Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Ivana Boritsi (Borca)
Timeline
684 BC Borca forms with Camille Dilisnya as lord.
689 BC Ivan Dilisnya and Ivana Boritsi born on the same day in Borca.
707 BC Ivana poisons herself in order to murder Pierre. Stops aging. Rogue 1.
711 BC Ivana turns Nostalia Romaine into the fist ermordenung and has her kill Camille. Becomes lord of Borca. Rogue 2.
715 BC Ivan becomes lord of Dorvinia. The cousins begin corresponding. Rogue 2.
740 BC Ivan seeks out Ivana in the Grand Conjunction. Becomes lord of Borca. Rogue 6/Courtier 2.
760 BC Present day.
Powers Checks
Caress (Violence and Blasphemy: creation of her venom: 4%; 707 BC): Con +2
Enticement (Violence and Betrayal: murdering Pierre: 32%; 707 BC): Kiss of death made permanent.
Invitation (Violence and Blasphemy: further experimentation leading to creation of ermordenung: 16%; 710 BC): Immune to poison.
Embrace (Violence, Blasphemy and Betrayal: creation of ermordenung from best friend: 16%; 711 BC): Con +4, kiss of death becomes more dangerous.
Creature (Betrayal and Violence: Murdering Camille: 16%; 711 BC): Becomes darklord of Borca. Detect poison, Con +11
Base stats
S 8 D 11 C 11 I 16 W 10 Ch 16 (high fantasy)
Racial: Cha +2 (human)
Levelling: Cha +2
Powers checks: Con +11
Favoured class: skills
CR 13 (10 [levels] + 1 [PC-level treasure] +2 [darklord abilities])
760 BC (Current day stats)
CR 13 XP 25,600
Female Human Rogue (spy) 6/Courtier 5
CE Medium Humanoid (human)
Init: +6 (Dex, feat) Senses: Perception +18
Defense
AC 18 Touch 14 Flat 16 (+2 armour, +2 Dex, +2 natural, +2 deflection)
Hp 119 (8 + 10d8 + 66)
Fort +13 Ref +12 Will +8
Evasion
Uncanny dodge
Immune to poison
Detect poison
Offense
Spd 30’
Melee +1 dagger +7/+2 (1d4; crit 19+, plus poison plus sneak attack +3d6)
Missile +1 dagger +10/+5 (1d4+1; crit 19+ plus poison)
Pistol +9 (1d8; crit x4, range 20’, touch attack)
Space/Reach: 5’/5’
S 8 D 11 (15) C 22 I 16 W 10 Ch 20
BAB +7/+2 CMB +6 CMD 20 (18)
Feats
Ancestral Legacy (Boritsi), Exotic Weapons Prof (firearms), Master Alchemist, Alertness, Deceitful, Persuasive, Improved Initiative
Skills
Acrobatics +12 (7), Appraise +9 (3), Bluff +27 (9), Climb +3 (1), Craft (Alchemy) +19 (11), Diplomacy +26 (11), Disguise +10 (0), Escape Artist +13 (8), Handle Animal +10 (2), Heal +7 (4), Intimidate +14 (1), Knowledge (History) +8 (2), Knowledge (Local) +14 (8), Knowledge (Nature) +9 (3), Knowledge (Nobility) +14 (8), Knowledge (Religion) +6 (3), Linguistics +7 (1), Perception +18 (11), Ride +10 (8), Sense Motive +18 (11), Sleight of Hand +12 (7), Stealth +11 (6), Swim +5 (3)
Languages
Mordentish*, Balok*, Falkovnian, Luktar, Vaasi, Draconic
Treasure
(62,000 gp/82,000 gp)
+1 Dagger x 2, Amulet of Natural Armour +2, Belt of Incredible Dexterity +4, Bracers of Armour +2, Circlet of Persuasion, Cloak of Resistance +3, Ring of Mind Shielding, Ring of Protection +2
Special
Sneak attack +3d6
Evasion
Uncanny dodge
Hard to Fool (take best of 2 Sense Motive checks, 2/day)
Skilled Liar +3
Poison use
Swift poison
Lasting poison
Catalytic poison
Putrid distillation
Undetectable poison
Immune to poison
Detect poison
Sinkhole of evil
Timeline
684 BC Borca forms with Camille Dilisnya as lord.
689 BC Ivan Dilisnya and Ivana Boritsi born on the same day in Borca.
707 BC Ivana poisons herself in order to murder Pierre. Stops aging. Rogue 1.
711 BC Ivana turns Nostalia Romaine into the fist ermordenung and has her kill Camille. Becomes lord of Borca. Rogue 2.
715 BC Ivan becomes lord of Dorvinia. The cousins begin corresponding. Rogue 2.
740 BC Ivan seeks out Ivana in the Grand Conjunction. Becomes lord of Borca. Rogue 6/Courtier 2.
760 BC Present day.
Powers Checks
Caress (Violence and Blasphemy: creation of her venom: 4%; 707 BC): Con +2
Enticement (Violence and Betrayal: murdering Pierre: 32%; 707 BC): Kiss of death made permanent.
Invitation (Violence and Blasphemy: further experimentation leading to creation of ermordenung: 16%; 710 BC): Immune to poison.
Embrace (Violence, Blasphemy and Betrayal: creation of ermordenung from best friend: 16%; 711 BC): Con +4, kiss of death becomes more dangerous.
