Ostog the Unslain

Iorthol's page

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I've always loved the alchemist class for all the zany weird things it can do and the cool aesthetic, but no matter how I've built it, I've never found the Alchemist to be a terribly satisfying class to play as. So I wrote a fan-Unchaining and I hope people like it.
Iorthol's Unchained Alchemist: The Google Doc
The general idea behind the alchemist is that their spellcasting list is almost entirely self-buffs, which is a cool take on a 'spellcaster' hybrid type, but action economy never really worked out.
Most of the serious casters are typically going to be buffing other characters if they're doing to be doing buffs (There are of course always exceptions) but most hybrid classes either have a hefty dose of abilities that buff themselves using swift actions, or give themselves the ability to cast spells as swift actions, or in the case of magus, casting a spell as part of a full-round action.
So the idea that the alchemist's major buffs during combat come either from their Mutagen or Extracts is great except they burn entire turns doing what other more dramatic hybrid types are doing as accessories to other actions, which is one of the main things I wanted to fix.
Rather than invent a resource pool, do something funny with bombs, or anything complicated like that, I simply decided on the Quaff ability, that lets the alchemist down an extract that is not their highest level of extract as a swift action, and being able to quaff 6th level extracts at level 19 (when they would logically get 7th level spells following their progression pattern)
Alchemists Edge was added because Poisons, without heavy house rules, are Meh at best in a lot of circumstances, and for attack-oriented alchemists I wanted there to be an incentive to using the traditional alchemical items that likely inspired the class to exist.
Likewise, much of the class feels like it should be interacting with the mundane alchemy, so Overstock was added in as a quality of life improvement, keeping an alchemists bags stocked with pseudo-real mundane trinkets.
Mutagen always felt funky to me. The standard action activation time, the overlong duration, and the fact that you can only do it once a day unless you take an hour downtime always made it feel like it was never the Right time to mutate, so I wanted to give it easier access. This iteration of the modification to mutagen is scaled as it is mostly to fill in the gaps in level 9 12 and 15, but I'm not entirely sure I like how often this allows while also robbing the class of persistent mutagen, so that is really the only part of my unchaining that I'm not totally certain on yet.


Armor Silence: Ignore ACP for Stealth checks.
Armor Skin: Ignore ACP for Acrobatics and Escape Artist.

So, the main thing about Viligante Talents is that they are relatively powerful class abilities, hence the developers leaning toward not making a feat to select more, like most classes can with their selectables. With that in mind, these talents are Weak.
Yes, heavy armor Should have drawbacks, even for characters who specialize into the equipment, but spending Two talents on getting normalized skill checks for 3 skills? No thank you.

Suggestions for improvement: Lump them together, either from the start, or have Armor Silence at entry that scales into Armor Skin at level 4/6. I would even go so far as to suggest ignoring ACP entirely (rather than just for jumping and sneaking) since this bonus isn't available in mundane and social identities.


Title says it all pretty much. I would like to know how many feet you can fall in 1 round.
I know horizontal jumping can take more than 1 round to land, if you spend your last 5 feet of movement for the turn taking a 20ft long jump, but I want to know if there is a standard rate of descent for freefalling objects/creatures.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

The alchemist discovery Alchemical Simulacrum allows you to create a lesser simulacrum that is a creature rather than an illusory construct.

My question is, since this is a creature and not a spell effect, does that mean you can heal it with magic like you could any other creature, or can it only be healed going through the expensive magical lab process?

My instincts are going with yes, it can be healed, because it's a creature, but I would like some feedback.

The Spell
The Discovery


Does anyone know of a way to craft a zombie into power armor, or know of a kind of undead that your cleric could safely reside inside of?


Title says it all, for the most part. I'm looking for a group to play Pathfinder with on any of the following days: Wednesday, Thursday, Saturday, Sunday, preferably starting in early evening (4pm EST)

I am looking to be a Player but if a group needs a DM I could potentially fill that role.


Does Dazing Spell cause spells such as magic missile and scorching ray against the same creature to make multiple will saves against multiple chances for dazing?

Ex. Would an orc hit by a CL 9 magic missile make 5 will saves to avoid become dazed?


1 person marked this as FAQ candidate.

My main question is on the specific rulings on the suspended animation feature of the ability.

"He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state."
The only description I found that seemed to explain suspended animation was Temporal Stasis.

Does anyone have a link to an official definition of Suspended Animation?
Mostly I want to know if this ability can be used to live for months at a time without eating, breathing, or aging.


1 person marked this as a favorite.

Title pretty much says it. I'm a player looking for a D&D group and game that uses skype as it's main medium for play. I don't really get Play By Post and I'm not sure I would have the patience for it.
Anyone looking for players or interested in starting such a Skype based group?


