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Converting the Witchwarper to PF1: Paradigm Shifts (Part 6)

Aaaaand… another post working on our PF1 witchwarper! Still working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more!), until we run into our next design challenge.

Today, we get into the 8th level paradigm shifts.

Paradigm Shifts [8th level]

Flash Teleport (Su)
As a move action, you can expend 1 point from your warp pool to teleport (as the spell) up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Hobble Creature (Su)
As a standard action, you can expend 1 point from your warp pool to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the staggered condition for a number of rounds equal to 1/3 your witchwarper level. The creature can attempt a Fortitude save to negate this effect. You must know the disrupt creature paradigm shift to learn this paradigm shift.

Magic Deletion (Su)
As a reaction when you are targeted by a spell, you can expend 1 point from your warp pool to gain spell resistance equal to 12 + your witchwarper level until the end of your next turn.

Other than deciding to have all of those be fueled by our warp pool (rather than expending spell slots, as some did originally), again those all adapted with very little change.

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Converting the Witchwarper to PF1: Paradigm Shifts (Part 5)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more), until we run into our next design challenge.

Today, we get into the 4th level paradigm shifts.

Paradigm Shifts [4th level]

Inhibit (Sp or Su)
As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities as a supernatural ability. The target must succeed at a Will save or become staggered for 1 round. At 8th level, alternatively, you can expend 1 point from your warp pool to instead use slow as a spell-like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again (regardless of how you use it) for 24 hours.

Optimize (Sp or Su)
You can show a creature a glimpse of the results of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a supernatural haste effect. At 8th level, alternatively, you can expend 1 point from your warp pool to instead use haste as a spell‑like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target them with this paradigm shift again (regardless of how you use it) for 24 hours.

Resist Elements (Su)
As a reaction when you or a creature within 100 feet would take energy damage, you can expend 1 point from your warp pool to grant the target resistance 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15.

Shifting Offensive (Su)
As a standard action, you can touch a weapon or magic item that deals damage and temporarily change its damage type (to acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). If the weapon deals more than one type of damage, you can change all the damage it does (regardless of type) to the new damage type, or change just one of its damage types (leaving its other damage types unchanged). This effect lasts until the end of your next turn.

None of these needed more than some clean-up and clarification to adapt to pathfinder. Tomorrow, on to 8th-level paradigm shifts!

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Converting the Witchwarper to PF1: Paradigm Shifts (Part 4)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day, until we run into our next design challenge.

This set rounds out the 2nd level paradigm shifts from the rulebook the Sf witchwarper first appeared in.

Paradigm Shifts [2nd level]

Push Area (Su)
As a reaction when a thrown attack with an area or splash effect, or instantaneous effect or spell defined as a burst radius that requires a saving throw with has an area of at least 5-foot-radius would be centered within 100 feet, you can expend a point from your warp pool to shift the area’s center by 5 feet before it detonates. Your allies within its area of effect gain a +2 insight bonus to their saving throws against the area-effect. At 8th level, you can shift the area’s center by 10 feet. At 11th level, you can shift the area’s center by 15 feet
.

Shift Resistance (Su)
As a standard action, you can change the type of a single energy resistance (but not immunity) of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

Thwart Ability (Su)
As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal damage, and fails the saving throw, you can expend 1 point from your warp pool to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect’s damage and effects (with success acting as if the original save was successful).

“Push grenade” got rewritten to be “push area,” since I expect spells and magical area effects to be far more common in Pathfinder than bombs. Shift resistance and thwart ability didn’t need any real modifications, just some tweaks to match Pathfinder rules and phrasing.

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Converting the Witchwarper to PF1: Paradigm Shifts (Part 3)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool yesterday and writing up our first two shifts yesterday. So, let’s see how many days we can go, converting 2-3 a day, until we run into our next design challenge.

Paradigm Shifts [2nd level]

Eldritch Secret
You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from an arcane or occult class’s spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. (Alternatively, you can select one spell from a divine class’s spell list. It must be of a level no greater than 2 lower than the highest-level spell you can cast.) Add this to your list of witchwarper spells known.

