1 feat take Additional Traits (Advanced Player's Guide, p.150). This allows us to by-pass the Retraining restrictions later.
Now choose a Money Trait and a Knowledge-boosting trait with a focus on Arcana. The reason behind this will be explained soon.
(*****) NOTICE: If you can actually do the Beginner Box's adventure, Skeleton King's Crypt, as an NPC class introduction, you end up with: 116 gp in coins, 400 gp in diamonds, 300 gp in rubies, a +1 Longsword (2,315 gp), a regular longsword (15 gp), a mace (12 gp), a shortsword (10 gp), a warhammer (12 gp), a torch, and a potion of cure light wounds (50 gp). If you get rid of those you don't need a money trait, and it would actually provide a cross-over to becoming a Wizard.
Step 3. TRAITS
Our character is but the stamp on our souls of the free choices of good and evil we have made through life. - John C. Geikie
(**) Tactician (Combat): +1 trait bonus to Initiative; 1/day +2 trait bonus to attack rolls on AoO. [Ultimate Campaign, p.54]
(**) Arcane Temper (Magic): +1 on Concentration and +1 on Initiative. [Ultimate Campaign, p.56]
(**) Absalom Hotspur (Regional-Absalom): +1 trait bonus on Initiative checks and Knowledge (local checks). [Inner Sea Primer, p.4]
(*) Bloody-Minded (Combat): Requires CE alignment; gain +1 trait bonus on initiative and Intimidate checks. [Champions of Corruption, p.11]
(**) Inspired (Faith): Once per day (free action), roll twice and take the better result on a skill check or ability check. [Ultimate Campaign, p.55]
(**) Mystery Initiate (Faith): Once per day, reroll any Knowledge skill check. [Quests and Campaigns, p.19]
(**) Numerological Gift (Ru-Shi): Once per day, treat your roll as if you had rolled a natural 20 if you roll your totem number. [Blood of the Night, p.20]
(**) Artisan (Social): +2 trait bonus on a single Craft skill. [Ultimate Campaign, p.59]
(**) Bruising Intellect (Social): Use INT rather than CHA on Intimidate checks; Intimidate is a class skill. [Ultimate Campaign, p.59]
2) Money Traits
Spoiler:
(*****) Chosen Child (Po Li): Starting money increases by 900 gold pieces. [Dragon Empires Primer, p.16]
(****) Rich Parents (Social): Your starting cash increases to 900 gp. [Ultimate Campaign, p.61]
WARNING! A lot of GMs don't allow you to take this one. However, the quick early-game boost is undeniable.
(**) Child of Infamy (Council of Thieves): +1 Perform (act) which becomes a class skill; +300 gp starting gold. [Council of Thieves Player's Guide, pp.8-9]
(**) Get the Cargo Through (Serpent's Skull): +300 gp starting gold. [Serpent's Skull Player's Guide, p. 10]
These three traits are decent fallbacks, but clearly not as great...
(**) Brigand (Kingmaker): +100 gp; +1 to Bluff, Diplomacy. Intimidate, & Sense Motive when dealing with brigands, thieves, bandits, etc. [Kingmaker Player's Guide, p.10]
(**) Ustalavic Noble (Ustalav): +1 on Diplomacy and Knowledge (nobility); +100 gp starting gold. [Inner Sea Primer, p.22]
(**) On the Payroll (Carrion Crown): +150 gp starting gold. [Carrion Crown Player's Guide, p.12]
Only including this if your GM is a prick and you have to take the Adopted trait or Racial Heritage feat...
(***) Coin Hoarder (Dwarf): Starting gold increases to 500 gp. [Dwarves of Golarion, p.11]
3) Knowledge-boosting traits
Spoiler:
(****) Outlander - Lore Seeker (Rise of the Runelords): +1 bonus to Knowledge (arcana), which becomes a class skill. Pick three arcane spells and cast them at +1 CL and +1 DC [Advanced Player's Guide, p.331]
(***) Foster Child (Jade Regent): Gain +2 on any Knowledge skill and it becomes a class skill; +1 attack bonus against foes threatening Koya. [Jade Regent Player's Guide, p.12]
(***) Teacher's Pet (Carrion Crown): +2 bonus to any Knowledge skill, which becomes a class skill. [Carrion Crown Player's Guide, p.12]
(***) Secret Knowledge (Norgorber): Choose any Knowledge skill and gain a permanent +2 to it, and it becomes a class skill. [Inner Sea Gods, p.222]
(**) Arcane Depth (Nethys): Either a +1 on Spellcraft or +2 on Knowledge (arcana). However, neither skill becomes a class skill. [Inner Sea Gods, p.218]
(**) Azlant Fanatic (Human-Azlanti): +1 bonus to Knowledge (arcana) and Knowledge (history). One of these skills (your choice) becomes a class skill. [Taldor-Echoes of Glory, p.14]
(**) Mathematical Prodigy (Magic): +1 on Knowledge (arcana) and Knowledge (engineering). One of these becomes a class skill. [Ultimate Campaign, pp.57-58]
(**) Adaptive Magic (Reign of Winter): +1 on Knowledge (arcana) and Use Magic Device checks. Use Magic Device becomes a class skill. [People of the North, pp.30-31]
(**) Huldra's Luck (Land of the Linnorm Kings): 1/day +1 luck bonus on single saving throw, attack roll, or skill check. [People of the North, p.21]
(**) Empyreal Focus (Empyreal Lords): Once per day, grant any skill check a +2 trait bonus. [Faiths of Purity, p.21; Inner Sea Gods, p.219]
(*) Seeker of Brightness (Elf): +1 bonus on Knowledge (your choice) and on Perception checks. [Elves of Golarion, p.15]
(*) Half-Forgotten Secrets (Ajibachana): Gain a +1 trait bonus on checks with two Knowledge skills of your choice, and one of these skills becomes a class skill.
