It would not remove the manipulate trait, but using it out of range of the enemy's Attack of Opportunity (AoO) would keep you safe. Most spells will have either the manipulation or concentration trait. Some will have both. The spell does more damage when use in close range, but that is the only real difference. One thing to remember in PF2 is that most enemies do not have attacks of opportunity. It is no longer universal.
Challenge rating is a PF1 term, and you have posted in the PF2 forums. In PF2, levels are the same for both sides, ie, 2 on-level characters are a moderate challenge for a 4th level party. In PF1, I believe PC classes were 1 higher than the CR, but its been awhile so my memory is a little rusty. 3 NPCs at 1 level lower will be a moderate to severe encounter for a party of 4.
Neither, they do not get a free action, just make a skill check. This could be flavored however desired, but wouldn't change positioning, or have any game effect other than those specifically listed in the feat
archives of nethys wrote:
You attempt a skill check using the same skill they used. If you get a crit success you gain the bonus to attack rolls, perception, saves, and skill checks as above. note that it doesn't list the DC for this check, but I would assume it to be the seem one as the foe attempted.
pH unbalanced wrote:
This is the way I run it at my table as well.
Movement rules
Personally, I always put incapacitate modifications last. There is this from the errata:
And the text of incapacitate:
Divine Will specifies that it triggers from the role, and incapacitate triggers from the result of the check.
Skills
Leap is capped at 10 feet if your speed is not at least 30 feet, and capped at 15 if your speed is 30 ft or greater. So there is an indirect cap much lower than your actual speed.
The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet , or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. High jump moves only 5 ft horizontal (10 ft on a critical success), so speed doesn't play into this one.
Dragonhearthx wrote: Okay, how would you do crafting for initiative? In that particular circumstance, they were encountering animated statues, and one was investigating the statues before they moved, so crafting represented his ability to tell they were animated objects rather than inanimate, and react to them.
It works pretty much like you described. you create a distraction to pull attention away from the one creating the diversion, to yourself. Mechanically, creating a diversion gives the hidden condition to the character that created the diversion, which is why it appears to be worded weird. In other words, allows observed characters to become hidden, so that they can hide to become undetected. If you are trying to get on lookers to pay attention to you to make them less attentive, then fascinating performance is more what you are describing. Applying a -2 penalty to perception DCs. In other words making them less observant.
shroudb wrote: The common language of Hazardous terrain is personally, I run it the other way. Each time they move [into one or more of these squares] they take damage. Just like I would with difficult terrain, they suffer the penalty for moving only once per move regardless of the number of squares they move into.
Personally, I agree with Ravingdork that the character yielding the Ghast Stiletto is the creator of the effect. Since they have to spend the action to do so. However, The emanation rules don't say they creator can choose not to be affected, but by default they can choose the creature at the center of the emanation to not be affected.. "Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected." CR457 However, the Ghast Stilletto specifically overrides the choice:
Because the wielder is not at the center of the emanation, they are affected as normal. No matter how you parse the "creator" portion, the wielder is still affected if within 10 feet of the target. RAI might be different, but RAW is as breithauptclan describes.
N N 959 wrote:
Just because someone disagrees with you doesn't mean they are trolling. This comes across as extremely arrogant and disrespectful to others. N N 959 wrote:
last time I checked hell is a different thing than high water as well. so Damage and Harm are still two different things. Ie, Hit point reduction and debilitating conditions. I don't agree with Gortle most of the time, but here I think his interpretation is the most correct, and matches the way I would run it. Yours is much too narrow, and pretty much discounts the "indirect" clause of the definition.
