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Brief entry under pit fiend.

Infernal Dukes:

The most powerful of pit fiends are lords in their own right—members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.

Deathmastery (Su): The pit fiend duke’s ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature’s soul into a ghost under the pit fiend’s control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.

Master of Magic (Su): The pit fiend duke has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day).

Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit fiend’s Constitution modifier] half).


Sysryke wrote:
Belafon wrote:

Paladin.

Oh no, all my enemies are now lawful good! And I'm a lot stronger and more charismatic!

I very possibly could be wrong, but do classes count as templates?

Paladin template

There are templates available for all the core classes.


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I thought everyone knew a guitar is an axe. So take a level of swashbuckler and use dwarf favored class option:

Dwarf (Advanced Class Guide pg. 69): Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.

Rock on!


Great, looks like the consensus is clear: expect table variation!

Side note since Azothath brought it up, the Arrow Champion's Retaliation is worded as "a retaliatory attack of opportunity," yet can be done with a bow against a ranged attack within 30 feet. Which isn't evidence for OP&R of this discussion, per se, but does show that writers can have little regard to rules of AoO when they write abilities.

I'm personally amused at the thought of a whip-using swashbuckler with combat reflexes parrying an attack by another creature with combat reflexes.

Cr.: attacks swash
Swash: I parry
Cr.: you used an attack roll with a whip, that provokes, I roll an AoO
Swash: I parry
Cr.: that provokes again, I roll AoO
Swash: I parry
...


Mysterious Stranger wrote:

That would mean that a swashbuckler can use any weapon including a bow for Opportune Parry and Riposte to parry an attack.

Nothing prevents you from making an AoO with a weapon you are attacking with. If it did you could not make an AoO against a foe moving out of their square once you had been attacked.

Not really a rules-related statement:

Parrying an attack with a bow is pretty standard fare in action movies, so that's not really too crazy. We can see examples of parries with everything from bare hands to improvised weapons throughout literature and cinema.

Rules-wise, we are back to the question of which feats, if any, are required before a PC can do so.


General suggestions for starting, in no particular order
1) Decide HD
2) Decide BAB
3) Spellcasting type: none, 4-level, 6-level, 9-level, alchemy extracts, prepared/spontaneous, divine/arcane
4) These are hybrids, so which abilities/features of the parent class should they have? Or how will those features be altered?
5) What unique class features will fit the class?
6) Will there be class feature options similar to talents, discoveries, bloodlines, etc? Will these use existing examples or novel ones?
7) Assign appropriate class skills
8) What daily resources do they use? Spells/extracts, ki, panache, grit, arcane pool, limited use features (smite, channel energy, etc), some new ability?

Are there any current archetypes that are similar to what you want, but just needs a tweak to fit your goal, or have abilities that you find more fitting than the standard class features?

For example, with the commander, use Strategist or Daring General instead of regular cavalier or Ringleader instead of basic bard.

My thoughts on the theologian would be to adopt something similar to the shaman's wandering spirit, but each day they can explore a different domain. Perhaps add a favored deity (or pantheon) feature similar to the ranger's favored enemy that gives bonuses about followers or creatures associated with the deity. "Wandering domain" may be limited to those of the favored deities. Higher level may unlock some quick study ability that allows researching a new deity to have a limited form of favored deity and domain access.
A divine caster similar to an arcanist might be an interesting approach. Exploits are replaced with divine mysteries - and can unlock various cleric domain powers or spell improvements, etc.


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Agreeing with the above, you're also right about the world making considerations for such things. Inheritance laws and succession lines probably incorporate some legalese about resurrections invalidate claims of the resurrected (specifying lengths of time, etc). Not that that won't stop potential conflicts if the GM wants, but it would be something the inhabitants of a world could expect.

The major Golarian nod to this issue is the Red Mantis using magic to identify resurrected targets for reassassination.


You're right, I was focused on the second to last sentence about the enemy being in the threatened area. Also was thinking of other abilities that allow one to spend attacks of opportunity to do things other than attack rolls.

Whip user would require improved whip mastery to do opportune parry and riposte.


Ignoring the suitability of whips discussion, I would say the PC could attempt the parry, but would not be able to riposte without improved whip mastery or similar ability.

Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57) wrote:
: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

While I understand that the combination of the italicized and bolded statements sound like the swashbuckler is making an AoO, similar wording is used in Cut from the Air, which states, "As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected." That feat has a situation where it is there is no "threatening," as there are no such rules for threatening projectiles or thrown weapons. Likewise, parrying a melee weapon should not require threatening the creature wielding the weapon. The riposte, however, would.

