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Ultimate Intrigue gave use the Vigilante class, and more importantly the Warlock, Cabalists, and Magical Child. The Warlock archetype became my favorite class, but a lot of people get hung up on the Vigilante thing, and not everything else the class offers. So, I set out to break the vigilante part out and make a more warlock like class. I've set up a link to an editable word document, and would like feedback either on it or on here. If enough people like it, I'll take a stab at doing the same for some of the other archetypes.
Elemental Forms Your mastery of an element allows you to channel the true form of that element. Prerequisites Elemental Focus, Greater Elemental Focus, Knowledge (Planes) 13 ranks. Benefit: Pick one energy type which you have elemental focus and greater elemental focus. Half of the damage from that energy is not subject to being reduced by resistance or immunity. Rationale:
Maybe knowledge religion instead, since Abadar's vault contains 'perfect copies of everything' it would have the Platonic Form (or Golarion verion) of fire. "Trust me kid Everything has a melting point." Mick Rory The Flash, Blackest Night #3
So the Aldori Dueling Sword and the Elven Thornblade. Two of my favorite finesse weapon with art that looks so much alike. So which of the two do people prefer? The Aldori sword comes with a feat tree to make it more flexible, at the feat cost. It also gets an archetype and a prestige class if you want to go the full Aldori. The thornblade is a late arrival to the game, like a rapier and scimitar loved each other very much. No feats or archetypes, but it is more versatile out of the box (P/S damage, +2 to confirm crits) I also wonder which looks more like the Honshu Katana from United Cutlery?
If this has been answered, apologies, my search fu is weak. (And that I am asking this for the first time in 5 seasons should tell you how often I play prepared arcane casters) Should the costs of scribing spells beyond 1st level be tracked on an ITS? I was wondering since my PC dropped 490 gold after last scenario on getting spells out of another PC's spellbook.
Ok, I didn't see anyone else mention this, but really? I'm trying to build a bard for Sunday. Sad that tanglefoot isn't on the bard spell list, so I went for my old standby, prestigitation. And stopped. Ok, so the two more 'fun' portions of the spell are no longer available to the bard? 'lift' is worse than mage hand in every possible aspect, and 'make' is not even good for the purpose of making eggs pop out of your mouth, as it is now concentration only. So apparently the bard should not be able to season his food, chill his wine, clean his outfit after going through the sewers or change the colour of his cape to match his patron's preferences. Why?
With Season 10 being the last 1.0 season being released... Any chance we can see some of the races opened up/opened back up? Yes I know it may lead to 'year of the zoo' parties, but if 1.0 doesn't get any more scenarios/support, I'd like to have hard coded the option to play some of the previous boon races I never got to until I run out of 1.0 stuff to run/play.
Ok. I'm in the all too common situation of the player catching things and the PC doesn't have a clue. Here be some spoilers. Finding our first cultist
Spoiler:
I recognized the robes and knew who they worshiped right away. No one could make the knowledge roll, so I'm laughing inside. GM goes "Matthew is having an OH crap moment right now." I said, "No, I'm laughing at how wrong this goes." GM's art skills.:
So we get the guy to draw the symbol, I compliment the GM on how well his drawing is. Other players are getting worried I'm enjoying their panic. Missonaries! Assume the position!: So the players are thinking we can ask Whisper what the symbol is. I send the GM a note "Now we get PCs walking up to strangers and asking, "Excuse me, have you seen the Yellow Sign?" We encounter Whisper. One player picks up the GM's art and says "Have you seen this sign?" I start laughing...
I'm just looking for a bit of lightheartedness. Post your crazy elemental concepts here. A couple of mine will likely see play, but I'm thinking of other silly options. Kind of like my Werechihuahua or the Tengu Summoner I've been threatening... "Greetings. I am Pidge. Pidge Eyoto." Still thinking of a Sylph and Undine... Undine pirate seems too easy
Well, it's posted. Not going to GenCon, but Columbus is closer? Come join us for three days of gaming in the heart of Ohio! Pathfinder Society and D&D 5E events are going live! Friday nights games are to be held at Perkins in Hilliard:
Saturday and Sunday are to be held at The Guard Tower:
5e Games to be added. Singups are on Warhorn Here.
