Denorisn's page

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So my last class was an utter disaster. Thus is went back to the drawing board to try and make something that not only hasn't been touched upon thematically by paizo's classes, nor that has been touched upon mechanically. The idea? a class that specializes in using items of all sorts, be they mundane, or magical.

Thus I introduce The Merchant, a mundane (mostly) utility class. The merchant is a lover of things, and depending on what they stock their inventory with at the start of each day determines their strengths and weaknesses.

  • Every merchant gains an inventory- a collection of items they can draw at a moments notice, and they gain certain benefits with those based on their specialties.
  • Merchants are no warriors or wizards, or at least not at first. As they all start out as one of the weakest mundane classes with their lack fo combat skill, but as they grow they gain utmost utility.
  • Have fun with exotic tools! Any skill can be yours with the right item.
  • Focus your merchants trade with what wares he carries. Blacksmiths and weapontraders are different than spice merchants, and each gains unique skills and abilities.

Please check it out! if you like or think its horrible let me know!
The Merchant


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One thing pathfinder lacks is a playable aristocrat class. Something akin to game of thrones Lannisters or princess Leia from star wars. its an iconic concept, even the star wars rpg had a noble class back in 3.0. Yet the closest thing paizo has is a vigilante who focuses more on his social identity or has a public persona. So I thought, why not cure my ever loving boredom and make one?

Introducing the Noble!

Bark around your friends! Pretend to be the upper crust! Brag about your family heritage!

As a noble, the class focuses around three things-

  • Hire your own bodyguard to protect you or enlist your allies
  • Use your commanding presence to inspire allies or insult and instill fear in foes
  • Put your education to good use with a variety of careers to pull talents from

Noble endowments are their talents which can grant nobles anything from a mock version of 6th level casting to significant war training, to even proficiency in playing the grand game of politics with underhanded maneuvers.

Check it out. Or don't and continue to be a plebian..


So as many people have known, the medium that went live with occult adventures was but a far cry from the original 51 spirits version which felt like you actually used multiple different spirits. In fact, ocult adventures had a lot of issues with that class, seeming making into a class that allowed itself to mimic other base classes, but become worse versions of them. The versatility was there, not pathfinder is a game that rewards specialization over anything, and it ended up forcing most mediums to stick with the same spirit for 90% of their adventuring.

In addition, I felt as if the spiritualist seemed... lacking, as it just ended up playing like a heavily nerffed version of a summoner who could heal, and even then it didn't distinguish itself.

SO.. why not combine them?

Introducing The Medium

Class features include-

  • Ability to bind up to 4 spirits at once, but 3 of which are locked in stone, so you must specialize.
  • Manifest one of the spirits you have called as a ectoplasmic entitity to fight besides you.
  • Role heavily depends on what spirits you wish to bind. Like the printed version, a medium can fufill pretty much any role.
  • At higher levels they gain access to rituals which they can use to cast certian high level spells by taking the time and the cost.

Any critiques would be more than welcome. even if you just hate the class or think it too overly complex.


Lets say the creature has no primary natural attacks, but multiple attack forms designated as secondary? How?

2 tentacle attacks and 1 tail slap.

Now if the creature had only one type of attack form, these would just be treated as primary (IE only tentacles or only a tail). But with all three, the rules don't clearly state what happens.

SO then, do I during a full attack make all three attacks at -5, and no attacks at my full BAB? or since all of them are secondary do I trat all of them at my full BAB?

For an even better example, what happens to a witch trying a full attack with the nails hex and the prehensile hair hex, as they explicitly state they are treated as secondary natural weapons?


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“Smoke, flashes, and roars of excitement from the crowds of onlookers. My daily stumbles through the city brought me to a man, a magician of sorts, wooing the crowd with his fanciful magics, conjuring dancing illusions and light shows to charm the audience. His words were like honey, and he promised the world in a bottle; a cure better than any priest. If only one would buy his miracle elixir, why, maybe even death wouldn’t dare creep up on them. With a flick of his wrist, stars flew; yet it was only then that I noticed the wires and powders leaking from his coat, and the entire illusion fell apart. ‘Imposter!’ I shouted! He panicked, and hurriedly grabbed all the flasks he was peddling. With one hand raised he threw a dash of powder and smoke filled the air. And in the next moment, he was gone.”

Pretender, stage magician, swindler, all these and more define the charlatan. Be it by some stroke of ill up, or never having the talent for it, not everyone can study the real arcane or divine arts. Some are forced to cobble together a living through deception and cheating. And it is always easier to cheat when the lie of magic hides your actions. As a master of mischief and misdirection, charlatans pretend to be real spell casters via the use of their tricks, little more than elaborate sleight of hand mixed with explosive powders, colorful cloth, false items and a whole lot of guile. Most also make their way selling snake oil, placebo medication they market as a cure for everything, when it is in fact nothing but sweet oil and water. All charlatans ply their specific craft to cheat their way through life.

You can view the full class here-

The Charlatan is what happens when a rogue pretends to be a wizard

  • Tricks- Think a stage magician playing at casting spells. they can cats a limited number up to 4th level
  • Snake Oil- Fool your friends with sugar water you claim is miraculous!
  • Misdirection- Make your enemies think twice by drawing their attention with sneaky displays of charm and guile, and gain precision damage and bonus to your DCs becuase of it.
  • Shuffle Tricks- After you use a prepared trick, attempt to rearm and be able to use it again with a craft(trap) check in a pinch
  • Evasion and Smokescreen- Learn to dodge and even run away from harm with a flash

I'm looking to playtest this class here soon, so any feedback on the mechanics would be wonderful. Thanks.


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So I was reading over the conjuration school for the occultist, when I noticed that the resonant power for conjuration implements doesn't actually do anything at all! Am I reading this correctly?

Resonant power: Casting Focus:
Casting Focus (Su): The implement empowers the bearer’s
ties to the worlds beyond, allowing his spells to maintain
their power for a longer period of time. The bearer can add
the implement as an additional focus component to any
conjuration spell he casts that has a duration measured in
rounds per level. If he does so, he adds 1 to his caster level
for every 2 points of mental focus stored in the implement
(to a maximum bonus equal to your occultist level). This
increase applies only when determining the duration of
the spell. Apply this increase after other effects that adjust
a spell’s duration, such as Extend Spell.

This seems relatively straight forward. Fr the amount of mental focu you put i, you increase the duration of your conjurations. Except that the occultist spell list doesn't have any spells with durations of rounds per level aside fro ONE spell, glitterdust. No Summon monster/natures ally spells or anything. Every single spell is either instantaneous, minutes per level, or rounds per level. This doesn't even affect their conjuration focus powers, since Casting focus ONLY works on spells, not SLAs or SU. it seems like the best use of this power is to simply gain it then give it to your summoning wizard ally.

Is this correct?