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Goblin Squad Member. Organized Play Member. 1,545 posts (5,000 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 17 aliases.


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Shadow Lodge

GM Anthorg - RotR wrote:

About opposing religion, that's something that will be cool to RP. Will the clerics put their differences aside for a common goal? The main problem I see arising is with Divine Paragons (there are more than one). I will have to be very careful about dealing with those, as they would be the least willing to budge. That makes me wonder: How does a Divine Paragon of a chaotic god work? If they're trying their hardest to mimic the chaotic nature of their god, would they.... like.... attempt to also not be like their god? I'm confused. Is that a Pathfinder paradox?!?!?!

I think as a Cleric of Arshea I’ll probably have a little more freedom with divine paragon than others since one of the ideals I’d try to emulate is freedom, and in particular the freedom of a god who won’t even decide where to live or what gender to be. And Arshea isn’t even chaotic!

Also I need Tanwen to find a way to change her gender, to emulate Arshea.

Shadow Lodge

Alright, I've finished my submission.

As a note, I'll be recycling this character's name and background, while her class and race have changed, the history only needs a small change about what she took from her training.

All that being said, here's the crunchybits.

Tanwen Anwyl:
Tanwen Anwyl, Dearest Holy Flame
Female Ifrit Cleric (Sacred Attendant/Divine Paragon) of Arshea
NG Medium Humanoid (Human), Outsider (Native)
Init +3; Senses Darkvision 60, Perception +2
--------------------
Defense
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AC 15, Touch 15, Flat-footed 10 (+3 Dex, +2 Dodge)
hp 8 (1d8-1+1 favored class bonus)
Fort +1, Ref +3, Will +4
Resist fire 5
Defensive Abilities nimble, fire in the blood
--------------------
Offense
--------------------
Speed 30 ft. (35 ft the first round of combat, +10 ft once per day for 1 round as a swift)
Melee Light Flail +0 (1d8)
Ranged Light Crossbow +3 (1d8)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric Spells Prepared(CL 1st; concentration +3)
1st: Charm Person D (DC 13), Protection from Evil, Remove Sickness
0 (at will): Detect Magic, Spark, Stabilize
D domain spell; Domain Charm
--------------------
Statistics
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Str 10, Dex 16, Con 8, Int 10, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Celestial Obedience (Arshea), Dodge
Traits The Wagon, Thrill Seeker
Skills Diplomacy (+6), Lore (Arshea) (+4), Lore (Sandpoint) (+4), Profession (Harlot) (+6), Spellcraft (+4) +4 sacred bonus on Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to Tanwen.
Languages Taldane (With a Chelish accent)
SQ aura, nurture grace 5/day
Combat Gear Light Crossbow and 20 bolts (6 lbs), Light Flail (5lbs) Potions 3 Mage Armor, 1 Cure Light Wounds Other Gear Cleric’s Kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol of Arshea) (32 lbs) 99 gp (2 lbs)
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Special Abilities
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Channel Beauty (Su): Whenever Tanwen channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die Tanwen subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage.
Channel Energy (Su): Tanwen channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Tanwen. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 Tanwen's level + Tanwen's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Tanwen may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. Tanwen can choose whether or not to include herself in this effect. Tanwen must be able to present her holy symbol to use this ability.
Darkvision: Tanwen can see in the dark up to 60 feet.
Devoted Domain: Tanwen is intensely devoted to Arshea, and her alignment must be identical to Arshea’s alignment. She gains Celestial ObedienceISG as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Celestial Obedience (and as such cannot benefit from the accelerated rate granted by the Celestial Obedience feat).

For Tanwen’s single domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she gains the boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells and the boons granted by Deific Obedience, Tanwen must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

Divine Brand (Ex): At 1st level, a mark appears somewhere on the Tanwen’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. Tanwen’s mark is across her chest. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. Tanwen’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.
Energy Resistance: Tanwen has fire resistance 5.
Fire in the Blood: Tanwen mimics the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). Tanwen can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Mostly Human: Tanwen has an appearance much closer to that of her human ancestors; in fact, she may not even realize their true race. She appears to be human, save perhaps minor features like unusual eye color, and she counts as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person).
Nimble (Ex): Tanwen gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).
Nurture Grace (Su): Tanwen can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 Tanwen’s cleric level (minimum +1) on Charisma checks and Charisma based skill checks. Tanwen can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. Tanwen can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.


