Pathfinder in the Mists

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Jester of the FoS
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Re: Pathfinder in the Mists

Post by Jester of the FoS »

Ryan Naylor wrote:
Jester of the FoS wrote:Earlier editions may have been harsher, but that doesn't make a heavy penalty easier to swallow now. Limited half-Vistani clerics is something handled best in descriptive text. But a mechanical penalty to Wisdom means players aren't going to even want to play the rare but not unknown giomorgo cleric and instead will find classes that don't use Wisdom and instead ignore the penalty.
Plus, Wisdom also hits other classes than clerics. Druids are hit, as are rangers, gunslingers, monks, and fighters.


I understand your point, but I still disagree. It's a penalty that affects you for a maximum of 36 hours out of every 672, or 1/19 of the time. If you want to play the atypical giomorgo cleric/monk/gunslinger, there is plenty of time to do it in.

I also still don't think tracking the phases of the moon is that much of an issue, but you haven't convinced me and I'm obviously not going to convince you, so we might as well agree to disagree. As Nemesio said, it'll appeal to some players, but perhaps not to others.

If you choose to deal with the lunatio through role playing rather than mechanically, the race will still be balanced with 10 RP or less.
The problem is that tracking days in a monthly basis is a playstyle choice. Not everyone will want to, but by tying it to a race it's forced or the penalty goes away.

It's like having a racial ability tied to encumbrance. It's a valid expression of the rules but as not everyone tracks carrying capacity. It's not huge and is fairly easy, but not everyone wants to do so, but race selection shouldn't force people to count weight in their game. It puts some of the rule mandates in the hands if the player even if they DM doesn't want to.

I'm not sure it also captures the flavour desired, which is madness and restlessness during the times of the full moon paired with a primal lunacy. Animals in Pathfinder typically are not lacking in Wisdom.
Fatigue would make more sense, representing an inability to rest. I liked having saving throws to mitigate the effect, preventing it increasing to exhaustion or an inability to rest.

Giomorgo were also portrayed as being high Wisdom in 2e and 3e. While the human racial bonus makes sense in Pathfinder, the race is still one that should lean to high Wisdom. It should encourage players to boost Wisdom and compliment Wisdom related classes.
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Re: Pathfinder in the Mists

Post by Jester of the FoS »

Mortavius wrote:
Jester of the FoS wrote:Caliban don't scream "we resist magic!".
I dunno, it worked for me. Calibans are often described as being exposed to magic or the presence of a Hag while they are in the womb, and it's a common trope in D&D that characters that are formatively or regularly exposed to something develop a resistance or immunity to it.
That's true, but it doesn't strike me as something common to all calibans. It would be a lovely alternate power replacing orc ferocity.

I don't think the half-orc proficiencies match the caliban, but we need something similar it it's place. I might give them something akin to the Catch Off-Guard feat (if not the feat itself). Calibans are seldom taught how to fight with weaponry, and most know how to make everyday objects dangerous.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Before I weigh back in on the race debate, two darklords (both somewhat obscure as Core darklords go).

The Lady of the Lake (Castle Island)

Timeline
735 BC Avanc killed; deal with hags; Katherine born. Fails first Powers check.
742 BC Drowns Ione’s wife; Madchen born. Fails second and third Powers checks.
744 BC Destroys the Demnach clan and becomes lord of Castle Island. Fails fourth and fifth Powers checks.
760 BC Present day.

Powers Checks
Caress (Black Magic, Betrayal and Blasphemy: deal with hags, sacrifice of daughter: 100%; 735 BC): Deflection bonus +2, plus Katherine’s transformation.
Enticement (Violence and Betrayal: drowning wife: 32%; 742 BC): Gains bard level.
Invitation (Betrayal: poisoning Madchen’s mind: 4%; 743 BC): Deflection bonus +2, bonus feat.
Embrace (Betrayal and Violence: sacrificing children: 16%): Gains bard level, some skill ranks moved around.
Creature (Betrayal and Violence: torturing Ione: 100%): Becomes darklord of Castle Island. Gains bonus feat.

Base stats
S 10 D 17 C 12 I 14 W 12 Ch 21 (base sirine)
Favoured class: hp
CR 9 (5 [base] + 3 [levels] +1 [darklord abilities])

760 BC (Current day stats)
CR 9 XP 6,400
Female Sirine Bard (Sound striker) 3
CE Medium Fey
Init: +9 (Dex, feat, magical item) Senses: Low light vision, Perception +14
Defense
AC 22 Touch 18 Flat 18 (+3 Dex, +1 dodge, +4 natural, +4 deflection)
Hp 67 (6 + 9d6 + 3d8 + 13 + 3)
Fort +5 Ref +13 Will +11 (+4 vs. sonic effects etc)
Immune mind affecting effects
Resist fire 10
Offense
Spd 40’, swim 40’
Melee Touch +10 (1d4 Intelligence damage, DC 21)
+1 eager short sword +11/+6 (1d6+1) plus sneak attack +2d6
Space/Reach: 5’/5’
S 10 D 17 C 12 I 14 W 12 Ch 21
BAB +7/+2 CMB +7 CMD 25 (21)

