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John Doe 768 wrote:
I'd definitely like to see some 2e demi-elements, like earth and fire turning into magma, water and fire turning into steam, earth and wind as dust, and so on.

That was already built in to Kineticists. At least the Playtest version was able to combine elements to form combinational effects such as magma, mud, dust, electrified water..


I'm a supporter of notion that Familiar's are extradimensional beings that choose a shell to house their spirit while on the mortal plane. When you select Improved Familiar, your old familiar just gets a pimped out new vehicle to ride around in.


Grimboldorf wrote:
My second question is, can you use the Eldritch heritage feats to select bloodrager bloodlines instead of sorcerer ones? The feat says sorcerer bloodlines so I amused no, but that feat was made long before bloodrager came out and bloodragers bloodlines are described to be very close to that of sorcerer bloodlines. So have they just not updated the feat or is it only for sorcerer bloodlines?

No, without a GM house ruling, only sorcerous bloodlines may be chosen with Eldritch Heritage. Though there is the Raging Blood feat that lets you choose a first level Bloodrager bloodline power and get a mini Bloodrage. Without Raging Blood getting a Bloodrager Bloodlines would be useless for pretty much anyone except Bloodragers and Eldritch Scion Magi. Their abilities only kick in during a Bloodrage unless specifically noted on that power, such as Fey's level 16, One With Nature.


TOZ wrote:
Suma3da wrote:
Excuse me, but has this really been a 400+ in 12 hours topic, simply debating about the DC required to jump across X distance?
Yeah! Why do you ask? :D

Ah, I see, thank you. I just wanted to double check and make sure I wasn't missing the meaning of life somewhere in the midst of this rules lawyering. Please ignore my interruption and carry on folks.


Excuse me, but has this really been a 400+ in 12 hours topic, simply debating about the DC required to jump across X distance?


Many groups have attempted to run campaigns using settings where Magic Items were either scare or completely non-existent. However magical items are such a core feature of DnD/Pathfinder and the Fantasy Genre in general that some players feel alienated by their absence. Also it's somewhat difficult for less experienced GMs to rebalance encounters to take into account the lack of extra power granted from magical gear.

The Automatic Bonus Progression system is just an extra set of optional tools to try and bridge the gap between setting fluff and mechanical crunchy bits. Like everything else in the Unchained book, for some games they'll be a great fit for what the campaign is trying to accomplish. But they shouldn't just be tossed into every game without consideration.


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Samy wrote:
Too bad the spiritualist plays into the old = ugly trope. Old people get a bit stomped in that regard. But on the other hand, it's in the eye of the beholder and some might find her attractive. Not to mention that every character doesn't need to be sexy in the first place. So it's a bit of win some lose some.

I gotta imagine designing Iconics are a "Damned if you do, Damn'd if you don't" type situations. Making a the Spiritualist a Milf would've lead to accusations of sexism and misogyny. Making her an older man, would lead to stereotype of casters being frail and somewhat infringe on Ezren's turf. Making her anything will ruffle someone's feathers one way or another.


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The kind of Role-Model a Paladin is supposed to exemplify depends on the the culture of the area. Trying to be a Shining White Knight in a setting that has no Cultural Identity with that Archetype is a fallacy. Someone used to Western European fantasy would peg Paladins as Knight's Templar. A Japanese/Tian person, may envision an honorable Samurai when they think of what Paladin should be. However both of those types would be radically different than what a Native American/Mongol/Shaonti would picture as their LG Role-Model.

If you're from a society where smoking and drinking are sociably acceptable and non-taboo norms, I see no issues with this concept. If you're from an area with a more repressive and Puritan viewpoint on this subject, then sure I could see this character having a few issues.


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Ross Byers wrote:
Xethik wrote:
I like the old guy shooting lasers out of his eyes and rocking devil horns.

Is that supposed to be another iconic, or does the blue spell aura indicate this is a dominated foe?

Also, I want that stuffed owlbear.

I think the old lady is the Iconic Spiritualist controlling that green warrior Phantom. She also pops up in this picture. In terms of core mechanics, she's basically an occult version of the Summoner class with some Shaman King anime flare.


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The Iconic Psychic and Occultist do look pretty nifty. I gotta applaud at how the Occultist is heavyset, but still looks like a total badass.


