You're talking about Vecna, yes? (We can talk about D&D characters here, no fears!)
In any event, Vecna didn't really inspire Asmodeus at all. The inspiration we've used for our Asmodeus is one part D&D's Asmodeus, one part real-world mythologies about the devil, one part pop-culture lore about the devil, and one part our own spin.
We do have our own homage to Vecna in the game: Tar-Baphon, the Whispering Tyrant.
Not trying to avoid D&D names would have made that post half as long!
Yes, I did mean Vecna, and I did draw the clear parallels between the two liches. I am a fan of T-B, too, but his story doesn't go back 40 years.
And I figured it was just a flight of fancy on my part, but it was a fun bit of theorizing! The "Serpent" giving Vecna power was Asmodeus all along; his "secret" was knowing this. Looking at Golarion as the newest edition of the multiverse puts Vecna as finally successful, until Asmodeus goes "Nah man, I never promised to take you with me" as he poofs creation into existence.
I apologize if this has been asked, or if it's "above your pay grade," so to speak.
One of the most iconic entities in previous d20 systems is a lich of great power. Over the years, players got to watch the lich grow, until at the time of Pathfinder's inception he was a fully fledged deity. That same setting provides a different version of PF's Asmodeus.
Innumerable gamers were fond of the lich's progression, myself included. His ultimate goal, IIRC, was to reshape existence to his own liking, a goal shared with today's Asmodeus.
The brief bit of lore I've found shows that the Church of Asmodeus holds him as one of the chief creator deities. Would it be a stretch to say that, inspired by the rise of the lich of old, the designers of PF's deities took hold of the idea and transformed the Lord of Hell into a unique version of the lich, who successfully (to a degree) reached his goal and remade the universe to his liking?
Sorry everyone, I've been without a PC and didn't think to check anything but my Campaigns.
I'm content with not bidding on this particular attribute, and now that I have a campaign dot, I'll see this and actually participate from here on. Sorry about that!
Oh, just decades? Then shrink all of my text wall time tables a bit, since time's not all wonky on Earth in relation to Amber.
I think you got the message though. Does it make sense? I'm really interested, but I'm afraid I'm going too far with what I think they can do in Shadow. Or maybe it's just what I would want to do in Shadow, vs what the author felt would be good story!
Yttriumdervish, haven't heard from you for a while - still interested?
Sorry, I've been diving into the wikis, trying to compile something that makes a bit of sense.
I'm thinking: Alric of the Purple Nacre (is that too complicated a color? I can pick two "normal" shades if it is.), born of Amber, who has spent considerable portions of his life walking through Shadow.
Text Wall:
Matters of note concerning Alric - On Earth (the Earth, can I do that?), he spent several centuries consorting with poets of some renown, inspiring them with tales of his family, particularly Oberon. From "Les Prouesses et faitz du noble Huon de Bordeaux" to "A Midsummer Night's Dream", Alric prompted the rise of the "king of the Faeries" to a global entity, spanning numerous genres and years of literature.
Taking the lineage further into Shadow, Alric discovered and adapted the Realm of Fairy, a metaphysical "plane of existence" for the beings of Oerth (D&D baby), where he lived as a Seelie Prince, abducting mortals for times of merriment and feasting, while further spreading the name of Oberon.
One particular shadow terrified Alric greatly; that of the Dark Tower. Exploring and observing the worlds contained within, Alric was alarmed by the "stacking" nature of reality of this place. He shadowed the legendary Roland Deschain (I can't put a spoiler in a spoiler...so SPOILER ALERT) through multiple instances of his life, watching as he was forced to repeat his actions for an eternity with only minimal variations. One instance of the boy Jake, in particular, struck a chord in Alric: "Go then. There are other worlds than these." Though the boy was clearly not of Amber, his understanding of the True Universe was astounding, and Alric began to question his fundamental beliefs.
Holing himself up on a barren world, Alric sat in contemplation of Amber, the Shadow, and his role in it. Countless aeons passed, until he was called to return to Amber; the man who left, however, was no longer the one who returned.
@Archus - Okay, I get it. If I want to own in Endurance, but it happens to be the last slot on the block, I'm free to bid 1 on each of the other three, spend what I need to be First in Endurance, and then spend the rest of my points to up the other stats to no higher than the top guy.
