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I plan to start pbp campaign set in my homebrewed world. At the start it will be Ptolus-like, set in a crumbling, sprawling, decadent, corrupt city, with history that stretches thousands of years - a city that outlived several empires which ruled it, and continues to exist in some kind of urban unlife. This is a darker place than Ptolus. Some of city's most interesting locations are: Night Market, where you can haggle with Hags and deal with the Devils; Old Court, where vampires dance to the silent music and trade in blood and dreams; Slaveport, located at the confluence of two great rivers, where barges bearing fresh slave-meat from East and West unload their cargo; Nightingale Street, where you can find any and all pleasures known to man or dragon; Old Dungeon, located beneath ruins of Constabulary, filled with corpses when the Great Plague struck the city two hundred years ago; Troll Bridge, built by Trolls at the bequest of Lord Mayor hundred years ago, and in return they got the toll rights and land to build their slums across the Grat River; Lord's Castle, overlooking the rivers, but without any lord living in it for the last 90 years... you get the picture, I hope.
Number of players is unlimited and players are encouraged to create gestalt characters. Starting level would be 1st, but players can create characters with racial levels, which would not count towards the level advancement. For example: Onmarh the Troll decides to enroll in the Constabulary. His level adjustment would be +5. He takes one level of fighter, so his ecl is 6. To advance to the second level of Fighter he would need to amass enough experience to reach ecl 7, right? Wrong. His racial levels do not count. Onmarh would need normal amount of xp for reaching second level. I plan to restrict starting ecl to +4.

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The city is called Kaledun, and both legends and history claim that it has arisen from it's ashes 39 times. One of the city's nicknames is "Crossroads of Worlds". That is true both literally and metaphorically. At the streets of Kaledun you could encounter an Elf from the far-away Crimson Empire, Dwarf from the fabled Orinor, devil-binder from the world of Golarion or Red Wizard from Toril.
People come to Kaledun seeking all kinds of things: wealth, fame, drugs, sex, magic weapons, slaves, love potions... You can by anything and everything at one of the Kaledun's markets - if you're willing to pay the price. Empire after empire struggled to conquer the city, but all the empires which held it came to ruin in but few short centuries. Kaledun is now a free city, ruled by the Mayor and City Council.

Caffeineated |

Think I'll do a Gestalt Cleric/Wizard, Half Eladrin(Half-Celestial)/Half Human, really a Half-elf, but a magical experiment from a Wizard he was apprenticed to accidentally targeted him and caused a bit of a change(pretty much same thing that happened to Araevin Teshur in The Last Mythal series)
Or then again maybe a Gestalt Wizard/Rogue, I'd make it a Half-Fiend at that point though.
And Fighter/Rogue is tempting...

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The large part of city's population is planetouched in some way. Half-fiends are numerous, as well as hagspawn. Half-vampires are less numerous away from the Vampire Court, but there are some, especially among halflings, who are favorite slave race for the city's upper class. Several dragons live in the city (in the human guise), so there are half-dragons as well.
I would prefer that characters are new to the city. Detailed backgrounds are encouraged and may net a bonus feat :)

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Ok, you've tempted me. Maybe a Pixie who has been captured by a Hag and bound to serve her for a year and a day, I could either be at the end of the term of service at the beginning of play, or part way through depending on what works for your game (I’d prefer the latter though, it could be interesting to be a servant to a hag...)

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There are 5 Great Gods: Aron, the god of sky, storm, lightning, wilderness and mountaintops - his animal is wolf; Gaia, goddess of earth, fertility, women, forests, soil - her animal is bear; Sol, god of sun, justice, rulers and laws - his animal is eagle; Luna, goddess of moon, waters, dreams and magic - her animal is owl, Mitra, god of soldiers, sacrifice and mercy - his animal is bull.

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Ok, you've tempted me. Maybe a Pixie who has been captured by a Hag and bound to serve her for a year and a day, I could either be at the end of the term of service at the beginning of play, or part way through depending on what works for your game (I’d prefer the latter though, it could be interesting to be a servant to a hag...)
That's just the kind of idea that suits this campaign. There's a prominent Hag in the community, sort of unofficial leader of Hag Market, called Baba Svetlana. She's 900 years old and rather uninterested in good or evil. She trades equally with heaven and hell and nobility often buys from her. She sells, among other things, used wishes, one night stand frog princes, slightly rotten pumpkin coaches and awakened mice bodyguards.

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Here's what I've put together for a background:
After many nights, Lugh had scoured his forest for gifts and finding that nothing was good enough for Lorelei, he decided to widen his search. First he searched along the river leading out onto the plains, but found nothing. Then he searched the plains themselves, but found nothing. Then he searched the hills to the north, but found nothing. Finally, just as he was beginning to think nothing would match Lorelei’s beauty, he searched the mountains.
Deep in the mountains, he came across an icy garden, bounded by a foreboding iron fence. Looking through the fence, his breath misting in the cold air, he saw it. In the centre of the garden grew a single rose, its frosty petals seeming to capture the night sky as they hung there. He knew immediately that his search was over, surely this would win Lorelei’s heart.
Slipping carefully between the bars of the fence, he made his way forwards, with each breath he came closer to his goal. But with each breath, he noticed too late, his body became colder and colder. Before he realised what was happening, his wings grew stiff and he plummeted to the ground, his limbs no longer responding. He lay there for what seemed like hours until eventually he heard the gate of the garden creak open, followed by slow footsteps on the gravel path. A woman appeared above him, dressed in dark robes. “You have trespassed in my garden little one,” she spoke as he struggled to move, “by the Old Laws you are now mine.”
As he felt the power of her words wash over him, his impulse to flee subsided and the cold relaxed its hold on his muscles. He was free from the paralysis that had gripped him, but he couldn’t help but shiver at the thought of the bonds that now held him.
Not sure what class... maybe Sorcerer/Rogue or Sorcerer/Bard (Fey heritage, naturally)
EDIT: Those awakened mouse bodyguards sound great!

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@Calixymenthillian
Background sounds terrific. Very faerie tale-like. And Pixies are great characters. All of your options would be a lot of fun to play, but you should consider some classes from the dark side as well. Your potential character may have learned something from the Hag, after all. Oh, and there is a possibility of meeting Lugh himself, so I would choose another name. Other than that, I always give my players an opportunity to gain bonus feat if they somehow manage to incorporate it in background story.