You cannot select a spell that requires class features you do not possess. If you select a spell of a different source than your own spells (arcane, divine, or occult), it changes to be a spell of that type. You cannot select a spell available only to members of specific groups (such as worshippers of a specific deity) unless you are a member of that group. You cannot select a spell available only through archetypes, prestige classes, or class features other than “spells” (such as spells only available through an arcane school, bloodline, or domain).

Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower (or 2 lower for a divine spell) than the highest-level spell you can cast. You can select this paradigm shift more than once but cannot at any time have more than one additional spell known from this ability at each level of spells you can cast.

Overlapping Forms (Su)
As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 dodge bonus to your AC. At 5th level, you can expend 1 point from your warp pool when using this ability to instead give an ally you touch a +1 dodge bonus to AC. In either case, the bonus lasts for a number of minutes equal to your caster level. You cannot have overlapping forms active on more than one creature at a time–if you place it on a new creature while it is still active on a previous creature, the older use ends.

Prevent Wounds (Su)
As a reaction when you or an ally within 100 feet takes hit point damage, you can expend 1 point from your warp pool to prevent 1d4 points of that damage for every 2 witchwarper levels you have. You cannot prevent more damage than was dealt, and even if you prevent all damage any associated effects from the attack (such as disease or poison) still apply.

Okay, so far so good! I tweaked eldritch secret because there are SO many more spellcasting classes in Pathfinder than Sf, and the division between divine magic and arcane or occult is actually strong enough to impact spotlight time and class expertise. I also gave some general guidance to cover weird corner-case things that might have snuck into a game using other 3pp material. I wanted to split the different between allowing witchwarpers to select that paradigm shift all they want, and only being able to do so once, resulting int the “only one eldritch secret spell per spell level” rules, which I’m actually really happy with.

I altered overlapping forms to be a dodge bonus and extend its time, because the math in Pathfinder is much less tight than Sf, and while enhancement bonuses in Sf are rare, they’re common as heck in Pathfinder. This should make it useful, but not overpowering, at any level of play. I also added the one-at-a-time limitation because I extended the duration by x10.

Prevent wounds just got the note about carrier attacks, to make sure it can’t be used to shut down non-hp effects. It’s supposed to be preventative healing, not a way to negate anything that requires an attack roll.

As the project progresses, we’ll see what else crops up in these conversions!

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Converting the Witchwarper to PF1: Paradigm Shifts (Part 2)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules yesterday.

I’m going to start with the paradigm shifts from the book the witchwarper originally appeared in. I was the developer for that book, and developed the witchwarper, so I have a strong grasp of the design intent behind all those abilities. Also, our Pathfinder version may drift in concept compared to its Sf roots, and beginning with a firm foundation of core abilities is the best way to make sure the end result feels like the original, without being beholden to every eventual power that class gained.

And, as if often the case with such projects, we run into a huge design consideration right off the bat. The very first 2nd level paradigm shift from that Sf book is disrupt attack, which lets you expend a Resolve Point for an ability. Our problem? Pathfinder doesn’t have Resolve Points. So, how do we balance powers with limited uses without having the original game system’s pool of points to do it?

We have some options.

We could make each power useable a number of times per day, such as once per day, or one plus one for every 4 witchwarper level. This is simple to write as a designer, but it has some tricky balance implications. At low levels, our Pf witchwarper won;t be able to use such paragim shifts as often as their Sf cousin, ebcause they’ll have very few paradigm shifts, each with its own hard limit. At higher levels, however, the Pathfinder witchwarper might have so many shifts with thier own uses/day that they never run out of options.

We could have shifts expend spell slots, like infinite worlds does. That has a note of elegance, tying into an existing class feature. But it also means we have to decide if low-level spell slots can do this at full power for higher-level witchwarpers. As currently defined, paradigm shift powers save DCs is based on class level, and if a 1st level spell slot can be expended for an offensive power with a save based on class level, that can be overpowering. Some Sf witchwarper powers do this (such as disrupt creature), but then generally tie the effectiveness of that power to the level of spell. Since none of the things originally fueled by RP have that scaling built into them, this becomes a good deal more design work.