I read the italicized and bolded as two separate parts: the cost in expending an AoO, and then the roll to make (the AoO phrasing here mostly important for which modifiers will be added). This interpretation allows a swashbuckler to parry reach weapons or attacks from large creatures using their natural reach, even if they are unable to riposte those attacks.


RAW, probably no. <Pedantically anyway>

Luminous Font wrote:

...At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.

...

The turn undead and its mythic counterpart add additional ways to use your channel energy ability which are specifically separate from regular channeling to harm or heal.

From Turn Undead, "If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures)"

The ability is explicitly only for when channeling to harm.

Panicking or destroying sound like they are to harm, but the terminology is more specific in this case. Would need a broader phrase along the lines of "whenever the blossoming light uses channel energy, she treats chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead," or have a "for all purposes relating to channel energy."

Likewise, alignment channel has no effect on turn undead.


Pizza Lord wrote:
Nope, gold. Must consume one pound of gold or gold coins per day. There we go.

Should probably have some copper and silver in there for a more balanced diet. Platinum is obviously too rich a meal though, and requires a Fort save or be sickened.


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Could add items similar to existing items that provide benefits, like

Android Trail Rations (1 lb, 2gp): small green cubes with the consistency of dense bread, but with a jelly-like center of a blue substance. An android that consumes only these rations for at least one week receives a +2 bonus when using their nanite surge ability (or +4 hit points if they have the repairing nanite ability).

But I'd be hesitant about shuffling too much around where there is potentially major gameplay rules issues as per the other replies.

Easier to just have an android be a little weird about eating. Always combines all food together (dumps bread and ale into the stew), ingests the rinds of gourds or stems of grapes, drinks any potable liquid without reaction to taste - water, wine, vinegar, or soured milk, etc.

As for trying to come up with an entire android-specific cuisine that differs significantly from other humanoids, along with appropriate rules to align with getting drunk or possible food poisoning could be interesting, but may cause some issues.
Ideas for a more "artificial person diet"- adjust prices to be equivalent
Lantern oil - replace ale
Acid - replace wine
Candle - replace bread
Magnet - replace meat
Marbles - replace cheese


I grok do u wrote:

From Bestiary entry, Androids have type humanoid (android), so they do breathe, eat, and sleep.

Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Bolded part is the only aspect for which they count as constructs. Other bonuses and immunities are just unique to their subtype.

Roleplay wise, eating and drinking would still be organic, and their specialized organs convert the nutrients to nanites. GM could certainly allow the player to eat and drink some substances that might not be typical (eg. drinking lantern oil). Gameplay-wise, they shouldn't find it any more difficult to find food as other races. Classes that require rest like spellcasters would still require that for androids, however not being subject to fatigue or exhaustion would allow other classes to basically go without sleep.

Classic question is when they do sleep, do they dream of electric sheep?


From Bestiary entry, Androids have type humanoid (android), so they do breathe, eat, and sleep.

Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Bolded part is the only aspect for which they count as constructs. Other bonuses and immunities are just unique to their subtype.

Roleplay wise, eating and drinking would still be organic, and their specialized organs convert the nutrients to nanites. GM could certainly allow the player to eat and drink some substances that might not be typical (eg. drinking lantern oil). Gameplay-wise, they shouldn't find it any more difficult to find food as other races. Classes that require rest like spellcasters would still require that for androids, however not being subject to fatigue or exhaustion would allow other classes to basically go without sleep.


TriOmegaZero wrote:
Magma and lightning are less problematic for me, at least as one offs. I’d probably keep mud out of my games.

Not a fan of mud wrestling? Sorry, couldn't resist.

Seems like Shadow elementals could have been a thing too.


Northern Spotted Owl wrote:
If a Cartomancer takes the prehensile hair hex they have hair with a strength matching their intelligence. If you throw your cards with your hair I would think you would get the corresponding str bonus to damage. You're only doing perhaps 10 damage, but I suppose that's better than 5.

"Her hair can manipulate objects (but not weapons) as dexterously as a human hand."

No throwing cards with your eyebrows, unfortunately.

Parentheses getting everyone in the thread.


