Danse Macabre

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8 posts. Alias of Dragonchess Player.




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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With the Player's Guide out for a week and a half and the orders/subscriptions pending, it's time for people to start introducing the characters that will help save Sandpoint.

I'll start with two characters that have been percolating in my mind for several months:

Rusilla Vilmos: Rusilla has always been fascinated by magic. Growing up as a Varisian and hearing the old stories instilled a burning desire to master spellcasting. Stories of Thassilon especially piqued her interest, much to the dismay of her family and friends. Breaking with standard Varisian attitudes about Thassilonian wizards, she became one of the scholars studying the ancient and newly returned Runelords, focusing on Enchantment spells. Taller than average and rather athletic, with black hair, gold eyes, and a healthy tan overlain with tattoos, Rusilla is striking and doesn't match what many think of as a wizard. She's also a bon vivant and a bit of a good natured flirt ("I'm not a bad girl... I just act that way a little...").

Spoiler:
Human (Varisian)/Versatile, Runelord Scholar, Wizard (Runelord/Lust, Staff Nexus) 4. Arcane Tattoos (Transmutation; to slightly sidestep the prohibited school using innate spells from the ancestry feats instead of learned or casting spells from magic items; Ornate Tattoo/longstrider at 5th), Fleet (from Versatile heritage), Recognize Spell (retrained from Multilingual; Thassilonian learned as one of the bonus languages from Int), Spellbook Prodigy, Runelord Dedication (Enchantment/Lust), Tattoo Artist, Ancestral Paragon (Adapted Cantrip/Occultism, forbidding ward), Linked Focus, Magical Crafting
Spellbook (*-Enchantment school): acid splash, dancing lights, daze*, detect magic, electric arc, forbidding ward, gale blast, infections enthusiasm*, mage hand, prestidigitation, scatter scree, telekinetic projectile; charm*, color spray, fear*, gust of wind, horizon thunder sphere, mage armor, magic missile, pocket library, pummeling rubble; comprehend language, hideous laughter*, mirror image, resist energy, scorching ray, warrior's regret*
Gear: scroll robes, hand crossbow, 20 bolts, 1 antler bolt (as antler arrow), +1 glave, makeshift staff (daze, charm), 2 corset knives, dagger and sheath, flask of fellowship, headdress (hat) of the magi, ring of discretion, adventurer's pack, basic crafter's book, fine clothing, formula book (antler arrow, +1 weapon potency rune[//i], [i]flask of fellowship, ring of discretion; tattoos- bewitching bloom [lilac], eye slash, frostwalker pattern, navigator's star), material component pouch, writing set, minor elixir of life, 9 gp, 9 sp

Donya Frostfur: Growing up in the border area between Irrisen and the Land of the Linnorm Kings, Donya was blessed or cursed with a stronger sense of curiosity than most Frostfur goblins ("run and find out" could have been a good motto) and slightly more caution (amazingly). Falling in with Frostfurs under Venture-Captain Bjersig Torrsen, Donya has even learned to read before being sent with messages to Magnimar, where Shiela Heidmarch quickly sent him on an errand to help Milton Scarnetti send correspondence to Sandpoint. While in Sandpoint, Donya fell in with the other adventurers and is (sort of) accepted (but watched closely) in town as a Pathfinder affiliate. More personable (somewhat) than most goblins, Donya is sort of like a hyperactive Columbo with a dash of Miles Vorkosigan (my apologies if anyone experiences a similar character); he is always accompanied by his ermine familiar Whitey.

Spoiler:
Goblin/Snow, Detective, Investigator (Interrogation) 4. Twitchy, Streetwise, No Cause for Alarm, Trap Finder, Witch Dedication (Winter patron), Wary Disarmament, Fleet, Underground Network, Basic Witch Spellcasting, Shadow Mark
Familiar Spells: disrupt undead, needle darts, ray of frost; chilling spray, signal skyrocket
Gear: sanekit, +1 gakgung, 20 arrows, 4 lesser alchemical arrows (2 fire, 1 electricity, 1 poison), main-gauche and sheath, eye slash tattoo, keymaking tools, wayfinder, adventurer's pack, climbing kit, 7 gp, 1 sp


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I'm a bit surprised that people haven't started posting character concepts for the AP, yet.

Anyway, a few that I've been working on:

Doli Sparkheart - a gnome inventor researching the interactions between alchemy, clockwork, and magic; originally from Varisia, Doli has visited Absalom off and on for a while to share theories and developments with cognates at the Clockwork Cathedral

Spoiler:
Gnome/Wellspring (Arcane); Mechanic*; Inventor 11 (Weapon Innovation)
Skills focused on Arcana (E), Athletics (M), Crafting (M), and Medicine (M)
Feats include Inventive Offensive, Prototype Companion/Advanced Construct Companion/Incredible Construct Companion (Doli will ride the construct companion), Ancestral Paragon (Illusion Sense)/Natural Illusionist/Cautious Curiosity (planning on Instinctive Obfuscation at 13th), Variable Core (Electricity), Continual Recovery, Alchemical and Magical Crafting, and Titan Wrestler
Gear (3,200 gp) includes rusting carapace with a resilient rune, adamantine gauntlet buckler with a lesser retaliation rune, low-grade cold iron spellguard crescent cross** innovation (Blunt Shot [from Manifold Modifications], Segmented Frame, Integrated Gauntlet), low-grade silver +1 striking gnome hooked hammer with a weapon siphon and affixed beastmaster's sigil spellheart, and a selection of lesser bombs for the weapon siphon and alchemical or magical ammunition for the crescent cross
Card: The Brass Dwarf

*- choosing one of the AP-specific backgrounds would have caused the loss of either Quick Repair or another feat that made sense for the character
**- as a spellguard blade based on a crescent cross instead of a main gauche; yes, I know a crescent cross isn't an "optimal" weapon choice

Hessai Stormfist - a nagaji monk (based on a "super-ki" monk concept I've had for a few months); originally from northern Vudra and trained in a mountain monastery, Hessai has travelled to Jalmeray and Absalom to seek enlightenment and learn fighting techniques

Spoiler:
Nagaji/Hooded; Crown of Chaos; Monk 11
Skills focused on Acrobatics (M), Athletics (M), and Occultism (E)
Feats include Nagaji Spell Familiarity/Nagaji Spell Mysteries, Quick Jump/Powerful Leap/Wall Jump, Intimidating Glare, Serpentcoil Slam, and Kip Up
Gear includes bracers of armor I (8th) with affixed rime crystal spellheart, +2 striking handwraps of mighty blows (10th) with affixed jolt coil spellheart, boots of bounding (7th), choker of elocution (Common [Taldane]) (6th), frostwalker pattern tattoo, and wyrm on the wing (bronze) tattoo (9th)
Card: The Paladin

Thurlak Wavestrider - an orc sorcerer that is a bit of a scholar; undine heritage and Genie/Marid bloodline; has traveled mainly in the Inner Sea region studying elemental magic

Spoiler:
Orc/Undine; Bookish Providence; Sorcerer 11
Skills focused on Arcana (M), Crafting (E), Diplomacy (E), and Nature (E)
Feats include Rimesoul, Ancestral Paragon (Genie Weapon Familiarity)/Genie Weapon Flourish, Bespell Weapon, Diverting Vortex, Magical Crafting, Marid Magic, and Fascinating Performance
Gear includes library robes (9th), +1 striking wish blade with conducting rune (7th), gloves of storing (7th), horn of blasting (9th), ring of wizardry II (10th), and greater staff of water (8th)
Card: The Empty Throne

Rahkiilo Swiftwing - a strix ranger and devil-hunter; has come to enjoy cities and has connections with less-than legal organizations

Spoiler:
Strix/Predator; Hammered by Fate; Ranger (Precision) 11
Skills focused on Acrobatics (M), Nature (E), and Thievery (M)
Feats include Nestling Fall/Fledgling Flight/Juvenile Flight, Gravity Weapon, Druid Dedication (Flame Order), Basic Druid Spellcasting, Basic Wilding (Verdant Weapon), Eldritch Archer Dedication, Primal Breadth, and Aerobatics Mastery
Gear includes wolfjaw armor (7th) with resilient rune (8th) and affixed greater flaming star spellheart (8th), +1 striking composite longbow verdant weapon, cassisian helmet (6th), and cloak of the bat (10th)
Card: The Rabbit Prince


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One of the complaints about the original rules for relics in the Gamemastery Guide was that they were "competing with" normal magic items; basically the relic gifts, while decent, could not be "swapped out" as the character advanced. That made them less "desirable" than being able to "plug and play" with new or more powerful versions of items.

The rules for set relics in Treasure Vault seem to be an attempt to address this complaint. Instead of a relic replacing another magic item, the collection of items in a set relic add the relic gifts on top of each magic item, as well as including increases in functionality by gaining more items in the set. The rules even state that the "normal" magic properties for items in the set can be improved or upgraded, which makes it more likely for them to be retained.

Has anyone else come up with their own set relics for their campaigns?

I have a couple that might be interesting for some groups. I tried not to go overboard with the collective features, but still provide a meaningful boost.

