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Thanks for the input.
In this case, I am the GM, though not a very experienced one, and I was wondering if there was a usual way to handle this. The consensus seems to be to decide on a cost (based on different ways of obtaining new spells that Belafon mentioned) and charge them for it out of their starting gold. So I think I'll do that.


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How do you handle creating a character with variable spells known (wizard, witch, alchemist) starting at a higher level? How many (if any) spells known do you give them beyond the minimum?
There isn't any official rule about this, is there?


I have a player, who I don't think has played any tabletop rpg before, who had a special ability in mind for his paladin character. The description he gave was "its a divine barrier that keeps his companions pure from dark magic and such, its called Holy Grail and when he calls it out the barrier is up and a glowing golden chalice appears above everyone."

My reply was "That would have to replace something in the paladin class for balance, but we can include something like that. We'll have to put it in game terms. "Dark magic" can mean a few different things: it could mean only Necromancy (which is a specific set of spells), or spells with the evil descriptor, or any spells cast by an evil creature (that would be too powerful without a lot of limitations)..."

He said "an evil guy or just rabid menacing creatures and those with evil intentions are effected by the Holy Grail purification ability"

Sounds like he wants it to apply to any spells cast by evil creatures. So this is the limited version I thought of:

Once per day you can activate a field lasting 1 round per level. During this time, you and your allies within 30ft of you get +2 on saving throws against spells cast by evil creatures. (At some later level, the bonus can increase to +4. And you'd be able to use it more times per day as with the smite evil ability.) This can replace the Divine Grace feature for the paladin class.

Do you think this is balanced? Or can you help me make a balanced version of it?


I grok do u wrote:


"Druizard" is still probably a bit above "wiz-uid."

It's a placeholder class title. Suggestions for a name for it are welcome. OTOH, I think Druizard sounds kindof cool.

I grok do u wrote:


Cons: loses scribe scroll plus 1 bonus feat, no arcane school, some loss of alignment-tagged spells, fewer skill points from INT.

Well, there is also loss of the choice for a bonded object and inability to learn spells from opposed schools. But anyway, I'm convinced now that it's too strong. I guess if I want all those Druid features, I should make it a 6-level caster as a new class instead of a full 9-level caster archetype.

I've played wizards before, but never past character level 5 or 6. Part of me thinks it's weird that the 9-level divine spellcasters (cleric & druid) get a decent BAB and several other good features, and wizards get only a few bonus feats, but I know not all spell lists are created equal. Maybe I should try comparing L5-6 wizard spells to L5-6 cleric or druid spells sometime.


Azothath wrote:
My suggestion is to just create this as a unique class rather than an archetype.

Ha. When I make a full class people tell me it'd work better as an archetype (or that there already is a similar archetype), so when I make an archetype you say it should be a full class.

I did wander if I didn't give it enough drawbacks but I'm not convinced it's really OP. It's still has a d6 hit die and slow BAB which are pretty significant drawbacks.
To be clearer, I probably should have said "casts arcane spells same as a wizard with the following differences:" but that's what I meant in any case. Making Necromancy be always one of the opposition schools is probably a good idea.

Lord of Conflict wrote:
there is already a prestige class that is more or less a druid/wizard mix, the Magaambyan Arcanist.

A prestige class isn't what I wanted at all, especially one that doesn't have Wild Empathy or Wild Shape.


If you've seen my other threads, you've probably gathered that I like to mix features from existing classes. Here's my Druid/wizard mix, which was made for a certain character in my world.

The Druizard

Generally as Wizard with the following exceptions:
- Weapon and Armor Proficiency as Druid (except no scimitar -I don't know why a druid gets that at all). Padded and Leather armor do not interfere with spellcasting (no spell failure chance). Other non-metal armor (including Hide armor) has half its usual spell failure rate. Druizards are forbidden to wear metal armor, same as a Druid.

- Class skills: as Druid plus Knowledge (all except Nobility) and Linguistics. Skill Ranks Per Level: 4 + Int modifier.

- Gain the following Druid features at the same level as a Druid would gain them: Bonus languages, Spontaneous Casting (Summon Nature's Ally), Nature Sense, Wild Empathy, Woodland Stride, Wild Shape, Resist Nature's Lure, Venom Immunity.
(Druizards counts as Druids for being allowed to learn the Druidic language.)

- While you are in an alternate form using the Wild shape ability, your base attack bonus is the same as a Druid of your class level.

- Gain an animal companion as with the nature bond feature (cannot choose a domain). Your animal companion is also a wizard familiar at the same time (For hit points: use whichever set of rules grant the higher number of max hit points. Use the Animal Companion rules for the Natural armor adjustment. For Intelligence, add half the Druizard's class level to the animal's original INT score, ignoring the Intelligence rules for a familiar.)

- A Druizard doesn't get Scribe Scroll as a bonus feat, nor does he get a bonus feat at L5 like a wizard does. At L10, L15, and L20, A Druizard gets a bonus feat from the same choices as a wizard bonus feat. At L15 or L20, a Druizard may take the Thousand Faces Druid feature instead of a bonus feat. At L20, a Druizard may choose any feat that enhances his Druid features instead of one of the usual wizard choices for bonus feats.

Spells: A Druizard casts arcane spells mostly as a wizard, except using Wisdom as his spellcasting ability.
- All spells on the Druid spell list are spells you can learn and add to your wizard spellbook in addition to spells on the wizard spell list. Certain spells on the wizard spell list (having to do with creating metal items, or other effects that directly opposite a druid's values as judged by the GM) may be unavailable to the Druizard.
- Instead of choosing a specialty school, all spells on the Druid spell list are considered to belong to your specialty school. Choose two schools of magic as opposition schools. Only spells of those schools that are on the wizard spell list and not on the Druid spell list count as being in your opposition schools. Spells that count as being in your opposition schools cannot be added to your spellbook.
- A Druizard doesn't get any powers associated with a school of magic. (Those are replaced by the Druid features he gets.)


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12: Extensive Spell Research
Prerequisite: Caster level 3. 15+ in your spellcasting ability (INT/WIS/CHA depending on class). INT 11+.
Description: Choose a spell that you know. From now on, you automatically learn closely-related spells when you have a high enough caster level and spellcasting ability to cast them (immediately learn such spells if you are high enough level to cast them now). If your class has a limit of spells known, these closely-related spells do not count towards that limit. Closely-related spells include:
- Any spell with a number at the end is closely related to spells that have the same name except for the number (cure/inflict wounds, summon monster, beast shape, etc).
- Any spell with lesser/greater/mass/communal or similar descriptors are closely-related to their base spells.
Some other closely-related spell sets:
- identify closely related to (greater)detect magic
- create pit, spiked pit, acid pit, hungry pit
- silent image, minor image, major image
- obscuring mist, fog cloud, stinking cloud, cloudkill
- mage hand, unseen servant, pilfering hand, telekinesis
- cause fear, scare, fear, feast on fear
- vanish, invisibility, selective invisibility, greater invisibility
- feather fall, glide, fly, overland flight
Others as determined by the GM.

I don't think this would be OP, do you?


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I wrote a story where the astral plane was a place with windows you could call and climb through to get to literally anywhere else. One place they went in my story was the plane of furniture.

34: Plane of Furniture
Endless rooms packed full of all kinds of furniture. aka the best place to play "the floor is lava". If you have the means to get there, it can also be used as a free hotel (but there's no food, stables, restrooms, windows, or running water).
On the edge of the plane of furniture is a giant patio with all kinds of patio and other outdoor furniture, but no actual outdoors area. There are bookshelves, but all the books on them are blank and only for decoration.


Cool. Well, thanks for pointing me to that archetype. I really didn't expect for there to be an official archetype that would add spellcasting to a class that didn't have it. So I'll just scrap this class and tweak the archetype to my liking.

On one hand, I didn't feel like taking the time to look through all the archetypes to find exactly what I'm looking for. On the other hand, looking through all the archetypes likely takes less time than creating a new well-balanced character class...

I didn't realize this class was that weak either. I thought the combination of the Rogue's skills and most of his features with a 6-level spellcasting would be strong enough to warrant a slow BAB. maybe not.


I really wanted a spellcasting rogue class. One that isn't a Bard, Magus, or Alchemist etc., but a spellcasting rogue which focusses in a lot of the same kind of things a stereotypical rogue focusses on but uses some different methods. Also, I've always wanted a character who could sneakily cast spells without other people noticing that he's casting a spell.
(I'd like a better name for the class, but I haven't thought of one yet.)
Basically what I did was I took the Rogue (and a bit of unchained Rogue), removed his sneak attacks and decent BAB, and added Bard-level spellcasting and 1-2 other appropriate features. Maybe there's an archetype that does something similar here too. I haven't looked closely at all the archetypes.
I'd kind of like to give them the sneaky casting feature earlier, but it seems like a powerful ability that might break things if they get it too early.

Sneakspell

Hie Die: d6 (or d8 depending on how strong it seems otherwise, I'm not sure yet.)

Class skills: same as Rogue plus: Spellcraft, knowledge-arcana, fly.
Skill ranks per level: 6.

Base attack bonus: slow. (same as Sorcerer)

Good saves: Reflex and will.

