
Andru Cardei |

just looking at the pfsrd. However I ran a game with a gearhead.
he sent me a lot of the pdf info
BEACON
Sciences electromagnetics; Level gearhead 0
Duration 1 hour/level
Target Restrictions personal
When a contraption with this effect schematic is activated,
the exact location of the activator becomes a fixed point.
For the duration of this activation, the contraption always
displays the direction and distance to the point where it
was activated. This effect does not instruct the activator
on how to reach the point, but rather merely indicates the
direction to the point, even if that direction leads through
solid objects and other hazards.
Only one point can ever be displayed at any one time.
If the contraption is activated again before a previous
activation has expired, the previous activation and pointtracking
ends and is replaced by the new activation and
point-tracking.
CHEMICAL BURN
Sciences hydrology; Descriptors acid; Level gearhead 0
Duration instantaneous
Saving Throw Reflex half
A contraption with this effect schematic deals 1d3 points
of acid damage.
If successfully delivered as a ranged touch attack, this
effect schematic also deals 1 point of acid to all creatures
adjacent to the target.
CHILL
Sciences cryogenics; Descriptors cold; Level gearhead 0
Duration instantaneous
Saving Throw Reflex half
Target Restrictions not selective
A contraption with this effect schematic deals 1d4 points
of cold damage.
HYDRATE
Sciences hydrology; Descriptors water; Level gearhead 0
Duration instantaneous
Target Restrictions personal (see text)
Contraption Restrictions worn or hand-held
A contraption with this effect schematic creates a small
amount of water, up to 1 gallon per two constructor
levels, which is poured directly from the contraption.
Water weighs about 8 pounds per gallon. One cubic foot
of water contains roughly 8 gallons and weighs about
60 pounds. If poured out, 1 gallon of water is enough to
cover a 5-foot square area with a very thin layer.
ILLUMINATE
Sciences optics; Level gearhead 0
Duration 10 minutes/level
Target Restrictions personal (see text), cone, or burst
(emanation)
A contraption with this effect schematic shines light like
a torch or lantern for the duration, shedding normal light
in the contraption’s area and increasing the light level
for an additional 20 feet by one step, up to normal light.
This effect schematic can be ended prematurely as an
immediate action.
If the contraption has the personal target schematic,
the light radiates out in a 10-foot-radius burst from the
contraption itself. This effect schematic may be arranged
with other effect schematics.
Augment I: As a standard action, the activator can
prematurely end this effect schematic to create a bright
flash of light. Creating this flash of light gives this effect
schematic the light descriptor. This flash of light causes
all creatures in the contraption’s area (except for the
activator) to become dazzled for 1 minute unless they
make a successful Fortitude save. Sightless creatures, as
well as creatures already dazzled, are not affected by this
effect schematic.
Alternatively, this bright flash of light can be generated
upon activating a contraption with this effect schematic.
This activation of the contraption has a duration of
instantaneous. Augmenting this effect schematic
increases its level by 1.
LIFT
Sciences electromagnetics; Level gearhead 0
Duration concentration (up to 1 round/level)
Target Restrictions selective
This effect schematic lifts and moves a nonmagical
objects weighing up to 5 pounds at a distance of up to
25 feet + 5 feet per two levels of the constructor. Objects
moved by this effect can be moved up to 15 feet per round
and cannot be used to make attacks.
SCALD
Sciences combustion; Descriptors fire; Level gearhead 0
Duration instantaneous
Saving Throw Reflex half
Target Restrictions not selective
A contraption with this effect schematic deals 1d4
points of fire damage. This effect schematic does not
function under water.
SOAK
Sciences hydrology; Descriptors water; Level gearhead 0
Duration instantaneous
Saving Throw Reflex negates
Target Restrictions projected (ranged only), burst, cone, or line
A contraption with this effect schematic soaks a creature,
object, or area with water, extinguishing any normal fires on
creatures or objects which it is targeted against (or a single
5-foot square if made as a ranged touch attack). Magical fires
are unaffected. Any area targeted by this effect schematic is
left wet with a thin layer of water.
SPARK
Sciences electromagnetics; Descriptors electricity
Level gearhead 0
Duration instantaneous
Saving Throw Reflex half
A contraption with this effect schematic deals 1d4 points
of electricity damage.
If allowed in, Ill buy the pdf and forward it to you. I do have lots of information on things from my campaign I had the character in...and thats what made me think of him.
BURST
Minimum Contraption Level: 1
Range: close (25 ft. + 5 ft./2 levels)
A contraption with this target schematic affects everything it catches in a 10-foot-radius burst. Some effect schematics that use the burst target schematic are instead emanations, taking up the same area as the burst. These effect schematics typically have a longer duration and cannot be moved once created. They are noted by the word “emanation” in parentheses after the burst target restriction.
Augment I: The contraption affects everything in a 20-foot-radius burst. Its range increases to medium (100 ft. + 10 ft./level). Augmenting this target schematic increases its minimum contraption level requirement to 3.
Augment II: The contraption affects everything in a 40-foot-radius burst. Its range increases to long (400 ft. + 40 ft./level). Augmenting this target schematic increases its minimum contraption level requirement to 5.
CONE
Minimum Contraption Level: 0
Range: 15 ft.
A contraption with this target schematic affects everything in a cone-shaped burst.
Augment I: The range increases to 30 feet. Augmenting this target schematic increases its minimum contraption level requirement to 2.
Augment II: The range increases to 60 feet. Augmenting this target schematic increases its minimum contraption level requirement to 4.
LINE
Minimum Contraption Level: 1
Range: 30 ft.
A contraption with this target schematic affects everything in a 30-foot line.
Augment I: The range increases to 60 feet. Augmenting this target schematic increases its minimum contraption level requirement to 2.
Augment II: The range increases to 120 feet. Augmenting this target schematic increases its minimum contraption level requirement to 3.
PERSONAL
Minimum Contraption Level: 0
Range: self
A contraption with this target schematic only affects the activator. Effect schematics that are restricted to this schematic can be combined with other effect schematics, but the activator is the only target, regardless of other target possibilities. A contraption with this target schematic must be a worn contraption.
PROJECTED
Minimum Contraption Level: 0
Range: close (25 ft. + 5 ft./2 levels)
A contraption with this target schematic requires a either a melee or ranged touch attack that, if it hits, subjects a single target to its effects. When arranged with this target