Baseline Rangers simply have an extremely limited selection of weak Animal Companions compared to Druids. The Beastmaster Archetype gives Rangers access to the full list of companions.


Spell Resistance
"Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not."

Inquisitor's Judgement is a Supernatural ability so it can bypass SR.


FAQ Source

Yes, unless it explicitly states that you can't target yourself, "your allies" is the same as "you and your allies."


Mkay, I have some good news and some bad news. I just finished rereading some pertinent information from Champions of Purity, Champions of Corruption, and Book of the Damned, Vol. 2 - Lords of Chaos. If your friend hasn't fully completed the Third Ritual and become a Half-Fiend they may still be savable. If he's not a Half-Fiend yet he's still pretty much Damned in relation to the Damnation outlined in Champions of Corruption which while reversible, isn't easy and would take a lot of ingame time.

First ya gotta cut out that demonic implant. Removing that inflicts 1d6 con damage and could have other effects as well (such as deafness or blindness) as determined by the GM. Per the Damnation rules, only the Atonment spell cast by a good character is needed if he hasn't fully gone down the alignment scale to evil(Which I highly doubt considering the thing's it takes to get to the Third Ritual.) Assuming your buddy is Evil, then he can go down the long path of Redemption outlined in Champions of Purity.

If your friend is willing to take the route to redemption Iomedae may be willing to stay his execution if you act his Sponsor. Of course this is all subject to GM approval, but if you take these cases to GM they may be willing to play ball.


Jolken Jenkins wrote:
Would changing my animal companion into a magical beast through the Celestial Servant feat also modify it's HD and BAB?

FAQ Source

No, all your companion get is the benefits of the Celestial Template and a type change from Animal to a Magic Beast that's still treated like an animal for certain mechanincs.


In this case I think we're talking about the Rituals to become a Demon from Lords of Chaos. If the character has already completed the third ritual he's become a Half-Fiend and is pretty much screwed in terms of redemption without divine intervention.


Kultyz wrote:


Problems of option 1:
- There is no Lance favored weapon deity nor a trait/drawback trade to get proeficiency with lance (heriloom weapon is too limited) and spending a feat just to get proeficient is also not great since this build will be very feat intesive.

There's a little known deity who has lance as his favored weapon. Eligos, The Winged Rider only gets a tiny mention in a couple of books like Inner Sea Gods and BotD v1:PoD. Now, he may be a LE Infernal Duke of Hell, but you can still work with him and not be a "bad guy". His Area of Concern is Flight, Soldiers, and Watchfulness and his domains are Air, Law, Travel. One possible way you could fluff this off as being something along the lines of a LN Inquisitor who travels around ensuring that the roads are safe from banditry or that town guards and military outposts are alert and watchful for danger.


bookrat wrote:
Suma3da wrote:
bookrat wrote:
While all true, I'm philosophically against the idea of someone who is devoted to chaos being required to follow a code. If they have a code that they must abide in order to retain their powers, they should be LE, not CE.

Antipaladin's are not Chaotic Stupid. Most of them are still rational and thinking beings. The Antipaladin codes presented in ISG are more Modus Operandi for their flavor of chaos/evil than true restrictions on their actions. Outside of Rovagug, I doubt any of the "Prime Evils" would empower some mad dog who couldn't toe the line and advance their deity's cause.

*Edit:Blah, Ninja'd*

i don't understand the leap in logic from being dedicated to chaos and not having a code to "chaotic stupid."

I've been reading a lot of Staw Wars books recently, and the Sith strike me as every bit of anti-paladin as I can imagine.

There's a huge difference between Sith and Antipaladins though. The origin and source of the their powers. In the Star Wars Universe, The Force is generally not viewed as an aspected entity that consciously chooses who can draw on it's power. A Sith is free to choose how they act because The Force can't revoke their power.

Unlike The Force, a Pathfinder Deity has sentience and has general objectives that it wants achieved. Religious Antipaladins serve as the enforcer of their deity's cause on the mortal plane. Antipaladins of a god have to play by their god's rules or they get the boot.


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bookrat wrote:
While all true, I'm philosophically against the idea of someone who is devoted to chaos being required to follow a code. If they have a code that they must abide in order to retain their powers, they should be LE, not CE.

