Talgoren

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Internationnal Trailer 2

Anyone looking forward that movie?

The film is currently in official competition at the Venice Film Festival, and seems to have received positive review so far...

... also from the same director doing Blade Runner 2...


First and foremost I must say that I think that the beastmaster is well balanced as is. But I agree that the companion looks like a mindless automaton. I do understand why did so and I can live with it.

But, for those who see it as a show stopper, I was trying to find a solution on how to get the companion more "lively" without tipping the action economy balance.

What if the companion could act independently but couldn't take the attack action on its turn unless the Beastmaster spend himself his action to give him the order to attack? It works pretty much the same as written in the PHB, but the companion, will be able to dodge, disengage, help, dash on its own.

Unfortunately, the 7th level ability becomes irrelevent. In such case, what new ability could replace it? Allow the beastmaster ranger to get an aditionnal companion? Increase the CR allowed?

I think an additionnal companion could be nice. Each will require its own attack command in order to attack, but spending your attack action and your extra attack could be used to commande both...

What do you think, could this be an interresting alternative that will get the animal companion feeling more like living creature without giving too much a power up to the beastmaster ranger, as letting the creature be totally independent as it is often proposed?


I'd like to have your comments on these new sub-classes:

Arcane Tradition - Universalist:
Universalist
Instead of specializing in a school of magic, you decide to explore magic in itself.

Advanced Learning
Beginning when you select this tradition at 2nd level, you add one more wizard spell of your choice (for a total of 3) to your spellbook when you learn new spells every level.

Arcane Research
At 6th level, you create a new arcane spell of 3rd level or lower. The spell could replicate the effects of a spell of the same level from another class or be entirely new. Talk with you DM to determine what effect is of appropriate level.

Greater Arcane Recovery
Starting at 10th level, your arcane recovery is more potent and you can recover spell slots with a combined level equal to your wizard level.

Greater Arcane Research
At 14th level, you create a new arcane spell of 7th level or lower, or 2 spells of 3rd level or lower. The spell could replicate the effects of a spell of the same level from another class or be entirely new. Talk with you DM to determine what effect is of appropriate level.

Arcane Tradition - Elementalist:
Elementalist
Elementalists are spellcasters with access to the powers of the elements. It works out pretty well for them.

Elemental Survival
Beginning when you select this tradition at 2nd level, you can survives in elemental planes as easily as on the prime. Whenever on any elemental, paraelemental, or energy plane, you are able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Specifically, she gains additional move speeds equal to her base land speed: fly on the Plane of Air, burrow on the Plane of Earth, and swim on the Plane of Water. The Positive Energy Plane never gives her temporary hit points, and elemental and energy traits that would do her damage instead don't.

Elemental Affinity
At 6th level, you choose an element (fire, air, water or earth), when casting a spell that deals damage type corresponding to you element, add +1 to your spell DC and spell attack bonus, also you gain resistance to the corresponding damage type and vulnerability to your opposing element damage type (Fire<->Water; Air<->Earth)

Air lightning or thunder (select only one when you choose this element)
Water acid
Fire fire
Earth poison

Timelessness
Starting at 10th level, your are infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age.

Elemental Traits
At 14th level, you become more attune to your element and gain the following traits:
Air You get Air Form as per the Air Elemental ability in the MM p.124, and a fly speed equal to you land speed.
Water You get Water Form as per the Water Elemental ability in the MM p.125, and a swim speed equal to you land speed.
Fire You get Fire Form as per the Fire Elemental ability in the MM p.125, and fire immunity.
Earth You get Earth Glide as per the Earth Elemental ability in the MM p.124, and a burrow speed equal to you land speed.

Roguish Archetype - Scout:
Scout
Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead, what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed and she specialized in seeing her foe before the opponent ever detect her presence. In a dungeon or in the wild a scout is only seen when she wants to be.

Natural Explorer
Same as the ranger ability (PHB p.91). You choose an additional terrain at 13th level. Add dungeon to the list of favored terrain.

Alert
When in your favored terrain, you get +5 to Wisdom (Perception) ability checks, and add half your proficiency bonus to Initiative.

Fast Movement
Same as the barbarian ability (PHB p.49)

Land's Stride
Same as the ranger ability (PHB p.92)

Vanish
When using your cunning action to hide, you become invisible until you makes an attack action or cast a spell.


