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Organized Play Member. 196 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.



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http://wreckcenter.com/exarch/index.html

A friend of mine who's really good at min-maxing took a look at the class. He noticed that you didn't really need Charisma, even though I had originally designed the class to be Charisma based. He also offered a bunch of other constructive criticism and how he thought it might be too powerful in some areas, and not good enough in others.

So I've tweaked the abilities to be more dependent on Charisma. I removed the class ability to later affect creatures immune to mind-affecting abilities. It was thought of as too powerful. An exarch should focus on supporting her party if she runs into that type of situation.

Each exhortation may now only affect the exarch herself + 1 creature per Charisma modifier.

Making a saving throw to resist an exhortation makes the creature immune for 24 hours. This keeps it in line with the majority of affects from other similar creature abilities or affects.

Conviction now works like the Charmed Life class ability for the Swashbuckler.

Purify the Wicked, Punish the Sinners, Mark the Betrayers, and Sanitize the Mad now do 2 points per multiplier.

Summer's Burn, Winter's Chill, Monsoon's Mark, Lightning's Spark now reduce resistance by 5 instead of having a Percentage vulnerability. He said this would be better so you don't have to invent a new type of damage.

I didn't think that I was inventing a new type of damage. Vulnerability is normally a 50% increase in damage. Setting it at 10% didn't seem like it was inventing a new one to me. I may add both at some point.


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http://wreckcenter.com/exarch/index.html

Tiny update to the new weapons. I misread how the total design points worked. Had an extra 3 because they're two-handed weapons.

So I adjusted them slightly.

Shepherd's Staff is now a simple weapon.

Crosier is now a martial weapon and significantly cheaper.

Spring-Loaded crosier is still an exotic weapon, and is sold at 4x the base price. I couldn't find a weapon that was similar to it to figure out how they factored in the cost, so I had to take some liberties with the pricing.

It functions as two different weapons, but it's not a double weapon. It's a single-ended quarterstaff when not extended, then it becomes a crosier when extended. Because it's exotic and spring-loaded, I doubled the base cost. Because it functions as a second weapon, I doubled the base cost again.


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http://wreckcenter.com/exarch/index.html

So after reading through the Custom Class guidelines for Pathfinder, I've retooled the Exarch.

Although I really liked the Indulgence point system, it wouldn't have followed the guidelines very well. One too many primary class features. I may revisit it in the future and put up an alternate version with a medium BAB. Perhaps I can convince people to take a look at both and tell me which they like better? Interest appears to have all but disappeared, so I may just stick with latest version. It seems pretty solid.

In any event, the class has been streamlined even more. Now it's more of a Hybrid class (Paladin / Bard) instead of a base class, sharing some of the class mechanics of each

The exhortations now operate more like miniature Bard songs, but since the class doesn't have spells, the exhortation bonuses/penalties progress faster, can have more than one exhortation active at once (though this uses up your rounds faster), and have more options in the types of bonuses or penalties provided.

I changed the Crosier a little bit. It now requires the exotic weapon proficiency, however, it is treated as a martial weapon for divine casters. Exarch is proficient with crosiers.

I also added a couple more abilities to round it out and help match the number of secondary features for a Paladin or Bard:

Ablation (Su)
Beginning at 2nd level, an exarch can grant temporary hit points (to herself or to others) by touch. Each day she can use this ability a number of times equal to 1/2 her exarch level plus her Charisma modifier. With one use of this ability, an exarch can grant 1d6 temporary hit points for every two exarch levels she possesses, lasting 1 hour per 2 levels of exarch. Using this ability is a standard action, unless the exarch targets herself, in which case it is a swift action. An exarch only needs one free hand to use this ability. Temporary hit points from this source do not stack, but the highest result from multiple uses is used.

And I changed Mantle just a tiny bit to synergize with Ablation:

Mantle (Su)
At 2nd level an exarch may choose one Mantle from the list below. Mantles are the foundation of an exarch's faith, providing continuous bonuses to her and her allies while under the influence of her zealous aura. At 6th level, and every 4 levels thereafter, an exarch may choose one additional mantle. In addition, at each such interval, the bonus to all mantles increases by +1. Furthermore, whenever an exarch uses Ablation on a creature affected by a condition covered by one of her mantles, the creature immediately receives a new saving throw to avoid that condition.