schematic, effect schematics do not allow a saving throw to negate the contraption’s effects. The type of touch attack is chosen during construction. If the contraption requires a ranged touch attack, it fires a projectile. If the contraption’s projectiles miss, they are destroyed, preventing them from being returned to the contraption and reused. An activator aims the ranged touch attack from a contraption with this target schematic as if using a ranged weapon, and follows the same rules as ray attacks (Pathfinder RPG Core Rulebook: Magic: Aiming a Spell). If the contraption requires a melee touch attack, then this target schematic has a range of ‘touch’. If a melee touch attack from a contraption with this target schematic misses, the activator can hold the charge and try again with subsequent attacks.
SELECTIVE
Minimum Contraption Level: 0
Range: close (25 ft. + 5 ft./2 levels)
A contraption with this target schematic affects a single target within range, forcing the target to make a saving throw to resist the effects of a contraption.
Augment I: Instead of one target, the contraption affects up to one target per constructor level, no two of which can be more than 30 feet apart nor targeted more than once. The range increases to medium (100 ft. + 10 ft./level). Augmenting this target schematic increases its minimum contraption level requirement to 3.
ATTRACTION
Sciences psychology; Descriptors enchantment (charm), mind-affecting;
Level gearhead 1
Duration 10 minutes/level
Saving Throw Will negates
Target Restrictions selective
The target of a contraption with this effect schematic treats the activator as a trusted ally. The creature will defend the activator and will not attack the activator’s allies while the contraption persists. If the creature is attacked by the activator or his allies, this effect immediately ends (though other effects of the contraption may continue). A contraption with this effect schematic only affects creatures of the humanoid type; targets receive a +4 bonus on the saving throw if a contraption with this effect schematic has its target schematic augmented to affect more than one creature.
BURN
Sciences combustion; Descriptors fire; Level gearhead 1
Duration instantaneous
Saving Throw Reflex half
Target Restrictions not selective
A contraption with this effect schematic deals 1d4 points of fire damage per constructor level (maximum 5d4). This fire damage causes combustibles and targets that either fail their saving throw or that are not allowed a saving throw, to catch on fire (Pathfinder RPG Core Rulebook: Environment). The DC to avoid catching on fire or to put out a fire caused by this effect schematic is equal to the contraption’s saving throw DC. This effect schematic does not function under water.
Augment I: This effect schematic’s fire damage dice increases to 1d6 points of fire damage per constructor level (maximum 5d6). Augmenting this effect schematic increases its level by 1.
DETECT PARANORMAL
Sciences optics; Level gearhead 1
Duration concentration, up to 10 minutes/level
Saving Throw none
Target Restrictions cone (see text)
Contraption Restrictions worn (eye), hand-held
A contraption with this effect schematic functions like detect fauna or flora (including its augments), except it detects creatures of the undead type.
Regardless of the size of cone target schematic used, a contraption with this effect schematic detects a particular species of animal, vermin or plant that the constructor has previously encountered or studied in a 60-foot cone emanating out from you in whatever direction you face. The species of animal, vermin or plant can be changed each round. The amount of information revealed depends on how long you search a particular area or focus on a specific species of animal, vermin or plant.
1st Round: Presence or absence of that species of animal, vermin or plant in the area.
2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each individual present. If an animal, vermin or a plant is outside your line of sight, then you discern its general location.
Conditions: For purposes of this effect schematic, the categories of condition are as follows. If a creature falls into more than one category, the contraption indicates the weaker of the two.
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
Each round you can turn to detect a species of animal, vermin or plant in a new area. The contraption can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Special: Augmenting the cone target schematic of a contraption with this effect schematic does not alter this effect schematic’s area of detection. Instead, it doubles or triples (respectively) this effect schematic’s ability to penetrate barriers.
Augment I: The effect schematic no longer requires concentration to reveal information. Upon activation, the contraption reveals the location and condition of each individual present in the area. Augmenting this effect schematic increases its level by 2.
ELECTROMAGNETIC DEFLECTION
Sciences electromagnetics; Level gearhead 1
Duration 1 minute/level
Saving Throw Will negates (harmless)
Target Restrictions personal
The activator of a contraption with this effect schematic receives a +2 deflection bonus to AC. If the activator is attacked by a creature, weapon, or object that is comprised mostly of metal, the deflection bonus to AC increases by +2 against that attack.
Augment I: The deflection bonus granted by this effect schematic increases by +1 point for every four constructor levels. If the activator has a great deflection bonus from another source, this effect schematic instead increases that deflection bonus by +1, or by +2 if the activator is attacked by a creature, weapon, or object that is comprised mostly of metal. Augmenting this effect schematic increases its level by 2.
FADE
Sciences optics; Descriptors illusion (glamour); Level gearhead 1
Duration 1 round/level (up to 5 rounds)
Saving Throw Will negates (harmless)
Target Restrictions personal
The activator of a contraption with this effect schematic becomes invisible, as per the invisibility spell, for the effect’s duration. If the target attacks or otherwise takes an offensive action (as defined in the invisibility spell), this effect ends.
Augment: A contraption with this effect schematic can be activated as an immediate action. In this case, the effect lasts until the end of your next turn. This augment cannot be used if the contraption includes another effect schematic (unless that schematic can also be activated as an immediate action). This augment increases this effect schematic’s level by 1.
GLIDE
Sciences combustion; Level gearhead 1
Activation immediate action
Duration 1 round/level
Target Restrictions personal
A contraption with this effect schematiccauses the activator to fall at a rate of 20 feet per round, and for every 5 feet fallen in this way, the activator can move horizontally 20 feet, up to a maximum of 80 feet per round. Regardless of the circumstances, the activator can never gain elevation with this effect, and this effect immediately ends the next time the activator lands on a solid surface. If the effect ends while the activator is still gliding, he falls as normal.
SHOCK
Sciences electromagnetics; Descriptors electricity
Level gearhead 1
Duration instantaneous
Saving Throw Reflex half
A contraption with this effect schematic deals 1d6 points of electricity damage per constructor level (maximum 5d6).