Simple question.
"As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature."

Does this use the alchemist's standard action or the familiar's?


I couldn't find an exact definition for unarmed. From what I can tell, being unarmed is lacking a weapon or natural weapon in your main hand and off hand slots.
Shields when used for bashing are considered martial weapons. It doesn't say shields count as weapons when not being used for bashing.

Would a character with a shield and no weapon be subject to the effects of things such as Catch Off Guard? (Aka would they be considered unarmed?)


I looked at the barbarian capstone for the first time and noticed that, Mighty Rage is it. Just +2 str and con, sometimes.
Is it just me or is this a pretty lame capstone feature to such an awesome class?
I don't know if such a thing is in the works or not, but I think barbarians could benefit from/deserve some capstone rage powers, like the alchemist capstone discoveries, or the wizard capstone immortality discovery feat.

Some totem capstone rage powers would bring excellent to the totem theme, and some brutal power-hitting rage powers would be splendid.


Simple enough thread, I just want to know at what point are you not able to edit your posts on the paizo messageboards.
Is it a time limit? Whether you've signed out or not?
I'd just like to know so I know what not to do so I can keep being able to edit posts if I need to.


Flavor and flair aside, I want some help assessing the power balance and playability of this Pathfinder update I've written for the 3.5e (3.0e?) base class Hexblade.

I am not looking for spelling/grammar help, but specific corrections wording errors on abilities are welcome.

d10, Full BAB, Good saves: Fort Will, Number of spells per day as Paladin, Skills 4+int.
Spellcasting is Cha based and spontaneous.

Spells Known and Class abilities.
1: nothing, Detect Magic, Hexblade's Curse
2: nothing, Arcane Resistance, Fate's Path, First Misfortune
3: nothing, Mettle
4: 1-2, Shadow Companion, Fate Magic
5: 1-2, Second Misfortune
6: 1-3, Greater Hexblade's Curse
7: 1-3
8: 1-4 2-2, Nullify 1/day
9: 1-4 2-2, Third Misfortune
10: 1-4 2-3
11: 1-4 2-3 3-2, Siphon Weapon
12: 1-4 2-4 3-3, Nullify 2/day
13: 1-4 2-4 3-3, Fourth Misfortune
14: 1-4 2-4 3-4 4-2, Improves Siphon Weapon
15: 1-4 2-4 3-4 4-3, Dire Hexblade's Curse
16: 1-4 2-4 3-4 4-3, Nullify 3/day
17: 1-5 2-4 3-4 4-4, Fifth Misfortune
18: 1-5 2-5 3-4 4-4, Greater Siphon Weapon
19: 1-5 2-5 3-5 4-4, Master of Misfortune
20: 1-5 2-5 3-5 4-5, Final Misfortune, Nullify 4/day

-Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons and with light armor, and shields.

-Detect Magic (Sp)
At will, a hexblade can use detect magic, as the spell. A hexblade can, as a move action, concentrate on a single item or individual within 60 feet and determine the strength of the magical aura and the school of magic (with a successful Knowledge Arcane check), learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in any other object or individual within range.

-Hexblade's Curse (Su)
Hexblades are skilled at disrupting the morale and luck of those around them. This ability manifests in one of two ways. A hexblade may, as a swift action, use this ability a number of times per day equal to ½ his hexblade level (minimum 1) plus his charisma bonus, and each effect lasts for 1 minute.
-Direct Curse - The hexblade targets one creature within 60 feet to receive a curse that gives a -2 morale penalty on all attack rolls, damage rolls, checks, and saves. Will negate DC 10 + ½ the hexblade's level + his Charisma modifier.
-Cursed Aura - The hexblade surrounds himself in a zone of misfortune. Any creature that comes within 5ft of the hexblade must make a will save DC 10 + ½ the hexblade's level + his Charisma modifier or is cursed and takes a -2 morale penalty on all attack rolls, damage rolls, checks, and saves for as long as they are within 5 feet of the hexblade, and for 1d4 rounds after leaving the affected area.
Any effect which removes or dispells a curse also removes the Hexblade's Curse.

-Arcane Resistance (Su)
At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

-Fate's Path
At 2nd level a hexblade has deepened their understanding of the ways fate twists and winds misfortune and poor luck into the world around them. A hexblade chooses one Fate's Path which continues to progress as the hexblade gains levels.
Rime – The hexblade arms himself with the hope-draining chill of winter and death.
Downfall – Enhances his curses to bring more crippling misfortune to bear.
Pandemic – This hexblade has become a carcinogen on the world around them.
Pyre – Fire and damnation fills this hexblade's heart.
Darkness – Shadows and silence become his ever present companion.
Holy – Uplifting hope spurs the hexblade to action.

