Only what is written in the abilities in question.
That beeing said something I found: Sorcerer Half-Orc Favored Class Bonus wrote: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer. As this RAW affects fire damage by of spells cast by the (half-orc) sorcerer and not only damage rolls, a level 20 Half-Orc Sorcerer with this FCB on all levels, would deal 11 points of fire damage per round with boiling blood. There might be more abilities that could affect it.
I am totally on board with RAI that it should be free and rhe sorcerer beeing able to just magically pop a tattoo on his shoulder, but still to my understanding strict RAW (what Karmic wants) stands against it. The thing is, spell tattoos, inscribe magical tattoo and the tattooed sorcerer are all from the same book.
So strictly RAW everything listed by the Sorcerers Create Spell Tattooo ability is a specific rule over-ruling the general rules. It takes less time than normal, that only one can be maintained at a time, that she can do it more than once per day at higher levels and even mentions that those created by Inscribe Magic Tattoo do not count against the abilities limit. However, the ability doesn't contain a specific rule regarding cost or craft checks. The simplest solution would be to add to the abilities description: Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action, at no cost and without making an appropriate craft check.[...] And while I (by all means) believe that this is RAI, it is not RAW. As we won't get any official clarification on that, it's up to every GM to decide. The closest to an official response would probably be someone who played a tattooed sorcerer in PFS, used the ability and could tell us how it was ruled. I grok do u said wrote: charging a magus the difference in creation cost of enhancing a weapon from using points from the magus's arcane pool The difference here is that the magus ability says, he can grant his weapon and enhancement bonus for a certain duration, while the sorcerers ability specifically says he creates a spell tattoo (see page 16). The magus doesn't create a magical item he just temporarily enhances it, so his ability is unrelated to the rules for magic item creation, unlike the sorcerer whose ability even references the magical item he creates. A point to support the RAW reading can be found in druidic herbalism:
Druidic Herbalism wrote: A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. This ability says he can create something for free (not to question the balancing of druidic herbalist in general, which isnt balanced at all, just the only example I had in my mind right now).
Okay, first everyone takes a deep breath. Second I have to admit, that first I was agreeing with Azothath and Name Violation that it should be free for a tattooed sorcerer to create his tattoos. But there more I read into it, the more I lean to Karmics interpretation. While Swift alchemy and spell tattoo are different things (one mundane/alchemy the other magical) the basic point stays. Swift alchemy allows the creation of alchemical items in half the normal time, everything else stays normal (cost, skills check, etc.) Create Spell Tattoo specifies many things like taking only a standard action, how many he can mantain, not counting against the limit of Inscribe Magic Tattoo and some things more.
So while I also think RAI it should be free, and not require a skill check, RAW nothing in the ability says it works different from a normal spell tattoo regarding cost and craft check.
glass wrote:
Because first, going from highest to lowest is RAW: Full-Attack
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
. This is for one reason because of logic, and the other to avoid metagaming. The logic part would be, that the more attacks you get per turn, the less accurate you become, so it makes sense to go from highest to lowest attack bonus to reflect that. Metagaming would be a situation like this:
Whoever you want to hit first, gets the highest bonus, later hits take the lower bonus.
Another thing to take into account, is your build is pretty MAD. STR 13+2 (damage, hit, 15 req. Thunder and fang)
With that you won't have spent a point for CON for those hitpoints you'll want as a melee. You'll probably have to dump INT and CHA if you want to survive some Hits to increase CON, or accept the fact you won't cast save-spells and focus only on to-hit and buffs spells, so your save DC won't matter (still need WIS 19 to be able to cast 9th level spells eventually).
If you want to focus on fighting with your companion, have you looked into the hunter?