Taldo the Tanner |
This is the crunch forRH's half-orc Soulknife, I will work on the fluff tonight and in the morning. He will be a local, living in the Olfden area. Abandoned as a toddler, found rummaging through the dump by a cleric of Erastil, he will eventually adopted by the local tanner.
What aspect of Necromancer are you looking for? I’m guessing minionmancer, in which case then I’d have to ask does it have to be animate Dead or are you ok with just summoning stuff? The Nightblade has a Dark Conjuror archetype that might appeal to you.
I really wasn't sure, I had been reading a series of books about a necromancer and was intrigued. I really like the 'white necromancer' but I felt the spell limitation was debilitating. Almost went Hellion or Death Mage, but I felt like they would be darker than I wanted to play, especially for being from Andor.
I prefer full BAB classes, and if I get in the game this will let me try out a Soulknife, which I've been thinking about for a while.

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I'm still debating on which dragon to pick, working out the background at the moment but will be hard pressed to finish it quickly, as I work in the package delivery world and this time of year is crazy.
I'm leaning towards gold/silver atm, with the idea that my character is more or less an ordinary dude before coming across the dragon. Either as a youngling, or even an unhatched egg. Seems like an interesting concept to have him grow through the story into an actual hero, and the focus thing may can help represent that as well, as more or less him deferring to the dragons judgement sort of thing.

Jereru |

Though I'm still working on the fluff (and most of it is already in my head), the crunch should be finished. Here is Braggi Wrongeye.

DM rel20 |

just looking at the pfsrd. However I ran a game with a gearhead.
he sent me a lot of the pdf info
** spoiler omitted **...
Based on what's just listed in d20PFSRD, I'm going to have to say no. I'm hoping someone was just lazy in typing up the summary, because there are some large gaps that need to be addressed:
1. There's no rules for building a contraption. That includes selecting a targeting schematic, and effects schematic, and augmenting the effect.
2. What's the contraption's weight?
3. How many effects can be stored in a contraption?
4. What's the size of a contraption? Are they 2-handed items? Are they standard actions to retrieve like alchemical items?
RE: targeting effects, I don't expect these to differ just on contraption level requirements; other build-a-spell classes have a higher cost for burst and line effects vs. single target and short range cones. Even then, the burst and line only require a contraption level of 1, which is just silly. Thus, at level 1 you can have a contraption that does a 1d4/level 20' fire burst with a range of 30', with 3x as many uses as a wizard. Yes, a sorcerer also gets 3 first level spells at level 1, but it's limited to burning hands as the AoE spell of choice. The gearhead also maintains access to higher level spells where the sorcerer falls behind.
Although the mechanics are fairly obvious and logical for a mechanical implementation of spells, the values selected for spells per day, spell level, and damage thresholds bleeds munchkinism.
Having the original content may answer some of the missing rules, but I suspect the values outside the power curve will remain.

Zwordsman |
Howdy.
I just saw this so I"ll have to draft up and repurpose another a character i made for this class-but then made in 5E but now amusingly trying to take it back to Machinesmith!. but I see your soft deadline is tomorrow so posting this spot now. ('cause its bed time!)
I'd adore playing Machinesmith (someone linnked it earlier). I've never gotten the chance to try it. have wanted to for a while. Also if the game goes high enough potentially the Prestige Class that features the machine smith. (Basicaly they become a Reploid from Megaman)
Her signature items would be her red hat, and pair of lapis and amythist goggles.
I can make a proper character alias and more fully developepd backstory tomorrow after work~
====
Alternatively. I'd love to try out the Tinkerer class. I played a Final Fantasy d20 game that has a class simliar to this one. It was kind of amusing to play a Puppeteer style character. I'm curious how well it would do in a Pathfinder game.
Character would be similiar regardless. just different in how they interact with things given classes.

Andru Cardei |

Here's the URL for a download of the original
Pure Steam campaign setting. Go to Gearhead
If after you look it over you say no. no harm no foul.
Gadgets weigh 2.5 pounds each
Contraptions 10pounds for hand held 5 pounds for body. It's the equalizer.
There's a feat that halves those, but it's still a trick. They also take up slots for magic items which helps negate some of the perceived imbalance.

Kurian |

Kurian's mother either died in childbirth or not long after, or ran away. His father, a dour but loving man of Kellid descent would not speak much of the young lad's maternal kin. Kurian's father Kurkar was for a while a member of the Diamond Knights, or at least served them, but left under a dark cloud of suspicion - theft, or collusion with darkwood-hungry river pirates was the charge levelled by the townsfolk. Not long after that Kurkar disappeared - some say murdered, other say fled - leaving the teenaged Kurian to fend for himself on their farm. Even up until that point, life in the town of Olfden had been hard enough for Kurian...
Growing up without a mother, and with a Kellid-ish father left Kurian always on the outer - wild, ragged, uncouth even for these rustic folk. Kurian did not help himself by acting a little touched, threatening to sic his imaginary "Wild Thing" onto children who bullied him, or traipsing off into the darkwooods and invariably becoming lost. His father was endlessly patient with Kurian, but sometimes he did wonder what was wrong with the boy...talk of Wild Things and mystic spirits and dark thoughts…
So now Kurian is a loner in the town, viewed as touched by some and pitied by others, even to the poit that some folk say his father finally had enough and abandoned the lad, nothing at all to do with dodgy darkwood thieves or fallings outs with Diamond Knights…
For his part, Kurian feels torn – he wishes to leave on a grand quest to find the Wild Thing, a trek he feels completely unprepared for, and yet feels compelled to stay on his farm, waiting for a father he doesn’t even know is still alive…
Have a Goal: Above all else, Kurian wishes to find the Wild Thing, the Beast he knows is half of his soul. He feels keenly that he should be roaming the wilderness with...something...but for the moment he is not worthy, or the time is not right.
Have a Reputation: "Wild Man" is not meant to be a compliment. As a child, it was "Wild Boy" - a derogatory term in air quotations, as if Kurian were a thing to be mocked and made fun of. Of Kellid stock. Motherless. A traitor father. Off with the fey in his mind, always wandering around pretending to be a great hunter, but unable to snare, fish or catch anything. The youth of Olfden, even their parents had no time for Kurian except to make him the butt of their jokes...
Have a Friend: Kurian's only friend is his father, and his father is...gone.
Have a Home: Despite his father's disappearance, their home is still Kurian's. A solid built house of stone and thatch with a dam small copse of timber trees south of Olfden and not far from the tower at Adamas. A barn holds a few goats, a pen for chickens. Here Kurian is master of all, and yet every nook and cranny, every knot in the wood speaks to him of his loss. No father. No mother. No siblings.
Have a Signature Item: The only thing he has left of his father is his father's blade, a well forged bastard sword once worn by his father when serving in the Diamond Knights. That his father left it behind is Kurian's only clue that his father may yet be alive.
Have a Problem: The farm can't run by itself, and with no one to help things are becoming run down. There is food to buy for the animals, weeding to be done and minor repairs that Kurian has no idea how to start, let alone finish. Truth be told, he'd leve in a heartbeat but his loyalty to his father keeps him holding on to the place.
Have a Secret: Something is happening to Kurian. Dark forces well inside him, and he knows he can enact an aura of dire power. He has no training, no mentor and no understanding of what is happening to him. Is he a Sarkorian God-caller? Is some Kellid witchcraft flowing through his veins? Whatever it is, it is becoming harder and harder to suppress.
Have a Reason to Be Brave: Kurian has a few reasons to be brave: to show the Olden folk that he is a true Kellid-descendant. To show himself he is his father's son. And finally, to be ready to face the Wild Thing and show it that he is ready, worthy and strong.