In general, as soon as either party (PCs or NPCs) is aware of and decides to take hostile action, combat is initiated - roll perception checks for surprise (with +10 DC for sleeping characters) and for initiative. Sleeping creatures get another perception check every round, until they are awake and aware of the enemies.

Key question about the scenario, as others have touched on, are what goals do you have as GM?

Is this a story beat? Make sure you're clear to the players that this is narrative encounter - like a cutscene.
Is this a setup for a dangerous combat encounter? Roll NPC stealth against PC perception with appropriate modifiers. Then act on initiative, remember that speaking is a free action - within reason for about 6 seconds.
Is this a "social" encounter/challenge? Use skills like bluff, diplomacy, intimidate, and sense motive. Maybe adapt some ideas from Ultimate Intrigue.

For the threatening villain in the night trope: PCs get a perception check. If they fail, one is awoken by the knife to the throat with a breathily whispered command to "remain silent and still or they and their allies will die now." I would then tell the player that their PC can clearly recognize that disobedience will likely be fatal, but that it is equally clear that listening will likely result in no conflict. Then the player can decide whether to play along peacefully (monologue begins) or try to fight (initiative rolls). PCs that succeed on the initial perception roll, get to wake up to the realization they are surrounded and outnumbered, with the same threat a bit more gruffily delivered.
However, if I wanted to do this without combat, I would probably use either the threatening note method or the past-tense narrative for these kind of "scripted" events.


Wizard school and domain powers have been very much left out of advancing. Strongest feat would probably either mimic monastic legacy and add 1/2 levels to effective cleric level or divine expression to allow a similar divine caster class's levels to stack. Alternatively could be an X/day activation feat that allows a character to treat their character level for some limited time (the lesser of WIS mod rounds or normal duration, for example) as their cleric level for purposes of a single domain power. Possibly allowing for the feat to be taken additional times for additional domain or additional uses per day. Based on other domain-sharing classes, any feat should NOT provide access to domain spells or the additional spell slots.

Couple of lists for multiclass aids I have, not exhaustive, nor linked, sorry.

Feats:
:
Boon companion - +4 animal companion/familiar
Phantom Ally - +4 levels phantom (spiritualist)
Monastic legacy - + 1/2 non-monk levels for unarmed strike
Divine expression - + oracle/cleric levels for bardic performance
Channeling scourge - Inquisitor levels count as cleric levels for channel damage
Shaping focus - +4 levels druid for wild shape (to max of character level)
Huntmaster (human) - limited +1 level animal companion abilities
Magical enigma (story feat) - +1 level or +2 mental score for certain class abilities (can choose only one, and must already have it)
Extra rage/talent/revelation/etc - boost number of uses or gain additional feat-like abilities
Multitalented mastery (half-elf) - treat all classes as favored class
Eclectic (human) - choose 2nd favored class

Items:

Rod of Beguiling: +5 levels some bard performances
Monk Robes: +5 levels monk for unarmed strike damage and AC
Bane baldric: +5 levels Inquisitor bane feature
Sash of war champion: +4 levels bravery and armor training
Band of Stalwart Warrior: +4 levels bravery
Animal Totem Tattoo: +5 levels druid shaman totem transformation
Necklace of Ki Serenity: +4 level for ki pool size and abilities
Druid vestment: +1 use of wild shape
Robe of Arcane Heritage: +4 levels for bloodline powers and abilities
Vestments of War: +1 use channel energy or +2 uses lay on hands or fervor
Vambraces of the Tactician: +2 levels cavalier challenge
Amulet of Spirits: +2 for matching mystery or spirit powers
Gloves of dueling: +2 weapon training
Bracers of the Merciful Knight: +4 levels paladin lay on hands
Merciful Vambraces: add an unselected mercy 1/day to lay on hands
Bracelet of Mercy: the wearer has the lay on hands class feature, she can use it one additional time per day and is always treated as if she has the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.
Dervish sikke: +5 levels bard for bardic knowledge, +1 bonus to inspire competence and courage, can take 10 on perform checks
Headband of Deathless Devotion: +2 levels of samurai for resolve
Headband of Havoc: +4 levels for rage power (chosen at start of each rage)
Tea of Transference (ki power multi-class): spend 1 ki point to gain some other point pool (grit, rage rounds, arcane point, etc)


Agreed, life bubble doesn't help RAW.

Melkiador wrote:
It is a bit odd that there are contact spores though. The vast majority of spores you encounter probably would be prevented.

