Alain

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I am going to be GM'ing a game set in Irrisen and one of my players asked if I had any more details on religion in Irrisen, besides what little is written in Inner Sea Campaign Setting book, which only list Lamashtu and Zon-Kuthon as the primary deities.

I couldn't really find much, so I wrote up this small primer, but I am interrested if anyone else have some suggestions.

Folk Religion in Irrisen
The rural people of Irrisen, the Ulfen and Kellid underclass of serfs who populate the villages and hamlets scattered throughout the Land of Eternal Winter, largely worship according to ancient and bloody traditions, related to the rites of the Shadow-Druids of Uskwood.

They worship at ancient rough-hewn stone alters, within circles of standing stones, deep in forests or at the top of forsaken hills. Here they offer bloody sacrifices to the two primary deities od Irrisen: Lamashtu the Dark Mother and Zon-Kuthon the Lord of Scars.

In most cases, the altar is a plain stone block, worked as little as possible by human hands and stained with the frozen blood of previous sacrifices. The standing stones surrounding the altar is however frequently richly decorated. Some villages carve them into the likeness of the gods, ancient heroes or terrible monsters, while other drape them with garlands of colored rope, from which the hang gifts and offerings. In some areas the villagers tie condemned criminals to the stones, with rope or chains, and leave them out to die of exposure, while in other villages carve small alcoves into the stone, which are used to store the skulls or ashes of honored ancestors.

Irriseni folk religion assumes that gods are fickle, hungry and dangerous and must be appeased with bloody sacrifices. The small-folk of Irrisen almost never pray to their gods for good fortune or guidance, instead prayers and sacrifices are intended to appease their dark gods and bribe them to stay their wrath and leave the worshipper to his own devices.

Most villages gather at least once per season to offer sacrifice. In most cases this will take the form of an animal sacrifice. Tradition dictates that black animals are the most effective for appeasing the gods. Lamashtu is said to prefer the blood of roosters, crows and goats, while Zon-Kuthon favors the blood of wolves. In times of great need, the community may instead opt for a human sacrifice. Such a sacrifice will usually be acquired by kidnapping a traveler or a person of a neighboring village, but in truly dire situations the village may instead gang up on their own priest and sacrifice her or him to the gods, under the assumption that the priest has failed in his duties and is the cause of the god’s wrath.

Grand Offerings
Almost all rural people in Irrisen practice a variant of the two rituals known as “The Grand Offerings”.

On the shortest day of the year the people of the village gather at their alter to sacrifice at least a dozen animal to the Dark Mother. By tradition the first and last sacrifice must be one of her favored animals (or a human), but the rest of the offerings are usually domestic animals. Once all the blood has been spilled, the meat of the animals is brought back to the village and cooked and the villager then feast and drink until dawn. Children conceived on this night are said to carry the Dark Mother’s favor – especially girls, who are believed to born with the gift witchcraft.

At dusk of the summer solstice the men of the villages gather to honor the Lord of Scars and prove their bravery and endurance. This is usually done by engaging in ritual combat. The men are stripped naked to the wrist and then fight each other, armed with knives and whips, until one party is disabled from pain and blood loss or dies, the latter actually being a fairly rare occurrence. Once the duels have concluded and all the participants wounds have been dressed, the local priest gather all the bloodies bandages and burn them on a ritual pyre lit within the stone circle, offering up the blood and pain of the men to Zon-Kuthon.


Assuming a temple of Nethys located in Thuvia has a fixed curriculum for what the teach their young acolytes and this curriculum includes at least one mystical/magical language (i.e. abyssal, draconic, terran etc.), which language do you think they are most likely to teach their acolytes first?

Also, on a related notes, is "The Book of Magic" (The Nethian holy text) more likely to be written in one specific language? Giving that Nethys himself was most likely Osiriani, is ancient (or modern) osiriani considered a "sacred" (or at least more traditional) language for Nethian religious texts?


Thuvian Noble (Investigator Archetype)

Ancient Foes: Once per day, a Thuvian Noble may spend a full-round action to coat a melee weapon he is weilding in alchemical oil and imbue it with mystical power. Doing so causes the weapon count as cold iron for the purpose of bypassing Damage Reduction for the next hour or until the weapon leaves the Thuvian Noble’s hand. If the weaopon is used against a Div, it counts as both cold iron and good. This ability replaces Trap Sense

Court Training: A Thuvian noble adds half his class level (minimum 1) to Craft (alchemy), Diplomacy, Knowledge (nobility) and Profession (courtier). He can make Knowledge (nobility) and Profession (courtier) skill checks untrained. This ability modifies Alchemy and replaces Keen Recollection.

