Regarding the first question:
When the soulknife spends a full round to recover maneuvers he also gains Psionic focus. If he already had Psionic Focus he does not lose it. I do not see any reason he would need to make a concentration check, even if he takes damage while recovering maneuvers.
For the second Question:
The Psionic power points that this class gets have almost no use on their own. However the Sleeping Goddess Discipline ( http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/sleeping-godd ess-maneuvers ) has maneuvers that use the power points to enhance some of its maneuvers. In addition some psionic feats can use power points.
As much as I personally like Path of War there are some parts that are quite confusing and take a while to figure out, so I can understand your frustration.
I'm building a level 9 kinetic chirurgeon as a cohort for my party in the Emerald Spire. Our party, all level 11,has a witch, a bloodrager, and a Razmiran (false priest for the d20pfsrd users) Sylvan Sorcerer. So we have no real healing as the witch (quite reasonably) doesn't want to prepare more than one or two healing spells.
Oh the GM has stated that kinetic Healer counts as lay on Hands for feats and magic items.
I hope to have this character be a Healer mainly with a little bit of battlefield control as we will be good for damage. That being said I would like for her to do something interesting with her open feats and constant invisibility and massive telekinetic lifting capabilities.
Here is what I have so far :
So would the use of a disguise(hat of disguise/tear away clothing) and attacking from invisibility/stealth/total concealment (from more than five feet of obscuring Mist or Darkness) allow this feat to function?
That brings up the question if they can't see who is grappling them/their allys but they saw their allys being grappled would that still count as being aware of my presence?
I have a couple of fun ideas to consistently use the Bushwhack feat but want some clarification on when it can apply.
Bushwhack:
Bushwhack (Combat)
Source Monster Codex pg. 20
You can subdue an unsuspecting foe quickly.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit: When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat (Pathfinder RPG Ultimate Combat 92), you can instead use this second combat maneuver check to initiate a chokehold.
Specifically, I am unsure as to what situations exactly an opponent is flat-footed and "unaware of your presence".
So it clearly applies to when you were using stealth and grapple an opponent who did not successfully detect you.
What if you have been detected by your enemy, become invisible, then attempt to grapple them the next round?
For an even more specific case what if you were observed, cast Obscuring Mist, and then attempted to grapple the target from a distance greater than 5' via reach?
I would also like to point out the new feat from ACG, Undersized mount, which allows you to ride a mount your size which opens up medium sized characters.
If you want to get the most opportunities to charge you should consider being a Hunter/Druid /Beast Master Ranger and pick up a Roc, giant wasp, or bat. This allows you to be performing flying charges from level one as a medium character. I have a character who did this to great success in PFS as the normal obstacles to block charge lanes rarely exist in the air.
Those traits do seem pretty appropriate.
As far as big things I would recommend having her play a Slayer and not a rogue if you want her to be more effective as a ranged assassin type. Ranged rogues can only be effective if they win initiative and have a clear shot to their target. If she was a Slayer she would be able to be able to contribute much more often.
The re released version is quite terrible though, as it gives you a griffon that cannot fly with you riding it until your 9th level and only if you take monstrous mount mastery.
If you were willing to settle for something slightly less cool than a Griffon you could be a sacred huntmaster Inquisitor who takes the Undersized Mount feat. That would allow you to have a Roc companion you could ride at first level, albeit only with a wand of Ant Haul for a few levels. The archetype trades away Judgements for a full advancing animal companion so it is quite nice.
The trait is called clever wordplay. It allows you to use your intelligence modifier instead of your Charisma on any one charisma based skill. So if you really want you could use it for UMD if you want to max it out. Oh, regarding the familiar and UMD: it uses your skill ranks not your skill modifier so any traits, buffs, or abilities you have regarding the skill will not be shared by your familiar.
I also initially shared your dislike for cackle due to it keeping you locked in one place. However I realized that if you were mounted you can direct your mount to move as a free action(DC 5 ride check) then take your standard and a move equivalent (aka a hex then cackle).
First off, why such a high charisma? If you want to be good at bluff there is a trait that allows you to use your intelligence instead of your Charisma.
Also I would recommend a 20 intelligence if possible. While you are trying to avoid saving throws there are not many witch Hexes or spells that do not have save DCs.