Based on the description of the spore explosion ability, perhaps the soporific spores are also somewhat ethereal so they don't require inhalation or even exposed skin for absorption.

That could leave the possibility of home-brewing (i.e. not RAW) that things that affect ethereal things could have some effect against the spores.

Interestingly, although most of the other abilities are (Su) - and thus subject to an antimagic field - the soporific spores are (Ex), so even elves are affected by the sleep effect.


More 'ediction' than addiction, but can always take up worshipping The Gray Polychrome; the daily obedience is gambling.

One key issue is how much role- vs roll- play the player wants or will be allowed for this. As Taja notes this can be a very disruptive issue. Some good ideas from others; I would add the option of reflavoring drawback traits.
Forgetful is a good example. Change the trigger to any circumstances where gambling opportunities may arise. Models the inevitable loss(es) well enough. Avarice and/or the increased costs from Insatiable could also be used to inspire attitudes and consequences.

Good news is, this PC will be an excellent mark for parting items from the party or fobbing a story-hook Macguffin onto them.


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thorin001 wrote:

The players are rolling up new characters. That was never in doubt. What had/has me concerned is the disposable character attitude. For this book in the AP replacing characters is not that much of a chore, but it does mess with plot hooks for later books that have been established.

But once you hit book 2, and especially book 3, it is much harder to integrate a new character. It is one thing to ask a random stranger to go explore dangerous ruins with you. It is a different matter to ask that same stranger to rule a country with you.

Depending on class/play style of the new character, it usually helps to either integrate as "an old friend/relative" to surviving PCs or as an "expert" brought in to help, then RP the rise in trust and authority.


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Kingmaker is practically the 4X AP, so random encounters are expected.

I second, (or third, fourth, whatever, I didn't count) the "roll new PCs." Learning that actions have consequences is important for Kingmaker, as those stakes rise greatly as PCs establish themselves as rulers. The encounter was fair from the perspective that they had every opportunity to avoid it.

Players will learn to scout and retreat, and how to help their PCs live to fight another day.


The crew are investigating about a theft on behalf of their hosts. They were able to rule out some suspects and got a good lead from some street urchins.

Unintentional highlight of the session: as part of the planning, they discussed splitting into pairs. They then discarded that option after realizing, in character, that there were only 3 of them. GM calls for INT rolls - all four rolls are below 5. Players then realize their mistake, but GM clarifies that each character can clearly see and easily count only 3 party members around them. A lack of mirrors dooms their pair-splitting plan.


Claxon wrote:
Arkat wrote:
If you're going to play Pathfinder without alignments, just play PF2 and go post in the PF2 threads.
Hard disagree. There's plenty of room to enjoy the mechanics of PF1, without wanting alignment. PF2 is a radically different game (mechanically) from PF1.

I'm with Claxon on this one. Paizo's Pathfinder Unchained even had suggestions for alternative rules regarding alignment and for removing it.


Claxon wrote:
Lord Fyre wrote:
Claxon wrote:
Well alignment has died in PF2, ...
This is a PF 1E thread. So, alignment still matters.
That is honestly very debatable. It only matters because some people still think it matters. PF1 was very workable without alignment. If you didn't have a cleric or Paladin in the party, alignment didn't come up a whole lot in my experience. Of course, everyone's table is different.

Fair enough, I suppose, that some GMs ignore alignment, but class alignments aren't as limited as you suggest.

Barbarians - non-lawful
Clerics - within one step deity/ideals
Druids - neutral along at least one axis
Monks - lawful
Paladins - LG
That's 5/11 of core.

Inquisitors and warpriests are as clerics
Shifters and hunters are as druids
Antipaladins - CE

Plenty of alignment-specific/limited archetypes and PrCs as well.


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Lord Fyre wrote:
Claxon wrote:
Well alignment has died in PF2, ...
This is a PF 1E thread. So, alignment still matters.

Excellent Lawful response.

Zon-Kuthon's links with Kytons and Devils probably also lead to the LE choice.


Okay, moving into Asmodeus Advocate territory here. Our oak-sawdust particle board is certainly different from an oak log, but in game terms it would still be wood.

A gemstone is quite the different animal, err mineral, though. While the game doesn't dig deep into the geology, many gems have synthetics that are indistinguishable from their natural forms. Melting or dissolving some gemstones is comparable to melting and recasting/reforging of some metals.