Gift of Water and Life: The Thuvian noble gain the Infusion discovery. This ability replaces Trapfinding.


If a character uses Minor Creation (sorcerer/wizard 4) to create food (fx. a giant loaf of bread), does eating the created foodstuff provide actual nourishment to those who consume it?


Margrave (Ranger Archetype)
Margraves are nobles who have been granted lands on the fringes of civilization. In return they are expected to defend the settled lands from the treats which lurk within the wilderness.

Class Skills: A marcher adds Diplomacy and Knowledge (nobility) to his list of class skills, and removes Knowledge (dungeoneering) and Stealth from his list of class skills.

Blessing of Kings: At 12th level a marcher adds the following spells to his class spell list: Aid (1st), Heroism (2nd), Angelic Aspect (3rd), Death Ward (4th). This ability replaces Camouflage and Hide in Plain Sight.

Birthright (Ex): At 1st level a marcher gains the Noble Scion feat as a bonus feat. This ability replaces Wild Empathy.

Shield of the People (Ex): At 20th level the margrave has become a legendary hero of the civilized lands, a rock upon which the tides of savagery are broken. He gains DR 5/Adamantine. This increases to 10/Adamantine whenever he is within one of his Favored Terrains. Moreover, while he is with a Favored Terrain he adds his Favored Terrain bonus to all saving throws as a Morale bonus.

Vigilance (Ex): Marchers adds half his level (minimum 1) to Perception skill check. This ability replaces Track, Swift Tracker, Quarry and Improved Quarry.

Comments?


Google Docs PDF

Hey, I have been tinkering with a new hybrid class and would like some feedback.

This class is intended as a hybrid of the bard, magus and witch classes. It is intended to be a “jack of all trades” class, capable of filling any role in a party, but not designed to excel at any of them. The broad competence of the class is intended to be balanced by a couple of facts:

1) Most of the important class features come online later, than with their parent classes and are either reduced in scope (number of hexes) or power (number of properties available through arcane pool).
2) Unlike a magus, the warlock lack access to the most effective/exploitative uses of spell combat and spellstrike (such as the scimitar + keen + shocking grasp build).
3) While the warlock can match the bard in number of skill ranks, the bard get more “bang for the buck”, because of Bardic Knowledge and Versatile Performance.
4) The class is designed to be fairly MAD (Multiple Ability Dependent). In most circumstances, a warlock will need god scores in Strength, constitution, Wisdom and Charisma, since his spells key off Charisma, while his hexes and arcane pool key of Wisdom. This will usually result in fair low DC to save against his spells and hexes, which is intended as a balance feature.


Do "Disguise Self" affect how a character smells? If I disguise myself as an orc, would a guard dog which had been trained to allow orcs to pass an area with fuss react to my scent, or is the spell enough to fool it?


What happens if you try to scry (using a spell like scrying or greater scrying) on a person which isn't alive any more? Do the spell simply fail? Do you see their corpse? What about if they have been eaten or the body has been dismembered and scattered?

Moreover, imagine that you wanted to fake your death in the eyes of a high level (lvl 14) witch, how would you go about it? You can assume that she has access to spells like Greater Scrying, Vision/Legend Lore, Contact Other Plane and Find the Path; but also that once you have convinced her you are dead, she will stop looking for you.


My girlfriend and I will be joining a new campaign, starting at level 9. The campaign will be based in and around Varisia, and the GM said it would by 50% exploration (dungeon crawling/ wilderness) and 50% drama (power politics/ personal intrigue/ maybe kingdom building). There will be two other players. Neither any of the players nor the GM is even remotely optimizers.

The two other players plan to play:

Edrian Scarnetti (Male Human; CN; Cavalier of the Order of the Cockatrice): Edrian is one of the younger sons of the aristocratic Scarnetti family of Sandpoint. Several years ago he was disowned by his father Titus, after a truly epic bout of debauched drunkenness and womanizing, while he was supposed to be attending to family business in Magnimar. Have since made his way teaching swordplay, taking on mercenary work and engaging in the occasional bit of monster hunting. His latest contract was acting as hired back-up for the Black Arrow rangers of Fort Rannick, who are still short in man-power, after being almost wiped out by ogres five years ago.

