I searched for an answer on these forums and haven't find one. Does a superstitous barbarian (that is, a barbarian with the superstition rage power)--that successfully saves vs a cure spell during a rage (i.e. the spell is not successful)--still get healed for 1/2 of the spell's effect?
Cure Light Wounds, statblock wrote:
Saving Throw Will half (harmless)
--and--
Cure Light Wounds, descriptive text wrote:
An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
.
Basically, I can see that being interpreted three possible ways, with varying degrees of adherence/favor to intent, the spell's statblock, or the spell's descriptive text.
Which of these is correct:
1) The statblock that says "Saving Throw Will half (harmless)" applies to all targets (Superstitious Barbarian must save, and gets half healing even if the save succeeds)
2) The descriptive text means that only undead need to save against the spell in any situation (Superstitious Barbarian doesn't need to save, and receives the full effect of the spell)
3) The descriptive text means that only undead get the half "damage" (Superstitous Barbarian must save, and gets no healing if the save succeeds)
This is a first-come, first-serve open recruitment for a session of the Season 4 multitable special Race for the Runecarved Key for PbP Gameday XI, beginning play on 11 Sept 2022 and concluding on or before 20 Nov 2022.
Please fill in the following info below, and dot-and-delete on the Gameplay tab. Please only use this tab for chronicle information; all other discussion should move to the Discussion tab.
This game is recruiting via the Gameday spreadsheet. Sign up there first, then fill in your chronicle information on the recruiting tab. Please feel free to dot-and-delete below; the convention is set to begin on 11 Sept.
This is a first-come, first-serve open recruitment for a CORE session of 10-10 The Shattered Shield for PbP Gameday XI, beginning play on 11 Sept 2022 and concluding on or before 20 Nov 2022.
Please fill in the following info below, and dot-and-delete on the Gameplay tab. Please only use this tab for chronicle information; all other discussion should move to the Discussion tab.
Qstor has a reserved seat at this table. If we have more than 4 other applicants, I will hold a lottery for the remaining 4 seats on Friday, 13 May 2022 (good thing it's not a horror scenario!). I plan on starting Gameplay on Monday, 16 May 2022.
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of Gameday X may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Monday, 6 Sept 2021, and I look forward to GMing for you!
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of Gameday X may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Monday, 6 Sept 2021, and I look forward to GMing for you!
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of Gameday X may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Monday, 6 Sept 2021, and I look forward to GMing for you!
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of PiazoCon Online 2021 may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Friday, May 28th, but may be delayed to accommodate players with a VTT session with the same PC, if necessary.
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of PiazoCon Online 2021 may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Friday, May 28th, but may be delayed to accommodate players with a VTT session with the same PC, if necessary.
Please also note any purchases or other items (spells scribed, animal tricks trained, etc.) that you need noted on this chronicle sheet.
Finally, if you have not played games on the Paizo boards before this event, please let us know so that we can help you with some of the particulars. Thanks!
Players who have signed up for this session of PiazoCon Online 2021 may dot and delete here. Please make sure that you fill in your Chronicle sheet info in the Discussion thread.
This session is set to begin on Friday, May 28th, but may be delayed to accomodate players with a VTT session with the same PC, if necessary.
If you are GMing a scenario that includes a terrain challenge that seems unreasonable for an animal companions to travel through (example below), and the PCs are unable to present a strategy for getting past it, should the PC be forced to leave their companion behind?
Or is there an assumption that an Animal Companion is such an important class feature that this should be hand-waved so the PC isn't "nerfed" by the absence of their companion through much of the scenario?
Example: 6-06 Hall of the Flesh Eaters:
This scenario involves descending down vines into a shaft of broken earth to reach the interior of a Gloomspire, where the bulk of the adventure takes place. Most 4-legged creatures (boar, wolf, etc.) lack adequate Climb skills for this challenge. If the PC is unable to provide some alternate method of getting the companion down the shaft, must the companion be left behind up top?