-Mettle (Ex)
At 3rd level, when a hexblade makes a successful will or fortitude save against an effect that normal saves for half or partial, he instead completely negates the effect.

-Shadow Companion (Su)
At 4th level, a hexblade can create an illusory companion spun from shadows and dark powers. Doing so takes 24 hours and 100g worth of magical materials. Once created your shadow companion stands with you in battle, hindering your enemies' defenses. The shadow companion can look like any medium sized creature, but the appearance is set on creation and cannot be changed.
Any enemy adjacent to the Shadow Companion has a -2 luck penalty to AC and saves. The hexblade's companion has the same speed and modes of movement as the hexblade, and acts during his turn each round. It follows his mental commands perfectly- in effect, it is merely an extension of his will.
The hexblade's shadow companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5 foot square. Creatures can enter the shadow companion's space without penalty, but it must occupy its own square in order to have any effect on enemies. It is immune to any damage, and is immune to effects that affect creatures, but it can be dispelled and suppressed just like a spell effect. His shadow companion is treated as a spell equal to ¼ of his hexblade level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later.
A shadow companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, it instantly reappears adjacent to him.

-Spells
Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from the hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time.
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade indicates that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
A hexblade must spend 1 hour each day in meditation to align and organize the swirling dark powers within to regain his daily allotment of spells. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing two 1st-level spells of the hexblade’s choice. At each new hexblade level, he gains one or more new spells, as indicated on Table: Hexblade Spells Known. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Charisma score.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level – 3.

-Fate Magic
At each level the hexblade gains an additional spell level, he also learns an additional spell of that level based on his Fate's Path.

-Greater Hexblade's Curse (Su)
At 6th level the morale penalties bestowed by the Hexblade's Curse improve from -2 to -4.

-Nullify (Su)
At 8th level a hexblade becomes adept at not only twisting fate, but in also canceling out his foe's abilities as well. Once per day, and one additional time per day for every 4 levels after 8th, the hexblade may target a single opponent to temporarily remove one of their powerful defensive abilities, for a number of rounds equal to ¼ his hexblade level. Will save DC (10+ ½ Hexblade level+ Cha) negates. Only one Nullify effect can be active on a target at a given time. If Nullify is used again, even if used by another Hexblade, the new Nullify ability replaces the active one. Nullify may disable any one ability listed below per use:
Damage Reduction (1 per hexblade level)
Energy Resistance of one type (1 per hexblade level)
Natural Armor (1 per 2 hexblade levels)
Regeneration (1 per 2 hexblade levels, cannot go below 1)
Fast Healing (1 per 3 hexblade levels)
Spell Resistance (1 per 2 hexblade levels)
Concealment (Assuming the hexblade can pinpoint the creature, cannot affect environmental concealment such as from fog or dim light)
One spell/spell-like effect granting AC or enhancement bonuses
Special/Other (By DM approval)

-Siphon Weapon (Su)
At 11th level the hexblade may infuse their weapon with Siphon as a swift action once per day, and the enhancement lasts for a number of rounds equal to the hexblade's level.
Siphon: +1d4 negative energy damage, the wielder receives temporary hitpoints equal to the bonus damage done by this effect. These temporary hitpoints stack, to a maximum of 20 points.

-Improved Siphon Weapon (Su)
At 14th level the hexblade may infuse their weapon with Siphon twice per day and the bonus damage from Siphon Weapon improves to +2d4, in addition, three times per day, the hexblade may cause a spellcaster who is successfully hit by a siphon weapon to lose 1d4 spell levels they have prepared or available, targeting the highest level spells and slots first.

-Greater Siphon Weapon (Su)
At 18th level the hexblade may infuse their weapons with Siphon three times per day and the bonus damage from Siphon Weapon improves to +3d4, and the number of spell levels lost improves to 2d4.

-Master of Misfortune (Ex)
At 19th level the hexblade becomes the master of misfortune, becoming immune to all morale penalties.

---Paths of Fate---

Rime
Fate Magic: 1st – Icicle Dagger
2nd – Chill Metal
3rd – Fire Shield (Chill Shield only)
4th – Cone of Cold
First Misfortune: Chill of Winter (Su) – Creatures affected by the hexblade's curse take an additional -2 penalty on dexterity based skill checks and take a -10ft morale penalty on all forms of movement, to a minimum of 5ft.

Second Misfortune: Doombite (Su) – As a standard action the hexblade may spend one use of his hexblade's curse to afflict a creature with new curse, Doombite. On a failed save the afflicted creature takes 2d8 points of cold damage each round for a number of rounds equal to ½ of the hexblade's level. On a successful save, the subject only takes 1d8 points of cold damage for one round. Will DC 10+ ½ of the hexblade's level + his Charisma modifier negates.

