Wait, why the Falcata? You're not going to get to use your dexterity with it. Seems very counterintuitive to a build that seems to want as much dexterity as it can get.
Yes, after some great feedback in here and more search I found the Elven curve blade. Weapone finesse, DEX build with a dip in slayer or rogiue later.
Urban barbarian 1 for dex rage, the new WMH falcata swashbuckler 1 would make it finessable and give prof, & un-rogue 3 for dex damage that works 2hand or 2weapon unlike slashing grace, then either back to Barb or anything more fun for the rest?
If ok taking h-elf trait to get prof, any swash would give you dex to hit. If not going dex, then I'd avoid the rogue and go for static damage and skills elsewhere..
This sounds like what I was looking for thanks, what's the WMH?
The 7th Veil is the largest meta guild exclusively playing Pathfinder Online. We are dedicated to playing the game as the designers intended it to be played. Our membership has created spreadsheet tools like the Goblinary. Our capital city is Phaeros, but we can be found throughout the Everbloom Alliance and its allies.
I don't spite Bludd for doing whatever he feels he has to do on the forums to keep his Unactive Company relevant. Misquotes, half truths and policy posts of biblical proportions, by all means, continue Blud. Better than having you leave the game.
Absolutely Omni. EBA is Neutral Good and I believe the the term confederacy fits us a bit better. Aeonian League from my understanding is a bit more of a "United States" and more centralized. EoX is an empire and the Highlanders are more like the greek city states. All fascinating stuff, huh? We should do a seminar at PFU together ;)
I will gladly host and be the moderator if you are all interested. Next Wednesday 3/18, 8PM Eastern. Politics in the River Kingdom. Who is representing each of the groups? :)
I believe it would be "governments in PFO". I'm sure a round table from the different blocs could be brought in for that if people are interested in it.
And Avari, again your just reiterating my point. A claim was made against a member of Phaeros, and then a recommendation of action (an action of itself) was brought to the EBA level. No actions were desided. So by KP and BH saying they will not engage hostile actions against EL if they get their stuff from Hammferfall, does not mean Phaeros won't.
So going back to Thods question, can he expect hostilities if he attempts to retrieve his stuff? Or is Phaeros going to continue to skirt the question?
Tigari, with all due respect, unless Thod has officially declared you his forum lawyer, who the hell are you to be demanding an official Phaeros response on his behalf?
We are talking to Thod and an official response may or may not happen at a settlement level. Preventing Thod from picking up his stuff seems unlikely, since there is no EBA wide sanctions against EL, it would have to come from Hammerfall to deny access to EL. As far as I know Hammerfall is still a trade partner of EL's.
Cheatle, who I guess you could sorta call the "president" of the EBA council, very clearly tells Thod that he is fed up with the extortion and that he will RECOMMEND to the EBA council, actions at the EBA level.
This is one of the big differences between confederacy implemented in the Everbloom Alliance and confederacy implemented in the Aeonian League. The caucus votes on alliance level topics, like an embargo against Emerald Lodge, then the League Scribe (who's identity is anonymous) publishes our decision on the relevant forums. The Scribe makes clarifications as needed. Settlement represents relay these decisions on their respective message boards for their citizens to review. The League speaks with a unified voice, EBA does not.
T7V Avari wrote:
The price of freedom, is very often a little chaos ;)
Might be the LN in me, but our member settlements are free because of inter-governmental centralization. There are no possibilities of overlapping jurisdictions or contradictory messages. They can relax knowing somebody has a plan.
Canis Castrum, however, has not experienced shady trade deals with Keeper's Pass or Phaeros. Gold & Steel Trading Company is even on Erian's trusted merchants list. :)
Absolutely Omni. EBA is Neutral Good and I believe the the term confederacy fits us a bit better. Aeonian League from my understanding is a bit more of a "United States" and more centralized. EoX is an empire and the Highlanders are more like the greek city states. All fascinating stuff, huh? We should do a seminar at PFU together ;)
Actually you guys made this an EBA matter by bringing the option of revoking EL's privilege to EBA TERRITORY. Thod just made a post calling out Decius, then EBA responded. Not one entity my butt. And nice try trying to change subjects, that means I'm hitting the right spot
Nope, go back and read Cheatle's statement. Cheatle, who I guess you could sorta call the "president" of the EBA council, very clearly tells Thod that he is fed up with the extortion and that he will RECOMMEND to the EBA council, actions at the EBA level. At that point some talks happened at it doesn't appear anything at that level will happen.
