I feel like each of these can end up being situational. And you pay quite a cost since it usually takes two turns to set up (1 stab, 1 activate).
I could not agree more.
I often play witches and trying to stab someone, especially someone tough, is very likely to miss and leaves you in melee which is a bad place to be.
Why do all that when you can just use another hex eg slumber which you can activate and one action and takes effect if they fail the save. Quicker and much less chance for things to go wrong. And the effect is more powerful.
A character that is going to be in melee like a fighter could get some use out of them, but I think they are too situational and hard to use.
That is all very true at level 15 or something similar.
If you are starting at level 1 then it is really easy to come up with something a wizard needs, most classes will improve their HPs for a start. And more spells or something similar is going to help vastly at low levels.
Anything that makes them more durable if forced into melee is good. Summoner Wizard is great, gives you more HPs and spells and good action economy.
Ironically in the section you cut out someone was in fact talking about hexes extending casting abilities.
Maybe. Here is the full relevant bit.
Mark Seifter wrote:
Mark is agreeing with my earlier post. I am not 100% sure when Mark refers to "hex support" in the second sentence he means "hex support taking a load off his characters spells" or "hex support for other party members". And I don't feel like getting into an argument over it.
If Mark is explicitly agreeing with me or no, I still think witches are somewhat under-estimated as a class and the "stamina" hexes give them is much of the source of their power.
Mark Seifter wrote:
Some of the utility spells I've needed, a witch couldn't provide (witch is a good choice too though!). And the one witch hex combined with overlap hexes generally give pretty good hex support.
I have not played a shaman but I can well see that being true.
I can't recall anyone else posting about how great it is that hexes don't run out, but I can't be the only person who has noticed. I think this is an under appreciated strength of the witch and shaman classes.
And I suspect witches and shamans are the best choices in a party that only has one caster.
Mark Seifter wrote:
In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.
I agree shamans are very flexible casters and a good choice for the only spellcaster.
But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.
So a witch is another excellent choice in a caster-poor party.
I have a couple of ideas to toss out.
One is a Kasatha paladin/ hangover cleric with the 3rd class being ninja or split between ninja and fighter. You might need the added feats, depending on the details of how we get to build.
It has a few merits-
1 full divine caster.
Main drawback is its MAD.
The other idea is herald caller cleric / saurian shaman druid / summoner.
The merits here are-
Drawbacks are a bit squishy and 2 full divine casters can be duplication.
This is all about action economy. You act, your eidolon acts and each summoned creature acts each round.
Apolexis Aulmais wrote:
I see zero reason to come to someone's interest check only to post that you would have no interest in running it with the GM.
If you are referring to my first post, and I think you are, I have been misunderstood.
All I intended to say was I had run a gestalt campaign and managed to keep things so the players could be challenged. And that was challenging for me. Tri-stalt would be more difficult.
I apologise for any offence given. And in view of other posts you have a right to feel put out or defensive.
Apolexis Aulmais wrote:
I also see no need to post that my interest check merits suspicion less than 12 hours after I made the initial post.
Yes, I can't agree with Waskally either.
Other people seeking players for campaigns that never happen have nothing to do with yours.
EltonJ- I have finished my character's background story.
I have invented some things, I briefly re-vamped the Ashtifah archetype's purpose for the setting without changing the game mechanics at all and invented a Cretan town to come from and a small bull leaping performance group in Phaeselis. And Vianna was briefly enrolled in Aristotle's famous school, rather disastrously.
I would not think this interferes with your game world much, but if it does not fit with how you envision things I will change things.
The Finding Your Kin merit calls for an NPC and a class, and these are Vianna's mother Viadne and Witch.
I think my character is now mostly complete. I will finalise Vianna's patron and spells once I know the party composition if that is OK.
Vianna was born in Hanossos, a middle sized town located in eastern Crete where Minoan customs and culture are still practiced. Vianna's family are the direct descendants of king Minos and Ariadne from the height of Cretan power. The family has fallen from royalty to aristocracy and it's power now is little more than being infuenctial in Hanossos.