However, since this is not true for all gemstones and the rules do not provide a list of fusible gems, it is also perfectly reasonable for a GM to decide a big nope to this generally - as you state. For example, I would not allow graphite or coal to be turned into diamonds with the spell despite all being carbon.

The spell clause, "The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication," is the limitation that allows a GM to adjudicate it either way. Powdered gems and sawdust are just not going to be of sufficient quality (or the product is going to be fragile, occluded, etc) in one view. Alternately, one may just instead require the powder to be of higher purity, or the sawdust is all darkwood sawdust.

Crossing spells now for a "power" check: it is possible to take a pulverized gem that has all its bits and cast the cantrip mending to remake it back into the original object. So using a 5th level spell to craft a new gem from a bunch of pulverized stones of the same type would probably be acceptable, except for the last issue...

Back to RAW/RAI- But in the end, the spell was designed for crafting. The material component must be the original material which costs the same amount as the raw materials required to craft the item to be created. So RAW, and assuming craft check succeeds, our fabricated item is 3 times the value of the raw material used. Using our hypothetical craft (gemstone) example, we need 333 1/3 gp of raw ruby material to craft a 1000 gp ruby. No issue with verisimilitude, as worked, cut gems are usually more valuable than uncut, but! - does become an issue when you can just keep casting this spell on the ruby to triple its value each time. This is a potential problem because of the use of gems as expensive spell components. Onyx and diamonds would be particularly popular.

In conclusion, it's probably a bad idea to let spell components be the spell component of this spell to craft more spell components.


Mysterious Stranger wrote:

Turning normal gems into powered gens should not be a problem, but the powdered gems may be worth less than the original material. Part of the value of a gem is in the way it is cut and polished to create the final product. So, turning a finished gem into a powder will reduce its value. If you used raw unworked gems instead of finished gems it should work.

Turning powered gems into finished gems will not work. Gems are not made of powered gems. That would be like turning ash into a wooden object. Basically, what the spell does is to allow you to do is to speed up the crafting process.

Turning sawdust into a wooden object is a more appropriate comparison. Powdered gemstones are still the same material.

Gem "dust" can be turned into gemstones in the modern world (usually by sintering), so it is not entirely unreasonable for magically-aided crafting to be able to with appropriate craft (lapidary) rolls.


Low Templar PrC also seems to assume max is PCL-2

Damnation/Redemption wrote:
If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the leadership feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar’s class level –1, rather than –2.

My reading is that the Table gives you the max level when you gain/recruit the cohort, but the cohort can advance in level such that it is no less than PC level - 2, with exceptions going higher in certain PrCs as noted above.


Based on the wording of the spell, "The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from," I would suggest it would work based on the size of the caster. The spell explicitly allows the caster to ignore proficiency penalties, but not the improvised weapon penalty, and it is silent on improperly sized weapons. So, the final point is left to the GM: improper-sized weapons can't be used because the spell doesn't say they can be; over- or undersized weapons still take the appropriate penalty and do lesser or greater damage as sized; or ignore the "you" as being specific, and all weapons (within weight limits of spell) do damage as medium sized weapons, so the size of the caster doesn't matter.

For myself, I would probably either go with the weapon damage being as if appropriately sized for the caster (with the proviso it cannot be more than one size category smaller than the caster), or the damage is based on the weapon size with normal rules and penalties for inappropriately sized weapons being applied. Depends on how munchkiny the player tries to be.


Thanks for this. Looks good!


Diego Rossi wrote:


A pearl, as Multiattack does nothing for creatures without secondary attacks:

Quote:

Multiattack (Combat, Monster)

Source Pathfinder RPG Bestiary pg. 315
This creature is particularly skilled at making attacks with its natural weapons.

Prerequisites: Three or more natural attacks.

Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.

Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

Ain't it!

To be fair, he animal companion does get a modified version of the feat with a pseudo-iterative:

Animal Companion wrote:


Multiattack (level 9): An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

So still, a strange limitation.


Ultimate Wilderness strikes again!

RAW, yes - the companion must meet the prerequisites. RAI, no - since no animal companions get 13 INT (level 15-16 familiar equivalent) without a lot of magic, it is reasonable that the 13 INT requirement should have been replaced. I suspect that because the INT prereq is not on the summary list, it was overlooked. Otherwise they probably would have switched to STR or simply stated animal companions without the mindless quality could take Improved and Greater Trip without the 13 INT.