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What would be the stats on an awakened mouse bodyguard? Cause that sounds awesome to play!
I'd have to convert the stats from the 2nd Ed. There are several "subraces": Field Mice, they are mostly fighters; White Mice, mostly wizards; Forest Mice, rangers and Church Mice, clerics - obviously. In addition to awakened mice Svetlana awoke some hamsters as well, but it turned out that hamsters for some reason prefer to become paladins. The Hag forgot about her creations one time several hundreds of years ago, so there's a numerous community of small awakened animals in the city. In addition to mice and hamsters, there's an option of playing kercpa as well, from the pages of Dragon #214. So, if there's an interest in playing those races, I'll convert them - but it may take some time.

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I'd be mondo interested. Have to think something up and you'd have to be alright with having someone with no posts before this.
By all means, do join us. I'm new to this pbp business as well. We'll learn together.
The game will begin when at least four players join it, but there is no limitation in number of players and one player can create up to two characters.

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Thanks, I was going for a faerie tale feel.
I was thinking that rogue would cover the skills he would pick up serving the hag, and maybe choose cold-based spells to highlight her influence on his magic. As for the name... how about changing it to Luff?
Well, you can go with the rogue if you like. I wont pressure you to chose some class combination that is not fun for you ti play. I'm just saying there are alternatives. And Luff is more than fine.
To all players: When naming your characters, avoid giving them names of deities or mythological heroes. You never know when you'll run into one.

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Well, you can go with the rogue if you like. I wont pressure you to chose some class combination that is not fun for you ti play. I'm just saying there are alternatives. And Luff is more than fine.To all players: When naming your characters, avoid giving them names of deities or mythological heroes. You never know when you'll run into one.
What alternatives did you have in mind? I'm open to suggestions, I'm just not familiar with all of the splat-books.

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Concerning splatbooks: I have an extensive library, so if any of you would like to play, I don't know... let's say Noble from the Green Ronin's Masterclass series - I have the book. So, give your imagination a free reign.
Concerning the Pixie: Don't mind me. You are the player. For myself, I would probably go for ranger/sorcerer or even warlock sorcerer, but you build is fine and fun, especially if it fits the background of your character and what you intend to do with him (or her).
To all players: spontaneous casters use spell points instead of slots. Your number of spell points is number of spell slots multiplied with the levels of said slots. So, 1st level sorcerer has 3 spell points; 10th level sorcerer would have 66 spell points.

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Here's the discussion thread.[url=http://paizo.com/paizo/messageboards/community/gaming/playByPostDiscussion/nightfliersCemeteryOfEmpiresDiscussion[/url]
I need a little advice: should I repeat the setting information in the discussion thread?
Might as well, it'll probably be easier to have all of the information in the one thread.

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I have a question. Half ogre, is it +1 or +2 ecl? Different books seem to say different things. And would you be alright with a half ogre / half dragon if it is +1, I've always ended up as some kind of caster and want to go in completely the opposite direction.
It seems difficult to judge. In 3.0 it was +1, but in 3.5 it was +2. I'd say it's +2. Let's talk about this in a discussion thread. I have some ideas to toss around.

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James Martin wrote:What would be the stats on an awakened mouse bodyguard? Cause that sounds awesome to play!I'd have to convert the stats from the 2nd Ed. There are several "subraces": Field Mice, they are mostly fighters; White Mice, mostly wizards; Forest Mice, rangers and Church Mice, clerics - obviously. In addition to awakened mice Svetlana awoke some hamsters as well, but it turned out that hamsters for some reason prefer to become paladins. The Hag forgot about her creations one time several hundreds of years ago, so there's a numerous community of small awakened animals in the city. In addition to mice and hamsters, there's an option of playing kercpa as well, from the pages of Dragon #214. So, if there's an interest in playing those races, I'll convert them - but it may take some time.
I would love to play a forest mouse as a swashbuckling ranger, though I will check out the kercpa (?) as well if I have that issue!

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I have a question. Half ogre, is it +1 or +2 ecl? Different books seem to say different things. And would you be alright with a half ogre / half dragon if it is +1, I've always ended up as some kind of caster and want to go in completely the opposite direction.
Have you considered Lizardman/Half-Dragon?

grmnbln |

Have you considered Lizardman/Half-Dragon?
I did, but I also had another idea. There is a race in the fiend folio (p121) called the Maug. This particular Maug had been hired by an Archmage as one of a number of bodyguards. The Archmage was experimenting in ways to convert non living objects (namely constructs) into living flesh. Long story short he ended up testing his method on the Maug. One of the materials used in the ritual was a large quantity of dragons blood (they being powerfully magical beings). The ritual was a success, creating a living being out of stone. The only unexpected outcome was the fact that the dragon's blood had more of an effect than expected and the Maug ended roughly half draconic.
In terms of templates and whatnot that would be a Maug (+3 lvl), Incarnate construct (-2 lvl) and half dragon (+3 lvl).
If that is just too implausible I'll just go with the lizardfolk/half dragon. I just liked the idea of the stone into flesh thing.

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NF,
How about a Tibbit rogue from the Dragon Compendium? Shapechanging cat man with a penchant for stealing geese that lay golden eggs and the like?
I very much like the race, but you'll have to use some template to bring it to ecl +4. Perhaps an half-vampire tibbit, working for some lady of the Old Court (vampires)? But, ultimately, whatever you like. You can always take 4 levels of some NPC class. Lets move this to discussion topic, shall we?
Edit: ability modifiers: +2 Dex, +2 Int, -2 Str.

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nightflier wrote:Have you considered Lizardman/Half-Dragon?
I did, but I also had another idea. There is a race in the fiend folio (p121) called the Maug. This particular Maug had been hired by an Archmage as one of a number of bodyguards. The Archmage was experimenting in ways to convert non living objects (namely constructs) into living flesh. Long story short he ended up testing his method on the Maug. One of the materials used in the ritual was a large quantity of dragons blood (they being powerfully magical beings). The ritual was a success, creating a living being out of stone. The only unexpected outcome was the fact that the dragon's blood had more of an effect than expected and the Maug ended roughly half draconic.
In terms of templates and whatnot that would be a Maug (+3 lvl), Incarnate construct (-2 lvl) and half dragon (+3 lvl).
If that is just too implausible I'll just go with the lizardfolk/half dragon. I just liked the idea of the stone into flesh thing.
Well... I suppose it can be done. i'm not familiar with the Incarnate construct template. Where's it from? Let's talk about this on discussion page. Maugs are large creatures and that can be severely limiting, but there are excellent role play opportunities in Kaledun for both Maugs and Lizardfolk.