Vianna's mother Viadne preserves another Minoan tradition, that of the faceless maidens. In Minoan times female members of the royal family and their acolytes formed an extended coven of witches who acted as spies, enforcers and protectors for the royal family. A small remnant of the faceless maidens remains still serving the descendants of Minos.
Vianna's father died of ilness when she was five and her memories of him are few. Viadne never remarried. Vianna was schooled in witchcraft, occult traditions and Minoan and Hellenistic culture by her mother and local tutors. Vianna was athletic from a young age and became an accomplished bull leaper. In her adolscence Vianna was sent to Aristotle's school to further her education. She despised the low status acccorded women in Athenian society and this lead to clashes with her teachers and fist fights with her fellow students. Vianna was removed from the famous school by her mother having been their for less than half a year. The school would probably have expelled her soon in any event.
Vianna wantred to see the world. Viadne was concerned about the dangers but Vianna promised to be careful. Vianna travelled through most of Crete and the islands in the Hellenspont, then made her way to Alexandria and down the Nile into central Khem. From there she made her way through the Holy Land, viisiting Jerusalem and Jericho, before making her way to Phaeselis. The funds provided by her family ran out around the time she reached Alexandria and since then she has had to travel frugally, often walking, camping, hunting and taking whatever work she can find. Sometimes she has resorted to theft, always targetting the wealthy who would not suffer much from her actions.
In Phaeselis Vianna found the cosmopolitan society to her liking. Initially she took whatever work she could find and occasionally resorted to theft. But she soon found her feet, her varied abilities, magic, stealth and manipulating fate made her an freelance employee with many uses. She is often employed by the noble houses of Pericles and Ambrosia though she takes work from many sources. She has friends in The Daughters of the Graeae and has learned from them, though Vianna is much more involved in the world than most of the obsessive Daughters. Vianna is a member of the Nizari, her rotten experience at the Aristotlean School has influenced her greatly and she is one of the more militant Nizari and will aid her sisters if she reasonably can.
Vianna has formed a small group of bull leapers with some fellow Cretan ex-patriots. It consists of three young women and one male youth who perform bull leaping in much the way as was practiced in Minoan Crete. The performances are paid and are staged irregularly, typically around one a week, as part of other events. They have a following that is not very large but quite dedicated. Some Nizari and other women see it as an expression of female freedom and power, others as a chance to watch comely women performing topless, others enjoy the athleticism, spectacle and danger.
Vianna lives as a lodger with a single working widow, Mela, in a modest dwelling. Vianna is friendly and protective of Mela's three children who are aged four, six and seven. Mela is fond of Vianna and is appreciative that her lodger sometimes acts as her children's baby sitter and tutor. Vianna does not think about this much, seeing this as being a friend.
Isn't the Gastrophetes a kind of crossbow?
"Composite bows were soon adopted and adapted by civilizations who came into contact with nomads, such as the Chinese, Assyrian, and Egyptian. Several composite bows were found in the tomb of Tutankhamun, who died in 1324 BCE. Composite bows (and chariots) are known in China from at least the Shang Dynasty (1700–1100 BCE). There are strong indications to believe that Bronze Age Greek Cultures like the Minoans and the Mycenaeans were using composite bows in a large scale."
However, classical age Greeks didn't use bows, aside from Cretans, you hear of Cretan archers. Neither did the Macedonians. They used javelins, darts and slings.
It follows that the composite bows the Greeks had were not as good as the Mongol bows or anything like it. "Composite bow" or "short (or long)composite bow" don't just refer to one exact design.
On longbows, also from Wikipedia-
"The earliest known example of a longbow was found in 1991 in the Ötztal Alps with a natural mummy known as Ötzi. His bow was made from yew and was 1.82 metres (72 in) long; the body has been dated to around 3,300 BC and another bow made from yew was found within some peat in Somerset, England dated to 2700–2600 BC. Forty longbows have been discovered in a peat bog at Nydam in Denmark which date from the 4th century AD. In the Middle Ages the Welsh and English were famous for their very powerful longbows, used en masse to great effect against the French in the Hundred Years' War, with notable success at the battles of Crécy (1346), Poitiers (1356), and Agincourt (1415)."