Today is a good day to... halp |

Today is a good day to... halp wrote:Re: the 2 classes, similar to the synergist and seer, I need to see the rules to make a call.
And of course, the obligatory "ask the GM about" class queries: How about either the Adventurer or Ninja/Kunoichi classes from d20pfsrd.com Publishing's Play Manga D20? No worries if you don't have that pdf/book available (no online srd listing available for them, unfortunately); admittedly, those were the only two classes that I've been able to wrap my head around in the whole pdf/book. ;p
No worries, I've got a link for both that I'm posting up... (fingers crossed that it'll be working)
Let me know if the link works for you. Otherwise, I can always go with something else on the list (managed to find the Shifu among my personal files). :)

DM rel20 |
1 person marked this as a favorite. |

Just a quick update-It looks like most submissions need a little more time and with Christmas this week, it might be easier to realistically start afterwords. So I’ll push the deadline to the 24th. That’ll be more fair for folks that trried to submit class ideas but required some back and forth discussion as well.
Re: the gear head, I’ll ok it after looking at the rule set a little more. The weight tax and slot decisions won’t be interesting until higher levels, but let’s see how people feel about it where it clearly has an advantage over normal casters in the low levels.

DM rel20 |
1 person marked this as a favorite. |

DM rel20 wrote:Today is a good day to... halp wrote:Re: the 2 classes, similar to the synergist and seer, I need to see the rules to make a call.
And of course, the obligatory "ask the GM about" class queries: How about either the Adventurer or Ninja/Kunoichi classes from d20pfsrd.com Publishing's Play Manga D20? No worries if you don't have that pdf/book available (no online srd listing available for them, unfortunately); admittedly, those were the only two classes that I've been able to wrap my head around in the whole pdf/book. ;pNo worries, I've got a link for both that I'm posting up... (fingers crossed that it'll be working)
** spoiler omitted **
Let me know if the link works for you. Otherwise, I can always go with something else on the list (managed to find the Shifu among my personal files). :)
In general, these look ok, although what makes up the Combat Focus here for the adventurer? I see the adventuring talent is a feat & skill attribute, but what do these combos look like? Mind posting a few?

DM rel20 |

Howdy.
I just saw this so I"ll have to draft up and repurpose another a character i made for this class-but then made in 5E but now amusingly trying to take it back to Machinesmith!. but I see your soft deadline is tomorrow so posting this spot now. ('cause its bed time!)I'd adore playing Machinesmith (someone linnked it earlier). I've never gotten the chance to try it. have wanted to for a while. Also if the game goes high enough potentially the Prestige Class that features the machine smith. (Basicaly they become a Reploid from Megaman)
** spoiler omitted **
I can make a...
Honestly, the Tinker class is hard to evaluate on paper without doing tables of number crunching calculations to see if the automatons exceed or fall short of a summoner. I expect it to be less than a summoner since the base stats don't compare, but the abuse of action economy does start to creep as you get to deploy more. Nonetheless, I don't see a problem with this in the current level range, so you can try it if you like.

Zwordsman |
Honestly, the Tinker class is hard to evaluate on paper without doing tables of number crunching calculations to see if the automatons exceed or fall short of a summoner. I expect it to be less than a summoner since the base stats don't compare, but the abuse of action economy does start to creep as you get to deploy more. Nonetheless, I don't see a problem with this in the current level range, so you can try it if you like.
I'll look things over a bit more since the deadline was extended a tad.
Machinesmith, TInnkerer, and ARtificer (Adament Entertainment) are my favorite 3rd party classes. Though the latter is hard to find games that suit it (no attack bonus; so really works best if they end up with extra magic stuff to convert to other magic stuf).but if you're curious about Artificer class I'd also be into that. Love their strange spell mechanic, was a fun balance with the multi spell effects and limited pool. Coudl be broken, but its far more fun to make neat inventions. I loved making a Taser Glove, a Stim Pack, etc. Plus the risk of breaking is really dangerous becaues it takes huge amount of hours of work to fix/remake the item so if it busts mid adventure you just lost your spell levels for a while. But in exchange they have a real rough time if the game doesn't have stuff like extra wands etc. But it is really cool to have a "item specialist"
For now I'll go read Tinkerer again to properly refresh (and differntiate from the FFD20 version).

DM rel20 |

DM rel20 my apologizes, the more I work on Taldo's backstory, the less interesting he becomes. I'm going to remove myself from the application process. Thanks for running the game, Good luck and good gaming everyone.
For what it's worth, you should look at the death sphere for Spheres of Power classes.