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Are you still interested in playing?
I am!
I'm thinking of something like a human half-fiend with fighter/sorcerer (fiendish bloodline) levels possibly heading for the Eldritch Knight PrC.
He's the byproduct of a bargain made between a minor noblewoman and one of the devils of the Night Market.
Either this, or same concept - but for the dragon bloodline (Dragon Disciple for the win). Obviously minus the Half-Dragon status so he can qualify for Dragon Disciple.

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samerandomhero wrote:Put me in coach! Pleasssssseeee! I promise I wont score on the wrong goal again. Really.Are you still interested in playing?
Yes, sorry about that. I kind of had a blank on what to make. You have a really cool game concept and I was stumped as to what to do. I will have something very shortly.
Cool concepts, PsiFox!! Looking forward to seeing what you make.
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nightflier wrote:
Are you still interested in playing?I am!
I'm thinking of something like a human half-fiend with fighter/sorcerer (fiendish bloodline) levels possibly heading for the Eldritch Knight PrC.
He's the byproduct of a bargain made between a minor noblewoman and one of the devils of the Night Market.
Either this, or same concept - but for the dragon bloodline (Dragon Disciple for the win). Obviously minus the Half-Dragon status so he can qualify for Dragon Disciple.
Welcome to the game. One thing, though: character must be new to the city.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

I'm thinking Warlock/Hexblade Ghost Elf
Racial abilities
Ghost Elven Traits
low light vision
immune to magical sleep
ghost elves glow with the brightness of a candle (5 foot radius) which can be supressed at will.
Etheral Power
Slip Binding(easy for them to perform escapes (Level 2)
See Invisibility (level 5)
Blink(as the blink spell)(level 8)
Etheral Jaunt (level 12)
Etheral Shift (level 18)
not 100% sure aboutt levels, can't find ssue of dragon
Race Background
Ghost Elves dwelt on the fringe of elven society. They made their homes amid the ancient roots of the forest, rarely making contact with other races.
Thousands of years ago, during the elven civil war that led to the fall of the Drow, the ghost elves maintained their isolation and remained neutral in the great racial struggle. After the defeated Drow retreated into the Underdark, they schemed against their distant cousins and launched an attack on the Ghost Elves. The very shelter that had kept them safe became fiercely contested battlegrounds. The Ghost Elves were no mach for the seasoned Dark Elven troops. They were virtually wiped out in the blink of an eye. The other surface elves were either unwilling or unable to aid their beleaguered kin, something the Ghost Elves have never forgotten or forgiven.
Help eventually arrived-from an unexpected source. As the defenses of the last settlement were colapsing, an alien entity calling itself Thule appeared and offered to save the Ghost Elves in return for their service.
Appalled by the slaughter of thier people the Ghost Elven leaders agreed without second thought only to realized they were tricked later on. Thule revealed himself as the Archduke Thulikazt, a pit fiend of almost godlike power, and took the Ghost Elves to his home in the Nine Hells of Baator. There he enslaved them, slowly destroying their spirits and their strong connection with the land. For hundreds of years, they toiled for the archfiend, and thousands were slaughterson the savage arena battles and pointless experiments for Thulikazt's pleasure. This is called "The Tempering" in Ghost Elven history.
Countless centuries passed and the archfiend grew lax, allowing his slaves to take up arms and join his forces in the Blood War. The Ghost Elves learned the arts of war and conquest from fiendish generals and hellish sorcerers. They became Thulikazt's elite bodyguards, drawing admiration and envy from other fiends.
The Ghost Elves secretly contacted their master's enemies and offered to serve those lesser fiends in return for aid in destroying their hated master. Greedy for the service of Thulikazt's elite bodyguards, they lay siege to Thulikazt's citadel only to find his mutilated corpse and a thank you note.
Today Ghost Elves live on the Etheral Plane. Their cities are usually built deep in woodlands and are at least partially underground. Due to their long captivity and the dangers their settlememts attract, their society has a srtong martial bent. A thousand years has not cooled the anger of the devils humiliated by the "elven treachery" and even today seek they seek out the Ghost Elves.
Personality: They are wary; earning their trustinvole namy sublte tests and trials. Dwarves compare them to mithral: beautiful and delicate in appearence, but stronger than the hardest steel.
Physical Description: Ghost Elves have the same height and weight of elves but are frailer. They reach adulthood at 30 years of age and live to about a 100 years shorter than most elves.
Gray hair and pale skin are nearly universal, with the occasonal having jet black hair. The eyes are the most striking feature; they are like twin mirrors lacking whith, iris, and pupil.
Language: It is an archaic dialect of Elven. The language borrows form Infernal so most who speack both Infernal and Elven can somewhat grasp what a Ghost Elf is saying.
Names: The Ghost Elves have abannoned the old tradition and have taken up a new one. All are given a first name, usually given by the parents. They earn a surname or "deed name" later on.
Male First Names: Griminnir, Kidsanat, Mendicalt, Peldraco, Quilvarin, Rhilianis
Female First Names: Akasa, Cherigi, Druilia, Ilrith, Kisurinda