Also note the easily overlooked rule:

Ultimate Wilderness p186 wrote:

Animal companions with more than one

natural attack and only primary natural attacks can’t take
a companion archetype that trades out Multiattack


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Without doing a full audit, I do have a couple of quick questions.

Why are the claw attacks at reduced To Hit and only half STR damage? Should be same as sting, usually.

You have language: Ancient Osirion; does it actually speak or does it just understand? Perhaps it requires a formal challenge in Ancient Osirion before a proper combat begins with the blessings rewarded.

Giant scorpion (in Ancient Osirion): "Are you worthy, challenger?"

PC (with knowledge or understanding Osirion): "Yes, worthy of the Trial of the Gods"
*Giant scorpion takes on the golden armor and abilities of Selket's Chosen

PC (without knowledge of Osirion): "That scorpion sounds weird; let's kill it!"
*Fight is with a regular giant scorpion, no special rewards, and another scorpion becomes the Chosen elsewhere

For the blessings - I would suggest looking at either minor blessings from warpriest class (blessing must match deity domain/subdomain) and/or the 1st level power of a cleric domain (same restrictions as above), and character level equals cleric or warpriest level. Should provide enough variety that players can choose different options, and the power level should be rewarding without being overpowering. May have to consider fixed uses per day or 3 + best of INT, WIS, CHA; also, possibly make best mental stat for determining DC's.


Deities suggested by Clandestine inquisition are Achaekek, Desna, Iomedae, Milani, Nethys, Norgorber, Sarenrae, Shelyn, Sivanah. The flavor text says it could apply to any believer in a place that might not accept them: a Pharasmin heading to Geb, Outer God/Old One or demon lord followers, or pretty much any while heading to Razmiristan.


Yes, Brazen deceiver is a good one. Inquisitor has Cloaked wolf, Infiltrator, and Urban infiltrator. Clandestine inquisition or trickery domain/subdomain is good. An Intrigue oracle could probably work well, too.

Best class depends on what other goals and roles you want. Bards are usually good jacks-of-all-trades, vigilantes and investigators get sneak attack-like abilities, other casters have wide ranges of abilities...


Some quick options I like:
Druid Skinshaper, vigilante, Imperial agent particularly adds some extra hijinks to the class, and infiltrator investigator is also good.


Outsider wrote:


-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

Bringing outsiders back to life doesn't work, converting corporeal bodies (corpses) to undead is usually fine.

If the corpse remains, it can be animated by the animate dead spell. They could create the zombie using 225 gp worth of onyx (9 HD) or the skeleton for 175 gp worth (7 HD).


Taja the Barbarian wrote:
...Continuation and elaboration on Mysterious Stranger's point of Desna/Paladin misalignment...

I only noted the change in Divine Fighting Style's prerequisite as it could be easily missed.

Both Mysterious Stranger's and your points are absolutely fair arguments about paladins.


Mysterious Stranger wrote:

The big problem with the paladin is your deity’s alignment is chaotic good and as a paladin you must be lawful good. Since Diving Fighting Style has a prerequisite of matching your deity’s alignment you do not qualify for it and the whole build falls apart. Even if that were not the case the conflict between your alignment and your deity’s is likely to cause problems. What do you do when the paladin’s code conflicts with the code of your deity? ...

Divine anthology (which AoN uses) changed the alignment prerequisite to just worship a deity with a fighting style.

Toshy wrote:
As a warpriest with divine fighting technique, I'll have to focus on two mental stats, which will penalize my survivability with less points for Dex or Con, and no heavy armor. Don't know if I'd like that.

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

You are probably thinking of clerics not getting heavy armor for free.

Still fair point on having to sacrifice physical scores for extra mental. Though it does mean you can be happier with a blinkback belt without competing with physical enhancing belts immediately.

You can dig in a little more and try middle-aged for extra mental vs loss of physical - mechanical benefit and fun roleplay. Gives your character incentive to be backline.

Fun trick is aasimar for CHA + WIS boost and scion of humanity to get human FCB of 1/6 extra bonus feat.


Azothath wrote:

Strange Aeons and Hell's Rebels are rather different themes with different, let us say without too much metagaming, requirements. The preferred array of classes changes.

This is a good point, but as a backup character at least you'll know what you're playing if you bring it out.

Paladin - Divine Hunter gives up heavy armor proficiency. Some good support auras (aurae?) are traded out for ranged boosts - great if many of your party are ranged, but fear and charm immunity (aura for save boost on allies) very useful in both APs.