And background, adjusted for new class (no adjustments were made for race)

Backstory:
In Varisia, humans come in three major ethnicities, the tribal native Shoanti, the wandering Varisians, and the “Cheliaxian invaders”. Ethnically, Tanwen belonged to the third group and although born in Varisia her blood was Chelish through and through. Born on Arandus 3rd, 4691 AR, under the sign of The Wagon, in Sandpoint, Tanwen Anwyl has always been an only child, which unfortunately for her meant be married off for the sake of her parent’s farm. Tanwen came from a poor family of cabbage farmers, by all means an ordinary life, with ordinary parents and what would likely be an ordinary future, but to her parents’ surprise, Tanwen was anything but an ordinary girl.

From an early age, a passionate fire burned in the young girl’s heart, and her parents quickly learned that if their child wasn’t passionate about something, she just wouldn’t do well in it, and unfortunately Tanwen lacked passion for both farming and the idea of marrying anyone for the sake of anything other then love. Try as they might however, Tanwen’s parents could not produce a second child, and so ultimately the fiery girl was the only hope they had. Her parents tried to douse her passion and fuel a passion for farming, but Tanwen wanted something greater for herself, Tanwen wanted adventure. She would never help out around the fields, instead spending all of her time playing adventurers with the local farm boys and farm girls; she was always the hero and never the damsel in distress.

Tanwen’s parents didn’t know what to do with her, she wouldn’t take over the farm herself, and she wouldn’t sit back and become a loving wife for a son-in-law that would – not that anyone would accept Tanwen’s hand in marriage when her parents pursued their options anyway, all the eligible boys were afraid of her, and ultimately she was too wild. Left with few other options, Tanwen’s parents gave into her desire to let her adventure, however they had a condition: Tanwen would have to enter into squireship with a knight before she could leave, in order to learn swordplay from someone who had been an adventurer and survived such a life, as Tanwen’s parents knew that a live of adventuring wasn’t all romance and swashbuckling, it was a dangerous profession, very different from being a cabbage farmer, but knights were very few and far between in the small town of Sandpoint. Tanwen’s parents however knew of one retired knight who could teach their daughter a thing or two, Gaven Deverin a paladin of Abadar, and co-owner of the Two Knight Brewery.

In 4701, at the age of 10, Tanwen became an employee of the Two Knight Brewery, and in exchange for her help in producing the city’s spirits, Gaven agreed to take the young Chelish girl as a squire. Tanwen was, unfortunately not very skilled at swordplay and focused instead on understanding Abadar. For a time, Tanwen prayed to Abadar, but it never felt like the right match for the young child. Life was quiet and simple at first, but quiet and simple never seem to last in Sandpoint unfortunately. Less then a year after Tanwen began working for the Deverin brothers, the time that would later be known as the Late Unpleasantness began.

During the long winter months, a string of murders began to take Sandpoint by surprise, and Gaven’s brother Wade Deverin was one of the first victims of the man who had been dubbed Chopper. With Wade’s death, Gaven had less and less time to train Tanwen, and before long, Tanwen couldn’t take working at the brewery anymore as Gaven seemingly had no more time for her studies. So Tanwen quit her job at the Two Knight Brewery, and stopped being Gaven’s squire, after having trained with him for only a year. Although she stopped working at the brewery, Tanwen did not go back to her parents, for she knew that if she did, she would have no choice but to remain a cabbage farmer for the rest of her life. Only a month after the death of Wade, Tanwen quit her job as Gaven had stopped teaching her. She didn’t go home though; instead she sought comfort in the town’s Sandpoint Chapel.

There were many children who lived near or in the Sandpoint Chapel, perhaps due to the generosity of the people who worked there or visited there. Most of the children there were nice enough, but one child stood out among the others, Nualia, the adopted daughter of the religious leader of Sandpoint, Father Ezakien Tobyn. Nualia however was in a coma when Tanwen met her, and Tanwen never knew why. Tanwen would spend less then a month at the chapel before she woke up one night to the smell of fire.