You won't get sneak attack or slayer talents, but bonus team work feats which you automatically grant your (full-level) companion, so you'll become a nice tag team, with things like outflank, pack-tactics, etc. You also get animal aspects to buff your companion and yourself, which fits the concept of connecting with (animal-)spirits and spontaneous spellcasting up to 6th level. A hunter is proficient with martial weapons, so you won't necessarily have to take the shoanti tattoo trait and the half-orcs favored class bonus for hunter grants his companion extra hitpoints. Just throwing in another option, if you haven't thought about it already.
May I ask why you want to go for nature fang druid? Full-Caster? Slayer-Talents/Sneak Attack? Companion? Combination of all? As already mentioned the level depended Shift from martial to full-caster might be troublesome so another class might work better mechanicwise. But if you don't mind, have fun, who am I to judge ^^ Another thing i would like to mention isn't as much of a "rules problem", rather than a "lore problem". How much it matters depends entirely on your table and how strict you are with the lore restricting your raw options. As you want to go for the shoanti tattoo trait which gives you the proficiencies needed for your build, the tattoo is something given by a shoanti shaman after a rite of passage.
Either you are a half-orc born into a shoanti tribe (which would mean a pretty rough childhood and miracle that you survived) or a shoanti tribe would have adopted you into their tribe as a token of honor. Lorewise a shoanti tribe would never adopt a orc, half-orc or chelaxian so the latter is very unlikely. As I already said, this is mostly lore and many tables don't care about it that much but better check in with your DM to be sure.
I would go in the same direction as Pizza Lord.
I could imagine a ranger/archer-fighter/eldritch archer/musketeer hailing arrows or bullets from above, without worrying about allies providing soft cover for the enemies. Casters of any kind wizard/cleric/bard love to worry less about the enemy beeing able to step up to them and hinder their casting. I personally would avoid sneak attack classes, as they usually want to be in melee and flank, so you would often end up staying on the ground with your non-winged allies.
I'd throw in the slayer:
Taja the Barbarian wrote:
A halfling could also take the alternative racial trait Creepy Doll, which eliminates the size penalty to intimidate. One could go with a whip and the dazzling display route, to have an AoE demoralize. On another note the bard in my group is mostly using her turns to restart her performance, after ending it with purging or saving finale, after the fighter failed/messed up again.
Okay, as I had some time before the campaign begins, I was thinking through some options. This is all pure theory-crafting under the assumption that the campaign goes that far and my witch survives long enough for the following to matter at all. So far I'm set with my cartomancer witch and a one level dip in harrower for flavor and the fun and very thematic blessing of the harrow ability. I thought about going more into harrower for the other abilities, but since harrower only progresses my spellcasting, but not my hexes I think, I'll loose to much for it. What I stumbled across is the stargazer prestige class. It would advance my spellcasting AND stack with my witch levels for hexes. The additional stars domain, some Oracle mystery abilities and the sideral Arcana sound nice.
One question though: Mystery Magic (Ex)::
At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list. Does this mean the levels only stack for effects (meaning DC, duration, etc.), but not for qualifying for major hexes at witch level 10? If so, it's probably less useful as I thought, but an option nonetheless. Maybe something along the line as
As Strange Aeons ends with level 17, grand hexes at level 18 are out of the equation anyway. I would miss out some additional major hexes, but depending on how challenging the campaign will be for the group constellation, I might be able to go for more flavor than optimization. Opinions/suggestions? Edit
The scaling items not beeing the best cost/benefit solution, won't be much of a problem. My players are already going strong, without overly optimizing their gear.
The goal is not to make the item the most optimized at every stage. The players like thise items for their plot and relationships to their characters.
Going along with this train of thought, at which level would normal boots of speed be a reasonable character investment/reward?
No, the finale stage doesn't stack with the previous ones. Stages 1 to 3 add up.
So in the final stage the item is the same as the already existing (and linked in my original post) Boots of Speed which I used as a reference point. But after reading your post and rereading haste I realized I somehow messed up. It should be +1 to hit in one stage and +1 AC, +1 Ref-Save in the other, I messed up reading the haste spell. The final value of 12.000gp should be fine, as it equals an already existing identical item, just need to tune the steps to it.
