Jhofre Vascari

Lugh Ildanach's page

Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I haven't logged in here for almost three years, but I had to do it to say thanks for this compilation. Awesome info and post as usual, Ravingdork!


Data Lore wrote:
I would also have a sit down with the player who brought this to my table about the shared narrative we are trying to create and how this sort of thing can hinder that.
Data Lore wrote:
This sort of thing brings back my worst memories of 3.x games. With players cobbling together options that make little narrative sense together and seeking mechanical advantage by doing ridiculous things like carrying around bags of rats and attacking teammates.
Data Lore wrote:
I am all about fun and am very open to bending rules and straight up homebrewing to help a player realize reasonable PC concepts and have a good time at the table. However, when a player's fun is wholly rooted in power gaming to the nth degree, then I will absolutely have a sit down with that player.
Data Lore wrote:
This sort of thing brings back my worst memories of 3.x games. With players cobbling together options that make little narrative sense together and seeking mechanical advantage by doing ridiculous things like carrying around bags of rats and attacking teammates.

I really don't get you, Data Lore. You had a "brief dance" with 3.5, which was enough to left you with traumatic memories. You immediately thought this was ultra munchkin but you're open to have fun and allow homebrewing (which I really think is one of the most used tools by clever munchkins, min-maxers and power-gamers alike, besides being dangerous territory for unbalanced results).

As Deadmanwalkingm, Darksol and Pumpkinhead11 have said, this kind of "combo" is not really aimed to "win" the game, hinder your narrative vision, do really broken 3.5 stuff like Pun-Pun or dropping animals and killing them for movement/attack shenanigans. It's a long road, you gotta burn 3 feats (two of which are mostly useless) and collaborate as a team, which could help players to brainstorm great ideas, create character concepts or just enjoy the game in a way that's not gonna make your life harder as a GM.

I also think you're using the word "munchkin" too broadly, I don't it means what you think it means.

IamSparticles wrote:

From Reddit: "What is the exact definition of a munchkin?"

I don't think there is an exact definition. The general idea is that it's someone who tries to exploit loopholes and otherwise bend or break the rules of a game to their own benefit, and with little or no regard for any other players. Basically, someone who thinks he can win the game, and will attempt to do so at any cost.

I totally agree that we could disagree, that's your view as a GM, but still, I think is a little sad you're shooting down player creativity like that. But yeah, you can house-rule (as these options are totally valid) and ban this from your table.


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Gortle wrote:
Claxon wrote:


[...]
But if you let an ally's 3rd attack with high MAP work you're turning something with very little value into something with high value.

Attack of Opportunity is just were it starts

How about the Rogue's Opportune Backstab - that triggers when an ally hits within reach, thats going to be common.
Or the Marshal's Target of Opportunity activates on an allies successful ranged strike. OK that has a -2 on it. but you can even trigger each other inside the same turn with no MAP.
Or Blood Vendetta just requires you to be hit with slashing or piercing damage - they choose not to attack you - cool you win, many monsters don't have other tactics.

Yeah, he probably has those feats banned on his games. If he considers getting to use your reaction consistently with creativity, party planning, 3 feats (two of which are extremely situational, let's face it, how many bow/sling/crossbow enemies that specifically attack you have you faced?) and 1 action from a friend, imagine doing that with just 1 reaction!

It's like Reticent and Mrspaghetti said, this is viable, cool, decent but it needs a lot of resources and you're not gonna be making extra attacks 24/7.


Darksol the Painbringer wrote:
I suppose that's fair. The names should be more aptly given for them to fulfill their intent, though. Sometimes Legacy things need to die.

Totally agree with you there, some things are named with the same old names from DnD and PF 1E just to stay "classic" and/or "on brand" but not all of them connect to the updated mechanics.


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graystone wrote:
Darksol the Painbringer wrote:
If the feat was named "Redirect Fire," I wouldn't see a problem with it. Return, however, has specific implications within its definition, which is to bring something back to where it came from, or was found.
Flying Kick doesn't require a kick... It'd suck if you couldn't use your stance specific attacks with it because a pedantic DM insisted on a kick do to it's name IMO.

Adding to this, one of the feats of the combo is called Deflect Arrows. OK, the trigger specifies "You are the target of a physical ranged attack." but the name is still Deflect Arrows. If we would blindly follow the name, you couldn't deflect bolts or small stones from slings. The feat also supports the notion that names are just names, they don't carry intention.