Spellcasting: mostly as Bard: Spontaneous casting using Charisma, same spells/day and spells known charts, but may learn any spell of the appropriate levels from the Sorcerer/Wizard spell list. (I didn't want to take the time to create a new spell list, but I may do that later.)

Weapon/armor proficiencies: same as Rogue.
Armor & magic interaction as Bard (can use light armor without penalty), except that shields still give a spell failure chance.

Class features by level:
L1: Choose between: Trapfinding (as Rogue)

L2: Trap Sense +1 (as Rogue)

L3: Evasion

L4: Rogue Talent (mostly as Rogue: SneakSpells cannot choose Rogue talents that apply solely or primarily to Sneak Attacks or Alchemist Bombs. They also cannot take any talent that grants the use of a spell as a spell-like ability (like minor magic or major magic), but they can take Combat Casting, or a Metamagic Feat in place of a Rogue talent. A Sneakspell can also gain a Familiar in place of a Rogue Talent which works like a wizard's familiar.)

L5: Uncanny Dodge

L6: Trap Sense +2. Rogue's Edge (as Unchained Rogue feature except must choose from the following skills: Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Sense Motive, Slight of Hand, Spellcraft, Stealth, Use Magic Device.)

L7: Sneaky Casting: When casting a spell, may roll a Bluff check to prevent others from being able to tell that you're casting a spell. (Opposed by an observer's Sense Motive check. Another spellcaster may also notice the spell being cast using Perception (against the SneakSpell's bluff check), but Arcane spellcasters get -2 to the Perception check, and Divine spellcasters get -4 to the check.)

L8: Rogue Talent

L9: Trap Sense +3. Debilitating Injury: Despite not getting the sneak attack feature, whenever a Rogue would be able to Sneak Attack, a SneakSpell can inflict a Debiltating injury along with an attack or damaging touch spell. Otherwise the same as the Unchained Rogue feature except that the bonuses increase at L14 and L18 (instead of 10 and 16).

L11: Improved Uncanny Dodge. Improved Sneaky Casting: Whenever the target of a spell does not notice the spell being cast because of Sneaky Casting: if the spell does damage, it does 1d6 more. Otherwise, the save DC goes up by 1.

L12: Trap Sense +4, Rogue Talent (Advanced: As an Advanced Rogue talent, the Sneakspell can choose one Metamagic feat he has, when using that metamagic feat, it's spell slot is increased by 1 less than it would normally be because of the metamagic feat (minimum 0)).

L13: Rogue Edge

L14: (Debilitating Injury). Rogue Talent (Advanced)

L15: Trap Sense +5. Improved Sneaky casting (+2d6 or +2 to save DC).

L17: Rogue Talent (Advanced). Rogue's Edge

L18: Trap Sense +6. (Debilitating Injury)

L19: Rogue Talent (Advanced). Improved Sneaky casting (+3d6 or +3 to save DC).

L20: Master Strike (as Rogue except without sneak attack damage). Rogue Talent (advanced)


TxSam88 wrote:

isn't there already a Paladin/monk archtype? (Enlightened Paladin)

why wouldn't you want to use it?

(goes to look up the Enlightened Paladin.)

uh... because I never noticed it was there. Also, that one focusses more on being lawful than good, and this one is customized the way I like it.

But yeah, if I had noticed that archetype I would've just tweaked the archetype a little instead of making a new class. oh well.


I have a glot race in my setting which are humanoids a little under 8ft tall, usually lawful and very proud with vegetable-like skin. But I'm not here to describe the race...
Most glots have been corrupted by the god Tourbagit, a lawful-evil god of tyranny, pride, oppression, that kind of thing.
The older and lesser-known good god of glots is Gafbop, a god of humility, selflessness, and noble actions. Gafbop has paladins that follow him, but his favored weapon is the bare-handed strike, preferring a monklike fighting style.
This is where this homebrew class comes up. It's a cross between a Paladin and Monk.
https://www.d20pfsrd.com/classes/core-classes/monk/
https://www.d20pfsrd.com/classes/core-classes/paladin/

(In contract to the Tourist, the first homebrew class I posted, this one was thrown together quickly and haphazardly, and almost zero actual work has been put into it.)
Note: I don't like complete immunities in general and modified the paladin and monk classes when I play to get a bonus on saves against diseases and fear instead of immunity.

Martial Paladin

Hit Die d10.

Class skills: acrobatics, climb, craft, diplomacy, escape artist, handle animal, heal, knowledge (nobility, religion), perception, profession, ride, sense motive, stealth.

Skill ranks per level: 3 + Intelligence modifier.
(I want him to be just slightly more skilled than the typical paladin/fighter class.)

Base attack bonus: fast (same as fighter/paladin.)

Good saves: Fortitude and Will.

Weapon/armor proficiencies:
all simple weapons plus: light hammer, sap, warhammer, swordbreaker dagger, kama, nunchaku, sai, siangham, and bola. Light armor and small shields only.
(Warhammers are the typical racial weapon of glots.)

Class features:
(Has no spellcasting ability.)

L1: Aura of Good and Detect Evil as Paladin, Improved Unarmed Strike as Monk. Increased unarmed damage as Monk.

L2: Lay on Hands as Paladin, Brawler's Flurry as Brawler, and a Bonus feat (from the Monk list +Stunning fist which the monk gets automatically).

L3: Still Mind and +10 feet Fast Movement as Monk (except the fast movement feature doesn't advance as much as a monk's).
Aura of Courage: +4 to saves against fear effects. Allies within 10 feet get +2 to saves against fear.

L4: Smite Evil 1/day (+1/day each 3 levels) as Paladin. Mercy feature as Paladin.

L5: Divine Bond (as Paladin except the weapon version gives its bonus to bare-handed fighting and close weapons only).
Divine health: +4 to saves against all diseases.

- When I first made the class, I only planned it out to 5th level, but I'll tentatively fill in the rest now:
L6: Bonus feat, Mercy
From L6 on, add to the list of available bonus feats: Feats that improve a Paladin's Lay on Hands or Smite Evil features.

L7: Aura of Resolve: +4 to saves against charm effects. Allies within 10ft get +2 to saves against charm effects.

L8: Slow fall 20ft (similar to Monk). AC bonus: starting L8, Martial Paladins add their Wisdom modifier to their armor class as long as they are not wearing medium or heavy armor.

L9: Mercy. Evasion (as the Monk/Rogue feature)

L10: Bonus feat.
Wholeness of body: Activate once per day as a Swift Action to gain Fast Healing 1 for number of minutes equal to your Wisdom modifier (minimum 1 minute).

L11: Aura of Justice (as Paladin). Slow fall 40ft.

L12: Mercy. Fast Movement +20ft.

L13: Diamond Soul (as Monk).

L14: Aura of Faith (as Paladin). Slow fall 60ft.

L15: Mercy. Bonus feat.

L16: Abundant Step (as Monk).

L17: Aura of Righteousness (as Paladin). Slow fall 80ft.

L18: Bonus feat.

L19: Improved divine health: Immunity to disease and +2 to saves against poison. Improved Aura of Courage: Immunity to fear effects. Allies within 10 feet get +4 to saves against fear. Fast Movement +30ft.

L20: Holy Champion (as Paladin). Slow fall 100ft.


- Yeah, I think I'll change the travel knowledge bonus to +half the class level.

- I do aim to learn more toward story and role-playing than the hack & slash style of playing. Maybe I will give the pet some more unique abilities for survivability and to keep it from being a burden.

- Using the forgery skill and having limited L0 spells per day is partly because the class was originally created with DND3.5 rules in mind, and the idea that the Tourist's entire ability to use magic is a forgery is part of my concept of the class (even though it isn't in the source material of Discworld or Nethack). This is also why he can't use the spellcraft skill. Limited L0 spells is probably an unnecessary detail though. I think I'll change that.

- The tourists spell journal is essentially different from the wizard's because the Tourist can never read or write magical writing. This is connected to the 'using magic by forgery' idea, similar to him always having a chance of miscast. Despite not being in the source material, those details are part of my concept for the class.

- I also aimed for his spellcasting to be on a slightly weaker progression than the bard/magus. (I always thought the Paladin/Ranger spell progressions to be hardly worth giving them spells at all so I didn't want it to be that weak.)

- I'm not really interested in keeping it close to the way Nethack does things. (I used to play it a lot, but now it's been several years since I've played Nethack.) But the camera was also an important detail with Discworld's tourist. I thought the Flare Burst and Keepsake spells would keep that flavor. Maybe he should get those spells automatically without having to learn them. I had actually forgotten about the darts until DeathQuaker mentioned them, but I don't feel like anything more needs to be added to the class. I'll just tweak the thing about his bonus spells so that he can take those feats if he wants.

- I originally didn't give them the domain powers for the Luck Domain. But I was looking for a way to make the Tourist a little less weak, and the first domain power for the Luck domain was almost the same as the ability I was thinking about adding separately, so I gave them the domain instead of making it a separate class feature. I'll get rid of the bit about casting them as divine spells when he's otherwise an arcane(-ish) caster. That detail is weird.
--Thinking again, I could remove the automatic domain spells and give him only abilities similar to the domain powers, and make sure most of those spells on on his spell list. That could make things a little simpler.