We could create a pool of warp points, similar to an arcanist’s arcane reservoir. This has the advantage of creating a pool we can scale as we need for the right number of uses/day/level, and being easy to design and understand. It has the drawback that if a witchwarper doesn’t select a paradigm shift that has a warp point cost, their warp reservoir serves no function. On the other hand, we could allow warp points to fuel the witchwarper’s infinite worlds ability, which is currently powered purely by spell slots. That would be a bit of a power-up to classic witchwarper spell/infinite worlds balance, but very much in keeping with how arcanists and psychics (both late-era PF1 0-9th level spellcasters) handle such issues. We’d have to write the text for that… but we have good examples of how such abilities have been done in Pathfinder before.

Out of all these ideas, I like a warp pool of warp points the best. So, for our draft, let’s assume that’s what we are doing. When we bring the whole class together in the post-first-draft stage, we can change that chocie if it hasn’t gone how we’d like.

So, now we need a Warp Pool class feature, gained at 1st level.

Warp Pool (Su): A witchwarper has a pool of supernatural mental energy that he can draw upon to fuel his infinite worlds ability, and potentially powers gained through paradigm shifts. The maximum number of points in a witchwarper’s warp pool is equal to 1/2 his class level + his Charisma modifier. The warp pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. Points gained in excess of the pool’s maximum are lost.

A witchwarper can expend a warp point from his warp pool, rather than expend a spell slot, to fuel his infinite worlds ability. When used for this purpose, the warp point functions as a spell slot with a spell level equal to half the witchwarper’s class level -1 (to a minimum of 1st level spell slot).

Okay, with that done, let’s look at how we want to adapt a couple of paradigm shifts.

Paradigm Shifts [2nd level]

Disrupt Attack (Su)
As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can expend 1 warp point to impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once you’ve targeted an attacker with this paradigm shift, you can’t target the same attacker with this paradigm shift again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4.

Disrupt Creature (Su)
As a standard action, you can expend a warp point to target a creature within 100 feet and swap in alternate physiologies (or gears, planar energy, or whatever the creature’s equivalent to physiology is) in its body in this version of existence, imposing the shaken condition for a number of rounds equal to 1/3 your witchwarper class level (minimum 1 round). The target is allowed a Fortitude save to negate this effect. This is not an emotion, fear, or mind-affecting effect, and it does not stack with other shaken or fear conditions. However, if you target a creature that has succeeded at a save against your disrupt creature ability in the past 24 hours, it takes a -2 penalty to its save if you target it again.

Okay, I like the look of both of those. Know we can start kicking out a few paradigm shifts a day in future blog posts and see how far we get.

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Converting the Witchwarper to PF1: Progression Chart

Another post working on our PF1 witchwarper. I’ve defined some key class features in draft form, so I think it’s time to begin sketching out a class progression chart. Designing a class for a d20 game involves a lot of interlocking, moving parts, so I rarely try to get everything perfectly set on my first pass. Instead I tackle things I consider key to the class’s feel and/or particularly difficult to define in game terms, then build out from there. That makes it easier to hang later, less important and easier designs on earlier key choices.

That said, it’s important to be willing to change elements you defined early if you find a good reason to in later development. And to think about the implications of design choices as you make them.

For example, this progression chart has an entry for the infinite worlds class feature to get an option when fueled by 7th-level spells (since I currently see this as a full 9-level spellcaster, likely using the arcanist spell progression and casting rules). That’s not something that 6-level spellcasting Sf version can do, and my rough draft of that ability for PF1 doesn’t include it. But I can easily see creating a new, higher level version of that power, and right now that feels like the best solution for a steady and interesting progression of that power. There’s a lot of back-and-forth tweaking when you design a class, and as long as we make a pass through at the end to ensure everything lines up, it’s fine to alter your design expectations as you go through the process.