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I'm glad most of you found it funny/cool. Great thing about this is that is always dangerous for the characters trying it and it can't really be optimized to always make the attack miss against the Monk.

How would you improve this? I'm was thinking in Bracers of Missile Deflection but they give circumstance bonus as Deflect Arrows does.

MaxAstro wrote:

[...] AND not so good with that ranged attack that they are likely to hit you (don't ask a fighter or ranger to do this).

Plus, it's cool.

I understand Fighter on this example, they're always more precise but, what does Ranger have to do with this? If you're thinking Flurry, that only works against your Hunted Prey.

Claxon wrote:
As a GM I wouldn't let this work [...]

That's a table I wouldn't play at. Shutting down player creativity that doesn't break the game and it's fun (and dangerous for the players doing the combo in this case) it's not my cup of tea, but yeah, I also understand "your table, your rules".

Darksol the Painbringer wrote:

This is also effective against bow enemies, which is probably the intended usage of the feat.

This works per RAW, but a feat called Return Fire implies you're firing right back at an enemy, so I would imagine there might come errata to remedy these shenanigans.

I don't think Paizo will "fix" this incredibly niche and not broken combo. I can even imagine Paizo people laughing at this.

On the other hand, if we would always assume mechanic effects and intended usage of feats/abilities/etc. based on their names, we would be playing a really close-minded game IMO.


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Little absurd cool combo I just discovered:

You'll need:

  • A level 6+ Monk.
  • The following Feats: Monastic Archer Stance, Deflect Arrows, Return Fire.
  • Friends, specifically another party member that uses a bow.

    Battle starts and...

  • Bow friend uses its first two actions on its turn as it wants.
  • Its third action will be attacking YOU (probably with a MAP of -10).
  • Deflect Arrows reaction triggers, you get a +4 AC and the attack will probably fail.
  • Return Fire text is added to Deflect Arrows.
  • You get an extra attack, no MAP.
  • Rinse and repeat to consistently get +1 extra attack with no MAP using your reaction.

    Works best with TWO monks with the same three feats for double no MAP extra attacks.

    Enjoy~


  • How do you pronounce "Jeggare" (one of the Chelish noble families)?


    Thanks a lot, guys. I already read the code to my player and he's more than happy.


    Excellent advice, guys.

    What about the enemies of the faith?
    Taboos?

    Obvious enemies would be undead and necromancers. They "reverse" the natural or magical healing process.


    One of my players is playing a Paladin of Qi Zhong (Dragon Empires Gazetteer pg. 58), a Tian Xia god.

    This is all the info we get from him.

    Qi Zhong
    Master of Medicine
    Alignment: NG
    Pantheon: Deities of Tian Xia
    Areas of Concern: Healing, magic, medicine
    Domains: Good, Healing, Knowledge, Magic, Protection
    Favored Weapon: Heavy mace
    Symbol Wagon: wheel with spokes made of fire, earth, metal, water, and wood
    Sacred Animal(s): Crane

    I'm trying to think of a fitting Paladin Code for my player, can you help me create one?

    Thanks in advance.


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    Oh... Ezren didn't warned her about that Girdle of Opposite Gender...

    (Great cosplay, BTW!)


    Liked it but there are some resize problems with some tables. Take for example the Advance New Rules, everything fits perfectly except for the "Antiheroes" and "Hero Points for GMs" section.


    New party, five players.

    Oracle, Spellslinger (Wizard), Slayer, Hurler (Barbarian) & Bard.

    Party wants to discover new places, visit locations few people have been to. They are all kinda experienced 3.5 players but have almost no Golarion knowledge.

    ¿Which Adventure Path do you recommend and why?
    Oh, no RotRl, I'm already DMing that.

    Thanks in advance!


    Those are two excellent ideas, Misroi and Latrecis. The interesting part is Malfeshnekor can't get out of that room (due to Binding spell) and the party doesn't know that either. If they want to free him, they're going to need Antimagic Field or Mage's Disjunction. Maybe Malfesh can take even more advantage out of this. This is going to be a great sub-plot.

    Do you think I should give Malfesh some Class levels so he's not so helpless when the characters gain levels? Maybe Advance him? He's already a greater Barghest, but he did actually knocked out two characters before being defeated.