- Simplifying the mapping feature to an appropriate skill bonus and a Find the Path ability sounds like a good idea. I'd make a bonus to searching be a part of this too I think.

- I like that Traveller's stomach feature idea, but again, I'm not sure I want to add anything more to the class unless it seems necessary. (Maybe it can be an option to replace another feature like the archetypes have.)

- I could probably figure ways to simplify some aspects of his spellcasting, especially the chance of miscast. I'll work on that. Maybe the -1 caster level part is an unnecessary complication as well. I could drop that.

- I'll post other homebrew classes in new threads. None of the others I made are as complicated as this one.


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I made a few homebrew character classes. Tell me if you think they're balanced.
(I'll put each in a separate post. Or should I put others in a separate thread?)
This first one is the first one I made which is inspired by the Tourist class in Nethack (a roguelike computer game from the 90s) which in turn is inspired by Twoflower the tourist from the Discworld books.
I first made it while playing DND3.5 and later converted it to Pathfinder. I know it's on the weak side, but hopefully not too weak. Also, I put way too much work into it as I had a lot of time on my hands when I first made the class.

Tourist

Hit Die: d6.

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int) (Forgery is still a separate skill for tourists), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int modifier

Base Attack Bonus: Slow (same as Wizard & Sorcerer)

Good Save: Reflex

Weapon and Armor Proficiency
A Tourist is proficient with all simple weapons. Tourists are proficient with light armor but no shields. A tourist can cast tourist spells while wearing light armor without incurring the normal arcane spell failure chance for wearing armor. A multiclass tourist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Travel knowledge
A tourist learns a lot on his travels and must spend at least one of his skill ranks per level on a knowledge skill, but it can be any type of knowledge. He also gets a bonus to all knowledge (geography) checks equal to 1/3 of his tourist level (minimum +1).

A tourist's pet
A tourist begins the game with a pet which must be either a pack animal (like a pony, donkey, or light horse), or an animal appropriate for a household pet (such as a dog, cat, or parakeet). Unlike other class's animal companions, there is nothing really special about a tourist's pet. A tourist does get +4 to handle animal checks when handling his starting pet. This pet remains loyal unless the tourist repeatedly abuses it. If a tourist loses his starting pet for any reason, the tourist only gets +2 to handle animal if he buys or trains a new pet until he has bonded with the new pet for a week. Then the bonus increases to +4. If the animal can be a steed, the tourist can ride it, but it is not trained for battle.
A character with levels in another class who then takes a level as a Tourist does not automatically gain a pet, but if he buys or adopts a pet, he does get +2 to handle animal checks with it (which increases after a week to +4).

Spells
A tourist casts arcane spells, which are drawn from either the tourist spell list or the wizard spell list. To learn or cast a spell, a tourist must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a tourist's spell is 10 + the spell level + the tourist's Charisma modifier.

Like other spellcasters, a tourist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The tourist. In addition, he receives bonus spells per day if he has a high Charisma modifier. When Table: The Tourist indicates that the tourist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma modifier for that spell level.

A tourist begins play knowing only three 0-level spells and no 1st level spells. He gains 1 + (half Charisma modifier) new spells at each tourist level, but one of them must always be at least one level lower than the highest level spell he can cast. A tourist's caster level is his tourist level - 1 (on class level 1, his caster level is considered to be 0.5). Unlike the wizard, a tourist can only comprehend a certain total number of spells. A tourist numbers his spells as he learns them, and if he learns more than his maximum spells known, he forgets what his notes mean about the oldest spell he knows and can no longer cast it unless he re-learns it. The spells he learns from gaining levels must be from the tourist spell list, but the tourist may learn spells from the wizard spell list in other ways. (Maximum spells known is with the spells per day table further down.)

He has a much better chance of success if he chooses and prepares his spells ahead of time by getting a good night's sleep and spending a 1 hour studying his spell journal (see below). While studying, the tourist decides which spells to prepare.

In addition to his arcane spells, a tourist also gets the divine domain spells for the luck domain. He always gets the same domain regardless of his chosen deity (if any), but he may optionally choose the replacement spells of the fate subdomain (which replaces the L2 and L3 spells). This choice is made once and cannot be changed. The Difficulty Class for a saving throw against a tourist's domain spells is based on charisma instead of intelligence. The domain column of The tourist table lists the highest level luck domain spell a tourist can cast at that level. A tourist can cast each domain spell once per day +1 if he can cast Luck Domain spells three levels higher (which means when he gets the Level 4 Luck Domain spell, then he can cast the Level 1 Domain spell twice per day).

The Tourist's Spell Journal
The tourist starts the game with a journal containing his two starting spells. The primary difference between the way a wizard casts spells and the way a tourist cast spells is that a tourist can never understand arcane magical writing unless a wizard is there to help him. Even if a wizard has shown him what a particular writing says, the tourist cannot read it again on his own. The tourist has no way to learn to read arcane magical writing, and he is not able learn the read magic spell or read magic scrolls. A tourist also cannot gain ranks in the spellcraft skill. Instead he uses his forgery skill.
When a tourist learns a spell, he jots down notes about the spell in his spell journal in language he can understand. (That is why it isn't called a spellbook.) A tourist must succeed in a forgery check (DC 15 + spell level) in order to successfully record a spell in his journal. He gets a +2 to this check if the spell is on the tourist spell list. If this fails, he can usually try again the next day. If the Tourist figured out the spell using his luck magic ability, he does not need to make this check.

His shorthand and sloppy notes are such that other characters must use decipher script (which falls under the linguistics skill) in order to read it (DC is 12 + the class level of the tourist), and wizards cannot use a tourist's spell journal to prepare spells. Due to this inexact method, a tourist always has a chance of miscast:
If the spell is on the tourist spell list, then the miscast chance is 21% minus (your class level + your Charisma modifier), with a minimum of 1%.
If the spell is not on the tourist spell list, then the miscast chance is 26% minus (your class level + your Charisma modifier), with a minimum of 3%.
A failed spell is still expended. The tourist's luck domain spells do not have a chance of miscast.

The tourist may lose a prepared spell to attempt to cast an unprepared spell that he knows, but when he does this, his spell failure chance is multiplied by 3 the first time in a day he does this, multiplied by 4 the second time in a day, and multiplied by 5 every other time that day. To avoid the multiplied failure chance, the tourist must study his spell journal each day to prepare his spells. He cannot prepare or cast any spell not recorded in his spell journal. He prepares spells in a similar way a wizard does, and takes the same length of time.

At any time, a tourist can add spells found in wizards' spellbooks to his own spell journal much like a wizard does except that a tourist must have the help of a wizard. Tourists have a much harder time than wizards finding wizards who are willing to let them copy their spells and will likely have to pay for each spell he learns in this way. A tourist can also add spells from other tourists' spell journals, but he still must have the help of the writer. A tourist may also learn spells by sheer luck (see the luck magic feature).

Writing in a spell journal: The process takes 2 hours + 1 hour per spell level. A spell takes the same amount of space as a wizard's spell in a spellbook. A tourist does not write the divine spells he gets from the luck domain in his spell journal.

Luck Domain Powers
The Tourist also gets the domain powers of the Luck Domain, but he gets them one level later than a cleric with the Luck Domain would (and the times per day he can use them is based on Charisma whenever it would be based on Wisdom for a cleric).
https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/ luck-domain/

Luck Magic
Whenever a tourist is exposed to an arcane spell of a level he can cast, there is a chance of him being able to learn the spell just from the exposure. The base % chance is equal to your Charisma modifier (min 1). Whenever you are the target or subject of a spell and you win the saving throw by at least 5, this chance is doubled. If you win the saving throw by at least 10, the chance is quadrupled.

Beginning at tourist level 4, this ability includes spell-like abilities from monsters and divine spells which have an arcane equivalent that the tourist can learn.

At tourist level 7, the base chance to learn a spell by luck magic becomes your Charisma modifier x 1.5. Then, at tourist level 12, the base chance becomes your Charisma modifier x 2.

These are events which count as being exposed to a spell:
- being the target or subject of the spell. If the tourist fails a saving throw against a mind-affecting spell then he cannot learn by exposure in that situation.
- If an ally who is within 15 feet of the tourist is the target of a spell that has outward evidence which the tourist can sense.
- having an object that you are holding or wearing at the time be the target or subject of a spell.
- watching the spell being cast.
- being within the area of effect of an area spell. In this last case, the tourist must notice that he is in the area of effect in order to have a chance to learn by exposure.

Pest Repellent
A tourist of 2nd level or higher can repel pests a number of times per day equal to 1 + half his charisma modifier. Activating this ability is a swift action. This ability keeps all nonmagic vermin or animals of tiny size or smaller from coming within ten feet of the tourist. Its duration is 30 seconds x your charisma modifier x 1d6. (30 seconds is equal to five combat rounds.) If your charisma modifier is 0, it lasts 1d4 rounds, if you have a negative charisma modifier, you cannot use this ability. This effect can be dispelled by dispel magic or bypassed with a Fortitude save (The DC for the save is 12 + your charisma modifier + half your tourist level).

Beginning at tourist level 6, this ability affects nonmagic vermin of any size and nonmagic rodents up to 4ft long (small size).