Creature (Betrayal and Violence: Murdering Camille: 16%; 711 BC): Becomes darklord of Borca. Detect poison, Con +11
Base stats
S 8 D 11 C 11 I 16 W 10 Ch 16 (high fantasy)
Racial: Cha +2 (human)
Levelling: Cha +2
Powers checks: Con +11
Favoured class: skills
CR 13 (10 [levels] + 1 [PC-level treasure] +2 [darklord abilities])
760 BC (Current day stats)
CR 13 XP 25,600
Female Human Rogue (spy) 6/Courtier 5
CE Medium Humanoid (human)
Init: +6 (Dex, feat) Senses: Perception +18
Defense
AC 18 Touch 14 Flat 16 (+2 armour, +2 Dex, +2 natural, +2 deflection)
Hp 119 (8 + 10d8 + 66)
Fort +13 Ref +12 Will +8
Evasion
Uncanny dodge
Immune to poison
Detect poison
Offense
Spd 30’
Melee +1 dagger +7/+2 (1d4; crit 19+, plus poison plus sneak attack +3d6)
Missile +1 dagger +10/+5 (1d4+1; crit 19+ plus poison)
Pistol +9 (1d8; crit x4, range 20’, touch attack)
Space/Reach: 5’/5’
S 8 D 11 (15) C 22 I 16 W 10 Ch 20
BAB +7/+2 CMB +6 CMD 20 (18)
Feats
Ancestral Legacy (Boritsi), Exotic Weapons Prof (firearms), Master Alchemist, Alertness, Deceitful, Persuasive, Improved Initiative
Skills
Acrobatics +12 (7), Appraise +9 (3), Bluff +27 (9), Climb +3 (1), Craft (Alchemy) +19 (11), Diplomacy +26 (11), Disguise +10 (0), Escape Artist +13 (8), Handle Animal +10 (2), Heal +7 (4), Intimidate +14 (1), Knowledge (History) +8 (2), Knowledge (Local) +14 (8), Knowledge (Nature) +9 (3), Knowledge (Nobility) +14 (8), Knowledge (Religion) +6 (3), Linguistics +7 (1), Perception +18 (11), Ride +10 (8), Sense Motive +18 (11), Sleight of Hand +12 (7), Stealth +11 (6), Swim +5 (3)
Languages
Mordentish*, Balok*, Falkovnian, Luktar, Vaasi, Draconic
Treasure
(62,000 gp/82,000 gp)
+1 Dagger x 2, Amulet of Natural Armour +2, Belt of Incredible Dexterity +4, Bracers of Armour +2, Circlet of Persuasion, Cloak of Resistance +3, Ring of Mind Shielding, Ring of Protection +2
Special
Sneak attack +3d6
Evasion
Uncanny dodge
Hard to Fool (take best of 2 Sense Motive checks, 2/day)
Skilled Liar +3
Poison use
Swift poison
Lasting poison
Catalytic poison
Putrid distillation
Undetectable poison
Immune to poison
Detect poison
Sinkhole of evil
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Knight of the Shadows
Few secret societies are as steeped in legend and contradiction as the Circle. Its members, the Knights of the Shadows, are men and women of supreme virtue and mystery. Pledged to selflessly protect the innocent, they walk in darkness, emerging wherever they are needed and vanishing just as suddenly.
Alignment: Any good
Hit Dice: d10
Requirements: Base Attack Bonus: +5; Skill: Knowledge (local) 4 ranks; Special: The character must be inducted into the Circle by other Knights of the Shadows. Once a year, the character must return to the Shadowlands for a secret conclave.
Class skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: A Knight of the Shadows is proficient with all simple and martial weapons, all types of armour, and shields (except tower shields).
Challenge: Once per day, a Knight of the Shadows can challenge a foe to combat. As a swift action, the character chooses one target within sight to challenge. The Knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to double the Knight’s class level. The Knight takes a –2 penalty to his Armour Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Levels in Knight of the Shadows stack with levels from other classes that grant this ability for the purposes of a challenge, although levels from other classes are not doubled.
Code of Conduct: A Knight of the Shadows swears to a code of conduct, similar to a paladin’s or cavalier’s code. He swear to be true to the Circle, to uphold the cause of good, and to protect the common folk of the Land of the Mists. A Knight of the Shadows who breaks this code loses all the benefits of this class until he atones.
Virtue: For as long as a Knight of the Shadows remains in good standing with his Order, he is treated as if he were Innocent, except the character does not suffer a penalty to Sense Motive checks and Horror saves.
Protector of the Weak: The Knight of the Shadows gains a bonus feat from the following list: any teamwork feat, In Harm’s Way, Fight On, Saving Shield, Swap Places. As a standard action, the character can choose to learn a new bonus feat in place of the most recent bonus feat she has already learned. In effect, they lose the bonus feat in exchange for the new one. A Knight of the Shadows can change the bonus feat a number of times per day equal to her Wisdom modifier.
Aura of Resolve: The Knight and each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the Knight is conscious, not if she is unconscious or dead.
Shoulder Burden: Once per day, the Knight is able to cast surmount affliction with a range of touch and a caster level equal to their character level. Once per week, they can also cast remove curse, but instead of being broken, permanent curses are transferred to the Knight for a number of days equal to his Wisdom bonus.
Stealth: The Knight no longer suffers an armour check penalty to Stealth rolls.
The Knight of the Shadows
Lvl BAB Fort Ref Will Special
1 +1 +1 +0 +1 Challenge, code of conduct, virtue
2 +2 +1 +1 +1 Protector of the weak
3 +3 +2 +1 +2 Aura of resolve, shoulder burden, stealth
Few secret societies are as steeped in legend and contradiction as the Circle. Its members, the Knights of the Shadows, are men and women of supreme virtue and mystery. Pledged to selflessly protect the innocent, they walk in darkness, emerging wherever they are needed and vanishing just as suddenly.
Alignment: Any good
Hit Dice: d10
Requirements: Base Attack Bonus: +5; Skill: Knowledge (local) 4 ranks; Special: The character must be inducted into the Circle by other Knights of the Shadows. Once a year, the character must return to the Shadowlands for a secret conclave.
Class skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: A Knight of the Shadows is proficient with all simple and martial weapons, all types of armour, and shields (except tower shields).
Challenge: Once per day, a Knight of the Shadows can challenge a foe to combat. As a swift action, the character chooses one target within sight to challenge. The Knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to double the Knight’s class level. The Knight takes a –2 penalty to his Armour Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Levels in Knight of the Shadows stack with levels from other classes that grant this ability for the purposes of a challenge, although levels from other classes are not doubled.
Code of Conduct: A Knight of the Shadows swears to a code of conduct, similar to a paladin’s or cavalier’s code. He swear to be true to the Circle, to uphold the cause of good, and to protect the common folk of the Land of the Mists. A Knight of the Shadows who breaks this code loses all the benefits of this class until he atones.
Virtue: For as long as a Knight of the Shadows remains in good standing with his Order, he is treated as if he were Innocent, except the character does not suffer a penalty to Sense Motive checks and Horror saves.
