Island Defender

varathiel's page

RPG Superstar 8 Season Dedicated Voter. 39 posts (50 including aliases). No reviews. No lists. No wishlists. 4 aliases.



Would you be OK with a Strix? If the flight early game would be a problem, I was planning on giving him a dragon-related injury that prevents him from flying and can only be healed with a regeneration spell. I was thinking maybe Ranger(Dragon Hunter). Let me know if the race is acceptable before I stat it up?

Hi, sorry if I am completely spacing out but what is your rule on hit points? I couldn't find it in any of the posts. I tried looking at the other characters in the campaign but they don't follow the same patterns, which makes me think it's roll or take average.


I am making my character application. Will be done later today/tonight. She is an Inquisitor of Abadar with the Infiltrator archetype. The church sent her undercover to find out about the cat burglar gang. She managed to infiltrate the gang but things went south and she was found out. Now she is their prisoner. Does that work for the story?

Female Human Inquisitor(Infiltrator) of Abadar anyone? Abadar doesn't tolerate thieves so the priests sent someone undercover.

I'm definetly interested. I'm going to make an Order of the Flame Cavalier. Will post in the afternoon. Essentially going to become immortal by being remembered forever for glorious deeds.

Amun Hall

Human Rogue(Scout) or Slayer
Crime: Sedition


Amun is a devout worshiper of Asmodeus, like his father before him. His family was once one of the most powerful in Talingarde. But then came Mitra and the idiots of House Darius. Amun's grandfather saw the writing on the wall. He believed that the Mitran's would win the war and sought to salvage what he could. He betrayed House Barca and sided with Markadian by the end of the war, a move that Amun's father never forgave him for. The Halls' were allowed to keep their wealth and title but were generally kept at arms length.

His father continued to worship Asmodeus in secret and taught Amun and his sibling the ways of the faith. Three years ago Amun's father was murdered in an alley. Amun tried to keep the family's dwindling financial resources from running out completely by working as a guide to tourists and explorers, the entire time seething with hatred and rage for how his father's life was extinguished and how the filthy nobility of the courts of House Darius looked down upon his family. Unlike his father, Amun became exceedingly tired of hiding his beliefs to please such worthless beings. He began to plot and plan. He knew that if he wanted to strike at the Mitrans' very hearts there would need to be a rebellion. Not being a stupid man, he began to whisper in the ears of other displaced noble families and other malcontents. He eventually found a figurehead he could manipulate into starting the revolution that Talingarde so desperately needs. Alas, he was betrayed and arrested for sedition and sentenced to death. Amun has no idea who betrayed him but he has vowed revenge.

His sister, the youngest of the brood, became a cleric of Asmodeus.

His brother only pays lip service to the faith to please his father. Unbeknownst to Amun or his sister, the brother is both the architect of their father's murder and the one who betrayed his brother to the authorities. Ironically the brother didn't know anything of Amun's plans and just wanted him out of the way. He reported Amun as a worshiper of Asmodeus thinking that the authorities would find religious iconography during their investigation and that would be enough. He couldn't believe his luck when they discovered Amun's hidden plans. With both his brother and father out of the picture and now the heir to the family fortune and title he has turned his attention to further sully his families honor by consorting with the Mitran's in an attempt to garner favor and prestige.

Will post crunchy stuff if chosen or if you need to see it before decisions, but he is going to be stealthy and can be the party face if need be. He wants to overthrow the current regime at all costs.

Dedicated Voter Season 8

Anthony - It isn't clear because I was unable to post the item's final version, but I did use the item to magically bend the rules of the Drag maneuver. I was simply arguing against the idea that Pull was the perfect ability for my item. It took less words and offered more interactivity with existing feats and abilites to alter how Drag normally works compared to Pull.

Eric - Thanks for the kind words. As I said I was confident before I saw a few keep lists and my item was absent. It is nice to know it made it on someones keep list.

Dedicated Voter Season 8

I'd like to submit mine for critiques as well. Unfortunately I do not have the final version saved as I a last minute proof reading with the preview function before I submitted. If anyone has mine saved somewhere, it would be a big help if you could post it for me or PM it to me.

