Carnival in Pathfinder

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Mortavius
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Re: Carnival in Pathfinder

Post by Mortavius »

The Giamarga wrote:
I also noted a few more skills in which he possesses no ranks, but which he still might use:
He has no ranks in Bluff, Intimidate or Diplomacy at all. I just noted down the bonus from class skill and attribute. I just wanted to note them down and include his skill modifier when using versatile performance. I can easily imagine his playing creating an intimidating (demoralize or influence attitude use of intimidate) or soothing (diplomacy use to change the initial attitudes) athmosphere for the Georges. It's just that his eerie music and Act gets under our skin.

Also note that I shifted his attributes a bit, so the skill modifiers and saves are different from your build.

As for the Skurra language, even if treated as a language, they can still try to use it in a hidden way, i.e. pass hidden message.
Ahh, I see.

I did notice you shifted his attributes a bit; I resisted that. My reasoning is thus. If you look at his base stats from Pathfinder, he has higher stats than a PC would be able to buy using standard fantasy allotments. Basically, he already has good stats, even if he has no 18's. I did adjust his Charisma up to 11 though, so his racial would give him enough to qualify for Spellsong.
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Re: Carnival in Pathfinder

Post by Mortavius »

And after a delay,

The Fates Three: Leer, Pry, & Scream

Timeline
722 BC: The Skurra that will come to be known as Leer, Pry, and Scream are all born in separate Tasques of Corvara and Naiat, all on the exact same day.
744 BC: Leer is the first of the Fates Three to join with Carnival.
746 BC: Pry wanders into Carnival and joins the Skurra.
749 BC: Scream is rescued from the Dukkar’s killers when the Carnival visits Invidia.
760 BC: Present day.

Leer
Base Stats
Str 12, Dex 15, Con 14, Int 14, Wis 8, Cha 12
Racial +4 Wis, +2 Cha
Leveling +1 Int
Aging Middle Aged
Favored Class + Skill Ranks

760 BC (Current day stats)
CR 4; XP 1,200
Vistani (Naiat) Fighter (Mobile Fighter) 3 / Witch 1
NG Medium Humanoid (Vistani)
Init +2; Senses Perception +5

Defense
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 Dodge, +1 Armor)
HP 24 (3d10+1d6)
Fort +6, Ref +3, Will +4; Agility (+1 save vs. Entangle, Paralyze & Slow)

Offense
Speed 30 ft.
Melee MW Silver Short Sword +6 (1d6, 19-20)
Spell-Like Abilities (CL 4th, DC 12 + spell level)
Constant – Detect Magic
At Will – Cause Fear, Hold Person, Ill Omen, Spark (touch only)
1/day – Bestow Curse, Burning Gaze (nonlethal only), Charm Person, Suggestion
Spells Prepared (CL 1st; DC 13 + spell level; Patron Endurance)
1st – Obscuring Mist, Sleep
0th – Daze, Guidance, Touch of Fatigue

Statistics
Str 11, Dex 14, Con 13, Int 16, Wis 13, Cha 15
Base Atk +3, CMB +3, CMD 15
Feats Dodge, Mobility, Silent Spell, Voice of Wrath, Weapon Finesse
Skills Intimidate +8, Perception +5, Perform (Act) +8, Sense Motive +7, Spellcraft +8, Survival +9
Languages Patterna, Mordentish, Darkonese, Skurra
SQ Armor Training 1, Hex (Hallowed Coven), Mist Navigation, Moon Madness, the Sight, Witch’s Familiar (Kadessa, Rat)

Spells Known:
0th – Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st – Beguiling Gift, Cure Light Wounds, Mage Armor, Obscuring Mist, Sleep

Equipment
MW Silver Short Sword, Bracers of Protection +1, Potion of Augury

Hallowed Coven (Su): If Leer, Pry, & Scream all spend a standard action in the same round to use this hex, they can cast a version of the Seek Thoughts spell. This use has no verbal, somatic, or material components, and only can find thoughts that the target wishes to keep hidden. A DC 17 will save allows the target to resist this spell. There is no limit to the number of times this ability can be used, as long as all three spend standard actions to do so.