Third Misfortune: Phantom of Ice (Su) – The hexblade's Shadow Companion may leave a trail of ice as it moves, covering each 5 foot square of its movement with a thin sheet of ice. This ice follows all rules for environmental ice hazards, and for each full round a creature (besides the hexblade) spends on this ice, they take cold damage equal to your hexblade level. The ice from this effect lasts for a number of rounds equal to your hexblade level. Any fire, as well as environments above 110º causes the newly formed ice to melt immediately.

Fourth Misfortune: Vengeful Fog (Su) – The hexblade is constantly under the effect of Wind Walk and may bestow curses even while in gaseous form.

Fifth Misfortune: Freeze Over (Sp) - As a standard action, the hexblade may target a creature suffering from his Hexblade's Curse or Doombite that is standing on ice. That creature is affected by the Icy Prison spell as though they failed their save. This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Chill of Winter – The -2 penalty on dex based skill checks becomes a -4 penalty on dexterity. Doombite – The duration of Doombite doubles. Phantom of Ice – The ground becomes frozen, filling the Shadow Companion's square as well as each square adjacent to it. Vengeful Fog – The save DC of spells and curses made by the hexblade increase by +2 while in gaseous form, and the base speed goes from 10ft (Perfect) to 30ft (Perfect). Freeze Over – Fort save DC 10+ ½ hexblade level+ Charisma mod or die instantly from the cold. Creatures immune to cold damage are immune to this effect. The hexblade also gains the Greater Path feat if he does not already have it.

Downfall
Fate Magic: 1st – Ray of Enfeeblement
2nd – Create Pit
3rd – Ray of Exhaustion
4th – Bestow Curse

First Misfortune: Stumbling Luck (Su) - Creatures affected by his Hexblade's Curse have a 25% chance at the beginning of their turn to fall prone, creatures knocked prone by this effect take 1d6 falling damage. Creatures immune to trip attacks are not affected by this ability.

Second Misfortune: Faulty Gear (Su) – When the hexblade initially afflicts a creature with a hexblade's direct curse, any one piece of equipment worn by the creature gains the broken condition. Magical items get a will save DC equal to the curse DC to negate this effect. If the creature has no equipment, then Faulty Gear instead does 1d8 points of damage.

Third Misfortune: Shadow Clumsiness (Su) - Opponents adjacent to the hexblade's Shadow Companion also receive a -2 penalty on their CMB and CMD. Additionally, up to three times per day as an immediate action, when an opponent adjacent to the hexblade's Shadow Companion is about to make a d20 roll, the opponent instead rolls twice and takes the lower result.

Fourth Misfortune: Greater Misfortune – The hexblade's Cursed Aura now effects all creatures within 10ft, and the hexblade's Direct Curse also effects each opponent within 15ft of the target, receiving will saves as is normal for the Hexblade's Curse.

Fifth Misfortune: Steal Luck (Su) – When an opponent suffering from the hexblade's curse threatens a critical hit, or makes a critical save, the hexblade may, as an immediate action, cause that roll to instead become a 10, and the hexblade gains a luck charge. The next time the hexblade make a save or an attack roll, they may have their roll be treated as though they rolled the stolen number, but if not they lose their luck charge. This ability can be used a number of times per day equal to the hexblade's charisma mod (minimum 1).

Final Misfortune: Stumbling Luck – The chance of falling increases to 50% and the subsequent falling damage improves by +1d6. Fault Gear – Mundane gear is destroyed instead of broken, the save DC for magic items increases by 2, and the damage to creatures without equipment becomes 2d8. Shadow Clumisness – The penalty to CMB and CMD becomes -4, and when a creature is forced to roll twice by this ability, they instead roll 3 times and take the lowest result.
Greater Misfortune – In addition to the normal effects, the duration for a Direct Curse changes to Permanent, requiring a successful casting of Remove Curse or similar abilities. Steal Luck – Luck charges can be held until used, to a maximum of 24 hours, and the maximum number of luck charges becomes 3. The hexblade also gains the Greater Path feat if he does not already have it.

Pandemic
Fate Magic: 1st – Ray of Sickening
2nd – Ghoul Touch
3rd – Contagion
4th – Filth Fever
First Misfortune: Gut Wrenching Curse (Su) – A Direct Curse can instead sicken the target as a disease effect instead of a curse effect. Whenever the Hexblade attacks a target with the Gut Wrenching Curse and deals damage, the target must make a fort save DC 10+ ½ of the hexblade's level + his Charisma modifier to avoid becoming staggered for 1 round.