Just curious if anyone else has done this. I'm looking at the Vigilante, and kind of doing it backwards. My character's vigilante identity is his 'real' identity, he was a Pathfinder in training who lost friends in Siege of Serpents. As such he's sworn personal revenge on the Aspis, and cultivated a 'civilian' identity for those times he needs to be subtle. Basically Warlock by day, businessman by night. anyone else done similar with the meta-plot? New PC was all gung-ho for the Shadow Lodge, then it went sideways, Follower of Lysalla who joined after season 4, etc etc.
Realized something with the Jingasa of the soldier who has everything useful, so he bought this. A crit negation consumable is worth 2000 GP per the PTD. +1 Deflection (slotted) 2000 GP. Jingasa = 5000 So there's 3K. For the item's second power, it's 1.5 cost per the item creation rules. So this means that the formula is either +1 deflection (2000) + Crit negation (2000 * 1.5) or Crit negation (2000) + +1 deflection (2000 * 1.5) Q.E.D.
Ok, I apologize if this has been discussed elsewhere and my search-fu is too weak to find it... How does a Warlock add spells to their spellbooks? I am assuming like a magus (all 0 level and 3+ int mod spells at first level, then 2 per level after that) and then they can also scribe as a magus/arcanist/wizard. But want to make sure,
Ok, this came up in discussion with a fellow Pathfinder player. I have certain characters that I want to play certain scenarios, not because of boon picking, but because of location. My Jadwiga half elf bard, for example has a GM credit for Shades of Ice I, and has played II and III, as well as From Under Ice because they're all set in or around Irrisen. Likewise, I asked for someone to run Midnight Mauler since I have an Ustalav psychic detective in tier. Is it wrong of me to play characters that regionally 'gel' with the scenario?
More specifically, how the abilities are partitioned. Obviously Paraduke William, loyal neutral citizen of Cheliax can't be seen channeling the blessings of Milani, as does the Steel Rose, Zealot. But why can't Lord Oblivious, of Taldor, be a dabbler in the arcane arts and not be connected to Baron Strange the mysterious warlock avenger of the bearless?
Before I take a shot at unchaining the eldritch scoundrel I thought I'd request a change on something that affects another of my characters... The Scorpion Whip. Currently PFS uses the description in the Adventurer's Armoury, a soft cover that has only had one reprinting. Back in May the whip was FAQed for Ultimate Combat, the more recent publication/ To date, the AR uses the older, less common source of the weapon. The clarification of the Scorpion Whip makes it clear how the item interacts with both just whip proficiency and with proficiency in both. It's time to use the most recent version, the wider published version. Free the scorpion whip.
Well, looks like there's a new Thunderbolts coming out. Just wanted to mention it since, Jim Zub is the writer.
Good morning all. I'm working on variant Shabti rules, as I find the race neat and want to contribute something. For people who don't have Pyramid of the Sky Pharaoh (End of the Mummy's Mask AP) They are native outsiders with the racial abilities of all knowledge skills are class skills (2 RP) and suggestion once a day as an SLA. My variants are going to be changing those two things. (No plans to do the 'dial an ability combo ala tieflings/aasimars) The Race builder rules for magical racial traits says "Choose a 2nd-level or lower spell that does not attack a creature or deal damage." ignoring for the moment that suggestion is only a second level spell for bards (it costs 3 rp for Shabti), and ignoring that it, like many of the published plaentouched SLAs do either attack a creature or deal damage, is heroism too good for a 1/day SLA? Aside, the variants I'm looking at also include one that does prayer one that does arcane sight and a final one that does nondetection.
I tried a search, and while I could find the topic, I couldn't find an answer, either on the boards or the errata. for the Draugr Captain what is the DC to resist/remove the negative level? Is it 12 like the regular Draugr's Nausea?
Ok, the feat True breed...
True Breed:
For the purposes of any effect related to
subtype (such as a ranger’s favored enemy and bane weapons), you count as neither of your subtypes, and you no longer count as either of your parent races for the purposes of effects related to race (Emphasis mine So is my reading of the feat's text that you no longer count as human or elf (for example) for FCB options seem a bit harsh or does it make sense?
