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Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

So with all the OGL mess, I was wondering if the Astral and Ethereal planes are OGL or if they are sufficiently generic to be used.

So then I found myself realizing that maybe we don't need both transitive planes.

Anyone else ever merged the two?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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.

The Tsoli v 1.0a

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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:
The knowledge is to gatekeep the feat to mid to high levels, I mean I doubt getting it at level 3 would be game breaking, but the Winter Witch gets it at level 8 so min level 13.

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

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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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?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

The last PF1 update was in April. So that's at least 4 volumes of an AP that are unsanctioned as well as Chronicle of Legends.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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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?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Based on the art, can they grow hair/facial hair?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Good afternoon,

I need to cancel all my subscriptions except the adventure paths. Loss of income sucks. Thank you

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I understand it's likely too late for November, but I'd like to end my module and pathfinder society scenarios subscriptions. The modules just don't hit the right spot anymore and I'm not GMing much society here in Columbus any more.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Just using Paizo products, how many prepared arcane casters are there with 6 levels of spells?

I can think of

Magus
Warlock vigilante
Cabalist Vigilante.

Any I missed?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

3 people marked this as a favorite.

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...

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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."

  • Oread Lore Warden, transitioning to Living Monolith
  • Ifrit Archaeologist (Because of timey wimey, thinking about making this one the child of one of my tiefling's um, adventures in a certain scenario)
  • Ifrit Winter Witch, for the absurdity of it all (bonus, still has burning hands as a spell like)

    Still thinking of a Sylph and Undine... Undine pirate seems too easy

  • Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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:
    1451 Rome Hilliard Road, Columbus OH 43228-9778

    Saturday and Sunday are to be held at The Guard Tower:
    3600 Trabue Rd, Columbus, OH 43204

    5e Games to be added.

    Singups are on Warhorn Here.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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    And realizing it's almost a Starfinder AP In and of itself.

    If you think about Destiny as the connecting glue, you have both the adventure of exploring the Destiny of itself with the various stops on worlds as 'rooms' in a mega dungeon.

    Kind of like Reign of Winter... in space.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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    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.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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,

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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?

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Just going to sulk that I can't get 10 dice sets of these still. *sigh*

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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?

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Good morning!

    Going through my humble bundle comics I had a thought occur to me. Would it be possible to use the maps included in the bundles/comics in future scenarios?

    They aren't that complex to draw, but having them available would be nice, as my mapmaking skills are poor.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Good morning,

    Just reauthed my card for my monthly order and went to pick up a scenario for tomorrow, and saw my Subcriber discount wasn't applying.

    Sure for a scenario it's small change, but heck I need small change :-)

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Well, looks like there's a new Thunderbolts coming out.

    Just wanted to mention it since, Jim Zub is the writer.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Is there any PFS going on? I'll be visiting family and might be able to sneak away.

    I could bring bonekeep...

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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?

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Glad to see the evil iconics getting an appearance in the book

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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?

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Ok, per the AR page, Inspire Imitation is legal (But coin shot isn't... but that's for another rant) problem is...

    It replaces skilled on the half elf. So it's legal and doesn't work (much like Obamacare)

    Should it replace multitalented?

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Ok, don't know if this had been thought of before...
    (Disclaimer, this came to me while listening to Prince of Wolves in my normal idea place*)

    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.
    Character receiving this boon: – Faction: GM Initials:

    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.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Premise: An option is banned only if it conflicts with the nature or goals of the campaign.
    Premise: Wasp Familiar does not conflict with the nature or goals of the campaign.
    Conclusion: Wasp Familiar should not be banned.
    -------------------------------
    Reasoning:

    Premise #1:
    I’m using Jiggy’s guidelines for arguing my point. So there’s more cut & paste

    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).
    It is my understanding that the latter is the stance of PFS leadership, hence Premise #1.

    Premise #2:
    I am not aware of any aspect of the campaign with which Wasp Familiar conflicts.
    It does not affect wealth.
    It does not invite unregulated customization.
    It does not skirt alignment restrictions.
    It does not slow down gameplay.
    It does not have canon issues.
    It does not skirt PvP rules.
    The above list should all be pretty self-evident.
    Since we don’t know why it is banned. I will contend that it should not be.

    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.
    The familiar uses the statistics for an imp but just the statistics. It is still a wasp (albeit an lawful evil outsider) and thus does not have the ability to use magical weapons and items like an imp. Unless you choose to argue that the regular wasp familiar has no wings, 8 legs, and a segmented tail. Also it loses the at will invisibility (2nd level spell, albeit self only) for the 3/day unnatural lust. Much more fun, sure, but much less effective.* That brownies and sprites can use items makes the greater wasp familiar comparable to them. For non-familiar classes, the familiar takes *another* feat to activate, which can be done with improved familiar.