Feats
Alertness, Dodge, Improved Initiative, Skill Focus (Perform [sing]), Weapon Finesse, Ability Focus (bardic performance, sirine’s song), Quicken Spell-like Ability (charm person), Lingering Performance
Skills
Bluff +21 (0; versatile performance), Disguise +15 (7), Heal +10 (8), Perception +14 (10), Sense Motive +21 (0; versatile performance), Stealth +14 (8), Swim +10 (10), Knowledge (history) +12 (8), Knowledge (nature) +14 (10), Perform (sing) +21 (13), Perform (dance) +15 (7), Spellcraft +10 (5), Survival +10 (5)
Languages
Sylvan*, Aquan*, Tepestani

Treasure
(10050 gp)
+1 eager shortsword, pipes of sounding

Special
Bardic performance (as 8th level bard): 23 rds/day
Countersong +21
Distraction +15
Inspire courage +2
Wordstrike (1d4+8 dmg to objects, half to living things)
Weird words (1d8+5 dmg, ranged touch attack, DC 21)
Dirge of Doom (DC 21)
Versatile Perfromance
Well Versed
Sirine’s Song (DC 22)
Soothing Touch
Amphibious
Sneak attack +2d6
Spell-like abilities
Sinkhole of evil

Spell-Like Abilities (CL 10th; concentration +15)
3/day—quickened charm person (DC 16), fog cloud, improved invisibility, polymorph (self only)

Spells
Save DC = 15 + spell level
At will - Detect magic, read magic, resistance, lullaby, mage hand, prestidigitation
5/day—grease, hideous laughter, chord of shards, moment of greatness
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Lyron Evensong (Liffe)

Timeline
709 BC Born on Prime Material Krynn.
738 BC Becomes darklord of Claveria.
741 BC Slain by adventurers, but the remains of his domain begin accreting other near-dead domains, forming Liffe.
750 BC Liffe joins the Core.
760 BC Present day.

Powers Checks
Caress (Blasphemy: deciding all people are misguided fools: 2%; c725 BC): Dex +2, xenophobia.
Enticement (Betrayal and Violence: burning down people’s houses to free them from attachments: 8%; c729 BC): Con +2
Invitation (Violence: murder to free people from attachment: 32%; c731 BC): Str +2
Embrace (Black Magic: mind control: 16%; c736 BC): Int +2
Creature (Black Magic and Blasphemy: creation of phylactery to share his soul with everyone: 16%; 738 BC): Becomes darklord of Claveria. Phylactery, incorporeal, fast healing.

Base stats
S 14 D 13 C 13 I 12 W 12 Ch 14 (high fantasy)
Racial: Cha +2 (human)
Levelling: Cha +3
Powers Checks: Str, Dex, Con, Int +2
Favoured class: skills
CR 14 (11 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])

760 BC (Current day stats)
CR 14 XP 38,400
Male Human Bard 12
NE Medium Humanoid (human, incorporeal)
Init: +4 (Dex) Senses: Perception +14
Defense
AC 23 Touch 17 Flat-footed 18 (+4 Dex, +6 armour, +1 dodge, +2 deflection)
hp 81 (8 + 11d8 + 24), fast healing 1
Fort +8, Ref +14, Will +11
Offense
Spd 30 ft
Melee +2 rapier +15/+10 (1d6+5; crit 18+)
Space/Reach: 5’/5’
S 16 D 15 (19) C 15 I 14 W 12 Ch 19 (23)
BAB +9 CMB +12 CMD 29 (24)

Feats
Arcane Strike, Dodge, Improved Counterspell, Lingering Performance, Skill Focus (Perform (Keyboard Instruments)), Spell Focus (Enchantment), Weapon Finesse
Skills
Appraise +14 (9), Bluff +21 (3), Craft (carpentry) +8 (3), Diplomacy +27 (1), Disguise +21 (3), Intimidate +27 (1), Linguistics +11 (6), Knowledge (arcana) +13 (2), Knowledge (geography) +12 (1), Knowledge (history) +12 (1), Knowledge (local) +14 (3), Knowledge (nature) +12 (1), Knowledge (nobility) +14 (3), Knowledge (religion) +12 (1), Perception +14 (10), Perform (act) +21 (12), Perform (keyboard instruments) +27 (12), Perform (oratory) +21 (12), Ride +8 (5), Sense Motive +21 (5), Sleight of Hand +11 (5), Spellcraft +14 (9), Stealth +11 (5), Use Magic Device +16 (7)
Languages
Sithican*, Darkonese, Draconic, Vaasi, Graben, Elven, Halfling, Sylvan, Dwarven, Gnome, Giant