OK, I just checked the GTOP v 6.0 and couldn't find anything so I need help. Prepping Carrion Hill and stumbled across this:
Pnakotic Manuscripts:
Once read, the Pnakotic Manuscripts grant a +4 bonus on all Knowledge checks made pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate, greater teleport, greater planar binding, interplanetary teleport (see Pathfinder Adventure Path volume #14, page 54), lesser planar binding, planar binding, plane shift, teleport, teleport object, and teleportation circle Now,as far as I can tell, since this is a spellbook, and not a set of scrolls, this means that if I've a prepared arcane caster at the table Friday (Wizard/Arcanist/Magus/Witch) they can add the spells to their book/familiar, correct? Not unbalancing as far as non of the spells really come into play until highest Tier/Seeker play, but I want to make sure.
Ok, don't know if this had been thought of before...
There are at least two scenarios that open up options for a specific other PC** and a couple that open up options for all your PCs*** Has there been any thought about opening up races this way as well? To paraphrase text from <redacted> New Recruits: Your success at impressing <insert race here> inspires some <race> to join the Society. You may designate one newly created PC under your Pathfinder Society number as a new recruit. This additional training allows the new PC to be <race>. You must include a copy of this Chronicle sheet with the new PC’s records, though that PC gains no additional boons, equipment, or wealth from this Chronicle sheet.
Thus a player could have no more than two of <race> preventing Aasimar spam, for example (One as GM credit and maybe one as PC). Just include other language so that the Core character/GM credit can't be applied to a non-Core PC. (at least to start, they can convert like normal PC's later) That way there's no "I got this off a core PC, but rebuilt him into a drow bloodrager..." It could be restricted even further by limiting it to faction specific as well. I was thinking specifically of races like catfolk/ratfolk/skinwalkers, etc. regions off the top of my head/ISR...:
Aasimar - A diplomatic mission to Tianjng. Silver Crusade/Soverign Court come to mind. Half (not full!) Drow - Darklands of course, but maybe a scenario involving an incursion into Jinin as well. Liberty's Edge Catfolk - Mwangi obviously (maybe a joint mission back to Bloodcove with the aspis involved this season?) Exchange/GrandLodge. Changelings - (Yes I know, unlikely with the boon in play, but I'm brainstorming) River Kingdoms, Taldor, Andoran, Lands of the Linnorn Kings. Grand Lodge/Darchive/Soverign Court. Dhampir - Ustalav (duh) but also Tian Xia and Vudra. Grand Lodge/Darchive/Scarab Sages Fetchlings - Nidal/Absalom Grand Lodge/Liberty's Edge/Exchange/Darchive. Gilmen - Absalom/River Kingdoms Grand Lodge/Scarab Sages Hobgoblins - Kaoling/Andoran Soverign Court/Exchange Ratfolk - Round Mountain/Diguo Dashu/Akiton Grand Lodge/Exchange Skinwalkers - Darkmoon Vale, Ustalav (hey, this idea came to me while lsitening to PoW after all) and Land of the Linnorm Kings. Exchange (*cough*Sczarni*cough*)/Soverign court. *:
Yes, I do my best thinking in the shower **:
Eyes of the Ten, Paths we Choose ***: Slave Master's Mirror, The Waking Rune.
There's an off topic talk about earning fame in the Eldritch Archer thread, so I thought I'd move it over to it's own thread. I've found with the older scenarios the second prestige point varies wildly from scenario to scenario Some are automatic (completing the primary condition completes the secondary) Some are pretty much required. (defeating the final enemy who can't escape you) Some are bloody near impossible (looks at Among the dead suspiciously) Of course, the little of season 7 I touch seems to fall into the later catagory. When I ran Six Seconds to Midnight, the puzzle ruined the scenario more that the flying buggers of death. I gave them the secondary PP because they technically did complete the objective* *: I mean yeah they did stop the bad guys within the time frame, but throwing the fireball to do it did the damage they were trying to do. OTOH, 3 character deaths from the beam monsters, mixed with the puzzle meaning that they got a total of 300 GP on high tier, and left a sour taste in everyone's mouth. I've heard 7-4 is better, but after seeing Bronze House descend into a cluster frak twice now, and Six Seconds to firey Death, I'm steering well away from 7-X for now.
