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.
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.
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.
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.
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.
Ross Byers wrote:
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.
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?
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.
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.
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.
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.
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.
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.
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.
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?
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.
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"?
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.
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.
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?
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.
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.
Ross Byers wrote:
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."
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:
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.
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.
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.
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.