    Mark Seifter wrote:
    Scavion wrote:
    Brawler Preview wrote:
    Giant enemy archer? Just take Deflect Arrows and they can kiss their Manyshot goodbye (after which you hit their weak point for massive damage).

    Oh?

    Did fights like that happen in ancient Golarion history?
    Actually, ancient Minkai history. Little known fact, that.

    I hope the locations or future Adventure Paths featuring this Iconic are based on famous battles which actually took place in ancient Minkai.


    captain yesterday wrote:

    Ha! now i have image of adventuring party drawn all comic book style feeding Malfeshnekor Goblin after Goblin while he sits at a table eating and spilling the beans on Thassilon:)

    maybe with Brodert Quink sitting next to him feverishly jotting it all down:) thank you!

    You're welcome =)

    Ha! If I knew how to draw, I would surely draw that idea. I would add a fork and a knife in Malfeshnekor's hands.


    Kalshane wrote:
    Malfeshnekor is supposed to be mad with hunger after being cooped up so long. Unless the PCs plan to feed him some intelligent creatures (an evil act) I don't see him being willing to tell them anything.

    You are right! And the worst part is you need to feed him with a nonevil humanoid's corpse, so no "I'll throw some evil guys at him". That would be troublesome for a party filled with good characters (except for the CN Druid).


    Karolina Dean wrote:
    I'd give the group some red herrings rather than the whole truth since this is REALLY early to be giving them much information about what is ultimately going on.

    That's what I was thinking, too much info in book one would spoil everything and the party would be too prepared. The Druid's logic was "this beast's been here for thousands of years, he know things we can't even imagine".


    What's your favorite class from Advanced Classes? Why?


    I need some ideas, suggestions and feedback about a really crazy and interesting idea one of my players had.

    My party was in the Malfeshnekor fight (Book 1, Thistletop, after Nualia's defeat) and one the players, a girl playing and half-elf Druid, realized she couldn't do anything because she ran out of spells and her attacks didn't surpass the RD 10/magic. She then started talking with Malfeshnekor in the middle of the fight, trying to extract some info about the whole dungeon and the strange image of the man talking in Thassilonian a couple of rooms before. Crazy and hungry as he was, he only spoke about "master" Alaznist.

    When the party defeated the Greater Barghest (which luckily stabilized with a natural 20), and after a heated discussion with the Cleric of Gorum, the Druid had the idea of letting the creature trapped in the same room and come back later for interrogating him about the past, the Thassilonian Empire (they talked with the Brodert Quink after the Catacombs of Wrath), Alaznist and etc.

    The Cleric wanted to kill the outsider right away, but the Druid said the info about the past would be more valuable.

    The party was intrigued with the idea and they were all worn-out with all the fighting. They closed the door, took the key and left Malfeshnekor there. The idea of the Druid is to come back later, fully healed and prepared, and try to extract all the info they can before killing the creature.

    tl;dr

    Spoiler:
    Party defeated, stabilized and trapped Malfeshnekor and one of the party members wants to interrogate him about the Thassilonian Empire, Alaznist, etc.

    What do you think about this idea? Is Malfeshnekor willing to tell the party anything or all the years trapped and hungry have more power? If he speaks, what would be recommendable to tell the party without spoiling too much or giving out the name "Karzoug" immediately?


    I know this topic is extremely old but... Are you still answering questions?

    If you are, I would like to know if you're able to revive a deceased person. Is that something Dawnflower clerics do on a regular basis or is a very special ritual that requires extra rituals and praying?

    (I know the Spell in on her list, I'm asking if is something common to do or if represents a very important faith-demanding action).


    I know this thread is "old", but I had to say it was really awesome!


    Thank you all for your suggestions, specially FallofCamelot. That breakdown of every single AP was really neat. I did a chart comparing all the info you all gave me and RotRL was the winner.

    I have more questions, though.

    LazarX wrote:
    Before you commit to an adventure Path, I'd suggest the three part series that begins with "Crypt of the Everflame" and finishes with "City of Golden Death". It's tightly focused, and it has variety.

    How would you mix Price of Immortality with the first part of RotRL? I got this idea from Lazarx suggestion (why don't we have both?) but I don't really have much info about PoI. I know it's composed on three adventures (level 1, level 3, level 5), but I don't know where is located in Golarion, for example.