Second Misfortune: Plague Spreader (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's curse in order to use Contagion as a spell-like ability.

Third Misfortune: Shadow Fester (Su) - The hexblade's shadow companion may forgo it's penalties to AC and saves for one turn to instead force a diseased creature to save against their disease for normal damage dictated by the disease, this new save does not count toward the number of saves required for the disease to be cured.
Creatures may only be affected by this ability once every 24 hours.

Fourth Misfortune: Scourge Possession (Su) – Once per day as a standard action, the hexblade's shadow companion may possess a corpse. This ability functions as Create Undead with a caster level equal to your hexblade level. The created undead is an extension of your will in the exact same way as your shadow companion. This undead remains animated and under your control until destroyed or dismissed, and is not subject to control or turning as a normal undead. Your shadow companion cannot leave the corpse unless it is destroyed or dismissed, and in either case your shadow companion is considered dismissed and does not return for another 24 hours.

Fifth Misfortune: Breath of the Wretched (Su) – As a standard action, the hexblade may make a 30 foot cone attack that afflicts all within the area with Hexplague.

Hexplague—Inhaled; save Fort DC (See text); frequency 1/round for 6 rounds; effect 1d6 damage; cure 1 save. Fort save DC (10+½hexblade level+charisma mod). Each round the creature fails a save against Hexplague, they are forced to make a new save against the effect of each active disease, this new save does not count toward the number of saves required for the disease to be cured.
This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Gut Wrenching Curse – On a failed save Gut Wrenching Curse nauseates the target instead of sickens it for the effect of the curse and onn a successful save, the target becomes sickened for 1 round. Plague Spreader – The hexblade may use Greater Contagion instead of Contagion with this ability. Shadow Fester – The same creature can be affected by this ability a maximum of 3 times in the same 24 hour period. Scourge Possession – The maximum number of times per day this ability can be used becomes 3 per day, and you man eject your Shadow Companion from a possessed corpse as a standard action, destroying the undead creature. Breath of the Wretched – Hexplague improves to 3d6 damage on a failed save, and the cure becomes 3 saves. The hexblade also gains the Greater Path feat if he does not already have it.

Pyre
Fate Magic: 1st – Burning Hands
2nd – Scorching Ray
3rd – Fireball
4th – Volcanic Storm
First Misfortune: Hot Luck (Su) – Any creature suffering from the Hexblade's Curse who attacks the hexblade takes fire damage equal to ½ the hexblade's level.

Second Misfortune: Cursed Fire (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's Curse to deal 2d6+1 per hexblade level fire damage as a ray attack with a range of 60 feet.

Third Misfortune: Ghost Bomb (Su) – As a free action the hexblade's Shadow Companion can be dismissed as though dispelled (cannot return for 24 hours) in order to explode, dealing 1d6 damage per hexblade level in a 10 foot radius, half of this damage is fire and half is negative energy. Reflex save half, DC= 10 + ½ hexblade level + cha mod.

Fourth Misfortune: Cauterize (Su) – As a standard action the hexblade may use the power of flame to heal his wounds. He can use this ability to heal a number of hitpoints per day equal to twice his hexblade level, and can spread this healing over multiple uses. Any amount of healing by this ability ends all active bleed effects.

Fifth Misfortune: Foeruption (Su) – As a standard action, the hexblade may cause their curse to explode. The duration of the hexblade's curse ends and the creature catches fire and takes 4d6 fire damage on a failed save, and on a successful save, only takes 2d6 fire damage and does not catch fire. Additionally, on a failed save, the flames erupt from the target, doing 2d6 points of fire damage in a 10ft radius burst, save DC= 10 + ½ hexblade level + cha mod for half damage. This ability can be used Charisma mod number of times per day, minimum 1.

Final Misfortune: Hot Luck – Creatures who take damage from the effect of Hot Luck must make a DC 10+ ½ hexblade level+ cha mod or catch fire. Cursed Fire – The ray's damage becomes 1d6 per 2 hexblade levels, and the range increases to 120 feet. Ghost Bomb – The explosion deals 50% more damage and the radius improves to 20ft. Cauterize – The amount of healing per day granted by this ability doubles, and can be used even while unconscious. Foeruption – The curse explodes in a 20ft radius burst, dealing 4d6 fire damage, even on a successful save. The hexblade also gains the Greater Path feat if he does not already have it.

Darkness
Fate Magic: 1st – Vanish
2nd – Blacklight
3rd – Major Image
4th – Shadow Step
First Misfortune: Shroud of Shadows (Sp) – The Hexblade may spend one daily use of his Hexblade's Curse as a swift action to benefit from Vanish as a spell-like ability, using his hexblade level as his caster level.