Treasure
(77,000 gp/108,000 gp)
Chain shirt +2, rapier +2, belt of Dexterity +4, cape of the mounteback/resistance +2, doomharp piano, headband of Charisma +4, ring of protection +2

Special
Bardic Performance (move action, 32 rds/day)
Countersong
Dirge of Doom (increased range with doomharp)
Distraction
Fascinate (DC 22)
Inspire Competence +4
Inspire Courage +3
Inspire Greatness (2 allies)
Soothing Performance
Suggestion (DC 22)
Bardic Knowledge +6
Jack of All Trades
Lore Master (2/day)
Versatile Performance
Well Versed
Phylactery
Incorporeal form
Fast healing
Mastery +6
Sinkhole of evil

Spells
DC 16 + spell level; 17 + spell level for Enchantment
At will – detect magic, ghost sound, mending, message, prestidigitation, read magic
7/day – disguise self, hideous laughter, charm person, grease, expeditious retreat, obscure object
7/day – hypnotic pattern, tongues, hold person, allegro, oppressive boredom
5/day – haste, glibness, crushing despair, slow
4/day – virtuoso performance, modify memory, dominate person, utter contempt
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The problem isn't that it's unbalanced or more powerful, just that it's very different than the ability it's replacing. Good ability swaps are largely lateral. Different skills replacing a skill-based bonus, a different race in a race-keyed power, a bonus against spells in place of a bonus against poisons, etc. Alternatively, the changes are flavour based, such as giving up a flexibility-based trait for a dedication-based trait.

This is giving up a static weapon proficiency for the ability to resist magic. They're very different abilities in very different categories. One is offensive one is defensive, one is knowledge based and one is magic, one is learned and the other is inherent.
Several points on this topic:

1. It is just not true that these changes are that simple. They often jump categories.

Dwarf: rockstepper (combat manoeuvrability) replaces stonecunning (skill bonus); surface survivalist (effectively a save bonus) replaces darkvision; xenophobic (save bonus) replaces languages.

Elf: arcane focus (concentration check bonus) replaces weapon familiarity; desert runner (another environment/save bonus) replaces elven magic; dreamspeaker (DC bonus) replaces elven immunities (defensive); eternal grudge (attack bonus) replaces elven magic; fleet-footed (initiative bonus) replaces keen senses (skill bonus); silent hunter (skill bonus) replaces elven magic.

Half-elf: arcane training (item use bonus) replaces multitalented (skill/hp bonus); drow magic (spell-like abilities) replaces a bonus feat and multitalented; dual minded (save bonus) replaces adaptability (effectively a skill bonus).

Half-orc: acute darkvision replaces ferocity (hp bonus); beastmaster/bestial (skill bonus) replaces ferocity; forest walker (includes a skill bonus along with low light vision) replaces darkvision; sacred tattoo (save bonus) replaces ferocity; skilled (skill bonus) replaces darkvision; squalid (save bonus) replaces ferocity; toothy (extra attack) replaces ferocity.

Halfling: craven (attack bonus) replaces luck (save bonus); fleet of foot (speed bonus) replaces sure footed (skill bonus); halfling jinx (spell-like ability) replaces luck; low blow (attack bonus) replaces keen senses (skill bonus); underfoot/warslinger (attack bonus) replaces surefooted (skill bonus).

Human: dual talent (ability bonus) replaces a bonus feat and skill bonus; heart of the X (environmental bonuses usually, often movement or save bonuses) replace skilled (skill bonus).

...and so on. Your argument that like replaces like is not correct.

2. A caliban is not a half-orc. They may occupy similar niches, and they may have been created so people who are addicted to playing half-orcs had a similar creature to play, but they are not the same thing. One is what happens when a human breeds with an orc; the other is a pureblooded human who is cursed by exposure to magic while in the womb. We are building a new race (admittedly, one with a lot of overlap with half-orcs), not altering an existing one.

3. The only things that unites calibans are the fact that they are outcast from society, typically because they are ugly and deformed, and that this is due to them being cursed by exposure to magic while in the womb. They are not otherwise consistent in appearance, background, nature or outlook. Exposed to magic; outcast. That’s it.

In which case, it makes perfect sense that they have some magic effect like SR to represent this birthright. As Mortavius said, that’s how these things work in fantasy.

The effect is fundamentally tied into what makes a caliban a caliban.

4. I still maintain that SR is not that powerful. A caster of equivalent level can defeat the SR 75% of the time.

5. In terms of RPs, the half-orc is already disadvantaged (with 8 points worth of abilities) than the other races (9-11). So if it were too generally powerful, it would actually bring them into line with the others.

