![]()
![]()
TriMarkC wrote:
Morithil is a special material that essentially possesses the same properties of mithral. However, if it's honed into a slashing weapon it gains the extra properties outlined under the morithil blade listing on pages 31-32 of the main conversion document. ![]()
It looks like these links aren't working for people, so hopefully these ones will: ERTW's Beguiler Conversion
![]()
Hello all, as has been the habit as of late I'm dropping in from a long hiatus. A few pieces of news one of which is particularly big (for me at least). * Big news first: After over seven years of working on this conversion I am finally going to officially put this one to bed. As it stands 1E material is no longer coming out, the conversion itself is fairly robustly worked out, and I no longer have much time to dedicate to continuing work on the conversion. I may still make small changes here and there to tune things if I get feedback on things, but for better or for worse what is linked in this message will be the final form of the main conversion and BotIS. I'd like to extend a big thank you to everybody who has helped this conversion along the way, especially those who provided feedback, ideas, and testing. I've been very pleased to hear that, even after all this time, the conversion is making people happy and providing fun gaming experiences today. * Since the conversion is largely in its final form I'm releasing versions of the documents with embedded fonts. While not as pretty as the other documents, they will be fully searchable and text can be copied and pasted from them with ease. You can find these documents here:
* I have been asked about a Spheres of Power version of the beguiler a handful of times over the past few years. I didn't feel sufficiently knowledgeable of that subsystem to make the jump properly, however recently a user of the conversion who had been in frequent contact with me to provide feedback suggested a potential framework for a SoP beguiler. Working with him we have produced an archetype for the SoP's Mountebank class which I feel encompasses the true heart of what made this beguiler conversion work. I'd like to extend a big thank you to Sappy for his hard work and invaluable feedback in getting this archetype up and running. The Guild Sharp mountebank archetype has been added to the finalized version of the main conversion document that can be found here:
Once again I'd like to extend my heartfelt thanks to all those who have been with me along this crazy journey. Your help, feedback, or even just shared stories about using my conversion in your games have been an incredible part of my life for almost a decade. Thank you. ![]()
Hello everybody, I'm popping back in after another long hiatus of no communication and only rare QoL and balance updates in the documents. This quarantine has given me a fair bit more free time as of late and I've had recent thoughts turning back to the conversion. No major updates, but I've added a new archetype to the Beguilers of the Inner Seas document: the Quicksilver Champion which is based on the old Swiftblade PrC. With a rage-like ability to turn on haste for a few rounds, it's a fairly serious martial step-up for the beguiler so I've made sure to reduce its magical capabilities to those of a bard. I'm also playing with the idea of adding a brief section for beguiler guilds beyond the Inner Sea Region (these are already touched on briefly by the Ikiryo and other Tian-Xia based options which arose from one person who provides me feedback from their Jade Regent campaign), but I don't really have much in the way of concrete details or timelines. ErichTehRed wrote: Question for ERTW: Are there any plans to update the conversion to pathfinder 2E? I'm afraid that is currently beyond what I'm interested in doing with the conversion right now. That may change in the future, but right now 2e is not really in my sights. ![]()
Hi everybody, just dropping in to let you know I've just pushed out an update for the Beguilers of the Inner Sea document. I've added the spellwarp-type archetype in this one, it's called the stygian lancer. I also had to make some structural changes to the wayfaring haunter since I realized that the archetype replaced savvy preparation twice. The end result of this is that stygian evocation has been pulled from the archetype. I understand that those of you playing the haunter may feel as if the rug has been pulled out from under you to potentially lose such an ability in the middle of your campaigns, so I'm including a link to a legacy version of the wayfaring haunter which includes the extraneous stygian evocation ability. I'm sorry about the mistake, but I hope you'll find the new wayfaring haunter a little more focused than it had been. ![]()
Hey everybody,
Nicholas the ex-Paladin wrote: I've given the Umbral Fae Beguiler some playtime and I really enjoyed it a lot. I would like it to be accessible and playable for others too. I'd gladly share the fun. Would you be interested to adopt the Umbral Fae Beguiler in your conversion/Handbook? Nicholas the ex-Paladin wrote:
I might consider adapting it for the Beguilers of the Inner Sea document, but I'd need to take a fair amount of time to figure out how best to incorporate it into that world. That said, I'm more than happy to have you post the document and updates here for public consumption and comments. ErichTehRed wrote: 1) On the Spheres Wiki it outlines the process of trading feats for a spheres progression, but explicitly prohibits the use of this for classes with "High Caster casting progression (including classes that grant 9th level spellcasting or an equivalent)". This would include the beguiler, but given the limitations on a beguiler's casting do you feel that the class should be exempt from this limitation? I would say that that would be a fair exemption. The beguiler doesn't have anywhere near the power of most full casters, and a bit more of a martial bent as well. My group has been playing with SoM for about six months now and I don't recall seeing anything in there that would break the game significantly in combination with what the beguiler brings to the table. I might add a blurb about it in the variant rules section. ErichTehRed wrote: 2) I noticed you offered a few PoW and psionics based templates in your conversion, is a SoM archetype or template for the beguiler something you would consider?A SoM archetype may be something I'd consider. If you're looking for a little guidance in homebrewing, off the cuff I'd say something along the lines of:
ErichTehRed wrote: 3) Do you have any intention of making a Spheres of Power or Champion of the Spheres (a combination of SoP and SoM) version of the beguiler? I don't have very extensive knowledge of the SoP system as I've never personally used it, but from what I do know of it I don't think it would be a good fit for the beguiler. Much of the limited spellcasting options that define the beguiler can just be done out of the box with SoP with your choices of spheres. ![]()
After getting comments about balance concerns on phantasmal conduit, I've limited the free action teleport effect to once per round. I've pushed that edit out alongside a few other minor edits to the main conversion and BotIS documents, including a couple of new magic items: the extradimensional anchor and impostor's cufflinks. ![]()
Quick update:
Also Nicholas, I'm sorry I haven't been able to look over what you sent me yet since my daughter has been sick with an ear infection all week. ![]()
Sorry for taking so long to get back to you, Nicholas, we've been dealing with an ice storm here all weekend. If you want to share the umbral fey order, you can definitely post it in the thread if you like (either plain text in a post or uploaded to something like google docs if it's a .doc or .pdf file). If you'd rather just share it with me personally, you can send me a PM through this site. ![]()
Nicholas to answer some of your questions: Silent Spell and Still Spell still require the higher spell slot, they just don't suffer the increased casting time that any spontaneous caster suffers when applying metamagic. This is purposeful, it prevents exactly what you're talking about (applying Silent and Still to every spell cast). Conceal Spell gives no provisions for ignoring the Bluff/Disguise check even if silenced. Only the Sleight of Hand check can be ignored for spells without somatic components (usually done through either Still Spell or with the Sleight of Blade feat). Cloaked casting is an ability that innately comes with a cost, even though there are numerous avenues to activate it. Be it action economy (feinting), skill investment (hidden signs), feat investment (initiative), customization options (subtle casting), or spells (invisibility). chronoquairium wrote: Every argument of the beguiler's balance (slightly under a sorcerer) were in page 5 or below, and the class is basically a whole new beast altogether now. I personally feel a lot of the balance arguments still hold true. Yes the spell list has gotten bigger, but most of these spells are more flavourful than powerful. Still no flight, long range teleport, binding, polymorph, or antimagic spells. Direct damage and summoning (almost always behind shadow spells), as well as scrying spells are limited to orders and archetypes. Skills have always been part of the beguiler kit and have actually done down since the conversion started. Orders still mostly provide breadth rather than depth into the beguiler's key strengths in spellcasting. chronoquairium wrote: I'd love to hear that I'm wrong, because I love this class to death and want to use it myself in my next campaign, but it just seems too strong. The medium BAB and casting in light armor was fine until the spell list expanded, IMHO, and the class has only gotten better and better from there. I think that in the end, balance is a continuum and everybody has to find their game's place on that line. I've tried to provide options that fit a wide range balance points. If you