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Works for me I'll get started on her tomorrow. For the other class I'd go with this if you find acceptable
The Hexblade for the Pathfinder Beta
Hexblades have the following game statistics.
Abilities: Charisma controls many of the hexblade's special powers, including his spellcasting. Strength is important for him because if his role in combat. Dexterity and Constitution both contribute to the hexblade's long-term survival.
Alignment: Any nongood.
Hit Die: d10.
Class Skills: The hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Table Hex-1: The Hexblade
Fort Ref Will --- Spells Per Day ---
Level BAB Save Save Save Special 1st 2nd 3rd 4th
1st +1 +0 +0 +2 Hexblade's curse 1/day - - - -
2ND +2 +0 +0 +3 ARCANE RESISTANCE - - - -
3RD +3 +1 +1 +3 METTLE - - - -
4TH +4 +1 +1 +4 BONUS FEAT 0 - - -
5TH +5 +1 +1 +4 HEXBLADE'S CURSE 2/DAY 0 - - -
6TH +6/+1 +2 +2 +5 CURSE TALENT 1 - - -
7TH +7/+2 +2 +2 +5 ARCANE TALENT 1 - - -
8TH +8/+3 +2 +2 +6 BONUS FEAT 1 0 - -
9TH +9/+4 +3 +3 +6 HEXBLADE'S CURSE 3/DAY, CURSE TALENT 1 0 - -
10TH +10/+5 +3 +3 +7 ARCANE TALENT 1 1 - -
11TH +11/+6/+1 +3 +3 +7 - 1 1 0 -
12TH +12/+7/+2 +4 +4 +8 BONUS FEAT, CURSE TALENT 1 1 1 -
13TH +13/+8/+3 +4 +4 +8 HEXBLADE'S CURSE 4/DAY, ARCANE TALENT 1 1 1 -
14TH +14/+9/+4 +4 +4 +9 - 2 1 1 0
15TH +15/+10/+5 +5 +5 +9 CURSE TALENT 2 1 1 1
16TH +16/+11/+6/+1 +5 +5 +10 BONUS FEAT, ARCANE TALENT 2 2 1 1
17TH +17/+12/+7/+2 +5 +5 +10 HEXBLADE'S CURSE 5/DAY 2 2 2 1
18TH +18/+13/+8/+3 +6 +6 +11 CURSE TALENT 3 2 2 1
19TH +19/+14/+9/+4 +6 +6 +11 ARCANE TALENT 3 3 3 2
20TH +20/+15/+10/+5 +6 +6 +12 BONUS FEAT 3 3 3 3
CLASS FEATURES
ALL OF THE FOLLOWING ARE CLASS FEATURES OF THE HEXBLADE.
WEAPON AND ARMOR PROFICIENCY: HEXBLADES ARE PROFICIENT WITH ALL SIMPLE AND MARTIAL WEAPONS, AND WITH LIGHT ARMOR BUT NOT WITH SHIELDS. BECAUSE THE SOMATIC COMPONENTS REQUIRED FOR HEXBLADE SPELLS ARE SIMPLE, A HEXBLADE CAN CAST HEXBLADE SPELLS WHILE WEARING LIGHT ARMOR WITHOUT INCURRING THE NORMAL ARCANE SPELL FAILURE CHANCE. HOWEVER, LIKE ANY OTHER ARCANE SPELLCASTER, A HEXBLADE WEARING MEDIUM OF HEAVY ARMOR OR USING A SHIELD INCURS A CHANCE OF ARCANE SPELL FAILURE IF THE SPELL IN QUESTION HAS A SOMATIC COMPONENT (AND MOST DO). A MULTICLASS HEXBLADE STILL INCURS THE NORMAL ARCANE SPELL FAILURE CHANCE FOR ARCANE SPELLS DERIVED FROM OTHER CLASSES.
HEXBLADE'S CURSE (SU): ONCE PER DAY, AS A FREE ACTION, A HEXBLADE CAN UNLEASH A CURSE UPON A FOE. THE TARGET MUST BE VISIBLE TO THE HEXBLADE AND WITHIN 60 FEET. THE TARGET OF A HEXBLADE'S CURSE TAKES A -2 PENALTY ON ATTACKS, SAVES, ABILITY CHECKS, SKILL CHECKS, AND WEAPON DAMAGE ROLLS FOR 1 HOUR THEREAFTER. A SUCCESSFUL WILL SAVE (DC 10 + ½ HEXBLADE'S CLASS LEVEL + HEXBLADE'S CHA MODIFIER) NEGATES THE EFFECT.
AT EVERY FOUR LEVELS BEYOND 1ST (5TH, 9TH, 13, AND 17TH), A HEXBLADE GAINS THE ABILITY TO USE HIS CURSE ONE ADDITIONAL TIME PER DAY, AS INDICATED IN THE ABOVE TABLE. MULTIPLE HEXBLADE'S CURSES DO NOT STACK, AND ANY FOE THAT SUCCESSFULLY RESISTS THE EFFECT CANNOT BE AFFECTED AGAIN BY THE SAME HEXBLADE'S CURSE FOR 24 HOURS.
ANY EFFECT THAT REMOVES OR DISPELS A CURSE ELIMINATES THE EFFECT OF A HEXBLADE'S CURSE.
ARCANE RESISTANCE (SU): AT 2ND LEVEL, A HEXBLADE GAINS A BONUS ON SAVING THROWS AGAINST SPELLS AND SPELL-LIKE EFFECTS EQUAL TO HIS CHARISMA MODIFIER (MINIMUM +1).
METTLE (EX): STARTING AT 3RD LEVEL, A HEXBLADE CAN RESIST MAGICAL AND UNUSUAL ATTACKS WITH GREAT WILLPOWER OR FORTITUDE. IF HE MAKES A SUCCESSFUL WILL OR FORTITUDE SAVE AGAINST AN ATTACK THAT NORMALLY WOULD HAVE A LESSER EFFECT ON A SUCCESSFUL SAVE (SUCH AS ANY SPELL WITH A SAVING THROW ENTRY OF WILL HALF OR FORTITUDE PARTIAL), HE INSTEAD COMPLETELY NEGATES THE EFFECT. AN UNCONSCIOUS OR SLEEPING HEXBLADE DOES NOT GAIN THE BENEFIT OF METTLE.