Stellar Conjunction (Good, Relic)

The movement of celestial bodies is sometimes the concern of good deities, as well as the way many mortals measure the passage of time. Some mystics combine the two disciplines of calling divine power and controlling the time-stream.

Aspects: Celestial, Time

Set Items: bracelet of dashing (level 3), Cassisian helmet (level 6), winged boots (level 10), Stargazer (level 14), chronomancer staff (level 17)

Gifts: 1- Heaven's Grace (fire); 2- Sands of the Hourglass; 3- Temporal Pulse; 4- Holy Light; 5- Angelic Vessel

Collective Features: Two Items- the resistance provided from Heaven's Grace is 1/2 the highest item level in the set for both cold and fire;
Three Items- the character can target one additional creature (two total) with Sands of the Hourglass;
Four Items- increase the range of Temporal Pulse to 40 ft, or 50 ft with five items;
Five Items- while Holy Light is active, Stargazer gains the effects of a greater disrupting rune

Stormrider's Tempest (Relic)

Some heroes, rather than seeking to control the storms instead seek to become the storm and unleash it on their enemies.

Aspects: Air, Soul

Set Items: jolt coil spellheart (level 3+), ring of the ram (level 6), thunderblast slippers (level 9+), energizing lattice (level 13), greater blade of four energies (level 18)

Gifts: 1- Force Blast; 2- Wind Barrier; 3- Spirit Blink (instead of "blinking" between the Ethereal and Material planes, the character becomes partially composed of mist and wind; otherwise the same as the blink spell); 4- Propelling Wind; 5- Living Storm

Collective Features: Two Items- a creature that critically fails against Force Blast is knocked prone;
Three Items- once per hour as a reaction, the character can double the AC bonus from Wind Barrier against a single ranged attack, ending the effect;
Four Items- when using the sustain a spell action with Spirit Blink, the character can move up to one half their speed to a location of their choice;
Five Items- strikes with the greater blade of four energies while Living Storm is active gain the effects of a greater thundering rune


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since I didn't see this mentioned, the SDF (being a military organization) would probably issue each PC a uniform (Clothing, Uniform)* after finishing basic training and "highly encourage" that all SDF personnel obtain the following items in addition to their weapons and armor:
Knife, Survival (as a basic tool as well as a weapon)**
Comm Unit, Personal
Backpack, Consumer or Backpack, Industrial
Canteen
Gear Maintenance Kit or Engineering Toolkit (if not a mechanic with a Custom Rig)
Hygiene Kit (basic disease prevention in field conditions)
Mess Kit

Also, if someone has a Datapad (or a more customized tier 1 computer), then they will probably be given a chance to load a Map, Survey on it before the start of their patrol.

*- at 5 cr each, it's not a tremendous expense compared to the training costs; if you're feeling nice, you could issue them Environmental (Cold Climate) Uniforms (30 cr each), although they might not be in sufficient supply
**- races with natural equivalents (such as uplifted bears) can probably get by without


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since the Sihedron Heroes play an important role in this adventure path, especially if one or more of the PCs have taken the Scion of Legend campaign trait, it would be useful to have an idea of who they are before they make their "on stage" appearance. However, not all groups have played through Rise of the Runelords and/or Shattered Star. James Jacobs has mentioned that the "default" Sihedron Heroes that will be the iconic Valeros, Seoni, Kyra, and Merisiel (fighter, sorcerer, cleric, rogue), but that may not work for every group.

Since creating high-level NPCs can be a chore, this is a place for GMs to share some other pre-generated Sihedron Heroes.

A few ground rules, to make them comparable to the "standard" AP baseline (especially, since these will be NPCs for this AP):
- 18 character levels
- starting ability scores generated with 15 point buy, plus four level advancements
- standard wealth by level for an 18th level character (530,000 gp), relatively close to the "balanced distribution" guidelines
- if there are any special bonuses from either Rise of the Runelords or Shattered Star, they should make sense for the character

Note, that these characters may not always be the most "optimal" in all aspects.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've been going through the Pact Worlds hardcover and there is a possible interaction between the space pirate theme and the mechanic trick Overcharge.

The space pirate gains the following:

Quote:

SWORD AND PISTOL (12TH)

You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action.

The possible interaction with Overcharge comes from whether or not a mechanic can use the trick as a move action on a weapon they are holding. The text is somewhat ambiguous:

Quote:

Overcharge (Ex)

As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.

The ambiguity comes from whether or not a character can treat an object in their possession as if it were unattended. Common sense would imply that they could, but a strict interpretation of the text would be that only unattended objects or those in the possession of allies are a valid target.

Granted, until the Sword and Pistol ability is gained, there is no benefit to a mechanic using a move action to Overcharge a weapon in their possession. With Sword and Pistol, however, a mechanic could potentially Overcharge (or more likely Improved Overcharge/Superior Overcharge) a pistol (since the Weapon Specialization bonus to small arms is only 1/2 level) as a move action, then attack twice against the same target as a standard action.

Would this be a candidate for a FAQ?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Reading through the rules for starship combat, it seems as if Starfinder parties are assumed to contain 5 PCs instead of 4: so that one PC can fill each of the captain, engineer, gunner, pilot, and science officer roles. I suppose you could dispense with the captain role, but that makes combats a bit tougher without the captain providing bonuses to the crew or Taunting the enemy to impose penalties.

Of course, how important starship combat is for a given campaign may differ between groups. The APs however, based on the first installment, will probably have it occur moderately often (possibly once or twice per installment).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What types of characters are you considering, with the understanding that underwater environments and ruin exploration will probably come up fairly often?

I'm thinking of:

Kyras "Salt-blood;" half-elf (Water Child alternate racial trait) swashbuckler (flying blade) with the River Rat trait and Two-Weapon Fighting; crusty sailor and knife-fighter, planning on multiclassing five levels in gunslinger (bolt ace) and focusing on a light (underwater) crossbow.

Omari Zahur; human (Garundi; Focused Study alternate racial trait) cavalier (ghost rider; Order of the Beast) with the Birthmark trait and the Fast Learner and Skill Focus (Stealth) feats; a bit of a "happy warrior" personality, but with a serious/melancholy side, planning on taking Eldritch Heritage (Ectoplasm bloodline) and Improved Eldritch Heritage (Ectoplasmic Form).

Salvianella Arthfell; human (Taldan) fighter (child of Acavna and Amaznen) with the Scholar of the Analects (read magic 3x/day) trait and the Exotic Weapon Proficiency (Falcata) and Weapon Focus (Falcata) feats; an Azlanti scholar and a bit of an "ivory tower" intellectual, planning on taking Taldan Duelist to improve her defense a bit.

Shiradahna Sea-speaker; undine (Amphibious alternate racial trait) psychic (Faith discipline) with the Vagabond Child (Disable Device) trait and the Believer's Boon (Water/Oceans) feat; a "free spirit" and mercurial, she's also very curious, planning on taking the Force Field and Undercast Surge phrenic amplifications.


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Hello,

I received my order in the mail, but was shipped a copy of the Pathfinder Player's Companion: Monster Hunter's Handbook (PZO9478) instead of the Pathfinder Player's Companion: Psychic Anthology (PZO9477). What is the process to return the Monster Hunter's Handbook and receive a copy of the Psychic Anthology?


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I know it's still very early, but what types of characters are you thinking about using in the AP?

I'm considering:

Half-orc hunter (feral hunter; VMC barbarian); Toothy alternate racial trait; starting with Eschew Materials and planning on Aspect of the Beast (Claws of the Beast) at 5th, and Natural Spell at 9th; some switch-hitting (composite longbow, gravity bow), but mostly focused on natural attacks with some healing (goodberry) and support

Human magus (esoteric); possibly looking at picking up some of the chakra feats (even though they are sub-par)

Human paladin (mind sword; VMC inquisitor); starting with 13 Int and Fast Learner, planning to take Unsanctioned Knowledge at 5th

Sylph skald (spell warrior); Breeze-Kissed and Thunderous Resilience alternate racial traits; Vagabond Child trait and possibly a dip in rogue or another class to pick up Trapfinding; starting with Airy Step and planning on Wings of Air at 9th

Other possible characters:

Dwarf kineticist; Stonesinger alternate racial trait; Earth and Void (Gravity) elements; possibly looking to take the Earth Child special wild talent

Human fighter (child of Acavna and Amaznen); Scholar of the Analects trait; starting with Exotic Weapon (Falcata) and Weapon Focus (Falcata), planning on Taldorian Duelist at 3rd


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I haven't seen this elsewhere, but there is an interesting combination with the warlock vigilante: Arcane Striker talent + gloves of arcane striking.

Because the warlock's mystic bolts are explicitly allowed to benefit from the Arcane Strike feat (and, with the Arcane Striker talent, gain additional benefits at higher levels), a warlock wearing gloves of arcane striking can activate Arcane Strike (swift action) and full attack with mystic bolts (TWF + Rapid Shot), doing normal mystic bolt damage (touch attacks at 5th+ level) plus Arcane Strike bonus to the target of each bolt and also doing Arcane Strike damage to each creature adjacent to the target of each bolt with every hit. Also, since mystic bolts do acid, cold, electricity, or fire damage (depending on the element(s) chosen), the damage done to the adjacent targets is of the same element.