And finally, at 5th level, they now get Deafening Silence:

Deafening Silence (Su)
At 5th level, as a part of a full round action, an exarch may end all active exhortations, dealing 3d4 points of sonic damage per exhortation ended to all enemies within the radius of the zealous aura. Affected creatures must make a Fortitude saving throw (DC 10 + 1/2 exarch level + charisma modifier) to avoid being deafened for 1d6 rounds. Using this ability makes the exarch fatigued.


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You know, I had never played a Bard before. I tend to have bad experiences with magic users in general, so I avoid them. Looks like I was trying to reinvent a mechanic that already existed.

Only now do I realize how Bard songs work. I thought that bard songs lasted a whole combat, I didn't realize that you have a set number of rounds per day that can perform Bard songs.

I was trying to balance duration with power, and it was already done for me with the Bard songs.

Now I'm thinking of going back to the fixed bonuses, but with the same pool of rounds per day like a Bard. However, I do like the Indulgence mechanic and having to spend the points. If I use the Bard system, I no longer need the point system.

Sigh.


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Thanks. :) Was trying to mix it up a bit.


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OK, back from the game session, and it went fairly well. :)

Lots of little combats, so I actually ran out of indulgence points to spend. Perhaps most annoying for my character was that we fought nothing but vermin and undead so far (we went into a haunted, ruined, ancient school house.) That meant, at my current level, my offensive exhortation had no affect. :o

Also, no one in our party are healers. So it's not looking too good. Next game session we'll like have to retreat outside to recuperate and buy some more healing items. We used to have a cleric NPC, but the NPC left.

Anyway, we might level during our current respite, and if we do, I'll have an ew exhortation to pick. I'm going to take the Revivification exhortation for a little bit of healing.

--------------

OK, so, for the issues that came up:

I was asked why the DC for the offensive acid exhortation was a Will save and not a Reflex save. I hadn't thought about it because 90% of the exhortations would have been Will saves, and I wanted them to have a simple saving throw regardless of which one you use.

So the excuse I came up with was that Exhortations are all about the power of suggestion with some help of divine magic to help manifest a creature's own fears. If they think they're burning in acid or being scorched by fire, then that's what happens.

So I may need to clarify that in the exhortation descriptions, even though I stated that they're mind-affecting abilities.

Creatures that are resistant or immune to those energy types still get those resistances.

--

Another issue that we discussed was whether or not my character should be allowed to maintain an exhortation outside of combat. If an exarch did so, they're giving up a move action to do it. Unless on mounts (which is unlikely in a dungeon unless you're a small sized character), the exarch would be moving at half speed compared to everyone else.


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Added a Spring-Loaded Crosier (ala Ladyhawke). Also adjusted the gold piece value using the Design Point system.


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Small update: Added a new weapon, the shepherd's staff.


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http://wreckcenter.com/exarch/index.html

Small update: Added a new reach weapon, the crosier.


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One more tiny change before the game: The exarch itself has to get the killing blow while either an ally or an enemy is under the influence of an exhortation (this includes dropping an enemy below zero with a damaging aura such as Purify the Wicked [Aura of fire damage 1])

This should reduce the amount of indulgence points gained during combat and encourage an exarch to enter melee combat rather than just only rely on auras.


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We have a game this weekend, I'll give the revised exarch another go and report back here how it went.


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http://wreckcenter.com/exarch/index.html

Heh, OK. I've come full circle. I experimented with treating the exhortations like bard songs, except that unlike bard songs, you can have as many exhortations as actions/indulgence available to use. So having a fixed bonus and trying to limit duration didn't work, and made it way too powerful at later levels.

So instead I've gone full circle, back to having fixed duration and using indulgence to buff the exhortations. This way the total amount of bonuses will rarely exceed the same amount of bonuses you'd get from a similar level bard.

The duration is 1 round +1 round per 3 levels. You can maintain an exhortation for free as a move action, or as a free action for 1 point of indulgence.

Affirmation is now back as a single ability acquired at 4th level: Starting at 4th level, and every 3 levels thereafter, an exarch may spend 1 additional point of indulgence when she starts an exhortation, multiplying the numerical effects of an exhortation by the total number of indulgence spent. For example, a 7th level exarch may spend 2 additional points of indulgence when starting an exhortation, increasing the bonus for Zealous Strike to +3 damage, or Enduring Cold to cold resist 15, or Light From Within to 60 foot dark vision. Revelries are not affected by affirmation.