Note: Vetala-Born (Ajibachana) Damphirs are not that great. I'm just mentioning this trait for completeness sake. [Blood of the Night, p.21]
4) Other skills that might help:
Spoiler:
Knowledgeable Caster (Magic): +1 trait bonus on any Knowledge checks with chosen sorcerer bloodline; 1/day cast Divination spell at CL +1 [Ultimate Campaign, p.57]
5) DRAWBACKS
“Any negative trait, if known, becomes your ultimate trait. Unless you are Batman.” - Nikhil Sharda, Sans Destination
Spoiler:
Take a Drawback (if the GM allows it) to gain another trait.
Choose either Condescending, Paranoid, Power-Hungry, Pride, or Umbral Unmasking.
You might as well. After going through the Acadamae you're bound to pick up some mental baggage.
Now here's where I'm stuck. I would like to qualify for the Promethean Disciple discovery. How could I get that without having to resort to taking Alchemist or Investigator levels?
I was thinking Thuvian Alchemist.
To meet those requirements I could have a Possessed weapon and, if necessary, get a spell-like ability or change in race through an Infernal Contract, or have the devil use Imbue with Spell-like ability or Spellcasting Contract (Mother of Flies, p.67), or even gain a template through Bestow Curse. THAT'S NOT AT ISSUE!
Maybe even Craft Device could potentially allow to meet the requirement...
Was there a FAQ that says that a +1 arcane spellcasting class PRC actually makes it equivalent to obtaining Alchemist 6 equivalent?
You guys did have a FAQ about this a while back...
Spoiler:
Temporary Hit Points: Do temporary hit point from the same source stack?
No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects).
Although temporary hit points are not a "bonus," the principle still applies.
This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of
100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.
Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.
However, my group and I have run into a snag; I need your input.
What exactly do you mean by "source?"
Are we talking 1 divine source, 1 special abilities source, and 1 arcane source stack, in general?
Can a Trait be a source?
Is an individual Player class a source?
Are different arcane spells each considered a separate source, or does that invoke the Combining Magical Effects rule again (unless the spell says otherwise)?
For instance, would this work?
Level 20 Wizard
TRAIT = Soul Eater (10)
TRAIT = Sun-Blessed (20)
TRAIT = Divine Deceiver (30)
Lvl 2 = False Life (20)
Lvl 3 = Vampiric Touch (60)
Lvl 3 = Vampiric Hunger (120)
Lvl 4 = Death Knell Aura (8)
Lvl 5 = Feast on Fear (100)
Lvl 6 = Lash of the Astradaemon (10)
The description of this Ritual of Mortification's (Chronicle of the Righteous, p.46) abilities gained are a little vague. Does the character gain the Channel Energy ability 1/day or 3 + CHA mod. times per day?
"Toto, I have a feeling we're not in Kansas anymore." - Dorothy, The Wizard of Oz
With the publishing of Paizo's Reign of Winter Adventure Path we have been introduced to a connection with Earth through Baba Yaga’s Dancing Hut once again. Through the annals of Dungeons and Dragons we had to either use a portal located in the bowels of Castle Greyhawk, use the World Serpent Inn, use the Infinite Staircase from Planescape, use Dr. Why's Tardis rip-off, or have a spellcaster with the Teleport, Plane Shift or Gate spell. That got me thinking about how travelers from Earth would fare if thrown into Golarion (which would fall in the Oerthian parallel Material plane) or any other campaign setting for that matter which introduced magic.
As was explained to us in The Wizard's Three, from Dragon Magazine, none on Earth have ever actually cast a spell, neither do people from Earth have any spellcasting abilties. Though, technically, the D20 Modern system is supposed to be the effective handbook for Earth-based games, the problem is that a lot of abilities, skills, classes and prestige classes would become useless without bringing the Industrial Revolution to Oerth and turning it into DragonMech or Iron Kingdoms. Needless to say we have to establish some guidelines what happens to Earthlings in relation to the rest of the cosmology, as well as in regards to so-called "magical" spellcasting on Earth. This is a guide to making non-magical Earth characters work on Golarion.
II. Ground Rules
"Why do you people always question? Why ask why, when 'how' is so much more fun?" - Violator, Spawn (1997)
Law 1: Any spells from an Earthling, whether arcane, divine, or psionic in nature, have to come through the following: 1) an Outsider such as a deity, demon, devil, or other outsider; 2) a spirit; 3) any other
creature with innate spells, such as a symbiote.
Law 2: Spell-like and supernatural abilities are not available to Earthlings, unless acquired through a racial ability, a graft, symbiote/monster, or a template.