It is the Rod of Gravimetric Attraction.

I felt good about it going in and I did see some people mentioning items that did ranged drags and how they should use Pull instead. My argument to that is that the Pull universal monster ability is not mutable like a combat maneuver. It is always a set distance and, from I was able to ascertain from a quick perusal of the SRD, frequently requires a hit with a melee attack to get the chance at the effect. If would require just as much, if not more, words to alter the Pull ability to suit the effect I was going for.

I await the postmortem for my dead item.

Thank you,


Dedicated Voter Season 8

1 person marked this as a favorite.

I think pit crews are unfair under the current rules. You are right that the rules don't prohibit it. It is even fairly appropriate considering that Pathfinder, and 3.X in general, is like catnip for rules lawyers.


The rules don't explicitly allow it either. If it is the intention to allow it, then they should say as much. For first timers, such as myself, it is really easy to read those rules and assume that you can't get help from people on the forums. This creates an unfair advantage for previous contestants. I'm OK with pit crews, but it should say something like this in the rules:

"It is allowed, and strongly recommended, that you show your item to others for critique before entering it, as long as you do not do so publicly."

This would let first timers know that this practice is acceptable. Those who choose not to are taking the disadvantage willingly at that point.

I can't speak for the other first timers, but I was shocked when I saw people talking about their pit crews because I assumed that we couldn't talk about our items at all. Proofread my item myself and then submitted it. If I had known that it was allowed, I would have availed myself of the opportunity.

I am still in and still hopeful that I make the top 32, but I have seen my item mentioned a few times along the lines of, "why did you use x instead of y?". I have a great answer for that that I am not allowed to say for fear that I will be disqualified if I am not vague enough. This has caused another worry for me, so let me ask this question to those of you with pit crews (and this is not accusatory in anyway, simply my own curiosity): Do you share your keep lists with your pit crew and/or discuss items behind the scenes?

I don't think it's wrong if you do, but if you have a negative or positive opinion of an item does it not become possible to sway the opinions of your pit crew on items whose creators are not allowed to defend their decisions?

Here is my submission.

Nikos Demyan:

Nikos Demyan
Male human cavalier 1/inquisitor (infiltrator, sanctified slayer) of Asmodeus 1
LE Medium humanoid (human)
Init +3; Senses Perception +6


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4; +1 vs. abilities that detect lies or force the truth


Speed 30 ft.
Special Attacks challenge 1/day (+1 damage), tactician 1/day (Precise Strike, 3 rds), studied target +1 (1st, move action)
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day) - cure light wounds, divine favor
0 (at will) - brand (DC 12), create water, detect magic, light
Domain Heresy inquisition


Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Mounted Combat, Power Attack, Precise Strike
Traits bloody-minded, sedition, wicked leader
Skills Bluff +9, Diplomacy +6, Intimidate +7 (+8 when at or above maximum hp), Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Ride +6, Sense Motive +6, Spellcraft +5, Stealth +6
Languages Common, Infernal
SQ flame's skills, forbidden lore, glorious challenge, misdirection, mount (horse named Desdemona), necessary lies, order of the flame

Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack
Flame's Challenge +1 +1 to damage target, -2 AC vs. others when used, can issue glorious challenge
Flame's Skills +1 +1 bonus to intimidate when at or above maximum hp
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity
Glorious Challenge If dropped foe, free challenge vs. new foe within 15 ft with stacking -2 AC & +2 damage
Guileful Lore Add wisdom modifier to Bluff and Diplomacy
Misdirection (Lawful Good) (Sp) When preparing spells choose an alignment to count as for magical detection
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat
Necessary Lies +1 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth
Power Attack -1/+2 You can subtract from your attack roll to add to your damage
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target
Sedition +1 to bluff and +1 to Leadership score
Studied Target +1 (move action, 1 at a time) (Ex) Study foes as a Move action, gain +1 to attack/damage & some skills vs. them
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies within 30 ft
Wicked Leader +1 on charisma checks against evil creatures, cohort is 1 level behind instead of 2 as long as they are evil


The Demyans were once a very powerful family. When the last war ended in favor of the Mitrans the family lost much of it's power. Nikos's grandfather correctly predicted that the Mitrans were going to be victorious and managed to salvage the tenuous situation by betraying House Barca. The family lost the title of lord in the ensuing regime but were allowed to keep their wealth and noble status.