A question regarding the mechanical bits, particularly the Auction.
Let's assume we all have 100 points, and haven't already planned on spending 50 of those on other perks. We then each bid away our points on the four attributes, coming away with a particular Rank in each. Is it possible to "tie;" can I bid 25 points in an attribute, and another player bid the same? Only if the First bid more, of course.
I also don't understand in the "buying-up" option. Say I want to secretly be second-best at Psyche; I can not bid any points during the action on Psyche, instead having to submit a "no-bid" in order to discretely raise my points? Likewise, if I bid 5, I am committed to having 5 points, and can not later raise this in secret? I just want to be clear going in, before I plop down a bid I'll come to regret.
So, knowing nothing of Amber other than what you've posted here (and the mechanics guide posted in the interest thread):
Amber is the one true reality; everything else (including you and me) stems from the Shadow, which can either be shaped or self-compose into realities.
Special Amberites (the royal court, maybe some others?) have the ability to "walk the Pattern," which may or may not be a physical location, in order to travel through the Shadow and create their own existences.
There were two factions; one which sought to bring Order, and another that did not. I assume they both "walk the Pattern" to do so.
Then Corwin made a "new Pattern" such to bring Balance into the conflict, which has resolved it for a number of years, until our setting takes place.
We the PCs can be from anywhere, at any time. We are called together as per the plot hook, but what we did before was irrelevant (largely) to the coming campaign.
Is that about right?
This markedly reminds me of the "Sandman" series by Neil Gaimon; powerful beings in control of reality have to deal with their own personal and interpersonal conflicts while still doing their "jobs" of maintaining all of existence.
You are correct. If Dalgar the Great wishes to run a campaign as well, I see no issues with splitting the groups. Glad to have you onboard. Let me know if there is anything I can do to make things easier for you.
I will! I'll need several days before I can even say I'm ready to start; I assume that's okay? I made a Discussion thread for everyone to pop into while I get rolling and we wait to hear from Dalgar, and while...
Korak The Boisterous wrote:
Mine isn't a submission.
But you do express interest, and would make a submission, correct? That's good enough to count as a 6th. Go ahead and roll something up; feel free to use particularly Sverlisk as an example, as that is the one I've looked at the most thoroughly and don't see anything I'd change. If Dalgar does want to run one, he may or may not have different guidelines, though.
Hello; I'm the interested GM that was messaging Vorrs earlier about this.
I count six different people here, is that correct? Aliases and whatnots...
So, let me get something going. I'll look over the character submissions here, make sure there isn't anything I would care to have you change, and we can get started. I don't think there will be much of a problem running it with six, but I can always throw something extra into the mix if necessary.
That is, unless @Dalgar the Great would still like to run it as well. In that case, since there are two groups with two floaters, we could look at splitting into two campaigns and rounding out the groups.
I've never looked at Psionics in Pathfinder, since that opens the door for 3PP materials, and means more system for me to learn.
However, I played in both 3.0 and 3.5, so if they did the Psionics rules like the rest of Pathfinder, it wouldn't take me long to get acquainted with 'em.
Nearly a month after its creation, I'm drawn inexorably to this thread. I love the D&D multiverse, how it is intrinsically tied to the deities and presents many facets of "things of old" that either came incredibly early or predate the current arrangement (and how Vecna gained power between editions). I, more often than not, find myself telling players "yeah, everything's Pathfinder, except the Planes."
"Tristalt" also sound hilariously entertaining. I'm very poor at optimizing, but in a world where I get three classes that progress as one, I doubt it would cause much of an issue, and, as you stated, you have ran this with "unoptimized" groups with minimal difficulties.
Read the first few pages, and then skipped to the end here, where I see a bit of controversy and people leaving. I have to ask; do you still have an open spot? Subject to those who may or may not have quit thus far.
I would like to propose a Play-by-Post campaign wherein the PCs are all NPC-Expert classed. Located in Absalom (or a similarly large setting in a homebrew/other product); our "adventures" would include all the social interactions inherent with living in a city this size. Combat would not be entirely out of the question, but would obviously be minimal and low-tiered. We could even use a 20-Point Buy to give a little extra "umph" to our lacking combat mechanics.
