Monthly Archives: August 2017

Old School Freelance

I used to send type-written article proposals to Dragon Magazine via US Postal Service, with a S.A.S.E. (That’s a Self-Addressed Stamped Envelope, for those of you who weren’t trying to get published in the 80s and 90s.)

Then I’d wait 4-6 weeks for a response. If there were things he’d like to see some different version of, I had to send ANOTHER written physical piece of mail. If something was approved, or approved with changes, I had to type that out, then mail in the typed article.

When then-Editor of Dragon Dave Gross sent me an email address (sent my US post) I could use to send in magazine proposals and submissions from that point on (with orders it Not Be Shared), around about my third article, it was a HUGE boost to my career. But I began with paper submissions.

By the time I was interviewed for a job at Wizards of the Coast, I could bring files with me on a 3.5″ floppy, in case I stayed someplace with a business center that had a computer I could work on. (A laptop, though they existed, was entirely outside my economic grasp.) So when I was flown out for a in-person interview, I managed to finish a Dragon article between when I left home and when I arrived at the old WotC building to wait an hour or so for my interview, so when a Dragon editor ran down and asked if I knew when the article would be ready, and I gave him the disk, he hugged me and ran back upstairs to begin editing it immediately.

Of course, that meant the people who were about to decide if they wanted to hire me heard about how I brought a much-needed article with me, just before my interview.

Paper. Stamps. Email. Floppy disks. It could be done before filesharing and blogs and Google Docs.

(Looks around. Nods once. Trundles back to dinosaur cave.)

The Modern Era

Now, I can offer material directly to the end-users, with things like My Patreon!

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Rats, Wereratrats!

Adventure idea: A community of unusually short-tailed, round-headed ratfolk (an ethnicity called ‘voles’ by other local races) who live in borrows (boroughs?) outside a major city have begun to be assaulted and driven out of local markets by rougher citizens of the city. The settlers accuse the ratfolk of theft, and desecration of several shrines within the city, saying the ratfolk move through the city’s sewers and drains, and have even been seen trying to get at children asleep in their homes.

The ratfolk proclaim their innocence, and point out they warned the city’s leaders weeks ago that wererats had been spotted in the thick brush of a nearby woods. The ratfolk believe the wererats have infected some city dwellers. The city government thinks the ratfolk are making false claims about wererats to protect some ratfolk hooligans, and thus aren’t taking it seriously.

Thus the ratfolk need help, because the wererats (who do indeed walk among them, including a few wererat ratfolk who only have a modest appearance change in hybrid form) are a demon cult who wish to summon agents of their demonic patron, a scavenger lord who spreads disease and uses vrocks as his agents. The wererats have summoned one vrock already, and want two more so they can do a dance of ruin beneath the city streets! So, the rastfolk want to hire some outsiders (the PCs) to fairly investigate.

The players must separate fact from fiction, deal with hunting down were rats both in the city sewers and hiding in plain site among the ratfllk, and ultimately deal with the apocalyptic whereat demon cult’s plans.

The name of the adventure?

“Vrock and Vole”

Rarer Than Astronauts?

Full-time, on-staff tabletop/pen-and-paper RPG writers with benefits are incredibly rare in the US.

I was told in 2000 there were more full-time astronauts in the US (149 at the time) than full-time, on-staff RPG writers. I suspect that was true at the time. There are fewer US astronauts now, and a lot more small companies with 1 or 2 people running it as full-time jobs, so whether it’s true now is going to depend on how you define things.

Getting on-staff at a game company as a creative of any kind (designer, developer, R&D, writer… titles vary by company) requires you to have a proven track record and a reputation for being someone that is easy to work with. In my opinion, nowadays the easiest way to get those started is by writing things for social media (one of the reasons I have a blog, for example), then work cheaply for small game companies, often for pdf-only or print-in-demand products. Hopefully you’ll get better, get more work, and come to more people’s attention. As your network of contacts spread and more people know about you, the size of company that is interested in working with you goes up.

The leap from that to an on-staff position is still a big one. I worked for Wizards of the Coast from 2000 to 2001, then was a full-time freelancer for most of the next 13 years before I got another staff job here at Paizo. You may have better luck than I did, or you may want to start your own publishing company, or begin a Patreon, or just do freelance work for several different companies, many of them smaller than Paizo.

Good luck to everyone who tries!

Hit or Myth

I often play with new mythologies when writing up new campaign worlds, and some work out better than others. When making new mythologies, I like to remember that real-world mythology is often much, much weirder and more primal than the neat pantheons we often get in RPGs.