A warlock wearing gloves of arcane striking can fill much the same role as a bomber alchemist: less damage for each bomb/bolt, but not limited in uses per day. Too bad the mystic bolt range is limited to 30 ft.


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Of the adventure paths, Council of Thieves is usually considered one of the weakest. There have been threads on altering CoT to make it about a rebellion* and adding Occult Adventures as ways to make it "better."

However, I think this AP could really shine by using Ultimate Intrigue (and Ultimate Campaign) to change the focus from "typical" adventuring into a "shadow war" (hah...) between the Children of Westcrown and the Drovenge heirs (who would become nemeses as the AP progresses): The PCs work to build up their influence with and gain favors from both individuals and organizations, as well as attempting to counter/reduce the Drovenges doing the same; the Children of Westcrown can act as a source of cohorts and followers (or grooms, light bearers, pages, recruits, and weapon bearers if using the variant Leadership feats), as well as using the Ultimate Campaign systems on teams and organizations to add members and capabilities; the rules for social combat could be used at the Cornucopia, the infiltration into the Asmodean Knot can be run as a heist, the rules for research could be used to decipher the poem "Cugny's Wedding" and find out the procedure to deactivate the infernal engine in the Nessian Spiral; etc.

I'm going to have to read through each of the adventure path installments and figure out exactly what to change and how, so this might take a few weeks to finish them all. However, if anyone else has ideas, feel free to share. There might be options and opportunities that I miss.

*- although Hells Rebels should now scratch that itch without as much effort


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It might be a bit early, but what characters are you thinking about for this adventure path?

I haven't decided on names yet, but I'm looking at:

Fetchling mesmerist (vexing daredevil) from Nidal with the Gloom Shimmer alternate racial trait and possibly some of the umbral mesmerism options from Occult Realms.

Half-elf summoner (Unchained version, devil eidolon) with the Ancestral Arms (Hooked Lance) alternate racial trait and the feat Human Spirit. Starting with 13 Int, but will add +1 Int and retrain Human Spirit for Toughness at 4th. Will probably take two levels in the diabolist PrC and may seek a way to gain the devil-bound template (horned devil).

Human occultist (battle host) starting with a suit of hellknight armor as their Panoply Bond item and Transmutation as their implement school (Size Alteration); then Conjuration school at 2nd (Summon Implement at 3rd), Quickness at 5th, and Mind Over Gravity at 7th; then two levels of hellknight to gain the ability to move at full speed in hellknight armor; at 12th level (occultist 10), selecting the Divination school for the Third Eye resonant power.

Human warpriest (divine commander, Doloras) with the Noble Scion (Narikopolus family) feat (from the 3.5 Campaign Setting), Focus Weapon in longbow; concentrating on archery (possibly spending the additional feats for Mounted Combat/Mounted Archery) while using a kukri (deity's favored weapon) in melee.


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Wow.

Creedence Clearwater Revival, An American Werewolf in London, Apocalypse Now, and Paranoia RPG references?


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The fiend totem rage powers are OK, but seem to be based mainly on the infernal (cornugon, hamatula). To help introduce a bit more variety, I came up with the following rage powers based on the slimy demodand (as the type that is "frequently put in charge of gathering and keeping slaves," they would also likely be the type most likely to spawn fiend-blooded/half-fiend offspring):

Demodand Totem (Su): While raging, the barbarian's skin drips acidic slime. Natural attacks (such as the claws gained from the lesser demodand totem rage power) deal an extra 1d6 points of acid damage. In addition, opponents that successfully strike the barbarian with an unarmed strike or natural attack take 1d6 points of acid damage. A barbarian must be at least 6th level and have the lesser demodand totem rage power to select this rage power.

Demodand Totem, Greater (Su): While raging, the barbarian exudes a nauseating stench. Each living creature within 10 ft must make a Fort save, with a DC of 10 + 1/2 barbarian level + Con modifier, or be sickened for as long as they remain in the radius and until the start of their next turn on leaving the radius. Creatures that succeed on the save cannot be affected by the stench for the remainder of the rage. Creatures with the stench ability or immunity to poison are not affected. A barbarian must be at least 10th level and have the demodand totem rage power to select this rage power.

Demodand Totem, Lesser (Su): While raging, the barbarian gains two claw attacks that do 1d6 points of slashing damage (1d4 if small). These are primary attacks.


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Many people consider the mystic theurge a "weak" prestige class, especially where combat is concerned. And, when considering a "typical" cleric 5/wizard 5/mystic theurge 10, they are substantially correct (BAB +10 at 20th character level); even a more "focused" cleric 7/wizard 3/mystic theurge 10 isn't much better (BAB +11).

However, when looking at some of the other possible combinations, things aren't quite as simple. After some analysis, it turns out that a mystic theurge, while not as capable as a full-BAB character (or some of the single discipline multi-/prestige class progressions), can actually be close/comparable to a straight +3/4 BAB class.

Note 1: This analysis doesn't consider using spell-like abilities for early entry into eldritch knight (or mystic theurge itself). Sure, you could possibly go with an aasimar oracle (battle) 4/sorcerer 1/eldritch knight 4/mystic theurge 10/eldritch knight +1 for a BAB of +13, but as you will see below, you don't actually gain that much in the end (although the BAB may be slightly higher at mystic theurge entry).

Note 2: This analysis also doesn't consider the optional rules in Inner Sea Magic for membership in a guild to boost spell progression without actually gaining levels.

Note 3: I only considered combinations that resulted in BAB +12 or higher at 20th character level, which keeps them (with appropriate buffs like heroism) at least close to the BAB +15 of a +3/4 BAB class. Also, only prestige class combinations that actually provide a benefit are considered: For instance, holy vindicator may look like it could help boost BAB of a cleric or oracle before entering mystic theurge, but it just delays entry due to the +5 BAB prerequisite and the hit to spell progression.

Note 4: Because the summoner's class features (eidolon, summon monster spell like ability) are so central to the class, this analysis doesn't cover using summoner as the arcane class. Similarly, this analysis doesn't cover alchemists, since their extracts aren't actually spells.

Note 5: The progressions below are (mostly) focused on gaining the highest spell progressions in both arcane and divine base classes. In some cases, a one level hit to spell progression in one discipline is taken to gain a boost to BAB.

Analysis

To start with, let's recap the entry requirements for the mystic theurge prestige class and the main combat influencing features.

Mystic Theurge entry requirements:
Skills- Knowledge (Arcana) 3, Knowledge (Religion) 3
Spells- Cast 2nd-level Arcane spells and 2nd-level Divine spells

Mystic Theurge class feature progression:
BAB- +1/2 per level
Saves- Good (Will), Poor (Fort, Ref)
Spells- +1 level Arcane and +1 level Divine spell progression per level

The skill requirement is easy to fill, so the primary difficulty is attaining the 2nd-level spells from both arcane and divine sources.

Class progressions for 2nd-level spells:
Bard 4: +3 BAB, +1 Fort, +4 Ref, +4 Will, spontaneous Arcane spells, 6 + Int-mod skills, light armor
Cleric 3: +2 BAB, +3 Fort, +1 Ref, +3 Will, prepared Divine spells, 2 + Int-mod skills, medium armor (no limit on spells)
Inquisitor 4: +3 BAB, +4 Fort, +1 Ref, +4 Will, spontaneous Divine spells, 6 + Int-mod skills, medium armor (no limit on spells)
Magus 4: +3 BAB, +4 Fort, +1 Ref, +4 Will, prepared Arcane spells, 2 + Int-mod skills, light armor
Oracle 4: +3 BAB, +1 Fort, +1 Ref, +4 Will, spontaneous Divine spells, 4 + Int-mod skills, medium armor (no limit on spells)
Paladin 7 (14+ Cha): +7 BAB, +5 Fort, +2 Ref, +5 Will, prepared Divine spells, 2 + Int-mod skills, heavy armor
Ranger 7 (14+ Wis): +7 BAB, +5 Fort, +5 Ref, +2 Will, prepared Divine spells, 6 + Int-mod skills, medium armor (no limit on spells, limit on combat style)

Relevant prestige classes:
Arcane Archer 3/4 (req. +6 BAB): +3/+4 BAB, +2 Fort, +2 Ref, +1 Will, +2/+3 levels Arcane spell progression, 4 + Int-mod skills
Dragon Disciple 4 (req. Knowledge (Arcana) 5): +3 BAB, +2 Fort, +1 Ref, +2 Will, +3 levels Arcane spell progression, 2 + Int-mod skills; doesn't actually boost final BAB, but provides +4 inherent Str and +3 (with Blood of Dragons) Natural Armor

Possible Mystic Theurge entries:
Bard 4/Cleric 3 - BAB +5, +4 Fort, +5 Ref, +7 Will; BAB +10 at 17th character level, +12 at 20th with (Bard or Cleric) +3, +13 at 20th with Holy Vindicator as last 3 levels; cast as Bard 14/Cleric 13 at 17th character level, with Bard 17, Cleric 16, or Cleric 15 at 20th depending on last 3 levels