I am looking to play, rather than GM.
My personal character would be focused on Profession (Barrister). Who needs to be a rules lawyer when you can be a lawyer within the rules!
In a run of Jade Regent, my party skipped around a bit; we had several new players, and everyone agreed this was the best way to go. The party that completed The Brinewall Legacy went no further in the campaign, but now that the group has gotten their teeth into the mechanical aspects, they want to go back and revisit the original, overly-complex-for-new-players PCs they had originally rolled, and we're advancing Golarion as though the entire AP had been completed.
Who Framed Roger Rabbit?:
Now, these PCs are in the good graces of the Empress of Minkai, and she will gladly give them the ruins of her ancestral fortress town in Varisia. I'm wondering if this has happened to anyone else, and if so, how did you handle the rebuilding?
I'm far more a fan of the 3.something Stronghold Builders Guidebook that the materials presented by Paizo for this type of task. If the PF rules were in place, and the above applied, did it seem to work well? If it didn't apply, or didn't seem to run smoothly, do you see the validity (and mechanical wealth aspects) from the SBG meshing well with the PF system? Unusual magical devices aside or converted to meet modern spells.
I dig these. I'm sure there are ways to exploit them, but if no one in your group is really looking for that, it isn't really a problem.
I've always kind of felt AoOs got too much love; if I have 3 attacks, a 16 Dex, and Combat Reflexes, then in a perfect 6-second round I get 6 attacks. Tack on the TWF tree, and that's really pretty ridiculous; I don't mind if, using your system, a character gets higher AC vs AoOs. They -should- miss more.
...an alchemist archetype that can create some kind of "evolutionary serum" to inject people with...
This, 100%. I love it, and may have to make it.
I can't really comment on the OP, as I'm not incredibly familiar with Summoners. I do, however, like the idea behind a buffmage, even without the Dr. Jekyll-esque Alchemist.
I'd like some feedback on an archetype I've designed that switches the focus of the Ranger class to an animal trainer bend. I am particularly interested in balance issues. I'd also like general thoughts on the theme, and perhaps reordering some of the abilities.
Items in bold are new or modifications of existing class abilities. Items in italics are unchanged from the base Ranger.
Class Skills: Replace Knowledge (Dungeoneering) with Diplomacy.
Weapon and Armor: Gain proficiency with the whip, crook, mancatcher, bolas, lasso, and net, and lose proficiency with shields, except bucklers. Would also be willing to hand-pick some of the Martial weapons rather than giving all, if this seems like too many proficiencies.
Spells: "Orison-like" detailed below; I need a good name for this. Spell progression as normal. Replace Ranger spell list with Hunter spell list, all 1st-4th are known. Spells are spontaneous and Charisma-based; though not prepared, an hour of meditation on animal-like things is required to attune the Tamer each day, or maybe an hour spent grooming animals, or something like that. I'm not terribly concerned with the large number of spells at the disposal given how limited castings it gets, but I also wouldn't be averse to making a unique (and smaller) spell list for it; just didn't want to right off unless people felt it was an issue.
Class Levels:
1 = Track, Wild Empathy "Orison-like": Create Water, Detect Poison, Mending, Purify Food and Drink, Read Magic, Spark at-will.
Natural Affinity: +2 bonus on all Handle Animal, Ride, and Knowledge (Nature) checks. - Replaces 1st Favored Enemy.
2 = Combat Style Feat: The Tamer can only choose from the Archery, Crossbow, and Mounted Combat styles.
3 = Expert Trainer: As the Cavalier class ability, but applies to any creature to which the Tamer can apply his Wild Empathy ability. - Replaces Endurance.
Tough Love: Gain the Enforcer and Bludgeoner feats, and you may use a wild empathy check to duplicate an Intimidate check rather than a Diplomacy check. - Replaces 1st Favored Terrain.