Targeting high tier for this run, with a projected start date of Monday, Nov 2. This is an open recruitment, first-come first served (so we may not end up in high tier, depending on who signs up and with what PC). As such, this game will qualify for boon support under the OSP program.
First six players will be accepted; unless you think you cross-posted with another potential #6, feel free to fill in your info on the Discussion tab (or start figuring out with other players which PCs you all want to bring).
Dot in here please. The next scenario will start on the deck of the Grinning Pixie, the ship that takes you to the start of the next scenario. Feel free to roleplay your arrival at the ship, as you like.
I anticipate the first post kicking us off for real on Monday, 20 July.
Please fill out the following information for your PC:
Chronicle Sheet #: Player Name: Character Name: PFS ID#: Faction: Track: Starting XP: Starting Prestige/Fame: Starting Gold:
Also, list out any purchases made since the end of the last scenario that you'd like me to account for on this chronicle.
Please add your information (include die modifiers in the spoiler block text) on the slides. I do a Door SOP spoiler, so feel free to add to that spoiler how your PC contributes (perception, disable device, aids to any of these, etc.).
A Pathfinder Society Scenario designed for levels 1–5.
Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.
Content in "Library of the Lion" also contributes directly to the ongoing storylines of the Cheliax, Grand Lodge, and Taldor factions.
I have a 4th level witch for which I'm retraining the archetype. As a result of this retraining, I'm losing my 1st and 4th level hexes to alternate class features. Below are the hex choices I made at each level:
My question is this: must I lose Evil Eye and Misfortune (my two most useful hexes) because they are the specific choices made at the levels that I lose hexes for, or can I just choose two of my four hexes to lose? I.e. could I choose to lose Flight and Cackle instead, essentially shuffling things around to look like this:
1st: Flight (lost to archetype class feature)
1st (Extra Hex feat): Evil Eye
2nd: Misfortune
4th: Cackle (lost to archetype class feature)
In general, if you qualify for two different faction goals in a scenario, do you think it's better to complete a goal that has only one box, or check off one box towards a goal with multiple boxes?
(Specifically, I have a Scarab Sages PC that can check off one of two boxes for the "explore an ancient site" goal, or can check the only "find a gem worth X" goal (both from season 9). Both seem situational (ancient site, finding a gem), but not terribly rare either.)
Both archetypes modify the domain class feature. The Luminous Font feature of Blossoming Light causes the cleric to lose access to domain spell slots. The Devoted Domain feature of Divine Paragon causes the cleric to lose access to the domain powers of one domain.
Since they both modify different aspects of the Domain class feature, I believe that they should be compatible, but I wanted to check here before I play this guy to be sure.
I'm building an Elf Investigator in HeroLab for PFS play. He doesn't have any feats or traits that affect weapon proficiency. Here is my problem: HeroLab seems to think that this character would be proficient with an Elven Curve Blade (i.e. it's showing it as an available choice for purchase when I filter by "valid items").
Investigator doesn't have proficiency with ECB that I can tell, nor does it have proficiency with Martial weapons (so Elven Weapon Familiarity doesn't do it).
Is HeroLab just wrong here, or is there something I'm not seeing?
(Note: I was planning him as a rapier wielder anyway, so it's not a big deal if he can't wield an ECB)
A friend is designing a one-shot mystery-themed game where we all have to build a detective from pop culture to play. The following have been taken already:
Inspector Gadget
Ace Ventura
Here is my short list of ideas to play:
Sherlock Holmes (Empiricist Investigator)
Sookie Stackhouse (Fey bloodline sorcerer)
Doctor Who (Reincarnated Druid)
Encyclopedia Brown (???)
Patrick Jayne (Social-focused Bard?)
Dexter (Slayer?)
Aside from Sherlock, I'm pretty much rejecting most of the 'traditional' mundane detective types. I.e. no Poirot, Magnum PI, Sam Spade, Columbo, Kojak, etc.