Axiom 1: Earthlings rely on extraordinary abilities, and class skills.
Axiom 2: If not in possession of extraordinary abilities an Earthling will solve problems through intelligence, wits, manipulation, science, teamwork and technology.
Axiom 3: An Earthling can avail himself of the abilities of animals, aberrations, constructs, magical beasts, outsiders, plants, symbiotes, undead, and vermin through coercion, negotiation, and/or taking them on as cohorts or pets.
Corollary 1: A feat can provide a supernatural or spell-like ability as long as it doesn't violate Laws 1 & 2.
Corollary 2: A feat can provide extraordinary or other abilities as long as it doesn't violate Laws 1 & 2.
Law 3: Spellcasting classes do not exist on Earth.
Corollary 1: Any abilities received from a spellcasting class acquired on a parallel Prime Material Plane, a demi-plane, Temporal Plane, Inner Plane, Outer Plane, Mirror Plane, Transitive Plane, Anomalous Plane
(like the Far Realm), Crystal Sphere, or similar plane of existence is still useable when returning to Earth.
Corollary 2: Spellcasting classes acquired on a parallel Prime Material Plane, a demi-plane, Temporal Plane, Inner Plane, Outer Plane, Mirror Plane, Transitive Plane, Anomalous Plane (like the Far Realm), Crystal Sphere, or similar plane of existence are not transferable to an apprentice/student while on Earth.
Corollary 3: Spellcasting and spell slots can only be acquired on Earth through a Pact Insidious or Pact Certain, or through a Miracle/Wish spell performed by a spellcaster who qualifies under Law 3, Corollary 1.
Law 4: An Earthling can acquire a Prestige class as long as it doesn't violate Laws 1 & 2.
Corollary 1: A prestige class which grants spells/spellcasting on Earth can not violate Laws 1 & 2.
Law 5: Any supernatural or spell-like ability acquired from a Class or Prestige class while on a parallel Prime Material Plane, a demi-plane, Temporal Plane, Inner Plane, Outer Plane, Mirror Plane, Transitive Plane, Anomalous Plane (like the Far Realm), Crystal Sphere, or similar plane of existence, becomes inactive while on Earth.
Corollary 1: Any supernatural or spell-like ability in a prestige class must already be possessed by an Earthling through a racial ability or through a template to remain active on Earth.
Law 6: Earthlings are not used to casting magical spells and the act is a physical strain.
Effect: This shows itself like the Mage's Curse from Dragonlance in that when a character casts a spell, s/he has to make a Fortitude save (DC 10+spell level) or be fatigued. Should the next Fort save on a spell cast fail, the character will be exhausted. A third fail on a Fort save while casting a spell will cause unconsciousness.
III. The How-to of Getting Power Boosts Early On
“Scotty, we need more power.” - Captain Kirk, Star Trek TOS
The biggest problem with nonmagical campaigns is that characters don't have a lot of things going for them in the beginning, and not being able to keep up with the power curve of the increasing monster challenge ratings. The following items can help quite a bit in giving your nonmagical characters that extra edge they need in order to take on arcanists, magical monsters, and overcoming the BBEG:
• Anti-feats
Anti-feats were introduced in Kingdoms of Kalamar, in the Villains Handbook, under a Wizards of the Coast license, and therefore could be included as viable D&D 3.X material. They work slightly different than Flaws in that 1) It takes two anti-feats to gain one bonus feat; 2) You can choose from a couple anti-feats at Level 1, but otherwise you have to roll percentile dice on a Table that's several pages long. However, the nice thing is that you can choose to push your luck, but you don't have to make the roll every level if you don't want to do so; 3) They reverse the bonuses and effects of the associated feat; 4) a feat and its associated anti-feat cancel each other out, so, for example, if you have Power Attack and you gain its anti-feat you just lost Power Attack and every successive feat that has Power Attack as its prerequisite. Therefore, anti-feats create a sort of randomness to the game with potentially fatal results to your character. There is a chance that the dice will steer your character towards a role that you didn't intend. Still, not everybody is a jack-of-all-trades and anti-feats are designed to show that in exchange for losing some potential you become better in what you specialize.
Resultingly, you can gain 10 additional feats by Level 20, gaining the first at Level 2 and gaining another every two levels thereafter. If you start as Level 0 characters (see Dungeon Master's Guide 3.0) you can gain your first bonus feat at Level 1.
• Flaws
Flaws, introduced in Unearthed Arcana, impose penalties and restrict character abilities. According to Unearthed Arcana you can only pick two flaws at Level 1, but the DM may allow you to take additional flaws after Level 1 based on role-playing. If your DM starts at Level 0 you might be able to take Flaws earlier. I prefer to give a flaw at Level 0 and another at Level 1 - then giving a bonus feat at Level 2 using Anti-feats. It makes my players feel like they're getting rewarded for managing to survive. Dragon Magazine provides flaws outside of Unearthed Arcana which expand the amount of limitations on characters.