    Would it be difficult to pull this off? Would the characters have an unfair advantage with those extra levels they would gain with extra adventures? Would the storyline be confusing? Would it be better to run PoI first and THEN go to RotRL? Play RotR a little and THEN go to PoI? Any ideas are welcome.


    More "votes" for RotR.

    Correct me if I'm wrong, Second Darkness and Legacy of Fire are OGL and all the other APs have full Pathfinder rules, right?

    Do you think the party would be fine? Which enemies/abilities/spells/etc. would be a pain in the neck for this group?


    I was thinking in RotR too. I haven't read anything from Shattered Star, I'll give it a look.

    What's wrong with Second Darkness? Is it too cheesy? Too OP? Weak story?


    I'm starting a new party and I really want to master an Adventure Path. Which one do you suggest? They're all new players to Pathfinder, but they've played several other RPGs before and they learn fast.

    They stated that:
    -They don't want heavily urban adventures
    -They want to face a wide variety of monsters/enemies
    -They would prefer a campaign were they don't have to travel half Golarion (same area, same country, etc), so they start knowing the world by steps
    -One of the players would like to have water-based encounters once in a while, but it's fine if there's no water at all
    -One of the player would like to face drow, but she's fine if there's none

    Party
    -Half-elf Summoner (Quadruped Pouncer Eidolon)
    -Gnome Alchemist (I'm multitalented)
    -Elf Fighter (Shield Tactics)
    -Half-orc Rogue (Brute Tactics)

    I really like these kind of party with no full spellcasters (no Level 9 spells) and they already know about the "buy a bunch of cure light wounds wands" and "potions, scrolls and battlefield tactics are your best friends"


    Ashiel wrote:
    Learn to appreciate item creation feats, and consumables. Grabbing up wands of lesser restoration (750 gp) and cure light wounds (750 gp) can get your paladin and bard healing most ailments. Sadly you have a monk instead of a Ranger, but in general just use good teamwork, have the casters (bard and paladin) grab some item creation feats, and you guys should have a pretty well-rounded party.

    We didn't thought about that. That's a great idea, I'll talk about it on table this Saturday.

    ___________________
    Killstring wrote:

    [...] Scrolls of situationally useful things like Detect Secret Doors, Comprehend Languages, Ghostbane Dirge, Delay Poison, Versatile Weapon, Remove Curse and so on. Scrolls are everybody's friend.

    Battlefield control will rely much more on quick thinking and creative use of the environment. [...]

    Scrolls? We have that covered. Battlefield control? Those are some great ideas. The ones that use that the most are the Bard and me (the Rogue) but I'll tell them to be ready to flip some tables.

    ___________________
    Caoulhoun wrote:

    Personally I love having an item creator that can make pearls of power level 1 for the paladin, as they are able to use them to cast lessor restoration (only a level 1 paladin spell). [...]

    I would suggest the paladin take selective channeling. Extra lay on hands also turns into more channels. Greater Mercy and ultimate mercy are also awesome...allowing the paladin to basically become the cleric.

    Great call on the Pearls of Power, there are lots of useful Level 1 Paladin Spells. About Selective Channeling, I had to look the Feat and I must say it's amazing. In a recent encounter we were in some trouble and thought about using Channeling even if had healed the few remaining opponents. Greater and Ultimate Mercy look great too, specially the part of "I'll use Resurrection without that freaking 5000 GP component because I can!".

    ___________________
    MurphysParadox wrote:
    If the bard and rogue both pick up Use Magical Device, you'll be covered in quite a few areas. Just buy scrolls and wands whenever you can. Both the paladin and the bard can use wands of the cure spells, so healing out of combat should be alright (though in-combat healing will be a bit difficult if you only have a wand... guess that's what Lay On Hands will protect against).

    Yeah, the Bard and I have UMD to the max and I really get the mot use of it. Regarding healing in combat, I think the Paladin could follow the "Selective Channeling" advice.

    ___________________
    Sinatar wrote:
    Also keep in mind that there are FOUR melee characters in your group. While it may be tempting to have 2 of them target 1 foe while the other 2 target another, your group will work best if you FOCUS FIRE foes 1 at a time. Yes, this will mean creating clusterf***s around enemies with your FOUR melee party members (lolz), but you will find that it works best. Having 3 full HP enemies trying to kill you in Round 2 is better than having 2 full HP and 2 low HP enemies trying to kill you. Pro tip.

