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I'm looking around for an official Paizo inquisitor archetype without spells, but not having luck. Is there not such a thing? I really like the class, but something that replaces the spells would be nice. I know there's 3rd party things, but if possible I'd like to use official material.

I may work on getting this organized into a nice little PDF as well, but here's what I have thus far (these have actually been playtested, but only with my own group).

Here's the google doc, in case someone wants to offer suggestions there:
Necrophim Google Doc


The Necrophim are born of humans (or occasionally other races) and pyschopomps, a race of outsiders sometimes called “angels of death” or simply “death spirits”. Such beings are even more uncommon than aasimar or tiefling, and may be confused for a member of those two planetouched races.

Necrophim come from lineages that were somehow changed by the realms of the dead, often the exact circumstances are mysterious. First generation Necrophim may even have been born as ordinary mortals, but become altered, while others were children born in the realm of the dead, and it left a permanent mark upon them.

The appearance and abilities of necrophim vary depending on what psychopomp they most resemble, but they tend to have pale, even albino white skin, and be very thin, even to the point of having nearly skeletal appearance.

Like many other Planetouched they frequently find themselves not really fitting in anywhere, and they have no society of their own, though this tends not to particularly bother most of them.

Fascination with death and the afterlife naturally are common among these folk, and frequently they find themselves in professions dealing with the dead, and undead, this could mean anything from a cleric of a death god, to mortician, to a crime-scene investigator.

Most Necrophim have a rather unsettling presence about them, that they may find hard to overcome regardless of how powerful their personalities are, for this reason most of them have a penalty to charisma.

Universal traits:

Type: Outsider (native)

Speed: Medium

Darkvision: 60ft

Languages: Necrophim start knowing common and either Infernal, Abyssal or Celestial (choose one).

Those with a high intelligence score can start with Infernal, Celestial, Abyssal, Dwarven, Elven, Gnome, or Halfling.

Endurance of the Grave: Members of this race also do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Necrophim Lineages (one must be chosen)

Below are some of the different types of psychopomps, and traits for planetouched descended from them. Please note that this isn’t an exhaustive list of possible varieties.


These psychopomps appear as avian beings with traits strongly reminiscent of ravens, crows, whip-poor-wills or various other sorts of songbirds. Necrophim descended from them will tend to have traits reminiscent of corvids, or other birds, particularly those associated commonly with death. Taloned hands and feet, feathers for hair, and even wings are not unusual.

Traits: +2 charisma +2 dexterity -2 strength

These necrophim have strong personalities, and tend to be outgoing and talkative, out of all the necrophim they tend to be the most approachable. However these necrophim tend to be on the short side, and have slight frames, built for grace but not for strength.
Skill bonuses:

+2 perform (singing) +2 perception

Nosoi necrophim get to pick one trait from below:

Fly, 20 speed, poor maneuverability
Speak with dead, 1x a day as a spell-like ability.
Hide from undead 3x a day as a spell-like ability.
Sound burst 1x a day as a spell-like ability
Cold resistance 10
2 claw attacks which deal 1d4 damage each.


These psycopomps look how one might expect an angel of death to appear. Necrophim of this lineage may have pure onyx black eyes, or even black feathered wings.

Ability Scores: +2 strength, +2 wisdom -2 charisma

Memitin are born of the powerfully built and fearsome angels of death, whom frequently watch over the bloodiest of battlefields.

Skills: +4 intimidate

Also select one ability from below:

Speak with dead 1x a day as a spell-like ability
Fly, 20 speed, poor maneuverability
Status 1x a day as a spell-like ability
Acid resistance 10
Bleed 3x day as a spell-like ability
Cold resistance 10


These psychopomps bare the form of a massive black feathered dragon, with facial features reminiscent of a crow or raven. Necrophim of this lineage almost always have traces of dragon in their features, possibly with pitch black skin rather than the pale color shared by most necrophim.