Second Misfortune: Darkening World (Su) – Creatures affected by the Hexblade's curse must make a second save or also be blind in addition to the morale penalties for the duration of the curse.

Third Misfortune: One with Darkness (Su) – The hexblade becomes covered in his Shadow Companion, appearing to be a sillouette of darkness. While sharing space with his Shadow Companion, the hexblade gains a fly speed of 5ft per hexblade level (average maneuverability) and is under the effect of Blur (20% miss chance).

Fourth Misfortune: Shadow Leap (Sp) – The hexblade may use Shadow Step twice per day. The hexblade may also spend both uses of this ability to Dimension Door but the beginning and end of the movement must still be areas of dim light or less. Caster level of both spells is equal to hexblade level.

Fifth Misfortune: Shadow Stalker (Sp) – At will: Darkness. Charisma modifier(min 1)/day: Phantasmal Killer. The Phantasmal Killer spell-like ability can only be used on creatures affected by the hexblade's curse who are in an area of dim or less light. Save DC= 10 + ½ hexblade level + cha mod.

Final Misfortune: Shroud of Shadows – The hexblade benefits from Invisibility instead of Vanish. Darkening World – Creatures no longer get a second save against the blinding effect, instead, on a second failed save, the creature falls into magical sleep for the duration of the curse. One with Darkness – The miss chance improves to 50% and the maneuverability becomes perfect. Shadow Leap – Shadow Step at will, Dimension Door twice per day as long as the start and finish of the movement are in areas of dim or less light, or both uses can be expended to use Teleport as long as the start and finish of the movement are in areas of dim or less light. Shadow Stalker – Blacklight is added to the list of at will spell-like abilities, and when a creature passes their save(s) against Fantasmal Killer from this ability, they are panicked for a number of rounds equal to ½ hexblade level. The hexblade also gains the Greater Path feat if he does not already have it.

Holy
Fate Magic: 1st – Lesser Restoraton
2nd – Cure Moderate Wounds
3rd – Daylight
4th – Restoration
First Misfortune: Hexblade's Blessing (Su) – If the hexblade uses a Direct Curse on an ally, that ally may instead gains the Hexblade's Blessing, and gains a morale bonus equal to ½ of the Hexblade's Curse morale penalty.

Second Misfortune: Eldritch Rejuvenation (Su) – As a standard action a hexblade may spend one daily use of his Hexblade's Curse to heal 1d6 points of damage for every two hexblade levels he possesses. With a successful touch attack this ability can be used to deal positive energy damage to creatures vulnerable to positive energy.

Third Misfortune: Guardian Spirit (Su) – Whenever the hexblade's Shadow Companion is sharing a square with the hexblade or an ally of the hexblade, that creature benefits from Protection from Evil. This ability only grants one additional save against the same spell effect even if the Shadow Companion leaves their square and returns later on.

Fourth Misfortune: Wolf of Freedom (Sp) – The hexblade may use Ghost Wolf as a spell-like ability, CL equal to his hexblade level, once per day for every 5 hexblade levels he possesses. When using this spell-like ability, the hexblade may choose to have the wolf made of roiling white mist instead of black smoke.

Fifth Misfortune: Arcane Smite (Su) – The hexblade may Smite Evil as a paladin with an effective paladin level equal to his hexblade level a number of times per day equal to his Charisma modifier.

Final Misfortune: Hexblade's Blessing – The morale bonus from Hexblade's Blessing is now equal to the morale penalty of the Hexblade's Curse. Eldritch Rejuvination – Each use of Eldritch Rejuvination also acts as a Remove Curse spell, or a Dispel Magic spell, with a CL equal to the hexblade's level. Guardian Spirit – The creature affected by the Guardian Spirit ability benefits from Holy Aura instead of Protection from Evil. Wolf of Freedom – The hexblade man now use Wolf of Freedom at will. Arcane Smite – During a use of Arcane Smite, the hexblade's weapons are counted as good and the hexblade becomes immune to mind altering effects made by the target of the smite. The hexblade also gains the Greater Path feat if he does not already have it.