    That is brilliant, we're gonna focus since now.

    ___________________

    Thanks you all for your suggestions, feel free to give more if you want to. I have a lot to talk about on the next session. Greetings from Chile~!


    I'm currently playing on a Level 8 party with no full spellcasters. So, no Cleric, Druid, Sorcerer, Wizard, Oracle or Witch. We wanted a more challenging style of play with lots of quick-thinking, mundane item use and some helpful magic in the sack.

    We started at Level 5 and we're:
    -Male Human Rogue: two-weapon fighting and Barney Stinson's attitude / CG / Cayden Cailean.
    -Female Elf Bard: archery and bardic awesomeness / CG / Desna
    -Male Dwarf Fighter: mace and shield bull rush expert and clever bastard / NG / Torag
    -Male Half-elf Monk: unarmed and common sense powers / LG / Irori
    -Female Aasimar Paladin: falchion castigator and serious business powers / LG / Iomedae.

    BTW, the Bard is going to take some levels in Arcane Archer, gotta love that Prestige Class in PF.

    We roam the Isle of Kortos and are in good terms with Absalom.

    My question is, what items & spells would be the best to make this party survive? What other ideas do you recommend us? What do you think would be a really difficult encounter for us in general? Which tricks could we use as a party? We have disused this as a party, but I thought that asking here would be interesting.

    Thanks in advance.

    Full Name

    Alabaster Cain

    Race

    Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5

    Classes/Levels

    AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3

    Skills:
    Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

    Gender

    Male

    Size

    Medium

    Age

    19

    Alignment

    Chaotic Nuetral

    Deity

    Besmara

    Languages

    Common, Polyglot

    Occupation

    Pirate

    Strength 14
    Dexterity 17
    Constitution 14
    Intelligence 12
    Wisdom 14
    Charisma 13

    About Alabaster Cain

    Traits:

    (Campaign Trait) Besmara's Blessing: +1 to Intimidate and Profession- Sailor, and 1/week, reroll a Profession-Sailor or Intimidate Check.

    (Combat) Reckless: Gain +1 to Acrobatics Checks, and Acrobatics becomes a class skill for you.

    (Religion) Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

    (Drawback) Headstrong: Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

    Class Abilities:

    Aura:A warpriest of a chaotic, evil, good, or
    lawful deity has a particularly powerful aura (as a cleric)
    corresponding to the deity’s alignment (see the detect evil
    spell for details).

    Blessings:A warpriest’s deity inf luences his
    alignment, what magic he can perform, his values,
    and how others see him. Each warpriest can select
    two blessings from among those granted by his deity
    (each deity grants the blessings tied to its domains).
    A warpriest can select an alignment blessing (Chaos,
    Evil, Good, or Law) only if his alignment matches that
    domain. If a warpriest isn’t devoted to a particular deity,
    he still selects two blessings to represent his spiritual
    inclinations and abilities, subject to GM approval. The
    restriction on alignment domains still applies.
    Each blessing grants a minor power at 1st level and a
    major power at 10th level. A warpriest can call upon the
    power of his blessings a number of times per day (in
    any combination) equal to 3 + 1/2 his warpriest level (to
    a maximum of 13 times per day at 20th level). Each time
    he calls upon a blessing, it counts against his daily limit.
    The DC for any of these blessings is equal to 10 + 1/2 the
    warpriest’s level + the warpriest’s Wisdom modifier.

    Focus Weapon:At 1st level, a warpriest receives Weapon
    Focus as a bonus feat (choosing any weapon, not just his
    deity’s favored weapon). If his deity’s favored weapon is
    unarmed strike, he can instead select Improved Unarmed
    Strike as a bonus feat.

