This thread is wonderful. Just built a chosen one paladin of Lymnieris: it seemed thematically appropriate. He concerns Himself with rites of passage and chosen one's are just coming of age, He also aids good-hearted virgins. She has a hare for her familiar, since it's Lymnieris' sacred animal and also a pretty good familiar. Chosen Ones seem to be unique among paladins in that they didn't choose to be a paladin, they didn't choose to have a bond with their God; their God (or Lord) chose them and they're kinda just going along with it. It would be interesting to have a Chosen One and a vanilla paladin of the same god in the same party, the potential role-play would be delicious.
I like your communal binder idea and I'm probably going to borrow aspects of it. Everyone in my group is on Facebook (and we're all friends) so I created a closed/hidden group and added them to it. Every week after game I look through my notes, post an abridged version of them to the group, and update the party inventory. I pinned our party inventory so that it's the first thing which comes up on the page. We also have a group chat on Facebook, which we use to relay information. Having extra hardcopies is particularly nice for something which comes up later in the campaign, because you might want to be able to reference and annotate quickly.
I hope they anticipated it, even without one of the better FCBs, halflings make good mediums because of their dexterity and charisma. My thoughts are as follows: halflings have a negative to strength and mediums are tight for feats. Buying a 12 strength, for a halfling, costs the same as buying a 14 constitution and if you plan on getting into melee you'll want that constitution more. Finessed estocs/wakizashi might work better, simply because of the likelihood of low strength. Here be more important (but not as directly related to the question) information. While there is a trait which can grant weapon proficiency it's also important to note that it's never stated that their temporary weapon proficiency does not grant them to ability to take related feats (whereas it is stated that their temporary arcane/divine spells don't count for feats and such: whereas the iconic builds on a weapon he's not proficient with). Therefore, a medium can have weapon focus (sling staff) without having true/permanent proficiency with it.
You also don't get floating feats from the champion at 11; they grant floaters with their supreme, which doesn't come online until 17th– Carrion Crown ends around 16th level. I'm currently playing a ranged focused medium in Carrion Crown (we're in Wake of the Watcher: currently level 10s): she can have up five attacks in a round (w/champion, rapid shot, and haste) but she would still lag behind for damage compared to the paladin and the swashbuckler. Ranged takes a long time to get up online and doesn't offer much room for taking 'fun' feats, or other useful feats. There's also the fact that ranged doesn't play well with many of their powers because many of the powers assume you're melee or otherwise within touch range/adjacent to your target. A melee focused medium is a good way to go, for combat, alternatively grabbing a level in fighter can do wonders for a medium- and if you take the lore warden archetype (for your fighter dip) you keep the same number of skills/level while gaining all knowledges as class skills.
Agreed with PossibleCabbage: there's a reason why they removed the dual-channeling aspect of the medium between the play-test and the finalized class. Pulling two spirits, or more, is too powerful. I just wish they'd looked more at the finalized class. One of the biggest problems I see for going caster focused with the medium, at low levels at least, is how lackluster the archmage is even with the Nexian archetype. Mediums have a low progression of spells per day and an equally slow progression of spells known. My recommendation would be to stick with the champion for the first couple levels, then switch to a caster focus if you still want to.
Das Demonica wrote:
Sorry, I forgot that the guardian's intermediate power is better than their greater power. Put the guardian's greater power in the position of the lesser power, add in limited lay on hands as the intermediate, and move the DR to the greater position.
Remove favored locations, give them 6+int skills/level and all the knowledges as class skills, then switch out the lesser powers of the guardian and champion. You can't build on impermanent proficiencies (despite what the Iconic does), and almost no one is going to spend money on armor/weapons that they can't always use efficiently. They'll want those skills if they want to be the trickster, especially since the trickster's edge only applies ('additional ranks') to skills with purchased ranks. For guardian, replace their lesser power with their intermediate, then take their newly opened slot and give them a form of swift action lay on hands (like a paladin): that way they can protect others, take the damage, and still heal themselves. For champion, replace their lesser power with weapon focus with auto-upgrades. At 6th give them weapon specialization; at 12th give them weapon focus greater. But only for the weapon they've chosen. Then, look at fixing marshal and archmage. Channeling a lesser spirit or taking a taboo does nothing to aide their influence mongering as both only effect surges, not powers. Applying the effect of taboos and lower channeling cost may help, but will not be a permanent fix as it would prevent characters from using those spirits to their fullest potential. Perhaps switch influence over to using 3+ charisma modifier as the maximum before possession, this would encourage a higher charisma– offering more incentive to actually invest in the caster stat, providing a slight scaling aspect, and encouraging charisma as 'force of personality.' Keep the influence penalty at the half-way, if possible: keep propitiation. Additionally, introduce a house feat to further increase the influence they can accrue; increased influence, permanently adds two (2) points of influence to the maximum a medium can take before becoming possessed. Note that this could also be used by any Medium focusing on other spirits, but considering how little spirit surge adds (and how more surges can also be acquired), the fact that it still opens the Medium up to possession, and given that it's still limited: it shouldn't be that much of a problem, and it would immensely boost the abilities of the influence hungry spirits without overpowering them. All that being said, testing a modified (and optimized) Medium before implementing these suggestions is a good idea. These suggestions are based on my observations playing a fairly optimized party role hole filling medium, and should be taken with a pinch of grave salt.
A symbiotic Jekyll/Hyde sort of medium/spiritualist hybrid would be awesome. A possession focused character would be interesting. Combining the spirit abilities of the medium with the spiritualist's spirit to make a symbiotic Jekyll/Hyde character with an influence counter would be interesting. It be great if they started off mid influence, like the reanimated medium archetype, and if they gained/lost abilities as one exerted more influence over the other.