So longbows existed elsewhere at this time. Again, the Greeks didn't use them and neither did any of the cultures in this area for warfare, at least to my knowledge.
Obviously, if these cultures had anything approaching the effectiveness of the English longbow they would [pun unintentional] have used them.
So as far as I can figure, historically, it's composite shortbow yes and any kind of longbow no for this time.
The good thing about recruiting ancient history nerds to your game is they contribute to the historical accuracy of the setting. :) Hopefully anyway.
I agree with you except for the absolute "no way".
Some of their traditions could have persisted somewhere in Crete into Alexandrian times. We can't know for sure the details of what was happening in Crete all that long ago.
The Minoans had a form of that revered relationship between a grown man and adolescent boy we know all about from classical age Greece. Maybe that is one Minoan cultural tradition that survived.
All I say is we can't know for sure it didn't. And it's a game and promises to be cool.
EltonJ- Thanks for the reply.
I know quite a bit of the history of this period and area and I have not heard of Minoan Cretan culture surviving on Crete in Alexandrian times. So as far as I know, no evidence as you say.
But if there was some remaining pockets of Minoan influenced culture on Crete would there be any record of it over 2,000 years later? Very probably not imho.
I am a fan of your setting so far as I have read. It is a very interesting time and it's well written and presented.
Incidentally, I have been to many of the places in the setting. Greece, Turkey, Egypt, Israel and Cyprus.
Seeing the last post I am going to submit an unfinished character. I would like some input from the GM on some points. Not a lot.
And Patman Hello. How are you?
Some background, some questions:
My character concept is a female witch from Crete. Vianna I envision as a bull leaper, which was part of Cretan culture, you can google it to find out what was involved. Young women did that, and did so topless, as Cretan women usually dressed. I am not doing this to be prurient, Vianna dresses as other people do except when working as a bull leaper.
So a few questions-
1 Minoan Cretan Culture was gone more than a thousand years before Alexander was around. Either it's still around or at least contemporary Cretans who recall and follow it's traditions. Does this fit with the GMs view of the world.
2 Is it sensible to have a job bull leaping in Phaeselis? I would like to invent that as a new job in Phaeselis which grants a +2 to acrobatics skill. Is this OK with the GM?
3 If you want historically accurate weapons that means no crossbows, yes? Alexander's armies definitely didn't have them.
4 Can I be descended from Minos and Ariadne? Or if you are going to have Minoan civilisation still around they could be my mum and dad. Maybe.
5 The character is mostly done. I want to finalise spells and patron once I know the party composition. Apart from that I need to add a few details and most of my gear.
Vianna the Faceless.:
Vianna of Crete
Sometimes called Vanishing Vianna or Vianna the Faceless.
Female Human Hellene
An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
This ability replaces familiar.
Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
This ability replaces the hex gained at 2nd level.
Deliver Touch Spells (Su):
Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.
Hexes Level 1 and Extra Hex x3.
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Witch Spells Known
All Witch Cantrips
Witch Spells Prepared (CL 3th; concentration +6)
2nd Glitterdust x2
Lvl 1, Lvl 3 Lvl 5 all Extra Hex
Reactionary +2 to Initiative
Finding Your Kin (3.5E)
Benefit The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC.
3,000 gp, of which 23 gp has been spent.
I am most interested. I grew up in love with Greek history and myths.
I went to the link. But there isn't a section on creating pathfinder characters in Phaeselis, or at least I can't find it.
So what sort of point buy, level and starting cash do we get. I take it all pathfinder character classes and probably psionics are available.
Also, some of the races in the guide are for D& D 5th ed, others for pathfinder.
Cool.Bat Shape is still an excellent feat, especially for a witch.
I may not be able to do flight tactics but it is still good for scouting, stealth and trying to not be seen as a threat. I can try to pass myself off as a bat that just happens to be there or as a familiar. I don't think there is any sign as to where a hex is coming from w/o a spell or ability that allows you to do that.