think the spell list is too big, switch to the all spells known variant rule. If you think some of the orders give too much, limit yourself to a handful of options you think are in line with what you want. chronoquairium wrote: This is where I disagree with Nicholas - I think that the class, were it to get anything more powerful, like from the Provisional document, it will surpass almost every other class, even Wizard. Definitely be better than a sorcerer. From my experience DMing friends who have played the class I'd have to disagree with this assessment, but that's the funny thing about balance - everybody has their own take. I'm sure there are other regulars in the thread with similar feelings to mine, and there are probably people who would throw this conversion in the trash out of hand declaring it overpowered as is. From where I stand: yes a beguiler use skills or spells to sidestep an encounter, but so can a sorcerer with almost as much efficiency (and if that fails he can also fly around the room flinging fireballs at his enemies). ![]()
ertw wrote:
A new provisional update has been uploaded with aura of indiscretion replaced by disarming aura. ![]()
Since we're at the top of the page again here are the most recent links for newcomers: Beguiler Conversion - main conversion document
And the current provisional update can be found here. SylverFox wrote: One issue I see is with the new artifact: it seems like a single user could continuously use the stone to move as many people or items through the gate simply by continuously walking back and forth between them. You might want to put a cooldown of a few hours (maybe days) to prevent a situation where you would only really need one or two Heimdall-style gatekeepers to disrupt the need for a passage. Penumbral Shadow wrote: I agree with Sylver that the artifact needs a serious cooldown to keep it from breaking the world wide open, either a day at least or possibly just making it work for a single one-way trip (could be great for Jade Regent players who want to return to Avistan after the AP is finished). That's something I hadn't thought about, but I think you're right it needs some type of restriction. I think making it one use would be a touch too restrictive, but a cooldown would definitely be in order. SylverFox wrote: I just had an idea for a potential replacement for aura of indiscretion that wouldn't be as potentially problematic with the new CC progression. What if you gave them an aura power akin to the antipaladin's aura of cowardice that broke immunity to mind affecting spells. That would help mitigate the potential save stacking and simultaneously cancel out one of the beguiler's greatest weaknesses. I really like that idea. Let me draw it up tonight. ![]()
Another quick update: I've just pushed an update of the BotIS document which includes the ikiryo (a new ninja themed archetype from distant Tian Xia) and a new artifact to aid ikiryo in moving between the Inner Sea and their home continent. I've also moved all non-core race FCBs over to the BotIS document. ![]()
Penumbral Shadow wrote: A +4 to DCs is really strong, especially if you couple it with hidden signs to reliably trigger cloaked casting. Combining this with a penalty to enemy Will saves from the aura takes it even further. Add in a kitsune with the FCB that pumps enchantment DCs and you could easily end up with a heightened dominate or geas with a DC well into the 40s or 50s which could be game breaking. I understand the reticence, I too was nervous about moving into that territory. However I think a potential late game, race locked, school locked build isn't necessarily grounds to hold the change back. Up until level 14, it's roughly equivalent to a caster with Spell Focus and Greater Spell Focus (which are probably the first two feats a school focused beguiler would want to pick up). That said, the increase to save DCs was (on a gut level, at the very least) the hardest of these provisional changes for me to swallow. As always I value your input and would love to hear from others about whether they think the increased save DCs are too much. ![]()
Alright, so after thinking over some of Nicholas' comments I've put together a new provisional update to get feedback. I'm curious to hear from all about how these changes look. Are they too much, too little, or just right? Changes:
One nice thing about this arrangement is that it fills in the class features table well, leaving gaps only at 12, 16, and 18 (where you're still getting new spells and order spells). As always, I'm excited to hear what people think of the changes and where they think things could be further improved. ![]()
Nicholas,
SylverFox wrote: I love this idea. The most obvious option to me seems like poaching abilities from the ninja class itself. Stuff like the ki pool and ninja talents seem ripe for the picking. You might want to look at Everyman Gaming's unchained ninja or Dreamscarred Press's stalker for more inspiration. That's what I was hoping to avoid, but it may well be the best approach. ![]()