Oh great masters of custom magic item pricing, I beseech your wisdom. I really like scaling magic items, that grow in power with the characters. I would like to create a scaling version of the boots of speed, but am a bit unsure with the pricing, so please help me out. The basic boots of speed cost 12.000gp
3×10 (Haste, SL3, CL 10)
I want to scale the item as follows:
Roughly following the above calculation, I would end up with something like this: Stage 1
Stage 2
Stage 3
Stage 4
Does this sound reasonable?
Bauble
Prize
I thought about adding the full price for armor and weapon bonus (ignoring the 10 rounds duration discount) to better spread the scaling more even and have a smaller gap befor the final stage: Stage 1
Stage 2
Stage 3
Stage 4
Would you make such an item a bauble or rather a prize regarding normal player wealth and item progression? Any suggestions, additions or corrections to my train of thought and math would be appreciated.
Long time no post, so here some updates: Dragon's Demand:
We swapped it up, my players had an epic fight against Aeteperax, with a hefty crit, plus flametongue and a high roll on sneak attack sealing the dragons fate. He tried to get some distance but the fly buffed bloodrager/fighter gave chase an finished the fight, saving belhaim from impending doom. Homebrew Game:
We'll finally play again next week, after over a year. We'll finally wrap up the open story arc and then I'll discuss with my remaining players how We'll go on from there. Rise of the Runelords (Online):
My group finished the Nualia/Thistletop Plotline. While it was fun, I early noticed that some players just didn't fully get into PF1, which I someway expected. We decided to let it end here and switch to something else. We'll probably try out Savage Worlds, with a homebrew campaign, based on Weird West Deadlands. Strange Aeons: New game, as a follow up for the finished Dragon's Demand game. I'll get to be a player here (first time in pathfinder) and am more than happy about it. I look forward to see how my Cartomancer Witch will deal with the cosmic horrors she'll eventually face.
Just a quick question: If one would play an oradin, Life Oracle (Pei Zin) + Paladin (Hospitaler), with the channel revelation one would have two separate pools of LoH and Channel Energy. If one would now take the feats extra LoH and/or extra Channel would you increase both pools (Oracle and paladin) or just one? None of the class features say they stack with similar abilities, oracle LoH explicitly states it only counts as the paladin feature for feats, effects and spells that affect LoH and not that it stacks with said paladin feature? This would basically mean you would increase your total LoH/Channel pool by 4 instead of 2 with one feat, or am I mistaken?
I think I'll go with Warpriest as a backup, seems easier and more versatile. So thanks for the input. Someone wants to give his two copper pieces on this one? Toshy wrote: We all know the life link Oradin. Would a similar build be possible with a Life Shaman 4 / Warpriest X? With the shamans Life link Hex and the Warpriests fervor and swift self cast to heal, on paper it should work? Or are both classes to depended on their own class levels to consider such a multiclass?
Tom Sampson wrote: Why not play a Bard I'd like not to, as we'll already have a skald in our starting group. "Mysterious Stranger wrote: Alignment We are not that strict with Alignment, so a CG paladin of a CG deity following a more lenient "code" will probably be fine, but I'll check with the DM. I'll check out the modified Warpriest build though.I grok do u wrote: Divine Hunter downside Yeah, I missed the divine Hunter loosing heavy armor and I see the standard abilities might be more useful. Maybe I'll stay with the standard paladin, just have to fit in Precise Shot then. As a warpriest with divine fighting technique, I'll have to focus on two mental stats, which will penalize my survivability with less points for Dex or Con, and no heavy armor. Don't know if I'd like that. Azothath wrote: Cleric or Oracle We had an Oracle in our last campaign and I like to switch things up a bit (not picking classes we already had). Cleric might be an option, but with lower BAB and no increased weapon damage or divine bond buff to complement offensive, I'm not sure if I'd go with that. On another case
So, for an upcoming campaign (Strange aeons or hell's rebels) my character will be a cartomancer witch. But since character deaths are possible, I'd like to have a backup. I heavily lean into a divine fighter type of desna. I want to go with a starknife(tossing) build and am currently indecisive between paladin and warpriest. I'll be a backrow damage dealer with support/heal potential. For race I'll probably Human or maybe Aasimar (which will delay feats, but brings more flavor). Here is what I got so far: Paladin (Divine Hunter):
Cha > Con > Str/Dex, with probably heavy armor Level 1 - Divine Fighting Technique (Desna's Shooting Star)
Level 3 - Point Blank Shot Level 5 - Startoss Style Level 7 - Startoss Comet Level 9 - Quick Draw Level 11 - Startoss Shower I would have cha to hit and damage, smite, LoH, channel, divine bond and mercies.