Build: Straight forward charge-focused cavalier. GM had told us not to expect a lot of actual dungeons, so I think he will get to fight from his mount most of the time.

Balt the Green Mage (Male Halfling; CG; Verdant Sorcerer): Balt was raised in a halfling village, hidden deep within the Ashwood forest. When he was still a young child, he began to manifest his magical talent and was apprenticed to the village’s resident sorcerer, who taught him the magic of the forest. Balt quickly exceeded his tutor in arcane might and eventually felt he had to leave his home, to fully grow into his power.

Build: Will focus on battle-field control spells (entangle, glitterdust, stinking cloud and black tentacles have been mentioned). I think the GM might allow him to take some plant-themes spells from the druid list, to support his theme.

With that in mind, here is what my GF and I plan to play:

Wynnan and T'vanja

The GM is generally okay with custom content, especially when it is in order to support a setting-based concept. I just wanted to see if anyone here think that the stuff I have come up with is horribly unbalanced in some way, which I can’t see for myself.


I am planning on playing a priest (oracle actually) of Cayden Cailean and was thinking about what kinds of sayings may be part of the Placards of Wisdom. I have a few good ones, or so I think at least, but I would like to hear if anyone on the boards have some more or better and if people think I am way off mark.

“It is good to be fair. It is better to be just. It is best to be a true fiend”.

“Evil is the absence of mercy and fairness and the courage to defend them”.

“Beware, sometime the lily shelter the wasp”.

“If you seek the favor of a maiden, be the kind of man whose favor maidens seek.”

“Everything has a price. Free drinks are paid by you head in the morning”.

“An honorable fight is one where the stronger man sets the rules. A fair fight is one where no-one is hobbled by the other man’s prejudices. Be fair, not honorable.”

“You should to fight for what is right, but greater glory is in fighting for those who are right by you.”

“Never borrow money you cannot repay and never demand repayment on debts the borrower cannot afford”.

“Be kind to children and dogs, they will repay a thousand fold in love. Cats and demons, not so much.”

“Gold in a chest may not BE dull, but it sure IS dull. Gold on a bosom is never either”.


Smuggler (Ranger Archetype)
Some rangers journey into the wilderness separating the civilized lands, not to revel in the grandeur of nature, but to smuggle contraband, people or information from one city or kingdom to another. Smugglers lack to average ranger's skills in tracking and hunting and his spiritual connection nature, but make up for this with increased talents at deception, larceny and with dirty tricks.

Smuggler At 1st level a smuggler adds Appraise, Bluff, Disguise, Linguistics and Sleight of Hand to his list of class skills and removes Heal, Knowledge (dungeoneering), Knowledge (nature) and Spellcraft from his list of class skills.

Sneak Attack (Ex) A smuggler gains the rogue Sneak Attack ability. The smuggler’s sneak attacks deal +1d6 points of damage at 1st level. This improves to +2d6 at level 3 and by an additional dice at every two levels thereafter, to a maximum of +10d6 at level 19. This replaces the Favored Enemy, Quarry and Improved Quarry ranger abilities.

Smuggling (Ex) A smuggler adds half his level (minimum 1) to Linguistics skill checks to create forged documents and to Sleight of Hand checks to hide small objects on his body. This ability replaces Track.

Hunter’s Bond (Ex) A smuggler must select an animal companion for his Hunter’s Bond. However his effective druid level for this ability is his smuggler level -2.

Rogue Talent (Ex, Sp or Su) At 4th level and every two levels thereafter the smuggler may select one rogue talent. From 12th level onwards, the smuggler may select advanced rogue talents as well. This ability replaces spell-casting.

Pack Rat (Ex) Starting at 7th level, a smuggler’s speed is no longer modified by encumbrance or wearing medium armor and he ignores all penalties to skill checks and attack rolls imposed by medium encumbrance and light or medium armor. This ability replaces Woodland Stride and Swift Tracker.

Prince of Scoundrels (Su) A smuggler of 20th level becomes a criminal legend. He may once per turn, as a swift action grant himself a +10 bonus to Bluff, Disguise or Stealth skill checks. He also becomes all but impossible to keep tabs on through magic. Treat this effect as a permanent mind blank spell. If dispelled, he may reactivate the ability as a swift action 24 hours later.