• Taint
Introduced in Heroes of Horror, a character can gain a bonus feat when reaching moderate taint, and again when reaching severe taint. Of course, when the taint level falls below the specified level it renders that bonus feat inoperative. Moderate taint is manifested when the character gains enough points of corruption and depravity. For example, a character with CON 10 and WIS 10 would require 6 points of corruption before manifesting a physical symptom, and 6 points of depravity before manifesting a mental symptom, for a total of 12 points of taint to get a bonus feat. My personal favorites of mild taint are Palsy and Skin Sloughs for mild taint. One you can hide by saying that you drink too much coffee, whereas the other is like taking a hint from Austin Powers: Goldmember. Once you get Uncontrollable seizures it's like playing Julius Ceasar - he suffered from seizures, you know. With thick skin it's like when you've had a really bad sunburn or built up too much of a callus. Phobias are the best when it comes to manifesting depravity. It doesn't say what you will be afraid of, so you can come up with some weird stuff and have fun, or your DM chooses it and makes it more gritty.
How to gain taint:
Characters typically acquire 1 to 3 points of taint from mere exposure to evil, with an additional point of taint for every 24 hours of prolonged exposure (Heroes of Horror). However, doing that too many times will not only get old very quickly, but make your players either ticked off or want to avoid encounters as much as possible. Only use it in conjunction with certain creatures and exposing them to some really screwed up stuff. Otherwise, the quickest way would be to drop some Blood Rock into the game. Five pounds of blood rock can fill a 5-foot square, but must remain for 48 hours before it will affect the area. Once it does though, it doubles the threat range of an attack (but doesn't stack with Improved Critical, keen edge, or the Keen weapon property) and raises your taint score by 1 point for each critical hit while standing on the patch of blood rock (Fort DC 25). The easiest way is to have your players fight Taint Elementals.
Surge of Malevolence [Taint]: +3, +6 or +9 bonus on a single attack, save or check. Taint-based feats are dangerous but offer a lot of reward for proper application.
• Commander Auras
Commander Auras were introduced in Heroes of Battle. The quickest way to gain Commander Auras is to gain a commission from a ruler with a one-time award of recognition points that reflect that your group are adventurous civilians. Otherwise, you can turn your adventuring band into a mercenary company or the local milita and make sure you get into a lot of battles to gain Recognition points. Otherwise, have your group hire a mid- to high-level NPC and have him/her put your characters through Elite Training to accumulate 3 to 5 recognition points per training regimen similar to undergoing Officer Candidate School or Airborne, Ranger, Green Beret, Navy Seal, Spetznaz, or similar training. Each time you gain Recognition Points you then divide those points evenly between decoration and promotion points.
Any character with a rank higher than Private (Rank 0) has a commander rating, but since most games will only have a small amount of players you'll probably only have one player with a Commander Rating of 1 and 10 Promotion Points from the get-go. A Commander Rank 2 requires a total of 6 members in the group and 25 Promotion Points. To accomplish that you have to hire some mercenaries (see Arms and Equipment Guide). If the group is willing to pool their money for the initial hiring, then you might actually pull that off because their daily wage is only 2 silver pieces each. To pull of a Commander Rank 3 requires having 15 members in the group and a Promotion Point score of 75. If you decide to use mercenaries that would require a 315 gp investment from the start, or waiting until Level 6 to take the Leadership feat and obtaining a Leadership score of 14. In a worst case scenario that would require having an Aristocrat to provide financing. Every Commander Rating of 4 and above requires having the Leadership feat or being assigned to a military unit like the Order of Rekkenmark from Eberron, or as part of a campaign.
Unless otherwise noted, a commander aura provides its benefit only to allies with an Intelligence score of 3 or higher within 30 feet of the commander. Characters can benefit from more than one commander aura simultaneously. Commander aura benefits never stack. Commander auras do not provide any benefit to characters whose commander rating is equal to or higher than the commander who has the aura. Thus, a commander can’t ever benefit directly from his own commander aura. Each time the character’s rank improves, he can either keep his current commander aura or replace it with any other commander aura for which he qualifies. No character can ever have more than one commander aura unless specifically allowed (such as by a prestige class feature).
Animal Commander (Heroes of Battle, p.76)
Prerequisites: Commander rating 1, any neutral alignment, wild empathy class feature.
Benefit: +2 morale bonus on saving throws to animal and magical beast allies (INT score 1+) within 30 feet of you.
Verdict: Unless you're using a Generic Expert this aura is designed for Rangers. You'll get the most bang out of this aura with the Wild Cohort feat. Assuming that a Wild Cohort can take Wild Cohort, have a warbeast riding dog or warbeast wolf (which has 3 HD) which gives it a feat, so it selects Wild Cohort to gain a 2 HD companion. Since it has 3 HD, your Wild Cohort's Wild Cohort gains a bonus HD, thus giving it a feat with which to take Wild Cohort. Repeat until you have 120 wild cohorts to fill up the 30-foot radius around you.
Archery Commander (Heroes of Battle, p.76)
Prerequisites: Commander rating 2, any chaotic alignment, Point Blank Shot.
Benefit: +1 morale bonus on ranged attacks and +1 save DC of any volley of arrows for all allies within 30 feet.
Verdict: It takes 10 bow or sling wielders to pull off a volley of arrows. Unless every member of the group has a bow or sling, and your group focuses on ranged combat and sniping, you really don't need this.
Bloodthirsty Commander (Heroes of Battle, p.76)
Prerequisite: Commander rating 3, any evil alignment.