Spinosaurus is the literal strongest out of the box animal companion. It has three attacks, all primary, and an 18 Strength at first level!
If you want another fun option the Roc, giant wasp(if you want to be verminous), or dire bat will allow you to ride them and fly around the battlefield to your hearts content at level 1.
With share spells in mind also look at pages of spell knowledge for things like Shield and vanish.
At higher levels monstrous physique two is also an ideal buff transforming your already formidable pet into a literal combat monster.
You will really want Enlarge person for your animal companion. If you can't fit it into your spells known I would suggest a Page of spell knowledge, it's just that good. A large spinosaurus at levels 1-5 is something to awesome to miss out on.
I would also recommend looking at the Razmiran priest archetype as well. You only give up some bloodline spells for a huge increase in versatility.
I just checked and the familiar can only speak one language. I also looked to see if putting ranks into linguistics would allow the familiar to understand other languages.I could not find a definite answer which means it would be subject to table variation but is still an option.
Picking up a thrush that can speak Celestial that also understands common, through linguistics, could be quite novel.
At sufficient level improved familiar can get me something with telepathy as well.
First, thanks for pointing out that the first world summoner gets to summon pugwampis. That is a really neat ability and almost makes up for the multiple downsides of that archetype.
As for curses I was thinking of Legalistic for my non advancing curse and Clouded vision for my advancing one. The 30ft sight range will be annoying but darkvision will be helpful and very few society adventures take place in open areas. However a good number of the spells have ranges longer than 30/60ft so I am not set on it. As a result I was also considering Wasting as the primary curse.
Tongues could also work except the usual work around of having all of your party pick up your language doesn't work in Society play and not being able to communicate in combat is very very bad in my view.
So I checked out the Halfling jinx feats and they are quite interesting (particularly how they could eventually make evil eye give a - 5 to pretty much everything). However it is super feat intensive and requires three or so feats before it comes online.
Thanks for the suggestion though.
This character will be for PFS, and will be starting play at level two. As a result efficacy at level one is not something that needs to be concerned with.
So I had a crazy idea to play a Dual cursed Oracle 1/Witch 11 with an emphasis on ensuring my hexes and other spells stick through the use of the Misfortune revelation and the Misfortune hex. (An added benefit is that I will get to see GM's hopes of critting consistently crushed).
However I am having trouble determining what Patron and mystery to choose.
Here is what I have so far:
Any opinions if the one level dip in Oracle be worth it? The delay in spellcasting and reduced hex DC seems like it would be made up for by the forced reroll but I would like to hear other opinions.
That is a really interesting feat. Nature Soul is not particularly good but it may be worth it. Particularly since that feat works better for me ( due to my high CHA) than any "actual" druid.
So I just hit level five with my human Razmiran Priest with the Sylvan Bloodline.
Stats are Str 7 Dex 10 Con 12 Int 14 Wis 10 Cha 21 .
I took the alternate racial traits Eye for Talent and Silver tongued to trade my bonus feat for +2 to any stat of my animal companion, and +2 to Bluff and Diplomacy.
My feats are 1: Noble Scion (War)
3: Boon Companion
5: ?
My main focus is buffing my animal companion and then my allies. I also enjoy pretending to be a druid ( so a high bluff) and being the party face. I think the relevant quote was "Speak softly but carry a big ape" but I might be slightly mistaken.
My question for everyone is what feats should I pursue from this point? I would prefer something more interesting than improved initiative, which is my current working idea. ( Item crafting is unfortunately not allowed.)
I would suggest a Human Musket Master gunslinger.
Stats something like STR: 7 DEX: 19 CON: 11 INT: 14 WIS: 16 CHA: 10
Combat is straightforward and you will only be rolling two dice ( a d20 and a d12) until you hit iteratives.
With 7 skill points a level you will have the ability to contribute outside of combat.
Should you wish to diversify you could always take a couple of levels in Inquisitor for some divine spell casting, Wis to initiative and knowledge checks, in addition to some nifty judgments.
That is certainly what I will be doing in the future.
I did not realize it was such a grey area when I made this character , I just thought it was an interesting opportunity to play a character that was very hard to hit and yet not particularly agile.