I added more Revelries. They always cost 2 to start.


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http://wreckcenter.com/exarch/index.html

As promised, some more changes.

Exhortations cost 1 indulgence and now last 1 round. They may be maintained as a move action at no additional cost, or as a free action for 1 indulgence.

Removed channel energy.

Conviction now only works if you have at least 1 indulgence point.

Updated and added more Revelries.

Updated feats.

Added a new Religion Trait: Solid Foundation. +2 trait bonus to a single Mantle.

Updated and modified Mantles. Now an incremental bonus every 4 levels.

Updated Favored Class options.

Added Ritual Self-flagellation as an option to regain Indulgence points: An exarch may spend 1 hour in ritual self-flagellation inflicting 1d4 points of Constitution damage. For every point of Constitution damage an exarch receives, she also receives 1 point of indulgence.


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Even though I'm designing the class, I keep forgetting how small 10' is. They're not even 20' auras like a Paladin.

The effects of exhortations or other abilities should be small, short in duration, costly to maintain, but also powerful. Balancing the power with cost and duration has proven very difficult.

I'll be making some more significant changes shortly. One is that I'm removing Channel Energy again. It just doesn't fit the Fire & Brimstone theme of an exarch. They're not about fluffy healing, they're about enacting righteous retribution and enforcing their laws.


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http://wreckcenter.com/exarch/index.html

Some more changes. Make sure to shift-reload after clicking the link to refresh the page and not load the cached version.

Exhortation duration is now dependent on the Affirmation value.

Updated Mantles.

Added more Revelries.

Exarchs can now channel energy at level 2 for 1d4 + 1d4 every 2 levels after 2nd. Consumes 2 indulgence.

Added another trait.

Added some Favored Class options.


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Already see an issue with the durations. At higher levels you'll likely never need to spend indulgence to maintain an exhortation. :/


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http://wreckcenter.com/exarch/index.html

Some more feedback from friends has resulted in lots more changes.

Cleaned up the abilities granted per level in the advancement table. I realized I had left a bunch of crap from older versions of the class.

Exhortations are back to lasting 1 round +1 round per 2 levels. They cost 1 indulgence to start an exhortation as a standard action, but can be maintained as a move action at no cost. You can maintain an exhortation as a free action at the cost of 1 indulgence per round.

I removed advanced exhortation, but added in Revelries (to be expanded.) Revelries are exhortations without a numerical component, and are not dependent on Affirmation. They provide unique effects to that of the normal bonuses or penalties that exhortations provide.

I removed all the immunities, then added in a new ability called Mantles. This is to give the zealous aura a passive bonus that would apply even outside of combat with no exhortations.

I added two new abilities at 6th and 12th called Devotion and Blind Faith. At 6th level, so long as an exarch has at least 1 indulgence, allies or enemies normally immune to mind-affecting effects and are subjected to one or more exhortations still receive 50% of the effects of each exhortation. At 12th level, so long as an exarch has at least 1 indulgence, enemies and allies normally immune to mind-affecting effects are no longer immune to the effects of exhortations.

Exemplar (and Practiced Exhortation) was updated to reflect the new action based mechanic for the exhortations. You now pick 2 exhortations you already have. So long as you have 1 indulgence, you can start (and maintain as a free action) the exhortation at no cost. Additional costs from feats still apply.


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http://wreckcenter.com/exarch/index.html

OK, major overhaul to the class. I completely reversed the mechanics and streamlined all the exhortations into a smaller list. There are no longer targeted exhortations. Exhortations either affect all allies or all enemies within the zealous aura radius.

Now the exhortations advance in power automatically every 3 levels similar to Bard, but you pick them like Rogue Talents. So all the exhortations are available with no level restriction.

At 11th level you get access to Advanced Exhortations that you can pick in place of a regular exhortation.

Indulgence is instead used to increase the duration of an exhortation. This gives you more control over whether you want more bonuses over a shorter period of time, or fewer but more sustained bonuses, but the relative power of the bonuses doesn't change. I'm hoping this will solve the problem of reduced effectiveness at higher levels.

Let me know what you guys think of this more streamlined version.

I also added a new religion trait and changed the feats a bit.


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Thanks?


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http://wreckcenter.com/exarch/index.html

I made a website now that I can update, and the link is now at the very top of the thread so people will always see the latest revision. I also Photoshopped a picture and added that in. I don't know who drew the original, so I can't credit it. If someone finds out, I'll put that in.