    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.

    -----------------------------------
    Based on the argument above, I believe it follows logically that Wasp Familiar should not be banned.

    *:
    (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)

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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    (Decided to start a new thread to avoid the clogging of the updates thread as was suggested)
    Long rant incoming…
    I’m very disappointed by the latest updates from the Additional Resources. Many things were banned, apparently with no rhyme or reason I can see. I’m going to go over the ones that I read and stuck out in my mind.

    Races of the Inner Sea:

  • Eclipse Strike: I don’t see why, with all the dirty tricks that do the same thing? Especially with Tieflings getting rarer.
  • True Breed: Sad to see that a ‘must be first level’ feat is added. I mean yes, you can take the three feats that allow you to do this from other books, but it’s not like we’ve not seen a feat that bypasses other feats making them ‘better’ (Hi Dirty Fighting!) This is why my Arcanist has been sitting at first level, FWIW.
  • Elven Arrogance: I could see this in the ‘disruptive table’ attitude, but really the character will be so hosed if they don’t spend a skill point on linguistics and take Taldane that I don’t worry much about it.
  • Disciplined Body: Really? A once a day stat switch is banned?
  • Weapon Training: Because a +1 to damage is so unbalancing (Axe to grind, blade of the society, havoc of the society, dirty fighter, vengeful..) or because it shares a name with another class ability *coughSKALDcough*
  • Weathered Patience: Because if you ready an action, once a day getting a bonus to be the big damn hero might ruin the game
  • Innovative: Because we can’t have missionaries and diplomancers?
  • Isolated: See Elven Arrogance, above. The worth of the trait is a different topic.
  • Tribalistic: Umm, I don’t see any reason for this to be banned, unless a) someone worried about an all Kellid party or b) someone worried about a group of Tribalistic humans, Isolated Oreads and Arrogant elves walking into a scenario (hey, makes for a quick 0xp 0gp 0pp sheet for me as GM)
    (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

  • Completely off topic, but I think you *should* be able to choose the “If you associate with” feats if you have a Prince of Wolves chronicle sheet, but that’s just me 

    Dirty Tactics Toolbox

  • Wasp Familiar: Um, why? It’s not like we don’t have religion specific traits, fighting styles and deity specific feats. (Iomedean Sword Oath, Pantheistic Blessing) Or that it’s better than the ‘three feats to a familiar’ trick (Oh, hi Dirty Fighting that allows me to qualify for all sorts of stuff I’d need stats and other feats to get normally. And I can trade out a +2 to not essentially pull all the improved combat maneuvers out of my hat when I’m flanking?) I mean this is campaign setting specific, and very flavourful. And this is coming from the guy whose bard has a 100 gp ‘tramp stamp’ holy symbol tattoo of Calistra. Not for mechanical advantage, but because it’s flavourful.
  • Alchemical Pheromones: See Calistra, follower of.

    Heroes of the Streets

  • Illustrious Urbanite: Because we can’t have that +4 bonus on day job checks. I mean you’d need to be an arcane caster to get a +5 or an Alchemist or a bard with a 6pp vanity to do things like that. No, Dwarves just need to hit things harder.
  • Eldritch Archer: A ranged magus that works? Can’t have that.
  • Cunning Caster: Because Pathfinders are murder hobos, so they can’t subtly do anything.
  • Guild Emissary: Hey, heaven forbid those exchange characters actually belong to a guild and have another way to do the gather information. I mean a feat that replaces another that’s unheard o- oh, hello Dirty Fighting.
  • Subtle devices: See Cunning Caster, above.
  • Underworld connections: See Guild Emissary above.
  • Cat Burglar’s kit: I’m guessing that it’s because of the Masterwork Backpack. I mean we can’t just change things as they’re written. Oh, hi true breed feat. Have we met?
  • Diminishing sash: Because 2500 in components for 5000 gp is unbalancing, I guess. Or 100 GP for a +1 Caster level is game breaking (hides his alchemical components)
  • Eerie disappearance: No, you can’t be Batman.
  • Coin Shot: No idea why. Is throwing gold at the target only for gunslingers?
  • Ears of the city: Hey, it’s a way to make those annoying gather information checks. We can’t have that!
  • Secret Coffer: Why yes, it can be unbalancing to have a tiny space where things can’t be detec- oh I can buy a pathfinder pouch that does the same thing, is twice the size, and doesn’t have a chance of spilling my stuff into the ether? For only twice the price?
  • Wiscrani ear: Because taking 10 is so game breaking. I’d better hide my bards.

    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.

  • Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Pretty self explanatory. Sure Toughness is a better choice but I found myself curious.

    Edit, wrong feat name

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Good eve all.

    Just got home, excited to download Bonekeep II Electric Boogaloo, and none of my downloads are, well downloading.