DM rel20 |

but if you're curious about Artificer class I'd also be into that. Love their strange spell mechanic, was a fun balance with the multi spell effects and limited pool.
For now I'll go read Tinkerer again to properly refresh (and differntiate from the FFD20 version).
No to the Artificer. This is a prime example of a poorly written character class. Although the premise is cool and exciting, the lack of refinement for creating weird science items makes the class unusable. As written, you can shove 5 Level 4 spells into an item at level 1 and have no dire consequences until you try to use it for the 3rd time that day, in which case it's a high UMD check that only risks breaking the item, which doesn't really matter since there's no cost associated with creating it in the first place.

Zwordsman |
Yup figured that. I love the spell mechanics dislike the rest haha.
I know how to build a good machinesmith..
but the Tinker is just very weird and I have no clue how useful it'd be really.
So, lets go with that bundle of weirdness. Seems like a fun thing to try a class vastly different than my usual.
Will need to figure out how to use the main character in combat wise though; since commanding isn' every round. Simple weapons only, no accuracy booster either. Makes that a bit harder
Interesting interesting; no clue. time to read feats and weapons for neat ideas.
Will be back with a character then~ Unless life goes sideways with holiday shifts. (Which if that does so. do enjoy)

Malik Zellgrad |
(Zwordsman's Tinker Here)
Sorry not finished entirely; been a while since I built a new Pathfinder character (long running games generally)
Unfinished.
To do list:
Not Equipment Items (always have trouble)Purchased battle gear already.
Traits (Are there restrictions to these?; off hand was hoping for Stealth and Trapfinding perhaps not sure what /if any does that. I'm reading them).
level 1 feat (though likely the 3rd party one that comes with the class. Or more skills) Posslbly switching out Healer's hands since that won't be readily usable until I get some more healer points.. Few debates going on for me here.
The "Motivation Questionaire" you posted.
and migrate the background I wrote from my work tablet to my home PC to add to this.
Unless there are multiple other TInker's in the world might need to discuss if there are any other ways (other than leveling) to learn the recipes so to speak. Or if I can create them at cost and time investment. Not sure exactly.

Today is a good day to... halp |

In general, these look ok, although what makes up the Combat Focus here for the adventurer? I see the adventuring talent is a feat & skill attribute, but what do these combos look like? Mind posting a few?
No worries, DM rel20, also am glad to hear that they look OK to you and I don't mind posting the relevant info at all. :)
Basically, I put all of the relevant info/descriptions for the Adventurer and the Kunoichi Ninja into two folders labelled "various attributes" and "gen-combat feats". You should read the "various attributes" folder first then the "gen-combat feats" folder after.
Pretty much all of the class features get a certain point total value in the stuff contained in both folders. There's even "Defects" that gives a certain point value for an even exchange of class features but I didn't bother putting those into any of the 3 folders though. I could do so but only if there's any real interest in them.
The "extras" folder is there just in case you want to see what other stuff is offered in Play Manga D20. ;)
As a quick aside, I know what you mean about that whole combat focus bit with the Adventurer; took me a whole lotta searching thru the PDF to find it but I eventually found that blasted combat focus info. :)
In the file on the link, go to the various attributes folder. In attributes 4, look under Bonus Feats (Ex) at the Feats & Skill Attributes Heading. Combat Focus will be listed under the third subheading there.
The short version is that they're bonus combat feats but they have to be "attuned" to just one chosen foe at a cost of just 1 standard action. There are later feats listed that shorten that standard action to a move action and so on. Those can be found in the "gen-combat feats" folder.
Hope this info helps. :)

Oceanshieldwolf |

I will be fairly busy until the 25th. So I likely won't get much done on my submission until then.
What level do you see this game running too?
From upthread:
Jereru wrote:... I don't have a formal plan in mind. PBP tends to have a high attrition rate, so I'll probably wait until we reach the end.I have a question, if you don't mind. Actually, two questions :P
Is your plan to keep going after the module has finished? I've read players can end up about 3rd level. I'd be interested in a further progression, which really lets us taste the feel of the character.

Toptomcat |
Okay, here's a goofy character concept for you: a displaced Solar Exalt, totally confused by the different metaphysics in play around him and who in turn totally confuses everyone else by being able to do things gratuitously outside the box. Requesting Dinyomi with some stuff from Megaligeti and Anakitos thrown in with Broken X Amalgam (https://forums.giantitp.com/showthread.php?517754-Mythos-Compendium-2-0), possibly with the support of a rare few Horrifically Overpowered Feats and maybe Spheres stuff and stuff from the Oaths system on the Spheres wiki and the use of the Ultimate Combat Armor as DR rules- not necessarily to make the character more *powerful* but to emulate the alien feel of a Storyteller System character stuck in a D&D world. They'd have powerful strengths, but I'd also be taking things to give them significant weaknesses that map to where Storyteller System characters differ mechanically and flavorwise from D&D characters- they'd be a frontliner with very low Con because Exalted is a system without the conceit of increasing hit points as you level, I'd take the Sheltered drawback because Exalted is a wound-penalty system where you don't function at 100% efficiency when you're one poke away from dropping where you stand, stuff like that.
Would that work for you, or is it too odd a request?

Zwordsman |
Howdy.
A note I updated the character again. (I'm probably gonna switch the name to Zazz (Zelgadis his last name. Bunraku his made up "adventuring name" and Pupeteer being what some folks around town know him as).
I did have a question; does your traits have any restrictions?
I'd like to take Frontier Healer as it fits his backstory and gives me Heal class skill. Its a campaign feat (and not this one if this is a premade one? I've no clue) Or clockwork surgeon which is a religion one (though fits his teacher) doesn't give heal skill but still some benefits.
Healer Hands feat fits his story well; although at level 1 its unlikely to be useful haha. More so if the level doesn't go very high ultimately. Still its great for the character concept.
Debating which other options would fit well.