I am working on a character.
And will try to get my writing skills working for a background.
As Assian said the damage of the weapon would change but the magical properties and abilities would remain the same. Making the mace smaller or larger won't change what happens when the command is used. By the RAW the mace could be the size of an electron or a galaxy and it would not change what happens when the command is used.
"Mainly I was curious about the Head of the mace that when it detaches for the original weapon it becomes a large size boulder." The text does not say so it is up to the GM. I would think either the head disappeared and the boulder appeared then started rolling. Or the head of the mace detached and quickly grew to the sized boulder indicated and started rolling. I would go for the 2nd myself.
I like the idea. I have mostly looked at the witch archetype as I love witches.
The execution of the idea looks a bit like a first draft however.
An extra spell a level is an awful lot of extra power, I will get back to this later.
You take away the familiar then -
"Wugu Beast Familiar
Technically, you can't take improved familiar as you don't have a familiar. I suggest you leave the archetype with the familiar at level 1, which means the witches spells can work like other witches and then get improved familiar at level 4.
As to black spellcasting, you can just remove the healing and similar spells from the spell list for the archetype and add some illusions. That balances out.
Instead of the massive extra spell level/day you can either remove the advantage altogether or do something more modest, like you can increase the save for one spell/ day for each point of int mod you have by +1 for 5 witch levels.
And shouldn't you have to be evil for this archetype.
It is an interesting idea.
As a GM I would be reluctant to allow a PC to get a full blown Sleipnir as a mount or companion much earlier than level 16 for balance reasons. The things are powerful indeed.
One thing you can do within the rules is get hold of a dead Sleipnir, not sure how unless you kill it, which in turn isn't easy then animate it as a Ju Ju Zombie.
I doubt a dead sleipnir is quite what you had in mind, but you can do it within the rules earlier than level 16.
You are perfectly correct avr.
For some reason the Astifah Archetype is absent from d20pfsrd and I have never seen it before. It is very good indeed.
That ghostwalk ability is wondrous, the ability to keep using vanish on yourself as a move action after casting a hex and then take a 5 foot step. No limit on the times per day. If only you could combine it with cackling it would be perfect.
I suspect the best, meaning most powerful, option if using the Astifah/ Touch attack combo is to be just the Astifah Witch but a race with a natural attack.
I have never seen a Sylvan trickster being played but they are actually really good. And the into to the archetype starts-
"Sylvan tricksters are rogues who model themselves after the mischievous fey of legend. Though not spellcasters, sylvan tricksters learn minor magical abilities reminiscent of those favored by fey creatures."
Who wrote this. What sort of twerp thinks witch hexes are "minor magical abilities".
And the rogue, magus and maybe other archetypes mentioned here can get use out of -
"Hex Strike (Combat)
Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex."
Take a race with an innate attack and this feat, with slumber as the hex. Precision strike them, do a ton of damage and then they save or take a snooze.
Hex strike is useless to a witch as you need to be next to an enemy and then hit them. Not good for a squishy witch which can't hit anything in melee anyway.
I loved the Earthdawn setting but I think I only played one session of it.
I am most interested.
I would have thought the simplest way to do a conversion was to give stats for the Barsaive races and let the players choose a normal PF class. Perhaps excluding some that do not fit the setting. But it has been so long since I played it it is hard to recall.
You normally have to wait for someone to advertise a game and then apply, at this the recruitment thread.
There are certainly non SFS players and campaigns here, just how many campaigns are starting i don't know.
I am a player who has played a bit of Starfinder and liked it. As for gestalt, could be interesting.
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
The remaining details for my character follow. I will create an new alias if accepted.
A couple of things. I realised that my answer to question 1 wasn't unrelated to my backstory. But it's one of the better parts of building his character, so I left it.
Second, Q 6, Crawley probably hasn't done anything that would mark him as a Rebel. I think the history will fit the campaign as is but if not I can alter it.
The Lobster Master's questions.:
1) Tell me a memory, something unrelated to their main backstory.