As I am already invested in him I figured it could not hurt to ask. I have not particularly followed rules clarifications so I didn't realize how potentially futile it could be.
I was just thinking about this again over the weekend and am honestly curious why this has not come up more often. The mystery is in the APG, not some splatbook, so I can't be the first oracle that wants to use heavier armor and Nature's Whispers.
Or is that very few people play defensively built oracles?
While it may be easier to just assume it is limited, I would rather not limit it simply because it the GM may choose to interpret it differently than I. It's not like +/-4 AC will outright render my character ineffective but that is certainly enough to make a significant change in my actions.
That is the reason that I am trying to get it FAQ'ed so I can put the issue to rest and not have to worry about it.
24 people marked this as FAQ candidate.
3 people marked this as a favorite.
Does the Max Dex limit on armor apply to CHA when an oracle has Nature's Whispers?
Nature's Whispers:
Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
There are many threads in which people have debated this, but that is no help in PFS when the GM is unsure about it.
Is there any official/semi-official(anyone that works at Paizo) FAQ/ruling/comment/allusion to this that I have missed?
If not I believe this is a reasonable FAQ candidate and think the community could be well served by this issue being addressed.
Question: how did you get Enlarge Person on your druid spell list?
I didn't, I am not a druid. I am an Ancient Lorekeeper Nature Oracle which gets to pick arcane spells as bonus spells instead of the ones normally provided. So for my fourth level bonus spell I will pick Enlarge person. I have to cast it as a 2nd level spell, but for the benefit I think it is worth it.
How does one know which type of large animal companions are? I know that things like camels and horses are long, but what about an axe beak companion to someone with at least an effective druid level of 4?
It is not specified in the AC stat block but in the bestiary entry it does have a reach of 10ft when large. I would like to think it does but I just wanted to be sure.
Unless you are really dedicated to using a crossbow, the gunslinger class has a built in ability,Deadshot, that does what you want except with guns.
In your situation I would just use the gunslinger class, perhaps with the Musket master archetype, but with minor flavor tweaks and have it focused on the "crossbow".
If you try doing it with actual crossbows you will always be incredibly far behind on damage.
The plan for all of the intelligence was for the skill points and knowledge checks. I have this ( probably not so practical) idea of knowing all the languages using the truespeaker alternate racial trait ( 2 languages per point of Linguistics) so I thought the extra skill point would facilitate that. But with 8 skill points per level of Inquisitor and 5 for each gunslinger level I should be able to manage.
You are probably right the 7 strength probably would be rather difficult to manage ( I've done it before but it was on a caster so it's really not the same) and the extra skill point and +1 to knowledge checks won't help as much as +1 fort/hp.
So I will probably use something like this:
STR: 10 DEX: 18 CON: 12 INT: 12 WIS: 18 CHA: 7
I have been wanting to play a gunslinger recently for PFS but have been held back by the lack of out of combat abilities of them. I would rather not be the guy that goes in "guns-a blazin'" and would rather have at least a small amount of tact.
An inquisitor dip would round out the build with added utility and flavor.
Here's what I have so far:
Garuda-Blooded Aasimar
STR: 7 DEX: 20 CON: 11 INT: 14 WIS: 16 CHA: 7
OR
STR: 7 DEX: 18 CON: 10 INT: 15 WIS: 18 CHA: 7
Traits: Reactionary
???
What I am needing help with is mainly deciding which stats to use and to mix and match the class levels most effectively. I know I want at least two levels of inquisitor for Cunning Initiative and Detect alignment and at least 3 levels of gunslinger for Fast reload and 5 levels for Dex to damage.
Has anyone played something along these lines/ seen one in play to know if it will be effective?
I am sticking with Nature mystery because having a high CMB is helpful and the CHA bonus to AC is not capped by the Max dex limits, allowing for a high AC with minimal effort.
Surely that's not how it works. I see the discrepancy between Sidestep Secret and Nature's Whispers that you're looking at, but I imagine that max Dex would be caught up by the "instead of" and become max Cha.
I looked around and I have not been able to find a ruling either way by anyone.
The fact that the two revelations are distinct and only one has the clause about the max Dex applying I am inclined to believe that it would not by default apply to CHA to AC.