Premise: An option is banned only if it conflicts with the nature or goals of the campaign.
Premise #1:
One method is that nothing outside the Core Assumption is allowed, unless it appears to specifically benefit the campaign. That is, when a new book comes out, we "start" with everything banned, and then Tonya and the VO’s looks through it and sees something and says "Hey, X would make the campaign better" and makes an exception for it (i.e., legalize it). The other method is that new content is generally legal, unless it appears to specifically hurt the campaign. That is, when a new book comes out, we "start" with an assumption that its content will be legal, and then Tonya and the VO’s look through it and sees something and says "Hey, X would cause problems with the campaign" and makes an exception for it (i.e., ban it).
Premise #2:
The first argument I have seen is concern about it being a way to get a familiar or improved familiar without the need for Iron Will (Familiar Bond) or Skill Focus (Eldritch Heritage: Arcane). We already have one step familiar feats with qualifications (Aberrant Tumor) that grant a familiar, as well as the religion feats that grant class abilities to worshipers. (Bloodletting and Blood Vengeance both give a bleed attack at first level, disciple of the sword gives weapon specialization and access to fighter only feats, Dreamed Secrets gives arcane spells to divine casters, Ironbound Master gives armor training.) So this feat is on par with those. For arcane casters with a familiar it is a ‘flavourful familiar’ feat until 5th level, when it becomes similar to a weakened imp familiar. The next argument I see is that the familiar is ‘better’ than the greensting scorpion because it has a fly speed. In rebuttal, I point to the compsognathus. This familiar gives a +4 bonus to initiative, has a swim speed (instead of fly speed) does slightly more damage, has a more effective poison (dc 12 vs 10, strength damage vs sickened), and scent. Thus the wasp familiar (already costing a feat) is not ‘better’ than end any other familiar. Now comparing the improved wasp to the imp.
Since it is unlikely that Dirty Tactics will receive an errata, Pathfinder Society should include the errata that it also loses the lawful, evil, and devil subtypes but gains the chaotic subtype. Modifying existing material to better fit the society also has precedent. (True Breed comes immediately to mind, as does alterations of scribe scroll for wizards and brew potion for alchemist) Finally, I see some people note concerns about the brawler archtype. While I’m unaware of what would make the brawler so uniquely powerful for either incarnation of the familiar. I’d point out that the improved wasp does not qualify, since it does not have ‘speak with others of its own kind’ to replace. -----------------------------------
*: (aside note, personally I think it should have used the stats for a quasit, lose the evil subtype and the invisibility, but replacing the claws with stinger would have been harder, mechanically)
(Decided to start a new thread to avoid the clogging of the updates thread as was suggested)
Races of the Inner Sea:
(Positive, glad to see the nipped ‘obsessed with success vs day job argument in the bud) (Aside, might want to add ‘blood of X’ to the phrasing “The racial heritages section from page 236–254 is a legal resource when qualifying to play a character of a different race, much as if the player owned a copy of the corresponding Bestiary or Advanced Race Guide.”) Blood of the moon
Dirty Tactics Toolbox
Heroes of the Streets
Aside: I’m sad to see we still can’t use the fixed version of the scorpion whip. And that blood transcription is still illegal. To sum up, I’m very disappointed in the lack of rhyme or reason seeming in these decisions. Some things were banned that were flavorful (Tribalistic, Illustrious Urbanite) Campaign setting friendly (Wasp Familiar) or just plain useful (ears of the city). I do think the ban hammer was used too liberally on these recent additions, and needs to be revisited.
Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it. I'm thinking..