For my homebrew E5 campaing, I'm considering having only 4 base classes (Fighter, Cleric, Thief and Mage) from which all other stereotype could be built. In order to do such a such a thing I'm either considering applying an archetype on top of the base class (Paladin, Ranger, Druid, etc.) which would give a set of new abilities to the base class, or creating talent tree for related abilities from which the character can choose from, or finaly putting all the abilities into a talent pool where the player can cherry pick the ones he'd like for his character.

I'd like to have your comments and opinions on the different options presented here. If you ever seen this in play, or what could be the advantage and disadvantage for each.

Thanks


Can you cancel my Pathfinder Paws subscription after October shipment?

Thanks


I'm working on a player package for the Beginner Box which would include all the core races and all core and base classes. I really like the small summary for each races and classes that are on the "Creating your character" section (page 12) which goes like this:

Dwarf: You are tough and hardy ! Dwarves can see in the dark and are skilled at killing monsters.

Fighter: You master all weapons and armors ! Fighters are brave and skilled in wars.

I'd like to get you ideas for the missing races and classes.

Thanks


Please can you cancel my subcriptions to the following lines: RPG, Companion & AP just before August release.

This mean I want to complete Reign of Winter AP and get both Dragon slayer Handbook and Pathfinder society Primer, but I don't want to get the Mythic Adventures hardback, the new AP and the following Companion products.

Thanks


I've been reading through Ultimate Campaign and decide to roll up some pregens as backups. I'd like your inputs and suggestion to flesh out a bit more these characters.

Cleric #1:

Cleric (Human) LG (15 8 14 12 16 13)
Age: 37

Domains:
Community (Home subdomain)
War (Tactics subdomain)

Trait:
Battlefield disciple (UCA p.51)
Grief-filled (UCA p.60)
Principled (UCA p.55)

Flaw:
Doubt (UCA p.65)

Background: - Conflict: Forced as a captain to severely beat a close friend of arm for desertion. That person is now incapacitated. Had sincere regrets from then, but only a few know about it.
- Relationship: A few significant relationship but all were doomed to fail.

Cavalier:

Cavalier (Honor Guard) (Human) LN (16 9 15 13 10 16)
Age: 16

Traits:
Couragous (UCA p.52)
Natural-born leader (UCA p.60)
Rich Parent (UCA p.61)

Flaw:
Vain (UCA p.65)

Background: - Conflict: Betrayed a figure of authority (parent, mentor, benefactor …) out of jealousy. Had shameful regret and won’t talk about it.
- Relationship: Never had any love relationship yet.

Wizard:

Wizard (Universalist) (Human) NG (13 14 8 18 9 15)
Age: 20

Traits:
Classically schooled (UCA p.56)
Mathematical prodigy (UCA p.57)
Scholar of ruins (UCA p.62)

Flaw:
Sentimental (UCA p.65)

Background: - Conflit: While still at the academy, trespassed into the director private tower, in order to find rumoured secrets. Even though she said she repent, she actually liked the experience.

Cleric #2:

Cleric (Human) NG (10 8 14 14 15 18)
Age: 26

Domains:
Sun
Healing

Traits:
Child of the temple (UCA p.54)
Fearless defiance (UCA p.55)
Life of toil (UCA p.60)

Flaw:
Xenophobic

Background: - Conflict: Told a lie to a young crowd in other to advantage his religion. Had mixed feelings about it.
- Relationship: A few significant relationship that didn’t work. Now religion is only thing.

Rogue #1:

Rogue (Halfling) CG (12 18 10 14 16 15)

Traits:
Child of the street (UCA p.59)
Reactionary (UCA p.53)
Well informed (UCA p.62)

Flaw:
Lovesick

Background: - Conflict: Stole several object from family for money. Repentant
- Relationship: current relation

Rogue #2:

Rogue (Scout) (H-Elf) CG (14 16 12 13 15 11)
Age: 25

Trait:
Elven Reflexe (UCA p.62)
Frontier-forged (UCA p.63)

Flaw: none

Background: - Conflict: Minor failure to an adventuring party while scouting. Party was ambushed, but manage to get away safely.
- Relationship: A few but nothing serious.

Fighter:

Fighter (H-Orc) NG (17 12 15 14 10 13)
Age: 19

Traits:
Axe to grind (UCA p.51)
Easy way or the hard way (UCA p.52)
Seeker (UCA p.61)

Flaw:
Pride

Background: - Conflict: Corrupted a prison guard to look away while liberating a brother in arm.
- Relationship: Several important relationship that all failed.