Nikos is the eldest offspring of Achan Demyan. Achan, while grateful for continued financial prosperity, resented Nikos's grandfather's decision. A staunch worshiper of Asmodeus, Achan refused to stop worshiping. In secret he ran a church in his master's name and taught his children the ways of Asmodeus. A few years ago Achan was found murdered in an alley and the killer was never found.

Nikos loved his father dearly and mourned his passing. His fervent faith in Asmodeus matched, if not exceeded, that of Achan. However, Nikos was no longer content to hide in the shadows forever. He learned the sword and the ways of war. He joined the local guard and began slowly fomenting a rebellion. Nikos is not a stupid man and made sure to have a figure head in case things went south, but someone betrayed him and reported him to the Knights of the Alerion. He was arrested for sedition and was sent to Branderscar Prison, where he awaits beheading. He has vowed revenge on whoever betrayed him.

Nikos has two siblings, a brother and a sister.

The youngest, his sister Melaine, is a cleric of Asmodeus and has taken over her father's duties and kept the faith alive.

His brother, Mirrikh, despises the Mitran's as much as his family. Despite this fact, he recognizes the power and money to be had under their rule. He believes that the Mitrans' strict laws has created a unique opportunity to create a black market. He thinks his father is a fool and, unbeknownst to his siblings, is the one who murdered him. He is also the one that turned his brother in, making him the heir and gaining himself the public image of an upstanding citizen. Ironically, Mirrikh didn't even know about his brother's plans and was just trying to get rid of him, figuring that the Knights would find Asmodean paraphernalia during their investigation and arrest him.

Nikos is 6'2" has brown hair and striking hazel eyes. His skin has an olive tone and his demeanor is often quiet contemplation until action is required and then he becomes a boisterous leader shouting orders and willing his allies to victory. He has long waited for the day when he can strike at the heart of the Mitra corrupted Talingarde.

The Giantslayer Handbook or whatever it's called has the campaign specific traits for the AP, one of which is called Dragon Slayer. So there should be more than a few dragons? Dragons are always fun. I wasn't enthused by this AP but now I'll at least take a look.

Dedicated Voter Season 8

I would love to see people's lists. I don't have one to trade and am therefore reliant on any kindness from others.

Thanks in advance.

If there is space still, I would be interested in playing. Not sure yet what my gestalt would be. Probably Inquisitor of Asmodeus/Slayer or Rogue.

I would like Adventuring Classes Runemage Illuminated

Thanks a lot, this is awesome if it's true.

Does recharging a gun count as reloading, and therefore benefit from feats such as rapid reload?

Also if you dual wield technological one-handed firearms that are semi-auto do both get the extra attack or just one of them?


I would love this book.

Absorb Blow (Su)

As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Sudden Block (Su)

As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

I've included another immediate action that is in the same vain. I don't know if "mental only" has ever been fully defined. But you have to take some kind of action. In this case an immediate. Hinder could be considered an action I suppose but that is not a keyword. I propose that neither can be used. But then again I think mythic is already easy mode and doesn't need even more ability to avoid death.

Can you use this ability while you are paralyzed? It takes an immediate action. Is is a "mental only" action?

This campaign path is fairly brutal in my experience. I had a party of 5 and we had 10-15 deaths in book one alone. Expect death, though a party of 7 might be able to survive. If your players don't like having to reroll it could become a problem. My group fell apart in early book 2.

As far as I can tell they do. However it has been pointed out that both of these are unprecedented in the game. Nothing in the language says they can't stack. Neither bonus is typed. Until the devs answer this question I would rule that they stack with each other.


Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Greater Weapon of the Chosen (Combat)
Your deity guides your hand when you fight with her
favored weapon.
Prerequisites: Improved Weapon of the Chosen†,
Weapon Focus with deity’s favored weapon, Weapon of
the Chosen†, worship and receive spells from a deity.
Benefit: When you use your deity’s favored weapon to
attempt a single attack with the attack action, you roll two
dice for your attack roll and take the higher result. You do
not need to use your Weapon of the Chosen feat to gain
this feat’s benefit.