Warpriest:
Dex > Wis > Con/Str, light/medium armor Level 1 - Weapon Finesse
Level 3 - Point Blank Shot
Level 5 - Startoss Style Level 6 - Startoss Comet Level 7 - Quick Draw Level 9 - Startoss Shower
I would have Dex to hit and damage,fervor, channel, blessings, sacred Weapon. Wondering if Guided Star should be earlier (maybe at level 6).
Warpriest would have better spellcasting and better self-buff (via fervor swift castings), but the paladin will probably be bulkier and better for support via LoH, Mercy and Channel, since I can use heavy armor and allocate more points to Con. Blinkback-Belt will be a goto for both. Since I hope my witch will survive a few levels, I'm not too much concerned about the early levels (especially getting a way to retrieve the thrown starknife, either via returning/called or blinkback belt) What do you think of each? I would like to stay between those two classes and am fixed to the theme of desna and a starknife. Any suggestions to improve or complement aforementioned builds?
dominate person wrote: Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). What will he do: If the last command was "Come and stand by my side", he will try to do exactly that. He will do nothing than trying to find him, to again stand by his side, except things necessary to survive. He will do so until this task is completed, the duration expires, he recieves another command (which Inhetef can do telepathically without range restriction, as long as they are on the same plane) or the spell is otherwise lifted. In theory he could command the barbarian to act normal and have him as a eyes and ears by concentrating on the spell to get intel about the party and order him to maybe sabotage the party in a way
In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)?
Hello everyone, for an upcoming campaign, where I as a forever DM will be a player (whoo hoo), I'm strongly inclined to play a witch. As I really like the flavor I'd go with the cartomancer archetype and maybe pick up some levels in the harrower prestige class. I don't want to build a full optimized character, but avoid things that would be straight bad choices. We'll probably run either Strange Aeons or Hell's Rebels, and be a group of four players.
What i got so far: Malika Crowe
20 Point-Buy (Human +2 Int)
Traits
Level 1, Witch
Level 2, Witch
Level 3, Witch
Level 4, Witch
Level 5, Witch
Level 6, Harrower
Level 7, Witch
As her patron i imagine some chaotic fey spirit or beeing, whose power manifested in the heirloom harrowdeck, so I'm indecisive between trickery, deception (which both fit the fey theme), healing (to be a better support) or elements for some damaging options (especially shocking grasp in combination with the spell deck delivery). As I'm probably focusing on the supportive/utility side of my hexes, so my hex-dc won't be super relevant, which made me consider the harrower prestige class for more flavor. I choose Evil Eye to have some offensive hex option, but consider changig it to either the healing hex (and probably retrain as soon as we have a CLW-wand) or the fortune hex, as my main role will be support and avoid (and heal) party damage. Soothsayer is specifically chosen at 4th level and not at first to be not too strong at level 1 and beeing symbolic for beeing more in touch with the patron's power and herr skills regarding the harrow. I'm looking for suggestions for spells and thoughts/comments on what I've got so far. Anything that should be changed?