N N 959 wrote:
On the contrary, harm is listed desperately from causing damage,indicating that they are in fact two different things: A hostile action is one that can harm or damage another creature, whether directly or indirectly,
First the have clarified in errata, that a wand formula is general for any kind of wand: https://2e.aonprd.com/Rules.aspx?ID=756
secondly, even if the formulas were different, it doesn't follow that you can tell from looking at the outside what was used on the inside. for example: you place frog's legs, wrapped in silver dust inside a wooden core, seal it up, and lacquer it black, and place a silver band on it. You now have a wand of jump. Does the wand of jump look different enough from a black wand silver banded wand of magic missile,or a black silver banded wand of enlarge? Sure if you break it down to reverse engineer it, you could find out wand you had, but then you need to put it back together again.
Temperans wrote:
I think you are forgetting terminal velocity, which (on earth) you reach in 12 seconds or about 1500 ft of falling, and cap out at about 120 mph or 1056 feet per 6 second round.
Jacob Jett wrote:
In my experience, it's been exactly the opposite. I don't have to screen 100s of options and ban them one by one, I screen when the player requests an uncommon or rare option. In one of my current camp gains, a player wants a new spell, I read it and say ok, or read it and say, I'll build it into the story, or read it and say no that spell will interfere with the story. I can do this screening at my leisure between sessions, and he has time to make other choices if needed. At least I know ahead of time whether a character choice will kill a storyline or trivialize an encounter or challenge. As opposed to another player I've had suddenly announcing mid game that he has some new obscure ability from a source book I haven't read, and I have to screen it on the spot, and pause the game to do so, no thanks.
Kobold Catgirl wrote: Rarity exists as a warning flag for players to check in with their GMs about something. I'd say it's definitely more to make it easier for GMs to say "no", as well as a way for players to identify which options they may want to be careful about. I agree wholeheartedly. The rarity flag is a reminder to the player that they should check with the GM. It also serves as a flag for the GM to say, you might want to review this option before allowing it. This isn't about blocking players, its about encouraging upfront communication.
Vasyazx wrote:
Again missing the point. You are intentionally causing harm to others. Doesn't matter if you have their permission, doesn't matter if it isn't lethal. Doesn't matter how you rationalize it, it fits pathfinders definition of evil. On a more practical note, many normal soldiers may already be evil, but loyal to the king. Being Evil in and of itself is not sufficient grounds to cause them damage. Good can only cause harm in the defense of others or themselves. This is a classic case of "the ends justify the means" thinking which many tales have been written about heroes falling into evil due to this rationalization.
Vasyazx wrote:
Doesn't have to be random people for this to be evil, and doesn't have to include death, just potential harm. You violate this standard of good: "They are also good if they value protecting others from harm". And embrace this standard of Evil: "Your character has an evil alignment if they’re willing to victimize others for their own selfish gain,"
YuriP wrote:
Most of these problems go away if you actually use the game definitions instead of bringing external religious connotations into the game. Nothing in alignment states that you must behave in a certain way all the time or perfectly. It is simply a statement of values, and alignments can change. Got tired on helping others and not yourself? this is a move from good to neutral. Realize that hurting others to help yourself doesn't make you happy? move from evil to neutral. In reality, most people in the pathfinder world are likely neutral as they are not committed to either of the extremes. Only extra planar creatures are really tied to an alignment, and even that isn't 100% fixed.
at 90% it creates the expectation that the GM cannot rule against the exact wording in the rules. at 85% it creates the expectation that the GM will make a judgement call. I have not seen this be an issue in second edition, but it was rampant in PF1 and dnd 3.x "I didn't attack, my summoned monster did"
Gortle wrote:
I disagree with the assertion. It was wise and bold of Paizo to explicitly empower GMs to make those calls. It makes it 100% clear to players that the GM has the right to make judgement calls, and that this is a cooperative game between GMs and players.