Level      BAB        Fort        Ref         Will        Special

1             +0           +0          +2           +0         Infinite worlds (1st-level Spells) 

2             +1           +0           +3          +0         Paradigm shift

3             +1           +1           +3          +1         Compound sight +1 

4             +2           +1           +4          +1         Infinite worlds (2nd-level Spells)

5             +2           +1           +4          +1         Paradigm shift 

6             +3           +2           +5          +2          Alternate outcome 1/day, compound sight +2 

7             +3           +2           +5          +2          Infinite worlds (3rd-level Spells)

8             +4           +2           +6          +2          Paradigm shift

9             +4           +3           +6          +3           Compound sight +3 (two skills)

10           +5           +3           +7          +3           Infinite worlds (4th-level Spells)

11           +5           +3           +7          +3           Paradigm shift

12           +6           +4           +8          +4           Alternate outcome 2/day, compound sight +4 

13           +6           +4           +8          +4           Infinite worlds (5th-level Spells)

14           +7        +4           +9          +4           Paradigm shift

15           +7         +5           +9          +5          Compound sight +5

16           +8         +5        +10         +5           Infinite worlds (6th-level Spells)

17           +8         +5        +10         +5           Paradigm shift

18           +9         +6        +11         +6           Alternate outcome 3/day, compound sight +6 

19           +9         +6        +11         +6           Infinite worlds (7th-level Spells)

20           +10         +6        +12         +6           Paradigm shift, reality stutter

I’m happy with all of that… except for 3rd level. On the arcanist chart, our witchwarper won’t get 2nd level spells until 4th. So while many other full spellcasters get a major bump in spell power and spells per day at 3rd, our witchwarper has to settle for +1 to one skill. The same issue kicks in at 15th level… but honestly by 15th level getting any new spells known is such a boost I’m not that worried about it.

I like elegant design, including abilities being gained or progressing in power at set, predictable rates… but that may not be the route to take here. I could add a paradigm shift at 3rd level, outside the normal progression of one per three levels, much as witches get a hex at first, outside their normal progression that starts at 2nd level.

For now, I’ll stick a pin in the idea and see how I feel about it closer to the end of design. I could also just throw in a 1-time bonus at 3rd to give some extra excitement–maybe something like Echoes of Training that let you learn something a version of yourself from an alternate reality trained in, adding a weapon or armor proficiency, and/or another class skill?

We’ll see.

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ShadowFinder Bestiary Teaser: Soul Lamprey

As work on ShadowFinder continues, I will occasionally preview things that will be in its Bestiary section. Many of these will be creatures from the ShadowBlast, but others will fill in the “normal” niches a typical modern adventure/scifi/fantasy/surreal/horror game might need.

For each of these, I plan to show some art, talk a bit about why I’m putting it in the ShadowFinder Core Book, and enough info a GM could create a version of the monster at any CR, using the standard Starfinder creature creation rules. In the final entries for these in the Core Book there will be at least one full stat block, but I do also want to give enough info on special abilities and role in an adventure that a GM can reliably make versions at different CRs as they need them.

So, let’s start with the soul lamprey.

(Art by Kalifer)

Soul lampreys are creatures apparently native to the Shadowblast (though like anything in the Shadowblast, they might originally be from somewhere else and just trapped in that dim demiplane). They are driven by an insatiable hunger to consume the determination and drive of sapient beings, as well as the flesh of any sentient creature they can eat while it still lives.

The idea behind the soul lamprey is to get some of the player-dread that creatures that inflicted level drains and negative levels did in older ttRPGs… without the bookkeeping, refiguring, and literal inability to keep playing the character usefully in the same adventure that those rules often inflicted on players. Instead, soul lampreys eat Resolve Points.

To build a soul lamprey, you use a combatant stat array, a single bite melee attack that deals piercing damage, and give it these special abilities and adjustments:

Slow But Tough: A soul lamprey has EAC and KAC 2 lower than normal for the combatant array at its level, but also has 25% more Hit Points.