What other ideas might I be missing? Bonus points: suggest a class/archetype for the character. (We'll be playing at level 6.)
Are there certain character types that are too commonly used? Is there any character that you see in submissions for your games that you reject out of hand because you've just seen too many versions of that concept before?
About Otto ir'Kaspardt
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OTTO IR’ KASPARDT
Male Changeling Gestalt Slayer (Sniper) / Medium (Relic Channeler) 2
CG, Medium, Humanoid (shapechanger)
Init +5; Senses Perception
DEFENSE AC 16+2, touch 12, flat-footed 14+2 (armor +4, dex +2, shield (+2 when worn))
HP 22 (2d10 +4 Con; 75% HD); DR --;
Fort +5, Ref +5, Will +3
Immune Resist +2 saves against sleep and charm effects. +2 Will saves against emotion and fear effects.
Spcl Def.
OFFENSE Speed 30
Melee Cold Iron Kukri +6 (1d4+4; 18/x2)
Range Composite Longbow +4 (1d8+4; 20/x3)
Spcl Att.Studied Target (MvA, +1 hit, damage, bluff, knowledge, perception, sense motive, and survival).
Accuracy (halve all range increment penalties when making ranged attacks with a bow, crossbow, or firearm).
Sneak Attack 1d6.
Deadly Range (attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence).
SPELLCASTING and CHANNELING Medium Spell List Influence (1 when channeling)
Powerful Bond Relic Channelers gain Alertness when they receive Influence penalties. Two spells per level instead of one, two exotic weapon proficiencies instead of one, three combat feats instead of two, and three skills instead of two.
Concentration +2 trait (+2 archmage)
Spells per day (Medium) 0 x 1st.
Spells per day (Archmage or Hierophant) 2 x 1st.
Spirits:
Medium Casting lvl 0 (3 known, DC 13)):ghost sound, light, mage hand.
Archmage: Deimus (brass clasp shaped like a dragon) Bonus: +2 concentration checks, Intelligence checks, and Intelligence-based skill checks.
Shared Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
lvl 0 (2 known, DC 13)):YYYY, YYYY. lvl 1 (2 known, DC 14):YYYY, YYYY.
Champion: Otto ir’Kaspardt (small bronze bell) Bonus: +2 attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Shared Boon: You gain a +2 bonus on all non-spell damage rolls.
Exotic Weapon Proficiencies: Elven Curve Blade, Fauchard, Hand Crossbow.
Guardian: Falko d’Deneith (bronzewood eating bowl) Bonus: +2 AC and on Constitution checks, Fortitude saves, and Reflex saves.
Shared Boon: You gain a +1 bonus to CMD.
Lesser Power: You gain proficiency in heavy armors and shields (including tower shields).
Hierophant: Sister Milena Teg (cracked blue porcelain teacup) Bonus: +2 Wisdom checks, Wisdom-based skill checks, and Will saves.
Shared Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
lvl 0 (2 known, DC 13)):YYYY, YYYY. lvl 1 (2 known, DC 14):YYYY, YYYY.
Marshall: Gauthier de Nevereth (ivory whistle with leather string) Bonus: +2 Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.
Shared Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.
Lesser Power: You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.
Trickster: Nik’olo Gaczi (old leather strap with silver buckle with leaf pattern) Bonus: +2 Dexterity checks, skill checks, and Reflex saves.
Extra Skills: Acrobatics +8, Disable Device +8, Sleight of Hands +8 (includes Bonus).
Shared Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.
OTHER Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 14; (25-point buy, Changeling +2 Str)
BAB +2 ; CMB +6; CMD 18
Feats 1-Spirit Focus.
Feat Tax Bonus Weapon Finesse, Agile Maneuver, Combat Expertise, Deft Maneuvers (Improved Trip, Disarm, Dirty Trick, Feint, Reposition, Steal), Power Attack, Powerful Maneuvers (Improved Bull Rush, Drag, Overrun, Sunder), PBS, Deadly Aim, Mobility merged with Dodge, ITWF merged with GTWF, Weapon Focus etc applies to weapon groups.