It’s a fantasy world. Have fun with it. And\ example:

“Think you that first came gods in man-form, in the shape of elf or dwarf was born divinity? Now, all these gods are but recent tribes, attested by those who build shrines to the power that look onto them.

Before the god tribes were the Hrimthur, the storm gods, and the Svadilfar, the horse gods. The Hrimthur sought to freeze or drown or shatter with wind and lightning all living things, and of all the first animals, it was the noble horse gods, the Svadilfar, who put the Hrimthur in check. Long were their battles, but in time the Hrumthur were driven back to the mountains and oceans, from where to this day their make their assaults in the storm seasons.

The Svadilfar sought to heal the world damaged by their battles, and the eldest and wisest of them, the mare Sleinyrsa, saw among the animals two that were more clever. She selected them, the female Freafar and her mate the male Wojanan, to aid in rebuilding the world. They were allowed to ride on Sleinyrsa herself, and thus became gods, and selectors of dead animals to also ride upon the Svadilfar. And this god riders became the tribes of tool-using gods, second only to the Svadilfar, and kin to the Raven King gods, who also learned of tools.

And from these tribes later come all the gods of elf, and gnome, and dwarf, and man.”

“Oh R’lyeh?!”

I had always wondered what the HELL could cause Cthulhu* to give so much side-eye.
Cthulhu Side Eye
I now believe he had read the commends section of the Necronomicon.

“The layout of R’lyeh is so bad it’s hard not to conclude it was intentionally designed to inconvenience visitors.”

“A single read-through and I have already found five runes that would cause you to be ripped apart in the streets by invisible spirits. I am disappointed, as I (very reasonably) expected better editing from my favorite Elder God. No effort went into this.”

“I know Cthulhu may be uncomfortable discussing how chubby his tentacles are getting, but as a fan I feel I have to make sure he understands how dangerous that is for his health.”

(With much love to artist Erol Otus, and the original 1st Edition Deities and Demigods.)

Return of the Illusionist/Thief!

There aren’t a lot of classic “old school” multiclass combinations left I haven’t addressed, having done the anruth (an old school druidic bard), cavalier-paladincleric/assassincleric/fighter/thief, cleric/rangerfighter/magic-user/thiefthief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon. At least—there aren’t a lot left I think actually need any help to be used in Pathfinder. There are good ways to create characters filling the roles of the cleric/fighter (warpriest, inquisitor), cleric/magic user (Rogue Genius Games’ magister class), fighter/magic-user (magus), fighter/thief (just do a multiclass fighter/rogue), fighter/assassin (a fighter/rogue can take the assassin prestige class, or you can just play a slayer), and magic-user/thief (the eldritch scoundrel rogue archetype).

But there is still at least one I think would be tricky to build in a satisfying way in Pathfinder—the illusionist/thief. Being an illusionist has specific keynotes in Pathfinder, and it’s hard to hit those with any class with good rogue ability without losing significant effectiveness.

So, taking notes from the unchained rogue, the eldritch scoundrel, the arcanist, and my own fighter/illusionist, here’s a hybrid class for the illusionist/thief.

The Illusionist/Thief

Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The illusionist/thief’s’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Table: Illusionist/Thief

Level  Base Attack Bonus    Fort Save        Ref Save         Will Save        Special

1st       +0        +0        +2        +0        Finesse training, sneak attack +1, trapfinding

2nd      +1        +0        +3        +0        Rogue talent

3rd       +2        +1        +3        +1        Finesse training, sneak attack +1d6

4th       +3        +1        +4        +1        Debilitating injury, rogue talent, uncanny dodge

5th       +3        +1        +4        +1        Sneak attack +2d4

6th       +4        +2        +5        +2        Rogue talent

7th       +5        +2        +5        +2        Sneak attack +2d6

8th       +6/+1  +2        +6        +2        Rogue talent

9th       +6/+1  +3        +6        +3        Sneak attack +4d4

10th     +7/+2  +3        +7        +3        Advanced talents, rogue talent

11th     +8/+3  +3        +7        +3        Finesse training, sneak attack +3d6

12th     +9/+4  +4        +8        +4        Rogue talent

13th     +9/+4  +4        +8        +4        Sneak attack +4d6

14th     +10/+5 +4        +9        +4        Rogue talent

15th     +11/+6/+1       +5        +9        +5        Sneak attack +5d6

16th     +12/+7/+2       +5        +10      +5        Rogue talent

17th     +12/+7/+2       +5        +10      +5        Sneak attack +6d6

18th     +13/+8/+3       +6        +11      +6        Rogue talent

19th     +14/+9/+4       +6        +11      +6        Finesse training, sneak attack +7d6

20th     +15/+10/+5     +6        +12      +6        Master caster, rogue talent

Class Features

The following are the class features of the illusionist/thief.

