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The Oliphaunt of Jandelay then. His stats are in Mythic Realms I believe.


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I played an oracle years ago and in his backstory he explained that the curses are the result of a moral being touched by a god. The moral body is not capable of ensuring such a touch without some sort of detriment as you are infused with raw divine power.


goldomark wrote:

I love the idols described in Occult Adventures and Legendary Games' Ancient Idols.

Are there any other books with more idols, their stats and their fluff?

Thanks.

I did a quick look through of Occult Adventures but I didn't see idols. Do you happen to know where abouts in that book idols are described?


Aldrakan wrote:
There is the amazingly-named "Vindictive Bastard" class which has that feel and is decent.

Agreed. It is amazing!!!


The Malice Binder Investigator archetype in Blood of the Coven. It has such good flavor, having it seem more steeped in folk lore/hedge wizardry. Plus, it is a solid archetype as well for a solid class.

All of the Razmiran content from Inner Sea Magic. I just love that there was content put out to support a false deity, as that has been used so much in fiction and fantasy but now we have rules as how it works in such a setting. I love it.


The NPC wrote:
Nimariel wrote:

One of the characters sneezed and accidentally wiped out the entire abyss.

The mythic rules being broken beyond all redemption.

The campaign has great story , great characters but completely dysfunctional mechanics as written no creature in book 6 can survive an attack by 1 pc including all Demon Lords. When I ran it with moderatly optimal pc's and slightly nerfed mythic rules I gave the final demon lord of the book 16000 hp and he lasted 3 rounds.
If you want a first AP to run pick another one, to run this AP you would have to rewrite and rebalance the entire mythic rule set or rewrite the module so that none mythic pc's can survive.

I like high level high power games but mythic is so broken I lost all my enjoyment from running the game in mid book 5 and that has never happened before or since in 30 years of gm'ing.

There are 3rd party supplements that I hear good things about that give advice and guide lines to help with this. Although I've had non mythic folks wipe the floor with their CR appropriate encounters. One group I ran through RotR took Karzoug out in 1.5 rounds. Perhaps its a function of the core system rather than the add on system?

Do you know the names of any of those books by chance?


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We haven't played any of the adventure paths yet, but we may start soon. I've been wondering, how did you feel about the mythic rules while playing/running this game? Is there anything about them you would change? Were their certain aspects you enjoyed?

WotR is one I was very interested in running. If the players succeed, then we had a great campaign. In the chance they failed, I would run a follow up campaign where the new characters are veterans of the crusades and spend the game witnessing the major events of the failure and eventually are the ones who help put together the two coalitions that try to fight off the new spread.


Zolanoteph wrote:
If you really want to do something it may be a good idea to create a forum orb Facebook group

Forum orb? Also, I already have a Facebook group for this. Send me a private message and I'll send you a link, unless I can post it here. I'm not sure how that sort of thing is viewed on here.


SilvercatMoonpaw wrote:
Fnipernackle wrote:
Are we doing these similar to Oracle mysteries with abilities tied to them?
It depends: do you want to have that kind of flexibility over the less-choice-paralysis-inducing set progression type?

Yes. I prefer being able to pick your abilities better, since if there are two of that class in the party, they more than likely will be different due to their choices. Plus, some of the set abilities they give you with some classes (I'm looking at you, gunslinger) are next to worthless.


SilvercatMoonpaw wrote:
Fnipernackle wrote:
SilvercatMoonpaw wrote:
"Philosophies". Defines how a cleric goes about supporting their religion's tenets and interpreting their god's teachings: Zealous, Even-handed, Contemplative, etc.
I really like this concept. I would like us to expand on this some more.

I'll probably need some more names, but I can try to come up with descriptive pitches for the ones I mentioned:

Zealous: Burn the heretic! Gets powers that let them fight and hurt, maybe also divination abilities to root out enemies. Maybe steal some stuff from Inquisitor.

Even-handed: Tries to be fair to every point of view. Diplomatic/social abilities: this is the "talky" build.

Contemplative: Esoteric mysticism. Think gnosticism, kabbalah, or New Age guruism. Maybe steal some stuff from the Occult classes for a psychic tinge.

I can come up with a bunch of these. Are we doing these similar to Oracle mysteries with abilities tied to them?