Antipaladin's are not Chaotic Stupid. Most of them are still rational and thinking beings. The Antipaladin codes presented in ISG are more Modus Operandi for their flavor of chaos/evil than true restrictions on their actions. Outside of Rovagug, I doubt any of the "Prime Evils" would empower some mad dog who couldn't toe the line and advance their deity's cause.

*Edit:Blah, Ninja'd*


kestral287 wrote:
Kensai can't finesse a katana, so he'd have to switch weapons. Beyond that it works like a charm though.

Why couldn't a Kensai finesse a katana? All they'd have to do is cough up the gold for Effortless Lace to make it work. Admittedly it would be more practical to just use the standard wakizashi/rapier/scimitar method, but it's still possible.


I've been meaning to try out a Hex Strike build work since I first saw it in Ultimate Combat a few years ago. Other than Hexcrafter Magus, I haven't really seen any builds that could make much use of it.


To me it's a question of, "How active does one have to be to get the attention of a divine source of power?".

I have no problems seeing an unknown entitiy supplying the juice for Oracles and Divine Sorcerers/Bloodragers/Magus types. To a lessor extent I can envision a deity acting as the hidden benefactor to Paladins, War Priests, Witches, and Inquisitors who embody their cause. I don't see why a deity couldn't imbue someone without the recipient asking for the power it first.

A Cleric not being about to figure out who's empowering them is harder for me to fluff off to myself. I personally have always viewed a Clerics as having a more intimate nature with their deity and having to jump through more hoops than other divine classes to get their abilities. To me a Cleric has to actively pray and petition a Force to empower them. It's hard to ask someone for something when you're not aware they exist to be asked in the first place. I suppose a god could answer an unaddressed prayer, but I have difficulty accepting it developing into a full on Cleric-Patron for any length of time. Also a Cleric who's a member of a Mystery Cult worshiping an unknown deity might work out.


May also want to take a look at the Survivor Druid Archetype for more ideas. That one has slightly stunted spell casting and gives up Wild Shape. Also it gets the ability to attach a magical Ranger trap to an arrow and target an enemy or a square for it to be placed at.


Cavall wrote:

*Abadar's Code of Honor*

I think they can be LN but... in anyways its a different way to play a pally.

I'm not seeing what you're talking about. There's nothing there that allows a Paladin to be LN. Nothing in that code couldn't be accomplished by a LG person who upholds the values of a lawful civilization. Even a LE character could live by that code with no issues at all.


Let's be real, the baseline Rogue needed to be replaced. Largely due to mechanics inherited from older DnD editions, Rogue was pretty darn schizo and had an identity issue. With one hand, it tries to be a Master of Skills, while with the other it tries to be an Assassin King, but it didn't have the tools to do any of it in a top notch fashion. It had to be split off into Slayer+Investigator or rebuilt in Unchained for it to compete with other Pathfinder classes.

Ranger still has plenty of mechanical and fluffical advantages to keep it apart and competitive with a Slayer.


LazarX wrote:

I'm going to say that it's highly unlikely that Milani sponsors an order of Paladins, nor does she have any worshipping her.

There seriously is already a Paladin of Milani NPC. Achille Parsall get's a small mention in the Guide to the Riverlands. He's listed as, "Lord Achille Parsall, knight (LG male human aristocrat 2/fighter 2/paladin of Milani 4). Since that tidbit was written nearly 5 years ago by a freelancer, it has been under-siege as a simply a misunderstanding.


Ed Reppert wrote:
Hm. I was wondering the other day about Paladins of Irori. ISTR reading somewhere that being neutral wrt good and evil, Irori doesn't much care about the good end of that spectrum. I don't remember whether I read it or just inferred it, but I came away from that with the impression that Irori does not support paladins. Also, I see no mention of paladins in Irori's entry in Inner Sea Gods or Faiths of Balance or Champions of Balance. OTOH I seem to remember a thread on the messageboards somewhere which asserted that Irori does support paladins. Besides, it would seem odd, at least, for a character to use "paladin of somebody else" to meet the paladinish requirements to become a champion of Irori. So what's the real skinny? Reference, please. "Of course Irori supports paladins" isn't much help. :-)

It's probably already been mentioned, but have you read the fluff for the Iroran Paladin Archetype from Inner Sea Combat?(Not the Champion of Irori PrC from Paths of Prestige.)

"Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Irori offers no universal paladin code­, each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection."

Remember that Irori is the god of Self-Perfection. He teaches that there is no singular path to enlightenment and that each person must find their own way to master themselves. Why would the Master of Masters dictate a set Code of Honor for his Paladins?


seekerofshadowlight wrote:

I disagree with that, either you have active gods or you do not. I know its not the only way people look at it, but it is how I view things. You have a word like Eberron where the gods are likely false or do not give a fig, or you have a world where gods are the divined source.

I really dislike the idea of a divine class without a god in worlds like Golarion. I would have no issue with you being a cleric or what have you and have the whole pantheon in place of a single god. But the idea in such a world you do not need gods to access that power simply does notwork for me

While I disagree with such a binary hard line, I do understand where you're coming from and respect your opinion on the matter. I personally have difficulty accepting the categorization of classes based on flavor of magic or alignment.


seekerofshadowlight wrote:
Indeed, by RAW you do not need a god. Where this fails to me is in a world you have fluffed as the power coming from the gods. Its really hard for me to justify having clerics of a god,in which that god can remove the power and Steve, who is a cleric because he likes figs.

The fluff is that the gods are A source of divine power, but not THE only source of divine power. "Divine" and "Arcane" magic are both very nebulous blanket terms that covers a wide range applications that often times makes no sense in the real world. The thing you need to ask yourself is, "Where are the gods getting their power from?". Do they just tap into pre-existing forces, are they fueled by their worshipers, or is simply the belief in some concept enough for them to exists?

Some gods predate mortals and those were shaped my elemental focus, others are mortals who one way or another ascended, and then there are those who were born from concept. Let's take Gorum, the main personification of war for Pathfinder. Fluff-wise Gorum was born during the first battles between Humans and Orcs, but that makes no damn sense at all. People really thought so much about "War" that they spawned some entity that is now capable of imbuing mortals with the power to spread the cause of "War"?

If universal faith in "War" as a concept is has enough force to create a deity like Gorum and the many other gods of war, why couldn't a mortal skip past an intermediaries of deities and tap directly into the divine power pool of "War"?


seekerofshadowlight wrote:
I was not speaking about the setting, just my take. I find the concept of needing it for x class but not for Y class foolish. If a divan caster does not need one, a cleric should not need one. Its a really silly thing to me, you have basically opened the door for godless clerics when you have already shown gods.

If we're talking about pure mechanics and not setting specifics, then even Clerics don't absolutely need a god in Pathfinder. Mechanically a Pathfinder Cleric could be devoted to an ideal such as being the Cleric of New York, the Cleric of Harsh Judgement or, the Cleric of Flames. I find it harder to justify or conceive where a full prepared caster class like a Cleric is getting the power for their spells if not directly from a divine source. On a Cosmic Power Scale, Paladins and to a smaller extent Inquisitors don't really have much umph behind their abilities and also in my opinion they tend to have more of the mental fortitude required to function independently from a deity compared to a Cleric. In contrast to Pallies and Inquisitors I've always viewed Clerics as having more faith in their god's dogma to guide their actions than certainty in their own judgement of what is right.


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You know, when I first saw Skald in the playtest I was on the fence about it. Then I stumbled across Sovngarde Song by Miracle of Sound lastweek. After listening to that Skaldic theme song I'm fully on board the Skald hypetrain.

I wonder if I can convince my PF group to go balls to the wall with the party in our next campaign. I really want to see a party with a Skald, Bloodrager, Rage Prophet Oracle, Anger/Rage Inquisitor, Ragechemist, and a Barbarian/Viking/Wild Stalker.


Zwordsman wrote:
CW'ed ?

Crane Wing'ed


Sean K Reynolds wrote a lengthy post about this subject a few years back. It can be boiled down to "If it walks like a duck and quacks like a duck, it's probably a duck."

So generally, yes, Life Oracles with the Channel Revelation qualifies for most feats involving channeling positive energy.

*Edit* Whoops, I had Selective Channeling mixed up with Versatile Channeling.