4 = Game Hunter: The Tamer gains +1d6 Sneak Attack, as the Rogue ability, at 4th level. The damage increases by +1d6 every 4 levels thereafter. - Replaces Hunter's Bond
5 = Improved Wild Empathy: At 5th level, the Tamer gains a +2 bonus on Wild Empathy checks. In addition, choose one of the following types of creatures: elementals, magical beasts, lycanthropes, plants, or vermin. The Tamer may influence that type of creature that has an Int < 3 with Wild Empathy (negating the -4 penalty vs magical beasts). The Tamer gains this ability again at 8th, 11th, 13th, and 17th levels; bonuses stack, but a new creature type must be chosen each time. Tamers may not gain the benefits of the Greater Wild Empathy feat from any source. - Replaces the 2nd, 3rd, 4th, and 5th Favored Enemy and the 2nd, 3rd, and 4th Favored Terrain abilities.
6 = Combat Style Feat
7 = Woodland Stride <--Would like to change this, as thematically it doesn't fit, but I don't know what I'd replace it with. Maybe something Heal-related?
8 = Swift Tracker Game Hunter +2d6
Additional Improved Wild Empathy
9 = Evasion
10 = Combat Style Feat
11 = Additional Improved Wild Empathy Quarry: The Tamer gains this benefit only against creatures the Tamer can influence with the Wild Empathy ability.
12 = Game Hunter +3d6
Undetected: As Camouflage, but only against creatures the Tamer can influence with the Wild Empathy ability.
13 = Additional Improved Wild Empathy
14 = Combat Style Feat
15 = Gift of Sentience: Awaken as a Spell-Like Ability (At-Will or 1/day, same thing), can only be used on animals.
16 = Improved Evasion Game Hunter +4d6
17 = Additional Improved Wild Empathy Animal Form: At 17th level, the Tamer gains the ability to assume the form of any animal of Diminutive to Large size, three times per day. The ability functions as Beast Shape III, except as noted here. The effect lasts 1 hour for every 2 levels of Tamer, or until voluntarily ended. Changing form is a standard action and doesn't provoke attacks of opportunity. The form chosen can be any animal the Tamer is familiar with. A Tamer loses the ability to speak while in animal form, being limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. This is a Supernatural ability. - Replaces Hide in Plain Sight.
18 = Combat Style Feat
19 = Improved Quarry - As normal, but modified as the new Quarry.
20 = Game Hunter +5d6
Master Hunter: Always move at full speed while using Survival to follow tracks without penalty. Standard action, make a single attack against his quarry at his full attack bonus; if the attack hits, the target takes damage normally, and must make a Fortitude save (DC 20 + Charisma modifier) or take an amount of nonlethal damage equal to its current hit points. A successful save negates the nonlethal damage, but not the initial damage. The Tamer can use this ability once per day against each creature type they are able to influence through their Wild Empathy ability, but not against the same creature more than once in a 24-hour period.
Special thanks to the people of /r/Pathfinder_RPG who've helped me define it so far. And additional thanks to the people here!
I'd like some feedback on an archetype I've designed that switches the focus of the Ranger class to an animal trainer bend. I am particularly interested in balance issues. I'd also like general thoughts on the theme, and perhaps reordering some of the abilities.
Items in bold are new or modifications of existing class abilities. Items in italics are unchanged from the base Ranger.
Class Skills: Replace Knowledge (Dungeoneering) with Diplomacy.
Weapon and Armor: Gain proficiency with the whip, crook, mancatcher, bolas, lasso, and net, and lose proficiency with shields, except bucklers. Would also be willing to hand-pick some of the Martial weapons rather than giving all, if this seems like too many proficiencies.
Spells: "Orison-like" detailed below; I need a good name for this. Spell progression as normal. Replace Ranger spell list with Hunter spell list, all 1st-4th are known. Spells are spontaneous and Charisma-based; though not prepared, an hour of meditation on animal-like things is required to attune the Tamer each day, or maybe an hour spent grooming animals, or something like that. I'm not terribly concerned with the large number of spells at the disposal given how limited castings it gets, but I also wouldn't be averse to making a unique (and smaller) spell list for it; just didn't want to right off unless people felt it was an issue.
Class Levels:
1 = Track, Wild Empathy "Orison-like": Create Water, Detect Poison, Mending, Purify Food and Drink, Read Magic, Spark at-will.
Natural Affinity: +2 bonus on all Handle Animal, Ride, and Knowledge (Nature) checks. - Replaces 1st Favored Enemy.