Anyone want to see these?
slime grenade for reference. Ran Emerald Spire with a level two alchemist who had two of them. The damage isn't absurd, but the damage to items... wow. How to disarm the BBEG in one pop. They saved the party from a TPK, and I at least got to see it eat the archer's 600 GP bow when the bad guy grabbed it to shoot and the alchemist tossed the other grenade. But wow. (for quick reference, a greatsword has 10 hp per my item sheet, a metal hafted weapon has 20. A bow has 5)
Ok, was playing with HeroLab and came across the Wealthy Dabbler trait. Text from the source (not Herolab) reads:
wealthy dabbler:
You study magic at a social club, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level As I read it, you *are* casting these spells, not spell like abilities. So I'm reading this opens up Arcane Strike, albiet 'stuck' at level 1.
About ArthusArthus Pithammer
Normal:
AC 20, touch 12, flat-footed 18 (+7 armor, +2 dex, +1 natural armor) hp 181 (1d8+2d10+12d12+75) DR 2/- Fort +18, Ref +6, Will +13 Armor Brawling Mithral Chainshirt +3, Light Defensive Abilities Bravery (PFCR 21),Defensive Training (PFCR 21), Damage Reduction (PFCR 34), Hardy (PFCR 21), Relentless (PFAPG 11), Sight of the Unseeing (Boon: 06-00) [spoiler=Raging] AC 18, touch 10, flat-footed 16 (+7 armor, +2 dex, +1 natural armor) hp 198 (2d10+8d12+40) DR[/] 3/- [b]Fort +22, Ref +6, Will +15 Armor Brawling Mithral Chainshirt +3, Light Defensive Abilities Bravery (PFCR 21),Defensive Training (PFCR 21), Damage Reduction (PFCR 34), Hardy (PFCR 21), Relentless (PFAPG 11), Sight of the Unseeing (Boon: 06-00) ----------------- OFFENSE ----------------- Normal:
Spd 40 ft/x4 Melee Unarmed Strike +23/+18/+13 (1d8+8) 20/x2 (+3 dmg on first strike) . . .+1 Dueling Heartseeking Mithral Spiked Gauntlet +22/+17/+12 (1d4+7) 20/x2; Disarm ; Ignores miss for consealment vs most living targets . . .+1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +22/+17/+12 (1d6+9) 20/x2; [2HD] . . .+1 Holy Adamantine Warhammer +22/+17/+12 (1d8+10) 20/x3; {2HD] Ranged +1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +18/+13/+8 (1d6+6) 20/x2; Special Attacks Foes of the Forge Father (Boon: 06-00), Hatred (PFCR 21) Raging:
Spd 40 ft/x4 Melee Unarmed Strike +24/+24/+19/+14 (1d8+11) 20/x2 (+4 dmg on first strike) . . .+1 Dueling Heartseeking Mithral Spiked Gauntlet +25/+20/+15 (1d4+10) 20/x2; Disarm ; Ignores miss for consealment vs most living targets . . .+1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +25/+20/+15 (1d6+14) 20/x2; [2HD] . . .+1 Holy Adamantine Warhammer +25/+20/+15 (1d8+14) 20/x3; {2HD] Ranged +1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +18/+13/+8 (1d6+9) 20/x2; Special Attacks Foes of the Forge Father (Boon: 06-00), Hatred (PFCR 21) Spells CL 2 1st 1/day: Protection Against Evil, Shield of Faith, True Strike 0th at will: Detect Magic, Detect Posion, Guidance, Read Magic, Stabilize ----------------- STATISTICS ----------------- Normal:
Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 5 BAB +15, CMB +21 (+31 Grapple), CMD +33 (+43 Grapple) Feats Alertness (PFCR 117), Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118), Dragon Style (PFUC 98), Greater Grapple (PFCR 125), Improved Grapple (PFCR 127), Improved Initiative (PFCR 127), Improved Unarmed Strike (PFCR 128), Iron Will (PFCR 135), Ironhide (PFAPG 164), Rapid Grappler (PFUC 114-115), Shield Proficiency (PFCR 133), Steel Soul (PFAPG 125), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136) Skills Acrobatics +10 [Jump +19], Climb +15, Handle Animal +13 (+2 Dayjob Check), Knowledge (Nature) +5, Linguistics +6, Perception +16 (Unusual Stonework +18), Sense Motive +8, Spellcraft +6, Survival +10, Swim +11 SQ Slow and Steady (PFCR 21), Greater Rage (PFCR 33), Rage (PFCR 32), Rage Powers (PFCR 32-34) SU Judgment (PFAPG 38-39), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33) MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38) Ex Improved Savage Grapple (PFAPG 78), Pit Fighter (Grapple, Grapple) (PFAPG 78), Savage Grapple (PFAPG 78) Rage Powers Brawler (PFAPG 34), Brawler, Greater (PFAPG 34), Swift Foot (PFCR 34) TraitsArmor Expert (Combat) (PFAPG 327), Obervant (Faction: Grand Lodge) (PFSc: GtPSOP) Languages Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Infernal Raging:
Str 28, Dex 15, Con 24, Int 10, Wis 12, Cha 5 BAB +15, CMB +23 (+33 Grapple), CMD +34 (+44 Grapple) Feats Alertness (PFCR 117), Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118), Dragon Style (PFUC 98), Greater Grapple (PFCR 125), Improved Grapple (PFCR 127), Improved Initiative (PFCR 127), Improved Unarmed Strike (PFCR 128), Iron Will (PFCR 135), Ironhide (PFAPG 164), Rapid Grappler (PFUC 114-115), Shield Proficiency (PFCR 133), Steel Soul (PFAPG 125), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136) Skills Acrobatics +10 [Jump +19], Climb +18, Handle Animal +8 (+10 Dayjob Check), Knowledge (Nature) +5, Linguistics +6, Perception +16 (Unusual Stonework +18), Sense Motive 8, Spellcraft +6, Survival +10, Swim +14 SQ Slow and Steady (PFCR 21), Greater Rage (PFCR 33), Rage (PFCR 32), Rage Powers (PFCR 32-34) SU Judgment (PFAPG 38-39), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33) MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38) Ex Improved Savage Grapple (PFAPG 78), Pit Fighter (Grapple, Grapple) (PFAPG 78), Savage Grapple (PFAPG 78) Rage Powers Brawler (PFAPG 34), Brawler, Greater (PFAPG 34), Swift Foot (PFCR 34) TraitsArmor Expert (Combat) (PFAPG 327), Obervant (Faction: Grand Lodge) (PFSc: GtPSOP) Languages Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Infernal ----------------- GEAR ----------------- Equipped Magic Items Phase Locking Amulet of Might Fists, Armbands of the Brawler, Belt of Giant Strength +4, Boots of Striding and Springing, Brawling Mithral Chainshirt +3, Gauntlets of the Twisting Vines, Handy Haversack, Muleback Cords, Sipping Jacket, Wayfinder [Adamantine] (Socket: Clear Spindle Ioun Stone) Ioun Stones Pink Rhomboid (Typical), Eastern Star Ioun Stone Combat Gear Potion Cure Light Wounds (2), Potion Cure Moderate Wounds, Potion of Enlarge Person (3) Potion of Water Breathing, Wand of Cure Light Wounds, Wand of Infernal Healing, Wand of true Strike ; Alchemist's Fire (9), Alkali Flask (10), Holy Water (9), Liquid Ice (10), Thunderstone (9) Other Gear Monk's Robes, Waterskin, Flint/Steel, Bedroll, Tent, Winter's Blanket, Silk Rope, Adventurer's Sash ----------------- Rage Powers ----------------- Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strike deads 1d6 damage. Brawler, Greater{/b] While raging, the barbarian is treated as if the has Two-Weapon Fighting when making unarmed strike attacks. Improved Damage Reduction While raging, your DR increases to 3/- Swift Foot Whenever raging, the barbarian gains a +5 enhancement bonus to speed.
Pit Fighter (Ex): At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense. (Grapple, Grapple) Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge. Inquisitor:
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.) Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive. Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions. ----------------- Boons ----------------- [06-00] Foes of the Forge Father Extensive wall carvings document the dwarves’struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and deal additional damage equal to your weapon's critical hit modifier when you score a critical hit against such a foe; this additional damage is added to the final total, and not added to the critical hit modifier itself. Sight of the Unseeing Your exposure to Jormundun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. -----------------
Wand of CLW (6/50)
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