The current thing I've had rolling around in my mind is a Tian Xia flavoured beguiler order trading on the continent's ninja traditions (for the BotIS document). I'm having trouble hammering down a sequence of order powers that I really like for it, so I figured I might as well open the floor to any suggestions to see if I can find a direction that really grabs me. What would you like to see out of a ninja themed beguiler order? ![]()
Just wanted to drop in to mention I've just uploaded a new version of the main conversion document with a new beguiler class template: the umbral reaver. It's a template for the barbarian, slayer, and swashbuckler that gives them access to a version of the shadowgraft skirmisher's shadowblade while they are raging. Also I don't think I mentioned it when I put it in, but there's also a somewhat new template for the cavalier, paladin, and ranger called the mythical gallivant which upgrades their mount to a magical beast akin to the elusive trickster's companion. ![]()
Well if people are satisfied with the shape of the capricious professional, I can write it up and push it out some time in the next week or so. A question to the thread: do you think it belongs in the main conversion document or BotIS? My gut says BotIS because its versatility may make it more powerful than most beguiler options, but I'd like to hear others' opinions on the matter. ![]()
GreenGrapes wrote:
An interesting idea. I could change consummate professional around to give int to disable device, perception, profession, sense motive, use magic device, and diplomacy to gather information instead of their normal modifiers, as well as allowing untrained profession checks. ![]()
Here's the basic layout for what I'm thinking of for this factotum-beguiler hybrid. The language will need to be cleaned up, but I hope it gives you enough to offer any comments/thoughts you might have. I have no experience with the factotum myself so I hope it captures the feeling of the class adequately. Capricious Professional: Capricious Professional (beguiler archetype): Skills per level bumped up to 6+Int.
![]()
GreenGrapes wrote:
That might actually be an approach I could work with. Give me a few days to see if I can iron out something reasonable. ![]()
GrannyBoyd wrote:
Thank you for your kind words about the conversion and your insightful comments. I've been working this evening on some equipment revisions to address this issue and a few other pricing issues present in older pieces of equipment (including a wider variety of items that qualify for the beguiler's raiment bonuses). I hope to have it completed either tomorrow or the next day. ![]()
Well folks, it's been another year so it's time for the 4th anniversary update to the beguiler conversion. This time around it's the Beguilers of the Inner Seas' turn to get an update. What's new:
Enjoy, and as always comments and suggestions are always welcome. ![]()
Quick update: Main Conversion Document
What's new:
![]()
Penumbral Shadow wrote: I suppose that's reasonable. Given when it'll be bought the savings will be pretty miniscule. In that case I've pushed Shadowmarked Aegis into the main conversion document. wraithstrike wrote:
It's A, however the target creature must also satisfy the requirements of cloaked casting (denied Dex to AC or unaware of casting) in order for the beguiler to ignore SR. ![]()
Penumbral Shadow wrote: Where is the pricing for this item coming from? It seems a little low to me. After all the mage armor function alone ought to cost 2000 gp at CL 2. 2,000 gp for the mage armour (CL 1 actually, but continuous activation) and then 1,000 gp (plus 50% for secondary effect) for the armour summoning. I figured the item would be affordable in the area of levels 5-7, at which point the cost of the base armour would be commoditized into basically nothingness. I was torn on the costing of the summoning (between 1,000 gp and 4,000 gp for light and medium mithral armours), but decided to err on the side of the light armour since there's not very many low priced magic items in the conversion document meaning that a lot of unique beguiler items are cut off until the mid-late game. That's also why I decided not to double the cost for a slotless item. ![]()
Since we're at the top of the page again here are the most recent links for newcomers: Beguiler Conversion - main conversion document
SylverFox wrote: My only question is can this summon armor made of materials like cloth or leather? Good catch, updating to indicate that the mark can only summon metallic armours. ![]()
Here's a first draft of my initial thoughts: Shadowmarked Aegis: Shadowmarked Aegis Aura faint abjuration; CL 3rd Slot none; Price 3,500 gp; Weight - DESCRIPTION These tattoos, usually found on a beguiler's breastbone or the small of her back, feature prominent chain or padlock motifs. Those who bear this mark are protected as if continually under the effects of a mage armour spell. She can raise or lower this defense as a free action.