Thedmstrikes wrote:

@Fnipernackle,

What I am about to say is in no way a denunciation of your idea, but here are some ideas for why I think things are the way they are vis a vis clerics:

1. spell casting less than wizards. Likely due to a separation of duties when it comes to the adventuring party. The big crossover was in buffs (I really dislike the term, but it gets my point across). Does it need to stay this way, not so much, but the largest difference was that a cleric always had access to their full spell list, while a wizard had to learn/find most of theirs after the initial allotment, which cost money.

2. Druids, similar to the cleric, full access to list, but the main stay was the difference in spells as the druid focused on summoning and nature related spells, as fit their niche and they had shape changing instead of healing/turning. Again, I see no reason why druids cannot really get more spells.

3. Do not knock channel energy, it is area effect and applies offensively or defensively. Used properly, it is a game changer compared to the versions before they had it (when all they could do was either scare away undead or disintegrate them if high enough level).

4. Oracles are not so much my forte, they are relatively new to me, so I will leave comparisons of them to someone with a better understanding. What I do know is they are the divine answer to the sorcerer class which is why they have less spells and more abilities (even if they lack the mainstay divine abilities of clerics).

5. Paladins and lay on hands is a vestige from the time before Paladins could use healing spells, that was their form of healing until their spells came online, but even then, they lagged so far behind what a cleric could do, it was not worth spending those limited spells on healing when they did have the lay on hands ability, so they got to use those spells for other things. They were a cleric that was far closer to the holy fighter spectrum than the spell casting spectrum. This is why their spells come online so...

Gonna reply to your points. Not trying to fight or anything, I just wanna explain my point of view on it. Some may think the class is fine as is, but my group and myself feel it is lacking and want to spice it up a bit, so to speak.

1) I understand that their casting will be different than an arcane caster. They can't have as powerful a spell list since they get medium BAB. Their big thing is buffs (I don't like the term either, but it is what it is), but my issue with buffs is that they take rounds in combat because most of them last minutes or rounds, and casting outside of combat may be a waste since time is subjective out of combat. Most buffs don't give multiple bonuses so if you want to get really prepped for the fight, by the time you get ready combat is over since combat lasting over 10 rounds is rare and combat lasts around 4-5 rounds on average depending on the fight. So every round counts and no one wants to buff for 3 rounds, swing for 2 and be done. I'm fine with their spell list being as it is, but I don't agree with people thinking the class is fine as written based on it has 9th level spells. Their spells aren't as powerful so they still need something to help them out. Oracles get some spells that only appear on arcane lists based on their mystery. I think this can be done for clerics as well.

2) Druids can still be powerful casters, and having looked at their spells and having played a lot of arcane casters, I believe they have a good spell list and are capable of some great things. Imo, they have a more powerful spell list than clerics, and yet they still get a bunch of abilities on top of that. Sure, trackless step isn't something that will come up a lot and overall is pretty minor, but it is still a cool and favorable ability and can be a saving grace in some scenarios.

3) Channel energy is a good ability, I'm not knocking it at all. It is a giant upgrade from Turn Undead they got in 3.0/3.5. Sure, it can be used offensively, but only against targets that take damage from positive energy (assuming the cleric is of good alignment). If you are fighting multiple humanoids that aren't damaged by positive energy, the cleric has to be careful popping CE cause he will heal everyone, not just his party, and it's highly unlikely they will be in the right position to get the benefit and not give it to their enemies. While it is a good ability and a wonderful upgrade from previous versions, it isn't by itself enough to limit giving them other abilities.

4) I love Oracles, and I would play one every time over clerics due to that I prefer spontaneous casters and I love the flavor. I don't understand what mainstay abilities clerics get over oracles, since I don't think they NEED channel energy to be an effective healer. I would consider oracles better healers than paladins when it comes to healing the party.

5) Thanks for explaining that. I think the history is cool. I don't think clerics need lay on hands, but I was curious why the "quintessential healer" of the game didn't have it.

I agree that skill challenges from 4E were a good implementation, and I wouldn't mind taking a closer look at those and maybe putting together some rules.

I'd like to hear what rules inconsistencies you want us to look at, since that's what we're doing here.


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SilvercatMoonpaw wrote:
Fnipernackle wrote:
...(maybe church backgrounds or some other name).
"Philosophies". Defines how a cleric goes about supporting their religion's tenets and interpreting their god's teachings: Zealous, Even-handed, Contemplative, etc.

I really like this concept. I would like us to expand on this some more.


SilvercatMoonpaw wrote:
Do we really need to keep the Cleric?