Ranger:

Ranger (Elf) CG (14 16 13 12 17 9)
Age: 136

Trait:

Flaw:

Rogue #3:

Rogue (Burglar) (Hill Dwarf) CG (13 15 11 16 14 11)
Age: 58

Trait:
Fate’s favoured (UCA p.55)
Merchant (UCA p.59)
Trustworthy (UCA p.61)

Flaw:
Meticulous

Background: - Conflict: when attempting to retrieve a magic item from an evil temple, accidently set ablaze the temple which was entirely destroyed. Magic item was retrieved and all is good.
- Relationship: One and only one true love, but that was long time ago.

As you can see some are more developped than other and some looks more cliché as well.

N.B. Stats were generated with 4d6 drop lowest, then reajust to be closer to a 25 point-buy while still feeling organic. All stats presented already include the racial modifiers and more than often the highest roll isn't assigned to key attibute for class nor race.

So feel free to give me any suggestions, comments, advices, critics...


While working on my house roules for my homebrew campaign, I had a nostalgia attack and remembered about weapon speed factor use in earlier edition. I liked the way that smaller or finess waepon would strike faster than bulkier one. I'm now considering to add speed factor to my game, but I don't know how to implement it and what could be the problems that might arise.

For discussion matters, let's say it will apply to a Core Pathfinder game from level 1 to 20.

So, how would you implement speed factor in your game?
Would it affect all kind of actions or only attack with a weapon?


I've been thinking for a while about removing skills from my game and only reverting to related ability check instead. i.e. want to jump over to the next roof? roll strenght against DC X, want to decifer a criptic text, roll int, etc.

This would let the player try to do anything they want as they won't fall back on the skill description to see if it's possible or not. Also this will simplify character creation.

Feat that give a bonus to a skill will apply to the related ability check if it make sense.

I also plan to incorporate background traits that a character must choose that defines what he was before beginning his adventuring carreer as the professions background in d20Modern. These background will give them permanent bonus to specific task, i.e. an athlete might have a +3 when trying to jump or when swimming, etc.

Now what I'm wondering, what would be the impact over long term character developpement? Should I allow the a progression for the background skills, like +1 every level gained?

I'd like to hear your thoughts on the matter as I never had chance to play high level character and don't know much how this will affect the game at higher level.

Thanks


Unless I misread, but the holiday discount should stack with the Pathfinder advantage discount. When I look my shopping cart (after I entered the holiday promo code) I see only the 15% discount from the Pathfinder Advantage applied to the item price. In my cart I have the Thornkeep book, a PF core sub (which the holiday discount don't apply) and several Paizo pdf.

Is this a bug, or will this be applied when I'll hit the "Place your order button"? I'm asking, because I'm waiting for the People of the North pdf to come out before placing my order.

Thanks

Goblin Squad Member

Sorry to ask, but PFO is the first MMO to raise any kind of interest in me. Last computer game I played was NWN1 and played only the solo campaing.
I just allow myself to support the kickstarter yesterday. And since then, I've seen a lots and lots of posts about joining guild, or guilds recruiting, etc.

So let me ask you, what's the purpose of guilds in a MMO, and what are the rules/guidelines implied being associated with a guild?

Thanks

Goblin Squad Member

1 person marked this as a favorite.

I must admit I'm not a MMO plyer, but I do keep an eye on the Pathfinder Online Kickstarter, and I've just find out about "Daily Deals" I really like the background description of the items so far, and would like to incorporate some into my home Pathfinder game. I also realized that previous deals are gone from the kickstarter page.

Is there anyone who copied, or kept track of all the items so far?

If not, can we use this thread to keep a list of all the items (with pictures) as soon they are online so for those like me that wat to add a little fluff to their game can get all the Daily Deals in one place?

Thanks


I was wondering, since I had an active subscription when RotRL Deluxe Collector's Edition shipped, should I get the free PDF as well?

Thanks


Please, if possible, can you ship this order with my pending subscription items due to ship on december 21st?

Thanks


I'm in the process of moving and I don't have my definitive adress yet. Can you put a hold on all my subscriptions and orders until further notice?

I don't mind paying when they should usually ship, but pleased hold onto delivery until I moved.

Thanks


I'd like to subscribe to the Pathfinder Pawns starting with the Bestiary box, but I just received an email telling me that my preordered Bestiary box is already shipped. If I do subcribe today, will I receive the pdf or should I start my subcription for next product?

Thanks


As I just ordered the Deluxe edition, please cancel the hardcover in order 1833326.