---Hexblade Spells---
1st Level: Arcane Mark, Alarm, Cause Fear, Charm Person, Detect Magic, Disguise Self, Expeditious Retreat, Identify, Light, Magic Weapon, Mount, Magic Aura, Prestidigitation, Protection from (Alignment), Phantom Threat, Sleep, Read Magic, Hideous Laughter, Unseen Servant.
2nd Level: Alter Self, Blindness/Deafness, Bull's Strength, Darkness, Eagle's Splendor, False Life, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy.
3rd Level: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Invisibility Sphere, Greater Magic Weapon, Nondetection, Phantom Steed, Protection from Energy, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
4th Level: Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scying, Dimension Door, Dominate Person, Enervate, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog

---Hexblade Feats---
Greater Path
Requirements: Path of Fate class feature.
Benefit: Gain a defensive ability based on your selected Path of Fate.
Rime: Cold resistance equal to hexblade class level.
Downfall: +1 Luck bonus to initiative, and an additional +1 for every 4 hexbalde levels.
Pandemic: +1 bonus vs disease and poison, and an additional +1 for every 4 hexblade levels.
Pyre: Fire resistance equal to hexblade class level.
Darkness: Darkvision 60ft. If you already have darkvision, the range improves to 90ft.
Holy: +1 to saves versus death effects, and an additional +1 for every 4 hexblade levels.
Path of Vengeance
Requirements: Path of Fate class feature.
Benefit: Gain a combat advantage against creatures related to your path.
Rime: +1 to hit and +2 to damage against creatures with the Cold subtype.
Downfall: +1 to hit and +2 to damage against creatures with the Law subtype.
Pandemic: +1 to hit and +2 to damage against Undead.
Pyre: +1 to hit and +2 to damage against creatures with the Fire subtype.
Darkness: +1 to hit and +2 to damage against creatures native to the plane of shadows.
Holy: +1 to hit and +2 to damage against creatures with the Evil subtype.
Extra Curse
Requirements: Hexblade's Curse class feature.
Benefit: Increase the maximum number of daily uses of Hexblade's Curse by 2.

About Irohmentingham

Irohmentingham is a small (gnome) marshal kindness phantom of Preacherelius.

Irohmentingham's Life and Cause of Death:

In life: Irohmentingham is Preacherelius's mother's brother. Irohmentingham started his adventuring life as a prankster bard who became a marshal hero-god, and eventually (after he acquired the Beyond Morality mythic path ability) also became a hospitaler paladin.

Cause of Death Irohmentingham died the day Ousmariku destroyed the city of Liachora. He was in the midst of rescuing people that were injured and pinned by the rubble Ousmariku was causing when he was hit and killed by falling rubble. His phantom forms still show the coloration of some of his hair that was soaked in the blood from the mortal wound that ended his life, as well as bit of blood splatter on his face. Fortunately for the easily-sickened, his head wound itself is covered by his hat.

Irohmentingham's Level 3 Crunch:

Phantom Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex)
Bonus Kindness Emotion Class Skills (at max skill ranks): Diplomacy, Heal
Irohmentingham's Bonus Class Skill: Use Magic Device

CG Small Outsider (phantom)
Initiative (acts on Preacherelius's turn), Senses: darkvision 60 ft.; Perception +4

Defense
(ectoplasmic form) AC 17 (+4 natural, +2 Dex, +1 Size); Touch 13; Flat-footed 15
(incorporeal form) AC 19 (+2 Dex, +1 Size, +2 Dodge, +4 Deflection); Touch 19; Flat-footed 15
hp: 19 (3d10+3)
Fort +4, Ref +3, Will +3
DR 5/slashing (ectoplasmic form only)
Incorporeal (incorporeal form only)

Offense
Speed 30 ft.
(ectoplasmic) melee 2 Slams +6 (1d4+1 bludgeoning)
(incorporeal) melee 2 Slams +6 (1d4 bludgeoning)
Space: 5 ft.; Reach 5 ft.
Special Attacks: Benevolent; Marshal Phantom; Opening Strike

Statistics
Ability Scores: Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 14 (+2)
BAB +3; CMB +4; CMD (ectoplasmic form) 15; CMD (incorporeal form) 14
Feats: Magical Aptitude, Skill Focus (Use Magic Device)
Skills: Bluff +6 (1 rank, +3 class skill, +2 Cha); Diplomacy +8 (3 ranks, +3 class skill, +2 Cha); Heal +6 (3 ranks, +3 class skill, +0 Wis); Perception +4 (1 rank, +3 class skill, +0 Wis); Sense Motive +4 (1 rank, +3 class skill, +0 Wis); Stealth +10 (1 rank, +3 class skill, +2 Dex, +4 size); Use Magic Device +12 (2 ranks, +3 class skill, +2 Cha, +2 magical aptiude, +3 skill focus)
Languages: Abyssal, Celestial, Gnome, Iblydosian, Sylvan, Taldane

Special AbilitiesLink (Su); Deliver Touch Spells (30 ft.) (Su); Phase Lurch (ectoplasmic form only); Share Spells (Su)

Benevolent: When the phantom uses the aid another action, the bonus granted by a successful check increases by 1. If the phantom aids the spiritualist this way, the bonus instead increases by 2.

Marshal phantom The phantom can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier. These rounds need not be consecutive.  At 12th level, if the phantom is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the phantom if it’s within the ally’s melee reach.