That's the political challenge of running a loose alliance that EBA and all the other "free association alliances" in the game will have to deal with constantly. The price of freedom, is very often a little chaos ;)
That's exactly my point Avari. I'm on my phone so not able to quote, but if this is being handle on a settlement level, both Brighthaven and Keepers Pass have chimmed in saying they are not going to be hostile (yet) to Thod (per his question if his members are no longer allowed in EBA territory, and if he's able to get his stuff from Hammerfall), BUT Phaeros has not, meaning they could treat Thod and EL with Hostilities until stated otherwise
Yes, that is correct. There was a price put on the head of one of our leaders and I don't believe we have a an official response to that yet.
I find it pretty awesome from reading this thread that an invader like Tigari thinks we are a unified Nation, while our trade partners in the south think we are just a loose group of friends.
That's the confederacy working as intended. For the most part you can trade and even skirmish with us at a settlement level. But kick the hornet's nest and you will feel the full wrath of the largest alliance in the game.
That's how it was drawn up, people can try to poke holes in the rationale but it sure seems to be working just fine.
Erian has hit the nail on the head, I think. There seems to be a lot of confusion about what the EBA is, and what function it serves. As I understand it, the EBA is just a casual alliance of friends, rather than an entity that can exercise control over any settlement.
Contrast to the Aeonian League. For the most parts, our member settlements are independent in policy and behavior. However, we do have certain agreements that all settlements are required to uphold. These are enforced (although without teeth, but this has yet to be an issue). Thus, you CAN deal with the Aeonian League at a diplomatic level, and expect all it's member settlements to comply with that agreement.
It is a key difference. The EBA is barely more than words and smiles between friends. It is not an entity unto itself.
EBA is best described as a confederacy. We bandied the idea of using the word in our title but chickened out because of the connotations it has for US players. But that's what we are.
War, of course, makes the confederacy tighten up and do things on an alliance level a little bit more than we normally like to, but come peace time (and there will be peace time in the SE and war time everywhere else) we will loosen up as planned and continue with our plan of self-run city-states with common defense and favored trade.
I hope that sheds some light on the question of how and why EBA would react in concert against a sustained attack by a common enemy powerful enough to destroy us like EoX, but then turn around and deal with a minor scuffle with EL on a settlement level.
I am reminded of the king in Robin Hood claiming he owns all the deer in the forest.
I understand that in the real world resources are typically owned. And I was unaware that we are getting "laws". That is interesting. In a game where everyone pays the same thing to play I would think that everyone could harvest resources. I guess I have much to learn about this game and where it is heading.
It is a territory warfare game and all nations and settlements will be claiming territory and its resources to varying degrees of zealousness. However it is also a sandbox game, which means you can actually play Chaotic Good Robin Hood stealing resources in the forest.
The Keepers of the Circle intend to move our Market actions to Hammmerfall in support of it being our primary external-facing market. I will also be using it as the meeting spot for transactions, unless folks just want to go to Keeper's Pass. I believe that will drive up activity.
Pretty much this. Hammerfall had quite a bit going on as the EA's external trade hub but was momentarily "abandoned" for that use when full loot went in and there were no Thornguards. Expect increased action going forward.
Hammerfall per se is an active, low pop settlement led by some really great people. If you are a trader or gatherer with the cojones to make your riches in a frontier town with its own unique terrain resource grid, you should consider Hammerfall. The opportunities are there for the taking and full EA military support is available.
Sorry for threadjack, back to you regularly scheduled program.
Love you guys! Keep it up! Bang those drums! Make sure everyone is watching you and Golgatha fight it out for control of the map.
Meanwhile ... we quietly continue to gather and do PvE and slowly, oh so slowly, expand OUR territory in the NW.