Weapon and Armor Proficiency

Illusionist thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with cloth light armor (but no armor with a significant amount of metal or leather), but not with shields. Their illusionist/thief spells suffer no ASF when they wear light armor composed primarily of cloth.

Favored Class Bonuses

A character that takes a level of illusionist/thief as a favored class can select any favored class bonus the character would receive as a rogue or a wizard, as long as the selected favored class bonus does not grant or modify a class feature the illusionist/thief lacks.

Spellcasting and Illusions

An illusionist/thief has access to a broad range of magic, but can only cast a very few spells per day. This requires her to depend on her skills and talents for much of her adventuring effectiveness, while giving her the option to use spells when a situation becomes dire or when she can find some long-term synergy to deal with a problem.

At 1st level the illusionist/thief casts spells drawn from the bard class list (though she cannot cast any spell that requires or modifies a class feature she does not have, such as bardic performance), and all wizard illusions spells. The illusionist/thief gains the arcane school wizard class feature (including being able to prepare one additional spell of the specialized school for each spell level she can cast), but may only select the illusion school (or its associated focused schools) to specialize in, and automatically has evocation as its opposed school (but does not have to select a second opposed school). The illusionist/thief uses her illusionist/thief level as her wizard level for the illusion arcane school abilities.

An illusionist/thief must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. An illusionist/thief can prepare a number of spells per day as a magus of her level, and uses Charisma to determine her bonus spells, maximum spell level she can learn or prepare.

To learn, prepare, or cast a spell, the illusionist/thief must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against an illusionist/thief’s spell is 10 + the spell’s level + the illusionist/thief’s Intelligence modifier.

An illusionist/thief can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Illusionist/thief under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Charisma score.

An illusionist/thief may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new illusionist/thief level, the number of spells she can prepare each day increases, adding new spell levels (using the same chart as the spells per day of the magus). Unlike the number of spells she can cast per day, the number of spells an illusionist/thief can prepare each day is not affected by her Charisma score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an illusionist/thief can prepare.

An illusionist/thief must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the illusionist/thief decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an illusionist/thief can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.

Table: Illusionist/thief Spells Per Day

Class               Spell Level

Level   1          2          3          4          5          6

1          1          –           –           –           –           –

2          1          –           –           –           –           –

3          1          –           –           –           –           –

4          2          1          –           –           –           –

5          2          1          –           –           –           –

6          2          1          –           –           –           –

7          3          2          1          –           –           –

8          3          2          1          –           –           –

9          3          2          1          –           –           –

10        3          3          2          1          –           –

11        3          3          2          1          –           –

12        3          3          2          1          –           –

13        3          3          3          1          1          –

14        3          3          3          1          1          –

15        3          3          3          1          1          –

16        3          3          3          2          1          1

17        3          3          3          2          1          1

18        3          3          3          2          1          1

19        3          3          3          2          2          1

20        3          3          3          2          2          1

Sneak Attack

If an illusionist/thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The illusionist/thief’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the illusionist/thief flanks her target, or when the illusionist/thief has convinced the target she is something other than an armed humanoid (normally with an illusion)—in which case the illusion ends with the first sneak attack. This extra damage is +1 point at 1st level, 1d6 at 3rd level, 2d4 at 5th level, 2d6 at 7th level, 4d4 at 9th level, 3d6 at 11th level, and increases by 1d6 every 2 illusionist/thief levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a illusionist/thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The illusionist/thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A illusionist/thief cannot sneak attack while striking a creature with total concealment.

Trapfinding

An illusionist/thief adds 1/3 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). An illusionist/thief can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, an illusionist/thief gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the illusionist/thief from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The illusionist/thief can select a second weapon at 11th level and a third at 19th level.

Rogue Talents

As an illusionist/thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, an illusionist/thief gains one unchained rogue talent. She gains an additional rogue talent for every 2 levels attained after 2nd level. An illusionist/thief cannot select an individual talent more than once. She may select evasion (as the rogue lass feature) as a talent and, if she does, may select improved evasion as a talent beginning at 8th level. She may also select uncanny dodge as a talent and if she does, may select improved uncanny dodge as a talent beginning at 8th level.

Talents marked with an asterisk add effects to an illusionist/thief’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Debilitating Injury (Ex)

At 4th level, whenever an illusionist/thief deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The illusionist/thief can choose to apply any one of the following penalties when the damage is dealt.