Benefit: +1 morale bonus on damage rolls against wounded creatures for all allies within 30 feet of you.
Verdict: Extra damage is nice, but there are four problems: 1) Your allies need to be able to hit; 2) the target/s need to be already wounded; 3) You need to be evil; and 4) You need 15 guys in your entourage to gain Commander Rating 3. That overall does not make this aura worth having.
Deathslayer Commander
Prerequisites: Commander rating 2, any good alignment, ability to turn undead.
Benefit: Your living allies within 30 feet of you deal an extra 1d6 points of melee damage as a morale bonus against undead.
Verdict: Rather situational in its usefulness in that you don't always fight undead, unless the campaign revolves around killing them on a very regular basis. Then that's up to 36 to 72 extra points of extra damage, depending on the size of the group, and extra damage is always cool.
Defensive Commander
Prerequisites: Commander rating 2, lawful good alignment.
Benefit: Give a +1 morale bonus to Armor Class to all allies within 30 feet of you.
Verdict: Higher AC means less of a chance to get hit, which means less money needed to be spent on healing items or needing downtime for natural healing.
Doublestrike Commander
Prerequisites: Commander rating 5, chaotic good alignment.
Benefit: On a natural 20 with a melee attack an ally can immediately make another melee attack with the same weapon or natural attack, using the same attack bonus. Range: 30 feet radius.
Verdict: Unless you have a group of 5 Aristocrats who can pool 2,100 gp this is not going to happen from the start. Consequently, this is for mid-level gaming. That set aside it's always nice to increase your action economy and being able to get more attacks means dealing more damage as well. If this perk would extend to all critical hit ranges this aura would be awesome.
Dwarf Commander
Prerequisites: Commander rating 3, dwarf, lawful good alignment.
Benefit: Dwarf allies within 30 feet gain a +2 morale bonus to Armor Class, or a +4 morale bonus to AC against giants.
Verdict: Unless your entire group plays dwarves this aura is useless.
Elf Commander
Prerequisites: Commander rating 3, elf, chaotic good alignment.
Benefit: Elf allies within 30 feet of you gain a +2 morale bonus on saving throws.
Verdict: Same as Dwarf Commander, only for elves. This one doesn't even give an AC bonus, which makes it not as desirable.
Feral Commander
Prerequisites: Commander rating 3, any neutral alignment, Handle Animal 5 ranks.
Benefit: Animal and magical beast allies within 30 feet of you gain a +2 morale bonus on attack rolls.
This aura affects allies with Intelligence scores of 1 or higher.
Verdict: Like Animal Commander, you'll get the most bang for your buck using the Wild Cohort feat. This one is even better because it actually boosts their attack bonus rather than their saving throws.
Giant-Killer Commander
Prerequisite: Commander rating 2, Small or smaller size, any good alignment.
Benefit: Allies within 30 feet of you gain a +2 morale bonus on melee attacks against creatures at least two size categories larger than they are.
Verdict: Unless you have a bunch of Halflings, Gnomes, or Kobolds in your group, and you're fighting Giants on a regular basis, this will be a pass despite the bonus to melee attacks.
Goblinoid Commander
Prerequisites: Commander rating 3, goblinoid, lawful evil alignment.
Benefit: Goblinoid allies within 30 feet of you gain a +2 morale bonus on melee attack rolls.
Verdict: Same as Dwarf Commander, only for bugbears, goblins, and hobgoblins. Unless it's an evil campaign, don't bother looking at this.
Healing Commander
Prerequisites: Commander rating 3, any good alignment.
Benefit: Whenever you use a spell or effect to heal damage taken by an ally, you can attempt a rally check as a free action to improve that ally’s morale.
Verdict: There are plenty of nonmagical healing effects that would allow you to pull this off. Any additional chance to get your ally Heartened or Normal keeps him/her from running away.
Maneuvering Commander
Prerequisite: Commander rating 2, chaotic good alignment.
Benefit: Any ally who starts her turn within 30 feet of you and moves at least 10 feet gains a +2 morale bonus on the next melee attack roll she makes during her turn.
Verdict: Bonuses to attacks are nice. This aura works especially well if you have a bunch of Scouts or other allies with the Skirmish ability.
Melee Commander
Prerequisite: Commander rating 3, any lawful alignment, BAB +2 or higher.
Benefit: Allies within 30 feet of you gain a +1 morale bonus on melee attack rolls.
Bonuses to attacks are always nice. There's a potential of up to 120 extra damage depending on how many subordinates you have.
Mobile Commander
Prerequisite: Commander rating 3, any chaotic alignment
Benefit: Any ally who begins his turn within 30 feet of you gains a 5-foot bonus to his speed. This benefit is considered a morale bonus.
Verdict: This aura works particularly well if your allies use reach weapons. This is a good boost for those who have the skirmish ability. Otherwise, an additional 8 miles of daily travel is pretty nice to go places.
Necromantic Commander
Your unliving allies battle the living with exceptional fervor.
Prerequisite: Commander rating 2, any evil alignment, ability to command or rebuke undead.
Benefit: Undead allies within 30 feet of you that have an Intelligence score of 1 or higher deal an extra 1d6 points of damage on melee attacks made against living creatures. This benefit is considered a morale bonus.