BONUS FEAT: AT 4TH LEVEL, AND EVERY FOUR LEVELS THEREAFTER (8TH, 12TH, 16TH, AND 20TH), A HEXBLADE GAINS A BONUS FEAT, WHICH MUST BE SELECTED FROM THE FOLLOWING LIST: ARCANE STRIKE, COMBAT CASTING, ESCHEW MATERIALS, GREATER SPELL FOCUS (ENCHANTMENT, NECROMANCY, OR TRANSMUTATION ONLY), GREATER SPELL PENETRATION, IMPROVED FAMILIAR, PERSUASIVE, SPELL FOCUS (ENCHANTMENT, NECROMANCY, OR TRANSMUTATION ONLY), SPELL PENETRATION.
AT 8TH LEVEL AND HIGHER, ADD THE FOLLOWING TO THE LIST OF AVAILABLE BONUS FEATS AVAILABLE TO THE HEXBLADE: ARCANE ARMOR MASTERY, ARCANE ARMOR TRAINING, ENLARGE SPELL, EXTEND SPELL, IMPROVED FAMILIAR, SILENT SPELL, STILL SPELL.
SPELLS: BEGINNING AT 4TH LEVEL, A HEXBLADE GAINS THE ABILITY TO CAST A SMALL NUMBER OF ARCANE SPELLS, WHICH ARE DRAWN FROM THE HEXBLADE SPELL LIST (SEE TABLE HEX-3 BELOW). HE CAN CAST ANY SPELL HE KNOWS WITHOUT PREPARING IT AHEAD OF TIME, JUST AS A SORCERER CAN (SEE THE PATHFINDER ROLEPLAYING GAME BETA, PAGE 41).
TO LEARN OR CAST A SPELL, A HEXBLADE MUST HAVE A CHARISMA SCORE EQUAL TO AT LEAST 10+ THE SPELL LEVEL (CHA 11 FOR 1ST-LEVEL SPELLS, CHA 12 FOR 2ND-LEVEL SPELLS, AND SO FORTH). THE DIFFICULTY CLASS FOR A SAVING THROW AGAINST A HEXBLADE'S SPELL IS 10 + THE SPELL LEVEL + THE HEXBLADE'S CHARISMA MODIFIER.
LIKE OTHER SPELLCASTERS, A HEXBLADE CAN CAST ONLY A CERTAIN NUMBER OF SPELLS OF EACH SPELL LEVEL PER DAY. HIS BASE DAILY SPELL ALLOTMENT IS GIVEN ON TABLE HEX-1. IN ADDITION, HE RECEIVES BONUS SPELLS PER DAY IF HE HAS A HIGH CHARISMA SCORE (SEE TABLE 2-3: ABILITY MODIFIERS AND BONUS SPELLS, PATHFINDER ROLEPLAYING GAME BETA, PAGE 5). WHEN TABLE HEX-1 INDICATES THAT THE HEXBLADE GETS 0 SPELLS PER DAY OF A GIVEN SPELL LEVEL (FOR INSTANCE, 1ST-LEVEL SPELLS FOR A 4TH-LEVEL HEXBLADE), HE GAINS ONLY THE BONUS SPELLS HE WOULD BE ENTITLED TO BASED ON HIS CHARISMA SCORE FOR THAT SPELL LEVEL.
THE HEXBLADE'S SELECTION OF SPELLS IS EXTREMELY LIMITED. A HEXBLADE BEGINS PLAY KNOWING NO SPELLS, BUT GAINS ONE OR MORE NEW SPELLS AT CERTAIN LEVELS, AS INDICATED ON TABLE HEX-2 BELOW. UNLIKE SPELLS PER DAY, HIS CHARISMA SCORE DOES NOT AFFECT THE NUMBER OF SPELLS A HEXBLADE KNOWS; THE NUMBERS ON TABLE HEX-2 ARE FIXED.
UPON REACHING 12TH LEVEL, AND AT EVERY THIRD HEXBLADE LEVEL THEREAFTER (15TH AND 18TH), A HEXBLADE CAN CHOOSE TO LEARN A NEW SPELL IN PLACE IN PLACE OF ONE HE ALREADY KNOWS. INN EFFECT, THE HEXBLADE ?GLOSES?H THE OLD SPELL IN EXCHANGE FOR THE NEW ONE. THE NEW SPELL'S LEVEL MUST BE THE SAME AS THAT OF THE SPELL BEING EXCHANGED, AND IT MUST BE AT LEAST TWO LEVELS LOWER THAN THE HIGHEST LEVEL HEXBLADE SPELL THE HEXBLADE CAN CAST. FOR INSTANCE, UPON REACHING 12TH LEVEL, A HEXBLADE COULD TRADE IN A SINGLE 1ST-LEVEL SPELL (TWO SPELL LEVELS BELOW THE HIGHEST LEVEL HEXBLADE SPELL HE CAN CAST, WHICH IS 3RD) FOR A DIFFERENT 1ST-LEVEL SPELL. AT 15TH LEVEL, HE COULD TRADE IN A SINGLE 1ST-LEVEL OR 2ND-LEVEL SPELL (SINCE HE CAN NOW CAST 4TH-LEVEL SPELLS) FOR A DIFFERENT SPELL OF THE SAME LEVEL. A HEXBLADE MAY SWAP ONLY A SINGLE SPELL AT ANY GIVEN LEVEL, AND MUST CHOOSE WHETHER OR NOT TO SWAP THE SPELL AT THE SAME TIME THAT HE GAINS NEW SPELLS KNOWN FOR THE LEVEL.
THROUGH 3RD LEVEL, A HEXBLADE HAS NO CASTER LEVEL. AT 4TH LEVEL, AND HIGHER, HIS CASTER LEVEL IS ONE-HALF HIS HEXBLADE LEVEL.
TABLE HEX-2: HEXBLADE SPELLS KNOWN
----------SPELLS KNOWN ----------
LEVEL 1ST 2ND 3RD 4TH
1ST - - - -
2ND - - - -
3RD - - - -
4TH 2 - - -
5TH 2 - - -
6TH 3 - - -
7TH 3 - - -
8TH 4 2 - -
9TH 4 2 - -
10TH 4 3 - -
11TH 4 3 2 -
12TH 4 4 3 -
13TH 4 4 3 -
14TH 4 4 4 2
15TH 4 4 4 3
16TH 4 4 4 3
17TH 5 4 4 4
18TH 5 5 4 4
19TH 5 5 5 4
20TH 5 5 5 5
CURSE TALENT (SU): AT 6TH LEVEL AND EVERY THREE LEVELS THEREAFTER (9TH, 12TH, 15TH, AND 18TH), THE HEXBLADE BEGINS TO GAIN A NUMBER OF TALENTS THAT CAN ENHANCE OR AUGMENT HIS HEXBLADE CURSE. UNLESS SPECIFIED, A HEXBLADE CANNOT SELECT AN INDIVIDUAL TALENT MORE THAN ONCE.
