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How about this?

Raised in a family that was decently high in the political structure of what ever kingdom he is from, his signs of the taint didn't appear until puberty. With the onset of these changes he exposed that someone in his family tree had made evil pacts to get their political standing. This caused the kingdom to cast out his family, which caused his family to cast him out.
Alone and scared, he was befriended by a paladin who taught him that it was his actions, not his heritage, that determined who he was. He discovered that if he destroyed the devil/demon/deamon who tainted his line, he could cleanse it. Knowing that he would need magic to support his sword arm in this quest, but not trusting the gods that allowed this tragedy enough to be a paladin himself, he started studying the ways of the magus.
He has acknowledged that discovering the source of his taint and then destroying it will be a lifelong journey, and that to gain the allies necessary to fulfill his quest he will need to help them in their goals as well.

I know there are a few cliches in there, but it gives quite a few story hooks for the GM. :)


The problem with the teleport spell is that when I go to return to the campsite or inn that the group is at I can only justify having it at "viewed once" according to the descriptions. I might be able to bump it to "seen casually" if we are there for a second or third night. The 25% chance of not getting back makes that a risky venture for me.

I did consider just getting a wand and having the imp port me back and forth, but I would feel more secure if I had a higher chance of getting back to the group.


That is exactly what I was looking for. Thank you very much. Even the idea of it being a piece of fashion is perfect since the character is pretending to be a bard!

Now to get GM approval and three weeks off for crafting. :)


I am trying to get an item that lets me teleport to a preset location and then return to where I left from later on. I can't seem to find anything like that in the books so I figured I would try creating either a single item or a matched set of items to do this. I seem to be drawing a blank on this short of just getting a wand of teleport...

The background situation is that we are in an evil campaign. I am playing a Hidden Priest of Asmodeus and we are currently in a town that is largely Lawful Neutral and has a large following of Abadar. I know that Abadar is a sometimes ally of Asmodeus but a few of the people here really ticked me off. I am taking Leadership and while my cohort will stay with me I am going to be making the vast majority of my followers bards and clerics of Asmodeus who are going to be starting an underground temple in the area, with a couple of fightery types for guards. I need a way to get to them often enough to retain control and quickly enough that I could answer a "bat call" if an emergency arises.

Any ideas that could help me out?

Oh, I am also a Fiendish Vessel and my Imp familiar has +19 in UMD so just about any wand is doable.

Thank you in advance for any help you can provide.


I was looking at the pathfinder expeditions that are listed in the back of What Lies in Dust, and I got to thinking about how to use these in the campaign. I have listed a possible use for Lady Ninahu's Doll below, if you can get through the wall of text that is. I was wondering if anyone else had come up with adventures to go with the other expeditions? Feel free to critique my work or use it in your campaign, although it is very bare bones at the moment.

My group has met the crazed head of Khazrae Kuelata from inside the Crux, and one of them has decided to take pity on her. Instead of asking if there was any magic that could be used to restore her body, he instead started asking around to see if he could find a golem-like replacement body for her head to sit on and control. He also plans on taking leadership after this is done and using her as his cohort.

I took a look at the items that the current pathfinders are looking for and saw that one of them was named Lady Ninahu's Doll. I don't know if there are stats for these items or not, but I haven't been able to find them if they do exist. I got to thinking that this would be a good side quest, to find this doll that can be used as a replacement for the fiend's body.

My group has already expressed a desire to leave Westcrown for a bit. I figured that a quick jaunt to Galt would be just the thing they are looking for. I know that the experience they get is going to mean a lot of extra work on my part when we get back to the AP, but it doesn't bother me that much.

So, what I have so far is that they hear about the doll through Ailyn Ghontasavos. She tells them that Mirima Marshaid is looking for it and that she was last seen at the Woodsedge Lodge in Galt. The Venture-Captain, Eliza Petulengro, is willing to help them track her down if they help with the unrest she feels is building against her in town. After a short bit of diplomacy/intimidation, they find out that Mirima went through the Maze of the Open Road. They find their way to the portal she used and enter it. They find themselves in a ruined Alzanti temple filled with golems and other automatons. About half way through they meet up with Mirima, who has locked herself into a safe room because she accidently set off the alarm that activated the automatons and she can't face them on her own. They get to the end and find that the doll is the one controlling the defenses of the temple. They defeat the doll and place the fiend's head on it's neck. This goes a long way to helping cure the insanity, but not fully, they will still need a greater restoration or wish/miracle to cure it completely. They return to westcrown just in time to see the mansion turn into a mushroom cloud.


I am about to start running CoT and one of my players has shown an interest in being a dex fighter working toward the Duelist prestige class and taking Performance Combat feats. I have only prepped through the first book and I was wondering if there were any good places to use these rules.

In the first book there aren't really many places that the group can enter combat with an audience around. Just from the descriptions I read it sounds like the second book might have a few places that would work. I know I can just add extra fights that fit those rules, but I don't want to give out too much extra exp. I was looking for fights already in the campaign that could be tweaked to add Performance.

I was also considering giving them a fame point after every four or five victories, but I am not sure if that would cause their total to balloon too high.

Any help or suggestions will be greatly appreciated.


I learned that when your wizard is slowly being corrupted by an evil artifact and the lawful good dwarf was warned about this by a silver dragon, the best way to defend yourself is to pull the other party members aside, one by one, and tell them that the dwarf is acting weird and rubbing his axe alot. Maybe they should keep an eye on him in case he goes nuts and attacks a party member?