Pry
Base Stats
Str 11, Dex 17, Con 12, Int 16, Wis 6, Cha 15
Racial +4 Wis, +2 Cha
Leveling +1 Dex
Aging Middle Aged
Favored Class + Skill Ranks

760 BC (Current day stats)
CR 4; XP 1,200
Vistani (Corvara) Rogue (Survivalist) 3 / Witch 1
NG Medium Humanoid (Vistani)
Init +3; Senses Perception +7

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex; +3 armor if worn)
HP 20 (3d8+1d6)
Fort +1, Ref +6 (Evasion), Will +3; Iron Guts (+1 save vs. Poison; +4 vs. nausea & sicken)

Offense
Speed 30 ft.
Melee MW Silver Rapier +6 (1d6, 18-20)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities (CL 4th, DC 14 + spell level)
Constant – Detect Magic
At Will – Cause Fear, Hold Person, Ill Omen, Spark (touch only)
1/day – Bestow Curse, Burning Gaze (nonlethal only), Charm Person, Endure Elements, Suggestion
Spells Prepared (CL 1st; DC 13 + spell level; Patron Animals; 10% Arcane spell failure with armor)
1st – Comprehend Languages, Mage Armor
0th – Bleed, Dancing Lights, Resistance

Statistics
Str 10, Dex 17, Con 11, Int 17, Wis 11, Cha 18
Base Atk +2, CMB +2, CMD 15
Feats Silent Spell, Voice of Wrath, Weapon Finesse
Skills Acrobatics +9, Bluff +10, Climb +6, Disguise +10, Intimidate +10, Knowledge (Local) +9, Perception +7, Perform (Act) +11, Sense Motive +9, Spellcraft +8, Stealth +12, Survival +8, Swim +6
Languages Patterna, Vassi, Balok, Darkonese, Skurra
SQ Hardy, Hex (Hallowed Coven), Mist Navigation, Moon Madness, the Sight, Witch’s Familiar (Mac’ka, Cat)

Spells Known:
0th – Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st – Comprehend Languages, Cure Light Wounds, Mage Armor, Obscuring Mist, Ray of Enfeeblement

Equipment
MW Silver Rapier, Leather Armor +1 (rarely worn), Potion of See Invisibility

Hallowed Coven (Su): If Leer, Pry, & Scream all spend a standard action in the same round to use this hex, they can cast a version of the Seek Thoughts spell. This use has no verbal, somatic, or material components, and only can find thoughts that the target wishes to keep hidden. A DC 17 will save allows the target to resist this spell. There is no limit to the number of times this ability can be used, as long as all three spend standard actions to do so.

Scream
Base Stats
Str 12, Dex 14, Con 15, Int 13, Wis 8, Cha 10
Racial +4 Wis, +2 Cha
Leveling +1 Dex
Aging Middle Aged
Favored Class + Skill Ranks

760 BC (Current day stats)
CR 4; XP 1,200
Vistani (Corvara) Rogue (Burglar) 3 / Witch 1
NG Medium Humanoid (Vistani)
Init +2; Senses Perception +8

Defense
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 Dodge, +1 Deflection)
HP 28 (3d8+1d6+8)
Fort +3, Ref +5 (Evasion), Will +4; Trap Sense +1

Offense
Speed 30 ft.
Melee MW Silver Dagger +3 (1d4, 19-20)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities (CL 4th, DC 11 + spell level)
Constant – Detect Magic
At Will – Cause Fear, Hold Person, Ill Omen, Spark (touch only)
1/day – Bestow Curse, Burning Gaze (nonlethal only), Charm Person, Suggestion
Spells Prepared (CL 1st; DC 12 + spell level; Patron Deception)
1st – Identify, Sleep
0th – Dancing Lights, Guidance, Light