Befuddled: The target becomes befuddled, taking a –2 penalty to saving throws against illusions and to Perception checks, and being considered distracted for purposes of creatures being able to make Stealth checks against it. The target takes an additional –2 penalty to saving throws against illusions cast by the illusionist/thief and to Perception checks regarding the illusionist/thief. At 10th level and 16th level, the penalties increase by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the illusionist/thief. At 10th level and 16th level, the penalty on attack rolls made against the illusionist thief increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Advanced Talents

At 10th level and every 2 levels thereafter, an illusionist/thief can choose an unchained rogue advanced talents in place of a rogue talent.

Master Caster (Ex)

At 20th level, once per round an illusionist/thief can combine the casting of a spell with a casting time of 1 standard action or less with a sneak attack. The spell affects only the target of the sneak attack, the number of sneak attack dice done is reduced by the level of the spell cast, and the spell does not provoke an attack of opportunity. If the spell has a range of touch, the attack roll for the sneak attack counts as the touch attack roll.

If I May Steal a Moment of Your Time.

I have a Patreon. I even posted two illusionist/thief talents there, as bonus content, currently exclusively for patrons.

Check it out!

The Gamer

On a warm summer’s eve
On a team bound for nowhere
I met up with the gamer
We were both too tired to sleep

So we took turns a-starin’
At the window with the forums
The boredom overtook us,
And he began to speak

He said, “Son, I’ve made a life
Out of readin’ GM’s faces
Knowin’ which big monsters
Had caught their beady eyes

So if you don’t mind me sayin’
I can see you’re out of d6s
For a sip of some Jolt cola
I’ll give you some advice”

So I handed him my bottle
And he drank down my last swallow
He pulled out a tablet
With a screen with a backlight

And the night got deathly quiet
And his faced lost all expression
He said, “If you’re gonna play the game, boy
You gotta learn to play it right

You’ve got to know what’s your THACO
Know who to whack-o
Know when to fireball
Or to pull a gun
You never count your gp
When you’re still in an encounter
There’ll be time enough for countin’
When the dungeon’s done.

(With apologies to Kenny Rogers)

 

Imperfectly Normal

I try to be open about my various mental, emotional, and physical issues. But I also try to not harp on them. I’m not sure what the right balance is, but as I sit 10 days from Gen Con, and the release date for a whole series of books that have eaten up a lot of my headspace, it seemed reasonable to offer a snapshot of how I am doing.

The idea here is not to bemoan my circumstances (I am fortunate and privileged in many, many ways) or ask for help (I have the support I need). But I do want people who feel their own limitations puts various achievements out of reach to be able to see the spectacular level of imperfection that is normal for me. Your path may well be much harder. I’m not trying to give some life coach pep talk. Just honestly share where I am, and let all of you who care to read it decide what that information means for you.

There’s more work to be done than hours or brain cells to do it, and even when I have the time I don’t always have the capacity. Numerous things that trigger many of my anxieties are all happening at one, and even knowing I have been through these things many times before doesn’t really seem to help me keep a handle on things. This is a spectacular confluence of events hammering my sense of calm. As an analogy–knowing ripping the band-aid off will hurt, and that it’s both necessary and temporary, doesn’t reduce the pain of doing it.

I’m not getting enough sleep, and I am stressing too much. These factors will build until after Gen Con, and then, maybe (but only maybe) I can get my life back to some semblance of normalcy.  Until then, I am desperately trying not to let anyone down, not turn over sub-par work for anyone else to have to clean up (a task at which I have apparently already failed a couple of times), and not cry in public. That last is trickier now that I work in an office than it was when I worked from home 90% of the time.

I know, intellectually, I am going to get through this. I am even proud of a lot of the things I am accomplishing, and I have no intention of giving up. But I also am being honest with myself–there are yet more rough times ahead. There will be great times mixed in with them, too. That’s kinda how life works. My depression is a wild card, but even that I’ll get through if it rears up. The important thing is to keep doing everything I can, whenever I can. Some days will be good. Some will be bad. And I need to keep to my coping mechanisms, and forgive myself when they break down.

I’m exhausted, and repetitious, and run down, and worried. But sometimes I am proud and excited, too.

To a lesser extend, this is what any major new release or convention appearance does to me. this year is just magnified significantly in all regards.

It’s all imperfectly normal for me.

Geek Movie Review: The Dark Tower

This is a spoiler-free review.