Cilng wrote:
I think you'll find most of us that respond in the rules forums are most interested in helping people understand the rules. It's a big game with a lot of moving parts and can be overwhelming for new players. The vast majority of us will listen to well reasoned arguments based on actual game text. We will also point out where a specific interpretation violates actual game text. Many of us are GMs with a passion for running the game, and want others to succeeded. Areas where the text is very clear leaving little room for interpretation will see very little GM variance, as in treat wounds. Things where guidance is less strict, like fleeing, or how many people can attempt a task will get a wider range of interpretations. Almost no one on the forums can really comment on why rules were written a certain way, as designers don't frequent these boards. So trying to say this rule was written for this purpose is mostly useless. What you will get is this rule allows or forbids this.
Sibelius Eos Owm wrote: I struggle to picture a fear effect which can make a hardened warrior (or demon, or ghost, or other) choose to run away from combat which also leaves them in possession of enough faculties to make a full tactical retreat. Others may not find this strange to accept. No matter. This isn't even hard. A level two fighter is fighting a level 1 pickpocket and suddenly realizes it's a level 14 Gylou. Yeah, they would run, in a way that avoids their AoO.
Just for historical context, pf1 had 3 levels of "fear":
while pf2 only has 2:
mechanically shaken from pf1 is most similar to afraid
Panicked was very severe: drop everything, move in a random direction, cannot act, and cowered if cornered.
I would dare say a solid 10 - 20% of monsters have some form of AoO. This fits into the definition of common for me. I mean elves and dwarves are considered common at ~7% of the population, and halforcs at ~3%. Looking at character classes, a solid 1/3 of can have some form of movement triggered reaction. Again this is the common category. Hardly ubiquitous yes, and certainly not the the same level as PF1, but not a negligible amount. I would agree that 3 steps is cheesy, but 1 is a running away in my book.
Again I don't draw a distinction between fleeing (choice) and fleeing (forced). Again for me, fleeing is about survival, not speed. Any action that acts against that survival in my mind violates the expedient clause. I understand where you are coming from and respect your position, and give you full points for politeness in our disagreements. But as I said, I don't think either of us is going to change our position here and it boils down to two fundamental differences in philosophy: what fleeing actually means (terror versus retreat), what expedient means (speed vs safety). Happy gaming to you.
Claxon wrote:
For me the difference is so obvious, it's hard to explain. But I'll try. Maybe a little background in how I run monsters will add some clarity to my perspective. I almost never run monsters that battle till TPK of the monsters. All monsters will battle until it is clear they have no chance of winning, and then will run away. (typically less than 20% remaining). They always do this by stepping away from the characters they are in melee with and then using 2 strides to move away. Taking 3 steps doesn't reduce their risk of dying, so they never would. When I read fleeing as see running away, it means the same thing to me. You have opted not to continue fighting against (perceived) overwhelming odds and run away. You do so to preserve your own life. Risking a potentially lethal attack from the very thing you are afraid of is going against the self preservation instinct, staying in range for another full attack is even more so. For me, expedient means in the way that is most likely to keep them alive. Paraphrasing your position, and correct me if I am misrepresenting it. Expedient means placing the most difference between you and one thing you fear as quickly as possible. Another critical difference is the commonness we assign AOE. For me it is common, but not ubiquitous. My understanding of your position is uncommon to rare, possibly not even aware its a thing.
painted_green wrote:
And I would disagree with this assertion. Staying in range for another full round of attacks is not what a character would do if choosing to preserve their own life, and does not meet the definition of expedient. I wouldn't allow it.
you could, and if so I might increase the limit. This would represent the another person tending the fires, handing the tools, etc. The rules won't cover all cases, and the ambiguous rules section is there to remind us of this. This is one of the primary roles of the GM, to rule in corner cases, and use some common sense. The question I would ask, is how many people can reasonable work on the task without getting in each others way? for repairing a ring it might be one, for a suit or armor maybe two, for a boat maybe a dozen. Unlocking a door, one. tracking two. These are all little more than judgement calls about what is reasonable. Hence the preface "as a gm".