When Tanwen awoke, she saw the entire chapel burning around her, and while she felt warm, the fire did not seem to bother Tanwen. Still however, the young girl panicked, knowing that fire was something to be afraid of, she tried her best to find a way to escape from the flames, but the chapel was too big, and the fire had already spread too much by the time Tanwen had awoken. Not knowing what else she could do, Tanwen ran into the flames in an attempt to escape from the blaze, and from there her memory seems to go into a haze. The next thing she knew, Tanwen awoke at home, three months later.

Happy to even know that their daughter was even alive after all of the misfortunes that had come to pass in such rapid succession, Tanwen’s parents did not imminently pressure her to come back to working at the farm. They knew that she had been through a hard chain of events, and she needed to recover, even more so since Tanwen had been one of the few survivors of The Sandpoint Fire, as the burning of the Sandpoint Chapel became known. However, neither Tanwen nor her parents could understand how she had survived the fire; by all accounts she should have burned alive, and yet she didn’t have a single burn mark on her flesh and other then having been in a coma for three months, she seemed perfectly normal.

But Tanwen was anything but normal. She began displaying traits that were associated with the element of fire, and were typically signs of a maturing sorceress. However, Tanwen showed very little signs of developing arcane talents, and her parents had neither the money nor the heart to send their daughter away again to receive training. One day, things were going fine, until Tanwen sneezed, and the girl was surprised to see the farmhouse burning when she opened her eyes. Luckily the fire was put out before anything serious happened, but as a result, her mother and her father decided it was best to keep their daughter away from others, lest people begin talking about the possibility that she had been responsible for the burning of the Sandpoint Chapel.

It would be more then three years before Tanwen gained control over her new found abilities, now age 15, she decided it was time to leave her parent’s house once again. Now and adult, Tanwen didn’t know what to do at first but she still had a bit of money from working at the brewery when she had been younger. For a few weeks she would spend much of her time in the local taverns, trying to find a bit of excitement and some sort of adventure to go on. But Sandpoint was quiet, for once in her life. After a few days, Tanwen found herself acquainted with a woman known as Kaye Tesarani. Kaye was a classy woman, significantly different from Tanwen herself who was a little rougher around the edges, but the two women seemed to hit it off and somehow a friendship began between them. Perhaps it was Kaye and Tanwen’s similar heritage that lead to their friendship, as both women were obviously Chelish, something fairly rare in Sandpoint.

As their friendship deepened, Kaye invited Tanwen to come work for her at her establishment, The Pixie’s Kitten. Kaye had of course explained what her establishment was to the young woman, and Tanwen promised that she would think about it. By this time, money was getting tight for Tanwen, and she wasn’t finding any adventuring leads. Deciding that it was better then going back to live with her parents, Tanwen ultimately took Kaye up on her offer.

As one of the younger employees, Tanwen is quite popular among The Pixie’s Kitten’s patrons, though many avoid her simply due to her Chelish blood. During her time working as a woman of the night, Tanwen learned about the teachings of the Empyreal Lord Arshea and ultimately accepted Arshea in a way that she could never accept Abadar. Tanwen has spent much of her last year entertaining various patrons of The Pixie’s Kitten.

And a short note about my experiences with the AP.

Rise of the Runelords spoilers:
I've played pretty much until the point where the players meet Nualia, I own the Anniversary edition of the campaign, but I've never ran it and rarely open it.

Shadow Lodge

GM Anthorg - RotR wrote:
What do you mean by rebuilding rules? I imagine you realize that by wearing Light Armor you won't be getting the Nimble bonus from Sacred Attendant.

I meant the Retraining rules, basically I'm asking if I can take Light Armor now and spend 5 days and some gold to switch it to dodge later.

At level 1 armor would provide a higher bonus, as I'm looking at 15 AC if I take dodge and 17 if I take Light Armor Proficiency. I could probably just buy some mage armor potions and take Dodge though because I'd be 19 AC that way. Right now I have the option of spending 100 gp for 2 potions of mage armor (which will last long enough to get more money for more potions) or a chain shirt. In the long term, I want this character to be unarmored, but I also want them to survive for the long term.

I'm probably better off just taking the Dodge feat and getting some Mage Armor potions.

Shadow Lodge

GM Anthorg - RotR wrote:
Dylos wrote:
2. Any chance we could use Variant Multiclassing from Unchained?
2 - I'm thinking. You can help me by explaining why VMC would not defeat the all-clerics purpose.