Just waiting for the map expand so we can grab ... er ... settle everything to the West and North of us. :-)
Exactly. Anybody thinks this is a land grab should check out Stoneroot and its TWENTY towers. There is reason they call this stage of the game the "Land Rush". It's like early America where there is just more land than settlers. Anybody willing to make the trek into the corners of the map can find cheap land.
I'd rather not name, names, but I wasn't talking about you. I think you have generally lived up to your CN promise, sometimes taking in CE's as you said you would.
You guys are acting like there isn't an empirical statistic that measures this, reputation. We don't have the alignment system in yet but we have already seen for months now:
1. EA strives to keep its reputation high, mostly killing only in sanctioned PvP, just like the good guys are supposed to do in this game.
2. Golgotha methodically times its reputation hits. They burn their rep, call off the dogs and then get back to burning rep once they have it back. Just like a Lawful Evil group is supposed to in this game.
3. We have already seen a few chaotic evils burn through their rep and get bored and leave the game when they realize they have to chill out or suck. That's exactly the behavior CE is supposed to have in this game.
The meta game has nothing to do with this. Playing evil or good in PFO doesn't make you a bad or good person its called a ROLEPLAY game folks and so far I think everybody is doing pretty much exactly what they advertised they would.
I'd just like to chime in that another of the reasons we picked to be tucked away in our corner is so that we wouldn't have to deal with as many newbies gathering our stuff and wandering into our area without knowing what's what. Most people that make it down to EA territory know that they are in EA territory. It was a meaningful choice that we made a long time ago to sacrifice a little bit of recruiting advantages in order to be able to enforce a policy like this one with minimum grief.
Yes we have a plan, and yes we still like our plan.
It's chaotic evil that's supposed to be hard. Lawful Evil is supposed to be a powerful alignment. All very cryptic until we know exactly which actions pull you chaotic and which pull you evil.
Chaotic evil is supposed to be hard(est).
Ryan's also said he expects LG to be difficult to maintain because its constricting to PvP.
I dunno, I'm still not sold on alignment as more than a faction wheel (Fallen Earth style) with Reputation doing the all the heavy lifting for "arsehat funneling". We shall see.
It's chaotic evil that's supposed to be hard. Lawful Evil is supposed to be a powerful alignment. All very cryptic until we know exactly which actions pull you chaotic and which pull you evil.
@Cheatle
Communication goes two ways. And I know how difficult it is if someone doesn't listen. I have two kids - sometimes they need to experience something goes wrong before they will start listening.
But I know from my adult experience that something will go wrong. So it then depends how dangerous or costly it is if I allow it to happen.
And before you complain - nobody I think did expect it to go so bad so quickly.
A comment about the sandbox. It isn't the problem that they have been in a sandbox. The problem is where in the sandbox they were. The exact same playstyle next to Forgeholm and we wouldn't be here and have this long thread.
I do agree with the sentiment on communication. I will sleep well at night knowing we had best interests at heart but that doesn't mean that we don't have anything to learn from this.
I will also however issue a stern warning to any who think this only happened to BWG because they were on the "front line". We've had plenty of griefing stories from other parts of the map. GW even had to put an order down to stop it Marchmont.
And don't let Golgotha's generally chivalrous attempts at arch rivalry with EBA fool you. When the REAL arsehats come into the game, they will be preying on the weakest settlements they can find.
Yes, I'm sure Mourn would have been completely transparent with you guys about him having talks with other groups. You'll never believe that it happened, though it did, but then that's how the world works sometimes.
I have never and will never speak for Mourn. I do speak on behalf of Phaeros, and in this particular situation the EBA, as to what we did in respect to trying to keep BWG in the game and with a settlement.
How does T7V respond to ongoing rumours that Tink is actually their super secret leader, and this has all been a ruse? It's all anyone is talking about.
The genius of the ruse is how we say it publicly and nobody believes us ;)
You could always ask Mourn if he asked other alliances and groups if they wanted BWG to join them, or to move there, because that is the word that has been going around. From what I heard, one of his complaints was that EBA partitioned away his towers without him really having much of a say in the matter.