Statistics
Str 11, Dex 14, Con 14, Int 14, Wis 13, Cha 13
Base Atk +2, CMB +2, CMD 14
Feats Dodge, Silent Spell, Voice of Wrath
Skills Acrobatics +8, Bluff +7, Climb +6, Disable Device +10, Escape Artist +8, Intimidate +7, Perception +8, Perform (Act) +8, Sense Motive +10, Sleight of Hand +8, Spellcraft +6, Stealth +8
Languages Patterna, Mordentish, Vassi, Skurra
SQ Hex (Hallowed Coven), Mist Navigation, Moon Madness, the Sight, Trapfinding, Witch’s Familiar (Corb, Raven)
Rogue Talent Nimble Climber

Spells Known:
0th – Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st – Cure Light Wounds, Detect Secret Doors, Identify, Obscuring Mist, Sleep

Equipment
MW Silver Dagger, Ring of Protection +1

Hallowed Coven (Su): If Leer, Pry, & Scream all spend a standard action in the same round to use this hex, they can cast a version of the Seek Thoughts spell. This use has no verbal, somatic, or material components, and only can find thoughts that the target wishes to keep hidden. A DC 17 will save allows the target to resist this spell. There is no limit to the number of times this ability can be used, as long as all three spend standard actions to do so.



Took awhile to do these three up. I decided to go with the Hallowed Coven ability, just duplicating their ability in Carnival. As Giamarga mentioned, you could easily expand and adapt this to PCs, but since I'm just looking at reproducing the NPCs, I took the simpler route.

I imagined each girl's past before making them. Leer is Impetuous and witty as Carnival says, and a Fighter. Mobile Fighter seems to fit her well. Pry is sensuous and observant; I also imagine her as a Survivalist Rogue, cast out of her tribe for some reason, and forced to live off the land. And finally Scream, I thought of as somewhat a cat burglar. Knowing that life in Invidia was like sleeping in the wolves den, and yet choosing to do so just because she wanted to prove she could. Fits her being described as demonstrative and bold.
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Re: Carnival in Pathfinder

Post by The Giamarga »

Nice. I like that all of them have perform(act) for the pantomime. Nice attention to detail as always Mort.

I'll see if I post alternate versions of these too. And maybe I'll even expand the hex. I had them pegged as "swashbuckler", "bandit", and "smuggler" respectively, with the first being either a Lore Warden or the new Swashbuckler class (though mobile fighter is very swashbucklerish too), the others with the rogue archetypes by those names.

Why did you make all of them level 4? In Carnival Scream is only level 1 or 2 iirc.
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Re: Carnival in Pathfinder

Post by Mortavius »

The Giamarga wrote:Nice. I like that all of them have perform(act) for the pantomime. Nice attention to detail as always Mort.
Why did you make all of them level 4? In Carnival Scream is only level 1 or 2 iirc.

Thanks! :)

The level thing was more of an arbitrary choice. I wanted to make all three sisters "connected" so I came upon the idea of them all being born on the same day, albeit in different tribes. That would make them all the same age, and using the NPC XP formula, I worked out what age they'd need to be, to be level four, and it just made sense for them all to be that.

Do you think they should? You could easily say that Scream didn't get enough experience and she lags behind the other two. Which route do you like?
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Re: Carnival in Pathfinder

Post by Nemesio »

Great job Mortavius! I know what hard work it is. ;)
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Re: Carnival in Pathfinder

Post by Ryan Naylor »

Mortavius wrote:The level thing was more of an arbitrary choice. I wanted to make all three sisters "connected" so I came upon the idea of them all being born on the same day, albeit in different tribes. That would make them all the same age, and using the NPC XP formula, I worked out what age they'd need to be, to be level four, and it just made sense for them all to be that.