Beginning at tourist level 9, this ability also affects magical vermin of any size and magical rodents up to 4ft long (small size).

Beginning at tourist level 12, this ability affects vermin or rodents of any size (magical or not, it even includes wererats).

Beginning at tourist level 15, this ability does 2d6 damage to all affected creatures who are within ten feet of the tourist when the ability is activated. (A reflex save allows half damage, the DC for this save is the same as the DC for the will save.) It also does 1d6 damage to any affected creatures who attempt to come within ten feet while the pest repellant is in effect (whether they win the fortitude save to come near to the tourist or not), but creatures do sense the pest repellent before trying to enter the range.

This ability never affects the tourist's starting pet, even if the pet is no longer loyal. It also never affects any magical creatures which are not vermin or rodents.

Bonus feats
At 2nd, 5th, 15th, and 20th level, a tourist may take a bonus feat. He may take any feat as a bonus feat that he meets the prerequisites for except for most Combat feats (He should only be able to take combat feats that involve Luck or Charisma by discretion of the GM).

Magic Mapping
A tourist of 3rd level or higher can buy a map of the area he is currently in for an amount depending on his location (normally between 1gp and 10gp, but may be more if the tourist is in an especially obscure place). He may do this as a standard action anywhere and at any time, regardless of whether there is anyone nearby to buy the map from. He may do this once per week per four tourist levels (up to 5 times per week on level 20). When a tourist uses this ability, he rolls a charisma check. If the result is at least 15, then the map will reveal secret doors in the area. If the result is at least 20, it will also reveal traps. Results of at least 25 reveal even more details. If the result is 1 or 2, the map may be missing some details which would normally be included.

The map has a radius of two miles x your charisma modifier in most places above ground or 100 feet x your charisma modifier underground, in any type of dungeon, or in cities or towns of significant size. In cities or towns, a charisma check of at least 15 often reveals names of inns, restaurants or other businesses which might interest a tourist. In any terrain, a charisma check of at least 15 will make a map which recommends sightseeing locations if there are any within the map's radius.
Most magically protected places, or some places that are simply dense with magic, will resist being mapped. In this case, depending on the place, the tourist may receive a map with wrong information, a map that's blank except for few scattered random details, or just a blank piece of parchment. An extremely high charisma check (30 or more) has a chance to overcome the magical protection.

Good Luck Charm
At Tourist level 4, a tourist may select a good luck charm of one of the following types:
- Lucky Weapon: Choose one specific weapon to be your lucky weapon. From that point on, you get +1 on to-hit and damage rolls with that weapon only. Starting tourist level 14, the critical range of that particular weapon increases by 1.
- Lucky Armor: Choose any one specific suit of armor. From that point on, you reduce the armor check penalty of that armor by 1 and raise the maximum Dexterity bonus of that armor by 1. Starting tourist level 14, reduce the armor check penalty of that armor by 2 and raise the maximum Dexterity bonus of that armor by 2. Also starting level 14, the armor gets +1 to its armor bonus.
- Lucky Spell Journal: Any one spell per day that you prepare using that particular spell journal gets +1 to the DC of its saving throw. Starting tourist level 14, the tourist may choose any two spells per day to raise its save DC (or
raise the DC of one spell by 2) when using his lucky spell journal.
- Lucky Tool: Choose any tool which grants a bonus to a skill check (or any object which could conceivably be used to grant a bonus to a certain skill such as lucky shoes giving a bonus to acrobatics or lucky eyeglasses that give a bonus to perception). From that point on, that tool gives you a bonus +2 higher than it otherwise would to that one skill. Starting tourist level 14, your lucky tool gives you a bonus +4 higher than it otherwise would, and you can always choose to take a ten on whatever skill your lucky tool gives a bonus to whenever you use it.
- Lucky Save Charm: Choose anything that your character can wear (anything from a ring to a helmet to a scarf to a pair of socks). Whenever you are wearing your lucky save charm, you get a +2 to either fortitude saves, reflex saves, or will saves. The type of saving throw it gives a bonus to is chosen when you designate the lucky save charm and cannot be changed until you designate a new lucky charm (see below). Starting tourist level 14, once per day, you may choose to reroll a failed saving throw of the type your lucky save charm gives a bonus to. You much use the second result even if it is worse than the first.
- Lucky Magic Charm: Choose anything that your character can wear (anything from a ring to a helmet to a scarf to a pair of socks). Whenever you are wearing your lucky magic charm, you get +2 to the base chance of your luck magic class feature (before multipliers), and your chance of spell failure for tourist spells is reduced by 2%. Starting tourist level 14, it reduces your spell failure chance for tourist spells by 5% and your spell failure rate no longer has a minimum of 1% (meaning you can now completely nullify the fail rate). In addition, you may use your lucky magic charm to use one of the following class features one additional time per day: Pest Repellent, Tourist's Navigation, Wonder, or Favorable Odds. If you do this, your lucky magic charm no longer gives its other benefits for the rest of that day.
- Lucky Discount Card: You acquire a pocket-size card which you can use to get discounts on almost any item or service anywhere. You can use it a number of times per week equal to 1 + your charisma modifier, but never more than twice in one day. The discount it gives is (10 + half your tourist level) percent (with a maximum discount of your tourist level x 200 gold pieces). You can even use this discount card to give you a discount on the cost of class features (including the Wishing feature). Starting tourist level 14, your lucky discount card gives a discount of (15 + half your tourist level) percent (with a maximum discount of your tourist level x 500 gold pieces).
No matter what type of good luck charm you choose, if the charm is destroyed, lost, or for any reason outside of the tourist's possession for 24 hours, it can no longer function as a good luck charm. If this happens, the tourist may designate a new good luck charm, but the tourist must pay a cost in gold to do this. This cost to designate a new good luck charm is 100 gold pieces x the tourist's class level.

Any time the tourist gains a level the tourist may designate a new good luck charm for half price, even if his previous good luck charm is still active, but this causes any already active good luck charm to lose its lucky effects.

A tourist may only have one good luck charm at a time, and a tourist may only designate a new good luck charm if he is either gaining a new level or has been separated from his previous good luck charm for 24 hours. A tourist's good luck charm does not function for anyone besides the tourist.

Tourist's Navigation
A tourist of level 6 or higher can cast locate object as the spell once per day as a standard action. At tourist level 18, he gets the option of casting phase door instead. At tourist level 20, he may use this ability to cast discern location instead of locate object.
Beginning at tourist level 14, a tourist may use this ability an amount of times per day equal to his Wisdom modifier (minimum once per day).

Favorable Odds
Beginning at tourist level 7, once per day, a tourist may add (1 + half Charisma modifier rounded down) d (a third of his Tourist level)* to any die roll he rolls (including saves, skill checks, to-hit rolls, damage rolls, etc.). If he chooses to apply this ability to his luck magic feature, it instead adds that amount to his base chance of learning a spell using luck magic (before any applicable multiplier).
(*Example: A L7 tourist with a charisma modifier of 1 adds 1d2 to the die roll, while a L15 tourist with a charisma modifier of 3 adds 2d5 to the die roll.)
Starting tourist level 9, a tourist may choose to give this effect to any of his allies that are within 30 feet of the tourist (but it still uses the tourist's charisma modifier).

Starting tourist level 11, a tourist may use this ability twice per day. He may also choose to use both of his uses per day at the same time, granting double the bonus. (But he can never use more than 2 uses at the same time.)

Starting tourist level 17, a tourist may use this ability 3 times per day. He also gains the option to use this ability to subtract that amount from any to-hit roll or damage roll which is rolled against the tourist.

Spell Penetration
A tourist of level 8 or above is considered to have the spell penetration feat. If he already has the spell penetration feat, he is considered to have greater spell penetration. Monsters are caught off guard because nobody expects a tourist to be casting spells.

Roughing the Weather
Beginning at tourist level 9, a tourist is considered to constantly be under the effect of the endure elements spell. This makes him suffer no harm from hot or cold environments. Endure elements doesn't provide any protection from fire or cold attacks, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Wonder
Beginning at 10th level, a tourist can use an ability almost exactly like a rod of wonder once per day. A tourist who rolls a negative effect rolls a d20. If the result is at least 15, he gets the rolled result tweaked so that it less bad than it would have been. If the result is exactly 14, he rerolls the wonder effect. If the result is 6-13, he takes the negative result that he originally rolled. If the result is 5 or less, it turns out to do absolutely nothing but still uses up the tourist's daily use of the ability.

Unlucky Wish
On Tourist level 13, and only on tourist level 13, a tourist can make a wish exactly as he can with his level 19 ability with the following exceptions:
- The tourist get a -10 modifier to both charisma checks
- The cost is always a flat rate of 613 gold pieces (and cannot be discounted).
- A result of less than 0 on the first charisma check has the same effect as a result of 5-8.
- A result of less than 0 on the second charisma check has the same effect as a result of 9-12.
- A result of 13 or higher on the second charisma check has an alternate but semi-powerful good effect (not more powerful than a level 5 spell) determined by the whim of the GM. If someone's survival depends on the result of the wish, then this effect will, at least for the moment, grant what the character needs to avoid death, though maybe not in the way that was hoped for and as long as the necessary effect is no more powerful than a level 5 spell.
He may use the unlucky wish ability twice per week (but never twice in a day) for as long as he is on tourist level 13.