Slayer Talents 2-Ranger Combat Style (Rapid Shot).
Traits Disillusioned (+2 trait bonus on Will saving throws against emotion and fear effects), Focused Mind (+2 concentration).
Skills (Class 6 +1 FC) x 2 = 14
Armor Check Penalty: -1
-Acrobatics (Dex) 0+2 = +2
-Bluff (Cha) 1+2+3 = +6
-Climb (Str) 1+4+3 = +8
-Diplomacy (Cha) 1+2+3 = +6
-Disable Device (Dex) 0+2 = tr
-Disguise (Cha) 1+2+3 = +6
-Intimidate (Cha) 1+2+3 = +6 Trait
-Knowledge (local) (Int) 1+2+3 = +6
-Linguistics (Int) 1+2+3 = +6
-Perception (Wis) 2+0+3 = +5
-Sense Motive (Wis) 2+0+3 = +5
-Sleight of Hand (Dex) 0+2 = tr
-Spellcraft (Int) 0+0 = tr
-Stealth (Dex) 1+2+3 = +6
-Swim (Str) 1+4+3 = +8
-Use Magic Device (Cha) 1+2+3 = +6
Languages Common, YYYY, YYYY.
SQChange Shape (Su): A changeling can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate and Sense Motive checks.
Gifted Linguist: Changelings gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Slippery: A changeling gains a +2 bonus on saves against sleep and charm effects.
Spirit Bonus: +2 (Spirit Focus Feat) (+1 at 4th).
Spirit Surge: +1d6 to failed d20 roll for 1 influence.
Shared Seance: Allies receive seance boon.
Taboo: In exchange of two surges without influence.
EQUIPMENT (Starting: 1,500 gp; Spent: gp)
Worn or carried gear
-Chain Shirt (100 GP, 25 lbs)
-Cold Iron Kukri (16 gp, 2 lb)
-Fauchard (14 gp, 10 lbs)
-Hand Crossbow (100 gp, 2 lbs)
-Elven Curved Blade (80 gp, 7 lbs)
-Composite Longbow +4 (500 gp)
-Arrows (40) (2 gp, 6 lbs)
-Sleeves of Many Garments (200 gp)
-Holy Symbol of The Traveler
-Holy Symbol of the Sovereign Host
Pouch, Belt
- GP 0
- SP 0
- CP 0
Adventurer’s Kit (9 GP, 28 lbs)
a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Additional equipment (4.73 GP, 21.73 lbs)
Waterproof Bag (0.5 gp, 0.5 lb), Crowbar (2 gp, 5 lbs), Marbles (0.1 gp, 2 lbs), Earplugs (0.03 gp), Cigars (1 sp, 0.2 lb), Grappling hook (1 gp, 4 lbs), Rope (1 gp, 10 lbs).
BACKGROUND
Otto grew up in Cyre. He was part of a small Changeling community that embraced their heritage and lived in their natural form. The community was centered around a small shrine devoted to The Traveler, where Otto felt at peace. They were viewed with suspicion by humans, and despite by other Changelings. Violence escalated in synch with misunderstanding and fear, until one day the community decided to disband and disappear, each Changeling assuming a human identity to escape undetected.
Life on the road proved hard but fulfilling. Thanks to his disguise skills, he met with several amazing people along his journey, keeping a small trinket from each. But there was no avoiding the war. He despised formal service. Thankfully, his path led him to join the Hounds of Khorvaire, where his unique skills were recognized and utilized.
On the Day of the Mourning, he stood on the top of the Eastern Howling Peaks, just shy of the Cyran border, planning to infiltrate a Thranish unit scouring the nearby region, when he saw with horror a whole country engulfed by death. The wave of all these souls crashing madly hit his own and shattered his already fragile identity, forever tying it to the tokens collected from people he thought greater then life itself, and death. Disgusted with the Mourning and the Last War, he vowed to fight for peace, to find those responsible for the Mourning, and that these heroes would keep on living through him, and the spirits merged with his.