Obviously I am biased in this, but even taking that into account, I think RAW supports my interpretation.
What Alexander is saying does bring up a valid point. With Nature's Whispers my AC will be 25, my CMD will be 21 and my reflex save will be +2. With Sidestep secret my AC would be 22, CMD 16, and REF +8. Alexander is right in that reflex saves are generally more damaging to fail than getting tripped or grappled.
My question is that will they come up often enough to result in more damage than 3 less AC at all times?
So I followed Blueluck's initial advice and built sample builds of pure oracle and paladin at various levels and found that I preferred the the oracle's spell casting capabilities and skill points over that of the paladin. Because of this I am think of a build that has only two levels of paladin in it with the rest in oracle.
As far as paladin archetypes goes I prefer keeping Smite Evil mainly for its ability to bypass DR and of course the slight (but not insignificant ) damage increase.
I hadn't considered the dual cursed archetype previously ( thanks Alexander for the idea) but I think that it will give me more benifits for staying with oracle.
I am sticking with Nature mystery because having a high CMB is helpful and the CHA bonus to AC is not capped by the Max dex limits, allowing for a high AC with minimal effort. I have accepted that my reflex save will be pretty bad but I think CMD will come up more than reflex.
With all that in mind here is the current build idea.
1 Paladin 1 :Enforcer
2 Dual Cursed Oracle 1 (Nature), Legalistic(advancing) and Tongues Curses :Revelation(Nature’s Whispers ),
3 Paladin 2 : Power Attack
4 Oracle 2
5 Oracle 3:Revelation (Misfortune), Extra Revelation Feat OR Additional Traits/Intimidating Prowess *
6 Oracle 4
7 Oracle 5: Natural Divination Improved Initiative/Whatever I didn't take at 5
*The additional traits would be used to get intimidate as a class skill if I am consistently not making the intimidate checks on my attacks in addition to gaining another class skill or a bonus to a save.
So what I hope to do here is being able to be the party face ( reasonably high diplomacy),have a high AC, good saves ( barring reflex), be able to debuff everything except undead/constructs/elemental while doing enough damage to keep me a target for the monsters ( thanks to high strength, power attacks, smite, divine favor etc).
After playing a string of ranged based characters I am looking to build a sturdy tank character that is more versatile than a pure fighter or paladin.
The current build I am looking at is going to be Oracle ( Nature mystery )1/ Paladin 2/ Oracle 3/ ? with stats as follows.
STR: 18 DEX: 7 CON: 12 INT: 12 WIS: 10 CHA: 18
Angel-Blooded Aasimar
Traits: Extremely Fashionable
Dangerously Curious
1 Oracle 1 (Nature), Legalistic Curse: Nature’s Whispers Revelation, Power attack
2 Paladin 1
3 Paladin 1 :?
4 Oracle 2
5 Oracle 3:Natural Divination Revelation (for faction missions) ?
6 Oracle 4
The plan is to use full plate with a heavy shield for an early AC of 25 and switching to a two handed weapon if necessary. My oracle spells will mainly be self or party buffs so I am not worried about my caster level.
The problem is that I can't decide what feats I should take and what I should focus on.
Should I try to buff my AC even further with Combat Expertise, and then pick up a combat maneuver? Take feats such as iron will or lightning reflexes to boost my saves?
Any ideas/suggestions are welcome. I really enjoy the idea of this character but am having a hard time nailing down what I want to do with him.
I am planning on playing a mounted Musket Master in an upcoming game and I was wondering if there was a way to use the double hackbut and still remain on my mount.
In case you don't know the double hackbut requires a small cart to be set up(a full round action) to fire properly. If the stand is not set up you take - 4 to hit and are knocked prone. The double hackbut page goes on to say that a creature who is a size category one larger than the gun can shoot it without being knocked prone albeit with a penalty to hit for using an inappropriately sized weapon.
My question is that if the double hackbut is mounted on the saddle of a mount (which must be at least one size category larger than its rider) would the rider( or the mount) be knocked prone or take penalties to hit when firing the attached gun? I was thinking it would look something like this.
Also what about a medium mount with a small gun (and rider) mounted on it?