Thanks


I'm looking to prepare an E5 campaing using PFBB and after reading through DnD next playtest, I got this idea; instead of managing all the skills as we do since 3e, what about having the character pick a number of skills(equals to his skills point) from is class skills and just had +3 to checks related to these skills, and as per DnD Next, have ability checks for actions you don't have skill for. And +1 to theses skills on leveling. What do you think?


I'd like to know if a third party publisher had compile the romance and caravan rules and publish them in a separate book as it was done for the kingdom and mass combat rules for Kingmaker?

If not, in can someone tell me in which AP volumes I find these?

Thanks


Can you cancel my Pathfinder RPG subscription?

Thanks


Sorry if it has been already asked, but was there any tips given for waht's comming after the Advance Race Guide in the Pathfinder RPG line?

Thanks


Is it just me or Grit would make an awsome action point system usable by anyone providing a good cinematic feel to characters actions?


Again, as I did for the Magus, I'm asking you playtesters to describe how you liked playing one of the playtest alternate classes. As I believe that a class or alternate class need to be fun as well as mechanically balanced.

So please keep to feelings and describe what aspect you like or dislike and why.

Thanks


Hi all, I'm designing a homebrew campaign and I'm looking for some ideas.

The geography is roughly shaped like north america with a mountain range crossing from east to west along the Canada/US border and an other mountain range from north to south along the borders of N. Dakota, S. Dakota, Nebraska, Kansas and New Mexico.

The continent was inhabited mostly by humans which followed deities along the Old faith of Greyhawk or the Green faith of Golarion. At some point easterners conquered what would be the equivalent of new england and the part of the mid-west. The conquerors worshipped a pantheon like the one from Golarion with the exception of a LG god akin to Pholtus in Greyhawk.

To the west is now a large kingdom of the native which have tense relations with the new kingdom of the easterners. To the north (Quebec and Ontario) is a native nation who have allied themselves with the conquerors. To the south east is a baronny of easterners. and to south (texas) is a an other nation that pay respect to the easterners.

The twist is that all kingdoms are good or neutral but still have hard relation due to different political and religious view.

I'd like you to give me some ideas for each kingdoms.

Thanks

P.S. The states and provinces names are for geographical reference only, it's not exactly how the map is done.


I've been reading the Magus playtest report with great interest as I'm in a situation where I can't playtest myself.

I've read comments on what the Magus should have, what need to be change, how you should build your Magus, but I think there's one thing missing.
Did you guys had fun playing a Magus? How it is playing a character who can cast spell and attack at the same time?

Please use this thread to express your impression on playing a Magus, no hard data, just feelings.

Thanks


No comments???
Do you thinks it's balanced, overpowered, underpowered?


Can I use a 3.0 3PP race as a base, for mechanic and flavor, to build up a new race and post it in the Suggestion forum for comments?

I don't want to do a conversion, but mostly take some of the flavor and part of the mechanics and build the new race with it.

Thanks


I'd like to have your comments on the following questions.

Is Loyal beyond death capstone ability still as the "Wow I absolutly need to get this ability" feel when you have the Die Hard feat available to anyone?

Also, will you add acrobatic to the Knight skill list since the orignal had Jump?

Thanks


Is it possible to cancel subscription after kingmaker as I'm not interested in the new AP. I know that I should send cancelation request after last product is ship and before the next one, but it's kinda hard when both are shipped together.

Thanks and keep up de good work

Dan


Last friday I was complainig because my first installement of Kingmaker was late. Like many customers overhere, only two business day after Cosmo took a look at my problem the shipment had arrived. I really don't know how you do this Cosmo, but you have a magical touch while checking orders.

Cheers !!!


Dear Cosmo, my first AP subscription item, Kingmaker - The stolen land, is missing.

On March 12th, I received a confirmation email, telling me that my item should be ship on the 18th with 7-11 days of delivery.

On the 18th I was then able to download the PDF file.

Since then, nothing, zip, nada arrived by the post office.

Can you check if the item was effectively shipped on the 18th? If still not shipped, can we combine shipment with the next installement of Kingmaker?

Thanks

Dan


I'm looking to subscribe to the new AP, but there is 75% chance that I need to move in another city before the end of AP. Is there a minimum delay to change my adress in order to not get an issue sent at my former adress, or can I put a delivery on hold until I'm set at my new place?

Thanks


Am I the only one who think it's look quite weird that the customers service board is the first one we see, especially when a lot of the post are "Cancel/stop my subscription" type.

When I first when back to actively look at the messageboards I didn't knew how the ongoing subscrition were working and was quite disturb to see so much subcription cancelations.

Had I been a new customer unfamiliar with paizo, I might have been wondering if the company was reliable or not.