AURA OF UNLUCK (SU): ONCE PER DAY, A HEXBLADE WITH THIS TALENT CAN CREATE A BALEFUL AURA OF MISFORTUNE. ANY MELEE OR RANGED ATTACK MADE AGAINST THE HEXBLADE WHILE THIS AURA OF UNLUCK IS ACTIVE HAS A 20% MISS CHANCE (SIMILAR TO THE EFFECT OF CONCEALMENT). ACTIVATING THE AURA IS A FREE ACTION, AND THE AURA LASTS FOR A NUMBER OF ROUNDS EQUAL TO 3 + THE HEXBLADE'S CHARISMA MODIFIER (IF ANY).
A HEXBLADE CAN CHOOSE THIS TALENT MORE THAN ONCE. EACH TIME HE CHOOSES THIS TALENT, A HEX BLADE CAN USE THE AURA OF UNLUCK ONE ADDITIONAL TIME PER DAY.
CURSE BURST (SU): INSTEAD OF AFFECTING A SINGLE CREATURE WITHIN 60 FEET, A HEXBLADE WHO CHOOSES THIS CURSE TALENT CAN AFFECT ALL FOES WITHIN 30 FEET WITH A -2 PENALTY ON ATTACKS, SAVES, ABILITY CHECKS, SKILL CHECKS, AND WEAPON DAMAGE ROLLS FOR 1 HOUR THEREAFTER. A SUCCESSFUL WILL SAVE (DC 10 + ½ HEXBLADE'S CLASS LEVEL + CHARISMA MODIFIER) NEGATES THE EFFECT. CURSE BURST IS NOT AFFECTED BY GREATER HEXBLADE'S CURSE OR DIRE HEXBLADE'S CURSE.
DIRE HEXBLADE'S CURSE (SU): IF A HEXBLADE CHOOSES THIS TALENT, THE PENALTY ON ATTACKS, SAVES, ABILITY CHECKS, SKILL CHECKS, AND DAMAGE ROLLS INCURRED BY THE TARGET OF A HEXBLADE'S CURSE BECOMES -6. A HEXBLADE CAN ONLY CHOOSE THIS TALENT IF HE HAS PREVIOUSLY CHOSEN THE GREATER HEXBLADE'S CURSE TALENT.
EXTRA CURSE (SU): A HEXBLADE WHO CHOOSES THIS TALENT CAN USE HIS HEXBLADE'S CURSE ONE ADDITIONAL TIME PER DAY.
A HEXBLADE CAN CHOOSE THIS TALENT MORE THAN ONCE.
GREATER CURSE BURST (SU): IF A HEXBLADE CHOOSES THIS TALENT, THE PENALTY ON ATTACKS, SAVES, ABILITY CHECKS, SKILL CHECKS, AND DAMAGE ROLLS INCURRED BY THE TARGET OF A HEXBLADE'S CURSE BURST BECOMES -4. A HEXBLADE CAN ONLY CHOOSE THIS CURSE TALENT IF HE HAS PREVIOUSLY CHOSEN THE CURSE BURST TALENT.
GREATER HEXBLADE'S CURSE (SU): IF A HEXBLADE CHOOSES THIS TALENT, THE PENALTY ON ATTACKS, SAVES, ABILITY CHECKS, SKILL CHECKS, AND DAMAGE ROLLS INCURRED BY THE TARGET OF A HEXBLADE'S CURSE BECOMES -4.
IMPROVED AURA OF UNLUCK (SU): WHEN A HEXBLADE WITH THIS TALENT USES HIS AURA OF UNLUCK, THE MISS CHANCE BESTOWED BY THE AURA IS INCREASED BY 5%.
A HEXBLADE CAN CHOOSE THIS TALENT MORE THAN ONCE. EACH TIME HE CHOOSES THIS TALENT, THE MISS CHANCE BESTOWED BY THE AURA OF UNLUCK INCREASES BY AN ADDITIONAL 5%. A HEXBLADE CAN ONLY CHOOSE THIS TALENT IF HE HAS PREVIOUSLY CHOSEN THE AURA OF UNLUCK CURSE TALENT.
ARCANE TALENT (SU): AT 7TH LEVEL AND EVERY THREE LEVELS THEREAFTER (10TH, 13TH, 16TH, AND 19TH), THE HEXBLADE BEGINS TO GAIN A NUMBER OF ARCANE TALENTS WHICH MANIFEST AS DARK MAGICAL FORCES THE HEXBLADE CAN MANIPULATE. UNLESS SPECIFIED, A HEXBLADE CANNOT SELECT AN INDIVIDUAL TALENT MORE THAN ONCE.
ARCANE BOND: A HEXBLADE WHO CHOOSES THIS TALENT CAN EITHER OBTAIN A FAMILIAR OR BOND WITH AN OBJECT.
OBTAINING A FAMILIAR FOLLOWS THE RULES DETAILED ON PAGE 50 OF THE PATHFINDER ROLEPLAYING GAME BETA. TREAT THE HEXBLADE AS A WIZARD OF THREE LEVELS LOWER FOR DETERMINING THE FAMILIAR'S POWERS AND ABILITIES.
IF THE HEXBLADE CHOOSES TO BOND WITH AN OBJECT, THE OBJECT MUST FALL UNDER THE CATEGORY OF AN AMULET, A HELM, A RING, OR A WEAPON. THESE OBJECTS ARE ALWAYS MASTERWORK. IF THE OBJECT IS AN AMULET, HELM, OR RING, IT MUST BE WORN TO HAVE EFFECT, WHILE WEAPONS MUST BE WIELDED. IF A HEXBLADE ATTEMPTS TO CAST A SPELL WITHOUT HIS BONDED OBJECT WORN OR IN HAND, HE MUST MAKE A SPELLCRAFT CHECK EQUAL TO 20 + THE SPELL'S LEVEL OR LOSE THE SPELL.
A BONDED OBJECT CAN BE USED ONCE PER DAY TO CAST ANY ONE SPELL THE HEXBLADE KNOWS AND CAN CAST, UP TO ONE SPELL LEVEL BELOW THE HEXBLADE'S HIGHEST SPELL LEVEL. FOR EXAMPLE, A 12TH LEVEL HEXBLADE CAN USE HIS BONDED OBJECT TO CAST ONE ADDITIONAL 1ST OR 2ND LEVEL SPELL PER DAY. THIS SPELL CANNOT BE MODIFIED BY METAMAGIC OR OTHER ABILITIES.