Yeah, that never happened. There was an offer on the table to merge with Hammerfall. Mourn didn't take the offer, so it didn't happen. The EBA never had a top down order to take away BWG towers, BWG had full towers up until Mourn left the game.
I heard rumors that EBA was pretty much throwing BWG under the bus and they were talking to other groups and alliances for help.
I am pretty certain that the EBA has been as or more proactive with our struggling settlements as anybody else in the game.
We haven't attempted half arsed coupes in game or out, we haven't taken "administration" of any settlement and we most certainly haven't thrown anybody under the bus since BWG up until last week still had full towers allocated to it.
What we HAVE done is give free sets of gear, proactively get people in a room to suggest mergers, purchase with real money settlements that don't wish to play and provide a road map to folding in an organized manner WHEN AND IF leadership of that settlement decides its time to do so.
All the while patrolling the entire SE from roaming bands of bored PK'ers who are looking for PvP just challenging enough that they don't have to take their left hand away from where it usually is.
This isn't rumor, I know because I was THERE.
Now, I triple dog DARE you to say you have done anything close to that for anybody in this game before you open your pie hole again with this kind of Grima Wormtongue-mud grenade-horse doodoo.
A sterling defense of Ryan Dancey and the price of freedom (8 faves) from everybody's favorite forum war:
Ryan was very, very clear from the beginning that he was going to referee the debate but he wasn't going to judge it. I dare anybody to find a quote to the contrary. It is up to the community to fight and settle disputes, it is up to GW to make sure it doesn't get toxic and to steer the punches "above the belt".
A precedent has been set. We will police ourselves and GW will step in only if we get out of hand or if somebody has flat out broken a rule (Pax did not). Bending rules, pushing fine lines and interpreting the gray areas is going to be up to us to police.
So, boys and girls, stop crying in your milk. Freedom isn't a bowl of ice cream. These tough and sometimes painful debates are the price of being given the power to set community standards amongst ourselves. If you don't feel comfortable with this public "voting process", find a representative to air your concerns, learn to be more vocal, or just stick to RP events...
I believe the Emerald Lodge concept is "doable", hence why I signed off on it when originally put forth. Nobody said it would be easy though, as I guess you already know.
With our 3 year anniversary around the corner the 7th Veil has kept its promise to the PFO Community to provide knowledge and be a beacon of positive game play.
We are set up in a sweet spot, are a major cog in the game's largest alliance and have collected an excellent group of human beings who play this game really damn well.
I won't say 7th Veil is the best choice, but I will say it's a great one.
Absolutely Thannon. That's exactly why it takes a good amount of people to run a settlement. Recruiting is its own beast, asking people who already have too much on their plate to do it is just asking for burn out.
The DT's being sold like hot cakes is another indicator (where are the people who decried the game's death when they weren't selling now?).
I'd like to see ~15 healthy settlements break from the pack and start absorbing the no shows. The sooner we have 12-15 settlements with ~50+ players, the sooner this game takes off.
Short answer is yes. Because its a group game try to find a group that has people on during your play times and you will not only have fun but make meaningful contributions while you do.
The graphics and limitations at this stage of the game can be somewhat jarring, but have faith that things have improved vastly in the last few months alone. The complexity of the systems is an acquired taste, but once you "get it" you will enjoy the endless learning process. PFO is a mocking joke of a game if you plan to play alone, but in a healthy sized group it is addictive.
I think the problem is in fact the Roleplaying, it is the root cause of a lot of problems and misconceptions in this game.
Most if not all open world pvp games, RPing is done in RP threads away from the actual political threads. A lot of people are going to take what you post here at face value, whether you meant for that to be the case or not.
Personally, I dislike all the RPing going on, because I constantly have to ask myself in what light was something meant. In this cause you did separate it out somewhat, but others didn't catch on at all.
I hope the GW forums will have an RP section, separate from the community section for just these reasons.
It's actually very simple, if someone RP's "against you" then they are against you in game. It also means they don't necessarily hold anything against you OOC.
That's why they call it Rp-PvP. It is an extremely positive force I hope is used often in this game because it takes a lot of the "personal" player to player bad feelings out of winning and losing.