Lol.

I think we do. It fits a niche none of the other classes do. I like the concept of the cleric, but I dislike the execution. It's always been a class that bothered me and I always looked at players weird when I hear they are playing one. If it's for character purposes, I understand, but when it comes to mechanics, I don't see why they would want to. I just think they need something more.


Well, for those of you interested, should we begin listing what we would like to trim and fine tune? Also, would people be more interested doing this on here or on a social media outlet (face [cough] book)? I have a few people not on the forums that I know of that are interested in this. I'll start.

I'd like to see a reworked cleric. Druids get up to 9th level spells and have all kinds of abilities as well. Imo, the divine spell list is subpar to the arcane list, so I understand why sorcerer and wizard don't get abilities every single level. The domain powers, and most of the spell for that matter, aren't that good so that's no a big factor, and all they get other than that is channel energy. So I would like to see a reworked version to bring them up to par. Oracles are so much more flavorable and have a number of abilities other than spells so I think we may need to have a feature similar to mysteries for the cleric (maybe church backgrounds or some other name).

Also, not that we need to give it to them, but why do paladins get lay on hands and clerics don't? Just a thought.


Zolanoteph wrote:
I fully support your decision to try and continue 3.5/3.75. what kind of ideas have you had?

My group has a number of ideas we want to compile into a new pdf so we have a solid product to pull content from.

I am also very keen on cleaning up and trimming the fat on some of the things that still need it to make a more fine tuned complete game. For example, a complete cleric rework as I think they are lacking in a lot of areas.

I'm up for ideas that people would like to see trimmed up so we can "get to work." Throw some ideas out there, people.


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DaveMage wrote:

I can see where your coming from, Fnipernackle, and I'm sticking with PF1 too, but I don't *want* any new content. There's just *so much* that I have left to explore in PF1 that I'm looking forward to not having to buy or create anything else for a very, very long time.

Do you really need to create new content at this point instead of exploring the thousands of pages of content that's already available?

Now that said, if you (and others) enjoy creating new content, then absolutely do so!

I don't really NEED new content, but there are things we have made that we would like to compile in a completed form for future reference. We also want to "cut the fat" as Gulthor said above and fix some things in the official rules that we would like to see fix/expanded/improved, like the cleric for example. We just want to actually make an actual pdf for our changes and fixes for future reference. I have done pdf projects for community projects on the boards as well as my own in house tinkering. I just hope there will still be people interested in helping balance those out as well as people who would be interested in free pdfs that I compile so that my group isn't the only one benefiting.

Honestly, when I heard about 2nd edition, I was saddened. I still don't think we need a new edition, as a soft refinement like Unchained was fine. As I have looked at the second edition rules, I'm not impressed and it's not 3.x anymore; it's a new entity and I'm not looking for a new rpg. The 2nd edition community will not be getting my services in the future (not like anyone cared), but there are still things I want to make and I don't want it to be just for 5 other guys.

I'm going to miss this community, but I hope it sticks around for years to come.


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I have been playing Pathfinder since it came out, and I played 3.5 and 3.0 before that. I love the system and when I heard about Pathfinder and saw how it improved the game I loved, I couldn't get enough. I have bought almost every product and been a big supporter of the game and of Paizo.

Now we have 2nd edition on the horizon, but after looking at it, my group and myself aren't interested, as we aren't liking the changes and overall, it doesn't feel anything like 3.5, which is why we got into Pathfinder in the first place. We have a lot of game concepts and a lot of character ideas we still want to play out, and I find it a shame to have all this material for 1st edition and most people are going to disregard it and play 2nd ed. I wanna get more than my money's worth out of the books I've bought and the material I've created.

That being said, I know there are others in the community that also are sticking with 1st edition, and I'm wanting to get a group of people together who feel like compiling, creating, and playtesting new material for 1st edition even after 2nd edition hits the shelves. I know that most companies are going to jump on the 2nd edition train so it'll be up to the community to keep the game going with fresh new ideas. I'm also planning on converting new campaign setting material that comes out to 1st edition to expand on the Inner Sea setting.

I have worked with others in the community before, and I have compiled and created pdfs for new material that we have created. My group also has a ton of other material we want to compile into another book in the next year.

Please let me know if you are interested in being part of a group that is interested in continuing to create, convert, and balance new and old material for the game we all love to keep it alive. I would love to hear ideas and thoughts on this as well. I look forward to hearing from anyone interested (hopefully there's more than I'm expecting).