Since VMC comes at the cost of half of a character's feats in their lifetime, it would just add a little flexibility for the characters. We're all still Clerics primarily, we just learned a few things that normally other classes can do, similar to how some archetypes work, just trading feats instead of class features. It won't alter my character at level 1. If VMC is allowed, it won't matter until we reach 3rd level.

Additionally, I have another question that came to mind while I was building my character. Would rebuilding rules be allowed? I'm considering taking Armor Proficiency, Light as my first level feat, a feat that will likely do nothing once the character reaches 11th level and possibly sooner depending on feat choices.

Barring anything else, I'm about halfway done on building an Ifrit Cleric (Sacred Attendant/Idealist/Divine Paragon) of Arshea.

Shadow Lodge

Dylos wrote:
3. How do you feel about taking multiple archetypes? I'm looking at Sacred Attendant, Idealist, and the previously linked Divine Paragon. Sacred Attendant and Divine Paragon are not compatible since both alter domains and channel energy so I'd be fine if I could only use one of them, however, I'd take all three if possible, having only a single domain as per sacred attendant and it acting as the devoted domain of the divine paragon.

Looking over the Archetypes again, it seems like the best way to combine all three archetypes would be to actually limit me to a single domain, with that one domain acting as the non-devoted domain rather than the devoted domain, meaning that I wouldn't have any domain powers, only domain spells from a single domain.

Shadow Lodge

A couple questions:
1. While looking through Cleric Archetypes, I found this one, would it be possible to use this archetype with a Celestial Obedience instead of a Deific Obedience? The feats are pretty much identical, they just include different Gods.
2. Any chance we could use Variant Multiclassing from Unchained?
3. How do you feel about taking multiple archetypes? I'm looking at Sacred Attendant, Idealist, and the previously linked Divine Paragon. Sacred Attendant and Divine Paragon are not compatible since both alter domains and channel energy so I'd be fine if I could only use one of them, however, I'd take all three if possible, having only a single domain as per sacred attendant and it acting as the devoted domain of the divine paragon.

Shadow Lodge

Kahel Stormbender wrote:
You really think greased and burned isn't still cooked meat? Even if the spell isn't flammable (which it is, I think, in 3.5) you're still on your bum and burned alive.

in pathfinder, only mythic grease is flammable, see here

Shadow Lodge

2 people marked this as a favorite.

Lawful Neutral: quite possibly secretly evil.
Chaotic Neutral: most likely insane.
Atonement: cheaper than what the evil item would cost if it wasn't evil and free.

Razmir: our lord and savior, the one and only living God.

Razmiran priest: door to door false God salesman, at higher levels it costs them less than the cleric to bring you back to life.

Shadow Lodge

Mercurywolf wrote:

Have:

Consumerate Dabbler - GenCon 2016 Charity Boon that lets you build a character using the Pathfinder Unchained Variant Multi-classing rules
Vishkanya Race boon

Does the Variant multiclass boon let a character still multiclass by normal means?

Shadow Lodge

There actually is no Craft (gunsmithing) skill, at least not one that is defined as being able to craft anything.

Shadow Lodge

To be fair, I believe I had enough gold to do the transaction before the most recent scenario, but it was not my plan at first, I just realized I gain more by taking the prestige class than continuing as a Sorcerer at this point. Also the boon I got from the most recent scenario is what convinced me to Multiclass.

I could even retain my skills, but that's expensive, prestige wise.

Shadow Lodge

Yes, but making the purchase after the scenario was completed rather then during the scenario.

Shadow Lodge

So I have a character who may be about to take a level into a prestige class, however she doesn't have the skill points required to take a level in that class without first selling her Scarlet and Blue Sphere Ioun Stone and purchasing another with the correct skill.

Her Ioun Stone is currently associated with Ride, but it she needs ranks in Knowledge Arcana, is it fair for me to sell my Ioun Stone and then purchase a new Ioun Stone with the correct skill before I level the character up assuming she already has the XP to level up?

As to why the character is using an Ioun Stone rather then a Headband of Vast Intelligence, the character is a Sorcerer and has a Headband of Alluring Charisma.

Shadow Lodge

Ok, so I have to be a skinwalker for the wolf style, but I don't necessarily have to be werewolf-kin, correct?

Shadow Lodge

Additional Resources wrote:

Pathfinder Player Companion: Blood of the Moon

To create a skinwalker (which includes all were-kin), you must have a Chronicle sheet that opens the race as a legal option at character creation. A wereshark-kin does not gain amphibious as a bestial feature; it instead gains the ability to breath water as well as air as an option.