Cilng wrote:
This is mostly a rule 0 call, but some guidance can be found in aid: If they cannot have the item to work on, they cannot repair it.You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
As breithauptclan stated. Normally, you cannot even attempt to spot hidden creatures without using the seek action (in tactical mode) or the search activity (exploration mode). This is functionally similar to trap finder rogue feat, except applies to hidden creatures instead of traps. Finding some hidden things will require training of some level (trained, expert, master, or legendary) or automatically fail. This is normal in the rules. They don't really define nearby,but I typically run this as about 60feet.
About Vezura~ ~ –– Gestalt 4, Cleric (Evangelist) & Oracle (Spirit Guide archetype with Shaman Life Spirit, Lunar Mystery) of Asmodeus and one of Asmodeus's closest and longest-standing allies, Dispater. –– _________________________________________________________________ –– BACKGROUND –– :
Vezura was born on the mainland as a member of the proud noble house “Farlan”, a Halfling family that was famous for sometimes manifesting Aasimar children as they were rumored to trace their heritage back to a long-forgotten celestial from Heaven. In the Halfling community that the Farlans lived in, they were also known as the “wardens & keepers”, a family that has always been among the crusaders or warriors fighting the good fight against evil wherever their aid was needed. Tragedy befell the noble family when one of the youngest female scions of the house, Arala Farlan, was supposedly kidnapped and vanished. It was only two years later that the Farlan family was able to track their missing scion only to find out that the young Aasimar halfling Arala was well and alive and actually the member of a demonic cult that was plotting an open attack on the very community that house Farlan had sworn to protect. Nobody knows if Arala had been coerced with magic or succumbed to the evil seductions of demons but the malice and hatred in her heart was visible when Arala and her allied cultist tried to kill the very heroes that were sent to bring the young Aasimar lady back! Eventually, the brutal fight ended with only the leader of the Farlan warriors alive, and Arala as well as the other cultists dead. The surprise in the demonic hideout was a little Halfling baby girl that was covered in blood but was so beautifully proportioned, and displayed such exceptional grace that it was clear that the Halfling infant had inherited the blood of angels from her mother Arala. On the spot, the surviving company leader, Kirl Farlan, named the girl Vezura and brought her back to the Farlan family elders to decide her fate. The elders came to the conclusion that it was best to keep Arala’s fate a secret and made the unprecedented decision to give the unmarried Kirl Farlan custody over the child and keep Vezura away from any Farlan relatives in a remote village with little contact to the outside world. Kirl was an obedient and good man but he was a scion of war that knew little about parenting and spent little time at home so that Vezura grew up with caretakers and the rare training through Kirl with little understanding of what a true family is. Maybe it was Vezura's isolation or something deep inside of her but it was obvious that Vezura was eager to learn and study but at the same time was emotionally very distanced which led to her lonely life becoming even more lonely. When Vezura became an adolescent and began to rebel against the forced isolation that she had endured, a heated argument between Kirl and Vezura escalated. The emotional stress did something with Vezura and in front of Kirl’s eyes Vezura started to burn, her body started to bleed and eventually she was the center of a fiery explosion that killed all servants, severely injured Kirl and left Vezura naked, burnt, physically changed and barely alive. Vezura’s silver hair and fair features were still clearly of celestial origin but her eyes burned as hot as the fires of the Abyss, her fingers had turned into bloody claws, some teeth were as sharp as a predator’s fangs, horns had grown from her head and her hands and forearms suddenly had thin, papery skin and were shriveled and blackened, as if they had been plunged into a blazing fire! She could not believe what happened … she had not been close to the servants but they were the closest to loved ones that she had … seeing them suffer death, made her blame herself for not having been able to help, even if there was nothing she could have done! Today she hates herself for this weakness but she cannot eradicate this overprotectiveness from her heart which very much bothers Vezura! Shocked by these events Kirl brought