My main weapon is going to be a +1 Merciful Earthbreaker. I figured the cost of the weapon enchantment ( and the increase in damage) would be a better deal than spending a feat on Bludgeoner.
Carefully hidden gives a +1 to Will saves and an additional +2 on saves vs divination effects.
As for Raging Vitality I am going to wait and see how often I get dropped and see if it is an issue ( I am not as dedicated as you to protesting feat taxation with dead characters).
With the lingering spirit discovery I have a significantly increased chance to survive if I get dropped anyways. If I do find myself not needing it I probably will pick of Intimidating Prowess to ensure consistent intimidation.
Since I am going to be doing bludgeoning damage now I dropped Blades of Mercy as my second trait and replaced it with Berserker of the Society for the additional three rounds of rage.
As for your suggested stat changes would the extra +2 to AC from Dex really be worth the loss of 2hp per level?
The stats were rolled. The alternative is a 15 point buy.
The second level of Barbarian is for Wild fighting and its extra attack at full BAB -2 with all full attacks.
As for the rage rounds whenever I drop someone I have to make the mentioned will save or become confused, and any round that I am confused I remain in rage and it does not count against my daily allotment of rage rounds.If the situation looks safe I plan on voluntarily failing it. Is there another rage power you think I get better use of?
I have Enforcer, however my intimidate modifier is rather low without intimidating prowess so I would not be reliably successful on the intimidate check.
I looked into the Sap Adept/Master line and plan to pick it up at 11 and 13. I would get it earlier but I figured I needed a reliable method to get sneak attack before I could maximize it.
I am currently building a Wild Rager/ Internal Vivesectionist Alchemist focusing on two handed fighting and the Shattered defense feat tree to ensure sneak attack. I will be starting at level 8 with the average WBL of 33000gp.
Human (Heart of the fields)
Rolled stats: 17,15,12,12,11,9
Str 17(19 Human bonus +4th)+2 Belt
Con 15 (+1 8th)+2 Belt
Wis 12
Dex 11
Int 12
Cha 9
Equipment:
+1 merciful Falchion 8000
Belt of Physical Might +2 (Con,str)10000
Cloak of Resistance +2 4000
Headband of Vast intelligence +2 4000
Mwk Falchion 375
Chain shirt 100
Chakram x5 5
Boots of Springing and Striding 5500
First off, to address the Wild Rager uncontrollable rage issue. The DC is DC 10+2+-1 =11 and while raging I will have a will save of +9 meaning I only fail on a nat one or two and the auspicious mark rage power to ensure I only fail on a natural one. I do plan on voluntarily failing the save when necessary to extend my limited rounds of rage per day.
I have built this guy with the groups approval and as they are a Ninja/ Zen archer and a God wizard they feel that they will not be in any danger from me.
Is there anything that I have missed that will benefit the build? Does this seem viable? My AC is abysmal (10 when using my uncontrollable rage) but I figured it will never be that great and I decided to focus on mobility to make this a game of rocket tag.
As a svirfneblin you are going to rather powerful no matter what you choose at the outset. The +3 to AC in addition to bump to dex and the SR is going to allow you to be very resilient. If you were to go monk you could easily become untouchable, though you would suffer in damage due to your size and str penalty. You could of course take the zen archer archetype to make a ranged stealthy type.
Another route is to make a gunslinger who is based on sniping people from out of the shadows.
A third optiom , if you want to play a caster, is the empyreal archetype that allows you to cast with your wisdom and not your charisma.
Experimental gunsmith is really flavorful and I would like to use but it seems like a rather weak archetype with the loss of gun training.
The innovations seems pretty weak, with the exception of expanded capacity. Expanded capacity seems to be the only way that the gunslinger can make up for the loss of dex to damage. To maximize the damage gained through this it makes sense to give something with large base damage, any two handed firearm really, an extra barrel.
However, the experimental gunsmith can not be used with musket master and as such it will require a move action to reload if you don't want to deal with the massive misfire chances of alchemical cartridges.
What do you think a good way to get around this issue? Use a double barrel double hackbut/culverin or a triple barrel musket and hope you kill the enemy in the first salvo or spend the next two turns reloading?
I do not know if that is relevant to you but I have played a spellslinger, though only as a one level dip for a gunslinger. It gave a surprising amount of versatility to gunslinger with the floating weapon enhancement and is definitely worth the -1 BAB.