Evasion
A tourist of level 13 gains the evasion ability, as the rogue. If he already has evasion from having levels in another class, he gains Uncanny Dodge (as the Rogue feature).

Wishing
A tourist of level 19 or higher may make a wish once per week using this process: First, the tourist makes the wish, saying what effect he wants. He may request an effect of any level of power, but the more powerful the wish, the less likely it will work as desired. Then, he rolls a charisma check. The charisma check determines how powerful a wish can be granted:
- A result of 0-4 makes the wish not be able to have the desired effect no matter what it is.
- A result of 5-8 makes the wish be able to only do very minor charms which wouldn't be any more powerful than a level 1 spell.
- A result of 9-12 makes the wish be able to duplicate any spell of 3rd level or lower on the wizard list or have some other effect of similar power level.
- A result of 13-16 makes the wish be able to duplicate any spell of 5th level or lower or have an effect of similar power level.
- A result of 17-21 makes the wish have as powerful an effect as the limited wish spell.
- A result of 22-26 makes the wish fully as powerful as the level 9 wish spell.
- If the tourist somehow gets a result of higher than 26, the wish is fully as powerful as the wish spell, plus it has some other additional good effect.
If the result of the roll makes the wish powerful enough to grant what the tourist wished for, then the wish is granted.

If the result of the first roll does not make the wish powerful enough to grant what the tourist wished for, then he rolls a second charisma check to find out what kind of alternate effect he gets:
- a result of 0-4 makes the wish have no effect.
- a result of 5-8 makes the wish have a major negative alternate effect.
- a result of 9-12 makes the wish have a minor negative effect.
- a result of 13-16 makes the wish have an alternate minor good effect (which, in desperate circumstances, is not much better than no effect at all).
- a result of 17-21 adds 4 to the result of the first roll. Then, it modifies the original request to have as close to the desired effect as possible while staying within the power limits determined by the first roll + 4. This might make the wish powerful enough to grant the original request.
- a result of 22-26 has an alternate but powerful good effect determined by the whim of the GM. If someone's survival depends on the result of the wish, then this effect will, at least for the moment, grant what the character needs to avoid death, though maybe not in the way that was hoped for.
- If the tourist somehow gets a result of higher than 26, the tourist may choose to pay an additional 100 x d20 gold pieces to have the wish granted exactly as it was originally requested. If the tourist chooses not to pay the cost, then something weird and powerful and usually neither very helpful nor very harmful happens at the whim of the GM.

The cost of making this wish is an amount of gold pieces equal to 500 x the result of the first charisma check (which determines the effectiveness of the wish). The cost of making the wish must be paid no matter what the actual result of the wish turns out to be. There may be discounts to this cost on certain in-game holidays. (But there are 397 1/2 days in a year in my setting, and only a couple defined holidays when this discount will happen, one of which is the character's in-game
birthday.)

Tourist Spells/Day
Note that unlike other spellcasters in the Pathfinder system, the tourist does not get unlimited usage of his level 0 spells.
(Tourist class level: spell level times per day)
1: L0 3x/day, L1 0x/day
2: L0 3x/day, L1 1x/day, Luck Domain L1
3: L0 4x/day, L1 2x/day, L2 -1/day, Luck Domain L1
4: L0 4x/day, L1 2x/day, L2 0x/day, Luck Domain L2
5: L0 4x/day, L1 3x/day, L2 1x/day, Luck Domain L2
6: L0 4x/day, L1 3x/day, L2 2x/day, Luck Domain L2
7: L0 4x/day, L1 3x/day, L2 2x/day, L3 0x/day, Luck Domain L3
8: L0 4x/day, L1 3x/day, L2 3x/day, L3 1x/day, Luck Domain L3
9: L0 5x/day, L1 3x/day, L2 3x/day, L3 2x/day, L4 0x/day, Luck Domain L3
(L0 is 5x/day till L20)
10: L1 3x/day, L2 3x/day, L3 3x/day, L4 1x/day, Luck Domain L4
11: L1 4x/day, L2 3x/day, L3 3x/day, L4 1x/day, Luck Domain L4
(L1 is 4x/day till L20)
12: L2 3x/day, L3 3x/day, L4 2x/day, L5 0x/day, Luck Domain L5
13: L2 3x/day, L3 3x/day, L4 2x/day, L5 1x/day, Luck Domain L5
14: L2 3x/day, L3 3x/day, L4 2x/day, L5 2x/day, Luck Domain L6
15: L2 3x/day, L3 3x/day, L4 3x/day, L5 2x/day, L6 0x/day, Luck Domain L6
16: L2 3x/day, L3 3x/day, L4 3x/day, L5 2x/day, L6 1x/day, Luck Domain L7
17: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 2x/day, Luck Domain L7
18-19: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 2x/day, Luck Domain L8
20: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 3x/day, Luck Domain L8

The Tourist has a maximum spells known for each spell level. The exact number of spells a Tourist can learn is figured with this formula:
10 + Charisma modifier - spell level*2 + a fourth of the Tourist's class level (rounded down).
Except for Level 0 spells, the maximum spells known is the same as maximum number of L2 spells the same Tourist can learn (assuming the Tourist could learn L2 spells).
So a L4 Tourist with 15 Charisma can learn a maximum of 11 L1 spells, 9 L0 spells, and 7 L2 spells.
A L10 Tourist with 17 Charisma can learn a maximum of 13 L1 spells, 11 L0 spells, 11 L2 spells, 9 L3 spells, and 7 L4 spells.
A L17 Tourist with 18 Charisma can learn no more than 8 L5 spells, and 6 L6 spells.

Tourist Spell List
Remember that a tourist's caster level is his tourist level - 1. Spells with a duration of one round/level last a minimum of 1 round, and certain other things which depend on caster level may have a minimum of 1 while the tourist is on class level 1.

0-Level tourist Spells (Cantrips)
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Minor Bandaging: Cures 1d(caster level) hit points (maximum 1d6). If Tourist is on class level 1, then it only has the effect of the stabilize spell.
Open/Close: Opens or closes small or light things.
Pants: Removes target's pants. (3rd party)
Pointer: Shines a beam of light from your finger. (3rd party)
Quill: Creates a writing quill with limitless ink. (3rd party)
Resistance: Subject gains +1 on saving throws.
Rigged Coin: Causes target coin to always land on face you choose. (3rd party)
Spark: Ignites flammable objects. (Change range to 10ft.)
Timer: Creates a single sound after a preset amount of time. (3rd party)

1st-Level tourist Spells
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Anticipate Peril: Target gains a bonus on one initiative check.
Ant Haul: Triples carrying capacity of a creature.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Careless Optimism: Gain +2 or +1 per 2 levels (whichever is higher) on saves against effects which cause negative emotion (including fear), -1 to ac, and -2 to appraise, disable device, disguise, intimidate, perception, sense motive, and stealth. duration: 1 minute/level.
Comprehend Languages: You understand all spoken and written languages.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Confusion, Lesser: One creature is confused for 1 round.
Cultural Adaptation: You emulate the mannerisms and accent of a particular culture.
Dancing Lantern: Animates a lantern that follows you. (Lantern does need oil for this version.)
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
First Aid Kit: Cures 2d(caster level) hit points (maximum 2d10). Alternatively, it may have the effect of delay poison plus healing 1d(caster level/2) hit points.
Flare Burst: As flare, but affects all creatures in 10 ft. (change area of effect to 15ft cone instead of 10ft burst for tourist version.)
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Ignore: Distracted creature suffers a -5 penalty to Perception checks.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Invigorate: Temporarily relieves fatigue or exhaustion.
Jump: Subject gets bonus on acrobatics checks to jump.
Jury-Rig: Temporarily removes the broken condition from the targeted object.
Lighten Object: One object weighs half as much as normal.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Play Instrument: Play instrument as if you were skilled.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Snapdragon Fireworks: Create 1 dragon firework/level. (Damage is 1d3 for the tourist version.)
Stumble Gap: Small hole trips creatures.
Tap Inner Beauty: Gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Transcribe: Records a conversation on a scroll, book, or tablet. (3rd party)
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Youthful Appearance: Target appears younger.