Protector of the Weak: The Knight of the Shadows gains a bonus feat from the following list: any teamwork feat, In Harm’s Way, Fight On, Saving Shield, Swap Places. As a standard action, the character can choose to learn a new bonus feat in place of the most recent bonus feat she has already learned. In effect, they lose the bonus feat in exchange for the new one. A Knight of the Shadows can change the bonus feat a number of times per day equal to her Wisdom modifier.
Aura of Resolve: The Knight and each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the Knight is conscious, not if she is unconscious or dead.
Shoulder Burden: Once per day, the Knight is able to cast surmount affliction with a range of touch and a caster level equal to their character level. Once per week, they can also cast remove curse, but instead of being broken, permanent curses are transferred to the Knight for a number of days equal to his Wisdom bonus.
Stealth: The Knight no longer suffers an armour check penalty to Stealth rolls.
The Knight of the Shadows
Lvl BAB Fort Ref Will Special
1 +1 +1 +0 +1 Challenge, code of conduct, virtue
2 +2 +1 +1 +1 Protector of the weak
3 +3 +2 +1 +2 Aura of resolve, shoulder burden, stealth
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
No one has any comments on the Knight of the Shadows? Or anything else?
- Nemesio
- Evil Genius

- Posts: 2030
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- Gender: Male
- Location: Holbrook MA
- Contact:
Re: Pathfinder in the Mists
Great work Ryan. I've been using the Ghost template rules in my campaign, which I think are awesome. I've also reintroduced some Ravenloft feats thanks to you. The rest is great too. I love the knights of the shadows and will certainly use your Pathfinder adaption of the prestige class in the near future...
I still check in and read all of your updates. I've been busy with a campaign I'm running on here so I don't post about much else anymore. I'm looking forward to seeing whatever you might have worked on, and I'd be happy to discuss any of it with you. If you are looking to bounce some of your ideas off someone, let me know... Please keep up the good work.
I still check in and read all of your updates. I've been busy with a campaign I'm running on here so I don't post about much else anymore. I'm looking forward to seeing whatever you might have worked on, and I'd be happy to discuss any of it with you. If you are looking to bounce some of your ideas off someone, let me know... Please keep up the good work.
Last edited by Nemesio on Mon Aug 05, 2013 10:06 pm, edited 2 times in total.
- Zilfer
- Evil Genius

- Posts: 4231
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- Gender: Male
- Location: WA (Land of lots of trees)
- Contact:
Re: Pathfinder in the Mists
Knight of Shadows is actually a Prestige class i flipped to one day and thought it was made specifically for me....
It's basically what my character (original) is.... his 'title' i used was "Zilfer of Shadows", selfless and grim. I'm surprised you condensed it into 3 levels which isn't necessarily a bad thing. Though I'm not sure if i am for or against it at the moment.
I do like that you Pathfinderized it.
It's basically what my character (original) is.... his 'title' i used was "Zilfer of Shadows", selfless and grim. I'm surprised you condensed it into 3 levels which isn't necessarily a bad thing. Though I'm not sure if i am for or against it at the moment.
I do like that you Pathfinderized it.
- Gonzoron of the FoS
- Evil Genius

- Posts: 7690
- Joined: Tue Dec 02, 2003 8:02 pm
- Gender: Male
- Location: New Jersey
- Contact:
Re: Pathfinder in the Mists
I like your Knight of the Shadows, even though I went pretty much to the opposite extreme with my version:
http://themistway.com/knightoftheshadows.html
I think we tackled the issue of the varied Knights in two different ways. While yours is short and sweet, allowing a short detour and letting the KoS go back to their other classes to differentiate themselves, mine incorporates a bunch of (some might say clunky) options to improve their existing classes while staying in the PrC. I'm sticking with mine, but I might incorporate some stuff from yours to fill out my "TBD"s.
Not sure how I feat about switching the feats with a standard action. On the one hand, it gives maybe too many options, but on the other, making it a standard action means they will rarely get changed during combat... I dunno. But I will definitely be adding some or all of those feats to my "Tools of the Trade" options.
As a minor point, that seems like an awful lot of class skills. Have you compared to comparable existing classes?
http://themistway.com/knightoftheshadows.html
I think we tackled the issue of the varied Knights in two different ways. While yours is short and sweet, allowing a short detour and letting the KoS go back to their other classes to differentiate themselves, mine incorporates a bunch of (some might say clunky) options to improve their existing classes while staying in the PrC. I'm sticking with mine, but I might incorporate some stuff from yours to fill out my "TBD"s.
Not sure how I feat about switching the feats with a standard action. On the one hand, it gives maybe too many options, but on the other, making it a standard action means they will rarely get changed during combat... I dunno. But I will definitely be adding some or all of those feats to my "Tools of the Trade" options.
As a minor point, that seems like an awful lot of class skills. Have you compared to comparable existing classes?
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Nem: Good to hear from you again! If you liked the Ghost template, I'm hoping the Hag template will continue to interest and intrigue.
Zilfer: Pathfinderisation is of course the idea of the thread.
I also love the Knights of the Shadows - I think it's a great idea from beginning to end. One of my two favourite PCs is Ciaran, a Knight of the Shadows from Nidala. He's very bad tempered but his heart's in the right place.
I started off as a 10 level PrC, then cut it back to 5, then to 3, because I couldn't think of any reasonable way to step the powers the class was granting. It seemed like it had a lot of padding in it. Plus, I suppose in some sense, the Circle is more a philosophy than a skill set, and embraces a wide variety of activities.
Ron: I'll have a look at yours and see what I think/can come up with/am inspired by.
The feat switching is modeled on the Inquisitor ability (which is really the Pathfinder monster hunter class), just with a different spread of feats. In my experience, most people switch between two favourite feats, and it's mostly just before or not in combat (so you have a non-combat feat and an in-combat feat). There may be more inventive ways of doing it.
The class skills are also a slightly restricted version of the Inquisitor set, and is comparable to the spread you get in a lot of other classes or PrCs. So, yes, it is comparable.
Zilfer: Pathfinderisation is of course the idea of the thread.