Note: Racial feats, racial traits, racial spells, and other character options (witch hexes, barbarian rage powers, etc.) are only available for characters of the skinwalker race; all such options are legal for play except: Fueled By Vengeance, Motivating Display, Spell-Scars, Surprising Combatant, Swamp's Grasp, Violent Display, and Wolf Savage (Wolf Trip is not a style feat). Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it.

The becoming a lycanthrope section of this book is not legal for Pathfinder Society play unless noted on a future Chronicle sheet.

Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30–31 are legal; Mystery: the lunar mystery is legal for play.

Blood of the Moon wrote:

New Feats

The following style feats were developed by werewolf-kin monks, but can be used by anyone with an affinity for wolves and their kind. More information on style feats can be found in Pathfinder RPG Ultimate Combat.
...
Wolf Style (Combat, Style)
You can channel the curse in your blood to hamper foes that turn their backs on you.
Prerequisites: Wis 13, Improved Unarmed Strike, Knowledge (nature) 3 ranks.
Benefit: When using this style, whenever deal at least 10 points of damage to a foe with an attack of opportunity, that foe's base speed decreases by 5 feet for 1 round. The base speed decreases by an additional 5 feet for every 5 points of damage your attack deals beyond 10. If this penalty meets or exceeds the remaining number of feet your foe can move during its turn, you may attempt a combat maneuver check to trip your foe as an free action.

Simple question, for the sake of PFS, are Wolf Style and Wolf Trip Werewolf-kin only feats?

Shadow Lodge

Consider polymorph spells. Alter Self works great, as can beast shape I. Also all these spells are better if your animal companion has spell sponge.

Shadow Lodge

Please cancel my subscriptions, including the pending Order #4016723.

Shadow Lodge

Dragonofashandflame wrote:
Dylos wrote:

Just a couple questions before I go forward with building the idea I have in my head.

1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?

2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.

My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.

1) Odd, i can't find the archetype on the srd. Link me? But, if it works the way you say it does, then yes.

2) Yes, you can take it

It's not in the PFSRD yet, it just came out at the end of last month in Pathfinder Player Companion: Spymaster's Handbook. I can however quote it for you.

Pathfinder PC: Spymaster's Handbook, pg 25 wrote:

Agathiel (Vigilante Archetype)

The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts.
Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.
Immortal Commitment (Su): Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range (because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way (including by restoration spells) until the agathiel’s alignment reverts.
Bestial Identity (Su): At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.
At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.
This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.
Agathion Blessing (Su): Beginning at 2nd level, an agathiel gains Aspect of the Beast (APG) as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack (1d8), a gore attack (1d8), or 2 slam attacks (1d4 each), as appropriate to his animal identity.
This ability replaces the vigilante talent gained at 2nd level.

Shadow Lodge

Just a couple questions before I go forward with building the idea I have in my head.

1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?

2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.

My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.

Shadow Lodge

The only way this would likely ever happen would be a Gencon charity auction boon.

Shadow Lodge

Why was it necessary to bring a 3 year old thread back without even asking a new question?

Shadow Lodge

It does seem a little grey on if it's legal or not.

Here's my take:

It says all feats are legal, this includes the Masked Persona feats, which according to the description:

Masked Persona Feats wrote:
The following feats help a character maintain or gain additional benefits from her masked persona. A character must be have an established, uncompromised masked persona to gain the benefits of the feats listed below (excluding Convincing Persona), and loses access to the feats’ benefits if her identity is compromised.

They all require the Masked Persona rules.

Therefore, assuming that it's not an error that these feats are legal, the Masked Persona rules must be utilized with these feats.

Shadow Lodge

Extend Spell wrote:
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

The duration of Infernal healing is not concentration, instantaneous, or permanent, so it can be extended.

Infernal Healing wrote:

School conjuration (healing) [evil]; Level cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1

CASTING

Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
EFFECT

Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Target says creature touched, not up to six creatures touched, Infernal healing only effects 1 person.

Shadow Lodge

Tali Wah wrote:

Do you get the natural attacks of the creature?

If so, what does selecting "Claws of the Beast" for "Agathion Blessing" do after 4th level?
Since it says, "as appropriate to his animal identity, you wouldn't gain extra natural attacks.