Belafon wrote:
Does a monstrous humanoid count as humanoid for armor pricing? One might assume that humanoid refers to bipedal, with two arms. Since the trox has extra arms protruding from its torso, one might rule it as non-humanoid for armor pricing, which would increase the cost to about 15.800gp.
Diego Rossi wrote:
It is wielded as if it were a scimitar. Is your hand free while wielding a scimitar? No. So it's not free while wielding the flame blade. That means no somatic components with this hand, no wielding of other weapons and no benefit of anything requiring this hand to be free. And you can't drop or sheathe the flame blade to temporarily free up the hand, like you could with a normal blade, but you get to attack touch AC with it. I image it like you cast the spell and the flame blade springs from your hand. Then you have "to wield it like a scimitar" to keep the blade manifested. However since the spell is not (D) dismissable and has a fixed duration RAW it would stay regardless of what you do with the hand. That would support Diego's point. If I were the DM I would propably rule that as long as the Spell persists, that hand is occupied. As it specifically mentions wielded as if it were a scimitar one could argue if things like weapon focus (scimitar) would apply, but that would be a different topic.
Adding Spells to a Wizard's Spellbook
Writing a New Spell into a Spellbook
0 => 5gp
As a DM depending on which level the characters start I would probably award a wizard/witch/alchemist a number of spells to add to their Spell-/Formulae Book or familiar for free and additional spells for the cost of copying the spell (without the renting fee).
As a player, RAW you would only start with the number of spells listed in the class entry, but ask your DM how he handles it, as you might see a lot of table variation there.
Thanks for the answers so far, but maybe I wrote to much, as my main question hasn't been touched yet: 1 weapon = 1 dose = 1 standard or full-round action (nothing in question here) 10 pieces ammunition = 1 dose, but
Quick question, since my Google-Fu seems to have failed me: Example Holy Weapon Balm It says applying it to a weapon is a standard action, for blanches it's a full-round action. It also says one dose is enough for one weapon or 10 pieces of ammunition. What would be the action economy for ammunition?
In case of the latter if in-combat it would almost always be better to apply it to 10 pieces of ammunition instead of 1 weapon regarding you only get one successful attack with it, since you get more possible hits per "apply-action". Bonus-Question: would a weapon or ammunition coated in the holy weapon balm be considered "good" for overcoming DR/good and deal weapon damage as well or only the listed bonus damage (2d4) against evil outsiders?
Since an alchemist doesn't cast spells, but rather creates potion like extracts, all of his spells are single target - the imbiber. It doesn't matter where he got the knowledge for haste from (a wizards spellbook, another alchemists formulae book, or by level-up). Normally only the alchemist himself can use his extracts, unless he has the infusion discovery. If so he can hand the extract to an ally whi in turn can drink it to get the effect of haste. Nonetheless it would only target one creature, namely the one which drinks the extract.
Since in my next camapign one if the players will go for a skald I took some time to read through it's abilities. However I found something I find rather strange and wonder if in this case RAW=RAI or not: Raging Song wrote: If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first. RAW that would mean, that as soon as initiative passes own, everyone looses the benefits of the corresponding song until they can accept it again at the start of their turn. That would result in some weird Boni-Jumps, like getting more STR, CON, AC for your turn, but loose them after it, only to regain them if you accept it again next turn. Is this really the way it'ssupposed to work? Especially defensive Boni or defensive Rage-Powers like Superstition which are recommended for a skald to pass with his song, would have greatly diminished use, if they are just active during one's turn. I'm inclined to rule it like, a character can accept a ragin song, which benefits would last until the start of the player's next turn, when they can choose again. Is there an official statement?
Rise of the Runelords
Dragon's Demand
Homebrew Game
As Elemental Impossibility clearly states: "This ability replaces expanded element, as well as the 11th- and 19th-level infusions." Therefore you won't get any benefits from expanded element, except those mentioned in Elemental Impossibility.