Verdict: The evil alignment and command/rebuke ability is a buzz-kill for this aura, because there are alchemical ways to create undead.
Opportunistic Commander
Prerequisites: Commander rating 1, any chaotic alignment
Benefit: Allies within 30 feet of you deal an extra 1d6 points of damage on any successful attack of opportunity. This benefit is considered a morale bonus.
Verdict: If you build your character around Robilar's Gambit this aura can make a quick end to most foes. If you can surround your opponent that's up to 36 extra points of damage.
Orc Commander
Prerequisites: Commander rating 3, orc, chaotic evil alignment.
Benefit: Orc allies within 30 feet of you deal an extra 1d6 points of damage on melee attacks. This benefit is considered a morale bonus.
Verdict: Same as Dwarf Commander, only for orcs.
Orderly Commander
Prerequisites: Commander rating 2, any lawful alignment
Benefit: Any ally rallied by you gains a 10-foot bonus to its speed for 1 round. This benefit is considered a morale bonus.
Verdict: Mobile Commander is better in that it is less cirumstantial.
Protective Commander
Prerequisites: Commander rating 1, any lawful alignment
Benefits: Allies within 30 feet of you gain a +1 morale bonus on saving throws.
Verdict: At least some way to bolster your troops against fear effects, poison, traps, and spells but it could be better.
Pursuing Commander
Prerequisites: Commander rating 2, lawful evil alignment
Benefist: Allies within 30 feet of you deal an extra 1d6 points of damage against foes who are frightened or panicked. This benefit is considered a morale bonus.
Verdict: The lawful evil alignment is a bummer because it would have good potential with a demoralization fighter.
Reckless Commander
Prerequisite: Commander rating 2, chaotic evil alignment
Benefits: Any ally who begins her turn within 30 feet of you deals an extra 1d6 points of damage on the next charge attack she makes during her turn. This benefit is considered a morale bonus.
Verdict: Chaotic evil alignment sucks, and unless you know what your doing with a charging horde you better not use this. Weapons set against charging hurt.
Runt-Squasher Commander
Prerequisites: Commander rating 2, Large or larger size, any evil alignment.
Benefit: Allies within 30 feet of you gain a +2 morale bonus on attacks made against foes at least one size category smaller than they are.
Verdict: Unless you play a half-giant or other large race this won't be that useful.
Sneaky Commander
Prerequisites: Commander rating 5, chaotic evil alignment, sneak attack ability
Benefit: Allies within 30 feet of you deal an extra 1d6 points of damage against foes that they flank. This benefit is considered a morale bonus.
Verdict: Chaotic evil alignment sucks; Commander rating 5 sucks even more. Who says you've got to be evil to surround opponents?
Steadfast Commander
Prerequisites: Commander rating 5, lawful good alignment
Benefit: Allies within 30 feet of you gain a +2 morale bonus to Armor Class against foes who move at least 5 feet before attacking.
Verdict: Additional AC is always nice but a Commander Rating of 5 is almost impossible to achieve at the beginning. This is for a mid-level game.
Tyrannical Commander
Prerequisites: Commander rating 5, lawful evil alignment, Intimidate 5 ranks
Benefit: Allies within 30 feet of you gain a +5 morale bonus on morale checks but automatically become panicked if they fail a morale check.
Verdict: Lawful evil alignment stinks and so does Commander Rating 5. The morale bonus is high enough but the fact that your allies become panicked on a fail is detrimental to a fight.
• Action Points & Hero Points
ACTION POINTS
Character Action Point
Level Maximum
1st 5
2nd-3rd 6
4th-5th 7
6th-7th 8
8th-9th 9
10th-11th 10
12th-13th 11
14th-15th 12
16th-17th 13
18th-19th 14
20th 15
Character Action Point
Level Dice (d6) Rolled
lst-7th 1
8th-14th 2
15th-20th 3
You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use. If your character level is 8th or higher, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, for example, you can roll 3d6 and take the best result of the three. So, if you rolled 1,2, and 4, you would apply the 4 to your d20 roll.
You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can't use an action point on a skill check or ability check when you are taking 10 or taking 20 (Eberron Campaign Setting).
SPECIAL ACTIONS
Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below.
Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape.
Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you're already dead.
ACTION BOOST (Eberron Campaign Setting p.47)
You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point to alter the result of an attack roll, a skill check, an ability check, a level check, or a saving throw, you roll d8s instead of d6s and add the result to the d20 roll.
ACTION SURGE (Eberron Campaign Setting p.48)
By spending 2 action points, you can perform an additional action in a round.
Prerequisite: Base attack bonus +3.
Benefit: You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.
HEROIC SPIRIT (Eberron Campaign Setting p.55)
You have a larger reservoir of luck than the average hero.
Benefit: Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
Normal: Without this feat, player characters receive and are limited to action points equal to 5 + 1/2 their character level at each new level they attain.
Special: NPCs normally do not have action points. By taking this feat, an NPC gains and can use 3 action points every level.
HEROIC COMPANION (Magic of Eberron, p.48)
Your luck extends to your companion creature.
Prerequisite: Companion creature, such as an animal companion, familiar, special mount, or homunculus.