2nd-Level tourist Spells
Alter Self: Assume form of a similar creature.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Arcane Lock: Magically locks a portal or chest.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Book Ward: Protects objects from acid and fire damage.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Continual Flame: Makes a permanent, heatless torch.
Create Pit: Creates an extradimensional pit.
Create Treasure Map: Creates treasure map out of a creature's corpse.
Darkvision: See 60 ft. in total darkness. (Duration is 10 minutes/level for tourist version)
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Glide: You take no falling damage, move 60 ft./round while falling.
Gust of Wind: Blows away or knocks down smaller creatures.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Keepsake: Creates a picture of whatever is in front of you. (The picture appears 1 round after the spell is cast.)
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered. (Duration is 1 day/level or until discharged for tourist version)
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Oppressive Boredom: Target loses its next action.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Retrieve Item: Call an item instantly to you hand from nearby by speaking a special word and snapping your fingers.
Share Language: Subject understands chosen language.
Shatter: Sonic vibration damages objects or crystalline creatures.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Trail of the Rose: Creates an illusory rose trail that ripples and flows in the area that you and up to six others can see. Duration is 10 minutes per level for tourist version.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level tourist Spells
Blot: Ruins writing.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Countless Eyes: Extra eyes give all-around vision.
Darkvision, Communal: See 60 ft. in total darkness, divide the duration among creatures touched. (Duration is 10 minutes/level for tourist version)
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Distracting Cacophony: Noise makes it difficult to cast.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Explosive Runes: Deals 6d6 damage when read.
Force Punch: Target takes force damage and is pushed away.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Healing Thief: You siphon half of all magical healing that the targeted creature receives.
Hostile Levitation: Levitates the targeted creature up off the ground.
Illusory Script: Only intended reader can decipher.
Invigorate, Mass: As invigorate, but multiple creatures.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Nondetection: Hides subject from divination, scrying.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Pup Shape:Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Reckless Infatuation: Target is compelled to stay near another.
Secret Page: Changes one page to hide its real content.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Sleet Storm: Hampers vision and movement.
Souvineer: Turns a nearly worthless item into a good luck charm.(I may make an updated version of this spell later.)
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Tiny Hut: Creates shelter for ten creatures.
Tongues: Speak any language.
Unadulterated Loathing: Target is compelled to avoid another creature.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level tourist Spells
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aura of the Unremarkable: An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Confusion: Subjects behave oddly for 1 round/level.
Control Summoned Creature: Direct a summoned monster as if you had summoned it. (Tourist can use forgery skill in place of spellcraft but get -2 on the check.)
Curse of Disgust: Target is sickened when viewing a trigger.
Darkvision, Greater: See 120 ft. in total darkness. (Duration is 30 minutes/level for tourist version)
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Fire Trap:Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Locate Creature: Indicates direction to familiar creature.
Nondetection, Communal: Hides subject from divination, scrying. -divide the duration among creatures touched.
Minor Creation: Creates one cloth or wood object.
Mnemonic Enhancer: (Wizard or Tourist) only. Prepares extra spells or retains one just cast.
Moonstruck: Subject is enraged and confused.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: Magic horse appears for 1 hour/level, divide the duration among creatures touched.
Ride the Waves: Target can breathe water and swim.
Secure Shelter: Creates sturdy cottage.
Share Senses: See/hear/smell what your familiar is. (Can be used with a tourist's pet)
Smug Narcissism: Target is distracted by its sense of self.
Solid Fog: Blocks vision and slows movement.
Symbol of Revelation: Triggered symbol reveals illusions.
Tongues, Communal: Speak any language. -divide the duration among creatures touched.
Ward Shield: Your shield is effective at resisting some types of spells.

5th-Level tourist Spells
Animal Growth: One animal/two levels doubles in size.
Astral Projection, Lesser: Limited astral travel
Baleful Polymorph: Transforms subject into harmless animal.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dream: Sends message to anyone sleeping.
Envious Urge: Targets steal from or disarm others.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Fabricate: Transforms raw materials into finished items.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Interposing Hand: Hand provides cover against 1 opponent.
Life Bubble: Protects creature from sustained environmental effects.
Lighten Object, Mass: Multiple objects weigh half as much as normal.
Mage's Faithful Hound: Phantom dog can guard or attack.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Major Creation: As minor creation, plus stone and metal.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Nightmare: Sends vision dealing 1d10 damage and fatigue.
Passwall: Creates passage through wood or stone wall.
Planar Adaptation: Resist harmful effects of other plane.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Utter Contempt: Target's attitude worsens by two categories.
Treasure Stitching: Objects on cloth become embroidered.

6th-Level tourist Spells
Analyze Dweomer: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes. (One small object per 2 caster levels for tourist version, and can never animate an object bigger than large size.)
Antimagic Field: Negates magic within 10 ft.
Conjure Black Pudding: Summon a black pudding.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle's Splendor: As eagle's splendor, 1 subject/level.
Enemy Hammer: Allows you to telekinetically use a creature as a weapon.
Find the Path: Shows most direct way to a location.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breath water
Forceful Hand: Hand pushes creatures away.
Getaway: Teleports you and select creatures to predetermined location.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Joyful Rapture: Negate harmful emotions.
Legend Lore: Lets you learn tales about a person, place, or thing.
Mage's Lucubration:(Wizard or Tourist only.) Recalls spell of 5th level or lower.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and build hills.
Permanency: Makes certain spells permanent.
Repulsion: Creatures can't approach you.
Shadow Walk: Step into shadow to travel rapidly.
Stone to Flesh: Restores petrified creature.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Transformation: You gain combat bonuses.
True Seeing: Lets you see all things as they really are. The range of the tourist version is 60 feet instead of 120 feet.
Veil: Changes appearance of group of creatures.
A tourist cannot put any spells higher than 6th level into his spell journal unless they appear on the tourist spell list as a lower level.

Tourists and the Uses of the Spellcraft Skill
The following are uses of the spellcraft skill which are available to the tourist:
- Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
- Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
- Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
- Identify items using spells such as detect magic or identify. They get +2 on this check from the use of their spell.
- After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
The tourist uses his Charisma modifier for these checks instead of Intelligence, but the tourist cannot take ranks in the spellcraft skill (unless he has levels in another character class which has spellcraft as a class skill). For as long as he has no ranks in spellcraft, each 5 ranks in knowledge (arcana) add +2 to his check modifier. If the tourist has the spell he is trying to identify in his spell journal, that adds +4 to his modifier. And the magical aptitude feat can also add to the modifier as usual for the feat.

Tourist feats:
Pest Killer: This feat activates the Pest Repellent class feature even if the tourist has not reached tourist level 3 yet (but not more than once/day before L3). In addition, the pest repellent feature now always does damage to creatures within range at the time the pest repellent is activated. Damage is 1d6 at L1, 2d6 at L6, and +1d6 every 3 levels after that to a maximum damage of 6d6 at tourist level 18. A reflex save still halves the damage.
Affected creatures who try to enter the area while the pest repellent is in effect take 1/3 of this damage (whether they win their save to come near to the tourist or not).
This replaces (does not stack with) the normal level 15 improvement on the pest repellent feature.
Prereq: Tourist L1.

Long-Lasting Pest Repellent: The duration of the Pest Repellent feature is now 10 minutes x your charisma modifier x 1d6.
Prereq: Tourist L3, CHA 12.

Improved Luck Magic Exposure: When you take this feat, the following situations now also count as being exposed to a spell for the purposes of the tourist's Luck Magic feature:
- If an ally who is within 30 feet of the tourist is the target of a spell that has outward evidence which the tourist can see.
- If any creature, object, spot in space, or anything else within 15 feet of the tourist is the target of a spell that has outward evidence which the tourist can see.
This feat also raises the base chance of learning a spell by luck magic by +2% (before multipliers).
Prereq: Tourist L3, forgery 3 ranks.

Extra Favorable odds: +2 uses per day of the favorable odds class feature.
prereq: Tourist L7.


Elghinn Lightbringer wrote:
As to swap of all the monk abilities for the domain stuff, that's subjective and up for debate. Remember, he's gaining access to the domain powers, and its spells (one of each elvel 1/day) up to a 9th level spell. Only full casters like Sor/Wiz can typically cast 9th level spells, so the swaps should be pretty fair. Depneding upon the domain, he could be tossing a wail of the banshee, elemental swarm, mass heal, or true resurrection once per day. Consider that.

The reason I don't consider 9th level spells is I've never played a game where 9th levels spells were involved. For that matter, I don't think I've ever played a game where 7th or 8th level spells were involved either. I'm not exactly a long-time gamer, but I don't think I've ever played or GMed a game where the PCs got past character level 10. The high level spells make a big difference for those levels when they're available, but the reduced unarmed damage and bonus feats make a significant different from the beginning.


Just FYI: I was looking at the monk/cleric archetype on the website here: http://mcarchetype.wikispaces.com/Healing+Palm
for a certain character and noticed a couple mistakes.
- According to the description, channel energy should be 2d6 at L7, 3d7 at L10, 4d6 at L13, 5d6 at L16, and 6d6 at L18.
- Also the description for flurry of blows says the healing palm gets flurry of blows "as a monk equal to his healing palm level –3" but the table shows them getting the same flurry of blows bonuses as a monk of equal level.
- in the table "stunning strike" should say "stunning fist"

And one thing that's just my opinion: I don't think the access to domains is quite powerful enough to cancel out quite as many monk features as it does, especially as the unarmed damage is also reduced. What cleric ability is gained in exchange for the reduced unarmed damage from the monk?

I like a lot of these multiclass archetypes that I've looked at, thanks for making & sharing them.
(Though for this one, I think I'd allow the character to have the monk's full unarmed damage.)


My PCs (a barbarian/fighter, an alchemist, and a ranger) were helping some dwarves attack a glot fort. (Glots are 8ft tall humanoids which tend toward LE and are known for their pride. They are usually followers of Hextor). The PCs and two of the dwarves were a special forces team which went into the fort first while most of the armies fought out front. (This fort is more of a government building with an attached military barracks than a traditional kind of fortress, but I call it a fort.)