Bard 4/Inquisitor 4 - BAB +6, +5 Fort, +5 Ref, +8 Will; BAB +11 at 18th character level, +12 at 20th with (Bard or Inquisitor) +2; cast as Bard 14/Inquisitor 14 at 18th character level, with Bard 16 or Inquisitor 16 at 20th depending on last 2 levels

Bard 4/Oracle 4 - BAB +6, +2 Fort, +5 Ref, +8 Will; BAB +11 at 18th character level, +12 at 20th with (Bard or Oracle) +2, +13 at 20th with Eldritch Knight (or Holy Vindicator) as last 2 levels (certain mysteries only); cast as Bard 14/Oracle 14 at 18th character level, with Bard 16, Oracle 16, Bard 15, or Oracle 15 at 20th depending on last 2 levels

Bard 4/Paladin 7 - BAB +10, +6 Fort, +6 Ref, +9 Will; BAB +14 at 20th character level, +15 with Mystic Theurge 8/Paladin +1; cast as Bard 13/Paladin 16 (or Bard 12/Paladin 16) at 20th character level

Bard 4/Ranger 7 - BAB +10, +6 Fort, +9 Ref, +6 Will; BAB +14 at 20th character level, +15 with Mystic Theurge 8/Ranger +1; cast as Bard 13/Ranger 16 (or Bard 12/Ranger 16) at 20th character level

Cleric 3/Magus 4 - BAB +5, +7 Fort, +2 Ref, +7 Will; BAB +10 at 17th character level, +12 at 20th with (Cleric or Magus) +3, +13 at 20th with Eldritch Knight or Holy Vindicator as last 3 levels; cast as Cleric 13/Magus 14 at 17th character level, with Cleric 16, Magus 17, Cleric 15, or Magus 16 at 20th depending on last 3 levels

Inquisitor 4/Magus 4 - BAB +6, +8 Fort, +2 Ref, +8 Will; BAB +11 at 18th character level, +12 at 20th with (Inquisitor or Magus) +2, +13 at 20th with Eldritch Knight as last two levels; cast as Inquisitor 14/Magus 14 at 18th character level, with Inquisitor 16, Magus 16, or magus 15 at 20th depending on last 2 levels

Magus 4/Oracle 4 - BAB +6, +5 Fort, +2 Ref, +8 Will; BAB +11 at 18th character level, +12 at 20th with (Magus or Oracle) +2, +13 at 20th with Eldritch Knight (or Holy Vindicator with Life mystery) as last two levels; cast as Magus 14/Oracle 14 at 18th character level, with Magus 16, Oracle 16, Magus 15, or Oracle 15 at 20th depending on last 2 levels

Magus 4/Paladin 7 - BAB +10, +9 Fort, +3 Ref, +9 Will; BAB +14 at 20th character level, +15 with Mystic Theurge 8/Paladin +1; cast as Magus 13/Paladin 16 (or Magus 12/Paladin 16) at 20th character level

Magus 4/Ranger 7 - BAB +10, +9 Fort, +6 Ref, +6 Will; BAB +14 at 20th character level, +15 with Mystic Theurge 8/Ranger +1; cast as Magus 13/Ranger 16 (or Magus 12/Ranger 16) at 20th character level

(Paladin or Ranger) 7/(Witch or Wizard) 1/Arcane Archer 3 - BAB +10; BAB +14 at 20th character level, +15 with Mystic Theurge 8/([Paladin or Ranger] or Arcane Archer) +1; cast as (Paladin or Ranger) 16/(Witch or Wizard) 12, (Paladin or Ranger) 16/(Witch or Wizard) 11, or (Paladin or Ranger) 15/(Witch or Wizard) 12 at 20th character level

(Paladin or Ranger) 7/(Bard or Sorcerer) 1/Arcane Archer 4 - BAB +11; BAB +15 at 20th character level; cast as (Paladin or Ranger) 15/(Bard or Sorcerer) 12 at 20th character level

Cleric 3/(Bard or Sorcerer) 2/Dragon Disciple 4 - BAB +6; BAB +11 at 19th character level, +12 at 20th with Cleric (or Bard) +1; cast as Cleric 13/(Bard or Sorcerer) 15 at 19th character level, with Cleric 14 (or Bard 16) at 20th

(Inquisitor or Oracle) 4/(Bard or Sorcerer) 1/Dragon Disciple 4 - BAB +6; BAB +11 at 19th character level, +12 at 20th with (Bard or Sorcerer) +1; cast as (Inquisitor or Oracle) 14/(Bard or Sorcerer) 14 at 19th character level, with (Bard or Sorcerer) 15 at 20th

(Paladin or Ranger) 7/(Bard or Sorcerer) 1/Dragon Disciple 4 - BAB +10; BAB +14 at 20th character level; cast as (Paladin or Ranger) 15/(Bard or Sorcerer); cast as (Paladin or Ranger) 15/(Bard or Sorcerer) 12 at 20th character level

Conclusion

Although not a combat powerhouse, mystic theurge can actually "not suck." Certain combinations, such as the ones using paladin or ranger as the divine caster or using eldritch knight or holy vindicator at high levels to boost BAB, are comparable in combat to a 6-spell level casting class (alchemist, bard, inquisitor, summoner) and probably have more/better spells.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One possible way to incorporate the mythic rules into the Shattered Star AP:

The mythic trials are singularly focused on the sihedron: activating the shards, reassembling the sihedron, and destroying the Clockwork Reliquary (freeing the energies Xin tapped from the sihedron to create it). For non-mythic encounters, increase the number of opponents and/or add class levels as the party gains levels/mythic tiers to mostly keep pace (it's OK if the non-mythic encounters are slightly easier; it just highlights the less frequent/more difficult mythic encounters).

Ascension: Activate the shard of pride; at the GM's option, Sheila Heidmarch (and Natalya Vancaskerkin, if present; other NPCs present at later activations can be treated the same) may also ascend (see the following flaw, however); those ascended must remain within 100 ft of the activated shard(s) or lose their mythic abilities (see the Dependency mythic flaw); Tier 1.

Mythic Trial: Activate the shard of greed; add the Savage mythic simple template to the 2 Shriezyx in the Sihedron Shrine (CR 6 each; MR 1); Tier 2.

Mythic Trial 1: Activate the shard of lust; add Archmage 2 (20 Cha; Arcane Surge; Energy Conversion, Mythic School; Arcane Strike (Mythic); CR 11) to Ashamintalla.
Mythic Trial 2: Activate the shard of gluttony; add Champion 3 (25 Str; Sudden Attack; Mounted Maniac, Punishing Blow, Precision; Ride By Attack (Mythic), Spirited Charge (Mythic); CR 13) to the Dark Rider; Tier 3.

Mythic Trial 1: Activate the shard of envy; add Hierophant 3 (20 (22) Wis; Recalled Blessing; Faith's Reach, Flexible Counterspell, Hurling Vengeance; Improved Initiative (Mythic), Toughness (Mythic); CR 15) to Ardathanatus.
Mythic Trial 2: Activate the shard of wrath; add Champion 4 (36 (40) Str, 27 Con; Sudden Attack; Blowback, Mythic Rage, Elemental Fury (cold or fire), To the Death; Improved Critical (Mythic), Power Attack (Mythic); CR 16) to Chief Jubbek; Tier 4.

Mythic Trial 1: Activate the shard of sloth; add Champion 4 (39 Str, 22 Cha; replace prismatic spray with summon monster VII; Arcane Surge (Archmage), Sudden Attack; Blowback, Enduring Armor (Archmage), Mythic Spellcasting (magic missile, scorching ray, wall of ice, chain lightning), Maximized Critical; Dual Path (Archmage), Power Attack (Mythic); CR 21) to Cadrilkasta.
Mythic Trial 2: Reassemble the sihedron.
Mythic Trial 3: Destroy the Clockwork Reliquary (add the Advanced simple and the Agile mythic simple templates; CR 23); Tier 5.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since this module was so much fun, IMO the only thing that could make it even more fun is more goblin characters to choose from! I'm sure many of the people who post here can come up with some wacky 1st level goblin PCs to run through the adventure.

Some ground rules: 15-point buy (slightly more customization than the default 15, 14, 13, 12, 10, 8 array that Paizo uses for pre-gens), must be a goblin (obviously), Pathfinder rules only (Core, APG, UM, UC, Goblins of Golarion), select two traits (one goblin trait and one basic trait from APG, except for Rich Parents), use average starting wealth + 100 gp to "buy" initial equipment (to include consumable magic items), and include a personal song.

To start off, we have Mighty Gerp!

Mighty Gerp is clever, sneaky, and likes attacking from ambush, but is not adverse to up-front combat. He makes rude comments and cackles loudly whenever someone else is wounded. His choice of weapon generates a lot of respect from his fellow goblins; if fireworks are good, firearms are even better.