I also love the Knights of the Shadows - I think it's a great idea from beginning to end. One of my two favourite PCs is Ciaran, a Knight of the Shadows from Nidala. He's very bad tempered but his heart's in the right place.
I started off as a 10 level PrC, then cut it back to 5, then to 3, because I couldn't think of any reasonable way to step the powers the class was granting. It seemed like it had a lot of padding in it. Plus, I suppose in some sense, the Circle is more a philosophy than a skill set, and embraces a wide variety of activities.
Ron: I'll have a look at yours and see what I think/can come up with/am inspired by.
The feat switching is modeled on the Inquisitor ability (which is really the Pathfinder monster hunter class), just with a different spread of feats. In my experience, most people switch between two favourite feats, and it's mostly just before or not in combat (so you have a non-combat feat and an in-combat feat). There may be more inventive ways of doing it.
The class skills are also a slightly restricted version of the Inquisitor set, and is comparable to the spread you get in a lot of other classes or PrCs. So, yes, it is comparable.
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Mesmerist
Mesmerists are those who dedicate themselves to mastering the art of hypnotism. For those lost to madness, a mesmerist may be their last hope, but mesmerists must beware the temptation to use their gifts for their own benefits, even simply to entertain themselves. An evil mesmerist can shatter minds and destroy lives.
Alignment: Any.
Hit Dice: d6
Requirements: Skills: Heal 6 ranks, Sense Motive 6 ranks; Feats: Hypnotism
Class Skills: Appraise (Int), Bluff (Cha), Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perform (Cha), Sense Motive (Wis)
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: Mesmerists do not gain any proficiency with weapons or armour.
Spells: A mesmerist casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to enchantment and illusion (phantasm) spells. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a mesmerist must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each mesmerist level, she gains one or more new spells, as indicated on the table on the next page. At 4th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
Mesmeric focus: The mesmerist gets a bonus equal to half her class level to Heal checks to hypnotise people. If she has a small object she can use as a focus (a pocket watch, for example, or a small, faceted crystal) and can convince her target to concentrate on it, she gains a further +2 bonus.
Alter perceptions: Once per day, the mesmerist can alter the perceptions of a single character. To do so, she needs to talk to the character uninterrupted for 10 min. The mesmerist can choose to instil one of the following effects:
Bravery: +2 morale bonus to saving throws against fear and charm effects.
Competence: +2 competence bonus to skill checks.
Cowardice: -2 morale penalty to saving throws against fear and charm effects.
Incompetence: -2 competence penalty to skill checks.
Rage: +2 competence bonus to attack and damage rolls, but -2 competence penalty to AC.
The effect of the altered perceptions lasts for 10 min. A mesmerist can’t alter her own perceptions. If the mesmerist wishes, she can make a Bluff check to disguise the effect being used as another effect.
Diagnose madness: With 1 minute of observation and a successful Heal check (DC 15), a mesmerist can diagnose the particular insanity a person is suffering from. In addition to gaining this information, the mesmerist gains a +2 competence bonus to Heal checks to cure the madness, or Bluff checks to induce worse madness by gaslighting.
Soothing Voice: The mesmerist gains a competence bonus equal to half her class level on all language-based effects (except hypnosis checks). The save DC of any spells the mesmerist casts increases by an equivalent amount.
Implant spells: Instead of simply implanting suggestions in hypnotised people, the mesmerist is able to implant spells to be triggered by a later event. The spell to be implanted must be an enchantment or illusion (phantasm) spell, and the mesmerist must cast the spell as part of the hypnosis session. She must also set a clearly defined trigger condition under which the spell will take effect (as though the mesmerist had cast it at that moment). This could be an event, a location, or an emotional state. Once chosen, it cannot be changed. A patient can only have one spell implanted at a time. If the spell is not triggered within a number of hours equal to the mesmerist’s Charisma modifier plus half her class level, the spell is wasted to no effect.
Shatter Psyche: The mesmerist can dramatically influence the mind of those around her. Once per day, if the mesmerist can spend 10 min undisturbed with a target, she can increase or decrease the madness DC by an amount equal to her class level. This ability can only affect a particular person once per week. Furthermore, she can gaslight someone by spending 10 min per day with them for a week, instead of all day for a month.
Break Will: The mesmerist can break the will of someone she has hypnotised. She must make a Heal check (DC 15 + target’s Wisdom modifier). If she succeeds, the target suffers a penalty to her Will saves against the mesmerist’s powers equal to the mesmerists’ Charisma modifier. The target gains a competence bonus equal to half this amount against mind-affecting spells (except fear effects) from other sources. The effects of this power last for 24 hours. A particular target can only be affected by this power once per week.
The Mesmerist
Lvl BAB Fort Ref Will Special Spells per Day
1st 2nd
1 +0 +0 +0 +1 Mesmeric focus, alter perceptions 1 —
2 +1 +1 +1 +1 Diagnose madness, soothing voice 2 —
3 +1 +1 +1 +2 Implant spells 3 —
4 +2 +1 +1 +2 Shatter psyche 3 1
5 +2 +2 +2 +3 Break will 4 2
Mesmerists are those who dedicate themselves to mastering the art of hypnotism. For those lost to madness, a mesmerist may be their last hope, but mesmerists must beware the temptation to use their gifts for their own benefits, even simply to entertain themselves. An evil mesmerist can shatter minds and destroy lives.
Alignment: Any.
Hit Dice: d6
Requirements: Skills: Heal 6 ranks, Sense Motive 6 ranks; Feats: Hypnotism
Class Skills: Appraise (Int), Bluff (Cha), Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perform (Cha), Sense Motive (Wis)
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: Mesmerists do not gain any proficiency with weapons or armour.
Spells: A mesmerist casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to enchantment and illusion (phantasm) spells. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a mesmerist must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each mesmerist level, she gains one or more new spells, as indicated on the table on the next page. At 4th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
Mesmeric focus: The mesmerist gets a bonus equal to half her class level to Heal checks to hypnotise people. If she has a small object she can use as a focus (a pocket watch, for example, or a small, faceted crystal) and can convince her target to concentrate on it, she gains a further +2 bonus.