Warpriest - Extra feats are always nice, plus can get some fighter-only ones. Gives you the option of either quicker advancement for ranged attack or flexibility to grab some other feats like spell focus or whatever.
Also,

divine fighting technique wrote:


Special: A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites

So, you can grab that aasimar warpriest and get decent WIS and CHA.


Phantom wrote:
Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

While most saddles take up the belt slot, Horsemaster's Saddle says, "none," which may be an error, or perhaps the worst slot taken if you have a lawful evil GM. <Insert diabolic pedant laugh>

Phantom wrote:
Fully manifested phantoms can't wear armor but can use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Also have to keep this in mind.

There are several gray areas that the archetype has that may need some GM adjudication: type is animal (phantom) instead of outsider (phantom); advancement as phantom is unclear with regards to natural attacks being based on horse starting stats - bite/hooves vs slams. Also some disadvantages: no 4th/7th level advancement as standard for animal companions, DEX/CHA bonus for phantom is generally less useful STR/DEX bonus for animal companion. The ability replaces mount, rather than alters, so you don't automatically get the benefit of mount rules clarifications. It also uses the weaselly,"functions like a spiritualist's phantom companion," rather than giving the phantom ability explicitly - phrasing like that has a long tradition of debate in how the ability works.

Nothing that can't be resolved with an honest discussion with the GM, though, so definitely do that.


After a quick look, in general I would say the RAW is NOT an animal companion. Although, in my home games, I would probably allow on case-by-case basis.

For Pack Flanking though, you are out of luck anyway. It specifies your companion must meet the prerequisites of the feat, but the ghost mount can't get combat expertise. Ghost rider also loses tactician, so you can't grant the feat that way.

The Order of the Beasts should generally work, although whether the effect would continue or end if the mount is returned to your consciousness and then manifested again is a GM call.


Arkat wrote:
I grok do u wrote:


An Appeaser cleric gives a cohort that follows Asmodeus, but can still can channel positive energy at -4 levels.

Thanks for the suggestions.

An Appeaser Cleric is interesting, but unfortunately, an Asmodeus worshiper doesn't normally get access to the Travel domain.

As mentioned above in another post, I'd like to get a cohort that can cast the Teleport spells.

Do you know of a way a cleric of Asmodeus could possibly get access to the Travel domain despite the fact that Travel isn't one of Asmodeus' domains?

Could make it a cleric of Barbatos instead. Has Travel domain (and portals), and clerics of archdevils will generally be friendly with Asmodeus worshippers.


Flavor-wise, you may want to consider a Hellknight Signifier. Works with arcane or divine caster, without losing spell levels, and some of the Assiduous Gaze powers are useful to have available. Arcanist, magus, or witch may not work as well though due to exploits, arcana, and hexes not advancing.

An oracle could work, since mystery is advanced (although you'll have to clarify that with GM). Legalistic curse, Godclaw or flame mystery is also hits the flavor.

An Appeaser cleric gives a cohort that follows Asmodeus, but can still can channel positive energy at -4 levels.


Tom Sampson wrote:
The Pathfinder Savant or Loremaster (by way of the Secret of Magical Discipline feat) prestige classes would both work for that.

Good options. Savant will cost a witch spell level or taking favored prestige class and prestigious spellcaster to get it back.

Loremaster just takes a couple extra levels to get to it.


The feat requires an energy descriptor, which is a specific term. Umbral strike has the darkness descriptor, but not an energy descriptor.

So your thought is correct RAW; I think only acid, electricity, fire, sonic, and force should work for conversion.


Toshy wrote:
In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)?

The line of feats to get Psychic Disciple is the most straightforward, but 3 feat investment is rough.

Next is the typically inadvisable level dip into psychic.

Of course, I'm sure how mind thrust fits into your theme, but you can work with the GM to customize the patron spells perhaps.

Harrow chosen helps with duration and also overcoming SR with spells like Anticipate Thoughts.


I'd make one argument for "no," based on size limitations. Minimum radius for wall of fire should be 5ft, and it is 20 ft high, giving a volume of over 600 cubic ft. Linearly still occupies a full square, so that would be 500 cubic ft. A Bag of Holding (IV) has max volume of 250 cubic ft.

Even a Portable hole only has a depth of 10 ft.


Fickle Attack (Ex) (Mythic Adventures pg. 48): Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value.

Bombs are considered weapons, so alchemical item status is redundant. Alchemist bombs qualify.

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