Mighty Gerp
Male goblin gunslinger 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +6
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2
Special: Gunslinger's Dodge
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Offense
------------------
Speed 30 ft
Melee dogslicer +3 (1d4+1/19-20)
Ranged blunderbuss +5 (1d6/20)
Special: Deadeye, Quick Clear
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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 6
Base Attack +1; CMB +1, CMD 14
Grit (2 grit points)
Feats: Gunsmithing, Rapid Reload (Blunderbuss)
Traits: Bully, Goblin Bravery
Skills: Craft (Alchemy) +5, Intimidate +3, Perception +6, Stealth +8, Survival +6
Combat Gear: small studded leather, small dogslicer, small blunderbuss, powder horn with 10 doses of black powder, 5 firearm bullets, 5 handfulls of pellets, 2 dragon's breath cartridges
Other Gear: small backpack, stained green bandana, small belt pouch, ragged small blanket, dirty and patched sailcloth breeches, bag of caltrops, 3 pieces of chalk, fishhook, flint and steel, hollow gourd (equivalent of small waterskin), gunsmith's kit, bag of marbles, 2 flasks of oil, bag of powder, small sack, moth-eaten brown shirt, smoked fish and animal parts (equivalent of 2 days' trail rations), 1 vial of soothe syrup, ball of string (50 ft), 2 tindertwigs, 2 torches, 2 sp, 3 cp
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Song
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Mighty Gerp shoot you in head.
Gun go bang! And then you dead!
If still live, Gerp not run 'way.
Gerp stab and slice; Gerp will slay!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since the magus is a 3/4 BAB, 6 spell level base class, Pathfinder is missing an arcane warrior that compares to the paladin and ranger (full BAB, 4 spell levels). This is a gap that just begs to be filled, so here is my take on it.

Comments are welcome, but please keep it relevant:

This is a full BAB, 4 spell level class. If your heart is set on a Pathfinder version of the 3.5 duskblade, with full BAB and spell progression comparable to a bard, then this is probably not a class for you.

The class was designed to be somewhat comparable to the paladin, but with arcane casting. Also, the emphasis was on elemental Evocation effects (acid, cold, electricity, fire), not including sonic. Spell selection was mainly restricted to Abjuration, Evocation, Necromancy, and Transmutation, with a few Conjuration and Divination selections.

I tried to have abilities scale as the character gained levels.

The formatting the level table may not be perfect, but I tried to line things up. Hopefully it works.

Hit Die: d10

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Int), Ride (Dex), Spellcraft (Int), Swim (Str). Skill Ranks per Level: 2 + Int modifier.

Level..BAB..........................Fort..Ref...Will...1st..2nd..3rd..4th.. ..Class Features
1........+1...........................+2....+0...+2.....-....-......-...... -.......Arcane Strike, Detect Magic,
........................................................................... ...........................Eldritch Weapon (+1d6)
2........+2...........................+3....+0...+3.....-....-......-...... -.......Eldritch Defense, Weapon Focus
3........+3...........................+3....+1...+3.....-....-......-...... -.......Arcane Bond (Weapon), Eldritch
........................................................................... ...........................Weapon Training
4........+4...........................+4....+1...+4.....0....-......-...... -.......Combat Casting, Eldritch Strike
5........+5...........................+4....+1...+4.....1....-......-...... -.......Eldritch Weapon (Burst)
6........+6/+1.....................+5....+2...+5.....1....-......-......-.. .....Imbue Weapon +1
7........+7/+2.....................+5....+2...+5.....1....0......-......-.. .....Eldritch Armor Training
8........+8/+3.....................+6....+2...+6.....1....1......-......-.. .....Arcane Sight
9........+9/+4.....................+6....+3...+6.....2....1......-......-.. .....Eldritch Strike (Target), Imbue
........................................................................... ...........................Weapon +2
10......+10/+5...................+7....+3...+7.....2....1......0......-.... ...Eldritch Weapon (+2d6)
11......+11/+6/+1.............+7....+3...+7.....2....1......1......-....... Eldritch Might 1x/day
12......+12/+7/+2.............+8....+4...+8.....2....2......1......-....... Imbue Weapon +3
13......+13/+8/+3.............+8....+4...+8.....3....2......1......0....... Eldritch Resistance
14......+14/+9/+4.............+9....+4...+9.....3....2......1......1....... Eldritch Armor Mastery, Eldritch
........................................................................... ............................Might 2x/day
15......+15/+10/+5...........+9....+5...+9.....3....2......2......1.......E ldritch Weapon (Imp. Burst),
........................................................................... ............................Imbue Weapon +4
16......+16/+11/+6/+1.....+10..+5..+10....3....3......2......1.......Greate r Arcane Sight
17......+17/+12/+7/+2.....+10..+5..+10....4....3......2......1.......Eldrit ch Might 3x/day
18......+18/+13/+8/+3.....+11..+6..+11....4....3......2......2.......Imbue Weapon +5
19......+19/+14/+9/+4.....+11..+6..+11....4....3......3......2.......Eldrit ch Strike (Any)
20......+20/+15/+10/+5...+12..+6..+12....4....4......3......3.......Eldritc h Weapon (+3d6), Greater
........................................................................... ............................Eldritch Might 4x/day

Weapons and Armor: The eldritch champion is proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields).

Arcane Strike: At 1st level, the eldritch champion gains Arcane Strike as a bonus feat, even though they don't cast spells. The eldritch champion's effective caster level for the feat is equal to their class level.

Detect Magic: At will, an eldritch champion can use detect magic, as the spell. An eldritch champion can, as a move action, concentrate on on a single item or individual within 60 feet and determine the presence of an active or lingering magic aura, learning the aura's strength and (with a successful Knowledge (Arcana) check) the school of magic. A second consecutive round of concentration is required to identify the properties of a magic item (see the Spellcraft skill). While focusing on an individual or object, the eldritch champion does not detect evil in any other object or individual within range.
At 8th level, an eldritch champion can concentrate as a move action to observe all auras within line of sight as the spell arcane sight. Concentrating on a specific creature as a standard action lets the eldritch champion determine if the creature has spellcasting or spell-like abilities.
At 16th level, an eldritch champion can concentrate as a move action to observe all auras within line of sight as the spell greater arcane sight.

Eldritch Weapon: As a swift action, the eldritch champion can channel magical energy into a single weapon, granting an extra 1d6 of acid, cold, electricity, or fire damage to all successful attacks with that weapon for one round. If a weapon already does extra damage of the same type (i.e., corrosive, flaming, frost, or shock weapons, etc.), the damage does not stack. The eldritch champion can use the ability 3 times per day, plus the character's Int modifier, at first level. Each level after first adds an additional use per day.
In addition, the ability improves as the eldritch champion gains levels:
At 5th level, the weapon also does additional damage on a successful critical hit, based on the weapon's critical multiplier. A x2 weapon does an extra 1d10, a x3 weapon does an extra 2d10, and a x4 weapon does an extra 3d10.
At 10th level, the weapon does 2d6 extra damage, instead of 1d6, on each successful attack.
At 15th level, the weapon does increased additional damage on a successful critical hit. A x2 weapon does an extra 2d8, a x3 weapon does an extra 4d8, and a x4 weapon does an extra 6d8.
At 20th level, the weapon does 3d6 extra damage on each successful attack.

Eldritch Defense: At second level, the eldritch champion's study and understanding of magical effects grants a bonus equal to their Int modifier on all saving throws against spells, spell-like abilities, and supernatural effects that mimic spells.

Weapon Focus: At 2nd level, the eldritch champion gains Weapon Focus as a bonus feat.

Arcane Bond: At 3rd level, the eldritch champion establishes an arcane bond with a weapon, even though they cannot cast spells yet. This weapon must be of the same type that was selected with Weapon Focus at 2nd level. Treat the eldritch champion's class level as the caster level for determining if they meet the prerequisites for adding magic abilities to the bonded weapon.

Eldritch Weapon Training: The eldritch champion can qualify for fighter-only feats as a fighter of two less levels than total eldritch champion levels. If the character has levels in fighter (or gain a similar ability from another class), these levels stack.

Spells: Beginning at 4th level, an eldritch champion gains the ability to cast a small number of arcane spells from the eldritch champion spell list. An eldritch champion must choose and prepare their spells from those written in their spellbook.
To learn, prepare, or cast a spell, the arcane champion must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch champion's spell is 10 + the spell level + the character's Int modifier. An eldritch champion's caster level is equal to their class level - 3.
An eldritch champion can cast only a certain number of spells of each spell level per day, as shown on the above table. In addition, they receive bonus spells for high Intelligence.
An eldritch champion can cast spells in light armor and/or using a shield without a chance of arcane spell failure. In addition, they can cast spells without needing a free hand, as long as they are wielding their bonded weapon.
An eldritch champion can know any number of spells, but starts with only two 1st level spells, plus a number of additional 1st level spells equal to the character's Int modifier. At each new class level, the eldritch champion gains one additional spell of any level they can cast. The eldritch champion can copy or research more spells just like a wizard, using the same cost and time requirements. Eldritch champions can study a wizard's spellbook to learn any equivalent eldritch champion spell. Likewise, a wizard can study an eldritch champion's spellbook to learn any equivalent wizard spell. An eldritch champion must get 8 hours of sleep and spend 1 hour studying their spellbook to prepare spells.