Hopefully with the Easier to Read Edition I can get a little more feedback as the first thread I made probably scared people off. I'm (hopefully) going to play test the class this weekend in a friend's campaign. I'll see how it goes and report back.

Ideas I'm toying with:

* Aura is centered on a standard or flag instead of the Exarch.
* A smaller, condensed list of Exhortations from which you choose if it's a Buff or a Penalty.
* Rogue Talent style list with basic and advanced Exhortations instead of being separated by level.

I'll post variants of the class as I make the changes.

Here's the old thread so you can read through it. Best to scroll down near the bottom.

In this most recent change, I removed the DR Piercing, Slashing, & Bludgeoning.


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http://www.wreckcenter.com/exarch/exarch.txt
http://www.wreckcenter.com/exarch/exarch.rtf

I was reexamining Gunslinger, and their ability to regain grit is pretty limited. Not including the optional rules, they only regain grit when they either score a critical hit (with all guns only critting on a 20 ... so at best 19-20 with a feat), or when they get the killing blow.

Granted, the exarch uses coins as one of its primary functions, so it'll use them more often than a Gunslinger. However, I think the fact that all allies can potentially restore indulgence to the exarch is more than enough.

Ideally I'd like to play the class out and see how it works. The whole indulgence system may need some balancing. "Bolster an ally" still seems too powerful. I'm not sure what to do with the second option. Perhaps I could write up a bunch of more specific ways like Dares.

So I've redone the two ways an exarch regains indulgence, and it's more agreeable whether your character is good or evil:

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while either the ally or an enemy is under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Rebuke the enemy: Each time an enemy fails a saving throw against an exarch's targeted exhortation, she gains 1 indulgence coin.

I've also went ahead and reorganized the exhortations into a Rogue Talent style system, with Advanced Exhortations becoming available at level 11:

http://www.wreckcenter.com/exarch/exarch-remix.txt
http://www.wreckcenter.com/exarch/exarch-remix.rtf


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I added a .RTF version of the class.

http://wreckcenter.com/exarch/exarch.rtf

It's better formatted. I think later on I'll just make an HTML version so it's viewable inside the browser.

Just to throw this out there: What would you guys think about the aura being centered on a Standard or Banner instead of the exarch? The exarch could either carry it with her or plant it into the ground as a rallying point.

I like the idea of banners. Might see some synergy with a few magic items, or maybe multi-class into a Cavalier or Tactician fighter.


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OK, below is a link to the class. Guess it's easier to edit the text file than to keep reposting the class with minor changes. So here's the latest version:

http://www.wreckcenter.com/exarch/exarch.txt


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In the AD&D Deities & Demigods book, the most powerful god in all of the multiverse was Thor.

Nearly all the gods had an ability that, if they fight anyone or anything, they always go first, they always hit, and they automatically destroy whatever it is they're fighting. If two deities go up against each other and they both have the Always Go First ability, then they roll regular initiative, then basically whoever gets lucky on the D20 destroys the other.

HOWEVER, Thor had a very special ability: Should he square off with any other being that also has the Always Go First ability, Thor still goes first. No other god had Thor's ability. Hehe.

So that makes Thor the most powerful god. He can slay any other god, guaranteed. Keeps everyone in line ... mostly.


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LOTS of big changes this time around. Had some friends take a look. It's amazing what you miss when other people read it. For example, I completely forgot to include the Zealous Aura radius. :o Should've been 10'. Also forgot Armor & Weapon Proficiencies, which is important. :P

Lots more auras, Divine Feats, and some balancing.

Removed Lay on Hands and gave them Channel Energy at the cost of 2 indulgence coins.

I revamped the Exhortation mechanics. Performing an exhortation still requires a standard action that provokes attacks of opportunity. (at 6th level, it no longer provokes, 12th is a move action, 18th is a swift.) However, there's no limit to the number of ongoing Exhortations being performed. So at 3rd level, if you have a reasonable 4 coins (18 charisma), you could do an Exhortation on the first round, then do another one the following round. They last 2 rounds each. You could either toggle them a round apart and maintain at least one of the auras for a combined 8 rounds, or, you could have them overlap and gain the benefits of both auras for 6 rounds. If that's ALL you do, and don't actually fight. With Lingering Chant, they'd last 3 rounds each at 3rd level.