The World of Darkness, both new and classic, have given us some very rich ideas and powers surrounding classic monsters for the past 20 years. I always find myself drawn back to the settings every once in a while due to the richness they provide. I have two questions.

1) What are some of your favorite powers throughout any of the game lines and/or settings?

2) What powers do you think would be interesting for a super hero setting?

I'm looking for ideas for a project I'm working on, so any input people can provide is greatly appreciated. Thanks in advance.


Fuzzypaws wrote:
Planpanther wrote:
No I want oracles and clerics please dont mix.

Thematically though, it makes more sense for the Oracle to be the one who prepares spells. They are the class that from their very name is supposed to have more foresight. They are the class who actually make sense to be based on Wisdom instead of Charisma.

Meanwhile, not a single Cleric ability or thematic is based on Wisdom, other than their legacy casting. They're more gish than the Oracle, and feel more like they should have the spontaneous casting.

Seeing as how Oracles are given their powers against their will, it makes sense they have what they have and can't prepare. Seeing as how a cleric prays for what he needs from day to day, it makes sense he prepares spells.


Erik Mona wrote:
Tallow wrote:


I don't like this policy. Honestly I think its a bit selfish for some staff members to hang onto certain countries in PF2, if after 10 years nothing has been published about them.

That's unfortunate, since having "champions" of various countries has been enormously beneficial to the development of the Pathfinder world.

That said, there are a few nations people would really like that are rapidly entering SOGOTP territory, so you shouldn't have to wait _too_ long for your favorite Inner Sea nation to get more development.

Please tell me this means a Razmiran book, as that is my favorite aspect of all of Golarion. I really wanna see a Magus archetype for a Paladin of Razmir, needing a lawful neutral alignment, and gets a version of lay on hands that grants temporary hit points instead of spell combat. A smite ability that deals illusory damage would be fantastic too in place of spell strike.


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Will your weapon proficiencies be based off where you are from? I found it was ridiculous for my character from Osirion being more proficient with a longsword than a khopesh.


You could always retool Mindflayers as lesser Star Spawn of Cthulhu.


BeefSupreme wrote:
Hey All, is there a PF book that fully details the Cult of Razmir? I would like a very detailed one, not one that just glazes over the subject. I was hoping for one similar to the Hellknight book that came out. Ty

Beef, my favorite part of Golarion is Razmir and his "church." That being said, I have many theories, ideas, Magic items, spells, etc, about Razmir and his "priests," the methods in which he indoctrinated them, and what they do afterwords. Most of these are typed up and incorporated into my home games. I'd be more than willing to share and/or post if you are interested.


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Sundakan wrote:
A mystery without an answer isn't a mystery. It's just a thing that happened.

I'm sorry, but when I read this and saw how so many people liked it, I couldn't stay quiet.

An event without and answer is the exact definition of a mystery. It becomes just a thing that happened when you solve it.


mplindustries wrote:

I don't get why people are disappointed by the spell list. I just about prefer it, to be honest. What's missing that's so important?

When I was making an Oracle, the gm said the same thing, expressing general displeasure with divines, but when he saw my spells known, he changed his tune, sayimg I was much better with the cleric list than I was. So, maybe it's just a general lack of familiarity? Too many healbots and self-buffing melee types distorting your perception of just how awesome it is?

The reason I dislike the spell list is not due to how powerful the spells are, but my own play style. It just doesn't mesh well with how I play. I do still love the oracle, but it's a class I will only play with my core group where we allow third party content to help me flush out the character better. My other group is a little hesitant on 3rd party so I would almost never play it in that group.


Melkiador wrote:

Most of the curses give better than they take. I just hate the curse for thematic purposes. That a divinely powered class would have a curse it can't remove using its vast magical abilities implies that your deity is just picking on you.

The best thing about the oracle is that it's a full caster able to cover the healer role while being able to handle most of the blaster role as well.

I like to think of an oracle as one who was touched by the gods. The reason for the curse is that the mortal form cannot hold even a tiny fraction of the deific power that comes with being touched by a god. Therefore, you gain a hindrance, but the energy is still divine and directly from a god so it grants abilities as well. That's just how I view it.


Ravingdork wrote:

Had a discussion with my gaming group the other night about the Oracle class and it would seem that most of us, myself included, have a fairly negative opinion about the class.