Instead of fighting their way to the door of the fort, the PCs told the small army of dwarves to stay back and not show themselves yet. Then they put the two dwarves they were with in fake bonds and walked up to the front door of the fort posing as mercenaries who offered to turn in the leaders of the dwarf rebellion in return for gold. They talked the guards into taking them to their boss (the captain of the fort) to discuss a price for the captives. Once they were with the military captain, they attacked the captain and the guards without having to fight through the army of glots to get there. There were some reinforcements called, but the PCs blocked the doors between the main part of the building and the barracks to slow down any further reinforcements while they went after their other target. The army of dwarves outside waited until the special forces unit had been inside the fort for a few minutes and then made their attack.

The PCs and the two dwarves in the special forces unit have three goals inside the fort. One was to kill the captain (already done), the second to kill the glot governor, and last to rescue the dwarf councilmember who was helping the rebellion but had been caught in the act. Rescuing the dwarf before he gets killed will likely be the hardest part (although it's also the part that has the least bearing in the final outcome of the battle).


cranewings wrote:
Gnome, I know. Your attitude is why I'm so excited about this player. Normally players need a lot of hand holding and can't handle being sub optimal or taking a step back. This guy is more than happy to RP it and do so without crying. It is almost like I'm playing an rpg.

It's always awesome to have players like that.


In my game, the PCs seem to invite and persuade a lot of NPCs they meet to come and adventure with them. Most of them are lower level than the PCs, but not all of them have been. I have killed off at least three of these characters who decided to go adventuring with the PCs. Currently, they have three NPCs adventuring with them. One is 1 level lower and the other two are 2 levels lower than the PCs.

One thing I do differently is that all of my NPCs in any role who stay in the story for awhile get XP. (But I kinda fudged my XP system to be simpler for me and in my system the NPCs getting XP doesn't make the PCs get any less XP than they otherwise would). And my heroic NPCs get rolled up with the same rules that the PCs do, but they don't draw undue attention to themselves or suggest strategies or solutions, and I often let the PCs mostly take control of them during combat.


I'm GMing a game and we just had an especially exciting game session. My PCs are helping a group of dwarves rebel against their oppressors. I planned for this battle more than I've planned for any other game, figuring how I wanted to handle the mass battle between armies. Basically I sent the PCs as a special forces unit on a mission which had a lot of influence on the outcome of the battle.

I had the mission planned on a difficuly level which made it so there was a decent chance that one (or possibly even more than one) of the PCs or other main characters would die if they didn't come up with a good strategy. I didn't plan a good strategy ahead of time and kinda suggest it to them, but they came through and thought of a good strategy giving them advantages even better than I had hoped they would. And they did it using in-game strategy and not by pulling out rules, mechanics, and class features with extra bonuses from somewhere.

That's how I like the game to go.

We didn't get all the way to the end of the battle at this session, but they already killed the toughest of the three bad guy leaders (who went down before getting a chance to use his nastiest features -that was the one thing I was disappointed about). They used a couple healing potions and we'll do the rest of the battle next time. They bypassed having to fight large numbers of the enemy for this session, but they might have to do some of that next time. And they've had some of their resources depleted, but I'm confident they'll come up with a way to win out.


I never liked it when classes seem to only have one really important ability score for all their class features, so the split between INT and CHA is intentional.

I made an exception that Forgery would still be a separate skill for the tourist. That's probably one of the most unconventional things about the tourist. Here's the reason why I did it that way:
The first draft of the character was made when I was GMing a modded 3.5 campaign and I liked the idea of the tourist learning magic by forgery because the knowledge of magic isn't meant for the likes of him, but he manages to learn some magic anyway. And when he does learn magic, he does things in a haphazard unconventional way. When I was recently updating the class for the Pathfinder system, I wasn't sure what to do with the tourist's forgery skill. I wanted to keep it separate and distinct from spellcraft, but combining it with linguistics didn't seem right because then the tourist would end up knowing a bunch of extra languages as a side effect. That didn't fit my idea for the flavor of this class, so I made it an exception. (In Discworld, the character Twoflower the tourist says he's good with langauges, but what he means is that he speaks his own langauge loud and slow thinking anyone should understand it.)

I also thought someone who learns and uses magic the way the tourist does should have less reliable spells than a normal arcane spellcaster. Maybe a lower save DC for his spells could replace the fail rate? But that wouldn't affect the spells that don't use a saving throw.

I had an alternate idea for the luck magic feature. Instead of rolling a d% every time to see if he learns a spell, I'd make it an active thing, so that when the tourist notices a spell, he can choose to try to learn it with his forgery skill. This way it would only happen when the player specifically thought about it and wanted to try to learn that spell. Not sure if that would actually be better though.

The first draft of this class was (kind of) tested once in my modded 3.5 campaign. The players got too busy and we ended up stopping that game after only a few sessions, so we didn't get much of a feel for how well the tourist mechanics worked. But the player of the tourist did really have fun with the flavor of the class. The tough part is working out mechanics which fit that flavor.


I have made a homebrew 'Tourist' character class. It was inspired by the nethack character class which was in turn inspired by Twoflower of the 1st two Discworld books (but there's no equivelent to the luggage in the character class...).
I thought I'd post it here to see what people think.

This link downloads my htm file with the Tourist class.

This link goes to my online page for the Tourist class on Google sites.
I couldn't get the internal page links to work on Google sites, so it's easier to maneuver the page if you download the htm file.

Quick summary/concept:
The tourist learns magic by making sloppy notes in a language he can understand (he can't read magical writing).
He casts arcane spells up to 6th level mostly similar to how a wizard casts (using intelligence and preparing spells).
He specializes in navagation, travel knowledge, and reliance on luck.
He's supposed to be a challenge class, a little weaker than other classes especially on early levels, but I want him to be playable alongside other player classes.
He also supposed to be unconventional. There's several aspects of the class which don't follow the usual mechanics for class features.


Aftermath: I thought I'd post an update of what happened with this situation, even thought it's nothing that special.

I didn't end up having much chance to try to convert the NE wizard because this character was so good at making people hate him that he got himself killed off. I had warned the player that this could likely happen at the rate his character was making enemies, so the player had another character ready to use (a CN wizard who went to the same magic school as his first character).

In this particular campaign, all my PCs are primarily motivated by money rather than doing good anyway (all of them now are neutral on the good/evil scale). They do happen to be adventuring in a kingdom whose government and majority of the people tend towards lawful good. The PCs are playing the role of outlaw vigilanties or mercenaries: even though their primary motivation is money, they usually get hired by lawful and/or good people who are desperate enough to ask the help of people like them. Even though their deeds are mostly for the good of the kingdom, they make enemies of the law enforcement at the same time.
It's working out pretty well as far as I'm concerned.


About the second question, on a second look I realized the place it says that you automatically fail all saves is only in spell descriptions like enter image where the caster's body is left unattended. So normally (while the spirit is still in the body) he would still be allowed saving throws even when unconsious. So nevermind that question...


Did a search, but didn't find another thread which answered this question (not even sure which subforum this should go in since I don't think there's any actual rule about this):
How do you handle making a touch attack before combat has started?

For example, say there's an antipaladin in disguise who goes to shake a PC's hand or pat him on the back and decides to use his touch of corruption at the same time?

You could have a very similar situation with a green hag and her touch of weakness combined with alter self.

I'm guessing the PCs don't get a chance to react until after it happens. (since they probably already failed their perception/sense motive check to realise that the antipaladin is an enemy) Would that count as a surprise round in combat?

EDIT: As a kindof semi-related question, one touch spell, death knell, targets a dying creature but allows a will save. If a character is dying then they're unconsious. I thought you automatically fail all saves when you're unconsious?


Is there any way (on this website or any other website) to search wondrous items by their effect (by a spell they imitate or something they give a bonus to)?
The only lists of wondrous items I've seen are just lists by name in alphabetical order and you have to read the description of each one to find one appropriate for what you're looking for.
thanks


I didn't see any mention of the Rakshasa Bloodline.
I recently played a PF game where we were starting at character level 10. I built a crossclass sorcerer /rogue with the Rakshasa bloodline. I could bluff the party paladin even while he used his lie-detecting class features. I can see the Rakshasa bloodline probably has only this kind of niche usefulness though. (Unfortunately, that game didn't last more than one or two sessions before the GM found a new job and had to cut the game short. Good that he found a new job though...)

In our current game, I'm the GM, and I have a NPC sorcerer with the Giant (3rd party) bloodline. That's a powerful bloodline, especially for this character who going to be a sorcerer who also fights in melee.
http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-3rd-party-publishers/spes-magna-games---sorcerer-bloodline/giant-bloo dline

The down side is that the rules for some of the giant bloodline features aren't very clear:
"Powerful Build (Ex): At 3rd level, you become particularly large and muscular. Whenever you are subject to a size modifier, you are treated as one size larger if doing so is advantageous to you."
- I was wondering if this size bonus can apply to CMB. Looks like it can.

Thanks for the guide, I'm sure that'll come in useful at some point (especially with choosing which spells to take).