Alter perceptions: Once per day, the mesmerist can alter the perceptions of a single character. To do so, she needs to talk to the character uninterrupted for 10 min. The mesmerist can choose to instil one of the following effects:
Bravery: +2 morale bonus to saving throws against fear and charm effects.
Competence: +2 competence bonus to skill checks.
Cowardice: -2 morale penalty to saving throws against fear and charm effects.
Incompetence: -2 competence penalty to skill checks.
Rage: +2 competence bonus to attack and damage rolls, but -2 competence penalty to AC.
The effect of the altered perceptions lasts for 10 min. A mesmerist can’t alter her own perceptions. If the mesmerist wishes, she can make a Bluff check to disguise the effect being used as another effect.
Diagnose madness: With 1 minute of observation and a successful Heal check (DC 15), a mesmerist can diagnose the particular insanity a person is suffering from. In addition to gaining this information, the mesmerist gains a +2 competence bonus to Heal checks to cure the madness, or Bluff checks to induce worse madness by gaslighting.
Soothing Voice: The mesmerist gains a competence bonus equal to half her class level on all language-based effects (except hypnosis checks). The save DC of any spells the mesmerist casts increases by an equivalent amount.
Implant spells: Instead of simply implanting suggestions in hypnotised people, the mesmerist is able to implant spells to be triggered by a later event. The spell to be implanted must be an enchantment or illusion (phantasm) spell, and the mesmerist must cast the spell as part of the hypnosis session. She must also set a clearly defined trigger condition under which the spell will take effect (as though the mesmerist had cast it at that moment). This could be an event, a location, or an emotional state. Once chosen, it cannot be changed. A patient can only have one spell implanted at a time. If the spell is not triggered within a number of hours equal to the mesmerist’s Charisma modifier plus half her class level, the spell is wasted to no effect.
Shatter Psyche: The mesmerist can dramatically influence the mind of those around her. Once per day, if the mesmerist can spend 10 min undisturbed with a target, she can increase or decrease the madness DC by an amount equal to her class level. This ability can only affect a particular person once per week. Furthermore, she can gaslight someone by spending 10 min per day with them for a week, instead of all day for a month.
Break Will: The mesmerist can break the will of someone she has hypnotised. She must make a Heal check (DC 15 + target’s Wisdom modifier). If she succeeds, the target suffers a penalty to her Will saves against the mesmerist’s powers equal to the mesmerists’ Charisma modifier. The target gains a competence bonus equal to half this amount against mind-affecting spells (except fear effects) from other sources. The effects of this power last for 24 hours. A particular target can only be affected by this power once per week.
The Mesmerist
Lvl BAB Fort Ref Will Special Spells per Day
1st 2nd
1 +0 +0 +0 +1 Mesmeric focus, alter perceptions 1 —
2 +1 +1 +1 +1 Diagnose madness, soothing voice 2 —
3 +1 +1 +1 +2 Implant spells 3 —
4 +2 +1 +1 +2 Shatter psyche 3 1
5 +2 +2 +2 +3 Break will 4 2
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Monster Hunter
Monster hunters are the men and women who research dangerous creatures in order to destroy them more easily. They are typically of a scholarly bent, preferring to defeat their foes with guile, tactics and knowledge, not brute force.
Alignment: Any. Most monster hunters are of good alignment, although some become too zealous or fall into the trap of using monstrous powers to defeat their opponents. Evil monster hunters typically believe themselves to be good.
Hit Dice: d8
Requirements: Skills: Knowledge (any) 5 ranks, Sense Motive 5 ranks; Feats: Iron Will, Track
Class Skills: Craft (alchemy) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: A monster hunter is proficient in all simple weapon, and light and medium armour.
Courage: The monster hunter gains a +4 morale bonus to fear.
Favoured enemy: The character gains a +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. At 5th level, the monster hunter may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by +2. If the monster hunter has favoured enemies from another class, the increase in bonuses from selecting an additional favoured enemy can be applied to favoured enemies chosen by either class.
A monster hunter’s favoured enemies must be selected from the following list: aberrations, constructs, fey, humanoids (giants), magical beasts, monstrous humanoids, oozes, outsiders (no subtype needed), plants, or undead.
Lore master: At 2nd level, the can take 10 on any Knowledge skill check that he has ranks in regarding monster lore. The character can choose not to take 10 and can instead roll normally. In addition, once per day, the monster hunter can take 20 on any Knowledge skill check as a standard action. Levels in monster hunter stack with those from other classes with the lore master ability in terms of this ability.
Magical lore: At 2nd level, the monster hunter learns a magical secret to weaken their enemy. The monster hunter can choose a spell from the following list: deconstruct, diminish plants, diminish undead, dispel magic, halt undead, magic circle (any), prayer, remove curse, suppress lycanthropy. They are able to cast the spell once per day, with a caster level equal to their total level. The save is Intelligence based. At 4th level, the monster hunter can choose another spell, or increase the number of uses of the original by one.
Detection: The monster hunter can make a Perception check (DC 30 – favoured enemy’s CR) to detect creatures of their favoured enemy type when they are within 30 ft, regardless of whether the creature is disguised or otherwise hidden. This is a supernatural ability.
Resist influence: The monster hunter gains a +2 morale bonus to saves against all spells, spell like effects and supernatural effects of their favoured enemies.
Bonus feat: The monster hunter gains a bonus feat from the following list: any teamwork feat, any channelling feat, Arcane Armour Training, Cold One, Disruptive, Ethereal Empathy, Ghostsight, Turn Undead, Voice of Wrath, Warding Gesture.
Slippery Mind: If a monster hunter is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
The Monster Hunter
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Courage, favoured enemy
2 +1 +1 +1 +1 Lore master, magical lore
3 +2 +2 +1 +2 Detection, resist influence
4 +3 +2 +1 +2 Bonus feat, magical lore
5 +3 +3 +2 +3 Favoured enemy, slippery mind
Monster hunters are the men and women who research dangerous creatures in order to destroy them more easily. They are typically of a scholarly bent, preferring to defeat their foes with guile, tactics and knowledge, not brute force.
Alignment: Any. Most monster hunters are of good alignment, although some become too zealous or fall into the trap of using monstrous powers to defeat their opponents. Evil monster hunters typically believe themselves to be good.