Crawley had climbed to the roof of the farmhouse owned by the family he had been hired by and was looking out of the sunset on the sparsely populated rim world. Crawley was puzzled. Most of recent events were clear enough, he had heard the man Kavil despairing over his families future if he could not repair his irrigation system and harvester and offered to do the repairs. Crawley understood the mechanical faults he had repaired, simple enough though it took longer given the shoe string budget. Crawley understood that the repairs had to done and soon or their would be no harvest that year, so the Kavils were naturally grateful. Crawley understood the hug Kavil's daughter had given him, saying "Thank you Mr Crawley.".
What Crawley didn't understand was why the girl was hugging Crawley. Or why Crawley was pleased by it and liked that Kavil's family should have a good harvest now. Crawley realised this wasn't the first time he had helped people in trouble. Why? Crawley was a Mechanic Droid, and most of what he had done since being separated from the Techno Union and becoming independent was doing mechanics as he was programmed to. But Crawley now saw he was starting to act like a sentient organic. Why? What did this mean? The small droid thought on these questions all night without finding any real answer.
2) What's a talent, unrelated to their class abilities?
Crawley gets on well with children.
3) A personality quirk?
Crawley can't stand alcoholics or Devaronian males.
4) Distinguishing physical feature?
Crawley has no distinguishing features. Crawley looks like a typical small, quadrupedal, talking, self using toolbox and mechanical genius with a habit of crawling around on the exterior of starfighters in the midst of combat. Nondescript really.
5) A goal, short or long term.
Crawley dislikes the Empire and would like to do something to oppose it. This is almost certainly a residue of his original programming by the Techno Union, which was an enemy of the Old Republic which morphed into the Empire. Crawley is also sympathetic towards the Droid Liberation Movement in principle. He hasn't had any contact with the Movement but might join it one day.
Crawley was designed to maintain and repair technological items and enjoys it. But his knowledge has grown and he can now often improve items. Crawley wants to graduate from mechanic to more challenging tasks like improving technology and designing devices from scratch. Perhaps he could run his own workshop or company or find suitable work in another organisation such as a corporation or some sort of military force.
Intelligent and logical, Crawley knows that if he gets experience with using a form of technology will allow him to better understand it's use. He wants to pilot spacecraft and work as a crew as well as maintaining them, so when he comes to designing spacecraft himself he is better equipped to do so. Also, H-1ME droids were designed to be daredevils, so Crawley is suited to be a starfighter pilot.
6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
See the last two paragraphs of Crawley's history.
The Imperials are not sure Crawley is part of the Rebellion and in fact he isn't. Crawley is ideologically opposed to the Empire and resents the Empire destroying the Techno Union. Crawley might be considered a smuggler or a victim of smugglers.
To the Empire Crawley is a totally insignificant droid fired at a Star Destroyer for no sane reason by smugglers. The Empire wants to access Crawley's memory banks to see if they turn up any information on the smugglers criminal activities or why he was fired at the Star Destroyer. After that Crawley will be given a memory wipe and placed in Imperial Service, sold or used as scrap.
Crawley was constructed by the Techno Union when that organisation was still extant and part of the separatist movement. The Techno Union designed and produced a precursor to contemporary H-1ME droids as part of it's war effort of which Crawley was one. After the war, when the Techno Union was incorporated into the Empire, the design was sold off, improved and put into production in it's modern form. Crawley worked as a mechanic for the Techno Union through much of the conflict, experiencing the horrors of war and the brutality of what was to become the Empire.
Crawley's service to the Techno Union came to an end when the task force he was assigned to was decisively defeated by Clone Troopers in an engagement in the Outer Rim. Much later, scavengers descended on the battlefield after the conflict and gathered anything worth salvaging. An immobile and damaged Crawley used his droid model's ability to re-assemble itself and was able to escape the scavengers, who thought they had only a pile of scrap metal.