Benefit: Your animal companion, special mount, homunculus, or other companion creature can draw from your pool of action points when resolving a roll. (Cohorts and followers cannot benefit from this feat.) You and your companion creature can each draw a maximum of 1 action point per round from your pool of action points. You also gain 1 extra action point each time you attain a level.
HERO POINTS
Introduced in Pathfinder's Advanced Player's Guide.
If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Antiheroes: A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1st level. The option to allow such antiheroes in the game is subject to GM discretion.
Using Hero Points
Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to gain another use of a special ability that is otherwise limited. This should only be used on abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
• Worshipping Elder Evils
Want to pick up free vile feats? Have your character pledge allegiance to an elder evil and worship it.Consequently, you gain a free feat at Levels 1, 5, 10, 15, and 20. You got to be evil though to use vile feats, so I generally go for the Lawful Evil types although a lot of these seem more chaotically aligned.
When it comes to choosing Elder Evils it really comes down to what will least gross you out. In the Forgotten Realms there's Ityak-Ortheel, commonly called the Elf Eater, because who cares about elves anyway? After all, they have the Eldreth Veluuthra which hate humans. Otherwise there's Kezef the Chaos Hound who hunts and eats the souls of followers of Gods. So just make sure that you become a Lich, Demi-lich, or a Devourer and you'll do fine. Then there's Dendar the Night Serpent, a giant snake that spews out nightmares and wants to eat the sun and bring eternal darkness and destruction to Faerun. Feasting and spewing out nightmares; when does that get fun?
The supplement Elder Evils provides the following badies: Hulks of Zoretha, the Leviathan, Ragnorra, Sertrous, and the Worm Who Walks (all of which can also be easily introduced into Eberron and Faerun). If you are out to commit genocide and xenocide on an entire planet then go with the Hulks of Zoretha, if you want to turn a planet into Waterworld then choose the Leviathan. Want to turn everybody into ghastly aberrant hybrids (sort of like Slither without all the worms) and have the world covered in vermin? Choose Ragnorra. If you want to bring a slain demon lord back to life and have him reclaim his realm, then choose Sertrous. If you want to release Kyuss, and basically do the Age of Worms Campaign which sets into motion the last age of Mankind, then choose the Worm that Walks. Of course, there's a chance you might create a black hole that destroys the planet.
BoVD prestige classes are thus much easier to achieve with 5 extra feats from worshipping an Elder Evil. Likewise, the Dark Speech series of feats can be acquired with relative ease. Insane Defiance is cool in its own right just for making the character capable of redirecting mind-affecting spells for 1 point of Wisdom damage to somebody else as an immediate action. That target then takes -4 to his Will save. Rather harsh to have to become evil for a decent feat against Enchanters and Illusionists.
Note: Only intelligent characters of an evil alignment can use vile feats. Vile feats are granted to characters at the behest of a powerful evil agency — a god, a demon, or something similar. As such, vile feats are supernatural abilities rather than extraordinary abilities (Book of Vile Darkness, p.47).
Reading through my Pathfinder books I got to pondering: we have the Rahadoum region that has healing without magic, we have a weird gold dragon playing eugenicist on the island of Hermea, we have starmetal and crashed spaceship technology from Numeria, and we have firearms from Alkenstar in the Mana Wastes. It looks like we have the prototypical seeds for a non-magical society/campaign here for a Kingmaker-like brainstorm, though we don't necessarily have to put it in the Mana Wastes....
All this stuff is pretty nice but it's still rather hard to pulling off any kind of character that doesn't rely on magic and could survive in the world of Golarion. So then I got to thinking, well we have grafts which are considered non-magical items, and the "spells" to attach grafts could probably be replicated by Alchemists and Artificers with some tweaking. But, these kind of things are expensive and pretty much mid-level to high-level. Even symbionts and their abilities come with high price tab, but I was like "now there's a great idea for getting bio-weapons and bio-armor to stay on par with the magic item wielders." Such characters would probably not start getting viable until Level 6+. But there are already plenty of posts out there about symbionts, feat tricks, prestige classes, and certain alchemical items that could get this off to a rough start.
So I got to thinking, well symbionts are "monsters," so what other monsters are out there that could potentially be domesticated or used at small to minimum risk to allow for a society to use them to raise the standard of living?
So here are some ideas I've had so far:
1. Elementals
Elementals are a good source for grafts which is great for the adventurer economy. Also, Fire Elementals, especially, could be used to keep large parts of the region warm during certain seasons or to power furnaces (Example: Neverwinter - the fire elementals warm the river which keeps a large strip, including the city itself, free of snow.) Mephits could be used to power fireplaces. Earth elementals could be used for mining. Air elementals could power windmills. Storm elementals could be used to power vehicles and help in the research of minor electrical gadgets. Water elementals could be used to power watermills, assist in the creation of water vortex power plants, and to aerate water in general.
Problem: Finding a diplomatic means for getting them to do it and acquiring the elementals in the first place. Very tricky to say the least.
2. Vermin
Giant Bees and Giant Wasps can be used for large honey, royal jelly, and wax quantities. Monstrous spiders could be a source for spidersilk armor. Other vermin are not only useable for mounts, but for poison harvesting in general. Those with hard exoskeletons can be used for chitin armor. This opens up Poison Healer builds and an economy of vermin keepers and vermin trainers, nevermind the obvious black market economy. One way of getting high CR cannon fodder with a high Handle Animal check to whittle away at that big monster terrorizing the village.