It has only one good save, no full base attack bonus, a lackluster spell list, and some pretty severe built-in drawbacks (oracle's curse, which seems really forced). The only things it seems to really have going for it, insofar as we can tell, are a few cool feats (such as Divine Protection, for example) and the fact that you can go really far on just your Charisma score. Even so, it looks to us like those things are simply an attempt to cover for the class' overall weaknesses.

I've made some interesting concept characters with the class (such as Drosil the time lord or Lermos the Death Prophet), but none that I felt surpassed other potential class choices from a mechanical standpoint.

However, if these forums are any indication, there are a great many people out there who think that it is a GREAT class.

What is it that we are missing?

This is exactly how I feel about the cleric. I think it is missing something, the spell list is lackluster in my opinion, and most of the domain abilities suck. Oracle I do like, and while I like the mechanics, it's the flavor of the class I enjoy more.


I really like Awaken from 101 0 Level Spells.

I also like the Echo spells from Headless Hydra's Eldritch Secrets. There's one for each element and do 1d6 damage on a ranged touch. Only thin is you have to have a 1st level or higher spell prepared that deals the same type of damage to be able to use it. Better for sorcerers than wizards.

Finally, Omen Casting is another one of my favorites.


We turned all the Proficiency feats into traits, and firearms no longer target touch AC for standard attack rolls, but do target touch AC when confirming critical hits.


I could start a new thread for the bloodlines today. That's a project I sorely want to work on.


When are we gonna finish that Bloodline idea where we come up with alternate reasons for having a bloodline? I'd also like to start working on another Sorcerer Aid Project. ;-)


I've been wanting to start a discussion for a while now in which you share an aspect of the Mass Effect universe that you not only think is bad ass, but that could also be used in some way in the next games. If you have a link to the Mass Effect wiki page, even better. I'll start with one of my favorites; The League of One.

The League Of One


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Razmir & His Church

The following is my take on how the Church of Razmir operates and is by no means cannon. This is just what I have come up with to expand on my favorite aspect of Golarion and to aid myself since my next character is a Razmiran Priest. Hope yall enjoy.

Introduction

Razmir appeared in the lands of the River Kingdoms in 4661 AR, claiming that he achieved divinity through the use of the Starstone. Since then, he has established a nation bearing his name, expanded his kingdom at the expense of others, and has established his own church, complete with a well trained clergy. What no one realizes (save a few Visions of the 15th Step) is that Razmir is not a god, but a false god. In reality, he is an aging man looking for a way to stop his eventual demise to old age. Why the Visions of the 15th Step don't reveal his false divinity is a mystery. Maybe Razmir has paid them off in some way. Maybe they believe that one day Razmir will truly gain divinity and will make them his heralds for supporting him even when they knew he was a fraud. Maybe Razmir has powerful magic keeping these individuals from revealing his secret. Whatever the case may be, Razmir is believed by most in his kingdom that he is divine, and many of those outside his kingdom have little reason to doubt his claims. It is therefore believed by most (if not all) that Razmir is in fact divine.

The Church of Razmir

Although Razmir is not a god and is incapable of granting divine magic to his worshipers, the clergy of the Church of Razmir have been trained extensively to hide this truth and to disguise their magic and use of magic devices to make it appear as though they are true clerics of the Master of the 31 Steps. Razmiran Priests are not aware that their god is not a god at all, yet they have been indoctrinated to believe that he is.

Razmir is trying to spread his influence across the Inner Sea Region, as well as find a method to keep himself from dying, and he will resort to any measures necessary to achieve his goals. He has also indoctrinated his priests to do the same. To spread his influence, he must win the hearts and minds of people from other lands, and his clergy are required to do good deeds to make it easier for his influence to spread. Yet, some things that Razmir require would take far too long to obtain if he were to have his clergy remain pristine. Therefore, he requires his followers to also engage in less than noble activities to obtain things that would otherwise never be obtainable in a timely fashion.

Razmiran Priests are given a mask when they complete their training at Thronestep and some are sent out into Razmiran to spread the will of Razmir and bring more followers to his call, while others are sent out into the Inner Sea region to help run temples of the Living God. It is their duty to not only spread Razmir's word, but to also enact deeds of charity and assistance. The priests heal the sick where they can and offer assistance to the town guard, governors, politicians, local businesses, etc. Razmiran Priests are always required to wear their masks and priestly uniforms when enacting such deeds.

