Harrower

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Organized Play Member. 15 posts (24 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




Not a question, not a rant, just objective reality...


I humble ask for advice in how to build this first edition inquisitor archetype with 2e rules.

I'm not necessarily trying to reproduce the archetype %100 accurate, but more interested in the flavor and concept of the class. Thanks.


https://drive.google.com/file/d/1EfcD6P0-LNp4nwlzK3EVMzqqcGU_1YKp/view


Since the action economy makes any character a potential gish, that's fine, but also means that the magus/spellblade is not gonna be a priority when the rulebook is finnally released.
There are multiple ways to make a suitable magus/spellblade, this is my attempt on bring the class to the playtest:

Ancestry: Human
Background: Warrior
Class: Sorcerer -> Bloodline: Imperial

ABILITY SCORES

STR 16 (+3)
CON 12 (+1)
DEX 14 (+2)
WIS 10 (0)
INT 10 (0)
CHA 14 (+2)

FEATS

General Training (Ancestry Feat)
Weapon Proficiency (General Training, taken from de ancestry feat)
Quick Repair (Skill Feat)

SPELLS

Daze (Cantrip)
Detect Magic (Cantrip)
Electric Arc (Cantrip)
Fear (1st lvl)
Light (Cantrip)
Mage Armor (1st lvl)
Mage Weapon (1st lvl)
Shield (Cantrip)

Bloodline Power: Ancestral Surge

Full Name

Varloo Grimtide

Race

Skinwalker: Seascarred (were-shark)

Classes/Levels

Bard (Archaeologist) 1|HP 9/9 (-0 NL)

Stats:
AC 16, T 13, FF 13| CMB +3, CMD 13 | F 1(*2), R 5, W 3 | Init +4, Perc +5 / Low-Light Vision / Archaeologist's Luck (6rds/day)|Current:

Gender

Male

Size

Medium

Age

21

Alignment

N

Deity

Pharasma

Languages

Common, Aquan, Azlanti

Occupation

Pathfinder Recruit

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 12
Charisma 15

About Varloo Grimtide

Wayfinder!:

Wayfinder: This is a basic version of the wayfinder carried by most Pathfinders as a badge of office. More elaborate and powerful wayfinders are detailed in Pathfinder Campaign Setting: Pathfinder Society Field Guide.
A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion

New Loot!:

Shortcuts:

[dice=Short Sword]1d20 + 3[/dice]
[dice=Damage (Piercing)]1d6+0[/dice]
~Crit?
[dice=Short Sword]1d20 + 3[/dice]
[dice=Damage (Piercing)]1d6+0[/dice]

[dice=Dagger, Melee]1d20 + 3[/dice]
[dice=Damage]1d4+0[/dice]

[dice=Dagger, Thrown]1d20 +3[/dice]
[dice=Damage (Piercing/Slashing)]1d4 + 0[/dice]

[dice=Shortbow]1d20 +3[/dice]
[dice=Damage (Piercing)]1d6+0[/dice]

[dice=Whip]1d20 +3[/dice]
[dice=Damage(Slashing)]1d3 + 0[/dice]
*Special: disarm, nonlethal, reach, trip A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). *Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

[dice=Stealth]1d20 + 3[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Acrobatics]1d20 + 3[/dice]
[dice=Escape Artist]1d20 + 3[/dice]
[dice=Know(History)]1d20 + 5[/dice]
[dice=Disable Device]1d20 + 4[/dice]
[dice=Profession:Sailor]1d20 + 4[/dice]

Stuff!:

Special Attacks

Varloo Grimtide:

Race Skinwalker (Seascarred)
Gender Male
Alignment LN
Age 21
Bard (Archeologist) 1
Init +4 (Dex plus Trait bonus)
Senses: Low-Light
Perception +5
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
DEFENSE
_____________________________________________
AC 16, touch +13, flat-footed +13
(+3 Armor, + 0 Natural Armor, + 3 Dex, + 0 Dodge, + 0 Deflection)
Temp AC Bonuses: (*+2 Con when Shifted!)

Hp 9/9 (*+1 when shifted) (HD d8 +1 Con + 0 Favored Class)
Temp hp { }
Fort +1(*+2), Ref +5, Will +3

_____________________________________________
OFFENSE
_____________________________________________
Ground Speed 30 / Swim Speed 30 ft (When Shifted Properly)
Melee + 0 (str) / (+3/finesse weapons)
Ranged + 3

Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 10
Dex 16
Con 13 (15 when Shifted)
Int 12
Wis 12
Cha 15
Base Atk +0; CMB +3; CMD +13

Feats/Rogue Talents
1st Level: Extra Feature (Skinwalker Feat)*
* As a Skinwalker you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
@3rd Level: Fate’s Favored
@4th Level: Select Rogue Talent!
@5th Level: Lingering Performance
@8th Level: Select Rogue Talent!
@9th Level:

Traits
*Campaign Trait: Pathfinder Recruit
Explore, report, and cooperate. This is the credo you’ve lived by since you’ve joined the Pathfinder Society, and after hearing about the expedition to found Talmandor’s Bounty you applied, eager to see the remains of Azlant. However, you quickly learned that the Bountiful Venture Company wasn’t interested in involving the Pathfinder Society in the formation of the colony. This struck you as strange, because who else has as keen an understanding of some of the elements of ancient Azlant as the Pathfinder Society? Regardless, you went through the application process, making sure to highlight all of your applicable skills and experience while keeping your involvement in the Society to yourself. You were elated to receive notice that you were selected for the second wave of colonists bound for the broken continent of Azlant. You begin play with a standard Wayfinder (see sidebar on page 11) and you gain a +1 trait bonus on initiative checks.

*Diver (Regional) You’re a talented swimmer. Benefit: You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Spellcasting:
Level 0 (Infinite/day) Detect Magic, Mage Hand, Prestidigitation, Message,
Level 1 (1+1/day) Liberating Command, CLW
Level 2 (0/day)
Level 3 (0/day)

Possible Spells to Get!
~0: Ghost Sound, Sift
~1st: Unnatural Lust, Grease, Recharge Innate Magic, Expeditious Retreat
~2nd: Shatter; Bladed Dash; Umbral Weapon; Anonymous Interaction; Blood Biography; Cure Moderate Wounds;Dark Whispers; Disguise Other; Dust of Twilight; Glitterdust; Instant Weapon; Invisibility; Pilfering Hand, Snapdragon Fireworks, Detect Thoughts, Blistering Invective
~3rd: Bit of Luck; Beacon of Luck, Confusion; Good Hope; Deep Slumber; Dispel Magic; Phantom Steed; Summon Monster III; Triggered Suggestion; Witness; Arcane Concordance; Mad Monkeys, Cure Serious Wounds
~4th: Passing Fancy, Mass; Ancestral Gift; Break Enchantment; Cure Critical Wounds; Dimension Door; Discordant Blast; Feast On Fear; Forgetful Slumber; Freedom of Movement; Modify Memory; Neutralize Poison; Hold Monster;
~5th: Bladed Dash, Greater; Bard’s Escape; Resonating Word; Shadow Evocation; Summon Monster V; Sabotage Construct; Foe to Friend; Phobia
____________________________________________
SKILLS: 7pts/lvl + 0 Favored Class (7 pts total) * =Class Skill
____________________________________
* Acrobatics (Dex): 0
* Bluff (Cha): 0
* Climb (Str): 0
* Craft (Int): 0
* Diplomacy (Cha): 0
Disable Device: 1+3
* Disguise (Cha): 0
* Escape Artist (Dex): 0
* Intimidate (Cha): 0
* Perception (Wis): 1+3+1
* Stealth (Dex): 0
* Heal (Wis): 0
* Escape Artist (Dex): 0
* Intimidate (Cha): 0
* Knowledge: History (Int): 1+3+1
* Knowledge: Nature (Int): 0 +1+1
* Knowledge: Religeon(Int): 0 +1+1
* Knowledge: Arcana (Int): 1+3+1
* Swim (Str): 1+3+0+2+1 (NOTE: Swim Speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.)
* Sense Motive (Wis): 1+3+1
* Sleight of Hand (Dex): 0+3
* Spellcraft (Int): 0
* Stealth (Dex): 0+3
Survival (Wis): 0+1 (*Wayfinder compass bonus: +2 to prevent getting lost)
* Use Magic Device (Cha): 1+3+2

Background Skills (+2/lvl) + 1 Favored Class (3 pts total)
* Knowledge: Geography (Int) 0+1+1
* Knowledge: Engineering (Int): 1+3+1+1
* Linguistics (Int) 1+3+1 (+Azlanti)
* Profession: Sailor (Wis): 1+3+1
* Appraise (Int) +0

Languages Known: Common, Aquan, Azlanti
____________________________________________
SPECIAL QUALITIES

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex)
*A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Lore Master (Ex)
*At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Jack of All Trades (Ex)
*At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Archaeologist’s Luck (Ex) (6/Day)
*Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Evasion (Ex)
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent
At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.
____________________________________________
SQ
Skinwalker Racial Traits: Wereshark-Kin (Seascarred)
*Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
*Skill Racial Traits:
*Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a Seascarred gains a +2 racial bonus to Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
~ Amphibious: Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land. These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
~ Bite attack that deals 1d6 points of damage
~ Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
~ Swim speed of 30 feet
*Spell-Like Ability: Charm Animal (aquatic animals only) 3/day
*Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