Hit Dice: d8
Requirements: Skills: Knowledge (any) 5 ranks, Sense Motive 5 ranks; Feats: Iron Will, Track
Class Skills: Craft (alchemy) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: A monster hunter is proficient in all simple weapon, and light and medium armour.
Courage: The monster hunter gains a +4 morale bonus to fear.
Favoured enemy: The character gains a +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. At 5th level, the monster hunter may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by +2. If the monster hunter has favoured enemies from another class, the increase in bonuses from selecting an additional favoured enemy can be applied to favoured enemies chosen by either class.
A monster hunter’s favoured enemies must be selected from the following list: aberrations, constructs, fey, humanoids (giants), magical beasts, monstrous humanoids, oozes, outsiders (no subtype needed), plants, or undead.
Lore master: At 2nd level, the can take 10 on any Knowledge skill check that he has ranks in regarding monster lore. The character can choose not to take 10 and can instead roll normally. In addition, once per day, the monster hunter can take 20 on any Knowledge skill check as a standard action. Levels in monster hunter stack with those from other classes with the lore master ability in terms of this ability.
Magical lore: At 2nd level, the monster hunter learns a magical secret to weaken their enemy. The monster hunter can choose a spell from the following list: deconstruct, diminish plants, diminish undead, dispel magic, halt undead, magic circle (any), prayer, remove curse, suppress lycanthropy. They are able to cast the spell once per day, with a caster level equal to their total level. The save is Intelligence based. At 4th level, the monster hunter can choose another spell, or increase the number of uses of the original by one.
Detection: The monster hunter can make a Perception check (DC 30 – favoured enemy’s CR) to detect creatures of their favoured enemy type when they are within 30 ft, regardless of whether the creature is disguised or otherwise hidden. This is a supernatural ability.
Resist influence: The monster hunter gains a +2 morale bonus to saves against all spells, spell like effects and supernatural effects of their favoured enemies.
Bonus feat: The monster hunter gains a bonus feat from the following list: any teamwork feat, any channelling feat, Arcane Armour Training, Cold One, Disruptive, Ethereal Empathy, Ghostsight, Turn Undead, Voice of Wrath, Warding Gesture.
Slippery Mind: If a monster hunter is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
The Monster Hunter
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Courage, favoured enemy
2 +1 +1 +1 +1 Lore master, magical lore
3 +2 +2 +1 +2 Detection, resist influence
4 +3 +2 +1 +2 Bonus feat, magical lore
5 +3 +3 +2 +3 Favoured enemy, slippery mind
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Moonchild
Most afflicted lycanthropes end their lives or seek to find a cure for their curse. Others seek a different form of escape, battling their latent savagery for self-control.
Alignment: Any
Hit Dice: d8
Requirements: Feat: Iron Will; Special: Must be an afflicted or maledictive lycanthrope who is aware of their condition.
Ex-Moonchildren: If cured of lycanthropy, a moonchild loses all special abilities and can no longer gain levels in this class until reinfected.
Class Skills: Bluff (Cha), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: Moonchildren do not gain any proficiency with weapons or armour.
Change Shape (Su): Unlike other afflicted lycanthropes, the moonchild has some control over their transformations, although it is less adept than a natural lycanthrope. A moonchild can transform as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. When exposed to its trigger, the moonchild gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. The moonchild reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.
Contested Soul (Ex): The Wisdom bonus that afflicted lycanthropes gain becomes a permanent bonus, affecting all Wisdom-based abilities. The moonchild becomes subject to the Hunger in humanoid form as well as in beast form, but is only subject to bloodlust in beast form.
Human Heart (Ex): A moonchild can make a Will save to retain their original alignment, memories and self control when they voluntarily assume beast form. The DC of this save is equal to the DC of their curse of lycanthropy ability + 7. They receive a competence bonus equal to twice their Moonchild level to this check.
Savage Blood (Ex): Whenever a character takes a level in Moonchild (including the first), they must make a Will save with a DC equal to their curse of lycanthropy DC, or have their alignment shift one step towards the alignment of their bestial form. This is considered an involuntary alignment change, and the moonchild must receive atonement to regain their original alignment (although many choose not to, as their power comes from finding accommodation with the beast). Also note the rules regarding involuntary alignment changes for afflicted lycanthropes.
Scent (Ex): The moonchild gains the scent ability in humanoid form.
Shackle the Beast (Ex): A moonchild receives a +4 competence bonus to control their shape.
Bonus Feat (Ex): The moonchild gains a bonus feat from the following list: Ability Focus (curse of lycanthropy), Aspect of the Beast, Eldritch Claws, Improved Iron Will, Improved Natural Weapon, Rending Claws, Vital Strike, Weapon Focus (natural weapons only), or any werebeast feat.
Natural Lycanthrope (Ex): The moonchild becomes a natural lycanthrope, gaining all the benefits and hindrances of the lycanthrope template regarding natural lycanthropes. They gain both bestial and hybrid forms, and no longer being affected by their trigger. They can never be cured of lycanthropy. Any lycanthropes they create consider the moonchild to be the originator of the bloodline.
The Moonchild
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Change shape, contested soul, human heart, savage blood, scent
2 +1 +1 +1 +1 Shackle the beast, bonus feat
3 +2 +2 +1 +2 Bonus feat, natural lycanthrope
Most afflicted lycanthropes end their lives or seek to find a cure for their curse. Others seek a different form of escape, battling their latent savagery for self-control.
Alignment: Any
Hit Dice: d8
Requirements: Feat: Iron Will; Special: Must be an afflicted or maledictive lycanthrope who is aware of their condition.
Ex-Moonchildren: If cured of lycanthropy, a moonchild loses all special abilities and can no longer gain levels in this class until reinfected.
Class Skills: Bluff (Cha), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: Moonchildren do not gain any proficiency with weapons or armour.
Change Shape (Su): Unlike other afflicted lycanthropes, the moonchild has some control over their transformations, although it is less adept than a natural lycanthrope. A moonchild can transform as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. When exposed to its trigger, the moonchild gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. The moonchild reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.
Contested Soul (Ex): The Wisdom bonus that afflicted lycanthropes gain becomes a permanent bonus, affecting all Wisdom-based abilities. The moonchild becomes subject to the Hunger in humanoid form as well as in beast form, but is only subject to bloodlust in beast form.