Yet this is not all they do in their day to day lives. Razmiran Priests are also required to engage in a number of illegal and immoral activities to assist the Church of Razmir. This can be anything from extortion, information gathering, assassinations, kidnapping, and any other activity that "needs" to be accomplished. When enacting these activities, Razmiran Priests are required to disguise themselves so as never to be directly tied back to the Church of Razmir. Priests do not question their orders or activites since they have been indoctrinated to believe that they are fulfilling a greater service. Since Razmiran Priests are indoctrinated to engage in such activities, both good and evil, many are of a neutral alignment due to their good and evil actions.

These are not the only roles the priests play in the church. Each priest may be asked to fulfill other positions depending on each individual's skill set. Some priests are sent out into the Inner Sea region not to spread the word of Razmir necessarily, but rather to strengthen political and social ties with those of importance in those particular regions. These Razmiran Priests will work with the local temples of Razmir (if there is one in the area) and also offer to provide helpful assistance to the governing body of the city if they are needed. These priests help establish and/or reinforce the Church of Razmir's standing, as well as that of Razmir himself, in that particular region.

Indoctrination of the Razmiran Priests

Within the Exalted Wood is a secret fortress where the would be priests of Razmir undergo their "training." The most important aspect of this process is a method of implanting ideas within each priest's subconscious called Inception. These ideas are implanted so deeply and in such a simplistic form that these ideas become second nature to the priest. The reasoning for these ideas is not necessary to implant them, and since Razmir himself performs each priest's Inception, only he knows exactly what ideas are being implanted and what simplistic form they need to be in for the priest's mind to accept the idea as his own. One such idea is that the priest must make elaborate lies when questioned about the priest's actions or the actions of the church in an effort to make the Church of Razmir appear as a beacon of all that is good.

Due to their heavily indoctrinated state, Razmiran Priests have been told that their spell casting is a little different than other clergy since their god is actually on the material plane. They have also been told that they will be required to do whatever is necessary for the glory of Razmir, but depending on what those tasks may be will dictate how they go about completing it (whether they should perform the tasks in priestly garb or not). They do not question why they mask the use of wands and rings to make the items effects appear as their own, nor do they question why they constantly lie when questioned about their actions. Razmiran Priests will only use their cure spells (those granted to them through the Razmiran Priest prestige class) while in combat. These spells grant temporary hit points instead of real hit points but the appearance of the wounds healed in this manner look and feel like they've actually been healed. Since they are aware that their magic is "different" due to their deity being on the material plane, any individual that feels sluggish or falls unconscious when the temporary hit points vanish after combat is explained away by the Razmiran Priest as that target just being tired from the combat and while the priest healed his wounds, he did not cure the target of being fatigued afterwards.

Resources

5 TPA, 1 CPA: Receive a Holy Mask of the Living God (Gods & Magic, pg. 57) and you may use cure light wounds through the mask twice per day.
10 TPA, 5 CPA: Receive an Exalted Mask of the Living God and the DC is increased by 2 for anyone attempting to cast dispel magic on your mask.
20 TPA, 10 CPA, must be a Herald of the Eighth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s merchants and vendors are invited to attend. The party may take place in a relatively nice part of the city, the food is of comparatively good quality, and music is provided by a band led by a 6th level Bard. While hosting this dinner party, you receive a +4 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
20 TPA, 2 CPA, must be a Herald of the Eighth Step: Utilize the church’s covert underground allies in a city to gain a +10 to one Diplomacy check to gather information.
35 TPA, 15 CPA, must be a Mask of the Twelfth Step: Host a dinner party, funded by the Church of Razmir, in which many of the city’s upper class (as well as clergy from other religions) are invited to attend. The party may take place in a dinner hall located in the main district of the upper class, the food is of good quality, and music is provided by a band led by an 8th level Bard. While hosting this dinner party, you receive a +6 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.
50 TPA, 20 CPA, must be a Vision of the Fifteenth Step: Host a dinner party, funded by the Church of Razmir, in which the city’s, as well as the country’s, governing body and/or nobility are invited to attend. The party may take place in a palace or other comparatively high quality dinner hall, the food is fit for a king, and music is provided by a band led by a 10th level Bard. While hosting this dinner party, you receive a +8 bonus on all Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks.