____________________________________________
EQUIPMENT AND GOLD (180 starting)

0gp 18sp 20cp remaining
____________________________________________
GEAR

Short Sword (10gp)
Short Bow w/Quiver and 20 arrows (31gp)
Studded Leather (25gp)
Dagger (x2) – (4gp)
Kit, Monk’s (8gp)
*This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Kit, Chronicler’s (40gp)
* This bundle contains a map case, two vials of ink, two ink-pens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
10 Sunrods and 10 Tindertwigs (20gp+10gp)
Thieves’ Tools, Common (30 gp)

Background:

____________________________________________
APPEARANCE
____________________________________________
Height 5'10"
Weight 180lbs (almost 200lbs while shifted)
Eye Color Jade Green (Tien)
Hair Color Head: Bald, Goatee/Eyebrows Sun-Faded Black
Skin Color: Normally Light-skinned, Heavily Tanned
Region of Origin: Absalom
Deity: Pharasma

Varloo never knew his parents, although he appears mostly Tien in origin. His oldest memories were as a slave in the Chelaxian Empire. Eventually, when his 'unnatural gifts' singled him out, he was transferred to the Chelaxian Navy, where he was needed to use his abilities for the 'betterment' of the Empire. Forced to wear a heavy metal collar for years, he was chained to his ship's mainmast and required to scrape barnacles off of any ship that his Captain required him to and the chain would reach. Fed scraps and left exposed to the elements, he never grew large, but his innate toughness did help him to survive. He was smart enough to never argue with his owners much and bided his time to keep an eye out for his chance to escape.

Eventually, when he was in his teenage years, his Chelaxian slave ship (aka 'The Dancing Devil') was attacked by the Andorian navy off the coast near their mutual border. Seeing his time come when the ship's mainmast was knocked over by a cannon blast, he grabbed his chain and quickly dived for the bottom of the ocean and his freedom!

He did not stay to see the outcome of the battle, and still carrying his full chain length, swam for the nearest shore not knowing or caring where he would land. When he drug himself out of the surf, he collapsed on the rocky beach and slept for a day. He awoke to find himself free of his collar and chain, in a clean but modest tent, with an older woman who smiled gently and told him to relax in the common tongue. She fed him and gave him a chance to rest and find his own words for his situation. Once they spoke, he found out the woman was a member of the famous Pathfinder organization, and had found Varloo washed up on shore near an ancient Chelaxian/Andorian battlefield she had been searching for specific artifacts. She had not found what she had been looking for yet, but had discovered Varloo while combing the beach for unique driftwood and shells in her spare time.

Once she understood where Varloo came from, she invited him to stay with her while she finished her excavations and maybe help her out as he adapted to freedom and so he could decide his future. In exchange she would feed him and let him share her tent, and allow her to teach him about how civilized lands currently work and what options he might have to look forward to since he was no longer a slave. After several weeks, she decided her journey was ultimately futile and decided to head home to the Andorian capital. Varloo followed and decided to stay with her, grateful for her kindness and helping him find interest in ancient history and the search for objects that can help define that history. Her name was Isavel Alonso, and he owed her too much to ignore.

Today Varloo is now known as 'the Grimtide' among his friends for his seriousness, but is also known as an accomplished Pathfinder recruit. Months ago, his mentor assigned him to attempt to join the new Andorian colony. Isavel claims the society fears there may be a something untoward working behind the scenes, especially since the people behind the colony are not looking for Pathfinder help in such an endeavor that they could obviously help with easily. It may all lead to nothing in the end, but Varloo intends to give the adventure his best. As long as he stays away from Chelaxian ships for the trip, he should be fine...

He wasn't selected for the initial trip to the island, but has spent the time since then taking a Pathfinder extension course on the Azlanti language and culture so as to be as prepared as possible for when he does get to go.

Varloo is normally a bald and heavily tanned human of obviously Tien origin. What little hair he has (his eyebrows) is basically black, and his grin is extremely wide on the rare occasions when he does smile. When shifted into his seascarred form, his body takes on aspects of sharks, and coloration of tiger sharks specifically, with large stripes evident.

He prefers to avoid physical combat to prevent his toothy side from coming out, but he does know the basics and is not afraid to bite deeply from his enemies if needed. His training from Isavel covers the basics of magic too, but his limited magic is mostly of a healing or defensive nature by choice. He's not against learning more powerful or offensive magics later, he just has not needed to apply himself to such things in his life up to this point.

His years with a simple life in the cities of Andoran has worn down his natural survival instincts, but with a long sea voyage looming on the horizon, Varloo has felt his curiosity rise and the sea air seems to smell sweeter ever day...or is that blood in the water he smells? Mmmm...yes. Either way, that's his future.