Combat Casting: At 4th level, the eldritch champion gains Combat Casting as a bonus feat.

Eldritch Strike: At 4th level, the eldritch champion can, as a standard action that does not draw an attack of opportunity, cast a touch spell and make a single weapon attack, doing both normal weapon damage and the effect of the spell on a successful attack. You cannot "hold the charge" when using this ability.
At 9th level, the eldritch champion can cast any spell that affects a target or targets so that it takes effect on a successful weapon attack using this ability. If the spell would normally affect multiple targets, the victim only suffers a single instance (missile, ray, saving throw, etc.) from the spell.
At 19th level, the eldritch champion can cast any spell they have prepared to take effect on a successful weapon attack using this ability. Area spells only affect the target of a successful attack and most spells with a duration other than instantaneous become instantaneous.

Imbue Weapon: At 6th level, the eldritch champion can enhance their weapon as a standard action, imbuing it with magic energy for up to 1 minute per class level per day. This duration does not need to be consecutive, but must be used in 1 minute increments. When imbued with magic energy, the weapon shines as bright as a torch. At 6th level, the eldritch champion can imbue the weapon with a +1 enhancement bonus. For every three levels beyond 6th, the eldritch champion can imbue another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to an existing magic weapon, stacking with inherent weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: corrosive, corrosive burst, cunning, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, and speed. Adding these properties consumes an amount equal to the property's cost. These bonuses are added to any properties the weapon has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties are determined when the weapon is imbued and cannot be changed without re-imbuing the weapon. These bonuses apply to only a single weapon (or one end of a double weapon); imbuing a different weapon ends the effect.

Eldritch Armor Training: At 7th level, the eldritch champion can cast spells in medium armor without a chance of spell failure.

Eldritch Might: At 11th level, the eldritch champion can channel energy into their own body as a standard action, gaining a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, and one extra attack at their highest bonus on a full attack action (does not stack with Haste and/or Speed weapons). This energy lasts for a number of rounds equal to the character's eldritch champion levels, leaving the eldritch champion fatigued. If the eldritch champion was already fatigued, then they are exhausted; this ability cannot be used when exhausted. The eldritch champion can use this ability once per day at 11th level, twice per day at 14th level, three times per day at 17th level, and 4 times per day at 20th level.
At 20th level, the ability improves, granting a +6 enhancement bonus to Strength, Dexterity, and Constitution, a +6 natural armor bonus to AC, DR 5/-, one extra attack, and a +2 competence bonus to attack rolls, saving throws, and skill checks.

Eldritch Resistance: At 13th level, the eldritch champion gains spell resistance equal to their current class level + 10.

Eldritch Armor Mastery: At 14th level, the eldritch champion gains proficiency in heavy armor and can cast spells in heavy armor without a chance of spell failure.

Eldritch Champion Spells
1st level: burning hands, chill touch, endure elements, enlarge person, expeditious retreat, feather fall, flaming sphere, gravity bow, hydraulic push, [i]identify, jump, magic missile, magic weapon, mount, ray of enfeeblement, shield, shocking grasp, stone fist, touch of the sea, true strike
2nd level: acid arrow, arrow eruption, bear's endurance, bull's strength, cat's grace, dispel magic, elemental aura, false life, fire breath, fox's cunning, ghoul touch, gust of wind, haste, keen weapon, protection from arrows, resist energy, scorching ray, spectral hand
3rd level: aqueous orb, cloak of winds, elemental body I, fireball, fly, greater magic weapon, hydraulic torrent, lesser globe of invulnerability, lightning Bolt, nondetection, phantom steed, protection from energy, ray of exhaustion, vampiric touch, versatile weapon
4th level: arcane eye, ball lightning, detonate, elemental body II, enervation, fire shield, ice storm, resilient sphere, stoneskin, wall of fire, wall of ice, waves of fatigue


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There's been some discussion on whether or not a mystic theurge is "viable" during play. The concern is mostly voiced regarding levels 5-9, and especially 5-7. So, as opposed to general statements, I'm inviting the rest of the community to discuss specific cases and circumstances.

Some ground rules:

This is NOT a comparison between the mystic theurge and a single classed cleric, druid, sorcerer, or wizard. If your main complaint is that the mystic theurge isn't as "powerful" as a single classed caster in that class's strength, then you're missing the point behind the concept of the mystic theurge, which is versatility.

The discussion is on the mystic theurge using the official Pathfinder RPG rules, 15 Point Buy, as documented in the Core Rulebook and associated resources (download page). If you deviate from the official rules (for example, restrict availability/crafting of magic items, copying spells, and/or change the wealth by level guidelines, use 3.5 or other rule variants, etc.), please specify exactly how you deviate and what effect that deviation has on characters. Note that I consider the biggest downfall to the mystic theurge (as with any multiclassed caster) the hit in caster level, so I use traits and always choose Magical Knack ("... Pick a class when you gain this trait--your caster level in that class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.")

This is not a CharOps discussion, so don't bash a particular "build" simply because it's not as "efficient/powerful" as possible. The main focus is a character that can contribute in most situations and shine in at least a few (i.e, "viable"), not simply maximizing effectiveness in a single activity. In particular, the characters I'm including to start the discussion are developed from my character concepts and take into account progression from 1st level, as well as preparing for future progression based on the concept.

Half-Elf Conjurer 3/Druid 3
10 Str, 13 Dex, 12 Con, 16 Int (14 +2 race), 15 Wis (14 +1 advancement), 10 Cha
Racial Traits: +2 to any one ability score (Int); Medium Size; Speed 30 ft; Low-Light Vision; Adaptability (Skill Focus as bonus feat); Elf Blood; Immune to magical sleep effects, +2 saves vs. Enchantment; +2 Perception checks; Multi-talented (Favored Classes- Druid, Wizard)
Class Features: Arcane Bond (Staff), Arcane School- Conjuration (Opposition- Illusion, Necromancy; Summoner's Charm (+1 round), Acid Dart (1d6+1, 30 ft) 6x/day), Cantrips, Scribe Scroll; Nature Bond (Plant Domain- Wooden Fist (+1 damage) 5 rounds/day), Nature Sense (+2 Knowledge (Nature), Survival checks), Orisons, Wild Empathy (+3), Woodland Stride, Trackless Step
Skills: Heal 3 (+8), Knowledge (Arcana) 6 (+12), Knowledge (Nature) 6 (+14), Knowledge (Planes) 3 (+9), Linguistics 3 (+9; Aquan, Auran, Common, Draconic, Druidic, Elven, Ignan, Sylvan, Terran), Perception 6 (+11), Spellcraft 6 (+12), Survival 3 (+11)
Traits: Magical Knack (Wizard), one other trait
Feats: Augment Summoning, Craft Wand, Scribe Scroll, Skill Focus (Survival), Spell Focus (Conjuration)
Wizard Spells (CL 5); 0-4, 1st-3+1, 2nd-2+1
Spellbook (all 0-level except Illusion, Necromancy; Enlarge Person, Grease, Identify, Mage Armor, Magic Missile, Shocking Grasp, Sleep, Summon Monster I; Glitterdust, Scorching Ray, Summon Monster II, Web; 120 gp)
Druid Spells (CL 3); 0-4, 1st-3+1, 2nd-2+1
Gear: masterwork scimitar (315 gp), +1/masterwork quarterstaff (arcane bond item; 2,000 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), wand of scorching ray (4,500 gp), wand of cure light wounds (750 gp), wand of magic missile (CL 3; 2250 gp), 1,518 gp
Combat: AC 13 (touch 12, flat-footed 12)*, 35.5 avg hp, +3 melee or +4 ranged, Fort +5, Ref +3, Will +8, Init +1, CMB +3, CMD 14
*- AC 18 (flat-footed 17) with barkskin and mage armor

Human Cleric (Asmodeus) 3/Enchanter 3
13 Str, 10 Dex, 12 Con, 15 Int (14 + 1 advancement), 16 Wis (14 + 2 race), 10 Cha
Racial Traits: +2 Any one score (Wis); Medium Size; Speed 30 ft; Bonus feat at 1st level; Skilled (+1 Skill Rank per level)
Class Features: Aura (Evil, Law), Channel Negative Energy (2d6, DC 11) 3x/day, Domains (Fire- Fire Bolt (1d6+1, 30 ft ranged touch) 6x/day; Trickery- Class Skills (Bluff, Disguise, Stealth), Copycat (3 rounds) 6x/day), Orisons, Spontaneous Casting (Inflict); Arcane Bond (mace), Arcane School- Enchantment (Opposition- Divination, Transmutation; Enchanting Smile (+2 enhancement to Bluff, Diplomacy, Intimidate, Dazing Touch (3 HD) 5x/day), Cantrips, Scribe Scroll
Skills: Bluff 3 (+8), Diplomacy 3 (+8), Knowledge (Arcana) 5 (+10), Knowledge (Planes) 1 (+6), Knowledge (Religion) 6 (+11), Perception 6 (+9), Spellcraft 6 (+11)
Traits: Magical Knack (Cleric), one other trait
Feats: Craft Wand, Point Blank Shot, Power Attack, Scribe Scroll, Toughness
Cleric Spells (CL 5); 0- 4, 1st- 3+1, 2nd- 2+1
Wizard Spells (CL 3); 0- 4, 1st- 3+1, 2nd- 2+1
Spellbook (all 0-level except Divination, Transmutation; Charm Person, Chill Touch, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Sleep; Glitterdust, Scorching Ray, Spectral Hand, Touch of Idiocy; 150 gp)
Gear: masterwork heavy crossbow (350 gp), +1 cold iron heavy mace (4,324 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of chill touch (CL 3; 75 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), scroll of spectral hand (150 gp), wand of cure light wounds (750 gp), wand of scorching ray (4,500 gp), 1,154 gp
Combat: AC 12 (touch 11, flat-footed 12)*, 42.5 avg hp, +4 melee or +3 ranged, Fort +5, Ref +2, Will +9, Init +0, CMB +4, CMD 14
*- AC 16 (flat-footed 16) with mage armor