If you want to replace it with Catch Off Guard, by all means go for it. However, I don’t think your opposition to spell resistance is justified for either thematic or system-based reasons. I don't want to seem argumentative, but I'm just not convinced by your argument.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

... However, I am prepared to accept defeat on the giomorgo evil eye.

To align with the dhampir, aasimar, tiefling, drow etc, and the Advanced Race Guide description, all of the effects should be usable regardless of Cha.

Hold person/paralysation has been part of the evil eye’s effects since the Vistani were first described. It only affects one person per day (at most), they gain a save every round until they break free, and it only affects humanoids. Also, it’s a curse (unlike the original spell), which makes it slightly weaker: anything that gives a bonus to curses (see the hex nail in the Reign of Winter player’s guide, or Canjar jewellery or whatever else) gives a bonus to this.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Heroes of Ravenloft Part Two: Classes (cont.)

Cleric
Clerics bear the sacred responsibility of carrying the divine message of their faith to its mortal followers. They may be shepherds adventuring to remove the faithful from danger, itinerant priests spreading the word, or depraved cultists secretly carrying out the obscene mandates of their foul god. See below for details of faiths worshipped in the Land of the Mists.
Forgemaster archetype – Using the bloodthirst and deathstrike runes are cause for a Powers check.
Channel Evil (Fiendish Vessel archetype) – Using this ability is cause for a Powers check.

Druid
Pagan practitioners of a truly ancient religion, druids are said to have entered Ravenloft with the domain Forlorn, but have spread to many other domains since. They are the guardians of the weave and weft of the natural world, but are frequently confused with witchcraft and the power of hags. For that reason, many druids are secretive in their religious practices.
Wild Empathy – The DC to influence animals under the influence of a darklord increases by the darklord’s Charisma modifier.
Tied to the land – Druids are able to detect disturbances in the natural fabric of the land. Upon entering a hag’s aura of corruption, or when within 100 ft per rank of a sinkhole of evil, you can make a Perception check (DC 30 – CR for hags; DC 30 – rank for a sinkhole of evil). Within the bounds of a sinkhole of evil, you can make another check (if you failed the first), and the base DC drops to 20. On a successful check, the druid can identify which emotions, if any, taint the sinkhole. This is a swift action.
Familiar – If you gain a familiar, it is a dread companion. Animal companions are not.

Fighter
Fighters are everyman heroes: those lacking supernatural gifts who still take up arms and combat obstacles head on. They can be found in nearly every domain and can fill every niche requiring martial skill and physical prowess, from knights to constables to bodyguards to bandits to peasants.
Lore Warden (archetype) – This is a good archetype for fighters in Ravenloft who may want to gain more of a skill focus. Details at: http://www.d20pfsrd.com/classes/core-cl ... ore-warden

Gunslinger
Compared to many realms, the Land of the Mists is highly technologically advanced, perhaps because of the relative rarity of magic and the supernatural. With the invention of gunpowder, a new type of warrior emerged: the gunslinger. Masters of the pistol, blunderbuss and musket, gunslingers are powerful and daring fighters. They are only found in Chivalric and Renaissance level domains.
Due to the awesome destructive power of gunpowder weapons, the manufacture of guns is a tightly controlled state secret in the Core, protected zealously to stop the secret falling into hands of nations such as Falkovnia (although Drakov himself has shown little interest in the weapons to this point). Gunslingers are typically current or ex-members of the military in these domains.
Buccaneer (archetype) – Your familiar is a dread companion. Using the captain’s curse ability is cause for a Powers Check.


Faiths of the Mists
The following faiths are worshipped widely across the Core, and even in distant Clusters and Islands.

Ezra
According to most traditions of this notoriously sect-ridden church, Ezra, Our Guardian in the Mists, was a virtuous mortal woman who, despairing of the evils of the world, forever surrendered her mortality to the Mists to become the eternal guardian of mankind.
The original, LN sect sect, also called the Home Faith, is based in Levkarest in Borca. It appoints Ezra’s faithful clerics, called anchorites, to the task of protecting and healing the faithful, keeping them safe from the Legions of the Night. The LG sect of Mordentshire is a puritan sect that also teaches that anchorites must convert as many souls to Ezra’s flock as possible for their own good. The mystical TN sect of Dementlieu claims that Ezra was a goddess who abandoned her callous fellows to offer mortals succour, and spends its time studying the true nature of their goddess. Lastly, the LE sect of Nevuchar Springs in Darkon (another puritan sect) prophecies an imminent Time of Unparalleled Darkness, when those not of the faithful will be consumed by darkness. To protect themselves, the Nevuchar Springs anchorites ruthlessly seek out and destroy any corrupting influences from the Legions of the Night. All anchorites agree that Ezra cannot protect those who do not accept her into their hearts.
Ezra’s symbol is a silver longsword imposed on an alabaster kite shield and adorned with a sprig of belladonna.