    Windows 10, chrome browser. No changes from my last download.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Still wish we could get 10 dice sets.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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..

  • A witch archtype, drops the arcane bond for familiar and hexes, but not sure of a good balance. Maybe drop the arcane blast for hexes and make the bonded weapon also hold spells like the bonded witch archtype? It would likely be an int based caster so, the bonded item also works as a spell book, like the witch.

  • An arcanist version. I'm thinking keep the spells/day the same, but unsure yet how many spells prepared. Remove the teamwork feats and the Vanguard tactics for adding arcane exploits, one at 3rd level, and add the extra Arcanist exploit to the list of Spell Maneuver options. I'm thinking giving him an arcane pool of 2 + 1/2 level, and the pool starts each day at 1 + 1/4th level. This one should be able to remain a charisma based caster.

  • An Occult adventures version. Pretty straight forward would be replace 'sorcerer/wizard' with 'psychic' I'd not give them the phrenic pool though.

    Anyone want to see these?

  • Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Good morning,

    It appears my subscription auth email hasn't gone through for July.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    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)

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Thank you.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Well with most all of the vanities gone, on what are people spending prestige?

    Obviously getting better, (removing conditions, raise dead, etc) but what else is there?

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    1 person marked this as a favorite.

    Ok, was just prepping this for a core game and noticed something:

    treasure:

    The cataclysm amulet only functions when worn by Dalirio, as it is
    a minor artifact bestowed on him by Groetus himself.

    So this works for the Darchive faction card, right?

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Well assuming my party doesn't kill my core bard in the next two hours...

    He's sovereign court, but I clicked on exchange in mistake.

    Edit: I tried searching for a thread on this.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Does a sleep arrow have a hit dice cap? Came up in combat today, and the decription on the prd doesn't list hit dice or duration, but based on the DC, it seems like sleep.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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.

    Full Name

    Arthus Pithammer

    Race

    Dwarf Male Barbarian (Brutal Pugilist) 12, Fighter 2, Inquisitor of Gorum 2

    Classes/Levels

    HP 190/190 | AC 20 T 12 FF 18 | DR 2/- | Fort +18 Ref +6 Will +13 | Init +14 | Per +19 21 Unusual Stonework Darkvision | Spd 40

    Gender

    Wands:
    CLW 6/50 ; Infernal Healing 48/50 ; True Strike 44/50

    Size

    Medium

    Age

    63

    Special Abilities

    Brutal Pugilist, Greater Rage, Increased Damage Reduction x3, Slow and Steady

    Alignment

    Chaotic Neutral

    Deity

    Gorum

    Languages

    Common and Dwarven

    Occupation

    Battlerager

    Strength 22
    Dexterity 15
    Constitution 18
    Intelligence 10
    Wisdom 12
    Charisma 5

    About Arthus

    Arthus Pithammer
    Male Barbarian 12 / Fighter 2 / Inquisitor 2
    CN Medium Dwarf / Humanoid (Dwarf)
    Init +14; Senses Perception +16, Darkvision 60 ft
    -----------------
    DEFENSE
    -----------------

    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.
    -----------------
    SPECIAL
    -----------------
    Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab feature or swallowed by another creature. This ability replaces improved uncanny dodge.

    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.

    -----------------
    Tracked Resources
    -----------------

    Wand of CLW (6/50)
    Wand of Infernal Healing (48/50)
    Wand of True Strike (44/50)
    Potion of CLW (2/2)
    Potion of CMW (1/1)
    Potion of Enlarge Person (3/3)
    Potion of Water Breathing (1/1)
    Alchemist Fire (9/10)
    Alkali Flask (10/10)
    Holy Water (9/10)
    Liquid Ice (10/10)
    Thunderstone (9/10)

    -----------------
    Scenarios Completed
    -----------------
    00-33: Assault on the Kindom of the Impossible
    03-07: Echoes of the Overwatched
    04-19: Night March of Kalkamedes
    05-21: The Merchant's Wake
    Race for the Runecarved Key
    Murderer's Mark
    00-43: The Pallid Plague
    06-05: Slave Ships of Absalom
    06-06: Hall of the Flesh Eaters
    06-00: Legacy of the Stone Lords
    05-18: The Stranger Within
    06-02: The Silver Mount Collection
    06-01: Trial by Machine
    5-99: The Paths we Choose
    Carrion Hill
    Emerald Spire: The Circle of Vissk-Thar
    Emerald Spire: The Spire Axis
    06-98: Serpents Rise
    Emerald Spire: The Tomb of Yarrix
    Emerald Spire: The Automaton Forge
    Emerald Spire: The Pleasure Guardens
    Emerald Spite: The Throne of Azlant
    Emerald Spire: The Emerald Root
    Siege of the Diamond City
    Tomb of the Iron Medusa