You'd blow through all your coins in one combat, though, but hopefully combat won't last longer than 6 to 9 rounds, and you'll get one or two coins back.

Revised Exarch:
Exarch

Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum.

Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner.

Alignment: Any Lawful

Hit Die: d10

Class Skills

The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier.

1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
2 Redemption
3 Exhortation, Mantle of Courage (Immune to Fear)
4 Bonus Feat, Energy Conduit
5 Exhortation, Affirmation
6 Indulgence
7 Exhortation
8 Bonus Feat, Mantle of Conviction (Immune to Charm)
9 Exhortation
10 Affirmation
11 Exhortation
12 Bonus Feat, Indulgence
13 Exhortation
14 Mantle of Resilience (Immune to Poison)
15 Exhortation, Affirmation
16 Bonus Feat
17 Exhortation, Mantle of Resolve (Immune to Compulsion)
18 Indulgence
19 Exhortation
20 Affirmation, Bonus Feat, Exemplar

Weapon and Armor Proficiency
Exarchs are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Indulgence (Ex)
Because of their parting from traditional paladin roles, the Exarch's sometimes less-than-godly actions require penance in the form of indulgences. In game terms, indulgences is a fluctuating number of magical coins that imbue an exarch with temporary abilities. At the start of each day, an exarch gains a number of indulgence coins equal to her Charisma modifier (minimum 1). Her indulgence coins go up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. An exarch pays indulgence to gain favor with their god (see below), and regains indulgence coins in the following ways. Indulgence coins can not be lost, stolen, traded, or spent as money.

Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin.

Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin.

Zealous Aura (Ex)
An exarch radiates an aura of powerful influence in a 10' radius based on the deity's alignment (see detect evil for details.)

Detect Truth (Sp)
An Exarch can, as a move action, concentrate on an individual. While in the Exarch's gaze, the individual is affected as if under a Zone of Truth spell (DC 10 + 1/2 level + Cha modifier.) Any action that would break an exarch's concentration requires a concentration check to maintain the gaze.

Redemption (Su)
At 2nd level, if an exarch has at least 1 indulgence coin, she gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Mantle of Courage (Su)
At 3rd level, an exarch is immune to fear (magic or otherwise.)

Bonus Feats
At 4th level, and at every four levels thereafter, an exarch gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be combat or divine feats.

Energy Conduit (Su)
The exarch gains the supernatural ability to channel energy like a cleric. Using this ability consumes two indulgence coins. An exarch uses her level as her effective cleric level when channeling energy. This is a Charisma-based ability.

Exhortations (Su)
Exhortations come in many forms such as sacred chants, prayers, hymns, personal rituals, sermons, etc., providing temporary enhancements to an exarch and her allies, as well as penalties to her enemies. When indulgence coins are paid, an exarch begins one exhortation as a part of the payment to expound their influence on any creature within the radius of their zealous aura, choosing to positively affect all allies or negatively affect all enemies. Exhortations last for 1 round plus a number of rounds equal to half the exarch's level, rounded down (minimum 1). This ability functions only while the exarch remains conscious, not if she is unconscious or dead. The DC to resist the affects of an exhortation is 10 + 1/2 the exarch's character level + their Charisma modifier. Creatures that start their turn inside the zealous aura and affected by an exhortation must make a new saving throw each round to avoid the affects. Targets are chosen immediately upon performing an exhortation, then at the beginning of each Exarch's turns. If affected targets can not be seen, they are chosen at random.

Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action.

At 1st level, and at every two levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once.

At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows.

At 1st level, the following exhortations become available:

01 Zealous Defense (+1 Sacred to AC)
01 Zealous Resistance (+1 Sacred to Saving Throws)
01 Zealous Strike (+1 Sacred to Dmg)
01 Zealous Charge (+1 Sacred to Hit)
01 Zealous Focus (+1 Sacred to Skills & Ability Checks)
01 Abjure the Unworthy (-1 Sacred Hit)
01 Deprive the Unworthy (-1 Sacred to saving throws)
01 Punish the Unworthy (-1 Sacred to AC)
01 Quell the Unworthy (-1 Sacred to Combat Maneuver Defense)
01 Apprentice's Armor (DR2 / Magic)

At 3rd level, the following exhortations become available:

03 Cleansing Fire (Fire Resist 5)
03 Enduring Cold (Cold Resist 5)
03 Resilient Acid (Acid Resist 5)
03 Reviving Electricity (Electricity Resist 5)
03 Feet of Flame (Base Speed +5)
03 Walk the Path (1 target does not provoke attacks of opportunity when moving)
03 Light From Within (1 target receives Dark Vision)