Ability Scores: +2 Constitution +2 Wisdom -2 Charisma

Skills: +2 sense motive +2 perception

Also select one ability from below:

Fly, 20 speed, poor maneuverability
Breath weapon: A 15foot cone of cold wind. Does 1d6 damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. This can be used 3x a day as a standard action.
Detect thoughts 1x a day as a spell-like ability.
Mage armor 1x a day as a spell-like ability.
Tongues 1x a day as a spell-like ability
Cold resistance 10


The Vanth appear as skeletal beings, with black feathered wings, with a vulture-like mask where their skull should be. Necrophim of this heritage likewise tend to have an emaciated look, they may even be confused with the undead. Some Necrophim of this lineage even grow a long and bony tail.

Abilitity Scores: +2 strength, +2 wisdom -2 charisma

Skill Bonus: +2 perception +2 intimidate

Also select one ability from below:

Fly, 20 speed, poor maneuverability
Deathwatch 3x a day
Reaper’s Scythe: Once per day the character can manifest a magical scythe. This weapon is a +1 adamantine scythe, and dissipates after 3 rounds.
Cold resistance 10
2 claws which do 1d4 damage each

Racial Feats

Psychopomp Heritage

The character gains cold resistance of 5, as well as +2 on saves against disease and poison. These bonuses stack with any others the character all ready has.

Prerequisites: The character must be a member of the Necrophim race.

Otherworldly Wings

Alternate Prerequisites: at least 8th level, and the Psychopomp Heritage feat.

You have wings which allow you to fly at your land speed, average maneuverability.

On Death’s Wings

Your fly speed increases by up to 20 feet. This feat cannot more than double an existing fly speed.

Prerequisites: The character must be a Necrophim which all ready has a fly speed & is at least 11th level.

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I've played a lot of Rifts and (old) World of Darkness (Vampire and Werewolf mainly) as well as Pathfinder/3e. Mainly this was because, those are the three that have been the most popular in my area. Recently however Savage Worlds has taken off in popularity around where I live so I tried that one. 5e is gaining popularity too, but isn't honestly a priority for me to try right now.
So far I've also played Numenera, Fudge, Hero System and Shadowrun, and (though it was a long time ago) D&D 2e.

I'm going to try Fate as well. I own Burning Wheel so maybe I'll actually get a chance to try that at some point.

So, I want to try more RPGs, I love PF but, need a break from it and want to branch out.

But, what I'm wondering is, what other RPGs would you recommend I look into? Ideally I want to try ones that are very different than what I've all ready listed.

I have a newbie player showing up to check out Pathfinder, and I want to give him the option of jumping and playing rather than just observing and will make a few characters for him to pick from.

I know fighter or rogue is really easy to pick up, and caster classes, especially full casters, I should avoid.
Slayer too I'm thinking could be a good option.

Any other suggestions for classes for a newbie?

So, it seems to me like it shouldn't even be possible, but, looking at the disguise rules on the PRD there's nothing covering players having their characters do something like disguising a human as an animal or an extremely different looking race like a strix (or for that matter something like a strix as a human). So, what is the RAW for this? Seems like if it is allowed at all should be much more steep than just a -2, maybe like a -10 or -20.

My Pathfinder game takes place on a fantasy version of earth during the very tail end of the 1400's. The group is currently 12th level, but will probably be 13th by the time they get to their destination. Their destination is Aleppo in Syria, they are going to be exploring the ruins around the region (the so called dead cities).

I mostly make my own dungeons, but, for this, I'm curious if anyone has some suggestions for dungeons to look at for inspiration. There will be above-ground ruins as well as underground complexes.

I've seen characters whom, by RAW could not fail an intimidate roll vs. things up to at least a few hit die above them (aside from things immune to fear conditions anyhow).... anything like that always succeeding seems a bit much to me.

That is my main complaint with the skill.

Has anyone used a better way of handling whether intimidate succeeds or fails so that it isn't an auto success even with things more powerful than the character using it?

Any better systems out there that provide good alternatives for handling the skill?

I usually have so many players looking to join up that I end up with a waitlist of people.
Lately, I've had a hard time finding enough players, and have noticed that other DMs seem to have fewer people signing up as well. Our local RPG groups seem to be much less active than usual (most of which are Pathfinder).

I believe I heard somewhere that this isn't unusual for this time of year. Is that true? Can anyone else attest to that?

Has anyone else noticed fewer people gaming than usual? Have you noticed it mostly being Pathfinder this is the case for, or tabletop games in general?