A HEXBLADE CAN ENCHANT HIS BONDED OBJECT AS IF HE HAD THE REQUIRED FEATS. BONDED OBJECTS ONLY FUNCTION FOR THEIR CREATOR, INCLUDING ANY MAGIC ABILITIES ADDED TO THE OBJECT, MEANING THAT THEY CANNOT BE SOLD.
IF A BONDED OBJECT IS DAMAGED, IT IS RESTORED TO FULL HIT POINTS IMMEDIATELY FOLLOWING A FULL 8 HOURS OF REST BY THE HEXBLADE. IF THE SUBJECT OF AN ARCANE BOND IS LOST OR DESTROYED, IT CAN BE REPLACED AFTER 7 DAYS TIME IN A SPECIAL RITUAL THAT COSTS 200 GP PER HEXBLADE LEVEL. THIS RITUAL TAKES 8 HOURS TO COMPLETE.
ARCANE LEARNING: A HEXBLADE WHO CHOOSES THIS ARCANE TALENT IS ABLE TO ADD AN SPELL TO HIS LIST OF SPELLS KNOWN FROM OUTSIDE OF THE HEXBLADE SPELL LIST. THE SPELL HAS TO BE A SORCERER/WIZARD SPELL FROM EITHER THE ENCHANTMENT, NECROMANCY, OR TRANSMUTATION SCHOOLS, AND THE SPELL LEVEL OF THE SPELL IS TREATED AS ONE LEVEL LOWER. FOR EXAMPLE, A 16TH LEVEL HEXBLADE CAN USE ARCANE LEARNING TO ACQUIRE A 0-LEVEL SORCERER/WIZARD SPELL AND ADD IT TO HIS LIST OF 1ST LEVEL HEXBLADE SPELLS, A 1ST LEVEL SORCERER/WIZARD SPELL TO ADD TO HIS 2ND LEVEL HEXBLADE SPELLS, AND SO ON.
A HEXBLADE CAN ACQUIRE THIS ARCANE TALENT MORE THAN ONCE. EVERY TIME HE ACQUIRES THIS TALENT, HE CAN LEARN A DIFFERENT ENCHANTMENT, NECROMANCY, OR TRANSMUTATION SPELL TO ADD TO HIS SPELL LIST.
BONUS FEAT: INSTEAD OF AN ARCANE TALENT, A HEXBLADE CAN CHOOSE TO TAKE A FEAT FROM THE HEXBLADE BONUS FEAT LIST.
ENERVATING STRIKE (SU) : A HEXBLADE WHO CHOOSES THIS ARCANE TALENT CAN INFUSE HIS WEAPON OF CHOICE WITH NEGATIVE ENERGY. ONCE PER DAY, A HEXBLADE CAN MAKE A MELEE ATTACK THAT DEALS AN ADDITIONAL 1D6 POINTS OF NEGATIVE ENERGY DAMAGE. THE HEXBLADE THEN GAINS THIS AMOUNT OF DAMAGE AS TEMPORARY HIT POINTS, WHICH LAST FOR 1 HOUR. THE USE OF THIS TALENT MUST BE DECLARED BEFORE THE ATTACK ROLL IS MADE; IF THE ATTACK MISSES, THE ENERVATING STRIKE IS SPENT. IF YOU STRIKE WITH MORE THAN ONE ENERVATING STRIKE AND YOU STILL HAVE TEMPORARY HIT POINTS FROM A PREVIOUS STRIKE, THE TEMPORARY HIT POINTS STACK.
THIS ARCANE TALENT CAN BE CHOSEN MORE THAN ONCE. EACH TIME YOU CHOOSE THIS TALENT, YOU GAIN AN ADDITIONAL USE OF ENERVATING STRIKE PER DAY.
IMPROVED METAMAGIC (EX): WHEN A HEXBLADE CHOOSES THIS ARCANE TALENT, HE CHOOSES ONE METAMAGIC FEAT HE KNOWS. THE HEXBLADE CAN NOW APPLY THAT METAMAGIC FEAT TO ANY SPELL HE KNOWS WITHOUT ADDING THE LONGER CASTING TIME NORMALLY APPLIED TO SPONTANEOUSLY CAST SPELLS.
A HEXBLADE CAN CHOOSE THIS ARCANE TALENT MORE THAN ONCE. EACH TIME IT IS CHOSEN, IT MUST BE APPLIED TO A DIFFERENT METAMAGIC FEAT.
TABLE HEX-3: HEXBLADE SPELLS
1ST-LEVEL HEXBLADE SPELLS
ALARM: WARDS AN AREA FOR 2 HOURS PER LEVEL.
ARCANE MARK: INSCRIBES A PERSONAL RUNE (VISIBLE OR INVISIBLE).
CAUSE FEAR: ONE CREATURE OF 5 HD OR LESS FLEES FOR 1D4 ROUNDS.
CHARM PERSON: MAKES ONE PERSON YOUR FRIEND.
CONFUSION, LESSER: ONE CREATURE IS CONFUSED FOR 1 ROUND.
DARKVISION: SEE 60 FEET IN TOTAL DARKNESS.
DETECT MAGIC: DETECTS SPELLS AND MAGIC WITHIN 60 FEET.
DISGUISE SELF: CHANGES YOUR APPEARANCE.
ENTROPIC SHIELD: RANGED ATTACKS AGAINST YOU HAVE A 20% MISS CHANCE.
EXPEDITIOUS RETREAT: YOUR SPEED INCREASES BY 30 FEET.
HIDEOUS LAUGHTER: SUBJECT LOSES ACTIONS FOR 1 ROUND/LEVEL.
IDENTIFY: DETERMINES PROPERTIES OF MAGIC ITEM.
LIGHT: OBJECT SHINES LIKE A TORCH.
MAGIC AURA: ALTERS OBJECT'S MAGIC AURA.
MAGIC WEAPON: WEAPON GAINS A +1 BONUS.
MOUNT: SUMMONS RIDING HORSE FOR 2 HOURS / LEVEL.
PRESTIDIGITATION: PERFORMS MINOR TRICKS.
PROTECTION FROM CHAOS/EVIL/GOOD/LAW: +2 TO AC AND SAVES, COUNTER MIND CONTROL, HEDGE OUT ELEMENTALS AND OUTSIDERS.
READ MAGIC: READ SCROLLS AND SPELLBOOKS.
SLEEP: PUTS 4 HD OF CREATURES INTO MAGICAL SLUMBER.
UNDETECTABLE ALIGNMENT: CONCEALS ALIGNMENT FOR 24 HOURS.
UNSEEN SERVANT: INVISIBLE FORCE OBEYS YOUR COMMANDS.