Like her shadowgrafted marks, the beguiler can enhance these marks as if they were a suit of light or medium armour, even if she does not possess the Craft Magic Arms and Armour feat (although she must pay the full base price for the enhancement if she does not have the feat). These enhancements are not applied to the mage armour effect of the mark, and any enhancements that are incompatible with the type of armour summoned are ignored. CONSTRUCTION Requirements Craft Magic Arms and Armour, mage armour; Cost 1,750 gp ![]()
SylverFox wrote: Sorry to be a bug again, but I was wondering if you had seen Drop Dead Studios's new product called Spheres of Might? While I was flipping through it recently I came across a feat called Zodiac Etchings that made me think of the beguiler. Basically the feat lets you tattoo your body giving you what is effectively +1 leather armor. It seems to me that a similar ability tying into the Shadowgraft Skirmisher archetype could be interesting. Just wanted to put this out there and see what you thought. You don't ever have to worry about being a bother, I appreciate all comments and ideas for the beguiler. I haven't had a chance to look through SoM personally, but I have toyed with the idea of shadowgrafted armour before. I'll think about how that might work and get back to you. ![]()
SylverFox wrote:
I'm still intending to complete the BotIS update, but between work, family, and my campaign I haven't had a lot of spare time to work on beguiler related things. ![]()
Thank you for your kind words about the conversion. NotmeTtown wrote: Is it referencing the Paralyzing Strikes SU, when it states that I become better with it? If you're referring to the sentence which reads: Quote: At 13th level, a beguiler's proficiency with her signature combat maneuver is greatly improved. that refers directly to the signature maneuver selected from the malicious maneuvers list at levels 13 and 17. NotmeTtown wrote: Do the expended uses of Paralyzing Strikes also impart its functionality to say, trip or is it just another way to spend those uses? The abilities listed under malicious maneuvers do not apply paralyzing strike's effects to the combat manuever on top of their own effects. ![]()
Minor tuning update:
![]()
M. Bauble wrote: In the spell section there's explicit mention of beguilers not being able to add spells to their list by way of feats or traits. Does "traits" reference only the specific traits subsystem or was it meant to also include things like the Samsaran alternate racial trait mystic past life? Yes, it's meant to include things like mystic past life. ![]()
Another minor update to the beguiler conversion:
![]()
Rory the Mang wrote:
I agree with Arakhor here, if you want to be SAD you need to work for it. I've often used Cha as a balancing stat for things like order powers. If you want Cha-based skills to trigger off of Int, there are traits for that. I will say that one place I do feel this kind of approach could be an interesting new feature for the beguiler is for opposed checks (convincing a charmed creature to do something it normally wouldn't, charming/dominating an already charmed/dominated creature, and the like). As a result, I've added a new class feature at 6th level called Calculated Coercion which does just that, the changes are in the most current main conversion document. ![]()
JHeats wrote:
Still no ETA, unfortunately. I've spent most of my free time in February getting set-up for a new campaign, so I haven't had much time for the beguiler as of late. ![]()
SylverFox wrote: I still wonder if treating the off hand as a free hand might be a bit too permissive. As written I could potentially two-weapon fight with a greatsword wielded in both hands and a dagger in my off hand simultaneously. That doesn't really make much sense to me. That's a fair point, I hadn't even considered TWF and THF simultaneously. I'll edit the document to expressly forbid TWF while wielding your main hand weapon two-handed. That way you can still potentially get the benefits of abilities like the 12th level ability of the shadowgraft skirmisher's duelist form while TWF, but wouldn't be able to do silly things like fighting with a two-handed weapon and dagger at the same time.
About Sariana NightsongNicknames:
Sweetling = Tandri
Little One = Floare Female Half-Elf Vampire Monk 9
Senses: Perception +15 (E, +2 Wis), low-light vision, darkvision. DEFENSE
Fort +16 (E, +3 Con)
Spd 40ft, Climb 15ft.
ATTACK
+1 returning dagger +16, d4+4+2.