Leaving people alive who witnessed the killing was somewhat the point. I shot the guy down in front of his army to discourage his cheap mercenary troops.
As for ways to detected the assassins would an intelligent item created with blindsense out to 120ft and the dedicated power to "detect any special purpose foes within 60 feet" be able to warn me of any people who are intent on my death/capture withing 60ft?
Gender
Male LG Syrian Nestorian Paladin 5 (hospitaler) / Holy Vindicator 1 (Oath of Charity)
Strength
18
Dexterity
16
Constitution
14
Intelligence
13
Wisdom
10
Charisma
19
About Razan Al-Amin
Razan Al-Amin
Male Paladin 5 (hospitaler) / Holy Vindicator 1 (Oath of Charity)
Lawful Good Medium Humanoid
Init +7; Senses Perception +0
Favoured Class: Paladin
--------------------
Defense
--------------------
Defense 14+shield+1, flat-footed 11 DR ___+1/Adamantine [+3 Dex +6 chainmail +2 shield]
wp 28 vp 6d10?
Fort +13, Ref +10, Will +11
-2 penalty to saving throws against poison and disease
--------------------
Offense
--------------------
Speed 20 ft. in chainmail
Ability Adjustment: +2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature.
Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level.
Frail: Civilized people have a -2 penalty to saving throws against poison and disease.
+1 racial bonus to attack rolls with all weapons
Melee
Mwk Falcata
1d8+4 19-20/x3
Ranged
Mwk Composite Longbow (+5)
1d8 x3 110 ft. 3 lbs. P Strength (20)
Spells Learned
Oath Spells
1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.
1st level: 2/2
Hero's Defiance
Honeyed Tongue
--------------------
Statistics
--------------------
Levantine, Civilised: +2 to Cha, L4: +1 Str, Mental Prowess: +2 Cha, L5: Physical Prowess: +2 Dex
Str 18, Dex 16, Con 14, Int 13, Wis 10, Cha 19
Exalted of the Society (Faith, Cleric, Society), Outlander (Missionary) (campaign), Strength of the Sun (religion), Sun-Blessed (magic)
The vaults of the great city contain many secrets of the divine powers of the gods, and you have studied your god extensively.
Benefit: You may channel energy 1 additional time per day.
Outlander (Missionary) (campaign trait)
You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Strength of the Sun (religion trait)
You take solace in the purifying light of the sun.
Benefit(s): During the day, you gain a +1 trait bonus on all Charisma-based checks.
Sun-Blessed (magic trait)
Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life.
Benefit(s) Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.
Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 (2 + 1 Int modifier +1 racial)
The holy vindicator’s class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 4 (2 + 1 Int modifier +1 racial)
+2 background skills per level
Armour Check Penalty: -5
During the day, you gain a +1 trait bonus on all Charisma-based checks.
Acrobatics +3 |+3 Dex
Appraise +0 |+1 Int
Bluff +4 |+4 Cha
+Climb +8 |+4 Str +1 rank +3 class skill
+Craft (weapons) +5 |+1 Int +1 rank +3 class skill
+Diplomacy +11 |+4 Cha +4 rank +3 class skill
Disable Device* -- |+2 Dex untrained
Disguise +4 |+4 Cha
Escape Artist +2 |+2 Dex
Fly +1 |+3 Dex
+Handle Animal* +8 |+4 Cha +1 rank +3 class skill
+Heal +4 |+0 Wis +1 rank +3 class skill
+Intimidate +8 |+4 Cha +1 rank +3 class skill
Knowledge Arcana* -- |+1 Int untrained
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* +2 |+1 Int +1 rank
Knowledge Geography* +2 |+1 Int +1 rank
Knowledge History* +2 |+1 Int +1 rank
Knowledge Local* -- |+1 Int untrained
+Knowledge Nobility* +10 |+1 Int +6 rank +3 class skill
Knowledge Nature* -- |+1 Int untrained
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge Religion* +11 |+1 Int +6 rank +3 class skill +1 trait
Linguistics* +7 |+1 Int +6 rank
Perception +0 |+0 Wis
Perform +4 |+4 Cha
+Profession (soldier) +4 |+0 Wis +1 rank +3 class skill
+Ride +9 |+3 Dex +1 rank +3 class skill
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
Sleight of Hand* -- |+2 Dex untrained
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
Stealth +3 |+3 Dex
Survival +0 |+0 Wis
+Swim +8 |+4 Str +1 rank +3 class skill
Use Magic Device* -- |-1 Cha untrained
Languages
Special Qualities
Racial Traits: +2 racial bonus to Appraise and Knowledge (religion) skills; +1 racial bonus to attack rolls with all weapons; Improved Initiative as a bonus feat.