I know Paizo is doing great and really take care of its customers with quality product and good after sale services.

Just my to cents


When should I start my subscription for the Kingmaker AP?
Is there a possibility to set the AP subscription so it ends automatically when the AP is completed?

Thanks


I'm planning to locate the Sunless Citadell below the Crypt of Everflame and I'm looking for ideas how to populate the area since most of the creatures featured in the original adventure would be too easy or their background won't fit anymore.

What could be lurking into this ancient dragon cult temple that will be a good challenge for level 2 or 3 players and will bring them to level 5?


I'd like to thanks Paizo shipping staff. Even though I bought non-mint products from the last Scratch-'n-Dent sale, they took the time to prepare the shipment as thought it was brand new. This may not looks like much but small things like this show that Paizo as a whole care for their customers.

Thanks again!

Dan


2 people marked this as a favorite.

I tried to bring the beguiler to what I always thought the bard should be, a versatile roguish manipulator.

I pumped it's fighting abilities a little bit, by raising its Hit die to d8 and baste attack to average progression. Since I didn't want to convert all the spells from PHB2 I tried to replace them with other spells that I thought should be appropriate.

I did not try to fill out the dead level as I thought that the class was powerful enough.

Feel free to comment.

Thanks

Spoiler:

Beguiler

Alignment: Any
Hit Die: d8
Base Attack bonus: average
Fortitude: weak
Reflex: good
Will: good
Class skills:
The beguiler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Class Features:
All of the following are class features of the beguiler.
Weapon and Armor Proficiency: A beguiler is proficient with all simple weapons, plus the longsword, rapier, short sword, hand crossbow, and short bow. Beguilers are also proficient with light armor and shields (except tower shields). A beguiler can cast beguiler spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a beguiler wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass beguiler still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When a beguiler gains access to a new level of spell, he automatically knows all the spells for that level on the beguiler’s spell list. A beguiler can cast any spell he knows without preparing it ahead of time. A beguiler also has the option to add new spell to his existing spell list through the advanced learning class feature as he increase in level.
To cast a spell, a beguiler must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell level +the beguiler’s Intelligence modifier.
Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the following table. In addition, he receives bonus spells per day if he has a high Intelligence score.
Trapfinding: A beguiler adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps.
Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s spell become more effective when cast against an unwary foe. The beguiler gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, the beguiler gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to the beguiler spell’s save DC increase to +2.
At 20th level, the beguiler become able to overcome the spell resistance of any affected target.
Surprised Casting (Ex): Starting at 2nd level, when the beguiler successfully use the Bluff skill to feint in combat, the beguiler target is denied its Dexterity bonus (if he has one) to AC for the next melee attack the beguiler makes against it or the next spell the beguiler cast. The beguiler must remain in melee with the target and the attack or the spell be cast on or before the beguiler next turn. The target is not consider flat-footed and therefore can make attacks of opportunity against the beguiler if he don’t cast defensively.
At 6th level, the beguiler may feint in combat as a move action instead of a standard action. If the beguiler has the Improved Feint feat, he may now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, the beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be from the Sorcerer/Wizard spell of the enchantment or illusion school and of a level no higher than a level he can already knows. Once a spell is selected, it is forever added to the beguiler spell list and can be cast like any other spell on his list.
A beguiler adds any other new spell at 7th, 11th, 15th and 19th level.
Silent Spell: At 5th level, the beguiler gains Silent Spell as a bonus feat.
Still Spell: At 10th level, the beguiler gains Still Spell as a bonus feat.

Spell list:
0 level: Dancing lights, Daze, Detect magic, Ghost sounds, Message, Open/close, Prestidigitation, Read magic
1st level: Charm person, Color spray, Comprehend languages, Detect secret door, Disguise self, Expeditious retreat, Hypnotism, Identify, Mage armor, Magic missile, Magic weapon, Obscuring mist, Silent image, Sleep, Ventriloquism
2nd level: Alter self, Blur, Daze monster, Detect thought, Fog cloud, Glitterdust, Hypnotic pattern, Invisibility, Knock, Minor image, Mirror image, Misdirection, Scare, See invisibility, Silence, Spider climb, Touch of idiocy
3rd level: Arcane sight, Clairaudience/Clairvoyance, Deep slumber, Dispel magic, Displacement, Glibness, Greater magic weapon, Haste, Hold person, Invisibility sphere, Major image, Nondetection, Slow, Suggestion, Tongues, Zone of Silence
4th level: Charm monster, Confusion, Crushing despair, Detect scrying, Greater invisibility, Locate creature, Rainbow pattern, Shout, Solid fog
5th level: Break enchantment, Dominate person, Feeblemind, Hold monster, Mind fog, Nightmare, Seeming, Sending, Telepathic bond
6th level: Greater dispel magic, Legend lore, Mass suggestion, Mislead, Repulsion, Shadow walk, True seeing, Veil
7th level: Ethereal jaunt, Greater arcane sight, Mage’s sword, Mass hold person, Mass invisibility, Phase door, Power word blind, Project image, Simulacrum, Spell turning, Vision
8th level: Binding, Demand, Discern location, Greater shout, Mind blank, Moment of prescience, Power word stun, Scintillating pattern, Screen
9th level: Dominate monster, Etherealness, Foresight, Mass hold monster, Power word kill, Time stop, Weird