KI POWERS (Class DC 27) [E]
Haste (as 3rd level arcane) 1/day STATISTICS
SKILLS
LANGUAGES
EQUIPMENT
+1 Explorers Clothes [Lvl 5]
Explorer's Yurt [looted from Cult of the Bloom]
FEATS
Ancestry Feats:
General Training [Ancestry 1]: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Ancestral Suspicion [Ancestry 5]: Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. Pinch Time [Ancestry 9]: One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain haste as a 3rd-level arcane innate spell, though you can target only yourself. You can Cast this Spell once per day. ------------------------------------------- Class Feats:
Stumbling Stance [Monk 1]: {A} You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
Vampire Dedication [FA 2]: You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed in the Vampire Vulnerabilities sidebar and the Drink Blood ability. Drink Blood {A} (divine, necromancy) Requirements: A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach. Effect: You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP. Stunning Fist [Monk 2]: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. Clinging Climber [FA 4]: You climb like a spider. You gain a climb Speed of 15 feet. Wholeness of Body [Monk 4]: You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1. Daywalker [FA6]: Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun. Stumbling Feint [Monk 6]: You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target flat-footed against your next attack, they become flat-footed against both attacks from the Flurry of Blows. Manipulative Charm [FA8]: Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression. Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level. Clinging Shadows Initiate [Monk 8]: You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the clinging shadows stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance. ------------------------------------------- Skill Feats:
Group Coercion [Background]: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Stitch Flesh [from General Training]: You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. Battle Medicine [Skill 2]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Intimidating Glare [Skill 4]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Titan Wrestler [Skill 6]: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Slippery Secrets [Skill 8]: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing. ------------------------------------------- General Feats:
Toughness [General 3]: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Shield Block [General 7]: {R} You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Background: Local Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
CLASS FEATURES
Vampire Vulnerabilities:
Revulsion: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success.
Sunlight: If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. Class Features Flurry of Blows {A}: [Flourish, Monk] Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn. --------------------
Background:
Sariana is one of the few beings left on Golarion who might remember what the world was like before Earthfall. Along with the rest of her tribe she was transformed upon the eve of calamity into a creature of darkness, power and immortal strength, one of the first vampires in the shadow-bound nation of Nidal. For centuries Sariana was mighty among the Umbral Court, an artist of Kuthite methods who could produce works of art and song powerful enough to make even her jaded peers wonder and seethe in envy. But for all her skill Sariana was arrogant, too confident in her own power and she paid the price. Captured by a group of her peers she was bound in silver and forced into an iron coffin where she starved into a state barely removed from death for thousands of years.
When her coffin was found, and broken open, by covetous treasure hunters, Sariana awoke and waited until her rescuers lay sleeping before she slew them and fed for the first time in millennia. Four bloodbags were not enough to state her thirst and she burst out into the world above in a mad whirlwind of mindless hunger. In one night she slaughtered an entire village, draining more than eighty bodies dry and glutting herself until she was sated. The strangest moment of that night came a little before dawn when she heard a cry. Investigating out of idle curiosity Sariana found a small girl crying at the head of some stairs. Moved by some perverse instinct Sariana scooped the child into her arms, carrying her back to bed and soothing her with a gentle song from her own long-ago childhood rather than simply snapping the fragile neck and being done with it. She left the peacefully sleeping child and the village before dawn and never thought of it again. It was months before Sariana finally learned where she was, somewhere called ‘Brevoy’ and years before she realised just how long she had been shut away from the world. She travelled to Numeria and marvelled at the Silver Mount and the strange technologies that had been found inside it. But that world was strange and foreign to her and Sariana eventually turned northwards once more, back to Brevoy, where the plains reminded her of a long-ago life of horses, tribe and family. She fell in with groups of bandits, mercenaries and explorers, and a decade passed as she lived among them for as long as she could before someone asked questions about why their companion so rarely ate and avoided the sun as though it would burn her pale skin from her bones. So life went on until one rainswept evening Sariana decided that she'd had enough. Of the woods, of the rain, of being treated like garbage by everyone who saw her. With the combined spoils of her last bandit group stowed away in her ragged clothes she turned her path northwards once more, intent on returning to civilisation long enough for a hot bath, new clothes and a little fun. Time to live again, just for a little while. |