If the Law is the most important detail, then you may want to consider Asmodeus. His priests often act as judges in lawless lands. Quite a few adventurers who worship him also tend to go out of their way to preform heroic acts as a Public Relations stunt to try and downplay the evil side of Asmodeus in the hearts and minds of the common folk.


Blackpowder Witch wrote:
Heyas folks new question, on this subejct. What are some good DIY basic upgrades for a Gunslinger who jimmied their way into crafting magic weapons/armor based off of SLA's?

Are you gearing up for a a particular AP, or is it a home-brewed campaign? Also do you know if they'll be other casters in the party to provide spells so you won't have to eat that +5 DC check?


Wait, there's an actual bear involved here? I thought the Bear was just a metaphor for his burly buddy. Yea, in that case reading lips would be iffy.


*Edit* Ninja'd

Not quite as useful, but another to way communicate with other PC's would be just to put a point into Linguistic so you can read lips. There is a PFS FAQ that lists it as a valid option.


Deadmanwalking wrote:

Also, I agree with everything Suma3a said except this:

Suma3da wrote:
I think we can all at least agree that flat out killing someone because they refused to answer or gave you false information is an evil act.

Actually...if you're going to execute someone for a crime and promise them clemency if they provide useful testimony...and then they don't provide useful testimony, executing them seems entirely consistent with a Good alignment to me.

That's only if you were going to execute them barring said testimony, of course. Killing people just because they wouldn't talk is clearly Evil.

Or to put it another way: Letting someone you were going to execute for legitimate crimes live only if they provide information seems legitimate as a Good act.

Okay, yes if the target is already in a Death's Row type situation, failing to provide useful information clearly goes against any deals made.

I was thinking more along the lines of, the party has Bob the Henchman tied up and are trying to milk the location of the BBEG out of him.


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Coriat wrote:

[/devil hat]

I can definitely imagine fantasy situations where torturing someone for info is the most effective (though certainly not the only available) course of action.

Risking failure rather than compromising your ideals sounds like a hard choice to make.

Let's ignore the morality for a moment and talk pure game mechanics. Torture is at best going to get you what, a +2-5 circumstance bonus on Intimidation or Diplomacy to make someone talk? Then the victim gets a shot at doing an opposed Bluff versus Sense Motive to give false information. Also the victim should get a Sense Motive check to see if you're just going to kill them anyways. I think we can all at least agree that flat out killing someone because they refused to answer or gave you false information is an evil act.

If a good party can't come up with a way other than torture to solve a dilemma then I really feel sorry for them. Especially in consideration to all the truth finding steroids and spells just an Inquisitor has access to. The only reason for an Inquisitor to physically/mentally/spiritally torture someone is to RP a torturer.


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Basically, you're aiming away and firing a shot just to heat up the barrel to cauterize a wound. The language is there just to make it clear that you can't shoot at an enemy first and then stop the bleeding for someone else.


Ross Byers wrote:
Suma3da wrote:
Maybe it's just me being a romantic, but all and all Gorum seems a fairly reasonable and practical War God. Excluding Anti-Paladins, for the most part he just wants his followers to fight so they get stronger to live longer and fight some more to repeat the cycle. He honestly wants his faithful to survive their fights as long as they do so in a non-cowardly fashion. Also he prefers his followers to fight in a somewhat honorable and straight forward fashion. If you hire the average Gorumite for border patrol, or as a mercenary you can somewhat trust them to do their job.

That's because Gorum is CN, and Szuriel is NE. An antipaladin of Gorum is going to differ from Gorum's core philosphy to the degree necessary to make it Evil.

(Similarly, an antipaladin of Szuriel is going to differ from Szuriel enough to make it Chaotic. It might be hard to tell the difference between an antipaladin of Szuriel and one of Gorum.

I meant to show my viewpoint on the standard relationship of Gorum and his followers compared to his Anti-Paladins. When some people see a Paladin/AntiPaladin Code, they tend to think, "This is what it means to be an true follower of this Entity." They don't differentiate between the agenda of a Pally/APally versus the common practices of a normal adherent of the faith.


In the Inner Sea Gods book it lists the Code of Conduct expected of Sarenae's Paladins. One of their Edicts is, "The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not."
Another of her Edicts is, "I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky"

The way I see it, a Paladin of Sarenae wouldn't solely fall for not engaging in an impossible battle. However since Sarenae is the Goddess of Redemption, they would risk falling for not excepting the earnest surrender of an enemy. As well failing to even attempt to find a peacable solution is a problem. It's also a major problem if that Oracle is actually evil and the Paladin knows this.