Vezura’s altered, almost lifeless form back to the Farlan family elders. Vezura was still weak but here she was able to witness for the first time who her family really was and although Vezura was too weak to ask many questions, it was clear that the astonished elders had verified through magical tests what everyone’s eyes could already see: that Vezura had the taint of the Abyss in her very being and had transformed into a half-fiend! This was too much for the holy Farlan family to endure and based on the death of the servants the weak Vezura was sentenced to death! But the fates seemed to watch over Vezura because her transformation had obviously not gone unnoticed. Vezura was in a wounded trance at that time but she can still remember the handsome man that rescued her from the prison and flew away with her before her execution could be performed. When she really came back to her senses and saw her savior for the first time in his full form, she was stunned to see a fiendish, half-naked, winged man in front of her that would tempt every mortal soul and could easily engender misery and destruction through his seductive manipulations. And when this “man”explained to her that he was a Succubus, a demon from the Abyss called Shatrak, and furthermore revealed that he was only now able to find Vezura due to her transformation … because they had a connection, because he was his mother’s lover and because he is Vezura’s father … this was too much of a shock for Vezura to bear. Here she had Shatrak as the first person that really knew his mother and was her own flesh and blood but she was completely torn between disgust and fascination. But the most agonizing fact was her father’s very open revelation that he only had saved her to sacrifice her to his demon gods … that this was the plan of her mother all along and that he would now finish it and offer her celestial blood to the Abyss! Maybe it was fate again, because how else could it be explained that in the very moment that Shatrak was about to slit Vezura’s throat, one of the Succubus' archenemies attacked his hideout? Conicel Darn was a fanatic follower of Asmodeus and Dispater that had dedicated his life to the war against the Abyss as well the forces of good in the name of Hell! Conicel had recently learned of Shatrak’s whereabouts and had brought infernal reinforcement that completely overwhelmed the Succubus and his minions and eventually led to Shatrak’s destruction! Still in total confusion, Vezura could not believe what was happening around her but she realized that this man and his allies had saved her life and killed the only roots that she had to her real parents ... those parents that only had her to sacrifice her. Conicel Darn immediately realized what kind of being Vezura truly was but as a mischievous planner he saw a raw diamond that he could shape! And to Vezura’s surprise her savior was also the wisest and most caring man she had ever met. She understood quite fast that Conicel Darn was not a saint and that his infernal patrons wanted the exact opposite of what Kirl and House Farlan had been preaching to Vezura for her whole life ... but she did not care. No, she did care … she cared for the kind of power that Conicel was able to use to destroy her father. She cared for the control over her own life that she never wanted to give up again. She wanted to rule over the fate of others and show them her strength so others could feel the pain and helplessness of life but not her! Vezura was physically blackened and not usable in physical confrontations but the churches of Asmodeus and Dispater welcomed her sharp mind and the force of her personality to form a weapon against the enemies of Hell! And that is exactly what she is today … an infernal force of power! And that is the reason why she was chosen by the church to assist Thorn to bring Asmodeus back to power in Talingarde! And she will do whatever she can to bring down Mitra’s followers for Hell and carve out a piece for herself!! -----------------------------------------------------------------
_________________________________________________________________ -- STATS -- Str: 8*, Dex: 8, Con: 17, Int: 16, Wis: 20, Cha: 20** * Carrying capacity Str 9 with MW backpack
(Link to rolled stats)
–– SAVES –– Fortitude: +9* (Con +3, Cleric +4, +1 resistance ABP, trait +1)
* +2 racial vs. Poison from Half-Succubus Progression _________________________________________________________________ –– COMBAT –– Ranged to hit: +3 / -1 with weapons* (BAB +3, Dex -1, Size +1)