DrDeth wrote:
will_asher wrote:
I'd like to try this without asking him to change his alignment. I'm pretty sure I can do this. What you have convinced me of is that I should be straightforward with the player and tell him I'd like to use the story to try to convert his character and basically ask his permission. If he doesn't like the idea, I'll just be okay with him staying evil. He may decide to change his alignment anyway just because I brought up the question to him.

Thanks for listening. Ok, let us meet half-way. Talk to him, yes- be straightforward, very good. Explain both the "conversion" bit .....and what I said. Give him a choice. Don't let him be obdurate in staying evil. It could be bad for your campaign.

(PS, as long as you are honest, straightforward and explain openly, it's not to late to ask him to change. If he is a mature player, he'll understand.)

I just had a chat on Facebook with the player of the NE wizard. Turns out he fine with me using the story to convert his character to non-evil. So that's cool.

DrDeth wrote:
Also keep a eye on that "CN" alchemist player too. (How old are these guys?)

Those two (the players of the NE wizard and the CN alchemist) are mid-twenties. The rest of us are a little older. The alchemist player pretty much always plays characters who are either CG or CN. The wizard player has been our GM in most of our past games, so I actually haven't seen him as a PC much.


DrDeth wrote:

Inexperienced DM's should not allow their player to play Evil PCs.

And, it's almost NEVER a good idea to have one evil guy in a otherwise Good party.

Will_asher, just tell your player: "Look, I am sorta new at DMing PF and so I'd rather not get into the complexities of inner-party conflict and morality issues. I'd like to get my feet wet with a heroic campaign with good aligned heroic characters. It's not you, it's me. Maybe next game, OK?". Don't try the "converting " angle. Its very likely the player with resent it or try to subvert it. Just say NO.

Maybe I should've asked for advice earlier, but I think it's a little late now to ask him to make major changes to his character after we've already started. Of course, he could easily change his alignment to N or CN and his character would only be slightly different (not as much murdering innocents...).

There's three others in the party, and of the two who have created their characters, one is a CN alchemist and the other is a N fighter, so it's not really an otherwise good party. It may be good NPCs who hire them most often, but they all really fight on the side of greed.

I'd like to try this without asking him to change his alignment. I'm pretty sure I can do this. What you have convinced me of is that I should be straightforward with the player and tell him I'd like to use the story to try to convert his character and basically ask his permission. If he doesn't like the idea, I'll just be okay with him staying evil. He may decide to change his alignment anyway just because I brought up the question to him.

PS: I appreciate you actually giving helpful advice rather than continuing the discussion on what a NE PC should or could be like.


Brayden Green wrote:

Two things:

I've drawn a hard line in the sand that none of my players will either
A) Openly kill PCs (stab in the back, etc)
or
B) Leave PCs in a situation where the "evil" pc could do something to save them, and instead leaves them to die (same thing as A in my mind).

This leads to the new PCs making the opposite of whatever the other PC is, and joining the group specifically to kill him. Feelings get hurt, and it is a really easy way to tear up a group and ruin everyone's fun.

My gaming group is a group of friends who hang out a lot both in gaming situations and doing unrelated things like watching football. I suspect that this player might sacrifice a bit of role-playing to avoid having his character betray the other PCs. But even if he did betray another PC, or if my last player who hasn't created his character yet decided to play a paladin to make trouble, I'm confident that things would be taken all in fun by the other players and whoever's character was killed would just roll up a new one and keep playing (The player of the NE wizard has implied that he wouldn't be too surprised or angry if he was killed by another PC).

Of course, with most gaming groups, your rules are probably a good idea.

Brayden Green wrote:
And for what it is worth, I think it is a bad idea to try to change a PCs alignment. If you aren't comfortable enough to have it in the campaign for the longhaul, you shouldn't have it in the campaign at all.

Hmmm, I disagree with the first sentence here (obviously), but I agree with the second. I'd be fine if his character did stay evil throughout the game. It's just that I'd be against him on some level like I said (and I think this player would be okay with me being against his evil character).

I don't like the "get on the plot train" style of GMing, but what GM doesn't manipulate his PCs? The trick is subtlety, to make the change in the character seem natural. It's like a well-written novel: It seems like the characters are free to make their own decisions, but still they change over the course of the story. It was all planned by the writer, but if he does his job well, it seems to the readers that it may have actually happened that way. The big difference is that in an RPG, there's a different author for each main character and each author doesn't nessesarily know where the other authors are trying to go with the story.
..Not that I'm altogether confident that I'll pull it off that well. That's why it's good to learn to GM and get experience when gaming with friends.


Deadmanwalking wrote:
will_asher wrote:
PS: A paladin and an inquisitor would never work together in my setting. To me, the idea of an inquisitor is a lawful evil guy who does his evil in the name of good.

Historically? Absolutely. But that has as much to do with the Inquisitor class as actual minstrels have to do with a Pathfinder Bard. Or actual knights in Charlemagne's time have to do with Paladins.

Read over the class. All it means is you're a more...covert agent of your deity than a Paladin or Cleric. You work for the deity themselves, not the church, and hunt down their enemies for them. That's it. No torture, Evil alignment, or anything else involved.

Forcing all members of the class to be evil is as silly and unfair (if less overtly so) as removing the Bard's spellcasting ability.

On the one hand if I had a player who wanted to play a good inquisitor I'd let him. I wouldn't force my view of the class on him.

On the other hand, the description of the class does lean toward what I said (although it isn't limited to what I described): "Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals." ..."Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith." (EDIT: now that I think about it, these two quotes kindof contradict each other. One says he answers to his deity, the other says he's free to go against his deity's wishes.)
http://www.d20pfsrd.com/classes/base-classes/inquisitor

Of course access to magical detect alignment spells and spells that make the target tell the truth (as opposed to forcing the target to confess to something they didn't do), make it a lot harder for an Pathfinder inquisitor to do evil in the name of good (deceving even himself into thinking he's doing good when he's actually quite evil).


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Duskrunner1 wrote:
...the other PCs are fodder for the NE PC. He can be friends with them, and help others out in the name of "Good" if it serves his purpose. However each and every one of them is expendable, and he has no issue with removing them from whatever goals he has placed for himself.

This is very similar to the way he described how he's going to play his character. Except he said (something to the effect of) his character has no problem with murder and evil acts to get his ends, but he didn't specifically mention other PCs in that statement.

Duskrunner1 wrote:
It reminds me of an old Dragonlance game I played in where one of the characters was NE. He did serve the Dark Queen, but no one knew. He played the role of friend to everyone, and assisted the demise of a few characters in situations that made it look like he was helping the victim, but instead assistance in their demise. He was found out in the fifth module and became an NPC shortly after a party battle (where the character escaped and became a re-occurring villain). One of the most memorable gaming experiences I have ever had.

It sounds like that situation was well-handled by the GM (and the player).

The character (I'll call him J.R.) has already committed one murder (and wasn't caught). He was seen by one person with blood on his clothes, but he bribed the guy to keep silent about it. His first victim wasn't someone anyone is going to miss anyway.

I'm going to introduce an NPC who you might say out-evils him by a lot. She's a deceitful cannibal witch with a level in the antipaladin class. I want to use her to push J.R. to make a choice between being outright evil or at least making him fight on the side with good even if he doesn't decide to be good himself. (Kindof like Draco Malfoy hanging out with Voldemort for awhile and thinking 'hey maybe this death eater thing isn't such a good idea.') Think it might work?

PS: A paladin and an inquisitor would never work together in my setting. To me, the idea of an inquisitor is a lawful evil guy who does his evil in the name of good.


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I'm a GM with not a lot of experience GMing (Actually this is my first time GMing Pathfinder, but I've done a D&D3.5 game before). We're just starting the game and have only played one session so far.

One of my players created a neutral evil aligned character. This doesn't cause problems with the other party members (yet, there's one player who missed the first game and hasn't created his character yet, so for all I know he'll choose to be a paladin...). The other PCs so far are chaotic neutral or just neutral. I want to allow him to play an evil character, but at the game time, I can't have a story where I don't want good to win. Which puts me against his character on some level. On the other hand, he went out of his way to role-play well as opposed to min-maxxing (another player, the chaotic neutral tiefling alchemist is a notorious min-maxxer). The player with the evil PC (a human wizard) is playing an older character (around 60 years old) so he took the ability adjustments for an old character (-3 to physical abilities and +2 to mental abilities*). He has a good backstory and even took a nearly useless feat (skill focus in his profession) to support his backstory. I want to reward this kind of role-playing, but as I said, I have trouble keeping myself from being on some level against the evil character.

I'm pretty much decided to try to use the storyline to try to slowly convert his character into being non-evil. So, I'd like to be straightforward and tell the player the I might try to convert his character, but I'm worried he'll think that I don't want him playing an evil character or that knowing that I'm kindof against him will make him not want to play his evil character.
I definitely not going to go out of my way to get his character killed because he's evil. At the same time, after only one session, the character has shown that he's very good at making enemies.

(*I'm aware that this can be considered min-maxxing for a wizard character, but I'm not seeing it that way because he does have a fitting backstory and even took a nearly-useless feat to support it. Besides, -3 to all physical abilities seems kindof severe even if it comes with +2 to the mental ones.
...And yes, I'm also aware that I use parenthesis too much. sorry.)