DM rel20 |

(Zwordsman's Tinker Here)
Sorry not finished entirely; been a while since I built a new Pathfinder character (long running games generally)
Unfinished.
To do list:
Not Equipment Items (always have trouble)Purchased battle gear already.
Traits (Are there restrictions to these?; off hand was hoping for Stealth and Trapfinding perhaps not sure what /if any does that. I'm reading them).
level 1 feat (though likely the 3rd party one that comes with the class. Or more skills) Posslbly switching out Healer's hands since that won't be readily usable until I get some more healer points.. Few debates going on for me here.
The "Motivation Questionaire" you posted.
and migrate the background I wrote from my work tablet to my home PC to add to this.Unless there are multiple other TInker's in the world might need to discuss if there are any other ways (other than leveling) to learn the recipes so to speak. Or if I can create them at cost and time investment. Not sure exactly.
Traits should be from Paizo sources and follow the no duplicate category rule.
For blueprints, we can work on that as the game progresses. The module runs 1-3, with the latter level up being close to the end like most cases. Given the obscurity of the class/tech, opportunities to learn more popping up 1/3 levels seems about right, so if this continues, then it can be adjusted there... especially in a remote wilderness area like Darkwood Vale.

DM rel20 |
1 person marked this as a favorite. |

DM rel20 wrote:
In general, these look ok, although what makes up the Combat Focus here for the adventurer? I see the adventuring talent is a feat & skill attribute, but what do these combos look like? Mind posting a few?No worries, DM rel20, also am glad to hear that they look OK to you and I don't mind posting the relevant info at all. :)
** spoiler omitted **
Basically, I put all of the relevant info/descriptions for the Adventurer and the Kunoichi Ninja into two folders labelled "various attributes" and "gen-combat feats". You should read the "various attributes" folder first then the "gen-combat feats" folder after.
Pretty much all of the class features get a certain point total value in the stuff contained in both folders. There's even "Defects" that gives a certain point value for an even exchange of class features but I didn't bother putting those into any of the 3 folders though. I could do so but only if there's any real interest in them.
The "extras" folder is there just in case you want to see what other stuff is offered in Play Manga D20. ;)
As a quick aside, I know what you mean about that whole combat focus bit with the Adventurer; took me a whole lotta searching thru the PDF to find it but I eventually found that blasted combat focus info. :)
In the file on the link, go to the various attributes folder. In attributes 4, look under Bonus Feats (Ex) at the Feats & Skill Attributes Heading. Combat Focus will be listed under the third subheading there.
The short version is that they're bonus combat feats but they have to be "attuned" to just one chosen foe at a cost of just 1 standard action. There are later feats listed that shorten that standard action to a move action and so on. Those can be found in the "gen-combat feats" folder.
Hope this info helps. :)
Thanks for the added info. Looks ok. I’ll dig deeper as I still wanted to see if free selections were limited to abilities of a certain point value, but I don’t think that’s char creation limiting if you want to start moving forward.

DM rel20 |

I will be fairly busy until the 25th. So I likely won't get much done on my submission until then.
What level do you see this game running too?
If you can get it in by Friday, that’s fine. With the holidays, I won’t really be able to sit down and make a decision for this until after Christmas, so I don’t expect others to interrupt their holidays either.

DM rel20 |

Okay, here's a goofy character concept for you: a displaced Solar Exalt, totally confused by the different metaphysics in play around him and who in turn totally confuses everyone else by being able to do things gratuitously outside the box. Requesting Dinyomi with some stuff from Megaligeti and Anakitos thrown in with Broken X Amalgam (https://forums.giantitp.com/showthread.php?517754-Mythos-Compendium-2-0), possibly with the support of a rare few Horrifically Overpowered Feats and maybe Spheres stuff and stuff from the Oaths system on the Spheres wiki and the use of the Ultimate Combat Armor as DR rules- not necessarily to make the character more *powerful* but to emulate the alien feel of a Storyteller System character stuck in a D&D world. They'd have powerful strengths, but I'd also be taking things to give them significant weaknesses that map to where Storyteller System characters differ mechanically and flavorwise from D&D characters- they'd be a frontliner with very low Con because Exalted is a system without the conceit of increasing hit points as you level, I'd take the Sheltered drawback because Exalted is a wound-penalty system where you don't function at 100% efficiency when you're one poke away from dropping where you stand, stuff like that.
Would that work for you, or is it too odd a request?
Given the timeframe, the holidays, etc., I’m going to have to say no. I don’t have the time to dig through 3rd party settings as well as classes to get a feel for what you are asking for. Today and tomorrow I’m mainly tied up with the holidays.

DM rel20 |

Howdy.
A note I updated the character again. (I'm probably gonna switch the name to Zazz (Zelgadis his last name. Bunraku his made up "adventuring name" and Pupeteer being what some folks around town know him as).I did have a question; does your traits have any restrictions?
I'd like to take Frontier Healer as it fits his backstory and gives me Heal class skill. Its a campaign feat (and not this one if this is a premade one? I've no clue) Or clockwork surgeon which is a religion one (though fits his teacher) doesn't give heal skill but still some benefits.
Healer Hands feat fits his story well; although at level 1 its unlikely to be useful haha. More so if the level doesn't go very high ultimately. Still its great for the character concept.Debating which other options would fit well.
PFS rules for traits-no same category, keep it to Paizo traits in case there’s some 3pp content out there that bundled a bunch with a class product.
The campaign trait is fine, although there isn’t a way for the class to add cure spells, right?

Zwordsman |
Nope. No way to add spells. Won't have spells.
I was looking at having Healing Hands Feat for more Treat Wounds. but unless I hit a high DC wn't heal much at this level. and if we're only going (most likely) lv 3, a tad unlikely to see a great deal of use. Although I do like how it fits his "soul shard controls puppet" fluffing I went with.
So might just alter that feat/trait set up. Save it for if I play one going a bit higher. Although its a neat method of pulling off some healing. Mundane Treat Wounds, and bonus treat wounds via Healing hands (quicker as well). Can almost pull off a sturdy enough heal check. Could hold off and take the Healer Hand at 3. Where it would heal a fair decent amount. Well I'll read through some stuff. The character is otherwise finished outside of that portion (feat/trait).