Initiative +5: Cha +5 (Noble Scion of War) Speed: 20 ft CMD 10 (BAB +3, Dex -1, Str -1, Size -1) AC 23, T 16, FF 18 (+1 Mithral Chain Shirt +5, Buckler +1, Cha +5 from Prophetic Armor Revelation, Natural Armor +1 from Half-Succubus Progression, Size +1) Armor Check Penalty -0: MW Armor [-0] + MW Buckler [-0] _________________________________________________________________ –– SKILLS –– 32 Adventuring skill points (ASP) = 4 levels with 8 Skill Points per level (4 Oracle, Int +3, Favored Class Bonus +1)
• Bluff +12 (ASP 4, Class +3*, Cha +5)
* Trickery Domain Class Skills Languages:
_________________________________________________________________ –– CLERIC SPELLS PER DAY ––
–– MEMORIZED SPELLS ––
Potentially good 2nd level spells:
Tears to wine, Admonishing Ray, Ancestral Communion, Lesser Animate Dead, Drunkard's Breath, Hold Person, Mortal Terror, Summon Cacodaemon, Silence, Sound burst, shatter, Resist Energy –– CONCENTRATION AND SPELL PENETRATION –– • Concentration +9: Wis+5, Cleric CL
_________________________________________________________________ –– ORACLE SPELLS KNOWN–– • 0 level [6]:
• 1st level spells [7 = 3 + 1 Blackened Curse + 1 lunar mystery + 1 Bonded Spirit]:
• 2nd level spells [5 = 1 + 2 Blackened Curse + 1 Lunar mystery + 1 Bonded Spirit]:
–– SPELLS PER DAY –– • 1st level: 8 = 6 + 2 Cha
–– CONCENTRATION AND SPELL PENETRATION –– • Concentration +9: Cha +5, Oracle CL
_________________________________________________________________ –– HIT POINTS ––:
4 levels x 11 Hit Points: 8 Cleric/Oracle + Con +3 TOTAL - 44 Hit Points _________________________________________________________________
–– GOLD –– :
TOTAL OVERVIEW: * Currently: 355gp _________________________________________________________________ –– GEAR –– MW Buckler Shield 155
–– TRAITS –– • FLAMES OF HELL (Religion): Requirement(s) any archdevil: Your bond with the archdevil you worship strengthens your ability to channel powers of the divine. Add 1 to the DC of saving throws made to resist the effects of your channel energy ability.
–– DRAWBACK ––
_________________________________________________________________ –– FEATS –– • Lvl 1: NOBLE SCION: Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
_________________________________________________________________ –– CLASS ABILITIES / GESTALT CLERIC & ORACLE –– • DOMAIN: TRICKERY • Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. • Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. • Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop. ~ • Evangelist - ARCHETYPE DETAILS The evangelist is the voice of her religion in the world. Where others nurture the faith among believers, an evangelist proclaims the coming glory of her deific patron and issues the clarion call to all around to heed the truth, or obey the call to war and crusade against the enemies of the church. • Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency. • Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0). • Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points. • Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above. Evangelist Spontaneous Spells: 1st command, 2nd enthrall, 3rd tongues, 4th suggestion, 5th greater command, 6th geas/quest, 7th mass suggestion, 8th sympathy, 9th demand ~ VARIANT CHANNELING - NEGATIVE ENERGY An iconic ability of clerics is their power to channel positive or negative energy, whether for healing, for damage, or to turn or command the undead. However, given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus. The following categories are examples of alternative channeling abilities based on the nature of a deity's power; for example, a fire deity's negative energy channeling may deal fire damage as part of or instead of the damage from channeling. When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities. A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. • RULERSHIP: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round. ~ ~ ~ ~ ~ ~ ~ ~ • Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
• Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.
FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse. ~ • Oracle Mystery: LUNAR - CLASS DETAILS Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th). Revelations: An oracle with the Lunar mystery can choose from any of the following revelations. • 1st level revelation: Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level. • Extra Revelation feat: Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead. ~ • Spirit Guide - ARCHETYPE DETAILS Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery. Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
• Chosen Bonded Spirit: Shaman LIFE SPIRIT
• Life Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th) _________________________________________________________________ — AASIMAR HALFLING RACIAL TRAITS --
_________________________________________________________________ — HALF-SUCCUBUS TEMPLATE PROGRESSION - Level 4 --
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