    Sacred Weapon:At 1st level, weapons wielded by
    a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
    Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
    the attack roll is made. (If the weapon’s base damage exceeds
    the sacred weapon damage, its damage is unchanged.) This
    increase in damage does not affect any other aspect of the
    weapon, and doesn’t apply to alchemical items, bombs, or
    other weapons that only deal energy damage.
    At 4th level, the warpriest gains the ability to enhance one
    of his sacred weapons with divine power as a swift action.
    This power grants the weapon a +1 enhancement bonus.
    For every 4 levels beyond 4th, this bonus increases by 1 (to
    a maximum of +5 at 20th level). If the warpriest has more
    than one sacred weapon, he can enhance another on the
    following round by using another swift action. The warpriest
    can use this ability a number of rounds per day equal to his
    warpriest level, but these rounds need not be consecutive.
    These bonuses stack with any existing bonuses the
    weapon might have, to a maximum of +5. The warpriest can
    enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, f laming, frost,
    keen, and shock. In addition, if the warpriest is chaotic, he
    can add anarchic and vicious. If he is evil, he can add mighty
    cleaving and unholy. If he is good, he can add ghost touch
    and holy. If he is lawful, he can add axiomatic and merciful.
    If he is neutral (with no other alignment components), he
    can add spell storing and thundering. Adding any of these
    special abilities replaces an amount of bonus equal to the
    special ability’s base cost (see Table 15–9 on page 469 of
    the Core Rulebook). Duplicate abilities do not stack. The
    weapon must have at least a +1 enhancement bonus before
    any other special abilities can be added.
    If multiple weapons are enhanced, each one consumes
    rounds of use individually. The enhancement bonus and
    special abilities are determined the first time the ability is
    used each day, and cannot be changed until the next day.
    These bonuses do not apply if another creature is wielding
    the weapon, but they continue to be in effect if the weapon
    otherwise leaves the warpriest’s possession (such as if the
    weapon is thrown). This ability can be ended as a free
    action at the start of the warpriest’s turn (that round does
    not count against the total duration, unless the ability is
    resumed during the same round). If the warpriest uses
    this ability on a double weapon, the effects apply to only
    one end of the weapon.

    Spontaneous Casting: Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy
    into healing spells that he did not prepare ahead of time.
    The warpriest can expend any prepared spell that isn’t an
    orison to cast any cure spell of the same spell level or lower.
    A cure spell is any spell with “cure” in its name.
    An evil warpriest (or a neutral warpriest of an evil deity)
    can’t convert spells to cure spells, but can convert them
    to inflict spells. An inflict spell is any spell with “inflict”
    in its name. A warpriest that is neither good nor evil and whose deity
    is neither good nor evil chooses whether he can convert
    spells into either cure spells or inflict spells. Once this
    choice is made, it cannot be changed. This choice also
    determines whether the warpriest channels positive or
    negative energy (see Channel Energy, below).

    Fervor:
    At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
    An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

    A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

    Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

    Sacred Armor
    At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

    These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

    The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.

    When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

    Stats
    HP:55
    AC:18
    Touch:13
    Flat Footed:15
    Initiative:+3

    Saves
    Fort:8
    Ref:5
    Will:7

    Attacks
    (Brineblood) +1 Grayflame Cutlass +8, 1d8+3, 18-20 x2
    (Kraken) +1 Reliable Pistol +8, 1d8+1, x3

    Feats:
    Exotic Weapon Proficiency-Firearms
    Weapon Focus-Cutlass
    Weapon Focus-Pistol
    Power Attack
    Deadly Aim
    Deadly Aim
    Rapid Shot
    Point Blank Shot
    Two Weapon Fighting

    Skills
    Acrobatics:13
    Climb:9
    Diplomacy:10
    Intimidate:12
    Profession-Sailor:13
    Swim:12
    Favored Class Bonus: Gain 1/6 of a new bonus combat feat. (7/6)

    Blessings:

    Water Blessing
    Ice Strike (minor): At 1st level, you can touch one weapon
    and enhance it with the power of water. For 1 minute,
    this weapon glows with a blue-white chill and deals an
    additional 1d4 points of cold damage with each strike.
    This additional damage doesn’t stack with the additional
    damage from the frost or icy burst weapon special abilities.
    Armor of Ice (major): At 10th level, you can touch any
    one ally and wreath it in freezing mist. This works as fire
    shield (chill shield only) with a duration 1 minute.

    Trickery Blessing
    Copycat (minor): At 1st level, as a move action you
    can create an illusory double of yourself. This double
    functions as a single mirror image, and lasts for a number
    of rounds equal to your warpriest level, or until the
    illusory duplicate is dispelled or destroyed. You can have
    no more than one copycat at a time. This ability doesn’t
    stack with the mirror image spell.
    Greater Invisibility (major): At 10th level, as a swift
    action you can become invisible (as greater invisibility) for
    1 round.