Today is a good day to... halp |

Thanks for the added info. Looks ok. I’ll dig deeper as I still wanted to see if free selections were...
No worries and thank you; I'll post up what I've got for a Kunoichi Ninja character then.
There's also a listing (in boxed Grey, no less) of all of the point values for stuff that I can post up if you're still interested. Gotta admit, the Play Manga title itself wasn't even on my personal radar at the time but I ended up getting it for free as my free title choice for a D20pfsrd store bundle sale and it kinda grew on me- confusing text layout, non-intuitive info placement, and all. ;p
PS. Merry X-Mas to everyone. :)

Chigao Waiyo |

Here's what I got so far...
Level/Class: 1st Level Kunoichi Ninja
Race/Gender: Human Female
Align: True Neutral
Favored Class Bonus: 1/6 Ninja Trick
Str:13 +1
Dex:16 +3 [14 base; +2]
Con:13 +1
Int:12 +1
Wis:12 +1 [used for Ki, like monks?]
Cha:14 +2 [used for Ki, like ninjas?]
Init: +3
Move: 30'
Special: Low-light Vision
AC: 15
FFAC: 12
TAC: 13
HP: 9
CmD: 14
CmB: 1
Height:-
Weight:-
Age:-
Alternate Racial Abilities=
Fey Magic
The character has a mystic connection to one terrain type [Underground], selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell [Create Water, Stabilize, Mending, and Cure Light Wounds]. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier [2]. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Fey Thoughts
The character sees the world more like a native of the First World. Select two of the following skills: Fly, Knowledge (nature). The selected skills are always class skills for the character. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Low-Light Vision
Many feyborn have low-light vision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
Feats=
Weapon Finesse: via Ninja School [Rappa]
Cut Your Losses [Prerequisites: Str 13, Acrobatics 1 rank]: Whenever you withdraw as a full-round action and have at least one free hand, you can pick up one unattended object or unconscious ally of your size or smaller at any point during your movement without provoking attacks of opportunity. Any additional movement performed on your turn still provokes attacks of opportunity as normal. In addition, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
Exotic Heritage: Choose a skill [Know:Dungeon]. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply. [Naga Bloodline]
Traits=
Well-Provisioned Adventurer [equipment]: You always knew that one day you would leave your humble beginnings behind and become an adventurer, so you scrimped and saved, buying the necessary equipment one piece at a time until you had everything you needed. Select one of the equipment packages below. If you select this trait during character creation, you do not receive any starting gold.
Shadowy Stalker Package
Armor: Masterwork leather armor.
Weapons: Daggers (3), Masterwork sickle, sap.
Combat Gear: Alchemist’s fire (3), smokesticks (2), sunrods (2).
Other Gear: Bedroll, belt pouch, caltrops, candles (5), chalk (5 pieces), disguise kit, flint and steel, glass cutter, Masterwork backpack, Masterwork thieves’ tools, mess kit, sack, silk rope (50 ft.), Sleeves of many garments, trail rations (5 days), waterskin, 1 gp. Total Weight: 63 lbs.
Trap Finder [campaign]: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The kobold traps in Andoran, just open for exploration, seemed like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Kunoichi Ninja Class Features=
Weapon Profiencies: all Simple weapons plus Rogue [Hand Crossbow/Wrist Launcher, Rapier, Sap, Shortbow, and Short sword]
Armor Proficiency: all Light armor
Skill Points/Level: 6+Int[1]=7.
Class Skills: Acrobatics (Dex3+3), Appraise (Int1[+3]), Bluff (Cha2[+3]), Climb (Str1+3), Craft (Int1[+3]), Diplomacy (Cha2[+3]), Disable Device (Dex3+3+1), Disguise (Cha2[+3]), Escape Artist (Dex3[+3]), Fly(Dex3[+3]), Intimidate (Cha2[+3]), Knowledge (local)/(Int1[+3]), Knowledge (nature)/(Int1[+3]), Knowledge (nobility)/(Int1[+3]), Linguistics (Int1[+3]), Perception (Wis1+3), Perform (Cha2[+3]), Profession (Wis1[+3]), Sense Motive (Wis1+3), Sleight of Hand (Dex3[+3]), Stealth (Dex3+3), Swim (Str1[+3]), and Use Magic Device (Cha2[+3]).
Trained: +7 Acrobatics (Dex), +7 Stealth (Dex), +5 Perception (Wis), +8 Disable Device (Dex), +5 Sense Motive (Wis), +5 Climb (Str), +4 Know:Dungeon (Int)
Untrained: +1 Appraise(Int), +2 Bluff(Cha), +1 Craft(Int), +2 Diplomacy(Cha), +2 Disguise(Cha), +3 Escape Artist(Dex), +3 Fly(Dex), +2 Intimidate(Cha), +2 Perform(Cha), +1Swim(Str), +1 Heal(Wis), +1 Survival(Wis), +3 Ride(Dex)
Ninja school, Rappa: When you join this school, you gain Weapon Finesse as a bonus feat. At 3rd level, you gain a +2 competence bonus on initiative checks. This bonus increases to +4 at 9th level, and +6 at 15th level.
At 6th level, choose Acrobatics, Climb, Intimidate, Perception, or Stealth. You gain the skill unlock powers for that skill as appropriate for your number of ranks in that skill. If you are also a member of Iga, add Bluff to this list.
If you are also a member of Kouga, add Heal to this list. If you are also a member of Sanka, add Survival to this list. If you are also a member of Suppa, add Disguise to this list. At 12th and 18th level, you choose an additional skill from your list and gain skill unlock powers for that skill as well.
Sneak attack: +1d6
CarryCap=16str[76/153/230]; 15str[66/133/200] without MW backpack
Equipment=Total Weight: 68 lbs.
Armor: Masterwork leather armor. [+2 AC]
Weapons: 3 Daggers (3), Masterwork sickle, sap.
Combat Gear: Alchemist’s fire (3), smokesticks (2), sunrods (2).
Other Gear: Bedroll, belt pouch, caltrops, candles (5), chalk (5 pieces), disguise kit, flint and steel, glass cutter, Masterwork backpack, Masterwork thieves’ tools, mess kit, sack, silk rope (50 ft.), sleeves of many garments, trail rations (5 days), waterskin, 1 gp.
Starting Outfit [Burglar's Outfit] 0 gp/5 lb
Coins=1gp
=====
Have a Goal: Chigao wants to live up to her master's training.
Have a Reputation: Known for wearing her magic sleeves. Chigao is an otherwise well-meaning, quiet young lass.
Have a Friend: Her Master who has trained her in the ninjitsu arts for many years; Master Naru Fisnaeth [also cooks a tasty noodle broth soup which has "fishcake" in it- that only he knows how to make!]
Have a Home: Her master's hidden domicile/dojo; Olfden itself, perhaps?
Have a Signature Item: "Magic sleeves"; has distinct, silvery colored hair.
Have a Problem: Orphaned as far as she knows; wonders if she's related somehow to her master. Unsure of why she was trained as she was; otherwise a normal young lass who grew up in/near Olfden?
Have a Secret: She doesn't have any of any real significance; her master almost certainly does. Master Naru is on the run from rival clans/personal enemies, etc., perhaps... ones who wouldn't mind turning Chigao into collateral damage.
Have a Reason to Be Brave: She'll step up and be brave versus any threats to her home/Master/adventuring colleagues/friends?
=====
Planning on eventually taking Eldritch Heritage for the Naga bloodline; and I gotta roll up three minor things- so here goes...
2d6 ⇒ (4, 2) = 6+15. Age
2d10 ⇒ (2, 6) = 8+4'5". Height
2d10 ⇒ (6, 1) = 7x5+85. Weight
So the results say 21 years of age, 5'3", and 120 lbs.
=====
Also, one minor rules question- should I keep the Ki stats for Chigao as Cha like the regular Paizo Ninja or should I go with Wis, since that's what Play Manga D20 has the Ki Pool using?
PS. Info about the Eldritch Heritage choice; also had considered Ectoplasm, Arcane, Rimefrost, or Boreal- among other things. ;)
Class Skill: Knowledge (dungeoneering)
Bloodline Powers: You can draw upon the ancient magic of the nagas to ensnare the minds of lesser creatures and destroy those who would defy your will.
Vanishing (Sp): At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any). These rounds need not be used consecutively.