Human Wizard 3/Cleric (Nethys) 3
8 Str, 14 Dex, 12 Con, 16 Int (14 + 2 race), 15 Wis (14 + 1 advancement), 10 Cha
Racial Traits: +2 Any one score (Int); Medium Size; Speed 30 ft; Bonus feat at 1st level; Skilled (+1 Skill Rank per level)
Class Features: Arcane Bond (staff), Arcane School- Universalist (Hand of the Apprentice 6x/day), Cantrips, Scribe Scroll; Channel Positive Energy (2d6, DC 11) 3x/day, Domains (Magic- Hand of the Acolyte 5x/day; Protection- +1 resistance on all saves, Resistant Touch 5x/day), Orisons, Spontaneous Casting (Cure)
Skills: Knowledge (Arcana) 6 (+12), Knowledge (Planes) 3 (+9), Knowledge (Religion) 6 (+12), Linguistics 3* (+9), Perception 6 (+8), Spellcraft 6 (+14), Use Magic Device 6 (+8)
*- Abyssal, Auran, Celestial, Common, Draconic, Ignan, Terran
Traits: Magical Knack (Wizard), one other trait
Feats: Craft Wand, Craft Wondrous Item, Magical Aptitude, Point Blank Shot, Scribe Scroll
Wizard Spells (CL 5); 0- 4, 1st- 3, 2nd- 2
Spellbook (all 0-level; Color Spray, Comprehend Languages, Grease, Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Sleep; Acid Arrow, Resist Energy, Web; 75 gp)
Cleric Spells (CL 3); 0- 4, 1st- 3+1, 2nd- 2+1
Gear: masterwork light crossbow (335 gp), +1/masterwork quarterstaff (arcane bond item; 2,000 gp), masterwork alchemical silver dagger (322 gp), ring of protection +1 (2,000 gp), amulet of natural armor +1 (2,000 gp), scroll of mage armor (CL 3; 75 gp), scroll of lesser restoration (150 gp), wand of acid arrow (4,500 gp), wand of cure light wounds (750 gp), wand of magic missile (CL 3; 2250 gp), 1,543 gp
Combat: AC 14 (touch 13, flat-footed 12)*, 35.5 avg hp, +2 melee or +5 ranged, Fort +6, Ref +5, Will +9, Init +2, CMB +2, CMD 14
*- AC 18 (flat-footed 16) with mage armor

The following character is incomplete (I'm working on several custom X-times per day items based on the concept, like a masterwork alchemical silver gauntlet with cure light wounds on command 3x/day or a bracelet with shield (CL 2) on command 2x/day), with the eventual goal (not really effective until 11th-12th level) of being a combat-focused mystic theurge. Obviously, Arcane Armor Training will be the next feat taken (7th), then probably Forge Ring (9th) and Arcane Armor Mastery (11th).

Dwarf Cleric (Torag) 3/Transmuter 3
14 Str (13 +1 enhancement), 10 Dex, 14 Con (12 +2 race), 15 Int (14 +1 advancement), 16 Wis (14 +2 race), 8 Cha (10 -2 race)
Racial Traits: +2 Con, +2 Wis, -2 Cha; Medium Size; Speed 20 ft, not reduced by medium/heavy armor/load; Darkvision 60 ft; +4 AC vs. Giants; +2 Appraise checks for metal/stone items; +1 attack bonus vs. Orcs, Goblinoids; +2 saves vs. poison, spells, spell-like abilities; +4 CMD vs. bull rush, trip; Stonecunning; Proficient with battleaxes, heavy picks, warhammers; "Dwarven" weapons considered martial
Class Features: Aura (Good, Law), Channel Positive Energy (2d6, DC 10) 2x/day, Domains (Artifice- Artificer's Touch (CL 3 mending or 1d6+1) 6x/day; Earth- Acid Dart (1d6+1, 30 ft) 6x/day), Orisons, Spontaneous Casting (Cure); Arcane Bond (Ring), Arcane School- Transmutation (Opposition- Enchantment, Illusion; Physical Enhancement (+1 Str), Telekinetic Fist (1d4+1, 30 ft ranged touch) 5x/day), Cantrips, Scribe Scroll
Skills: Appraise 3 (+8/+10), Craft (Armor) 3 (+8), Craft (Weapons) 3 (+8), Knowledge (Arcana) 2 (+7), Knowledge (Engineering) 2 (+7), Knowledge (Religion) 2 (+7), Perception 6 (+9), Spellcraft 6 (+11)
Traits: Magical Knack (Cleric), one other trait
Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Improved Unarmed Attack, Scribe Scroll
Cleric Spells (CL 5); 0-4, 1st-3+1, 2nd-2+1
Wizard Spells (CL 3); 0-4, 1st-3+1, 2nd-2+1
Spellbook (all 0-level except Enchantment, Illusion; Enlarge Person, Expeditious Retreat, Identify, Mage Armor, Magic Missile, Magic Weapon, Shield, True Strike; Acid Arrow, Cat's Grace, False Life, Glitterdust; 135 gp)
Gear: 15,865 gp worth


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"Yeah, who ever heard of a reptile with boobs? Ridiculous!"

"I was just trying to stay current!"


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Discussions here on armor use started me thinking. What follows is an analysis of the maximum protective benefits of mithral vs. adamantine full plate against normal weapon damage. The benefits/drawbacks of the other differences (run speed, touch AC, armor skill penalties) are highly situational and would require a case-by-case analysis of specific character builds (to include movement bonuses, energy resistances, grapple check modifiers, etc.) vs. specific challenges/opponents.

At the extremes, when both ACs are always hit except on 1 or always missed except on 20, adamantine is superior. For most of the other situations, the benefit can be calculated by using the average damage per hit (D) multiplied by the number of hits in 20 (H); the average damage per 20 attacks for mithral full plate is D x H and the average damage per 20 attacks for adamantine full plate is (D - 3) x (H + 2).

The break-even point for the protective values of the two armors can be determined as follows:
D x H = (D - 3) x (H +2)
DH = DH + 2D - 3H - 6
0 = 2D - 3H - 6
2D = 3H +6
D = 1.5H +3

Therefore, at the following hit probabilities, if the average damage per attack is less than the break-even point, adamantine is the better choice; if the average damage per attack is greater than the break-even point, then mithral is the better choice.

mithral hit %/adamantine hit % - avg. dam. per attack
5%/10%* - 6
5%/15% - 4.5
10%/20% - 6
15%/25% - 7.5
20%/30% - 9
25%/35% - 10.5
30%/40% - 12
35%/45% - 13.5
40%/50% - 15
45%/55% - 16.5
50%/60% - 18
55%/65% - 19.5
60%/70% - 21
65%/75% - 22.5
70%/80% - 24
75%/85% - 25.5
80%/90% - 27
85%/95% - 28.5
90%/95%* - 57

*- Because of the auto-hit/-miss feature of d20 combat, the break-even point for these is calculated using the following equation: D x H = (D - 3) x (H + 1), which reduces to D = 3H + 3.

Because of the differences between light and medium armor, comparing mithral vs. adamantine breastplates is like comparing apples to oranges. Comparing mithral vs. adamantine chain shirts reveals that the break-even point is so low (D = .5H + 1) adamantine is not worth it in most circumstances.


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I don't know what crunch the Pathfinder Chronicles Campaign Setting book will have for Irori, but the cleric/monk combination is something that begs for development. Unfortunately, there's not a lot of material in 3.x (the Sacred Fist PrC in Defenders of the Faith and Complete Divine was kind of meh, the Initiate of Pistis Sophia PrC in Book of Exalted Deeds didn't improve spellcasting, etc.). Below is a feat I developed to meet this need.

Disciple of Irori

Your studies of the teachings of the Master of Masters has allowed you to improve both your ability to channel divine power and fight unarmed.

Prerequisites: Improved Unarmed Strike, Turn/Rebuke Undead, must worship Irori
Benefit: Your cleric and monk levels stack for determining your unarmed damage, your Turn/Rebuke Undead ability, and your cleric domain powers. In addition, you can multiclass freely between the cleric and monk classes. You must remain lawful to continue advancing as a monk. You still take all applicable multiclassing penalties.