Do you think they should? You could easily say that Scream didn't get enough experience and she lags behind the other two. Which route do you like?
I like the idea of them being born on the same day (and therefore of the same level) more than I like the idea that they must be of different levels because Carnival says so.
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Re: Carnival in Pathfinder

Post by Mortavius »

Rasulid Kravvan, The Gargantuan

Timeline
721 BC: Rasulid born to a Rashemani family in Hazlan.
747 BC: Rasulid and Mola tag along with Carnival, become Twisted, and stay on.
760 BC: Present Day

Twisting: The Twisting has increased Rasulids bulk to the point where he can barely move. It has increased his strength at the cost of his dexterity and has given him damage reduction against bludgeoning weapons. Finally, it has enhanced his silver tongue, and given him the ability to cast Suggestion at will.

Base Stats
Str 13, Dex 11, Con 8, Int 13, Wis 10, Cha 16
Racial +2 Cha
Twisting +4 Str, -8 Dex
Leveling +1 Cha
Aging Middle Aged
Favored Class + Skill Ranks

760 BC (Current day stats)
CR 7; XP 3,200
Human Fighter (Cad) 7
NE Large Humanoid (Human)
Init +0; Senses Perception +0

Defense
AC 6, touch 6, flat-footed 6 (-4 Dex, -1 Size, +1 Deflection)
HP 29 (7d10-14)
Fort +3, Ref -2, Will +2
DR 10/Slashing & Piercing

Offense
Speed 5 ft.
Melee Mithral Falchion +10/+5 (2d4+4, 18-20)
Space/Reach 10 ft. / 5 ft.
Spell-Like Abilities (CL 7th)
At-Will – Suggestion (DC 17)

Statistics
Str 16, Dex 2, Con 7, Int 14, Wis 11, Cha 20
Base Atk +7, CMB +11, CMD 17; Dirty Maneuvers (+2 CMB & CMD vs. Disarm, Dirty Trick, and Steal)
Feats Catch Off-Guard, Deceitful, Deft Hands, Improved Initiative, Intimidating Prowess, Persuasive, Power Attack, Rhetorical Flourish, Throw Anything
Skills Bluff +19, Diplomacy +16, Intimidate +20, Profession (Gambler) +10, Sleight of Hand +8
Languages Vassi, Balok, Halfling
SQ Deadly Surprise, Payback (+1), Silver Tongued (replaces Human trait Skilled)

Equipment (most rarely used anymore)
Mithral Falchion +1, Ring of Protection +1 (resizes itself and can still be worn), Bracers of Armor +1 (resizes, but are rarely worn)



It was a bit of a challenge finding a Fighter archetype that fit a silver-tongued character, but I think Cad fits well enough. I have an interesting mental image of Rasulid sitting in his wagon, despising himself and Carnival, and toying with his magic ring, one of the few things of his past he's still able to wear and hold on to. It was a bit of a challenge finding combat feats that fit Rasulid, since he's so skill-based.

I'm toying with the idea of giving Rasulid his Dexterity penalty to his melee attacks, even though rule-wise he wouldn't have one. With his skill and Strength, he seems to have a high BAB with his Falchion, and that just doesn't seem to fit well. But maybe it's moot; I can't imagine Rasulid gets in true combat anymore.

Finally, I changed his ability from Command to Suggestion. Carnival says that Rasulid has a network of assistants, and Command only works for 1 round, and the target knows it has been magically commanded and isn't beholden to the Command after the 1 round. Suggestion can be more long ranging, and can last a lot longer. It seems more suitable to a manipulator like Rasulid.
Last edited by Mortavius on Wed Feb 26, 2014 10:02 pm, edited 1 time in total.
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Re: Carnival in Pathfinder

Post by The Giamarga »

The bloodmage initiate feat and the corpulence power of the bloodmage prestige class might be worth a look for Rasulids twisting.

The first places the NPC under a continous medium load. Both reduce the base speed. I'm fact simply calculating his weight for encumbrance would probably work.
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Re: Carnival in Pathfinder

Post by Mortavius »

The Giamarga wrote:The bloodmage initiate feat and the corpulence power of the bloodmage prestige class might be worth a look for Rasulids twisting.