Where I am Coming from: I have read, and enjoyed, the Dark Tower books, but I’m not invested in them, their characters, or the story elements. I have no primal need to see any of it in a specific form, so I can’t be disappointed the way I could be by Lensman or other formative stories of my life. To me the ideas are the best part of the Dark Tower, and I am most interesting in seeing those ideas on the screen, rather than any specific character or event.

My Reaction: I enjoyed this movie very much.  I found it to be well written, well acted, and well directed. The ideas I am most interested in from the Dark Tower began to be presented (obviously you can’t fit all the neat ideas from a multi-book series into a single movie), and the movie developed some of its own neat stuff, which I think is important for an adaptation.

It also gave me tons of ideas for stories and game elements, which is also a big bonus for me with a movie. There were a very few Easter Eggs I noticed that I enjoyed.

The Audience’s Reaction: The crowd at the theater I was at seemed to like the movie a lot, and their was applause when it ended. On the one hand I was at a super-cheap 11am Saturday matinee (less than $6 tickets) so people might have lowered the bar, but on the other hand the sound cut out briefly a couple of times at the beginning so a lot of people began the experience annoyed.

Of the people around me, I heard one person who specified they loved the books, and one person who said they’d never read the books, and one person who said they normally hated Stephen King all mentioned they enjoyed it a lot. I didn’t hear anyone have anything negative to say, though obviously the majority of folks didn’t share any opinion at all where I would hear it.

My Entirely Anecdotal and Subjective Verdict: I thought this movie did a great job of a very difficult task, and I hope the plans to related tv series and sequels are carried out. Most of the changes made from the source material seemed to be to have been made for reasonable goals, even if I might have gone a different direction with them.

This is particularly good as a source or inspiration for certain kinds of RPG settings, though I can’t say what without adding a spoiler. If you watch the reviews, it should be clear.

In my binary digit-based rating system, it gets a thumbs up.

 

Return of the Cleric/Ranger!

Since I seem to be slowly going through all the Old School multiclass options to create archetypes, hybrid classes, or alternate classes to cover the concept in Pathfinder, there’s no real surprise (having done the anruth [an old school druidic bard], cavalier-paladin, cleric/assassin, cleric/fighter/thief, fighter/magic-user/thief, thief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon) that I have gotten to the cleric/ranger. While it’s never the first thing that gets mentioned when I talk about tackling fighters/magic-user/thieves and thief-acrobats, I’m actually a little surprised how popular it is. And it’s true, there’s not a great way to build this concept as a satisfying character in pathfinder.

But it shouldn’t be too hard to build one.

And given the warpriest is already a cleric/fighter hybrid, that seems a solid place to start. We just need a giant syringe to suck out all the fightiness, and then we can add rangerocity.

Cleric/Ranger

A warpriest archetype

Proficiency

A cleric/ranger does not gain proficiency with heavy armor.

Spells

Your spell list includes all 0-6th level cleric spells and most ranger spells. You cannot cast spells that modify a class feature the cleric/ranger does not possess (such as hunter’s bond).

Blessings

A cleric/fighter/thief does not gain a blessing at 1st level, or greater blessing at 10th level.

Sacred Weapon

You do not gain the sacred weapon class feature.

Bonus Feats

Rather than a warpriest’s bonus feats, the cleric/ranger selects a ranger combat style at 3rd level, and must select all its bonus feats from the associated list of combat style feats. The cleric/ranger treats its class level as its ranger level to determine what feats it can select, but need not otherwise meet the feat’s prerequisites.

Favored Foe

At 1st level, a cleric/ranger selects a creature type from the ranger favored enemies table. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A cleric/ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Favored foe counts as favored enemy for prerequisites, and effects that modify favored enemy.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the cleric/ranger may select an additional favored foe. In addition, at each such interval, the bonus against all favored enemies increases by +1.

If the cleric/ranger chooses humanoids or outsiders as a favored foe, he must also choose an associated subtype, as a ranger does. When selecting outsiders, he may only pick outsiders with a alignment that does not match the alignment of the cleric/ranger’s deity. If a specific creature falls into more than one category of favored enemy, the cleric/ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy

At 1st level the cleric/ranger gains wild empathy as the ranger class feature.

Favored Environment

At 4th level the cleric/ranger selects a favored environment from the ranger favored terrain class feature. The cleric/ranger gains a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this environment. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Favored environment counts as favored terrain for prerequisites, and effects that modify favored terrain.

At 8th level and every four levels thereafter, the cleric/ranger may select an additional favored environment. In addition, at each such interval, the skill bonus and initiative bonus in all favored environments increases by +1.

Master Hunter

At 20th level the cleric/ranger gains the master hunter class feature of the ranger, rather than the aspect of war class feature.