1 person marked this as a favorite.


The seal in Kaer Maga

Planet hopping


I'm playing a gunslinger and am wondering at what level players start encountering the tech firearms. Anybody know?


So here is the abilitiy in question:

Flash and Shock:
Flash and Shock (Ex): At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

The question is what is the order of events if you fire in melee and thus provoke an attack of opportunity. Does the AoO happen before you get your AC bonus if you spend the grit point?

Thanks in advance.


2 people marked this as a favorite.

I think the new spell and bloodline feature are going to have to FAQed because they have no previous precedent. To my knowledge there is nothing besides enlarge person that give you a static reach increase. Lunge of course happens after the fact because you have to activate on each round. It is an interesting conundrum.

There is a good diagram for reach based on size here: HERE

DrDeth wrote:
Doomed Hero wrote:
All those previously awful paladin archetypes that lose Divine Favor are suddenly a lot more appealing with the Divine Protection feat...

I'm sorry if I am missing something but when did Paladins get Domains, Blessings, or Mysteries?

The way I read it you have to have 2nd lvl divine spell(s) or SLA(s) and one of those three things.

Am I wrong about that?

Any Inquisitor archetypes in this book?

I think an adventure path where the first book deals with the Brotherhood of the Seal, at the end of which the seal gets broken and whatever was locked up escapes.

Maybe an Aeon(awesome creatures that don't see enough action IMO) that has lost it's marbles and wants to restore 'balance' by destroying all forms of 'life' in the universe. He was stopped long ago but couldn't be destroyed, so they trapped him and created the Brotherhood and promptly forgot about it after a 1000 years. His goals would coincide nicely with any cultists and adherents of Groetus, both current and past(that were imprisoned with him perhaps?).

Really anything super bad could escape. Or maybe the seal was made to stop the planes from bleeding together and now the PCs must fix the problem. That would be a mythic adventure and include planar travel which is not often showcased.

I would love a Galt campaign as well but it would be hard to make sufficiently epic to warrant mythic power.

Nex/Geb/Alkenstar would be cool as well.

The Argument:

A creature that spits acid as a swift action extraordinary ability. I maintain no AoO because using an ex ability doesn't provoke. Others said its a ranged attack therefore it provokes from adjacent opponents. I don't see how spitting is somehow more involved then casting a swift spell.

Thoughts, opinions?


Perception as a skill in Pathfinder makes no sense.

Firstly, seeing things and hearing things are two very different animals. It is illogical to put the two together. This is not to say I don't like combining skills. I like Acrobatics (except for maybe Jump which has little to do with dexterity and a lot to do with strength), Stealth and some of the other ones. This aspect of perception, while illogical, I can let go.

Secondly, and the one I can't let go, is the fact that they rolled search into it. Search has absolutely no bearing on the other two, which is why it was Int based. In 3.5 the only classes likely to have a high search were Rogues, Barbs, and possibly Wizards or Bards. This fact created a niche for a scout like character. Now every character(or most of them) put as many points as they can get away with in perception. I've noticed that every time players enter a new room there is 1-2 minute waste of time as every player rolls perception to actively look for traps, whereas in 3.x there was one or two party members who would do that.

This particular skill streamlining has made the game worse off in that it has reduced party rolls somewhat. When everyone tries to have massive perceptions it is highly likely that every trap/secret door is going to get discovered. When it was one, he could roll poorly and what have you. To me it just feels goofy.


Am I correctly interpreting Mythic Two Weapon Fighting?

If you spend the mythic point it says negate the penalties on two weapon fighting for rounds = to tier.

Does this mean that you could use any weapon you can legally hold in one hand and not have any penalties?

For example if I wielded two flails and spent the point. I would get all my iterative attacks plus any two weapon fighting feat attacks all at full iterative BAB?


Thank you for the responses. This is the way I interpret it as well.


I've searched the database a few times and found several threads pertaining to what happens to undead and constructs, but not what I'm after.