At 5th level, the following exhortations become available:

05 Rock Masters (DR2 / Bludgeoning)
05 Paper Tiger (DR2 / Slashing)
05 Scissors of Discord (DR2 / Piercing)
05 Revivification (Fast Healing 1)
05 Resounding Sonic (Sonic Resist 5)
05 Unerring Devotion (Negative Resist 5)
05 Undying Conviction (Positive Resist 5)
05 Sword of Truth (1 target receives an extra attack)

At 7th level, the following exhortations become available:

07 Purify the Wicked (Aura of Fire Damage 1)
07 Punish the Sinners (Aura of Cold Damage 1)
07 Mark the Betrayers (Aura of Acid Damage 1)
07 Sanitize the Mad (Aura of Electricity Damage 1)
07 Divine Intervention (1 target gains a teamwork feat)
07 Divine Retribution (1 target gains a betrayal feat)

At 9th level, the following exhortations become available:

09 Silence the Dissenters (Aura of Sonic Damage 1)
09 Cleanse the Heretics (Aura of Positive Energy 1)
09 Defile the Idolators (Aura of Negative Energy 1)
09 Armor of the Gods (10% Fortification)
09 Dust to Dust (1 target receives Tremor Sense)
09 Life Everlasting (1 target is subject to Life Link as the Oracle revelation)
09 Pain Everlasting (1 target is subject to Pain Link, whenever the exarch takes damage, the target also takes damage.)

At 11th level, the following exhortations become available:

11 Strength of the Bull (Strength +1)
11 Grace of the Cat (Dexterity +1)
11 Endurance of the Bear (Constitution +1)
11 Cunning of the Fox (Intelligence +1)
11 Wisdom of the Owl (Wisdom +1)
11 Splendor of the Eagle (Charisma +1)
11 Power Compels You (1 target gains Protection From Evil)
11 We Are Legion (1 target gains Protection From Good)

At 13th level, the following exhortations become available:

13 Lycanthropic Armor (DR2 / Silver)
13 Visions of Dread (1 target is shaken)
13 Mirror of Souls (10% miss chance))
13 Summer's Burn (10% Fire vulnerability)
13 Winter's Chill (10% Cold vulnerability)
13 Monsoon's Mark (10% Acid vulnerability)
13 Lightning's Spark (10% Electricity vulnerability)

At 15th level, the following exhortations become available:

15 Web of Deceit (1 target is staggered)
15 Miraculous Resistance (Spell Resistance 5)
15 Leading the Blind (1 target receives Blind Sense)
15 Invisible Tea Pot (1 target becomes Invisible)
15 Thunder's Roar (10% Sonic vulnerability)
15 Life's Radiance (10% Positive energy vulnerability)
15 Death's Defiance (10% Negative energy vulnerability)

At 17th level, the following exhortations become available:

17 Clockwork Armor (DR2 / Adamantine)

At 19th level, the following exhortations become available:

19 Infernal Protection (DR2 / Good)
19 Holy Protection (DR2 / Evil)
19 Chaotic Protection (DR2 / Law)
19 Lawful Protection (DR2 / Chaotic)
19 Dreadful Presence (1 target is feared)
19 Untouchable Faith (1 target becomes Ethereal)

Affirmation (Ex)
Starting at 5th level, and every 5 levels thereafter, an Exarch may spend 1 additional indulgence coin to increase the numerical value of an exhortation by the multiple of the number of coins spent. For example, a 15th level exarch may spend 2 additional coins for a total of 3 coins when performing an Exhortation, then multiple the Exhortation's numerical value by 3. (i.e. Strength of the Bull would be +3 strength, Divine Intervention would be 3 targets, and Resilient Acid would be Acid Resist 15.)

Redemption (Su)

Mantle of Conviction (Su)
At 8th level, an exarch is immune to charm spells and spell-like abilities.

Mantle of Resilience (Su)
At 14th level, an exarch is immune to poisons.

Mantle of Resolve (Su)
At 17th level, an exarch is immune to compulsion spells and spell-like abilities.

Exemplar (Ex)
At 20th level, an exarch picks two Exhortations that she has access to. So long as she has at least 1 Indulgence Coin, she can perform these Exhortations one category faster (e.g. a standard becomes a move, a swift becomes a free action, etc.)