Hala
According to their holy text, nine gods created the world from the mists of Chaos then withdrew, intending to allow mortals to fill their world with acts both good and evil. But the mortals lacked wisdom, and soon the world was full of pain and anguish. Just one of the Nine Gods, Hala, returned to ease the suffering of the world. She gathered 13 women and 13 men and taught them the secrets of natural magic—witchcraft. Although witchcraft is not inherently evil, it provokes widespread, superstitious fear, largely due to the actions of hags (its most famous practitioners, whom the worshippers of Hala regard as utter anathema to their goddess). Most worshippers of Hala downplay any claim to witchcraft for fear of being lynched.
The Church of Hala is a secretive and highly mystical faith. Her clergy—composed of clerics, witches and druids—operate a number of hospices scattered throughout the Land where they offer rest and succour to all who come to their door. The Church does not actively seek new followers, and although widespread, it is never the dominant religion.
Hala’s symbol is a ring formed by 13 serpents, each devouring the tail of the one before it.

The Lawgiver
This god is referred to by many titles, including the Black Lord and the Iron Tyrant. His name is utterly taboo; his priests maintain that those who misuse his name would be struck dead. His religion demands blind obedience and asserts the divine right of kings: those who are born into wealth and power deserve to rule; those born into poverty deserve only what they get through dutiful service. The Lawgiver assigns souls to their place before birth, and judges them on how dutifully they fulfil their roles; it would be blasphemy to seek elevation.
The Lawgiver’s clerics try to enforce the rigid stratifications of Vaasi culture wherever they go. Clerics drawn from different social circles do not mix; the church forbids marriage between different ethnicities or races. All rites must be performed in Vaasi, and all sacred texts must use its script.
The Lawgiver fell silent during the Great Upheaval. Although he continues to grant his worshippers spells, he no longer speaks to his clergy. This troubling event has opened a minor schism in the clergy between those who believe his silence is meaningless, or a test, and the minority who believe the Lawgiver was somehow incapacitated. Although the Church ruthlessly purges them, some heretics even whisper that the god died in the Great Upheaval, and all his clerics now worship is a litany of empty titles.

Hearth Gods
Many do not worship sophisticated religions, or do not exclusively do so. Many, especially in rural areas or Medieval or Dark Ages realms, worship hearth gods: a motley collection of local fey spirits, ancestors, totem animals and small gods (typically worshipped at a small shrine beside the hearth, hence the name). The more organised religions look down on this as brute superstition, but these beliefs are far more widespread than any of the major faiths. This simple faith is rarely strong enough to empower a cleric.

Minor Faiths
These faiths are only worshipped in one or two domains, but still have thousands of faithful. Thousands of even tinier faiths exist, ranging from a handful of followers to congregations of a few hundred.

The Ancestral Choir (Kartakass): The ancestors of the people of Kartakass, joined together in one vast choir that brings wisdom, foresight, truth, and beauty to the world. Although all Kartakans believe in the Ancestral Choir, only in Harmonia is its worship actually formalised. In some ways, oddly similar to the ancestor worship of the dwarves.

Belenus (Tepest, Forlorn, the Shadowlands): One of the gods of a pantheon now in decline due to the staunchly active role the Church of Belenus has taken against the fey (in Tepest) and heresy in the Shadowlands. A god of the Sun, fire, truth and purity, his clerics in both realms have a disturbing tendency towards intolerance. In Tepest, his clerics work as rustic folk religion, mingled with superstitions about the fey, witches, and the other gods of their pantheon. In the Shadowlands, he is worshipped as the one true god by a powerful, matriarchal state religion. The whole pantheon is still worshipped in Forlorn.

The Eternal Order (Darkon): Darkonese tradition holds that the land used to belong to the dead, before the living stole it and banished them to the Grey Realm. One day, at the Hour of Ascension, the dead will return to reclaim their land. The Eternal Order is dedicated to ritually appeasing the dead and postponing the Hour of Ascension. Following the Requiem, many believed the Hour had come, and abandoned the Order in droves, leaving the religion a crumbling ruin desperately clinging to what power it can, through whatever means it can.

Erlin (Barovia, Invidia): A trickster death god worshipped by the ancient Gundarakites. Long since fallen out of favour, his worship is having a resurgence as a symbol of independent Gundarakite identity. His church is still very small, and dedicated mostly to either appeasing the god or trying to draw his attention onto the enemies of the Gundarakites.

The Morninglord (Barovia, Invidia): The Morninglord is a man formed of soft golden light, his face smeared with blood. The cult teaches that this strange detail is a sign that even the greatest good may hold some evil, and even the most depraved evil may yet contain a spark of good. The Morninglord is god of the sun (especially the dawn), hope, perseverance, compassion, protection. It is a humble faith, asking nothing more than its worshipper treat each other with kindness and retain hope in their hearts. It is spreading rapidly among the opporessed Gundarakites: no matter how bleak circumstances may seem, the dawn will come.