Wondering, does an oracle with clouded vision have all the usual penalties associated with blindness when it comes to dealing with things attacking him from further away than the 30ft he can see?
I mean the penalties to AC, the enemy gets a 50% concealment etc....

How does it affect perception checks for things outside the 30ft? Does something sneaking around automatically fail to be detected, or should it not be considered a sight based perception check in this case and they just get some sort of penalty to detect something is there?

This game happens almost every Saturday, starting at 4:15 and going until about 10 typically. So you would definitely need to be able to make Saturdays pretty regularly. This is also a long run campaign, so looking for folks whom can join the game long term.

I might eventually add one more in addition to this, but to keep our group numbers from getting too large for now just one new player.

This is really not like the Golarion setting, it is a fantasy version of Renaissance earth, with some grittier elements and what one might call "weird" fantasy elements. But I draw a lot on history, mythology and folklore for the game.

There's a lot of emphasis on storyline, and lots of room for characters to shape the storyline and be important to how the game world progresses. The game also is high risk, which means having to problem solve using tactics and creativity to avoid character death (or other... interesting fates).

If interested please contact me and I can get you more information on the game, creating characters, etc... I will of course make a point to help integrate you into the group and give you any help building a character that you might want/need.

Also we game in Cotati (which is located between Santa Rosa and Petaluma) so it is important that gaming in that location isn't problematic for you.

I'm going to be running a single combat scenario with my player group. The goal is to playtest the abilities of some builds.

We want to use something that is a higher CR than generally considered appropriate for them, and has a decent likelihood of killing them but is unlikely to just one shot the lot of them.

I'm thinking I'd like 2-3 monsters to throw against them rather than just one.

They are as follows (at 9th level):
synthesist summoner (well, sort of, this is a heavily modified build that has a lower AC than a synthesist normally would have, some very limited access to spells from the sorcerer list, and no summon monster ability aside from the eidolon.

Zen archer

A wilder (contemplative archetype, this is a Dreamscarred Press psionic class)

A druid (eagle shaman)

Finally one player I'm going to have first test one build and then the other
A bard
then a sorcerer (Verdant bloodline)

I've seen threads on how to build optimized characters, and debates over that topic, but, what about some collections of optimized builds for usage?
I'd love to see some if anyone has them available, or perhaps you can point me to some recommended offsite links or other forum threads that in your opinion are good?

So, a number of times situations have come up where characters in my game have needed to know something which would be covered by a math or science skill.

For some sciences I know knowledges like nature, or even dungeoneering or geography can work. However this seems maybe not ideal(since, for example character would probably have to invest in both dungeoneering and geography to have a solid understanding of geology, and not everyone who is good with math should have to also be good at engineering, which for math related things, I have sometimes fallen back on that skill).

But, it seems like it would make more sense for their to actually be a mathematics skill and a science skill or two, as a lot of other RPGs do. I'm debating even on bringing some skills over from 3.5 Masque of the Red Death or D20 modern.

Is there an official ruling on how to handle these sorts of skills though? Or does anyone have a solid way that they handle such things when they come up?

There's a lot I like about PF, but there's one thing that I have found can be lacking (or at least seems to be). That is, the more cinematic element of combat.
There doesn't seem to be a whole lot of mechanics to support doing wild stunts, and the affects of more specific injuries, and to encourage combat to be something more, I guess, descriptive. My players like getting descriptive with their fights, and the mechanics don't really stop them from handling combat that way, but I know some of them would really appreciate good mechanics that support doing more crazy hairbrained sorts of stunts in combat, or targeting monsters in particular ways.

Now, I know there's an optional rule for targeting specific parts of monsters, but I'm a little wary of introducing it, without hearing about how it has handled for anyone else. So anyone try that? Did it make things more interesting? Was it beneficial to your game overall, or did it really screw up combat?

Are there any other rules that could make combat more cinematic/descriptive/generally interesting that I should look into?

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I don't know that I'd ever run a long run PF game with no magic items (though refluffing them as advanced technology I could see). However I am curious how to make such a game work, and certainly, having characters rely less on gaining magic items would be rather nice.

