| Revolving Door Alternate |
Ok, I’m making my next PFS character. Since I recently got the book containing it, I am immediately intrigued by the possibilities inherent in the Medium class. In particular with regards to PFS play.
You never know who is going to sit at the table, with what sort of character, or often what capabilities will be useful during the session. Buff and combat control type abound? The champion can certainly profit in that arena. All caster group players? Maybe the one time the Guardian spirit is worth while. To protect them while they spellify everything in sight. Bunch of glass cannon types? Possibly they could use the healing of the hierophant. Melee focused builds? Maybe they need the spells of the archmage or the skills of the trickster. Social encounters expected? Well then the face qualities of the Marshal spirit may be just the thing. Everything pretty well covered? Take your pick!
I am aware that the Medium, even with the appropriate spirit, will never be as good as the PC focused on any particular capability. However, if the choice is going without the capability or the halfway decent Medium’s capability? The Medium should certainly be much better than going without. I have read that some people feel that the capabilities are not even at the ‘halfway’ decent point. Therefore, another build that really is good at something even if it is a duplicate will be better. I don’t believe that to be true. Or more accurately, I am not yet convinced that is true. So, I aim to give it a try and see what happens.
So here is what I’m looking at to start with:
½ Orc – Gives proficiency with falchion, so I have a pretty decent melee weapon whether I’m using the Champion spirit or not.
Took the Shaman’s Apprentice (endurance) and Sacred Tattoo (+1 to saves) cause I like them better than what they are replacing.
FCB are all going to +1/4 spirit surge uses.
For feats I’m taking:
Spirit Focus (Champion) - Since I figure that would be the adventuring default if nothing else in particular is needed. But I’m also seriously considering the Marshal or Hierophant.
Logical Spell – But I’m not sure it is worth while.
Combat Casting – Often seems to come up for me.
Power Attack – Always useful with a 2HW. Even on a ¾ BaB.
So here is the base build and what it will look like at level 7 with each of the spirits chosen (including spells, taboos, etc…). I just put a weapon and armor on to see what it is like. I have not even looked into specific gear as yet.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 52 (7d8+14)
Fort +6, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo (lust for knowledge)
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Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +8 (2d4+4/18-20)
Ranged +1 adaptive greenwood composite longbow +4 (1d8+3/×3) or
. . sling +7 (1d4+2)
Special Attacks arcane surge, archmage arcana, haunt channeler (3d6), seance boon (archmage), shared seance, spirit (Archmage, 1 influence)
Medium Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—mad monkeys[UM]
. . 2nd (4/day)—create pit[APG] (DC 15), haste, mirror image
. . 1st (5/day)—ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14), shield
. . 0 (at will)—detect magic, detect psychic significance[OA], disrupt undead, guidance, message, sift[APG], stabilize
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Statistics
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Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Appraise +2, Bluff +7, Diplomacy +7, Disable Device +5, Fly +6, Heal +4, Intimidate +7, Knowledge (arcana) +6, Knowledge (local) +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +10, Perform (sing) +7, Sense Motive +4, Sleight of Hand +3, Spellcraft +6, Use Magic Device +12
Languages Common, Kelish, Orc
SQ connection channel, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on concentration checks, Intelligence checks, and Intelligence-based skill checks), spirit surge 1d6
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
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Special Abilities
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+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Arcane Surge (Su) As a standard action, gain 1 influence to cast any known medium spell for free at +1 DC and CL.
Archmage Arcana (Su) Gain more spell slots and add 1 wizard spell per spell level to spell list.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Lust for Knowledge Must pursue any significant information at every opportunity.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Seance Boon (Archmage) +2 (Su) Damaging spells do +2 damage of same type vs. each target.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 52 (7d8+14)
Fort +9, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo (take all comers)
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Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +9/+9 (2d4+15/18-20)
Ranged +1 adaptive greenwood composite longbow +11/+11 (1d8+8/×3) or
. . sling +10/+10 (1d4+7)
Special Attacks haunt channeler (3d6), shared seance, spirit (Champion, 1 influence), sudden attack
Medium Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—haste, mirror image
. . 1st (2/day)—ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14)
. . 0 (at will)—detect magic, detect psychic significance[OA], guidance, message, sift[APG], stabilize
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 19
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Bluff +7, Climb +5, Diplomacy +7, Disable Device +4, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +4, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +10, Perform (sing) +7, Sense Motive +4, Sleight of Hand +2, Spellcraft +4, Swim +4, Use Magic Device +12
Languages Common, Kelish, Orc
SQ champion's prowess (net), connection channel, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
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Special Abilities
--------------------
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Champion's Prowess (Net) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Sudden Attack (Su) When making a full attack, gain an extra attack at highest bonus.