The Overseer (Darkon): A religion worshipped in Martira Bay in Darkon. It teaches that the Overseer see all, righting all wrongs in the next life. In this life, mortals should aid one another and accept aid in return—the faithful are encouraged to discuss private concerns with the priests, who then offer spiritual guidance under the strictest confidence. The Overseer expects his worshippers to solve problems by working together in this way—so there is no record of him ever providing miracles. (The Eternal Order mockingly calls the church the Blind Eye for this reason). The faith also strictly forbids idolatory.

The Spider Queen (Keening, Darkon): Primarily a dead religion of old Arak, occasionally still taught to mortals by strange fey creatures that lurk in Keening and the Mountains of Misery. The Spider Queen is a god of decadence, evil, pain, greed, and deceit.

The Wolf God (Verbrek): A god of the forests of Verbrek; although no humans claim to worship him, the forest is full of stone circles and makeshift altars to this nameless beast-god. It is a god of wolves, savagery, hunting, and wilderness, where humans are nothing more than prey and wolves sate themselves on fresh flesh and blood. Wolves are believed to be perfect; all other predators, including humans, are abhorrent.

Yutow the Peacebringer (Valachan): Somewhat resembling the Lawgiver, but melded with a god of nature worshipped before the Vaasi colonists arrived in Valachan. Yutow is a god of obedience, fate, nature, the moon, and protection.

Dwarf Ancestor Worship: Dwarves can only truly be said to worship hard work and the acquisition of wealth. However, they do believe that their ancestors watch over them, granting power to their clerics and witches and bringing luck.

Elves: Darkonese Elves are too flighty to worship any deities for long. They dally with any and all religions based primarily on how interesting or diverting they are. Sithicus has its share of ruined temples, but elves no longer worship there, believing they have been abandoned by the gods. Neither Darkonese nor Sithican elves seem to have the same need for spirituality that humans have, perhaps because of their lack of understanding of death and time.

Gnome Hero Worship: Gnomes perform a modification of dwarven ancestor worship, by celebrating great folk heroes of the past. Some are held in common; others are specific to a certain family or area. Gnomes celebrate these demigods through song, fable and allegory, and believe that they live among “normal” gnomes, pursuing their obsessions like mortals while providing help and inspiration to those around them.

Halflings: Halflings tend to worship their own versions of local gods in temples in their own communities. Typically, they privately maintain that their methods of worship are those of the god, and that they are the favoured creations. Humans are seen as stupid brutes worshiping halfling gods in boorish ways, but halfling are rarely foolish enough to say so to a human’s face.


Deity AL Weapon Cleric Domains
Ancestral Choir TN Battleaxe Charm, Liberation, Knowledge, Luck
Belenus NG Sickle Fire, Good, Nobility, Sun
Eternal Order NE Scythe Death, Magic, Knowledge, Repose
Erlin CE Battleaxe Chaos, Death, Evil, Trickery
Ezra LN Longsword Mists, Destruction, Healing, Law, Protection
Hala TN Kukri Animal, Community, Healing, Magic, Plant
The Lawgiver LE Flail Death, Evil, Law, Strength, War
The Morninglord CG Spear Fire, Glory, Good, Luck, Sun
The Overseer LG Longsword Does not grant spells
The Spider Queen CE Net Animal, Chaos, Darkness, Evil, Trickery
The Wolf God NE Natural weapons Animal, Strength, Travel, Trickery
Yutow LN Sickle Animal, Law, Plant, Protection, Weather

The Mist Domain
Deity: Ezra
Granted Powers:
Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Shield of Ezra (Su): At 8th level, you can summon the shield of Ezra for a number of rounds equal to half your level. You can use this ability once per day at level 8, and an additional time for every 4 levels beyond that. The effects of the shield are determined by your sect.
Home Faith: DR 5/magic
Mordent: DR 10/non-metal and non-natural or magic
Dementlieu: +5 to Fortitude and Reflex saves against spells that cause damage
Nevuchar Springs: +5 to Will saves against mind-affecting spells and effects.
Mist Navigation (Su): At 12th level, you can improve your chances of successfully navigating the Mists to a particular destination. The chance of a Mistway drifting is reduced by 10% to a minimum of 5%, and you gain a 10% chance of controlling your destination in the Mists even without using a Mistway.
Domain Spells: 1st—obscuring mist, 2nd — fog cloud, 3rd— gaseous form, 4th— solid fog, 5th— mind fog, 6th—wind walk, 7th— greater teleport, 8th— screen, 9th— imprisonment.