The first places the NPC under a continous medium load. Both reduce the base speed. I'm fact simply calculating his weight for encumbrance would probably work.
Interesting idea Giamarga. Why would you choose those rather than just saying he's big and fat from the Twisting?
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Re: Carnival in Pathfinder

Post by The Giamarga »

No I meant to look at them for mechanical precedent/ inspiration. I read only your description of his twisting, but didn't see that you already gave him speed 5 and size Large too.

Good work!
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Re: Carnival in Pathfinder

Post by Mortavius »

Tenira Courant, the Squid Woman

Timeline
717 BC: Tenira is born a natural sea stalker in Martira Bay in Darkon.
735 BC: Tenira is 18 when she kills her first victim, a drunk on the docks of the city. A Kargat agent witnesses the attack and puts Tenira under surveillance. After a suitable time, Tenira is approached with an order to join the local Kargat cell under the leadership of Tavelia.
743 BC: Carnival comes to Darkon and is invited to perform for Azalin. He sends Tenira with Carnival after they leave.
760 BC: Present Day

Twisting: Responding the inner fears that Tenira harbours that she is nothing more than Azalin’s eyes, the Twisting has changed her hands permanently into a cluster of pinkish tentacles. This has increased her Dexterity, but she can no longer wear bracers, gloves, or rings.

Base Stats
Str 13, Dex 12, Con 14, Int 11, Wis 13, Cha 16
Racial +2 Con, +2 Wis, -2 Cha
Twisting +4 Dex
Leveling +1 Str
Aging Middle Aged
Favored Class + HP

760 BC (Current day stats; those in parenthesis refer to Tenira in animal or hybrid form)
CR 8; XP 4,800
Human Fighter 6/Rogue (Spy) 1
NE Medium Humanoid (Human, Shapechanger)
Init +6; Senses Keen Scent 180 ft., Low-Light Vision, Perception +3

Defense
AC 13 (17), touch 13, flat-footed 10 (14) (+2 Dex, +1 Dodge, (+4 Natural))
HP 62 (69) (6d10+1d8+20)
Fort +7 (+8), Ref +6, Will +5 (+2 vs. Fear)
(DR 10/silver)
Weakness Chemical Bane: Amaranth

Offense
Speed 30 ft. (10 ft., swim 50 ft.)
Melee Kukri +10/+5 (1d4+3, 18-20) (Bite +8 (1d8+2 + 1d6 bleed))
Special Attacks (Curse of Lycanthropy DC 15), (Roar DC 16), Sneak Attack +1d6

Statistics
Str 13 (15), Dex 15, Con 15 (17), Int 12, Wis 16, Cha 15
Base Atk +6, CMB +7 (+8) (+2 vs. Grapple), CMD 19 (20) (+2 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Quick Draw, Strangler, Vital Strike, Weapon Focus (Kukri)
Skills Bluff +12, Climb +6, Disable Device +6, Intimidate +11, Sleight of Hand +9, Swim +11
Languages Darkonese, Mordentish
SQ Armor Training 1, Bloodlust, Change Shape, Lycanthropic Empathy (Seals & Sharks), Skilled Liar (+1), Weapon Training (Light Blades) 1

Equipment
Kukri +1, Gloves of Incredible Dexterity +2 (Cannot wear; as Belt of Incredible Dexterity)



Another of the more complicated Troupers. I first made Tenira as a normal human, then layered Ryan's lycanthrope template on top. I agonized for awhile about what class(s) I should give her. On the surface, the Rogue archetype Spy fits perfectly...except that Carnival says that Tenira had no Rogue skills before joining Carnival. I thought about it more, and figured that you don't have to have the Spy archetype to BE a spy.

I think originally she was a brute Kargat enforcer. It's only since joining Carnival and the loss of her hands, then the coming of a leader in the form of Pacali has she perked up, and I imagine she then changed her progression from Fighter to Rogue and the Spy archetype. Dovetails with her past nicely as well as her future as an agent of Pacali's.