Problem: Finding the vermin; training the vermin; not getting eaten or poisoned
3. Skinkite
This creature multiplies by absorbing and tearing off sections of skin. Useable to prepare a humanoid for getting a skin graft without having a Vivisectionist alchemist that specializes in skinning people.
Problem: Undead critter that could become a rapidly multiplying plague.
4. Gelatinous Cube
This ooze is great at swallowing up organic material such as plants, refuse, carrion, and even living creatures (and other kinds of evidence and witnesses). As such, build a hole of stone and metal, drop it in, and use it to get rid of garbage. This should cut down the cost of building sewers. Can't remember if they split when struck by a piercing or slashing weapon, but they do multiply if they get big enough from having absorbed enough food. Luckily they shrink if not fed for 6 months.
Problem: They can get big rather quickly, and as such a transportation team will require a metal or stone containment unit; getting dissolved while culling the numbers.
5. Bag of Devouring
These things are actually considered creatures even though they are listed as cursed items. So, use them to get rid of every kind of garbage that an ooze can't (including evidence and witnesses).
Problem: They're hard to find.
6. Resplendent Cloaker
AD&D critter that was upgraded to D&D 3.5. Unlike other cloakers it feeds by healing and uses color spray. It also draws attention by having a shimmering appearance. For those snappy dresssers that need to look great for those gala balls where you need to make an impression. However, at 100 pounds it's only for strapping lads and lasses, otherwise it would be great for adventurers and hospitals as a source of healing.
Problem: Ravenloft critter; could only be acquired through the World Serpent Inn, or having some sort of cursed...cloaker experiment... thingy...
7. Peltast
This symbiont can make itself look like any small leather item, so it can easily hide in plain sight as a belt, bracer, glove, etc. It requires little sustenance, needing to deal only 1 hp of damage to its host each day to sustain itself. Should its host become poisoned, it can neutralize the venom, keeping its host healthy. Since they are of Neutral alignment, they don't cause a problem like gutworms. But the Greater Peltasts have a Monster Summoning ability that they will use if they don't get fed blood.
Problem: Forgotten Realms critter (found in the sewers of Waterdeep); can only be acquired through the World Serpent Inn; when immersed in water, peltasts release waste byproducts, which stain and foul any water. So they can quickly turn things nasty and smelly. But if a poison healer wants to drink that swill, s/he can...
8. Carapace
An aggressive, mobile fungus that grows in the Underdark. Once it snatches its "victim" it turns into a protective horn-like shell on the skin. The host becomes immune to fire, poisons, mind-affecting spells and psionic attacks. Gives you Fast Healing 1 at the cost of 1 Constitution.
Problem: AD&D creature that needs upgrading to D&D 3.5; irreversably turns you Neutrally aligned (LN, N, or CN) (but I guess that could help when using Fiendish grafts and gutworms, etc.); lose 1 Constitution permanently; eats your bones and becomes an exeskeleton.
9. Deepspawn
Nasty aberration that can spawn any critter it has consumed. Useable for many economic aspects as well as power-leveling. Feed it hunting animals (deer, elk, boar, etc.) for sports hunting tourism, feed it livestock for a regular source of breeding stock and agricultural products, feed it hairy critters (mammoths, foxes, beavers, wolves, etc.) to harvest pelts, feed it rare critters (wyrmlings, etc.) for exotic materials and hides. No end to the possibilities.
Problem: Forgotten Realms-based monster; could only be acquired through the use of the World Serpent Inn or getting a Teleporting Wizard to get it for you (they go for 50,000 gp in Skullport); feeding it without becoming food yourself; chaotic evil critter trying to conquer the region with its offspring and spawn.
10. Power Symbiont
A critter that looks like a brown fungus but has the ability to reflect magic spells back at the source when caught even in an area spell. Also detects magic auras within 20 feet. Great for those later levels where you have to stand up to a BBEG spellcaster and if you don't have evasion, but can be rather broken.
Problem: Spelljammer critter in need of a 3.5 upgrade; actively seeks out and consumes magic items (expect player hating); very rare to find
11. Tween
An incorporeal outsider from the Ethereal plane. This little beauty is really a two edged sword. Their symbiotic relationship ends only if one or the other is killed. They feed off luck and whatever else they can find. Their useful power stems from the fact that they can see several seconds into the future and communicate this to their host. This allows all dice rolls by your PC to be made twice with the most useful being used and the lesser discarded.
Problem: All others within 50' are forced to make two dice rolls also and they have to take the worse roll. This can force your friends or foes into lethal failures of luck, potentially resulting in Total Party Wipe. Only for lone heroes.
Lets see if we can add more to this list to create a nice picture of a non-magical society/region that can stand up to those with magic. Lets limit ourselves to critters that have extraordinary and supernatural abilities. If a critter has magical or psionic abilities it should come at a detriment to the wielder (like symbionts), but preferably no spell-like abilities or spells at all. Any non-magical feat tricks, alchemical items, and specialized gear, etc. are also welcome.