The Seer Subdomain (Knowledge)
Deity: Vistani only
Granted Powers:
Prescience (Sp): You can touch a willing creature as a standard action, seeing into its future. You must communicate your vision immediately to have any benefit. For the next round, any time the target rolls a d20, he may roll twice and take the more favourable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Forewarning (Su): At 6th level, you gain uncanny dodge. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. In a surprise round, you act as if you’d rolled a 20 for initiative. In subsequent rounds, you act on your normal initiative.
Domain spells: 1st—true strike, 2nd—augury, 3rd—seek thoughts, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—moment of prescience, 9th—foresight.
Last edited by Ryan Naylor on Wed Feb 27, 2013 2:21 am, edited 2 times in total.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Did anyone have any feedback on the other set of classes? Or the two darklords?

The Cavalier Order of Ravens is particularly of interest to me, if anyone has any thoughts on that.

Also, I'd be interested to hear arguments for or against the following from Mistfinder:

Hidden soul – The ethical alignment of a cleric must be within one step of your deity. However, your moral alignment need not match at all. You can also choose whether you channel positive or negative energy, regardless of your alignment. However, you still cannot cast spells with an alignment descriptor that doesn’t match your true alignment, and if you obviously or openly violate the code of conduct of your religion, you still lose your clerical abilities and must atone or take the Separatist archetype.
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Re: Pathfinder in the Mists

Post by brass »

Just a pathfindered monster. There are some changes from 3.5, but nothing too shocking.
Marikith Hunter

LE Medium aberration CR 2
Init +8; Senses darkvision 60ft; Perception +6
Aura unnatural aura (30 ft.)

Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 17 (3d8+3)
Fort +4, Ref +5, Will +5
Defensive Abilities DR 5/slashing

Offense
Speed 40 ft., climb 20 ft.
Melee Bite +5 (1d6+3), 2 claws +5 (1d4+3)
Space 5 ft.; Reach 5 ft.

Statistics
Str 16, Dex 18, Con 12, Int 6, Wis 14, Cha 5
Base Atk +2; CMB +5; CMD 19
Feats Great Fortitude, Improved Initiative,
Skills Escape Artist +12, Perception+6, Stealth+12, Survival+5.
Racial Modifiers +4 Escape Artist, +4 Stealth, +2 Survival.
Spell-Like Abilities At will—ghost sound (DC 6);
SQ compression, light blindness,

Ecology
Environment any underground (Timor)
Organization Pair, pack (2–8), swarm (9-20)
Treasure none
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Re: Pathfinder in the Mists

Post by Nemesio »

Glad to see you back at it. I keep checking in. Great stuff! :D

I'll get back to you with some better feedback too.
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Re: Pathfinder in the Mists

Post by Nemesio »

Ok. That feedback I promised. In my humble opinion the stuff you have been posting continues to be golden.

The Lady in the Lake looks a lot better on here than perhaps she ever has, and the Baron never did get enough attention despite his potential as a great Gothic villain.

How do you figure out their power checks? That must take a lot of pain staking research. I can't even begin to dissect it. I'd love to do the same for my own campaign. Its great that you laid it all out for us.

As far as the race and class stuff goes, it seems to fit in pretty well with basic pathfinder stuff, as it should. Revisions can be great, but why keep reinventing the wheel right? I'm sure it drives writers nuts as much as its provides them with jobs.

So as to the Order of the Raven, it Kicks ass! I always loved the Keepers of the Black Feather and have featured the ravenkin and their machinations as much as the Vistani in my campaign. As I see it they would have a hand in the your Order as well. You mention that it was on its way out before Strahd's evil tainted the land, so was he involved it at all, and how much? He certainly would have known about it. More than likely he would have been a member. Oh yah, so who's the ancient ghost of the Order? Sounds intriguing.
Last edited by Nemesio on Wed Feb 27, 2013 10:31 pm, edited 1 time in total.
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Re: Pathfinder in the Mists

Post by Jester of the FoS »

Ryan Naylor wrote:Alchemist
Mutagen – Upon drinking a mutagen, you must make a Will save (DC 10 + half your level + Int modifier + 2 per additional discovery applied) or your moral alignment becomes evil until the mutagen wears off.
Using a mutagen is cause for a Powers check.
This seems like a huge mistake.
One thing I tried to avoid with both my 4e and Pathfinder updates was imposing Powers checks for playing the game, such as by using class abilities. Especially for a level 1 frequently used power. Mutagen is a big regularly used ability and largely neutral. While it plays with the laws of nature, so do casting spells. Used a mutagen to boost strength to climb a wall? Powers check.
This is as silly as a darklord of Floating Disk.

I also wanted to get away from mandatory Powers checks, and leave that more to DMs, so they can choose how large of a role they want temptation and corruption to play in their game.