Items

Exalted Mask of the Living God
Aura Moderate illusion (shadow); CL 5th
Slot Mask; Price 3,000 gp; Weight 3 lbs.
Description
This mask is more commonly worn by Razmiran Priests who venture outside of Razmiran and possesses all the abilities of a Holy Mask of the Living God (Gods & Magic, pg. 57), with the following additions. If Razmir is your patron, anyone other than yourself attempting to remove your mask removes a replica of the mask that stays in their hand for 1 round, before dissipating into nothingness, while your mask remains comfortably on your face. If the mask is targeted by dispel magic in an attempt to remove it and reveal your true identity, you become instantly aware of such action. This may result in you being awakened from the unconscious condition so that you may protect your identity, but it does not allow you to ignore the effects of paralysis, stunned, and other conditions that restrict movement. If your mask is targeted by dispel magic while you are unconscious from being reduced to negative hit points, you are immediately awakened and stabilized, and can act as if you have the Diehard feat. In addition, you may use cure light wounds 2 times per day, rather than once.
Construction
Requirements Craft Wondrous Item, cause fear, shadow conjuration, creator must have at least 5 ranks in Heal and Intimidate; Cost 1,500 gp

Spells

Tiered Spells
Tiered spells are spells that can have their effects intensified by preparing or spontaneously casting them in higher level spells slots, or by sacrificing prepared spells or spell slots upon casting. When a tiered spell is prepared or spontaneously cast in a higher level spell slot, it is treated as a spell of that level for all purposes related to the spell’s level, such as its DC.

Lie
School Enchantment (charm) [mind-affecting]; Level Antipaladin 1, Bard 2, Cleric/Oracle 2, Druid 3, Sorcerer/Wizard 2, Witch 2; Tiered Antipaladin 3, Bard 4, Cleric/Oracle 4, Druid 5, Sorcerer/Wizard 4, Witch 4
Casting Time 1 standard action
Components V
Range Personal
Target You
Duration Instantaneous
Saving Throw None; see text
Spell Resistance No
A lie you speak may be able to convince even listeners who should be suspicious or unwilling to believe you. You gain a +10 bonus on a single Bluff check. The one lie you speak with this spell is immune to the effects of zone of truth even if you failed your saving throw. Additionally, you may cast or prepare lie in a higher level spell slot (the level of this spell slot is listed above) to make the one lie you speak with this spell immune to the effects of discern lies. However, the caster of zone of truth or discern lies is entitled to a Spellcraft check (DC equal to your Bluff check) to sense the twinge of interfering powers between the two spells and become alerted to the offending lie. The Bluff check you make is subsumed in the casting of this spell.


I for one am in love with Razmir and his church. It is my single most favorite part of Golarion, especially how Paizo developed mechanics for false divine casting. I am currently playing a priest of Razmir in one of my games, and he is on his way to becoming his herald (I am already mythic, but since Razmir himself is not mythic nor a true god, he will have to create a way through magical and/or alchemical means to unlock the herald abilities as described in Mythic Origins, and I imagine Razmir will be carefully watching my character trying to understand this mythic power I have awakened).

I have created a few spells and magic items to help my character hide his identity and better conceal the lie of his divinity, and i have also expanded some fluff about the church of Razmir.I am ccurrently at the doctor's office but I will be home in about an hour or so and I willpost what I have made here so you can see it.


What is this Logical Spell feat I keep seeing mentioned? No one will answer that question in the other thread and I have found it no where in the player not on d20pfsrd.com. if it is a fast that won't come out till Occult Adventures and isn't in the playtest, there should be no reason it's getting mentioned since we can't use it yet regardless.


Mark Seifter wrote:
Androids can either take the ability to gain emotions or take the Logical Spell feat and pay for metamagic like the NPC in Shattered Star Book 5 who has still spell on all her spells. You can't provide an emotion component if you are emotionless.

What is this Logical Spell feat I keep seeing mentioned? Because I'm not finding it anywhere.


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I do have concerns about options being released for the sorcerer. Paizo only gave sorcerers archetypes and bloodlines in Ultimate Magic which was a huge let down for me. It was then "justified" by saying they gave them new spells as well (which the wizard could also use and most of those spells I don't find as useful for a sorcerer as other spells I could take, and I mainly play sorcerers). All the while, wizards got arcane discoveries. Why didn't sorcerers get that as well? I also agree with andreww in that most of the bloodlines are garbage. I don't need claws on my sorcerer since, even if I were to use them, I'll most likely miss with my poor BAB. The rakshasa bloodline, while having useful spells and abilities, gets shafted for bloodline feats. Just some food for thought. Not saying Paizo hates sorcerers, but the lack of good and flavorful options for sorcerers beyond character creation is pretty disheartening.