Opening Strike (Su): As a standard action, the phantom can make a melee attack against a foe. If this attack hits, the spiritualist designates one ally threatening that enemy. This ally can make a single attack at his full base attack bonus against that enemy as an immediate action.

Feat Level Plan: 1 HD: Skill Focus (Use Magic Device); 3 HD: Magical Aptitude; 5 HD: ?; 7 HD: Extra Lay on Hands; 9 HD: Extra Lay on Hands; 11 HD: Extra Mercy (Injured); 13 HD: Extra Mercy (Amputation); 15 HD: Extra Mercy (?)

(Irohmentingham) Marshal phantom of Kindness abilities:

Marshal: The phantom can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier. These rounds need not be consecutive. At 12th level, if the phantom is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the phantom if it’s within the ally’s melee reach.

Kindness Phantom

Skills: The phantom gains a number of ranks in Diplomacy and Heal equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Fortitude and Will.

Benevolent: When the phantom uses the aid another action, the bonus granted by a successful check increases by 1. If the phantom aids the spiritualist this way, the bonus instead increases by 2.

Opening Strike (Su): As a standard action, the phantom can make a melee attack against a foe. If this attack hits, the spiritualist designates one ally threatening that enemy. This ally can make a single attack at his full base attack bonus against that enemy as an immediate action.

Etheric Healing (Su): When the spiritualist reaches 7th level, the phantom gains the lay on hands ability with an effective paladin level equal to its Hit Dice. The phantom can use this ability on the spiritualist as a swift action. Irohmentingham will be taking the Extra Lay on Hands feat at levels 9 (7 HD) and 11 (9 HD).

Expanded Aid (Su): When the spiritualist reaches 12th level, the phantom can use the aid another action as a move action. Additionally, the phantom selects four mercies available to a 12th-level paladin that it adds to its lay on hands ability. Four mercies are Paralyzed, Petrified, Poisoned and Stunned. He will also be gaining extra mercies via the Extra Mercy Feat: Lv 14 (11HD) Injured, Lv 17 (13 HD) Amputation, Lv 19 (TBD mercy).

Exceptional Aid (Su): When the spiritualist reaches 17th level, the phantom can use the aid another action as a swift action. Additionally, when designating an ally for an opening strike, that ally gains a bonus equal to the phantom’s Charisma modifier on damage rolls for the attack granted to him.

Irohmentingham Tactics:

Preacherelius manifests Irohmentingham in ectoplasmic form.

1st round(ectoplasmic form): Uses his marshal ability to affect his allies with a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

2nd round: moves to foe ally is fighting in melee and does Opening Strike

3rd and later rounds: Opening Strike or Benevolent Aid Another. At 7th level uses lay on hands on himself or an ally as needed. At 12th level does both Benevolent Aid (move action) and Opening Strike.

Advanced Tactics: Flanks a foe with an ally who can deal more damage while flanking a foe.

Flavor:

As a phantom, Irohmentingham appears similar to how he did in life - with a chain shirt, leather breeches and boots, a hooded cloak with the hood down, a sheathed short sword on his right hip, various wands dangling from his belt, a kind smile on his face and a gleam in his eyes.

Phantoms' abilities they had in life:

To match up the abilities each phantom gains from the Priest of the Fallen archetype, I am creating what their levels/abilities would have been in life so that they match up with the abilities they gain as being a phantom for a priest of the fallen spiritualist. In addition to matching up their in-life abilities to the same/similar abilites they regained (and are capable of regaining) as phantoms, it will help me get some ideas for personality quirks of each phantom. Not everything will necessary be filled out, such as all the spells Shimmerella had in her spell repertoires in life. For example, a hierophant phantom has the potential to use bane and bless as spell-like abilities, each 15 times a day, plus prayer and searing life, each once per day. I used that as a reference to get the minimum oracle level that would be able have enough spell slots to be able to cast the spells that many times.

Another example, is Irohmentingham had levels in (hospitaler) paladin in addtion to his (prankster) bard levels. He gained levels in paladin after he attained tier 3 mythic and took the Beyond Morality path ability so being chaotic good beforehand did not prevent him from gaining the paladin's lay on hands and mercies (which he will eventually gain as a Kindness phantom). Which is why Irohmentingham will sometimes try to lay healing hands on a wounded ally (as that is what he did in life - oh, the joy he will have when he regains the lay on hands ability).

Will fill this section out more if Preacherelius is picked for the PBP.

Irohmentingham before he died:

Will fill this section out if Preacherelius is picked for the PBP.

How Irohmentingham gained mythic power:

Will fill this section out if Preacherelius is picked for the PBP.