The Sunhawk (Sky Sloop)
Aura strong transmutation; CL 16th
Slot none; Price ?; Weight 36 tons

DESCRIPTION
The Sunhawk is a sleek 75 feet long and 15 feet wide ship, made from weathered hardwood. It does not have a mast, instead roughly two-thirds of the way down from the prow of the ship, a pair of wing-like contraptions of brass and silk and affixed to the hull. These can be unfurled to serve as sails, using a complex system of ropes and pulleys, when the ship is in flight.
On the deck, near the prow, a trapdoor allows for access to the cargo hull and a heavy ballista is located near the middle of the deck, while the rear fourth of the deck-level is given over to the captain’s cabin, the roof of which serves as the bridge, where the ship’s wheel is located.
Below deck, the cargo hull takes up most of the space, but the ship’s kitchen and three small cabins are also located here. Access to the cargo hull is possible through the deck trapdoor or through a pair of large sliding gates located on either side of the hull.
The enchantments used in the Sunhawk’s construction make the ship naturally buoyant, allowing it to levitate up to a distance of 500 yards above the ground, but never higher than 2.000 yards above sea level. The same magic also allow the ship to fly at speeds up to 25 mph, though with the sail-wing deployed it may sail even faster, if the wind allow it.
The ship’s hull can hold up to 25 tons of cargo or 50 passengers.

VEHICLE STATS
Colossal air vehicle
Squares 45 (15 ft. by 75 ft.)
DEFENSES
AC 2; Hardness 25
hp 1350
Base Save +10
Resistance acid 10, fire 10
Immunity electricity, cold
OFFENSE
Maximum Speed 180 ft. (current) or 120 ft. (magic); Acceleration 30 ft. (current) or 15 ft. (magic)
CMB +8; CMD 18
Ramming Damage 8d8
DESCRIPTION
Propulsion current (air; two sail wings, 30 squares of sail, hp 150) and magic
Driving Check Profession (sailor) or Profession (nature) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel
Crew 4
Decks 2
Weapons 1 heavy ballista on a swivel on the upper deck.
Heavy ballista (Direct-Fire Siege Engine)
Damage 4d8 Critical 19-20/x2 Range 180 ft. Type P Crew 3 Aim 2 Load 3

So would you say that this is a magic item, and in that case, what would be a fair prize, or it is a lesser (or major) artifact?


So over the last week or so I have been working on a character for a game, which I just learned might end up not happen at all. Bummer. I really liked the character I ended up making and I spendt a lot of time tweaking the details to get everything just right. So since I may not get to use him after all, I thought to drop a link to the character here, so that somebody else might salvage something from him to use in their campaign.

Enjoy

PDF


Professional Expertise
You have studied a profession and have learned to apply some of its trick of the trade to your adventuring career.
Prerequisite: Profession (Any) 1 rank
Benefit: Pick any one Profession you have at least one rank in. You can use your bonus in that Profession in place of a bonus in any one other skill, chosen at the time this feat is gained. When substitution in this way, the character uses his total Profession skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether it not he has ranks in that skill or if it is a class skill.
You can gain this feat multiple times. Each time select a new Profession and a new other skill for that Profession to substitute.

So is this somehow overpowered or does it break anything? My intent was to make Professions chosen purely for RP intents slightly less of a chump-move. As far as I can tell this feat in essence do two things: 1 - make any one skill a class skill. 2 - change the Ability keyed for that one skill to Wisdom. Feedback appreciated.


The Horizon Walker prestige class special ability Terrain Dominance includes the following clause/sub-ability: "When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures"

So in theory a level 10 horizon walker could pick the same favores terrain to upgrade every time he gains an additional favored terrain and end up with a single terrain where he has +14 favored terrain bonus, then done a pair of Boots of Friendly Terrain to increase this bonus to +16 and thus gain +16 to all attacks and damage rolls against all creatures with that terrain type listed under the "environment" heading, right?


Hi, I need a bit of help determining the EL of an encounter I am designing. Now according to the CR Equivalencies table on p. 398 of CRB four deinonychus dinosaurs would be a CR 7 encounter, but I am not sure how/if all the specific options and the "time constraint" I have built into the encounter significantly alters this. Feedback is appreciated.

A1: Terror at the Market (EL ?)