If you want to go the balance route, if you take out spell resistance hindering psychic magic, the abilities are going to have to be reduced to the point they are terrible and no one wants to take them.


Squirrel_Dude wrote:
Devil's Advocate wrote:
Orfamay Quest wrote:
It's basically impossible to be "poor" in Pathfinder. If you do them maths, any measurable level of any useful skill gives you an "average" lifestyle. The standard trope of starving sons of toil buried under tons of soil? Doesn't hold up if you crunch the numbers.
Sure, everyone with even a little skill can afford an Average lifestyle... right up until the plague hits. Then everyone owes the local priest over a year's salary for remove disease spells. Thanks, Obama.

Why would a priest charge to cast a spell that doesn't have any expensive material components?

This isn't resurrection or raise dead.

Ask the priests of Abadar in Curse of the Crimson Throne, those stingy b&$#@!*$.


My group did something similar to this. We feel that in no way should a class that has good BAB be targeting touch AC just because of the weapon. My sorcerer has hit things by rolling 2 on the d20. We changed firearms to hit regular AC, but when confirming a crit, you resolve the attack against touch AC. Misfires and such are still in the game, and you can spend a point of grit to target touch AC. We don't think that a mundane firearm should negate magical armor. You are trying to hit a moving target which is why you target normal AC. When you crit, you resolve against touch because you've hit them in a vital spot (where there is little to no armor).


Dot


I picked up two products, Mythic Robots and Mythic Sci-Fi Relics, that are pretty cool, and I know there is a Mythic Robots 2 out now as well, so there is some support for mythic sci-fi. I think mythic can work great with anything so long as it's applied with flavor in mind. With the mhthic templates available to add to the monsters/robots in Numeria, I see no problem with it.


Malwing wrote:
Cool, but can I like, have this in some sort of document that I can print out and they're in like, alphebetical order and maybe a table...

I compiled the last pdf together to have this in a pdf format and because sorcerer is my favoirrite class. Once this thread gains more traction (which is happening now) and once we get a lot of good mutations for a large number of bloodlines, I will compile these into a pdf and post it, crediting the contributors as always.


Orthos wrote:
Dot for much interest. Also can I get a link to the original thread? I either missed it when it came out or lost it. =)

Thread

PDF

I just saw that the pdf is on d20pfsrd.com as well. Sweet!


Are you needing any mutations created for specific bloodlines? I'd be happy to come up with some if you were at a loss for ideas.


Captain Andoran (brawler with a shield archetype).


thegreenteagamer wrote:
Alleran wrote:

CR 30 is as high as thePathfinder goes.

Cthulhu isn't the only one, though. There's also Baba Yaga, Nocticula, Pazuzu, the Oliphaunt of Jandelay and Cernunnos. Whether their statblocks actually warrant CR 30 is a different question, but that's better-suited for a discussion on high-level play and the CR system in general.

I can't find stats for Baba Yaga or the Oliphaunt of Jandelay. I did manage to find the others, though. Thank you.

Oliphaunt is in Mythic Realms. Baba Yaga is in the last book of the Reign of Winter adventure path.


Bumping for greater justice.


This book has been out for a year now, and while I was never a fan of 3.5's Epic Level Handbook, I absolutely love this book. I love it more for the flavor than anything, but I like the mechanics it brings to the game for doing post 20th level play. This is even better due to that you can use it at any level. That being said, I have 2 questions for the Pathfinder community.

1) What house rules have you applied to your games when using Mythic Adventures and why?

2) Has anybody created their own mythic options to be used in their games that they would be willing to share? I would be willing to compile a book which lists these options (crediting their creators) and give it to the Paizo community free of charge.

Thanks in advance.


Actually I had a hard time seeing how you couldn't easily break the revised vanguard. I'm currently playing one and he is fun. My biggest problem was I am a Charisma caster but don't have bluff or diplomacy. I don't have trouble doing damage or hitting my target though. I like having Combat Casting instead of an ability that allows me to take even more negatives to hit to get a bonus to concentration checks. I also like having an innate scalable magic missile so if I want to be melee I don't need a ranged weapon. Sure you don't get spell combat and have to rely on just a spell strike for the vanguard, but swift spell is nice later on.

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