2 = Combat Style: The Tamer can only choose from the Archery, Crossbow, and Mounted Combat styles.
3 = Expert Trainer: As the Cavalier class ability, but applies to any creature to which the Tamer can apply his Wild Empathy ability. - Replaces Endurance.
Tough Love: Gain the Enforcer and Bludgeoner feats, and you may use a wild empathy check to duplicate an Intimidate check rather than a Diplomacy check. - Replaces 1st Favored Terrain.
4 = Game Hunter: The Tamer gains +1d6 Sneak Attack, as the Rogue ability, at 4th level. The damage increases by +1d6 every 4 levels thereafter. - Replaces Hunter's Bond
5 = Improved Wild Empathy: At 5th level, the Tamer gains a +2 bonus on Wild Empathy checks. In addition, choose one of the following types of creatures: elementals, magical beasts, lycanthropes, plants, or vermin. The Tamer may influence that type of creature that has an Int < 3 with Wild Empathy (negating the -4 penalty vs magical beasts). The Tamer gains this ability again at 8th, 11th, 13th, and 17th levels; bonuses stack, but a new creature type must be chosen each time. Tamers may not gain the benefits of the Greater Wild Empathy feat from any source. - Replaces the 2nd, 3rd, 4th, and 5th Favored Enemy and the 2nd, 3rd, and 4th Favored Terrain abilities.
6 = Combat Style Feat
7 = Woodland Stride
8 = Swift Tracker Game Hunter +2d6
Additional Improved Wild Empathy
9 = Evasion
10 = Combat Style Feat
11 = Additional Improved Wild Empathy Quarry: The Tamer gains this benefit only against creatures the Tamer can influence with the Wild Empathy ability.
12 = Game Hunter +3d6
Undetected: As Camouflage, but only against creatures the Tamer can influence with the Wild Empathy ability.
13 = Additional Improved Wild Empathy
14 = Combat Style Feat
15 = Gift of Sentience: Awaken as a Spell-Like Ability (At-Will or 1/day, same thing), can only be used on animals.
16 = Improved Evasion Game Hunter +4d6
17 = Additional Improved Wild Empathy Animal Form: At 17th level, the Tamer gains the ability to assume the form of any animal of Diminutive to Large size, three times per day. The ability functions as Beast Shape III, except as noted here. The effect lasts 1 hour for every 2 levels of Tamer, or until voluntarily ended. Changing form is a standard action and doesn't provoke attacks of opportunity. The form chosen can be any animal the Tamer is familiar with. A Tamer loses the ability to speak while in animal form, being limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. This is a Supernatural ability. - Replaces Hide in Plain Sight.
18 = Combat Style Feat
19 = Improved Quarry - As normal, but modified as the new Quarry.
20 = Game Hunter +5d6
Master Hunter: Always move at full speed while using Survival to follow tracks without penalty. Standard action, make a single attack against his quarry at his full attack bonus; if the attack hits, the target takes damage normally, and must make a Fortitude save (DC 20 + Charisma modifier) or take an amount of nonlethal damage equal to its current hit points. A successful save negates the nonlethal damage, but not the initial damage. The Tamer can use this ability once per day against each creature type they are able to influence through their Wild Empathy ability, but not against the same creature more than once in a 24-hour period.
Special thanks to the people at /r/Pathfinder_RPG for help getting to this point. And to those here!
Perhaps since its not nailed down yet i might offer a possibility...
either in roleplay or mechanically make the inquisitor an infiltrator. in effect he doesnt let anyone know he is an inquisitor and hes just "a dude". Then when the story needs a plot twist bang he reveals hes an inquisitor. He could even go from good to bad or vice versa as you see fit. Maybe a season finale shocker?
Or as a partner to the Eldritch Archer Spellslinger. I've come to the decision that he is mad, obsessed with practicing magic only to enhance his gun and shoot other casters (and a few utility spells, of course). Having another Dwarf with him as an "apprentice," while really being sent to watch him, would be fantastic. Someone has to keep Mad McBeardy under thumb.
On that same note, maybe...