Quote:
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell's description.

The ability says nothing about not gaining the natural attacks, simply that you do not gain any ability adjustments (+str/dex and +Natural armor) and that you only get a single animal ability (flight, scent, etc.) you still receive all the natural attacks.

Admittedly the aspect of the beast part is fairly confusing, but it kicks in before the bestial identity psudeo-wildshape does.

Shadow Lodge

alair223 wrote:
I'd say best animal given the restrictions might be leopard as you would at least get a chance to use all the beast shape ability points.

From a pure min max point of view, Deinonychus is actually better, 5 attacks + pounce verses 3 attacks + pounce + rake.

Of course that doesn't mean Deinonychus is the best shape, a wolf style wolf might be especially powerful with the Vital Punishment talent.

Shadow Lodge

2 people marked this as a favorite.
Jessex wrote:
No rule against just hard to do in practice.

Unless one of the Prestige Classes is Evangelist and progressing the other.

That being said, it was also easier when early entry was a thing.

Shadow Lodge

alair223 wrote:
Belabras wrote:
Looking over the new Agathiel archetype in the Spymaster book, I'm confused about how this is supposed to work with player equipment. At 4th level it gets a kind of wildshape (so I would assume equipment disappears when the vigilante enters that form) but before then does the vigilante just roam around like Puss-in-boots as an animal wearing clothes and using weapons? Is that true AFTER 4th level?

The way I read it from Level 1-3 you might put on a mask of that animal and wear clothes in the pelt of that animal to make you look that that animal rather than turning into one. After 4th you turn into an animal but keep all equipment.

The thing that makes me curious is the beast shape effects. It doesn't state that we get an ability from that animal on the beast shape list. It says "the vigilante can select two abilities provided by beast shape" Does that mean I can turn into a dog with grab and trip or a leopard who can fly?

They have to be applicable choices for the creature you choose, you are just limited to how many options you get.

At least that is the way that I read it.

Shadow Lodge

I know that a normal (not unchained) monk would still have full BAB for flurry with evangelist Well, full minus 1

Shadow Lodge

So a vigilante who plans to go into evangelist is much better off being a stalker or having specialization replaced, that's a bummer.

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I have a simple question regarding multiclassing vigilante and the evangelist prestige class.

If an Avenger vigilante progresses his vigilante class as an evangelist, does he gain full BAB for every evangelist level beyond 1st thanks to his avenger specialization. Specifically due to this part:

Vigilante specialization wrote:
An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Shadow Lodge

Since this is already discussing the archetype, I want to see if a couple of feats work with this archetype, mainly the Aasimar wings feat and the Sylph supernatural flight feat.

The Agathiel animal form functions as beast shape, so does that work with the previously mentioned feats.

Shadow Lodge

Thanks guys, that clears things up, though it results in a little oddness with a Dhampir Druid or any other polymorph specialist.

Shadow Lodge

It's not listed as an (EX) ability in the PRD.

Shadow Lodge

Simple question, if a Dhampir, or any creature with Negative Energy Affinity is subject to a polymorph effect, do they keep their Negative Energy Affinity?

Shadow Lodge

GM Lamplighter wrote:
While shields show up on the Weapon table because of shield bashes, they are not weapons (because they are treated as shields for things like masterwork and magical enhancement costs). So I would say quickdraw doesn't work for shields.

Actually, they are treated as both, since the armor and weapon enchantments on a shield are separate, you can have a shield that is a magical weapon without it granting a bonus to AC beyond that of a normal shield.

Core Rulebook wrote:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

That being said, I see no reason why quickdraw would work on a shield, then again - just never take off your shield.

Shadow Lodge

So um, where's my Bacon Boon?

Shadow Lodge

Alexander Augunas wrote:
Also, not sure why the gunmaster vigilante is illegal. Normally the gun archetypes get legalized if they get gunsmithing like a gunslinger, and the gunmaster does. They're also pretty tame considering they don't have full BAB or hidden strike.

Actually, normally gun toting archetypes for non-gunslingers are illegal, with one exception that I am aware of. That exception is the Cavalier archetype Spellscar Drifter which is from the Inner Sea Combat book. Every other gun toting archetype for non-gunslingers is in the RPG line, thus not setting specific and has been deemed not fit for Golarion by PFS.