I really like the concept of the knigth as presented in PHB2 and Tome of secret, but I don't like all of the abilities prensent in both. So I've took what I thought make sense to me from both source and tried to combine into a single class.

I'd like you to comment and help me fill the 19th level.

The Knight

Alignement: any lawful
Hit die:d12
BAB: fast
Fort: low
Ref: low
Will: high

The knight’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points per Level: 2 + Int modifier.

1st Hospitality (ToS), Knight code (PHB2), Knightly presence (ToS)
2nd Mounted combat(as per the feat), Shield block +1 (PHB2)
3rd Bulkward of defence (PHB2)
4th Armor Mastery (medium) (PHB2), Bonus feat
5th Rallying presence +1 (ToS)
6th Vigilent defender (PHB2)
7th Shield ally (PHB2)
8th Bonus feat
9th Armor Mastery (heavy) (PHB2)
10th Rallying presence +2 (ToS)
11th Shield block +2 (PHB2)
12th Bonus feat
13th Unshakable (ToS)
14th Improved shield ally (PHB2)
15th Rallying presence +3 (ToS)
16th Bonus feat
17th Sturdy (ToS)
18th Impetuous endurance (PHB2)
19th
20th Fearless (ToS)

Bonus Feat: At 2nd level and every four levels thereafter, the knight may take a bonus feat from the following list. The knight must meet any
prerequisites when taking a feat. Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike, Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus, Weapon Specialization.

Knight code: as per PHB2 but penality to breaking code of conduct is always -2 to attack roll and saves for the rest of the day


I've tought about a new approach to the skill system. Instead of using class skill, let every skill be available to all class, but create exclusive use of skill for some class. As per the ability of the rogue to disable magical trap while others can't.

This add versatility to character customization by allowing you to create any kind of character without the need to keep to stereotype.

I'd like your opinion and ideas in order to elaborate a structured and proof read proposition when the skill design forum will open.

So what are the possible flaw? What kind of special power each class get from skill? etc.


The spire of long shadow adventure unveil the prophecy annoncing the Age of Worms. Here's a summary:

1. The ruins by fire of a city built in a bowl in the spire's shadow.
2. Recrudescence of the worm-eaten dead.
3. The recovery of portent artefacts.
4. The destructive manifestation of an immense demonic tree in a distant city across the see.
5. The arrival of a "Fane of Scale" amid a storm of wind and fire.
6.The cleansing of an evil taint from a city besieged in the past by giants.
7. The reunification of a tripartite spirite.
8. On the eve of the Age of Worms, a hero from the pit shall use is fame to gift a city to the dead.

On these prophecies only the 2 last are to be fulfilled.

I've notice that most of the prohecies are tied to former adventure that have been publish in dungeon mag. But I havn't been able to retrace all the references

Here's what I got so far:
1. The destruction of Cauldron in the Shackeld City adventure path
2. Makes referens to all Kyuss related creatures used in AoW adventure path
3. As stated in the Spire of Long shadow adventure, the artefacts are :
- The Black Blade of Aknar Rattella
(ref. Dungeon 119 - The Tomb of Aknar Rattella)
- The Tome of Black Heart
(ref. Dungeon 112 - Maure Castle)
- The Obsidian Eye
(ref. ???)
- The Dread Forge
(ref. Dungeon 120 - Lost Temple of Demogorgon)
- The Binding of Erivatius
(ref. ???)
- The Rod of Seven Parts
(ref. Well Known atefact as well as Dungeon 129 - A Gathering of Winds)
4. ???
5. ???
6. Reference to Istivin City of Shadow campaign arc

I'd like you help me complete the ??? part on the prophecies