Take All Comers Must accept all combat challenge, break taboo if you or ally breaks rules of challenge.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 21, touch 14, flat-footed 19 (+7 armor, +2 Dex, +2 guardian)
hp 52 (7d8+14)
Fort +8, Ref +8, Will +7
Defensive Abilities sacred tattoo[APG]; DR 3/—; Resist acid 3, cold 3, electricity 3, fire 3, sonic 3
Weaknesses taboo (protector of all)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +8 (2d4+4/18-20)
Ranged +1 adaptive greenwood composite longbow +4 (1d8+3/×3) or
. . sling +7 (1d4+2)
Special Attacks haunt channeler (3d6), shared seance, spirit (Guardian, 1 influence)
Medium Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—haste, mirror image, paladin's sacrifice[APG] (DC 15)
. . 1st (2/day)—ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14)
. . 0 (at will)—detect magic, detect psychic significance[OA], guidance, message, sift[APG], stabilize
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 22
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Bluff +7, Diplomacy +7, Disable Device +4, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +4, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +10, Perform (sing) +7, Sense Motive +4, Sleight of Hand +2, Spellcraft +4, Use Magic Device +12
Languages Common, Kelish, Orc
SQ connection channel, guardian's shield, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on AC and on Constitution checks, Fortitude saves, and Reflex saves), spirit surge 1d6
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
--------------------
Special Abilities
--------------------
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (3) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (3) You have the specified Energy Resistance against Sonic attacks.
Guardian's Shield (Su) Gain proficiencies in heavy armor, shields, and tower shields.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Protector of All Must protect others from danger, even enemies (unless currently threatening).
Sacred Tattoo +1 to all saves.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +12
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 52 (7d8+14)
Fort +6, Ref +6, Will +9
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo (paladin code)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +8 (2d4+4/18-20)
Ranged +1 adaptive greenwood composite longbow +4 (1d8+3/×3) or
. . sling +7 (1d4+2)
Special Attacks channel positive energy 4/day (DC 16, 4d6), divine surge, haunt channeler (3d6), seance boon (hierophant), shared seance, spirit (Hierophant, 1 influence)
Medium Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—cure serious wounds, searing light
. . 2nd (4/day)—cure moderate wounds, haste, mirror image, communal protection from evil[UC]
. . 1st (5/day)—cure light wounds, ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14), shield of faith
. . 0 (at will)—create water, detect magic, detect psychic significance[OA], guidance, message, sift[APG], stabilize
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Bluff +7, Diplomacy +7, Disable Device +4, Fly +5, Heal +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +12, Perform (sing) +7, Sense Motive +6, Sleight of Hand +2, Spellcraft +4, Survival +2, Use Magic Device +12
Languages Common, Kelish, Orc
SQ connection channel, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on Wisdom checks, Wisdom-based skill checks, and Will saves), spirit surge 1d6
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
--------------------
Special Abilities
--------------------
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Surge (Su) Gain more spell slots and add 1 cleric spell per spell level to spell list.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Medium Channel Positive Energy 4d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paladin Code (Specify Deity Here) Must follow the code of the spirit's diety, as a paladin or antipaladin.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Seance Boon (Hierophant) +2 (Su) Healing spells restore +2 hp of damage.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 52 (7d8+14)
Fort +6, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo (leave none behind)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +8 (2d4+4/18-20)
Ranged +1 adaptive greenwood composite longbow +4 (1d8+3/×3) or
. . sling +7 (1d4+2)
Special Attacks haunt channeler (3d6), inspiring call +2 (standard action), marshal's order, seance boon (marshal), shared seance, spirit (Marshal, 1 influence)
Medium Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—haste, mirror image
. . 1st (2/day)—ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14)
. . 0 (at will)—detect magic, detect psychic significance[OA], guidance, message, sift[APG], stabilize
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Bluff +9, Diplomacy +9, Disable Device +4, Disguise +5, Fly +5, Heal +4, Intimidate +9, Knowledge (arcana) +4, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +11, Perform (sing) +9, Sense Motive +4, Sleight of Hand +2, Spellcraft +4, Use Magic Device +14
Languages Common, Kelish, Orc
SQ connection channel, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls), spirit surge 1d6
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
--------------------
Special Abilities
--------------------
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Inspiring Call +2 (standard action) (Su) As listed action, grant all allies in sight & hearing bonus to saves or att/dam for 1 rd.