I get the point of the alignment change. It's an interesting nod to Jeckell & Hyde. But mutagen lasts a long time. And once you hit 14th level the alchemist will likely always be under the effects of a mutagen.
But that's not the only problem. Alchemists also have poor Will saves and have a good chance of having a high Int. So the DC increases every other level but their save bonus only increases every 3 levels, plus Int stat boosts. Quite likely alchemists will spend a lot of time faux evil.
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Re: Pathfinder in the Mists

Post by Nemesio »

Jester of the FoS wrote: I also wanted to get away from mandatory Powers checks, and leave that more to DMs, so they can choose how large of a role they want temptation and corruption to play in their game.

I get the point of the alignment change. It's an interesting nod to Jeckell & Hyde. But mutagen lasts a long time. And once you hit 14th level the alchemist will likely always be under the effects of a mutagen.
But that's not the only problem. Alchemists also have poor Will saves and have a good chance of having a high Int. So the DC increases every other level but their save bonus only increases every 3 levels, plus Int stat boosts. Quite likely alchemists will spend a lot of time faux evil.
I do agree with Jester that the idea of leaving power checks solely in the hands of the DM with no built in mechanics is probably for the best. I never did take the power check "every time" for a necromancer casting a spell of his/her specialized school to seriously, but it has always been the status quo.

Individual DMs can ignore whatever rules they want if they don't work for them though.

As I see it there is nothing wrong with adding mandatory power checks for using class abilities as long as all the character classes suffer a similar restriction, especially in campaigns where the temptation and corruption of the characters plays a larger role.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius and I discussed the Powers checks issue above.


I think you might be correct about the evil save DC; it should be changed to 1/4 the character's level (min 1), not 1/3.

Also note that taking the Master Chymist prestige class stops the alignment change, replacing it with the normal mutagenic form alignment rules.

Does that fix the issue for you?
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Re: Pathfinder in the Mists

Post by Jester of the FoS »

Ryan Naylor wrote:New Cavalier Order - The Order of the Raven
Challenge: When the cavalier issues a challenge, he receives a dodge bonus to his AC equal to half his class level (minimum 1) against attacks made by the target of his challenge.
This does not match the formatting of other orders, which increase every 4 levels not every 1/2 levels. The lion order also boosts AC, so compare this with that.
Given the anti-magic feel, SR might also be an option.
Ryan Naylor wrote:Skills: The cavalier adds Knowledge (arcana) and Knowledge (religion) to his list of class skills. He can make Knowledge (arcana) checks untrained, and gains a competence bonus equal to half his cavalier level (minimum +1) if he has ranks in the skill.
In Pathfinder you can make knowledge checks untrained (up to DC 10).
This also does not match other orders, where they 1/2 level bonus is situational.
May I suggest +1/2 level on either arcana or religion checks made to identify monsters. Or identify a weakness.
Ryan Naylor wrote:Resist the Unclean (Ex): At 2nd level, the cavalier is able to steel himself against supernatural abilities and spells, gaining a +2 bonus to all saving throws versus spells, spell-like abilities and supernatural abilities which allow a saving throw.
The line "which allow a saving throw" seems redundant.
This also seems very potent, given it's a bonus to all saves. I'm not sure how to balance this. Knocking it down to +1. Or maybe a per day reroll against those effects (which is easier to remember that a floating static bonus) and increase it every few levels.
Ryan Naylor wrote:Raven’s Strike (Su): At 8th level, the cavalier can take a swift action following a successful attack roll to disable the use of one supernatural or spell-like ability that a creature possesses. The target of the strike gains a Will save (DC 10 + half cavalier’s level + cavalier’s Strength or Dexterity bonus, depending on which ability modified the strike’s attack roll). If the target passes it’s save, the cavalier can’t use this ability against the creature for 24 hours. If the cavalier knows of a specific special ability, he may designate that ability as the one disabled; otherwise, the GM determines randomly. The ability is disabled for 1 hour. Creatures without supernatural or spell-like abilities are not affected by this ability. The cavalier can use the ability once a day plus one per 3 levels after 8th.
I like this but it seems like it would be hard to manage in play, potentially shutting down a GM's boss monster before it gets to do its cool thing. I'd probably allow a save each round for the monster to regain its ability, or require the cavalier to stay adjacent or concentrate or something.

Regardless, the first line should probably be:
At 8th level, the cavalier can prevent an opponent from using one of its abilities. As a swift action following a successful attack the cavalier can disable the use of one if the creature's supernatural or spell-like ability.
Ryan Naylor wrote:Dark Soul (Ex): At 15th level, the cavalier gains a +4 bonus to all saves made to resist negative energy, including energy drain and some types of ability drain. Once per day, the cavalier can ignore the effects of a single such attack that are due to negative energy (although he may still suffer other effects that are not due to negative energy, such as physical damage).
This could be clearer. The death ward spell and the Repose domain are good places to look for phrasing.
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