Case and point, Spellslinger and Holy Gun from Ultimate Combat both gain Gunsmithing, but are illegal. Same with Steel Hound in Advanced Class Guide.

EDIT: I forgot the archetypes in the tech guide (also a Golarion specific book), those are legal too.

Shadow Lodge

I'd rather not wait for my april shipment for Ultimate Intrigue to be shipped.

Shadow Lodge

As noted by the topic, my March Subscription of Ultimate Intrigue has not been shipped.

Shadow Lodge

So I added the RPG line subscription to my subscriptions after people were already receiving their shipping notices, not sure if that means you'll need to poke mine to get it moving, but I thought I'd check to see if it needs to be poked.

Shadow Lodge

Glad to see this finished, love the myrmidon and hopefully I'll be able to change my fighter to one soon, piercing thunder will likely be her discipline of choice.

Also, to make sure: if and when an errata of this is released (I'm not saying it needs one, I've barely started to look at the PDF) the in progress download will be updated as well as this one right? Or should I be trying to bug someone at paizo to switch the work in progress download link to the finished product (even though the finished product is currently in the work in progress zip).

Shadow Lodge

JonGarrett wrote:
Mostly, it simply adds Variant Multiclass options for classes like the Swashbuckler and Bloodrager. It does have a couple of other options, like replacing all your feats with additional abilities, or Prestige Variant Multiclass.

If this does end up being allowed, I may have to pick it up, though as a bard I'm not sure how much it'd help.

Edit: The arcane Archer vmc might be useful for Juliette.

Shadow Lodge

I'm also interested on the question of encumbrance, as Juliette is likely at least in the medium encumbrance category (I'm not 100% certain, I'd have to check).

Shadow Lodge

dotting for interest

Shadow Lodge

2 people marked this as a favorite.
Paul Jackson wrote:

I dislike the "only prepared for things he has faced" argument.

1) the character literally spent years being trained as a pathfinder
2) the character spends LOTS of time hanging out with adventurers. Surely they spend much of that time swapping war stories and advice. Your life may depend on it after all

Charismatic Swashbucklers of noble descent with average wisdom and only slightly above average intelligence do not often listen to good advice.

Shadow Lodge

Does Seoni still need to be Varisian?

Shadow Lodge

I'll be the first to admit that my Swashbuckler is a bit of a one trick pony.

Up until recently, he only had a single weapon, a +1 Answering Aldori Dueling Sword, however he nearly broke it in a module, and had to use a Masterwork Longsword for nearly an entire level - after-which he purchased an Adamantine Aldori Dueling Sword and he now carries two weapons.

He does not carry a ranged weapon, can you believe that in his entire career, he has yet to actually need one. He's level 8. Now, don't get me wrong, he'd be pretty decent with a bow, despite not having any feats for it, after all he has 22 dexterity and full BAB, so he would have at least a +14 to hit with a non-masterwork bow, however with his pitiful 13 strength, a +1 strength longbow would only do 1d8+1 - if the creature has DR, that's likely nothing.

Now, my Swashbuclker is in fact carrying two Scrolls of Fly, though he lacks the ability to activate them.

But Flying creatures aren't the only issue my Swashbuckler would run into. He has no way of dealing with Swarms (no alchemist's fires). He has no way of dealing with extreme weather (his only clothing is a Noble's Outfit, which he did not start with for free but purchased, there's no record of what his starting clothing is at this point).

However, my Swashbuckler can do a few things you wouldn't expect him to do. He can disarm (non-magical) traps, including locating them with a +11 perception modifier (disable device is +20, tools included). He can detect magic thanks to his Discerning Wayfinder, and is trained in Spellcraft (+9, with an additional +2 once per day). He also has decent social skills (+8 Bluff/Diplomacy, +14 Intimidate).

Is he prepared for every situation? Not by a long shot. However I like to think that he is prepared for the encounters he has faced in the past, and will continue to learn from new experiences to be better prepared in the future, after all he has 12 Intelligence and 10 Wisdom, it's hard to learn from things that haven't happened to him.

Shadow Lodge

I only have 1 former Shadow Lodge, with no boon :(

Rinne, Priestess of Razmir Sorcerer level 9, now Grand Lodge, claims Razmir is one of the ten.

Shadow Lodge

I would like to cancel my Adventure Path Subscription.

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