I wouldn't suggest immediately slapping them with a stripping of powers. Go with the Ominous Dreams/Portents of Doom to make it clear that they're at the edge of the cliff.


Here's the conversation with the way Jason Nelson meant it to be.

Jason Nelson wrote:
WalterGM wrote:
Jason Nelson wrote:
seekerofshadowlight wrote:
Honestly I am not sure on the intent. I feel it was not meant to break the size limits. If it stacked with Jotungrip it would be a bit less of an issue however as it would allow large one handed weapons in one hand.
The intent WAS to break the size limits, but I forgot to address the existing rule on oversized weapons and so the RAW ends up with an ability that is not very useful. Mark it as a FAQ question and perhaps at some point SKR, SRM, or JB will issue an official errata clarifying the issue from a RAW perspective.
Any update on this?

Sorry, my message board coverage is a little spotty lately, as I am banging away on an upcoming AP adventure and the deadline is looming. My short and wholly unofficial answer is that I'd probably leave the Jotungrip ability as is, since that ability is really more about using a regular TH weapon in one hand than using overly large weapons. However, the Massive Weapons ability is the one I'd probably change, to read like this:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons.

For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense.

I think using a hunormous sword or throwing a giganticulous spear fits the theme of the titan mauler. Walking around with a cannon or ballista or tree-sized bow? Not so much. YMMV.

If you want something simpler and a bit more similar to the as-printed rule, you could also try:

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.


Firstly, it would help to know more about this particular Paladin. Does she subscribe to a specific Code of Conduct, or is she a Paladin for a particular deity? Is this the first instance of questionable behavior or is this part of a string of shady actions?


You know, now that I think back on this subject I'm not entirely sure if I was right. Would the enhancement bonus from Fast Movement increase Base Speed and thus boost the fly speed provided by Wings of Air?


maouse wrote:
Well.. in order to get Master Craftsman, you need 5 ranks (not plusses, actual ranks) in a skill. So 5th level. And in order to get Craft Magic Arms and Armor, you need 5th Level Caster.

A Soul Forger Magus is a caster and they can form an Arcane Bond with a weapon the same way a Wizard can. They don't need to take Craft Magic Arms and Armor to enchant a weapon that they're bonded to.


Avatar_name_1 wrote:
Looking through it though, I'm liking that its sacred weapon raises damage die, but am confused as to why they didn't limit it to the deity's favored weapon. Thoughts?

While thematically, Favored Weapons are great, mechanically many of them are pretty crappy. By allowing Warpriests to choose their own weapons, it frees them up to choose the Deity that best fits their character in a RP sense and not just choose solely because they had the best min/max weapon.


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toxicpie wrote:

Thanks everyone, really interesting discussion and some great thoughts. I like the point about the spells making torture unnecessary.

The deities aren't the Golarion gods, instead they are the Ancient Greek gods. He's an inquisitor of Hera, and I haven't decided if she's LG or LN. Are there any gods of marriage, childbirth, women etc. like her in Golarion?

Not the best fit for Hera, but the Egyptian Goddess Isis has be incorporated into Golarion. She counts Fertility, Magic, Motherhood, and Rebirth among her Areas of Concern.

There's a LG demigoddess named Falayna. Not a heavy hitter, but she's the Empyreal Lord of Femininity, Martial Training, and Rings.


137ben wrote:
Wind Chime wrote:
two of those classes are still heavily magical (monk and barbarian)

??

Literally none of the barbarian's abilities are magical. They are all (Ex).

That's not entirely true. Many of Barbarian's Rage Powers are supernatural.


MagusJanus wrote:

In real life? Yes. There are recordings all throughout history, including in the modern era, of someone working themselves into a berserker rage and they all state that afterwards the rager only remembered everything going black right before the violence happened. It's also common in fiction, and IIRC in Pathfinder fluff as well.

Now, the important question: How common is the barbarian class among Shoanti?

Barbarians are extremely common among the tribal Shoanti. Hell, they even have an item called Barbarian Chew that's normally used by the Shoanti of the Cinderlands.

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