As you stroll through one of the many colorful open-air markets of Merab, wondrous sights, sounds and smells entice your sense. The desert sun shines from a cobalt blue sky warming your skin, while the fragrant scents of spices, herbs and incense fill your nose. Hundreds of stalls offer goods from every land in the known world: golden jewelry, fine silks, ancient Varisian idols, illuminated books and a thousand different curios fill the tables of the stalls. And the sea of people here is just as diverse. As you move through the crowd you see tall dark Mwangi, pale Chels, Kellid savages clad in leather and bone and Nexian sorcerers in shimmering silks.

Then sudden the loud sound of breaking wood, followed by a bestial cry cut through the din. For a moment the crowd goes eerily silent as everyone tries to figure out what is happening. Then a man scream and an arc of crimson blood leap across the sky. The crowd surges back. Fear turns to terror turns to panic. More sound of breaking wood as stall tables are overturned by the fleeing crowd. And then the crowd thins and you see what is responsible for the panic: Before you, among several mutilated bodies stand a trio of bipedal wing-less, but birdlike, creatures. Each is easily as large as a grown man. Their short stubby arms and long powerful legs both end in wicked long claws and their elongated heads jaws open to reveal rows of razor sharp teeth.

The creatures are a pack of four deinoncychus dinosaurs that were being kept in a cage. They somehow managed to shatter the cage and went on a rampage, first slaughtering their owner and then four nearby shoppers. Famished, they then stopped to feed on the corpses, allowing the crowd to flee. By now they have sated the worst of their hunger and have become aware of the PCs, which they view as a threat.

As pack animals they will try to gang up on a single prey, flank it and tear it to shreds before moving on to the next. They will also make good use of their high speed and pounce, striking at isolated weak-looking opponents.

Enemies: Deinonychus x4 (26 hp, 30 hp, 34 hp, 44 hp)

Terrain: The encounter takes place in a section of the South Bazaar 200 feet (40 squares) long and 40 feet (8 squares) wide. The first ten feet along either side of the “corridor” is filled with market stalls, tables and rugs covered with wares and are considered difficult terrain. At either “end” of the corridor the panicked crowd is packed in tightly. The crowd considers all other characters “enemies” and thus completely blocks movement, unless a character uses combat maneuvers to move them out of the way.

The actual “walls” of the corridor is the front of the buildings which line the bazaar street. No doors open up onto the street, but 15 feet off the ground various windows and balconies do offer a possible avenue of escape. The DC to climb the walls is 20.

While most of the shoppers and merchants have managed to escape, five innocent bystanders were knocked down and injured in the initial stamped. They have all been immobilized by their wounds or trapped under collapsed stalls. Frightened and hurt, they are currently crying out in pain. At the start of each round (including the first round), if a dinosaur is not currently engaged with an enemy which is fighting back, there is a 25% chance that it will move to one of the wounded civilians and use a standard action to finish him or her off.

Resources: If a PC stand in or next to a market stall, the PC may spend a move action to search the stall for a useful item to help fight the dinosaurs. Included in this action is retrieving and readying the item. The player makes a Perception check DC 12 and if successful roll on the table below.

d8 Effect
1: Improvised Weapon (Dmg d6)
2: Bag of Caltrops
3: Handful of Marbles
4: Flask of Oil
5: Vial of Acid
6: Haunch of Meat*
7: Handful of Pepper*
8: Fireworks*

*: A haunch of meat can be used to distract a deinoncychus. To do so the character must be adjacent to the dinosaur and must then spend a move action waving the meat in front of the beast and a swift action dropping or throwing it. The character makes a Bluff or Handle Animal check DC 11. If the character succeeds the dinosaur rendered flat-footed for 1 round.

A handful of pepper can be thrown into the eyes of a dinosaur as a melee touch attack. If the attack succeeds the sickened for 1d6+2 rounds. A successful fortitude save DC 22 reduce this to 2 rounds.

Fireworks can be lit as a swift action if the characters has a ready source of fire or otherwise as a movement action as he stops to light it on the coals in a nearby food stall or some other convenient source of fire. They can then be thrown as a ranged touch attack targeting a square (Range 15 feet. No increments). Anyone in a square when fireworks go off suffers 1d4 point of fire damage. If used against one of the dinosaurs it becomes frightened for 1d6 rounds, unless it makes a Will save DC 15. Firework automatically ignites a square or creature covered in oil. Such a creature suffers 1d6 points of fire damage each turn. Extinguishing the fire requires a full-round action and a successful Reflex save DC 14.