    Spells Per Day
    0:5
    1:5
    2:4
    3:1

    Spells Prepared
    0:
    Detect Magic
    Light
    Sotto Voce
    Stabilize
    Vigor

    1:
    Shield of Faith
    Magic Weapon
    Divine Favor
    Divine Favor
    Air Bubble

    2:
    Weapon of Awe
    Weapon of Awe
    Angelic Aspect, Lesser
    Visualization of the Body

    3:
    Channel Vigor

    Gear:
    +1 Mithral Chain Shirt
    +1 Grayflame Cutlass: When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon’s extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon’s extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
    +1 Reliable Pistol:This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm.
    --Silver Holy Symbol

    Belt Pouch (5)
    --Spell Component Pouch

    Beneficial Bandolier:This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both.
    There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.
    As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.

    --Alchemical Cartridge (10)
    --Dragon's Breath Alchemical Cartridges (4)
    --Entangling Shot Alchemical Cartridges (4)
    --Flare Alchemical Cartridge (5)
    --Dry Load Alchemical Cartridges (2)
    --Bullets (76)
    --Doses of Black Powder (76)
    --Powder Horns (4)
    --Gunsmith's Kit

    93.66 gp

    Background:

    Being born to dockworkers in Drenchport, Alabaster was never a stranger to the ways of the sea, or of the Lady Besmara. He literally knew how to swim before he could walk, and he was put to sleep with stories of sea monsters and sailor heroes, of great battles between legendary ships and krakens, and of the Lady of Waves herself. When he was old enough, he would go to the docks everyday with his father, and while his father worked, he would watch the ships dock, and the sailors unload their cargo for sale and trade. Just as often as not, the sailors would be boisterous, braggart pirates. Being the town that Drenchport was, no one gave them a second thought. Their goods were just as valuable as an honest merchant's, afterall (and to refuse them would be to invite the wrath of the Free Captains!). Alabaster, however, was obsessed with them.

    The teachings of the Lady of the Sea were that if you weren't strong enough to keep something, then it was the stronger person's right to take it from you, and that's exactly what the pirates did. To Alabaster, pirates weren't the evil, murderous men his mother and father said they were. They were men of Besmara, carrying out her holy will. Every chance he got, he would talk to them at the docks, sneak into bars and taverns and watch them, and on the rare occasion that one came, he would hound priests of Besmara for all the information he could.

    As he became a teen, he realized that he wholly believed in the message of Besmara. He would often look around him, at the people pf the town, at his parents, and realize: They did the same thing everyday, for years on end, never taking hold of their own destinies, never truly being free. He would then look out to the sea, and a feeling would wash over him. A feeling that freedom was there, on the waves. That if he just left, got on a ship and just left, that he wouldn't be doomed to the same life as his parents, as the children he grew up with. Hell, most of them were already working the docks all day, just like their parents, and their grandparents. So he made up his mind. If the opportunity ever presented itself, he would go.

    It was around the time that he was sixteen that the biggest pirate ship he had ever seen pulled into the docks. He watched several pirates disembark, and they talked to the dock managers. After a few moments, they made their way to the closest bar, except for one, who headed toward the local shrine to Besmara. Alabaster followed him. When he got close enough, he couldn't believe his eyes at the man's weapons and clothing. Everything the man wore was more expensive than all the riches Alabaster had ever dreamed of. He realized, this was what the life of a pirate could bring him, this man was the embodiment of the freedom Alabaster yearned for. When the man entered the small shrine, Alabaster slipped inside behind him, and watched as the man pulled a coin out of a coinpurse full enough to buy food for all the dockworkers for a year, and place it in the offering tray, and prayed. When he was done, Alabaster approached him, begged the man to take him on the ship with him, to teach him the ways of a pirate. The man stayed silent until he heard Alabaster's reasons for wanting to leave. He smiled, and finally spoke.
    Lad, ye remind me of meself. Ye be right in thinkin' tha' ship can be givin' ye what ye be lookin' fer, but ye gotta answer me this, wha' skills have ye tha we could be usin'? We got swabs an' riggers aplenty, and takin' on extra mouths don' be a good idea when ye be on a ship. Ye speak of knowin' the Lady, and knowin' all her rites and rules, but unless ye got her magic behind ye, I'm afraid ye'll be stayin' here, see?

    The man looked at Alabaster, almost sadly, ignoring the boy's frantic pleas, and walked out.