It really helps that the dwarf is acting weird. He refuses to drink the dwarven spirits I conjured for him, and whenever I cast a spell outside of combat he reaches for his axe until he can tell which spell I am casting...


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I have two that are rather situational. First, when the healer in the party went down, my wizard snapped off a Bear's Endurance to give him the hit points needed to wake up and heal himself. The second one was when we were facing a BBEG who kept using scrolls. He had a whole bag full of them, so I covered him in faerie fire and then dropped invisibility on him. His gear turned invisible too, no more reading the scrolls...

Also, I have made a grapple check to grab hold of an enemies armor, then teleported 10 feet behind our fighter. Took the armor with me and left the poor schmuck to face our melee guys in his skivvies.


The spell Reincarnate can now be used to bring you back even if you died of old age. I know it wasn't this way in 3.5 and I looked through all the errata to see if it was a typo, but I couldn't find it.

Page 331, last line on the page "The spell can bring back a creature that has died of old age."

Yay for immortal druids?


Bascaria wrote:
What and where is the disruptive recall feat? I can't find it on the SRD. If it's 3rd party, we can only guess at the ruling, but the people here will do their best. Also, if it's 3rd party (and you wouldn't be breaking copyright law by doing so) can you put the text of the feat up here so that we can reference it?

The Disruptive Recall came out in the Ultimate Combat book. I didn't know I was allowed to post the text of the feat, which is why I just did a quick summary of it. Here is the text, and if it turns out that I am not allowed to do this, then I will take it back down.

Prerequisites: Spell recall class feature, Spellcraft 5 ranks.
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a number of points from your arcane pool equal to the level of the spell you disrupted, up to a maximum level spell you can cast.


If you use spell strike to deliver a disruptive spell, and the caster fails the concentration check associated with it during his round, would that count for the disruptive recall feat?

Here is my line of thought on this:
Disruptive Spell forces a concentration check to cast spells for one round after being hit by it.
Spell Strike turns a touch spell into a melee attack that can be delivered by a weapon.
Disruptive Recall says that it is triggered when you use a melee attack to disrupt an arcane spellcaster's spell.

It seems to me that this works, but I wanted to make sure by asking what everyone else here thought.


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Create Water now has an additional sentence in it.

This water disappears after 1 day if not consumed.

Imagine the surprised look on my clerics face when he cast Create Water, cast Bless Water on it, and then two days later found out he had an empty flask and couldn't caste Consecrate...


I have used the "It's the deity who gives you the spells" in most of my games, and only twice in 15 years have the clerics not gotten the spells they prayed for.

The first time, the player wasn't playing a cleric so much as a divine wizard. Ignoring the tenets of the deity (who was about family and healing) and was actually charging his party members for the healing spells he cast. One morning he ended up all his slots filled with Cure Minor Wounds and one Commune. It sorta woke him up a bit.

The second time was completely the opposite. He was a follower of a deity who had prophecy in portfolio, and he played the character in such a way that the god in question was very happy with him. One day he went to pray, and I handed him a list of spells and told him that his deity had decided to grant those spells today instead of his normal list. The player was slightly upset until he realized that each spell on the list was perfectly suited for the encounters they were facing that day.

Both situations involved spells that the character would not have usually taken, and if their lists were limited then they wouldn't have had them at all. It makes for an interesting line when the players have such a wide selection, but it must be approved by someone a bit higher up.

However, I do normally restrict the spell list to the main book until one of two things happen. One, the cleric runs across the spell in the campaign world. IE, he sees another cleric cast it, he reads about it in a book, or a bard spreads its tale far and wide. Two, his deity suggests it. Both of these things mean that the player has to ask the dm to put that spell in his campaign, and the dm has a chance to say "You just don't find that spell yet."


Those are some really good ideas. I like the changes to Natural Conduit, so that it ends up being more along the lines of the following:

Natural Conduit
Prerequisite: Channel Energy Class Feature
The character gains a bonus to damage dealt or healed by his Channel Energy ability of +1 per d6, up to a maximum of his Charisma Modifier.

For Enlightened Channeling feat, I did some thinking on it, and I think I am going to drop it completely. I realized that the feat basically gave you Improved Channel and Extra Channel, but it used only one feat slot and gave a higher bonus. I sometimes have to fight my munchkin nature.


Hello everyone,
I am playing a cleric right now, and I got to thinking about where I want to take him. I finally settled on him being focused on his channeling, and I came up with two feats I would like to use. I know that the dm has the final say, but I was hoping the community here could look at them and let me know what you think before I bring the question up to him. Are they over powered, too weak, balance breaking, or not worth taking? Any help you could give me to polish or even completely redo these feats would be greatly appreciated.

Enlightened Channeling
Prerequisites: Channel Energy Class Feature
For the purposes of the Channel Energy save DC and number of uses per day, the character uses his Wisdom modifier in place of his Charisma modifier.

Natural Conduit
Prerequisites: Enlightened Channeling
The character now adds his Wisdom modifier to damage dealt or healed by his Channel Energy ability.

If they seem too much then I could see splitting the first feat into two, making one change the save dc while the other changes the number of uses. I can also see adding a limited number of times per day to Natural Conduit, I just don't know how many times if it does need it.