I expect a natural ebb and flow to crowdforging. There will be times our voices are heard more and others, like 2+ months delayed for EE, that GW has to bunker down and make the decision internally.
Our party once found a dagger of reincarnation - anyone killed with it immediately reincarnated as a monster of the DMs choosing. Needless to say, we all immediately fell on it. Our party for the rest of the campaign was a Nightmare, a Formian, a couple less interesting ones that I forget, and a were-badger.
He's a nice guy. I would a been like Stench Kow, Stench Kow, Stench Kow, Jelly Cube and...Stench Kow.
I've always interpreted time itself as being more a perception sentient being experience as a consequence of change and entropy. We know that change and any given chemical process requires a time to catalyze but as we begin to approach sub-molecular understanding our basic conceptions of what "when" means has begun to fail us, requiring us to pair down further and further near infinity to try and label or measure the observed changes. To me the idea of time springs from our analysis of what we've come to understand as measurement of units; something of an artificial concept comparative to the relative nature of relationships between what we perceive as independent bodies. All matter was once part of what we understand as a single point/unit/entity, and through rapid (Or not) expansion and change we define the changes as having been either further away from our present observations or closer to our own point of observational origin (Which is really itself an illusion owing to the fact that "Now" paradoxically has no frame of reference aside from a swelling mass us assigned units our scientists have invented).
Fort +4, Ref +5, Will +6
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OFFENSE
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Speed 30 ft.
Melee +2 (+5 Scimitar)
Ranged +5
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STATISTICS
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Str 12, Dex 16, Con 13, Int 13, Wis 17, Cha 15
Base Atk +2; CMB +3; CMD 16
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Traits
Blade of Mercy (Campaign):
Requirement(s) Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Magical Knack (Magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: 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 raise your caster level above your current Hit Dice.
Maestro of the Society (Social):
You may use your bardic performance an additional 3 rounds per day. Not amazing, but it’s pretty solid especially at lower levels when you don’t have all that many rounds per day.
Extremely Fashionable (Equipment):
Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. This is fantastic. One of the absolute best traits for a face to take, especially if you’re missing one of the big three in class (like a sorcerer). Just prestidigitation away the mess of the road and wear some nice clothes, that’s not very hard for what’s effectively a +6 across the skills.
Oppessive Expectations:
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.
Feats
Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dervish Dance
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Selective Channeling:
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Acrobatics* +7 = DEX 3+1+3
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Appraise +1 = INT 1+0+0
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Bluff +3= CHA 2+0+0+1 (+1 Trait)
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Climb* +1 = STR +1=0+0
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Craft (Calligraphy) +5 = INT 1+1+3 (+1 Background)
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Diplomacy +10 = CHA 2+2+3+2+1 (+2 Aasimar) (+1 Trait)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +8 = WIS 3+2+3
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Intimidate +7 = CHA 2+1+3+1 (+1 Trait)
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K (Arcana)† +6 = INT 1+1+3+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +6 = INT 1+1+3+1 (+1 Background)
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K (History)† +7 = INT 1+2+3 (+2 Background)
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K (Local)† +6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +6 = INT 1+1+3+1
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K (Religion)† +8= INT 1+3+3+1 (+1 Trait)
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Linguistics† +1 = INT 1+0+0
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Perception +8 = WIS 3+2+3
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Perform (Dance) +9 = CHA 2+2+3 (+2 Aasimar) (+2 Background)
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Perform (Oratory) +4 = CHA 2+0+0 (+2 Aasimar)
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Profession† +3 = WIS 3+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +7 = WIS 3+1+3
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +7 = DEX 3+1+3
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Survival +3 = WIS 3+0+0
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Swim* +1 = STR +1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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* Armor Check Penalty -2
† Trained Only
*ACP applies to these skills
Non-Standard Skill Bonuses
Skilled (Aasimar): +2 Diplomacy, +2 Perform
Bardic Knowledge: 1/2 Bard level to all knowledge checks (Min. 1) Make all knowledge checks untrained.