    Alabaster spent the night in the temple praying. He fixated his mind on the priest's words, that if he could gain the powers that Besmara granted, he could indeed leave the town someday. He fell asleep under the statue, the face of the Lady of the Sea watching over him with her stern expression.

    He woke to the gentle rocking of a ship, something he was familiar with from the times he would be allowed to go out on the fishing boats, and didn't think anything of it at first. He then woke in a panic, snapping up and looking around. The man from the shrine was sitting in a chair next to the bed Alabaster laid in, and smiled grimly at him as he spoke.
    Lad, it be yer lucky day, I be supposin'. All through tha night, tha lady was sendin' me dreams of ye, of ye bein' a preist one day. I'm supposed ta be trainin' ye. Don't be thinkin' it's gonna be easy, or tha yer gonna enjoy it. It be a harsh life, especially at first. But ye asked fer it. My name be 'Arvey. 'Arvey Crassman. Welcome aboard the Shinin' Skull...

    The next year that passed was probably the hardest year Alabaster has ever gone through. Before Harvey would teach him anything at all about magic, about being a pirate, he had to learn everything there was to know about the ship itself. He spent his days for months with the swabs and riggers, and absorbed all the knowledge he could like a sponge. He learned the ship from the crow's nest to the bilges, every plank of wood, every nail, every rope. He spent his nights with Harvey, learning everything he could about not only magic, but the magic needed to help a ship. He learned to fight with a cutlass, Besmara's favored weapon, most of his training coming in the days right before the Shining Skull would take a merchant ship down.

    It all fell apart when a Chelish pirate hunter caught the Skull by surprise. The night right after they had taken a ship, and were celebrating, the Chelish vessel came from around the backside of a small island that the Skull was moored near. The fight was over quickly. Harvey and Alabaster were the last two standing, Harvey with his cutlass, and Alabaster with his cutlass and pistol, a weapon he learned to use in his very rare free time, and with a pirate from Alkenstar who trained him when he could.

    The two fought for several minutes after the captain fell, but it was all for nought when the Chelish ship's mage blasted the two pirates with a massive ball of fire. Alabaster was thrown overboard, but as he fell, he saw his mentor and friend burn, incinerated by the spell.

    This time, when he awoke, it was on the shore of the island. The Chelish ship was long gone, but he could see the wreckage of the Skull, all over the shore. They had completely destroyed her, even the main mast was in three pieces. He searched it for hours, trying to find the body of Harvey, tears freely streaming down his face. What he did find was one of the small lifeboats, undamaged and stocked with several weeks of water and dried foodstuffs for a single person. He searched the wreckage for a few more hours, to no avail. The only possessions he had left were his cutlass, which was on the shore beside him when he woke up, his chain shirt, and his holy symbol. His pistol and everything else had been lost in the battle, and in the fall. He set sail that night, with no map, and no idea where he was going.

    He lost track of time, drifting for days upon days, praying everyday to Besmara to save him. Finally, on the last night of his journey, she came to him in a dream. Her words of comfort were simple, that she had never abandoned him, that she had guided his small craft with her own hands to where he was meant to be.

    The next morning the sight of Port Peril in the distance greeted him. He reached it that afternoon, sold the lifeboat for a small pouch of coins, and found a shrine to pray. He headed to a tavern after, to find a place to sleep, and hopefully, find a new crew to join, and continue his work as a pirate, and a priest of Besmara.

    Feat Progression
    lvl 1: Exotic Weapon Proficiency-Firearms, Weapon Focus-Cutlass, Weapon Focus-Pistol
    lvl 3: Amateur Swashbuckler-Opportune Parry and Riposte, Extra Panache
    lvl 4: Ability Score Increase-Dexterity
    lvl 5: Deadly Aim
    lvl 6: Rapid Shot, Point Blank Shot
    lvl 7: Two Weapon Fighting
    lvl 8: Ability Score Increase-Wisdom
    lvl 9: Snap Shot, Sword and Pistol
    lvl 11: Improved Critical-Cutlass
    lvl 12: Improved Two Weapon Fighting, Hammer the Gap, Ability Score Increase-Wisdom
    lvl 13: Opening Volley
    lvl 15: Greater Two Weapon Fighting, Energy Channel

    Languages
    Common
    Polyglot

    Blessings
    Trickery
    Water