So, it occurs to me, if no or few magic items around, then there's different ways it could be handled, and one of them would be to simply have characters all rely on innate bonuses.

Now, I've ran low magic games where there was maybe one or two magic items available (though these have been short run games), and they honestly can run pretty smoothly, maybe with just very minor tweaking, especially if you have players whom like to be more tactical and think outside the box as far as how they handle things. If you give monsters with certain things like high dr, something mundane as a vulnerability that also helps.... however, lately I've been pondering how a game where there no magic items (or even just ones that are very different) could be handled with innate bonuses granted to characters as they level instead.

I mean things like AC that don't normally scale with level particularly. Has anyone used a system where AC increases with level before? Maybe at really high levels did you start giving them some sort of automatic miss chance instead?

Not having magic items also opens up maybe allowing characters to choose from some more bonus feats, or other things which would grant them additional bonuses, or special abilities... it seems to me, that mythic tiers actually could maybe serve this purpose, instead of outright raising the character's effective level simply helping them keep pace with how powerful they would be if they were fully outfitted, though I think at higher tiers mythic is way more powerful than Paizo gives it credit for.

The other alternative I can think of is somehow giving a certain amount of "gold" as "xp" which characters can invest in special ability... but that would be a little bit trickier (maybe even a huge pain, don't know), as it essentially would create a whole new point buy system. There's RPGs that do this, plenty, and would be interesting to see with PF, or another d20 system, but has anyone actually tried something like that?

I have a player, whom is going to be playing an antipaladin.
It is turning out to be a very nature based campaign, and we're thinking the entity that will be the character's eventual patron will be something very strongly tied with nature (think something with a connection to wildlife, forests, fey, and such), the sort of being evil druids and rangers might follow.

That said, someone whom serves an evil nature deity I don't see really dealing with fiends, and even the negative energy aspect seems questionable. Are there any good ways of handling a antipaladin whom may get played up as serving the darker aspect of the natural world? Maybe some alternative class features that are out there?

I have a player whom will be leaving for the military next month, and thus am looking for a single player to add to the group.

We play on Saturdays, starting at 4:15 and usually going until 10:30-11PM.

We've been gaming in Cotati, but may be switching to Santa Rosa, so long as it remains a convenient option.

The setting is Planescape, but we are using Pathfinder with the mythic rules.

I'm running a game, where I'd like to have players end up in a large dungeon, key word is LARGE, but if there's no easy exit as well, that's an added bonus. I usually just make my own maps, but for this, I think I'd rather not, since it likely would take more free time than I have at the moment.

The area will be a large underground dungeon with a blend of natural caverns, and ancient ruins. The ancient ruins will be dwarven, at least predominately. The average character level of the group is 15 (and they are mythic characters). It is not necessary that the map is made for characters of that level, or for mythic characters, or even dwarven themed (though that would be nice), I can refluff things and make new encounters if necessary, but if there's something all ready out there close that's even better... I'm just not sure what so could use suggestions.

I do love using the NPCs from the NPC codex and other products as the basis for my own NPCs, saves a lot of time and work.

However, I could really use a bunch of pregenerated NPCs of classes found in Ultimate Magic, the Advanced Players Guide, Ultimate Combat and so on (so for example, summoners, magus, gunslinger, etc...). Especially higher level ones. Anyone know has Paizo put out a book with any non-core rulebook class NPCs? If not, has perhaps a 3rd party publisher? Or someone know of where online I could find some?

I've dug around a bit, but have had no luck so far.

If no one has done this yet... I might just have to start making a bunch myself (but I'd rather not if I can avoid it).

So, I'm planning on focusing my Planescape campaign (at least the next adventure within it) on the plane of Ysgard. It of course is the D&D take on the realm of Asgard.

Basically it is a vast land, mostly wild, the only civilization (aside from very few towns separated by great distances) are the great halls where the Nordic dead and other petitioners go to do all the sorts of things you would expect dead Vikings to do when they aren't slaughtering one another. When not in the halls they battle each other to the death on a daily basis, and rise again the next day.

Mortals whom visit the realm have a chance to rise again the next day as well, if they truly fight to their vary last breath and "die by the sword" in a way which would befit a Viking hero. Otherwise dead is dead for them.