Today is a good day to... halp |

Okay, here's a goofy character concept for you: a displaced Solar Exalt, totally confused by the different metaphysics in play around him and who in turn totally confuses everyone else by being able to do things gratuitously outside the box. Requesting Dinyomi with some stuff from Megaligeti and Anakitos thrown in with Broken X Amalgam (https://forums.giantitp.com/showthread.php?517754-Mythos-Compendium-2-0), possibly with the support of a rare few Horrifically Overpowered Feats and maybe Spheres stuff and stuff from the Oaths system on the Spheres wiki and the use of the Ultimate Combat Armor as DR rules- not necessarily to make the character more *powerful* but to emulate the alien feel of a Storyteller System character stuck in a D&D world. They'd have powerful strengths, but I'd also be taking things to give them significant weaknesses that map to where Storyteller System characters differ mechanically and flavorwise from D&D characters- they'd be a frontliner with very low Con because Exalted is a system without the conceit of increasing hit points as you level, I'd take the Sheltered drawback because Exalted is a wound-penalty system where you don't function at 100% efficiency when you're one poke away from dropping where you stand, stuff like that.
Would that work for you, or is it too odd a request?
Not sure if it would help (especially since I'm personally unfamiliar with the actual Exalted game mechanics myself) but mebbe you can use some published third-party class to make your character?
Mebbe something like Rogue Genius' Shifu [think a mix of 3/4 BAB monk with kineticist's infusions/elements; nothing ranged though- until ki points come in], Dreamscarred Press' Psychic Warrior, the Phrenic Savage (think monk/barbarian with psionics mixed in) from Forest Guardian Press, or a Mashup of Spheres of Power and Spheres of Might?

DM rel20 |
1 person marked this as a favorite. |

Merry post-Christmas everyone. It looks like we ended up with 6 submission:
Skills:
JaraelTalathecil
ChigaoWaiyo
Melee:
BraggiWrongeye
Kurian
Arcane/AoE/Support:
AndruCardei
ZelgadisBunraku
Divine:
????
That does leave some gaps for the complete party. Yes, the party could save up to get a wand of cure light wounds or I could just unload a ton of healing effects on top of what's there in the module, but I don't like either of these paths.

TheWaskally |
1 person marked this as a favorite. |

Jarael will, if he could change to a Godling (eldritch) divine caster?
I have easy plug-in character changes ready if you allow Jarael to change godling classes. So he's ready to go when you are, whether Jarael is clever or eldritch.

Zwordsman |
1 person marked this as a favorite. |
Anyone know some 3rd party healing centric classes? I dont' know much.
Zazz had Heal with Treat Wounds as well as [ur=https://www.d20pfsrd.com/feats/conduit-feats/healers-hands-conduit/]Healer's Hands[/url]. Though at low levels its not the most reliable; but is a nice/extra side healer bit. (Would require changing one feat to Additional Traits; so I could get Heal as a class skil, and some bonuses to the rolls)
Zazz's characte goal was knowledge and heal; though not much knowledge till level 1 skill point wise. Since his Puppet does most of the damage output.
but yeah; anyone know some 3rd party healers?
Only ones I know of are Final Fantasy d20 setting ones. Which are generally a little stronger than standard pathfinder classes.
edit: Well Archivist has some healing ability but not like channels and such. But also seems pretty interesting to me. STil reading it, rune magic is a bit dense.
but I could totally rock an Onmyouji style character using rune magic so far. Just unsure if the healing output would keep up properly
Ok read through ARchivist a bit. I'll sketch one up tonight(ish; depends on dinner situation) and post it up. Seems like it can heal, but can also do other things. Which'l lbe nice (my current long running game I'm already an oracle of life).
although not sure howe well it does removal; but at level 1-3ish probably not too bad.

DM rel20 |

TheWaskally wrote:Jarael will, if he could change to a Godling (eldritch) divine caster?I have easy plug-in character changes ready if you allow Jarael to change godling classes. So he's ready to go when you are, whether Jarael is clever or eldritch.
The eldritch godling is a no. The pick your physical casting stat and your 9th level spell list that doesn't require concentration checks isn't something I'm going to allow just to fill a healer slot.

DM rel20 |
1 person marked this as a favorite. |

Anyone know some 3rd party healing centric classes? I dont' know much.
The ones with access to divine/cure spells that I know of are:
White Necromancer
Spheres of Power + Life Sphere
Vitalist (psionic)
Astral Deva
Magister
Time Warden
priest
Saint
Kobold Press Shaman
Theurge

TheWaskally |
1 person marked this as a favorite. |

Couldn't sleep. Here's my astral deva submission, Xephkiel, 'Xef' to his friends.