My question is pretty simple. We are doing Jade Regent and a fellow player used Ice Tomb on an Oni(I believe it was a Ogre Mage). The GM passed the save. The player claimed that a successful save still meant you were encased in the ice. So half damage on the 3d8 and no paralysis or unconsciousness, but still immobile and trapped in a 20 hit point box and then staggered after someone gets you out?

This seems improbable to me, but I thought I'd check.

I mean if the target passed the save and was still encased, with the way this hex is written, that would also negate the eating, breathing, and drinking aspect of the failed save. Wouldn't he then suffocate?

Thanks in advance,


I hesitate to lump climbing and swimming into one skill. You could be a great swimmer and absolutely be bad at climbing. In fact, chances are, if you are a highly trained swimmer you would be bad at climbing. That being said, it couldn't hurt. However, putting jump in there does not work in the context for PFRPG.

As for the other stuff:

Use Supernatural Device: Nice place to dump all the different kinds of magical devices.

I think the Knowledge/Spellcraft and Knowledge/Survival are good the way they are. Knowledge represents something you have memorized, while Spellcraft is primarily used for identifying spells on the fly and Survival is the actual act of surviving(hunting, fishing, finding shelter, tracking, etc.)

Several of the gods in 4e already exist in 3.5. Pelor, Kord, Corellon, Moradin, Bahamut, Tiamat, Asmodeus, Lolth, and Grumush. I would recommend using what already exists for them. Sehanine, I believe is originally from Forgotten Realms along with Corellon. As for the rest I would say look at Deities and Demigods, if you have access, for ideas(St. Cuthbert is a lot like Erathis). None of these are Pathfinder of course but they still use the 3.5 system.

Also, consider making Divine Guidance a permanent thing. The Warblade(Tome of Battle) gets the ability to add INT to confirmation rolls at level 3.

Also what is Oath of Enduring Wrath? I don't think it was in the ability descriptions.


David Fryer wrote:

Okay, to try and kill two birds with one stone, here goes. As far as Oath Of Enmity goes, The way I see it is that the average person with levels of avenger is going to have a either with me or against me type of attitude. I see them not having much of a problem with using Oath of Enmity on anyone who is actively opposing them. As for limiting how often it can be used, I was using the example of a paladin or barbarian when I designed the mechanic. Being able to reswear an Oath of Enmity every few rounds seemed a little over powered for 3.X to me.

As far as spellcasting goes, I was trying not to step on cleric's toes, but yeah, I can see it needs something. I am looking hard right now at allowing them to select one domain that is associated with their patron deity to give the avenger a little more power. I just don't like the image of the avenger being a spellcaster. Then they just become a divine duskblade in a lot of ways. After all, the assassin's spell list went away for PFRPG.

I don't think that a +2 bonus to hit one guys is all that game-breaking, especially if that is all that enmity does. In 4e it did more than just provide a bonus to hit. Being able to select a new target when the current target dies or is disable, doesn't seem too powerful. If it's going to be a use/day class ability then it should also have more perks than a +2 to hit/damage, say allowing you to use the sneak attack on the target even when he is not flanked or has his dex to AC applied.

I don't think it should be a spellcaster but just have spell-like abilities that are representative of his god protecting him. Does that make sense?


Is the once per encounter thing your own machination for keeping the power down? Because, in 4e the Avenger could designate a new Enmity target after each one dies. Also, are you limiting the ability to use Enmity on targets with certain alignments(i.e. If you're Chaotic Good then you can only enmity non-good alignments) or does it work on a spur of the moment viewpoint(i.e. He is standing in my way, therefore he is standing in my gods way) or is it something else?

I love the Avenger class in 4e, even though I loathe that system beyond anything else in this world. The idea is just so cool. A holy assassin almost. I would consider giving them some minor spells(mainly defense based) that would be use/day and function as spell-likes abilities. Some good options would be Entropic Shield, Shield of Faith, etc. Also, something that would be pretty cool would be to have the target of Oath of Enmity be constantly under the effect of Deathwatch spell. I just think it would be a neat flavor touch that the Avenger would always know how close he was to finishing his self-appointed mission.

Those are just some off the top of my head ideas.