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So I am making a character to play in a game my friend is DMing. Now, I have played with him before, his world has a lot of history behind it, and I want to make a good, compelling character for him to add to his history books.

I made a elf using the hunter class from the ACG, with the feral hunter archetype (Basically lose animal companion, and gain wild shape). I envision her as an Indiana Jones-esque explorer. While I was making her, I stumbled upon an awesome drawback, which is Umbral Unmasking [http://www.d20pfsrd.com/traits/drawbacks/umbral-unmasking].

Now, here is my problem. I can't figure out what I want the shadow to be, and how she obtained it. I have all of my imagination to choose from, and nothing to narrow it down with. I hope that you guys can give me some helpful ideas about this.

In case you want to read it, the character sheet: http://www.myth-weavers.com/sheet.html#id=78307.


http://www.d20pfsrd.com/equipment---final/technological-equipment

I love them. They are like magic items, but not boring. No +2 to dex belt, f@~!ing metal muscles. No +2 swords, death rays and gravity guns!


"Intercept Charge (Combat, Teamwork)
You can get in the way of an opponent charging your ally.
Benefit: When an opponent charges your ally with this
feat, as an immediate action you can move up to your speed
toward any square in the path of the charge. If you end
your movement in the path of the charge, the opponent
must stop when it becomes adjacent to you and then attack
you instead of your ally. Your movement from using this
feat counts toward your movement on your next turn."

IF you move into the path with a reach weapon, would you get an AoO? What if you moved just adjacent to the path? It seems to me that this could become a very INTERESTING feat for goblins to have.


So I have come to a little debate with my party members. I am playing a Tiefling (Half kyton/half orc) CG inquisitor of Shelyn.

We have come to the point where a black dragon is destroying a nearby fort controlled by hell knights. We found the black dragon as a woman trapped in a runed box after defeating some bandits. It asked us to rescue her child from somewhere. We carried it unknowingly for a small portion of time, and investigated into it once we got to the fort. We found it was a mutated abberation black dragon, and someone ratted us out to the hell knights. They had arrested me and tortured me (Among other things) for carrying a weapon of mass destruction (Just me, the rest of the party was off doing some theify stuff, and looking at a subplot rather than investigating.). We escaped when it started destroying the town, and ran off to another town. We are far too low-leveled to deal with this directly, but the other party members want to find the dragon's child to appease it . We have not actually been payed or been offered any reward or motivation for this.

I argued that we had no reason to actually pursue this, and we should leave the hell knights to fry. The party said I had a moral obligation to put myself in danger to save innocents if I could, as an inquisitor of Shelyn. One of the party members promised to the dragon she would get the child back, and feels obliged to help.

Do I have an obligation? I know I wouldn't get my powers taken as away as an inquisitor, but would I have a moral obligation?


"You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it."

Sooo, why can't that heal things? Positive energy heal things, right? It's apparently powerful enough to replicate level 1 channeling vs undead, so why can't I heal s!++?


If you are not aware, the temple champion is an archetype for the paladin that cames out with the ACG.

It has two changes.

"A temple champion does not gain access to paladin spells, and does not have a paladin caster level or spell list. This is not considered a spellcasting class.

Domain Granted Power: At 4th level, a temple champion selects one domain granted by her deity (or a domain suitable for her ethos or goals, subject to GM approval). The temple champion gains the 1st-level granted power of that domain and uses her paladin level as her cleric level for determining the effects of that granted power. Any Wisdom-based aspects of that granted power instead use the temple champion's Charisma. The temple champion does not gain access to that domain's spell list."

"At 5th level, a temple champion gains the minor blessing (as the warpriest class feature) of the domain she selected at 1st level. She uses her paladin level as her warpriest level for determining the effects of that blessing. Any Wisdom-based aspects of that blessing instead use the temple champion's Charisma. At 11th level, she gains the major blessing of her chosen domain.

This ability replaces divine bond and aura of justice."

Some archetypes are traps because they seem good at first, but after you think about it, they are bad. This seems just straight up, irredeemably bad in every way. Why would anybody willingly give up four levels of spellcasting, divine bond, and aura of justice for that?

What am I missing here? And if there is nothing, Writer, what the heck was your thought process when you made this archetype?


1 person marked this as FAQ candidate.

"Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1)."

It specifies no time. I think you would normally assume that it lasted for one round.

But the fur domain grants this power:

"Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

Whiiiich is just straight up better, and lasts one round.

Or the Travel domain, which just straight up gives you 10ft as a base bonus.


1 person marked this as FAQ candidate.

In case you do not have the ACG, the sacred huntsman's main power is that you replace judgments and all associated abilities with an animal companion and some buffs.

"Animal Companion (Ex): At 1st level, a sacred huntsmaster
forms a bond with an animal companion. This ability works
as the hunter class feature of the same name, using her
inquisitor level as her hunter level. This ability replaces
judgment 1/day."

The chivalry inquisition gives you the following as a first level power.

"Mount (Ex): This ability acts as the cavalier ability of the same name."

So what happens? Do I get two animal companions? Can I just not take it?


Is there any spell that acts as an airlock, or stops water in some way?


I've always been under the impression that druid and fey hate each other, but I can't really find anything either way between the two.


http://www.myth-weavers.com/sheetview.php?sheetid=834021

This is the current character sheet. He is based off of my animal companion, and my GM let me keep his stats when he is awakened.

Any ideas on his feats,ect?


http://www.d20pfsrd.com/feats/combat-feats/wolf-style-combat-style
http://www.d20pfsrd.com/feats/combat-feats/wolf-trip-wolf-style
http://www.d20pfsrd.com/feats/combat-feats/wolf-savage-combat-style

From the new Blood of the Moon books.

Thoughts?


What classes do you hope they combine?

I kinda hope they make a monk/barbarian combo. Instead of using his anger to become completely uncontrollable,he uses his anger to focus to an absurd point. Basically the slow motion scenes in the new Sherlock Holmes movies.