Languages Common, Celestial, Kelish, Osiriani
Special Abilities:
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SPECIAL ABILITIES
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Aasimar (Azata-Blooded)
+2 DEX, +2 CHA
Darkvision / Low Light Vision 60'
SLA: Glitterdust 1/day, caster level = class level
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Bard (Dawnflower Dervish)
Bardic Performance: 9 rounds/day
Battle Dance
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.
At 10th level, the dervish can start a battle dance as a swift action instead of a move action.
When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic performance ability.
Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su):
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cleric
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Channel Energy (Su): 5/Day, 1d6, DC 13
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.
Dedicated Summoner:
A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Call Heralds (Su):
A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su):
A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Mighty Heralds:
At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.
Domain: Heroism
Granted Powers:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): 6/Day
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
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GEAR/POSSESSIONS
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MWK Scimitar (Cold Iron)
MWk Dagger (Mithril)
Light Mace
Short Bow & 40 Arrows
MWK Chain Shirt
Hot Weather Outfit
Silver Holy Symbol
Iron Holy Symbol
Holy Text: The Birth of Light and Truth
Backpack
Belt Pouch x2
Bandolier
Sack x2
50' Rope
Water Skin x2
Cup
Cleric's Kit
Small Reed Mat
Grooming Kit
Soap
Journal/Pen/Ink
Torches (5)
Candles (5)
Consumables:
Acid Flask
Alchemists Fire
Holy Water
Salt Tablets x10
"Stored":
Bedroll
Iron Pot
Rations (4 Days)
Torches (5)
Candles (5)
Courtier's Outfit
Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 1 GP 7 SP 0 CP
Background:
Soraya grew up in the Church of Sarenrae. Not a day of her life has passed without references and reminders, great or small, of the Goddess. Her mother is a figure of considerable stature in the church, some would say a saint. Before settling in the city of Gurat in Qadira as head priest so she could raise Soraya, Heba Hezami was renowned for her crusading career. She and her allies waged campaigns against cultists of Rovagug in the southeastern deserts of Qadira and cooperated with the Pathfinder Society in exploring parts of Casmaron. The pinnacle of her career was the destruction of the vampire-lich Abubacer.
It was during this last quest of Heba's that Soraya was conceived with a Ghaele Azata ally. Soraya has grown up saddled with the great expectations of those around her. It has always been assumed, even by herself, that she would take the vows of priesthood. Presently Soraya is still an adept who expects to take her vows and formally enter the church in the near future.
When word of an expedition to Kelmarane reached her mother, she arranged for Soraya to travel to Katapesh. Soraya's assignment is multifaceted, one that would normally have been given to a more experienced priest if not for Heba's influence. She is to reestablish the church in Kelmarane and ensure the Sarenite faith regains its former influence in the region.
Soraya is also tasked with gathering any information she can find concerning the Cult of the Dawnflower in Katapesh's western regions. The Temple at Gurat has long been opposed to the Cult of the Dawnflower in the schism growing within the Church, and the Cult has long been a successful and powerful in Garund. Up to date knowledge of the Cult's dealings would assist in countering its influence.
Success in this mission would do much to bring Soraya to the Church hierarchy's attention and establish a promising career path for her.
Appearance and Personality:
Height: 5'6" | Weight: 120 | Hair: Jet Black | Eyes Amber Brown
With her Azata ancestry, Soraya stretches the normal human understanding of the word beautiful. She has a dancer's figure with light caramel skin, the blackest hair, and luminous brown eyes. Her appearance has rarely ever been a source of attention for her though. Within the Church her ancestry has always been regarded as proof of her future great deeds and leadership. Soraya accepts this view, but is apprehensive about failing to match her mother's accomplishments.
Soraya has benefitted from complete access to the Church's educational system and is much more knowledgeable and polished than the typical priest. On the other hand her more cloistered upbringing means she could hardly be described as worldly or streetwise.
Despite the pressures of her heritage, Soraya is true to her Azata blood, taking things as they come lightheartedly as she can. She is spirited and determined to see some excitement before advancing in the Church hierarchy and taking on weightier responsibilities. Even more than she worries about not living up to her mother's reputation, she is eagerly anticipating the adventure of traveling to Katapesh. It will be her first long distance journey beyond Gurat.