Since that day, Otto lives many lives and his identities are many, as are the powers coursing through him. He lets the spirits invest him as he feels the situation warrants. Who Otto was before the Day of Mourning no longer matters.
Archmage (Deimus; brass clasp shaped like a dragon):
Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.
Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools.
Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.
Taboos: Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; you must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components (see page 144).
Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell.
Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast. You must expend a spell slot of the appropriate level, and you can’t apply metamagic to the spell.
Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the sorcerer/wizard spell list as if using the wild arcana ability, except the archmage doesn’t gain 1 point of influence over you, the spell doesn’t require a spell slot, and you can select a spell of any level.
Champion (Otto ir’Kaspardt; small bronze bell):
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Seance Boon: You gain a +2 bonus on all non-spell damage rolls.
Favored Locations: Arenas, battlefields, places of violence, practice yards.
Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level.
Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as “my father’s +2 falchion”) that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo.
Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit.
Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.
Fleet Charge (Greater, Su): You can take a swift action and a full-round action to move up to your speed and then make a full attack. This special action doesn’t combine with sudden attack, but works as normal with effects such as haste and two-weapon fighting. As soon as you begin moving, you are considered to have begun the full-round action, even if circumstances prevent you from attacking at the end of your movement.
Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats.
Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves.
Seance Boon: You gain a +1 bonus to CMD.
Favored Locations: City walls, forts, gates, keeps.
Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus.
Taboos: Choose one: you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others); you must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points; you must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked.
Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields).
Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrificeAPG to your medium spells known as a 2nd-level spell.
Sudden Block (Greater, Su): After an enemy’s attack would hit you or an adjacent creature, you can use spirit surge to increase the victim’s AC, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character’s AC. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy’s attack to miss, you can make an attack at your highest base attack bonus against that enemy as an immediate action.
Legendary Guardian (Supreme, Su): Once per day as an immediate action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal.
Hierophant (Sister Milena Teg; cracked blue porcelain teacup):
Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves.
Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith.
Taboos: Choose one: you must strongly revere nature and may not wear metal armor or shields; you must follow a paladin or antipaladin code as appropriate for the spirit’s deity; you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer.
Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.
Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your positive or negative energy, that creature gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy. If you destroy or kill one or more creatures with positive or negative energy, you gain a +1 bonus of the same type on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Hierophant (Supreme, Su): Once per day, you can request a minor miracle. This request must be in line with the options for miracle that don’t cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim.
Marshal (Gauthier de Nevereth; ivory whistle with leather string):
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.
Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.
Favored Locations: Council rooms, stages, theaters, throne rooms.
Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and seance boon.
Taboos: Choose one: you may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position); you may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature; you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful.
Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.
Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.
Decisive Strike (Greater, Su): You can allow the marshal to gain 1 point of influence over you as a swift action to allow an ally within 30 feet who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action.
Legendary Marshal (Supreme, Su): You can use a lesser spirit surge without incurring influence. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge. A lesser surge still counts as a spirit surge for the purpose of the limit of one spirit surge per round, but it does not consume any free uses of spirit surge you may have from effects such as taboo.
Trickster (Nik’olo Gaczi; old leather strap with silver buckle with leaf pattern):
Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves.
Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.
Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you.
Taboos: Choose one: you can’t abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies; you can never tell the truth; you can never pass up a more lucrative offer, even if it causes you to switch sides.
Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).
Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.
Transfer Magic (Greater, Su): You can allow the trickster to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If the attack succeeds, you randomly steal one of the harmless spells of the highest spell level active on that creature, ending the effect for the original creature and gaining all remaining duration for yourself. This ability does not work on personal-range or instantaneous- or permanent-duration spells.
Legendary Trickster (Supreme, Su): Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.