Carmeilliken wrote:
Inquisitor-Ranger
...is sent out to check up on the "apprentice" after too long a period of absence, or some notorious event. That seems like the perfect single-man-party bounty hunter/retrieval service.
I like this as a secondary party member, akin to the Torchbearer Alchemist and other PC-groupies that are far more important in story format than in a traditional campaign (most of the time anyway).
I also like it as my main character, and may very well use it in another incarnation; I'm pretty dead-set on Ftr-Mag for this guy though, and currently am running enough frontliners for the main combat scenes. No reason he couldn't be the add-wrangler though! Thanks for the idea!
Mesmerist/Fey Sorcerer Kitsune is pretty thematic and its also known by the name of "Master Grand Overlord" :P
Haha! Yeah, I thought about the mind controller. That's more the BBEG theme, though, and I'm kind of taking the Bard-Alchemist that way, what with her 18 base int and cha and those lovely cognatogens.
Afterthought: I also wanted her more sadistic over being domineering, which is why I didn't care to trade Suggestion for Weird Words.
I am messing with the setting quite a bit, but mostly in minor ways; the half-Drow is raised in a community of the same, hiding in Nidal since the Age of Darkness, as an example. I didn't want the chore of making an entire world, and I -do- like the Inner Sea, but some things are tweaked...like in most home campaigns ;) I'll have to check out the Counterspell school; I miss a lot of good options trying to sort through them all!
Renegadeshepherd wrote:
Inquisitor
I had. Though I hadn't really dismissed it yet, it didn't quite follow the personality I had for him. Since it hasn't been written yet, though, that can always change!
Magus-Monk: Be careful about stacking classes in stories - it can get repetitive, and characters really ought to be distinct. This combo is a lot like your first character in terms of the role they'd play. I'd go a Shamanistic route here, saying that shapeshifting and magic came together as they studied. ...So, basically, a Druid.
I hadn't considered the Shaman, and I frankly like that a lot more. I really did not want to stack Magi, but aside from Bloodrager, I couldn't think of a good way to incorporate spells in with his ferality. Thank you!
GM Rednal wrote:
Hunter-Wizard: If you're having trouble reconciling the choice, you probably need to change it. I actually had a Spellslinger-style character once, and I sort of gave them a custom archetype to make it practical. XD Mostly courtesy of their weapon. Gunslinger/Wizard could certainly be done - in which case they study magic to help them get where they want to go, but when it comes down to it, they usually use guns to take down foes (ESPECIALLY those that are resistant to magic). Learning to use a firearm isn't actually that hard as long as you have regular practice, especially if we're talking stuff like pistols.
You're right; it only takes a feat to get the proficiency. I'm planning him as, essentially, the anticaster; Spell Smasher and Magic Resistant alternate race traits, with the +2 concentrate trait to cheat the penalty. He doesn't hate magic, like that 3.5 class I don't remember, but knows how disruptive casters can be. So he sits back and shoots them. This kind of justifies Spellslinger-Eldritch Archer, especially if I don't spell him like the Wizard he is and instead make everything about the gun. I just...don't really know how else to do him, since the best counter for magic is other magic.
So, I'm writing a series of stories, set in Golarion under (mostly) PF rules; the characters are largely gestalt, but I'm classing them more for thematic purposes than solely min-maxed. I have a few ideas I want to throw out here and get some advice on; I'd prefer them to work, in addition to holding to a theme.
The star is a Fighter-Magus (no archetypes), at least until he hits 7 and then Magus may become something else, not sure yet. Don't really feel like this guy needs work.
I have a half-Drow Sound Striker Bard-Vivisectionist/Internal Alchemist, functioning out of combat as a courtesan-spy. Figured I'd feat her with the Whip Mastery line to make her somewhat combat useful; I would appreciate other ideas, as I want to keep her classes but she's rather encounter-stupid if she doesn't initiate it.
Next is a Vudrani Were-Ape Monk-Magus. I'm not sure on the Magus bit, I feel like it could be better served as a different class, but I do like the idea of gorilla-slapping with spells. Haven't archetyped him yet, and would appreciate thoughts on that.
