Raven's Head - Altering it to aid an Inquisitor?


Carrion Crown

Scarab Sages

My players just started Book 4, and I've been doing some thinking about Raven's Head. I definitely want it to be a big reward, it's long in coming. However, the only real Pharasman (that has been with the group since the start) is an Inquisitor, not a Cleric.

Because of this, while the mace is still a great weapon (+3 and undead bane), he won't get to use much of the weapon's secondary ability.

I was trying to come up with a bonus equal in power to the channel boost, but for an inquisitor. Has anyone else come across this, or have any ideas? Just brainstorming at the moment. :)


What about this:

The Inquisitor's Judgement ability is treated as if he was 3 levels higher when he's fighting undead.

Alternative: The Inquisitor gains Judgement Surge when he wields Raven's Head. If he already has this feat he can use it 1 additional time per day.

Grand Lodge

Thats a toughie. Maybe he can dip for cleric? Make him even more religious... besides power comes with sacrifice.

Grand Lodge

There are a few variants for Raven's Head in Evil Paul's magical item certificate post further down the boards. I believe one or two of them are just intelligent maces with a number of daily abilities. They might do the trick.

http://paizo.com/threads/rzs2nqaq?Bonus-Magic-Item-Handouts-for-Carrion-Cro wn

Scarab Sages

There's a feat called Channeling Scourge that allows an inquisitors levels to count as a cleric to harm undead. That makes it easy.
http://www.d20pfsrd.com/feats/general-feats/channeling-scourge


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I had the same issue in my campaign. Also, I dislike the disruption ability in general. Here's what I turned the Raven's Head into:

+3 undead bane heavy mace
In the hands of a worshiper of Pharasma, it counts as good, cold iron and silver for bypassing the DR of undead creatures.
Wielded by an inquisitor of Pharasma, it gains the following additional abilities:
Its undead bane ability stacks with that granted by the inquisitor class feature.
It gains the ghost touch property, and bypasses all DR possessed by undead creatures.
An undead damaged by the mace loses the ability to benefit from Fast Healing for one round. They also cannot be healed by negative energy or regain hit points via energy drain, ability drain or blood drain attacks during that round (other effects of those attacks still occur).
It can be used as a standard action to deal damage to a haunt. Haunts count as undead for the purpose of the bane ability.

(The last ability is deliberately there to make the last adventure a little less frustrating-- there's a lot of haunts in that book, and they're tough to fight without access to channeled energy)

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