Indulgence Feats

Aegis of Loyalty (Increase Zealous Aura 5 feet)
Extra Exhortation (Choose 1 additional exhortation)
Extra Indulgence (Gain 2 extra Indulgence Coins)
Lingering Chant (Exhortations last 50% longer, rounded down.)
Empowered Chant (Exhortation numerical values are increased by half for 1 additional indulgence coin. Requires Lingering Chant)
Exuberant Exhortation (+2 bonus to Exhortation DC.)
Overtone Chanting (Perform two Exhortations simultaneously instead of just one.)
Practiced Exhortation (Reduce speed of a single Exhortation by one category. [Exarch Level 11])
Reactionary Sermon (Immediately perform a single Exhortation for 1 additional indulgence coin. Requires Practiced Exhortation)

Code of Conduct

An exarch must be of lawful alignment and within one step of her deity.

Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of their deity, and the enforcement of such laws. When given the option, an exarch will choose their deity's laws above all others.

An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description).

Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god.


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I thought you meant Neccomancer, the dark wizards responsible for conjuring up the evil that is Necco Wafers. Yuck!

That can be the only reason why they exist. Evil Wizards. No one in their right mind would willingly eat Necco wafers.


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Jayson MF Kip wrote:
Find a way to reward GMs, then.

Boons are fine, I just don't like how the good boons are only at GenCon. It'd be nice if everyone had a chance to get one of those boons at their local con.

How about an Achievement system to reward GMs? Paizo could email some boons to local Lieutenants, then they can be handed out (at random) when people get their GM stars. 1 boon for each star you get.

That way people living in areas that don't even have conventions can still potentially get 5 boons.


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Angelic Vessel (Archetype)
An angelic vessel's devotion to her deity and cause has begun a divine transformation of her soul. An angelic vessel has the following class features.

Angelic Bond: At 5th level, an angelic vessel gains a cassisian angel familiar, with its natural form as that of a winged helmet, crown, mask, or other similar object best representing her deity. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the angelic vessel's character level in place of the wizard level.

This small celestial being is an extension of the angelic vessel's soul, made manifest by her devotion to her deity and moral code. As long as the familiar is within 30 feet and line of sight, this familiar can act as a living divine focus and holy symbol for her spellcasting if the angelic vessel so desires; i.e., channel positive energy may be centered on the familiar instead of the angelic vessel. Should her familiar die, a part of the angelic vessel dies with it, and the effects are devastating, immediately gaining 2 temporary negative levels as a result. These levels cannot be overcome in any way except upon completion of an atonement spell requiring no less than 30 days, thereby healing her soul and creating an identical familiar. If the angelic vessel grossly violates her code of conduct resulting in the loss of her class abilities, the familiar is forcefully ripped from her by her deity, with the same conditions listed above. There are no other costs or rituals required to regain the familiar other than completion of the atonement spell. Furthermore, the familiar gains the following special abilities beyond those granted by the standard familiar.

Shared defenses (Su): The familiar may be worn as a part of the angelic vessel's armor, assuming magic armor bonuses (but not shields) as a deflection bonus to its armor class, and allowing it to occupy the same space as the angelic vessel without penalty or hinderance. This ability only works while the familiar is in its natural form and within arm's reach.
Divine call (Sp): Once per day, an angelic vessel may magically don her familiar and armor as a full-round action. This ability is the equivalent of a spell of a level equal to one-third the angelic vessel's level. An angelic vessel can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
Deliver lay on hands (Su): The angelic vessel may deliver a lay on hands through her familiar instead, as long as the familiar is within 30 feet and line of sight.
This ability replaces Deliver touch spells.
Shared vision (Su): At 7th level, while the familiar is worn as a part of the angelic vessel's armor, the angelic vessel gains the benefits of her familiar's senses. She gains darkvision 60 ft., low-light vision, and a +4 competence bonus to perception checks. If she already has darkvision, the distance is extended an additional 30 ft.
This ability replaces Speak with animals of its kind.
Shared flight (Su): At 13th level, while the familiar is worn as a part of the angelic vessel's armor, she sprouts a pair of angelic wings from her back and gains a fly speed of 30 feet (20 feet in heavy armor) with average maneuverability. If the the angelic vessel already has a fly speed, it is instead increased by 10 feet (5 feet in heavy armor.)
This ability replaces Scry on familiar.
True flight (Su): At 17th level, while the familiar is worn as a part of the angelic vessel's armor, her fly speed increases by 30 feet (20 feet in heavy armor) with perfect maneuverability.