Development: The commotion has drawn the attention of the guards who patrol the bazaar, but the closely packed crowd is making it difficult for them to get to the scene. Six rounds after the fight breaks out 1d6+1 guards arrive and begin to fire their heavy crossbows at any still fighting dinosaurs. Three rounds after that, an additional 4 guards arrive and join the fight, also initially by firing heavy crossbows.

Resolution: If the PCs manage to kill or subdue the dinosaurs before the guards arrive, the local merchants hail them as heroes and offer them a 100 gp each as reward for their courage, plus an additional 25 gp each for each of the innocent bystanders caught in the skirmish, who survive. If the PCs require the guards help to finish the beasts off, the merchants are decidedly less impressed and only offer the PCs a flat 50 gp per character reward. In either case, a successful Appraise, Diplomacy or Profession (Merchant) skill check DC 16 increase the total reward by 10%.


Jack-of-All-Trades (Trait - Basic - Social): You have always been quick to pick up new skills and have had innumerable hobbies throughout your life. You can make Profession skill checks untrained.

Is this a fairly balanced Trait, if not, what would need to be changed?


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Oracle Archtype – The Feywild Knight

Feywild Knights are the favored agents and captains of the Lords of the First World. Often recruited from among the mortal races of the Material Plane, Feywild Knights often guard the portals to their liege’s realm or act as his envoys or ambassadors to the world of mortals.

While the title ‘Feywild Knight’ do carry certain martial connotations, the title is really intended to reflect the feudal relationship between subject and lord and many Feywild Knights serve their masters in non-combat roles. Many of the seneschals, heralds and envoys of the Feywild Lords are Feywild Knights, while other Feywild Knights aid their lieges in mystical or artistic pursuits. Feywild Knights of a distinctly martial bent may serve as gate-wardens, captains of the guards, bailiffs or as their Lord’s executioner or bodyguard.

Like the Paladins of the Holy Orders, Feywild Knights are sworn to uphold code of conduct, but theirs is usually much less strict and demanding. Feywild Lords only require their Knights to never disobey a direct order from themselves and to never break the letter of their sworn word, as doing so would reflect poorly on the liege. In fact most Feywild Lords prefer Knights of a certain Neutral moral flexibility, as they believe such agents to be more effective in discharging their duties.

Sworn Knight of the Feywild: This Ability replaces the Oracle Mystery and Oracle’s Curse class features. The Feywild Knight is sworn to never disobey a direct order from his liege or to break the letter of his word. If he does so he loses access to his Revelations and spell-casting abilities until he is subject to an Atonement spell. Moreover, weapons made from cold iron deal an additional point of damage to a Feywild Knight.

The Feywild Knight treat the following Skills as Class Skills: Bluff, Handle Animals, Linguistics, Knowledge (Nature), Knowledge (Nobility), Ride and Survival.

The Feywild Knight may also cast the following spells at will, as a Spell-Like ability, with a Caster Level equal to his Class Level and saves being Charisma based: Daze, Ghost Sound and Prestidigitation.

Feywild Knight Spells: The Feywild Knight uses the Druid spell list, instead of the Cleric spell list.

Feywild Knight Bonus Spells: Disguise Self; Mirror Image; Heroism; Confusion; Break Enchantment; Find the Path; Form of the Dragon II; Irresistible Dance; Weird.

Feywild Knight Revelations: Bonded Mount (Chose between Horse and Stag), Maneuver Mastery, Nature’s Whispers, Speak with Wood, Skill at Arms, Woodland Stride

Favored Terrain: As the Ranger ability. Can be taken multiple times, each pick granting one additional type of favored terrain and increasing the bonus of one type of favored terrain by +2.

Feywild Courtier: Grants a +2 morale bonus to all saves versus spells and spell-like abilities of the Enchantment and Illusion schools. The character also adds half class level (minimum 1) as a competence bonus to all Bluff and Diplomacy skill checks.

Smite Defiler: 1/day, as the Paladin ability, but it affects only Aberrations, Constructs and Undead creatures. Can be taken multiple times, each pick increasing the number of times per day the Revelation can be used by one.

Wild Empathy: As the Druid ability.

Final Revelation: As the Soul of the Fey, Sorcerer Fey Bloodline ability.


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


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