Lastly, I have a Dwarf Spellslinger Wizard-Hunter, possibly Packmaster but unclear on that. He's where I'm getting stuck. I love the Spellslinger, and don't want to change it much, but his second class is throwing me off. I say Hunter now, but I have also considered Slayer, Ranger, and (possibly my new choice) Eldritch Archer Magus. I feel like Spellslinger and Eldritch Archer makes one hella-beefy gun, but I'm also having some difficulty reconciling why he'd choose those paths rather than fully studying both, or going straight wizard-gunslinger.
In addition, I'm also looking for missing bits for the party, as well as fun little ideas for other characters. The main argument I'd have against some ideas is time; how do these people have the time to learn a Gestalt sum of class features? For example, the Drow has been in possession of a Ring of Sustenance since she was 12, and is now in her 30s. The Dwarf is older, and it doesn't much matter if he goes Spellslinger-Eldritch Archer, since after a fashion those are the same thing.
Just in game, he could use the Wiz/20 discovery, and later on, Mythic/10 does the same, FYI.
==Aelryinth
Why thank you. I hadn't delved that far into it, to be honest.
That still begs the question, though, of why it is never mentioned. "Aroden was an immortal descendant..." is usually the best we get, and it just seems a bit open-ended. God of Taldor (and Cheliax) [and all of humanity] who created/harnessed the only current known way of ascending mortals to divinity, walked Golarion itself after his ascension, blah blah awesomeness, should have had a large chunk of lore attributed to him. It's only been a little more than 100 years since his death, so it wouldn't be as though records of his deeds had been lost to time yet. And surely some one of his companions (either from after his raising of the Starstone or prior to) would have said, "Hey, Aroden ol' chap, how is it you're at least 5200 years old anyway?"
The Archer archetype of Fighter, Trick Shot ability, lists feint. I've tried searching for this with no avail (most threads are over 4 years old anyway): Feint does not use your CMB to determine success, and is not technically a combat maneuver, so is there no penalty for using it with a bow, or does the -4 apply to your Bluff check instead?
This needs to be a post to the rules forums so it can be FAQed. I'd just ignore the mention of feint in my games.
I did (I think), and went to change it when I noticed I was in the wrong place, and then learned of the edit/delete time limits on the posts, etc., etc.
But here's a question more suitable for your expertise (and this topic): Aroden's immortality.
Unless there's a particular bit I'm missing (as well as the pfsrd and any other site/post/whatever I've found during my searching), you state that Aroden was an immortal descendant of the Azlanti, and yadda yadda did stuff for thousands of years until finally raising the Starstone and becoming a God.
What I don't see clarified, or expounded upon, or mentioned any more than this passing bit, is that Aroden was immortal long before he achieved divinity. With Nex and Geb, there's at least a blurb of elixirs and ungents and the like; similarly with the Sun Orchid Elixir. But no mention of how Aroden became immortal, which seems like it should've been a point of intense interest among his (former) worshipers.
So...any details regarding his immortality before his apotheosis?
That's what I was hoping for, but there still has to be some range limit. It doesn't make sense to Feint at 110 feet with a longbow. 30' is the limit for sneak attacks and Focused Shot precision damage, so that seems reasonable to me, save one caveat.
The idea of a feint is that you do some action that makes the enemy in combat with you believe that you are doing something other than attacking him. If I'm 30' away, he's probably paying more attention to the Barbarian or somesuch other melee dude.
And on the same note, if he's engaged in melee, and I'm 30' away, I'm not threatening him, and he's likely not watching me that closely anyway.
And, just for clarity's sake, this still has to be within melee range to function, right? I can't, for example, feint from 15 feet away, but instead is a modification to the phrasing, such that "melee attack" becomes "attack with a bow at melee range. "
The entry for this ability states, among other things, that the Archer can choose to use a bow to Feint in combat. It also states that using a bow for various combat maneuvers is at a -4 CMB. Feint is not technically a combat maneuver, and doesn't use CMB. Does the -4 penalty apply to the Bluff check for success, or is Feint unpenalized?
The Archer archetype of Fighter, Trick Shot ability, lists feint. I've tried searching for this with no avail (most threads are over 4 years old anyway): Feint does not use your CMB to determine success, and is not technically a combat maneuver, so is there no penalty for using it with a bow, or does the -4 apply to your Bluff check instead?