I thought of giving her the Savage Warrior archetype for her Fighter levels, but I had some reservations. First off, I don't want to tread on the Brute's turf (have you seen the size of that guy?). Secondly, although she's a natural lycanthrope, I'm not sure how much she fought in that form in her role as a Kargat. That's why I gave her the Kukri as a weapon; it's small and easily portable in the water, and can be hidden well too.
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Re: Carnival in Pathfinder

Post by The Giamarga »

For Rasulid, have you looked at the following human alternate racial trait:
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
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Re: Carnival in Pathfinder

Post by Mortavius »

Very good idea Giamarga. I'll make that change tonight, thanks!
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Re: Carnival in Pathfinder

Post by The Giamarga »

I would perhaps drop Deceitful for Skill Focus(profession[gambler]), the 7 skill ranks to be dropped for Silver Tongued hurt though. Maybe he never played false so we can drop Sleight of Hand? Another interesting feat for him would be Antagonize, it's not a combat feat so you could perhaps switch it with Deft Hands.

I love the Rhetorical Flourish and Throw Anything feat and the cad archetype for him btw. Good finds! He's a veritable Diplomancer horror sitting in his wagon and talking circles around anyone, alternately wooing, intimidating or goading you and when his words fail he hurls the table at your crotch.
Silver tongued Rasulid rewrite wrote:Str 16, Dex 2, Con 7, Int 14, Wis 11, Cha 20
Base Atk +7, CMB +11, CMD 17; Dirty Maneuvers (+2 CMB & CMD vs. Disarm, Dirty Trick, and Steal)
Feats Antagonize, Catch Off-Guard, Improved Initiative, Intimidating Prowess, Persuasive, Power Attack, Skill Focus ( Profession[Gambler]) , Rhetorical Flourish, Throw Anything
Skills Bluff +17, Diplomacy +16, Intimidate +18, Profession (Gambler) +13
Languages Vassi, Balok, Halfling
SQ Deadly Surprise, Payback (+1), Silver Tongued (can shift attitude 3 steps with Diplomacy)
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Re: Carnival in Pathfinder

Post by The Giamarga »

Mortavius wrote:The Blade Brothers

Vistani Fighter (Weapon Master) 5/Rogue (Knifemaster) 3

Melee MW Dagger +14/+9 (1d4+4, 19-20)
Ranged MW Dagger +14/+9 (1d4+4, 19-20)
Special Attacks Sneak Attack (+2d8 with Daggers, +2d4 with anything else)

Feats Dazzling Display, Deft Hands, Skill Focus (Craft), Vital Strike, Voice of Wrath, Weapon Finesse, Weapon Focus (Dagger), Weapon Specialization (Dagger)
Skills Acrobatics +15, Climb +9, Craft (Weapons) +18, Intimidate +8, Knowledge (Local) +8, Perform (Act) +11, Sleight of Hand +17 (+18 involving Daggers), Survival +11

Rogue Talents: Offensive Defense

Equipment
MW Daggers (As many as they need since they make them, cold iron and mithral among them), Headband of Protection (as Bracers) +1, Ring of Protection +1, Scabard of Honing
Revisiting these two, I'd like them to be better throwing combatants. I'd switch the following three feats: Deft Hands, Skill Focus (Craft), Vital Strike and drop the Offensive Defense rogue talent and give them either Combat Trick or Finesse Rogue and 4 additional feats.

Point-Blank Shot, Precise Shot, Quick Draw and Rapid Shot would be the default thrower feats. And they do need Precise Shot to do the Act where the throw knives around someone. Bullseye Shot or Deadly Aim would also be a very very fitting feats. Normally a thrower need Quickdraw but maybe they always hold all their knives in hand or juggle them and maybe they don't want to sacrifice presision for more attacks. Though Rapid Shot would be a very nice act too.

Maybe they do differ after all, one being the trick shooter with:

Bullseye Shot, Dazzling Display, Deadly Aim, Point-Blank Shot, Precise Shot

and the other the fast thrower:

Dazzling Display, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot
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