Human Heart (Ex): A moonchild can make a Will save to retain their original alignment, memories and self control when they voluntarily assume beast form. The DC of this save is equal to the DC of their curse of lycanthropy ability + 7. They receive a competence bonus equal to twice their Moonchild level to this check.
Savage Blood (Ex): Whenever a character takes a level in Moonchild (including the first), they must make a Will save with a DC equal to their curse of lycanthropy DC, or have their alignment shift one step towards the alignment of their bestial form. This is considered an involuntary alignment change, and the moonchild must receive atonement to regain their original alignment (although many choose not to, as their power comes from finding accommodation with the beast). Also note the rules regarding involuntary alignment changes for afflicted lycanthropes.
Scent (Ex): The moonchild gains the scent ability in humanoid form.
Shackle the Beast (Ex): A moonchild receives a +4 competence bonus to control their shape.
Bonus Feat (Ex): The moonchild gains a bonus feat from the following list: Ability Focus (curse of lycanthropy), Aspect of the Beast, Eldritch Claws, Improved Iron Will, Improved Natural Weapon, Rending Claws, Vital Strike, Weapon Focus (natural weapons only), or any werebeast feat.
Natural Lycanthrope (Ex): The moonchild becomes a natural lycanthrope, gaining all the benefits and hindrances of the lycanthrope template regarding natural lycanthropes. They gain both bestial and hybrid forms, and no longer being affected by their trigger. They can never be cured of lycanthropy. Any lycanthropes they create consider the moonchild to be the originator of the bloodline.
The Moonchild
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Change shape, contested soul, human heart, savage blood, scent
2 +1 +1 +1 +1 Shackle the beast, bonus feat
3 +2 +2 +1 +2 Bonus feat, natural lycanthrope
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Tepestani Inquisitor
The Tepestani Inquisition is devoted to rooting out and defeating the menace of the malicious fey that supposedly plague the humble folk of Tepest.
Alignment: Any non-evil
Hit Dice: d8
Requirements: Base Will Save: +3; Skills: Knowledge (nature) 4 ranks, Knowledge (religion) 6 ranks; Spellcasting: Ability to cast dispel magic as a divine spell; Special: Must have had a personal encounter with malicious fey and trained by the Tepestani clergy.
Ex-Tepestani Inquisitors: A Tepestani Inquisitor who knowingly and willingly interacts peaceably with the fey loses all the spell levels and supernatural abilities until they have atonement cast on them.
Class Skills: Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: Tepestani Inquisitors do not gain any proficiency with weapons or armour.
Spells Per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Tepestani Inquisitor, he must decide to which class he adds the new level for purposes of determining spells per day.
Resolute: At 1st level, the Tepestani Inquisitor gains a +1 sacred bonus to all saves against the spells, spell-like abilities and supernatural abilities of fey creatures. This bonus increases at every other level.
Fey Channel: Tepestani Inquisitors can channel energy to damage fey creatures as a cleric of level equal to their Tepestani Inquisitor level. This channelled energy damages only fey; creatures of other types are unaffected. Levels in Tepestani Inquisitor stacks with levels of other classes that provide the ability to channel energy. If the character has the Turn or Command Undead feats, fey can also be targeted with these feats.
Detect Feycraft: When the character casts detect magic, if the Spellcraft check to determine the school of magic involved in the aura succeeds by 5 or more, the Inquisitor can tell if the effect was caused by a fey.
Cold Iron Gaze: The Tepestani Inquisitor automatically disbelieves all illusions created by fey.
Pierce the Veil: At will, if the Tepestani Inquisitor touches a fey-created illusion or a fey cloaked in illusion (such as disguise self), the chatacter can make a caster level check as if casting dispel magic against the illusion. If successful, the illusion is dispelled.
Reveal Trickster: At will, a Tepestani Inquisitor can force a shapechanged fey creature back into its true form with a successful melee touch attack. The Inquisitor must make a caster level check to force the shapechange, the DC of which is equal to 10 + ½ the fey’s Hit Dice + its Wisdom modifier. If successful, the affected fey cannot change shape again until it leaves the Inquisitor’s line of sight.
Disperse the essence: Whenever a Tepestani Inquisitor slays a fey creature or is within 30 ft of a fey creature when it is slain, the character can utter a short prayer as a standard action that provokes attacks of opportunity. The fey must make a Will save (DC 10 + half the character’s level + Cha modifier) or be truly killed. If the Inquisitor landed the killing blow, the fey suffers a -4 sacred penalty to the save. Even if the save is successful, the fey’s essence is so scattered, it requires one year per character level to reform.
The Tepestani Inquisitor
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Fey channel, resolute +1
2 +1 +1 +1 +1 Detect feycraft
3 +2 +2 +1 +2 Resolute +2
4 +3 +2 +1 +2 Cold iron gaze
5 +3 +3 +2 +3 Resolute +3
6 +4 +3 +2 +3 Pierce the veil
7 +5 +4 +2 +4 Resolute +4
8 +6 +4 +3 +4 Reveal trickster
9 +6 +5 +3 +5 Resolute +5
10 +7 +5 +3 +5 Disperse the essence
The Tepestani Inquisition is devoted to rooting out and defeating the menace of the malicious fey that supposedly plague the humble folk of Tepest.
Alignment: Any non-evil
Hit Dice: d8
Requirements: Base Will Save: +3; Skills: Knowledge (nature) 4 ranks, Knowledge (religion) 6 ranks; Spellcasting: Ability to cast dispel magic as a divine spell; Special: Must have had a personal encounter with malicious fey and trained by the Tepestani clergy.
Ex-Tepestani Inquisitors: A Tepestani Inquisitor who knowingly and willingly interacts peaceably with the fey loses all the spell levels and supernatural abilities until they have atonement cast on them.
Class Skills: Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiencies: Tepestani Inquisitors do not gain any proficiency with weapons or armour.
Spells Per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Tepestani Inquisitor, he must decide to which class he adds the new level for purposes of determining spells per day.