Leave None Behind Cannot leave behind or sacrifice any ally, even summoned creatures.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Marshal's Order (Su) Can use spirit surge on new rolls, and on allies who were in seance in 30 ft.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Seance Boon (Marshal) (Seance Boon (Trickster)) (Su) Gain any seance boon of another legend.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (+2, 1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Next PFS medium
Male half-orc medium 7 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 52 (7d8+14)
Fort +6, Ref +8, Will +7
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo (no truth, only lies)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine falchion +8 (2d4+4/18-20)
Ranged +1 adaptive greenwood composite longbow +4 (1d8+3/×3) or
. . sling +7 (1d4+2)
Special Attacks haunt channeler (3d6), seance boon (trickster), shared seance, spirit (Trickster, 1 influence), surprise strike +2d6
Medium Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—haste, mirror image
. . 1st (2/day)—ear-piercing scream[UM] (DC 14), enlarge person (DC 14), liberating command[UC], reduce person (DC 14)
. . 0 (at will)—detect magic, detect psychic significance[OA], guidance, message, sift[APG], stabilize
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Endurance, Logical Spell[OA], Power Attack, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Acrobatics +3, Appraise +2, Bluff +9, Climb +4, Diplomacy +9, Disable Device +15, Disguise +5, Escape Artist +3, Fly +7, Heal +6, Intimidate +9, Knowledge (arcana) +6, Knowledge (local) +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +13, Perform (sing) +9, Ride +3, Sense Motive +6, Sleight of Hand +4, Spellcraft +6, Stealth +13, Survival +2, Swim +3, Use Magic Device +14
Languages Common, Kelish, Orc
SQ connection channel, half-orc/human medium, location channel (7 rounds), orc blood, spirit bonus (+2 on Dexterity checks, skill checks, and Reflex saves), spirit surge 1d6, trickster's edge (Disable Device, Stealth, +7 ranks)
Other Gear +1 mithral agile breastplate[APG], +1 adamantine falchion, +1 adaptive greenwood composite longbow (+2 Str) with 50 cold iron arrows, sling with 10 sling bullets, masterwork thieves' tools, 4 pp, 9 gp, 9 sp
--------------------
Special Abilities
--------------------
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Haunt Channeler (3d6, DC 23) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 23) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
No Truth, Only Lies You can never tell the truth.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Seance Boon (Trickster, Perception) +1 (Su) Gain +1 bonus to selected skill and it becomes a class skill.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Surprise Strike (2d6) (Su) First attack against each foe treats them as flat footed and deal extra prec dam vs. foes denied Dex.
Trickster's Edge (Disable Device, Stealth) (Su) Select to skills to become class, and get extra ranks in them.
Please let me know what you think, questions, comments, concerns, suggestions?
| David knott 242 |
One option to consider would be the Racial Heritage (Halfling) feat. That feat would give you access to the favored class bonus for Halflings, which lets you add +1/3 per Medium level to your Séance Boon (but not share that bonus with others).
The Gillman favored class bonus is even better, but as I recall PFS banned that option.
| David knott 242 |
I thought the Racial Heritage feat only applied to feats, spells, and magic effects. Are you sure it gives you the FCB of another race?
Yes, that is an effect related to race.
Pretty much the only thing it doesn't give you is access to that race's alternate racial traits, as you do not have the original standard racial traits to swap for them.
Markov Spiked Chain
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You should take Legendary Influence if you're really planning on switching up your spirit as a Medium. Metamagic/Spell Focus, Flagbearer, Power Attack, Exotic Weapon prof, etc should make your non-Champion spirits more viable.
But fundamentally, I think you're only rarely going to sit down at a table so full of DPS that you decide to play much other than Champion. It seems to be the only spirit they had time to playtest as balanced against other classes in that role. :(
| Revolving Door Alternate |
...
But fundamentally, I think you're only rarely going to sit down at a table so full of DPS that you decide to play much other than Champion. It seems to be the only spirit they had time to playtest as balanced against other classes in that role. :(
Not sure I agree. At our local games, we often are very much in need of someone with some scouting or face skills. Last game I was at had a very melee paladin, magus, and 2 druids.
We had the perception to find traps. Disarming them was the animal companions taking turns setting them off. The paladin had a halfway decent diplomacy because of his charisma and a couple of ranks. But we really could have used more diplomacy plus really needed more sense motive and bluff. Knowledge skills were also lacking, but the medium isn't great at providing those. We were also pretty poor at condition removal other than lesser restoration.We seem to have mostly DPR guys of one form or another in our area. Not all of them, but I would guess well over half.
| Woodoodoo |
One option to consider would be the Racial Heritage (Halfling) feat. That feat would give you access to the favored class bonus for Halflings, which lets you add +1/3 per Medium level to your Séance Boon (but not share that bonus with others).
The Gillman favored class bonus is even better, but as I recall PFS banned that option.
What is the Gillman favored class bonus? I can't find it anywhere.
| Obscure citations |
David knott 242 wrote:What is the Gillman favored class bonus? I can't find it anywhere.One option to consider would be the Racial Heritage (Halfling) feat. That feat would give you access to the favored class bonus for Halflings, which lets you add +1/3 per Medium level to your Séance Boon (but not share that bonus with others).
The Gillman favored class bonus is even better, but as I recall PFS banned that option.
Increase the medium’s spirit bonus by 1/6.
Apparently from Blood of the Sea.
| The Sideromancer |
Hi, I have just written a guide for the medium class here !
As it is a new guide, it is open for comments.
It may be useful to give the guide its own discussion thread.
As for my comments, it really seems like you got hung up on the versatility being the one true way to build as opposed to considering how the abilities could lend themselves to specialized builds. I would have liked sections on multiclassing as well. It just doesn't seem complete without that.
| PhD. Okkam |
Hi, I have just written a guide for the medium class here !
As it is a new guide, it is open for comments.
Storyteller, he is far from being so weak
| Rayfa |
Rayfa wrote:Storyteller, he is far from being so weakHi, I have just written a guide for the medium class here !
As it is a new guide, it is open for comments.
I have opened a discussion thread for my guide here
If you have some experience with the storyteller, I would be glad to know what makes it good or not so bad.