Mwk Falcata
Dagger
Mwk Composite Longbow (+5)
Mwk Chainmail
Mwk Heavy Steel Shield with masterwork shield boss
Masterwork backpack
Bedroll
Belt pouch
Bible
Flint and steel
Iron pot
Mess kit
50ft silk rope
Soap
Torches (10)
Trail rations (14 days)
2 Canteens
A wooden cross amulet
================
Class Abilities
================
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
The hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
3rd level, Shaken: The target is no longer shaken.
6th level, Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Channel Positive Energy (Su)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
This ability replaces the standard paladin’s channel positive energy ability.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Spells per Day
At the indicated levels, a vindicator gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a vindicator, he must decide to which class he adds the new level for the purpose of determining spells per day.
Channel Energy (Su)
The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.
Vindicator’s Shield (Su)
A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Oath of Charity
Charity is more than just giving money to a temple or a cause—it is about the necessity of sacrifice to help others. Those who take this oath dedicate their lives to protecting those who can’t protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Paladins who take the oath of charity often turn over a fifth or more of their acquired wealth gained through adventuring to their temples or community.
Charitable Hands (Su)
At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage.
This ability otherwise works like and replaces lay on hands.
Charitable Mercy (Su)
At 5th level, a paladin with this oath is more flexible with her mercies than other paladins. At the start of each day, a paladin with this oath can select her mercies anew from the list of available mercies.
This ability replaces divine bond.
Code of Conduct
Always offer help to good creatures who need it. Always offer help to the poor and destitute. (In settlements, this help is often handled by donating to charitable religious organizations, rather than the paladin being required to dole out coppers to every beggar in the street.)
Oath Spells
1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.
Future Class Features from Archetype
--------------------
Aura of Healing (Su)
At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.
This ability replaces aura of justice.
Appearance:
Razan is a tall, broad man of clear Syriac ancestry. His piercing, dark brown eyes look out from a sallow face. With his fine chainmail, shield, and ancient blade, he is the very image of a warrior of God.
Personality:
Razan understands clearly that his purpose is to protect and aid those who cannot do so for themselves, particularly the Christians of the Church of the East. He is focused on this matter to the exclusion of almost all others, often coming across as intense, or perhaps distracted by the matters of the next world. He has a generous spirit, which can be masked by the tough exterior he has by default. The reason for his drive is a secret, but his
Ten Minute Background:
The Ten-Minute Background
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
a) From birth, Razan's life was filled with oddities, indicating that he was special.
b) In his teens, Razan fell ill, and during the height of the fever, was visited by the Archangel Michael. Michael took Razan's spirit and showed him Jerusalem.
c) Generous, perhaps to a fault.
d) Often unbending, but does understand that other religions are not necessarily awful. Persecution as a minority for centuries has engrained that in his people.
e) The falcata he wields is an ancient weapon that he inherited from an elder knight. It apparently originated in Hispania, and migrated east over centuries. Legend has it that the first Roman soldier to be baptised in Edessa possessed it.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
a) To see betterment in the lot of his fellow Syriacs and Christians in Persia.
b) To see Jerusalem with his own eyes.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
a) Razan has heard the voice of Michael as Michael showed him Jerusalem.
b) The falcata has a very long history, and Razan certainly does not know it all.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
a) His aging mentor, Farid Al-Masry, who gave him the falcata and showed him how to wield it.
b) His mother, Amira Al-Amin, who encouraged him at all times.
c) Iramard Nasr, a noble Persian rival who believes Razan to be an uppity Christian and Syriac who deserves to be put in his place.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
a) The vision of Jerusalem by Michael when he was ill.