Woodoodoo wrote:
Yes! When I first heard about this feat, I was like "this is wonderful for mediums." Except for the lack of feats, but it's not that far of a stretch considering most of their feats (reasonably) should be spent on increasing their combat prowess. It's just surviving to get those feats which is a problem. If I didn't know the campaign I'm in would be headed underwater, I would've asked to retrain to slings. As it is, I'm still considering it because of the benefits it would provide over her crossbow.
68. A permanent portable mage's mansion: if you can make it work and you can afford it, do it. Being able to have a movable mansion is a huge boon for adventurer's who are constantly on the move. 69. A masterwork musical instrument: people, and occasionally animals, tend to like music. While bards are great at using their performances to change peoples' minds, a non-bard can use music to integrate themselves with a community or to lift the spirits of other weary travelers. 70. A book of signatures: could be used for divination, even better if you get a bit of blood too. Useful for forging signatures too. 71. A locket: again, divination, just stick a lock of hair in there and you're good to go. 72. Handkerchief: same thing, divination. 73. A journal: use it to record your character's hopes and dreams before the GM crushes them. 74. Code-speech, particularly signing. Not really an object, more of an idea, and it may cost a skill point; however, being able to silently signal to your companions that someone's lying to them is a big thing. Also, SWAT tactics in dungeon crawls. 75. Net with bells on it. Drape it over your stuff, spread it across an open threshold, to alert yourself in a slightly more conspicuous way than a simple strand and bells. Or use it to train the rogue to be a better pickpocket. Better yet, use it to snare the rogue so they can't sneak away, or so that you can always find them. Silly rogues, nothing good /ever/ comes from sneaking. 76. An exotic saddle/large backpack: useful for carrying small party members around in if they don't have a mount. It also helps them for climb checks and possibly swim checks too. 77. A bucket. It can carry water and douse fires, drench people, or rehydrate people and animals alike. But wait, there's more! A bucket of crap makes for an even better time when thrown on someone, as does a bucket of piss. Use it like a basket to collect flowers or nuts or something equally annoying. Buckets also generally float, except when weighted. If it's a large bucket, incorporate it (and water) into your tort- interrogation tactics. A bucket of sand can douse fires better than a bucket of water. 78. A quarterstaff with a bunch of coppers/bits of metal attached. It would count as a weapon and (arguably) a lagerphone/percussive instrument. Who doesn't love two for one deals? For about the same price as a regular instrument too. 79. A handful of pebbles. Useful as sling ammo (at a negative), but also useful for casting light on. They can also be used to help determine depth or danger, or arranged to mark paths. They're free and usually readily available. 80. Chalk. Use it to draw, with all the obvious benefits, as a spell component, or grind it up and use it as poor people's glitter dust. With softer chalk, apply to hands to facilitate grip. Or blow it in people's face to make them choke and sneeze. Chalk, flour's inferior cousin.
Name: Isana Hafwen
Broken Moon, Gory Details: All through Feldgrau Kendra (Isana's party replacement and once lover) and Sir Aurok (party paladin, Isana's best friend, harborer of guilt for a 'failed' promise to her) were haunted with images of Isana in the mists, as was the party's new member. And in a confrontation with another former party member (who'd gone completely insane and was later killed) it was mentioned that Isana had visited. Nothing was thought of this, as the town was clearly haunted. While examining the vivisected animals in Vrood's tower, Kendra discovered a particularly familiar looking painting. When she looked at the corresponding table, she found Isana's undead and twitching corpse autopsied upon it. Her corpse's reconstruction and reanimation, and subsequent desecration, were a 'gift' from 'A' meant to torture the PCs'. More than that however, as she was effected by a contingency spell such that she returned to life when Vrood died. Sir Aurok was able to save her though. Unfortunately, this proved too much for Kendra and she left the party for Caliphas, intending on garnering favor with the Esoteric Order.
Exceedingly cruel; although, there's a flaw which /may/ save the players. If they do research and learn that the Splatterman wrote his/her victim's names in blood before killing them then they may be able to avoid destroying Vesorianna.
I'm currently playing Carrion Crown, although we're in Broken moon, and we're bringing in a medium at the end of this chapter so I've been acquainting myself with the class.
I'd go with reanimated medium for your archetype. You're harder to kill. A little bit... staggered, but it's decent enough and it offers an opportunity for role-play.
Dead thread, but useful for me and my halfling medium (level eight, she has a modifier of twenty to her linguistics, without any traits or modifiers from her spirits). Useful for others who in the future wish to be obnoxiously good at linguistics. Druidic decoder is another linguistics feat which hasn't been mentioned, it's paizo legal too. It gives a +5 on decoding druidic writings and allows non-druids to learn druidic as a bonus language after plunking ten points into linguistics. Which is wonderful if you're stubborn and refuse to class dip for a language. Additionally, Occult adventures added hypercognition in as a non-psionic spell. It adds up to +10 to linguistic checks and decreases the time required for a check, though it's situational and there is a minor drawback. It counts as a third level alchemist extract so you'd be able to use it. If you weren't an investigator (and if it hadn't been so long since the original post), I'd say switch to a halfling medium for it. They have an alternative racial trait bonus to linguistics (as mentioned by earlier on this thread), and if they take the favored class bonus for medium their spirits bump things up more.
Pretty straightforward I guess, but it's definitely not in the book.
My backup for the campaign I'm currently playing is a level eight reanimated medium, and yeah, it seems like you're stuck at a max of 3 points of influence until level nine. At the same time, being at 3 points is okay, since there are drawbacks to even being at that level, drawbacks which (at level one) could be pretty killer. Jason J. Mitchell has not created a profile. |