There are some archetypes that replace only certain parts or stages of an advancing class ability, but it would say so in the description, which is not the case here.
John Mechalas wrote:
While I agree that it doesn't change a swift action into a standard action, it would still allow you to spend a standard action to use another swift action. Ready Action
So swift actions can be readied. Swift action
One swift action per turn, not per round.
Unlike a 5ft step, which can also be readied, but not if you have otherwise moved in that round and it prevents you from moving in the round that you take the readied 5ft-step. Maybe rephrase the trigger to something like "as soon as the next character acts" instead of "as soon as my turn ends" to have a more legitimate trigger. Sounds cheesy, but otherwise RAW it should work.
While I can't find a direct rule, I would say no. Reasoning as follows: Spell-Like Abilities wrote:
As noted in Black Blade Strike, it is not a standard action, but a free one. An SP works like a spell, so what does the descriptions of spells say about free action casting and provoking? Casting a Spell wrote:
Okay so a swift action cast, doesn't provoke an AoO, but nothing about free action castings. Free Action wrote: Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. So, free actions take even less time than swift actions and swift action castings already don't provoke. Even more, it's also mentioned that free actions rarely incur AoOs. In conclusion I would rule, that it doesn't provoke an AoO. But I might be corrected, as the description of spell-like abilities I quoted in the beginning, could also be read that all spell-like abilities provoke AoOs, regardless of their "casting time".
Lay on Hands wrote: Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Emphasis on "is" Using LoH on someone else is a standard action.
So RAW, no a Paladin can't use LoH on himself as a standard action.
Some GMs might houserule in a way as above, that a Paladin might choose to use a standard action to LoH on himself instead of a swift, but not both in the same turn, but that would be up to the GM.
Ju-Mo. wrote:
This. In a group of mine I also had a bard, sometimes thinking she wasn't doing enough in battles. Then we started another game in a slightly different player composition where she played a fighter. She wondered why she wasn't dealing nearly as much damage as the fighter in the group she plays the bard in. Well because the group with her playing the fighter was missing her - the bard from the other round. Inspire Courage and Heroism are going a great way hitting stuff especially when using power attack and iterative attacks. And that doesn't even take into consideration how often she saved a fight going south by helping the fighter not to kill his allies by letting him re-roll another failed Will-Save by using her saving finale. So Buffers and Healers often enable most of the damage to even be dealt in the first place. And things like saving finale, the oracles misfortune and stuff like that prevents the heavy hitters from dealing that potential damage to the wrong guys as well.
Looking forward to next week, even though I will be a bit rough, 5 Gamesessions in a row ^^ Wednesday - boardgame night
Thursday - Rise of the Runelords
Friday - boardgame night
Saturday - Dragon's Demand
Sunday - Homebrew Game
It will be a little bit stressful, but I'm looking forward to it nonetheless.
As others said, there's no RAW for a situation like this other than that a readied action interrupts the triggering action. So it will be mostly gm-fiat. As GM I would take the actual situation in consideration: What exactly is the trigger and the intention?
How far is everyone apart from each other?
If C can reach A/B, but A would be already gone a few squares (like already beeing in a sprint towards B) I would maybe let A and C roll Initiative.
But those would only be my two copper pieces and any other GM might handle the situation differently.
I would rule it the other way around as well. The general rule would be the general spell's description, as the the Spell is available for other classes as well. The bard would be the specific rule, which states that all bard spells have a verbal component. An even more specific rule would be applying meta magic silent spell to it, which would remove any verbal component. So I would it rule in the following order: Spell Description < Bard Rule < Metamagic
Black Iron Axe wrote:
Therefore I would say the axe is made from simple iron and it's special black color comes from the powerful magic inhabiting it. By following the steps to destroy the artifact it reverts to its original state - a simple iron axe.