Resolute: At 1st level, the Tepestani Inquisitor gains a +1 sacred bonus to all saves against the spells, spell-like abilities and supernatural abilities of fey creatures. This bonus increases at every other level.
Fey Channel: Tepestani Inquisitors can channel energy to damage fey creatures as a cleric of level equal to their Tepestani Inquisitor level. This channelled energy damages only fey; creatures of other types are unaffected. Levels in Tepestani Inquisitor stacks with levels of other classes that provide the ability to channel energy. If the character has the Turn or Command Undead feats, fey can also be targeted with these feats.
Detect Feycraft: When the character casts detect magic, if the Spellcraft check to determine the school of magic involved in the aura succeeds by 5 or more, the Inquisitor can tell if the effect was caused by a fey.
Cold Iron Gaze: The Tepestani Inquisitor automatically disbelieves all illusions created by fey.
Pierce the Veil: At will, if the Tepestani Inquisitor touches a fey-created illusion or a fey cloaked in illusion (such as disguise self), the chatacter can make a caster level check as if casting dispel magic against the illusion. If successful, the illusion is dispelled.
Reveal Trickster: At will, a Tepestani Inquisitor can force a shapechanged fey creature back into its true form with a successful melee touch attack. The Inquisitor must make a caster level check to force the shapechange, the DC of which is equal to 10 + ½ the fey’s Hit Dice + its Wisdom modifier. If successful, the affected fey cannot change shape again until it leaves the Inquisitor’s line of sight.
Disperse the essence: Whenever a Tepestani Inquisitor slays a fey creature or is within 30 ft of a fey creature when it is slain, the character can utter a short prayer as a standard action that provokes attacks of opportunity. The fey must make a Will save (DC 10 + half the character’s level + Cha modifier) or be truly killed. If the Inquisitor landed the killing blow, the fey suffers a -4 sacred penalty to the save. Even if the save is successful, the fey’s essence is so scattered, it requires one year per character level to reform.
The Tepestani Inquisitor
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Fey channel, resolute +1
2 +1 +1 +1 +1 Detect feycraft
3 +2 +2 +1 +2 Resolute +2
4 +3 +2 +1 +2 Cold iron gaze
5 +3 +3 +2 +3 Resolute +3
6 +4 +3 +2 +3 Pierce the veil
7 +5 +4 +2 +4 Resolute +4
8 +6 +4 +3 +4 Reveal trickster
9 +6 +5 +3 +5 Resolute +5
10 +7 +5 +3 +5 Disperse the essence
Re: Pathfinder in the Mists
I like how you've created this PrC with an eye towards both good and evil versions of the character.Ryan Naylor wrote:Mesmerist
It doesn't say; does the Mesmerist have to memorize their spells in advance, or do they cast spontaneously like a Sorcerer? I assume the latter with the use of Charisma, but I feel that should be defined clearly.Spells: A mesmerist casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to enchantment and illusion (phantasm) spells. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a mesmerist must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each mesmerist level, she gains one or more new spells, as indicated on the table on the next page. At 4th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
I assume the save DC benefit only applies to spells with the language descriptor and not all spells?Soothing Voice: The mesmerist gains a competence bonus equal to half her class level on all language-based effects (except hypnosis checks). The save DC of any spells the mesmerist casts increases by an equivalent amount.
Love this ability. Brings great ideas to mind about a Mesmerist using people to assassinate others.Implant spells
So, this lowers or increases madness DCs. Does this mean that it only affects those currently suffering from a Madness effect? The name is sort of misleading...if you're using it cure someone of Madness, seems strange to call it "shattering their psyche." And if you're just using it to increase a madness DC, you're not really doing them any additional harm, you're just making it harder for them to recover from what's already afflicting them.Shatter Psyche
Re: Pathfinder in the Mists
This is sort of a weird one for me.Ryan Naylor wrote:Moonchild
Natural Lycanthrope (Ex): The moonchild becomes a natural lycanthrope, gaining all the benefits and hindrances of the lycanthrope template regarding natural lycanthropes. They gain both bestial and hybrid forms, and no longer being affected by their trigger. They can never be cured of lycanthropy. Any lycanthropes they create consider the moonchild to be the originator of the bloodline.
On the one hand, I like the ability, and appreciate it as a capstone to the PrC. I think it makes sense, and am glad to see it there.
On the other hand, it feels like the PrC should be longer to attain such a cool feature that changes your character in such a manner. I don't have anything really to back this up, it's just a feeling I have that says that three levels is too short for such a thing.
I guess what it is, is a three-level PrC feels like a "dip in the pool" so to speak. And to get such a cool feature after only a "dip in the pool" just seems strange. Maybe it's just me, like I said, this is just a feeling.
I also feel like the Knight of the Shadows is a bit short, but less strongly in that case.
Re: Pathfinder in the Mists
I feel like this should only apply to divine spellcasting classes with the focus on casting Dispel Magic as a divine spell and being trained by the Tepestani clergy.Ryan Naylor wrote:Tepestani Inquisitor
Spells Per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Tepestani Inquisitor, he must decide to which class he adds the new level for purposes of determining spells per day.
This seems VERY powerful, especially for an ability gained at the fourth level of the PrC. It applies to a whole type of monster, and gives complete immunity, whether the illusion comes from the lowliest sprite or the most powerful Shee (Maeve, for example).Cold Iron Gaze: The Tepestani Inquisitor automatically disbelieves all illusions created by fey.
Most fey deal in illusions to some extent, some quite powerfully. I like the idea of giving the Tepestani Inquisitor a bonus to save against this power, and I like the idea of the power itself, but I think complete immunity is too much. Especially when you consider how versatile illusions can be, the ability just completely shuts down a very large avenue for the monsters, in so far as it applies to the Inquisitor. And even though the other party members can't see through the illusions, as long as the Inquisitor is with them, he can just tell them it's fake, and at the very least give them another saving throw, probably with a bonus. I know if I was travelling with a guy who could see through faerie glamours and he told me something wasn't real, I'd be inclined to believe him, especially if he demonstrated the capability in the past.
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Pathfinder in the Mists
What do folks recommend for the Dreamwalking ability from TNL? I've been working on a character with skill at Lucid Dreaming, but this does not allow her to actually travel like the original power did. Any ideas?
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