2ND-LEVEL HEXBLADE SPELLS
ALTER SELF: ASSUME FORM OF A SIMILAR CREATURE.
BEAST SHAPE I: YOU TAKE THE FORM OF ONE SMALL OR MEDIUM ANIMAL.
BLINDNESS/DEAFNESS: MAKES SUBJECT BLIND OR DEAF.
BULL'S STRENGTH: SUBJECT GAINS +4 TO STR FOR 1 MIN/LEVEL.
DARKNESS: 20 FOOT RADIUS OF SUPERNATURAL SHADOW.
EAGLE'S SPLENDOR: SUBJECT GAINS +4 TO CHA FOR 1 MIN/LEVEL.
ENTHRALL: CAPTIVATES ALL WITHIN 100 FEET + 10 FEET PER LEVEL.
FALSE LIFE: GAIN 1D10 TEMPORARY HP + 1 HP PER LEVEL (MAX +10).
GLITTERDUST: BLINDS CREATURES, OUTLINES INVISIBLE CREATURES.
INVISIBILITY: SUBJECT IS INVISIBLE FOR 1 MIN/LEVEL OR UNTIL IT ATTACKS.
MIRROR IMAGE: CREATES DECOY DUPLICATES OF YOU (1D4+1 PER THREE LEVELS, MAX 8).
PROTECTION FROM ARROWS: SUBJECT IMMUNE TO MOST RANGED ATTACKS.
PYROTECHNICS: TURNS FIRE INTO BLINDING LIGHT OR CHOKING SMOKE.
RAGE: GIVES +2 TO STR AND CON, +1 ON WILL SAVES, -2 TO AC.
RESIST ENERGY: IGNORE FIRST 10 (OR MORE) POINTS OF DAMAGE / ATTACK FROM SPECIFIED ENERGY TYPE.
SEE INVISIBILITY: REVEALS INVISIBLE CREATURES AND OBJECTS.
SPIDER CLIMB: GRANTS ABILITY TO WALK ON WALLS AND CEILINGS.
SUGGESTION: COMPELS SUBJECT TO FOLLOW STATED COURSE OF ACTION.
SUMMON SWARM: SUMMONS SWARM OF BATS, RATS, OR SPIDERS.
TOUCH OF IDIOCY: SUBJECT TAKES 1D6 POINTS OF INT, WIS, AND CHA DAMAGE.
3RD-LEVEL HEXBLADE SPELLS
ARCANE SIGHT: MAGICAL AURAS BECOME VISIBLE TO YOU.
BEAST SHAPE II: YOU TAKE THE FORM OF A TINY OR LARGE ANIMAL.
CHARM MONSTER: MAKES MONSTER BELIEVE IT IS YOUR ALLY.
CONFUSION: SUBJECTS BEHAVE ODDLY FOR 1 ROUND/LEVEL.
DEEP SLUMBER: PUTS 10 HD OF CREATURES TO SLEEP.
DEEPER DARKNESS: OBJECT SHEDS SUPERNATURAL SHADOW IN 60 FOOT RADIUS.
DISPEL MAGIC: CANCELS MAGICAL SPELLS AND EFFECTS.
ELEMENTAL BODY I: TURNS YOU INTO A SMALL ELEMENTAL.
INVISIBILITY SPHERE: MAKES EVERYONE WITHIN 10 FEET INVISIBLE.
MAGIC WEAPON, GREATER: +1/FOUR LEVELS (MAX. +5).
NONDETECTION: HIDES SUBJECT FROM DIVINATION, SCRYING.
PHANTOM STEED: MAGIC HORSE APPEARS FOR 1 HOUR/LEVEL.
POISON: TOUCH DEALS 1D10 POINTS OF CON DAMAGE, REPEATS IN 1 MINUTE.
PROTECTION FROM ENERGY: ABSORB 12 POINTS/LEVEL OF DAMAGE FROM ONE KIND OF ENERGY.
REPEL VERMIN: INSECTS, SPIDERS, AND OTHER VERMIN STAY 10 FEET AWAY.
SLOW: ONE SUBJECT/LEVEL TAKES ONLY 1 ACTION PER ROUND, -2 TO AC AND ATTACK ROLLS.
STINKING CLOUD: NAUSEATING VAPORS, 1 ROUND/LEVEL.
VAMPIRIC TOUCH: TOUCH DEALS 1D6 POINTS OF DAMAGE/TWO LEVELS, CASTER GAINS DAMAGE AS HP.
WIND WALL: DEFLECTS ARROWS, SMALLER CREATURES, AND GASES.
4TH-LEVEL HEXBLADE SPELLS
BALEFUL POLYMORPH: TRANSFORMS SUBJECT INTO HARMLESS ANIMAL.
BEAST SHAPE III: YOU TAKE THE FORM OF A DIMINUTIVE OR HUGE ANIMAL.
BREAK ENCHANTMENT: FREES SUBJECTS FROM ENCHANTMENTS, ALTERATIONS, CURSES, AND PETRIFICATION.
CONTACT OTHER PLANE: LETS YOU ASK QUESTION OF EXTRAPLANAR ENTITY.
DETECT SCRYING: ALERTS YOU OF MAGICAL EAVESDROPPING.
DIMENSION DOOR: TELEPORTS YOU SHORT DISTANCE.
DOMINATE PERSON: CONTROLS HUMANOID TELEPATHICALLY.
ELEMENTAL BODY II: TURNS YOU INTO A MEDIUM ELEMENTAL.
ENERVATION: SUBJECT GAINS 1D4 NEGATIVE LEVELS.
FEAR: SUBJECTS WITHIN CONE FLEE FOR 1 ROUND/LEVEL.
INVISIBILITY, GREATER: AS INVISIBILITY, BUT SUBJECT CAN ATTACK AND STAY INVISIBLE.
PHANTASMAL KILLER: FEARSOME ILLUSION KILLS SUBJECT OR DEALS 3D6 POINTS OF DAMAGE.
PLANT SHAPE I: TURNS YOU INTO A SMALL OR MEDIUM PLANT.
SCRYING: SPIES ON SUBJECT FROM A DISTANCE.
SENDING: DELIVERS SHORT MESSAGE ANYWHERE, INSTANTLY.
SOLID FOG: BLOCKS VISION AND SLOWS MOVEMENT.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Mark Thomas wrote:It's fine. I like it. Can you point me to the thread?Works for me I'll get started on her tomorrow. For the other class I'd go with this if you find acceptable
** spoiler omitted **...
Did a google search for Pathfinder Hexblade. I'll see if I can find it again, heading out soon though will be back later