I have run some encounter where my players were facing incorporeal enemies, but might have made some mistakes regarding their bodyless nature. I re-read the incorporeal extraordinary ability again and want to make sure I've got everything right. Please correct me if I got something of the following wrong: 1) An incorporeal creature is immune to any non-magical attack. 2) Spells and magical attacks deal only 50% damage. 3) Spells from a corporeal source and effects that deal no damage, have only a 50% chance to work at all. Does this include damaging spells as well? If so they would be considerably worse than physical magical attacks?
4) Force Spells and effects ignore everything above. 5) Holy water is an exception to (1), as it would affect an incorporeal creature.
Thanks in advance, I hope I wasn't handicapping my players to bad.
Dragon's Demand After clearing the crypt of lady tula, the group returned to belhaim to resupply and then headed to the monastery.
As all forever GMs or players with too much fun building characters, I also have a list of characters either as concept or fully built that I might play someday. I would like to read something about yours as well, so I started this thread. Here are some of my favorites, which might never see actual play, but I tend to use them as NPCs in my campaigns, so they get at least some showtime. Ignatzius Coppertop van Dargel Scrapwick:
Male Gnome
Grenadier / Experimental Gunsmith Has found his obsession in tinkering with things, especially those that sooner or later go boom. Worksecurity? Stupid things like that only slow down his genius! Alika:
Female Human
Cartomancer Grew up with her varisian parents, traveling the country. After the death of her mother - who taught her to read the harrow - inherited her harrowdeck which seems to hold more secrets than she could have imagined (inspired from the Deck of Harrowed Tales from The Harrowing Module) Ogden Bleihagel:
Male Dwarf
Bolt Ace Invented his own version of a crossbow which shoots bullets instead of bolts (dwarven pelletbow) and now travels the world searching for an investor funding further development while constantly engaging in adventures for field testing his creation. Quaggan:
Male Locatha
Invulnerable Rager/ Reliquarian Occultist Got hit on the head by an anchor dropped from a sinking ship. That left him somewhat handicapped regarding his intelligence and had some occasional rage Outbreaks as sideffects. Wields said anchor as his weapon using hook fighter. Inspired by the name giving Quaggan from Guild Wars 2 Evianna: Female Elf (or Half-Elf
Warpriest of Calistria Slightly seductive, former slave using her looks, wits and whip to get by.
Well Guts would fit the theme barbarian/fighter pretty well... If all he wants from the bladebound magus is "a cool blade" there might be a less raw but more fluff option as well. While (as far as I know) the black blade is something reserved for a magus and phantom blade (and carries a lot of stuff with it like intelligent weapon, ego and everything else), one could consider the warpriest. Take gorum (greatsword), ragathiel (bastard sword) iomedae, aroden or myr (longsword) as deity for the favored weapon. Depending on the chosen deity and weapon, he wouldn't benefit from the scaling sacred weapon damage till late levels, but similar to a magus he can enhance his weapon up to +5 and with abilities like flaming, keen, brilliant energy, etc, which could be flavored as the weapon itself changing and evolving, without having to actually deal with an intelligent weapon. He would be able to cast spells like bless, protection from evil, shield of faith and bulls strength on himself as a swift action using his fervor ability and thus won't have to deal with AoOs while casting in melee and still full-attack. He'd also be able to enhance his armor as well and swift action self heal.
I'll second the Bloodrager as Mysterious Stranger suggested. Will fit good with the Guts Berserk theme and has the ability to cast spells like a sorcerer.
He'll have a kind of rage similar to a barbarian, but still be able too cast spells while raging and depending on the bloodline gain various (magical) effects while bloodraging. The two handed part might restrict his spell casting a bit (as to cast in one round wirh somatic component, and attack in the nwxt round, as he'll have no free hand with a two-handed weapon) but with eschew materials from the bloodrager he won't have to mind about manipulating material components. Depending on the intended level one could homebrew a two-handed sword to have a still metamagic rod as handle, but that would be up to the gm.
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