This ability replaces divine bond.


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If you buy a wondrous magic item, such as a Jingasa of the Fortunate Soldier, does it have to be a Jingasa? Or can it be a western style helmet to match full plate armor?


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When you channel energy, you choose a creature type (living, undead, or evil outsider with a feat), and whether or not you're channeling for damage or healing. Because of that, I have a question about the wording of Death's Embrace from the Death Cleric domain.

It states:

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy.

So if I'm reading this correctly: if I have a Cleric that can channel negative energy, choose living creature type, and choose to channel for damage, and don't exclude my cleric from the channel, my Cleric would heal the same amount of damage dealt by the channel negative energy.

Is that correct?


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Owning another person is evil. Period. Whether or not the slave owner is nice or that it was entered voluntarily is irrelevant. It may have been socially or religiously acceptable at some point, or it may have been a means by which to handle debt, but that doesn't make it not evil.

I guess I just simply can't wrap my brain around the justification. The analogy I keep coming back to is rape. It doesn't matter how it came about. It doesn't matter if the couple were married, or that the roles were reversed, or that the person said "please" and "thank you" during the act. It doesn't matter if it was "voluntary" to pay off debt, or religiously acceptable. Rape is rape, and it's still evil. So is slavery.


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In a recent PFS game we had a LN Qadiran merchant who actively participated in slavery. I was playing an NG Andoran corsair. In-character, we had a spout about slavery. This sort of poured into a meta-discussion on slavery.

The GM insisted that slavery isn't evil because many cultures practice slavery. I thought this was a very weak argument, as I think he was confusing what is culturally acceptable with what is morally acceptable.

Forcibly taking someone's humanity from them without just cause seems pretty darn evil to me. It isn't punishment for a crime, they aren't prisoners. They're slaves. Treating people as property to be sold, traded, and "discarded" (killed) without any thought as to their personhood. That is decidedly evil. I'm admittedly biased against slavery coming from a Jewish & Ukrainian family (my cousins were indentured servants until the fall of the USSR, in which case they escaped to the U.S.)

I flipped the argument on them, asking why is cannibalism evil? Since probably 90% of living things on this planet practice cannibalism. By their argument, it'd be orders of magnitude not evil than slavery.


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If I have, say, a 6th level Drow Fighter and then dip 1 level Wizard to get a Familiar, then take Improved Familiar at that 7th level to get an Imp, does the 6 levels of Drow + 1 level of Wizard = 7 levels of arcane caster to meet the requirements for Improved Familiar? They have arcane spell-like abilities, and as far as Google can tell me, spell-like abilities are treated in nearly every aspect as spells, including for qualifying for feats and prestige classes like Eldritch Knight.

I found an unresolved and rather divisive thread with no ruling either direction.


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Couple more fixes made after filling one out for my PFS character.


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I've extended my original character sheet to now be a simple fillable PDF form. Let me know if anyone likes it. You can ignore the Pathfinder Society stuff if you don't play any PFS games, the character sheet is still good as a regular character sheet.

No spell sheet yet, I'll work on that later. I've spent 10 hours rearranging tab orders renaming fields because Acrobat X "Professional" (hah!) is an unbelievably horrible, horrible, horrible, horrible piece of software. Automatically reordering my tab orders with no way to turn that off? That's a feature?! I'm just glad my work paid for it and not me. Ugh.

Anyway, here're the character sheets. High Quality and Optimized as usual. HQ just means the logo looks nicer and will print out better. Optimized compresses the logo so it doesn't look as nice.

Pathfinder Society Character Sheet HQ Form [1.3MB]
Pathfinder Society Character Sheet OP Form [804KB]


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Here's the new one. I replaced Prestige Points with Fame, and moved Prestige Points to the back of the character in the Money area.

On the reverse side, I increased the number of AC Item slots by 1, added Prestige Points to the Money area, increased the number of Gear items, and made the preset locations for magic items a very light gray so you can easily write over it (or leave it there as a reminder of the number and type of magic item slots), increased the number of Feats and Special Abilities, and added a new Boons section.

Pathfinder Society Character Sheet High Quality [788 KB]
Pathfinder Society Character Sheet Optimized [201 KB]