Things they could encounter would be giants, dwarves, elves, the vikings themselves (including but not restricted to petitioners whom actually were Norse Vikings from Earth in life), and those petitioners of Asgard/Ysgard whom have truly proven themselves and transcended the others, becoming Valkyries or true Einherjar. Fortunately both those have been stated up in Pathfinder, so that makes it easy (though Einherjar would be chaotic good, or chaotic neutral with good tendencies at least as often as chaotic neutral).

Dwarves, giants, and elves are easy enough to make like the ones described as dwelling there in Planescape. Norse giants would typically have access to a variety of magic, and the elves and dwarves would both be outsider type creatures (in the case of the true natives of the land at least) with a few other minor changes, such as the light elves having an aura of light (perhaps equal to being surrounded by the daylight spell constantly).

I've all ready stated up Bariaur as well, and have with aasimar and tiefling the option of those being descended from the deities of the different mythic realms (which after all are just the most powerful outsider creatures of a given plane. Tiefling = lower planar deity or other outsider, aasimar = upper planar deity or other outsider, including possibly some of the Asgardian gods themselves).

So, what I'm debating then, is whether certain other things make sense to have there.

Tengu, if they were re-flavored a little bit seem like they might work as a mortal race that dwells there (though I can see maybe some Tengu petitioners ending up there as well). Also Ysgard is known for having a lot of lycanthropes, so maybe skinwalkers would be a natural fit as well.

Any other races or monsters you think would fit in well? Any Pathfinder sources outside the core I should take a look at? I'm even open to more 3rd party things.

So, I'm going to be playtesting and then likely introducing mythic rules. I also decided to allow mythic cohorts. It will require spending a feat both on the leadership feat, and then a mythic feat on a separate feat to make the cohort mythic. Then the cohort's mythic rank I'll have be equal to the character's own -3 to a minimum of 1.

Now thematically as others have said there's issues with this, and that I can see being reason enough not to allow it.
However... what if the cohort's own mythic power is actually directly tied to their leader's? I think I am in fact going to make this be the case. It will mean that the very reason why the cohort is as awesome as they are is because of the character they are following. Their fates are forever bound to that character, and maybe even the PC is giving the follower power in a way that echos what a god would do for their worshipers. It can be flavored different ways, but the key is, a cohort gaining mythic power should give them more of a reason to follow their leader, not less.

I'm going to be going over tweaking a player's synthesist summoner character some.

Some background on other players and their characters: they don't tend to have fun with overly optimized characters, they like characters that have vulnerabilities, and aren't total combat monsters, they have told me this. They don't like it that one player's character is totally a combat monster and was built extremely well-optimized. They don't like the idea that I could build combat situations to mainly target the well-optimized character while going out of my way to not obliterate them at the same time (and I am on the same page with them when it comes to this), and I'd like to avoid things that get silly like having dismissal show up too frequently.

Now granted this is a low combat game (they usually get into one or maybe two combats a game, and the rest is all roleplaying) that certainly doesn't make it a non-issue.

Beyond this, what else should I be on the look for with this character when helping the player tweak it? Any other advice for the situation?

Now inc case it seems like other wise I really do like this player, they are my friend and I'm not looking to punish them, I just want to fix the mechanical issues at hand.

Also, from now on to avoid (or at least make it less likely) these instances in the future I've decided to always playtest characters before approving them. I definitely admit that not doing something like this to help show any severe balance issues before was my bad, that is for sure.

There's a few things I really like about mythic rules, one of them is that gaining mythic tiers is not related to gaining XP.
Part of me is tempted to do away with XP all together and have characters gain levels through roleplaying and accomplishing things without any associated numbers crunching (there's certainly enough of that all ready).

That said has anyone tried running games where there's no XP, and used some other method of advancing their characters?
What guidelines did you use? Did it work well or fall apart?
Has the method of gaining mythic tiers worked well for you, and have you tried maybe applying that to gaining levels as well?

In my game the emphasis of the game has continued to shift more and more away from slaying monsters (though they like to break into that about once a session) and more scheming and intrigue, and the XP system in Pathfinder I've found is workable, but not ideal for this.