Crawley soon found out that the both the Techno Union and the Separatists were no more. The droid now had no owner and his programming did not cover what to do in these circumstances. Crawley was programmed to fix and maintain mechanical items, especially starships, so that is what he did. Crawley drifted through the outer rim, sometimes as an employee, sometimes trading his services as a mechanic for transport, sometimes stowing away on spaceships. The small independent droid required neither food nor shelter and could always find work to fill what modest needs he had. Crawley's experience with common forms of technology grew quickly and soon he was improving as well as repairing items. Crawley traveled to exotic places seeking new forms of machinery to work upon and learn about. The amiable little droid sort of drifted into the habit of repairing the equipment of poor people for no payment.
Crawley's current sad predicament came about as a result of falling in with smugglers. The smugglers offered Crawley good pay for serving as technical support on a "routine cargo run". Crawley soon realised he had fallen in with a dangerous group but had no way of leaving. The over-confident smugglers were a hedonistic and reckless group lead by the erratic and alcoholic Topal Grahrk, a cousin of the renowned Devaronian smuggler Vilmarh Grahrk. Crawley though disaster inevitable and it arrived before long when the smugglers accepted a job to smuggle recreational drugs onto one of the resort moons of Imperial Centre aka Coruscant. They were quickly detected and pursued by Imperial ships. The smugglers thought they were escaping but realised to their horror they had been herded toward a Star Destroyer.
Capt Grahrk, terrified and drunk as usual, ordered Crawley into a missile which was to be fired at the Star Destroyer which Crawley was somehow to disable. Crawley tried to explain that this was an insane idea, he could disable a Starfighter and maybe a space transport given time, but a Star Destroyer? The desperate smugglers ignored Crawley, forcibly loaded him onto the missile and fired him at the Star Destroyer anyway. The missile was destroyed while approaching the Star Destroyer. Crawley was fortunate, being thrown from the wreckage and and reaching the Star Destroyer more or less unharmed. Crawley was quickly ionised and taken on board. The Imperials have tossed the droid in with the prisoners so it's memory banks can be accessed later to see if they contain any data of use to the Empire. The Imperials don't know why the missile and droid were fired at the Star Destroyer and are mildly curious to find out. Crawley is unaware of what happened to his smuggler "friends".
Intended Character Progression:
I have not planned out character progression completely and may tweak the character a bit to fit in with the other player characters.
Eventually I see the character taking the Superior Tech feat multiple times, but that can only start at level 9. Crawley may well enter the Ace Pilot prestige class at level 8. However, given the pace of PbP play these are very long term plans.
More immediately, Crawley should have the Use Computer skill which is not on the Scout list. A class that has that skill is wanted at an early stage, very likely Soldier which would also allow Crawley to take AP Light for some protection in combat and is one of the two basic classes that offer a full +1 BaB per level. Feats I intend to take are Vehicular Combat and, if the campaign is such I will get to use it, Starship Designer.
I think what you are saying is entirely sensible. Which may be the reason you may well have not appreciated what I was saying.
My contention was that if you want to roll stealth, if you are in the local area, which you always will be, you can use KS Local. If you want to use acrobatics, climb, KS planes or swim, if you are in the local area, which you always will be, you can use KS Local.
I actually intended paladin/ sorcerer dragon bloodline/ dragon disciple and paladin/ sorcerer psychic bloodline as separate character ideas.
But you can combine them taking a crossblooded sorcerer archetype.
However, crossblooded comes with drawbacks-
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves."
The second disadvantage is not so bad if you have levels as a paladin, your saves are still great.
But the second is worse than it sounds. When you attain a level that gives you a new spell level, level 4 for 2nd, level 6 for 3rd, you always start with only one spell usable. And if that goes down by one it is zero, so you can't use 2nd level spells at all until level 5 and so on.
You made this post 3 times.
I presume this means that-
I don't think the character idea you outline would be very effective. Generally in pathfinder following one class is best.
You can start as a Paladin for 2 levels, take sorcerer with the dragon bloodline and go into the Dragon Disciple prestige class when you qualify.
2 levels of paladin gets you the wondrous bonus to all saves.
Also taking 2 levels of paladin and then sorcerer with the psychic bloodline will allow you to cast spells in armour, which is very good. Your character is much more robust as a result and has much better saves which is really important.