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I know it's still a couple months early, but in anticipation I recently roughed out an alternate party of pre-generated characters using the following guidelines: PHB races and classes only (UA bloodlines and class variants are an option, as are the options in the Pathfinder Chronicles Gazetteer), 28 point buy, one UA Trait, and PCs can choose to take a Flaw from UA to gain an extra feat. More details will be added once the Second Darkness Companion is out. DMs can use them as NPC ideas or replacement characters.

Elf (Intermediate Fey Bloodline from UA) sorcerer (battle sorcerer variant) 1; 12 Str, 16 Dex, 12 Con, 12 Int, 8 Wis, 15 Cha; Animal Companion variant from UA, weapon proficiency with Short Sword; Concentration 4, Handle Animal 1.0, Knowledge (Arcana) 2, Spellcraft 4; Detached (+1 Will, -1 Ref); Point Blank Shot; this is one character that would probably work better under the Pathfinder RPG rules

Gnome druid ("swift and deadly hunter" variant from UA) 1; 10 Str, 14 Dex, 14 Con, 12 Int, 15 Wis, 10 Cha; Favored Enemy (either Aberration or Magical Beast); Concentration 4, Handle Animal 4, Heal 2, Knowledge (Nature) 4, Ride 2, Survival 4; Uncivilized (+1 Handle Animal, Wild Empathy; -1 Bluff, Diplomacy, Gather Information); Spell Focus (Conjuration), Track; probably going to take Augment Summoning at some point

Human (Ulfen) barbarian (Cold Resistance variant from the Pathfinder Chronicles Gazetteer) 1; 15 Str, 14 Dex, 14 Con, 10 Int, 12 Wis, 10 Cha; Climb 2, Intimidate 4, Jump 2, Literacy, Profession (Sailor) 2.0, Speak Language (Common/Taldane; Skald is native), Swim 4; Musclebound (+1 Str-based checks, -2 Dex-based checks); Power Attack, Weapon Focus (Battleaxe); fights with battleaxe and shield, like a classic Viking

Human (?) paladin (Erastil; hunter variant from UA) 1; 14 Str, 10 Dex, 12 Con, 12 Int, 14 Wis, 14 Cha; Favored Enemy (+2 Undead); Diplomacy 4, Handle Animal 4, Knowledge (Religion) 2, Ride 2, Sense Motive 4; Honest (+1 Diplomacy; -1 Bluff, Sense Motive); Improved Initiative, Point Blank Shot

I'd considered switching the elf and the gnome class selections, but since I'm restricting the options available, an elf druid 4/bard 4/rogue 2/Fochlucan lyrist (Complete Adventurer) is out. Also, while a gnome battle sorcerer with a fey bloodline is a great concept, an elf just works better mechanically.


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I was coming up with some NPCs and pregenerated PCs and came up with the following variant bard. Feel free to use it in your campaigns.

Bard Variant: Varisan Seer

The Varisan seer is a spokesperson of fate for their family. With the death of Aroden, discerning the future has become unreliable and vague. However, the Varisan seer still has the talent to pierce the veils of chance as well as any in the current Age, often through a Harrow deck. Their tie with chance and fate also gives them some control over the fate of others.

Most Varisan seers are female, with only a rare few males.

Class Features
The Varisan seer has all of the normal class features of a bard, but tends toward the use of chants and mystic phrases (Perform (Oratory)) instead of playing musical instruments and singing.

Weapon Proficiencies
The Varisan seer gains proficiency in Bladed Scarf instead of Whip.

Spell Selection
Varisan seers concentrate on divinations and affecting the fate of others, rather than flashy effects and powerful illusions. Make the following changes to the bard class spell list:

0- Add detect poison and guidance; remove flare and summon instrument
1st- Add bane, bless, detect evil/good/law, doom, and true strike; remove animate rope, erase, grease, magic mouth, and Nystul's magic aura
2nd- Add augury* and status; remove glitterdust and pyrotechnics
3rd- Add arcane sight and bestow curse; remove gaseous form and phantom steed
4th- Add divination and sending; remove hallucinatory terrain and shadow conjuration
5th- Add contact other plane and true seeing; remove mirage arcana and shadow evocation

*-Commonly using a Harrow deck as the focus


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I was just watching A Knight's Tale a couple of days ago. It might be interesting to drop a similar side-story (or, with the right PC, make a character goal) into a campaign.

In any event, a tournament makes a nice break from dungeon-crawling and is chock full of role-playing opportunities.


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The bestiary sample of Pathfinder #3 is great! A very well designed monster that could be used in any campaign.

One small typo: The page reference at the end of the Ecology section for "argorths (see page 88)." The Mother of Oblivion pages are 88 and 89 in the sample.


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I've been kicking around the idea of playing a half-orc cleric of Garl Glittergold (he was raised by gnomes). I also like the Divine Prankster PrC from Races of Stone (a prankster half-orc with divine spells, yes I know that's wrong). So, while I was helping a friend work out how to create a Luggage in D&D (OK, that's wrong, too), I sat down and designed the perfect vehicle for allowing this concept: the Comedy domain.

Comedy Domain

Deities: Garl Glittergold, Olidammara.
Granted Power: Add Bluff, Perform (Comedy), and Sleight of Hand to the cleric's class skills.

Comedy Spells
1. Grease
2. Tasha's Hideous Laughter
3. Shrink Item
4. Glibness
5. Mirage Arcana
6. Mislead
7. Sequester
8. Otto's Irresistable Dance
9. Time Stop

Now the half-orc can qualify for Divine Prankster as a cleric 3/stoneblessed 3. I share this to the rest of the board for their amusement (the looks around the gaming table are bound to be priceless when you start to play this character).


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In ToD, there is a lizardfolk lair marked to the north of Fogmire. It is not marked as appearing in one of the later installments of the STAP, so here's an idea that I've had sitting around for a couple years (feel free to use it in a side-trek if the party needs a bit more experience): A tribe of Corrupted (template from BoVD) Lizardfolk led by a Corrupted Two-Headed (Multi-headed template from Savage Species) Lizardfolk Cleric (Demogorgon) 3+/Thrall of Demogorgon 4. Yes, I know that's CR 12+ for the leader.

Disclaimer: Any character deaths are the responsibility of the DM and the players, especially if you give the leader a Symbol of Demogorgon and have him prepare Rotting Curse of Urfestra.


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I was wondering if there's a good prestige class for a combat-focused cleric of Kord. The Hierophant and Thaumaturgist in the DMG don't really fit. The Holy Liberator from CD has potential, but would need to be adapted. The Divine Crusader, Sacred Fist, and Warpriest, also from CD, are possible, but limiting.

The Warpriest is probably the "best" choice of the bunch (and it's only decent), apart from an adapted Holy Liberator. Does anyone have any other suggestions?


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Even though I'm not running STAP any time soon (probably; it depends on how long the group continues with AoW), I made some changes to Rowyn in TINH and tSWW.

In TINH I just changed her skills and one spell; I find it unbelievable that the leader of a thieves guild wouldn't have ANY ranks in Appraise, Gather Information, Hide, or Move Silently. Also, with her ranks in Sleight of Hand, she doesn't need the cantrip Prestidigitation (Read Magic would make more sense).

For tSWW, I made her a Rog 3/Brd 4/Asn 1 (and switched her scroll to Summon Monster III/Fiendish Crocodile). The biggest changes are the tactics she uses in Seduction 2; instead of casting Hold Person and performing a coup de grace, she studies the character for a Death Attack and uses Sleight of Hand to steal a weapon before striking.

The changes fit her plot role (and personality) better, I think. After her defeat in TINH, she spent her time training to become an assassin so she can get her revenge on the PCs.

Full Name

Yume Tsune

Race

Expert 1 | HP 9/9 | AC 16, T 14, FF 12 | Fort +1, Ref +4, Will +1 | CMB -2, CMD 12 | Perc +3 | Init +4 |

Classes/Levels

Skills:
Acrobatics +6, Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +8, Linguistics +6, Perception +3, Sleight of Hand +8 (+12 to hide objects on your body); Stealth +8

About Yume Tsuni

Yume
Female young kitsune expert 1 (Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20) or
. . shortspear -2 (1d6-2) or
. . bite -2 (1d4-2)
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—dancing lights
. . 2/day—disguise self
--------------------
Statistics
--------------------
Str 6, Dex 18, Con 12, Int 14, Wis 8, Cha 16
Base Atk +0; CMB -2; CMD 12
Feats Fox Shape, Magical Tail[ARG]
Traits nine-tailed scion
Skills Acrobatics +6, Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +8, Linguistics +6, Perception +3, Sleight of Hand +8 (+12 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8; Racial Modifiers +2 Acrobatics
Languages Common, Elven, Halfling, Sylvan, Tien
SQ change shape
Other Gear lamellar cuirass[UC], dagger, shortspear, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], pocketed scarf[UE], sewing needle, signal whistle, string or twine[APG], thread (50 ft.), 6 gp, 6 sp, 4 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Fox Shape You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.