Devour Determination (Su): When a soul lamprey damages a target with tis bite, the target must make both a Fortitude and Will save. If it makes both saves, there is no additional affect. If the target fails 1 save, it loses 1 Resolve Point. If it fails both saves, is drained of 1d4 Resolve Points (+1d4 for every 4 full levels of the lamprey’s CR). Drained RP do not recover normally. Instead, each time the character regains their daily abilities, they reroll the Fort and Will saves, regaining 1 RP for each save they succeed at each day. If they make both saves, they regain an addition 1d4 RP (+1d4 for ever 4 character levels they have).

The soul lampry gains these Resolve Points, and can use them normally and to fuel its special abilities. While a soul lamprey has RP, any creature missing RP from a soul lamprey drain is flat-footed and off-target to the soul lamprey.

Digest Determination (Su): When a wounded soul lamprey devours determination, it can choose to expend any number of the RP it absorbs to heal itself as part of the attack. For each RP expended, it regains 1d8 HP + 1/2 its CR. It may only do this when it absorbs new RP.

Target Sense (Su): As part of any action it takes, a soul lamprey can expend 1 RP to gain blindsight (telepathy) with a range of 5 feet per CR of the lamprey. This only detects creatures missing RP drained by a soul lamprey. The ability lasts for 10 minutes per CR of the soul lamprey.

Trap Blind (Ex): A soul lamprey is vulnerable to attacks from things that lack their own determination. This includes traps, mindless creatures, and mechanic’s drones. Such attacks gain a +2 bonus to attack rolls and save DCs, and deal double damage, against soul lampreys.

Shudder Step (Su): When a creature damages a soul lamprey with a ranged attack, the soul lamprey can follow the trace of psychic energy carried by the decision to attack it back to its point of origin, teleporting to be adjacent to the attacker (or as close as possible if there is no safe space adjacent to the attacker). This does not take an action, but does expend 1 Resolve Point.

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Partial List of Very Fantasy Words (Update!)

As I do from time to time, I’ve updated the Revised, Partial List of Very Fantasy Words (which can be found here)!

So if you want to have a banneret use axinomancy to gird himself against a spadassin’s gainpain, these are the words for you!

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Bravery Alternatives for the PF1 Fighter

In Pathfinder 1st ed, fighters get the feature “bravery.” It’s not a bad thing, but it’s also not super-exciting. As I looked at doing a PF1 version of Starfinder’s Soldier class, I was considering how I wanted to handle bravery, and looked into what abilities archetypes give to replace it.

And there are… a lot.

I realized I was considering turning the Soldier’s “gear boost” into a more flexible “combat boost” (which might or might not be gear-based), and that all the things fighters can repalce bravery with might make a great starting point for that.

Then I realized a lot of people playing fighters might like to just be bale to pick things to take as alternate class features in place of bravery.

So, I made those. I’ll look at converting Starfinder soldier gear boosts into PF1 combat boosts later.

Alternate Class Features for Bravery (“Combat Boosts”)

Agility (Ex): You gains a +1 bonus on saving throws made against effects that cause you to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

Ardent (Su): You are difficult to sway from your beliefs. You gain a +1 bonus on Will saves against charm effects. This bonus increases by 1 for every 4 levels beyond 2nd. Once per day, if you are forced to take an action that is diametrically opposed to your alignment, beliefs, or values while under the influence of a charm or compulsion effect (as determined by the player), you can immediately attempt a Will save against the effect’s DC to resist acting out that order. Success does not remove the existing charm or compulsion effect, but does allow you to resist betraying that belief.

Armored Vigor (Ex): As a swift action, you can gain 2 temporary hit points that last for 1 minute. You can use this ability a number of times per day equal to 3 + your Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the you gain increases by 2.

Bravery (Ex): You gain a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Buckler Bash (Ex): You can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield).

Burst Barrier (Ex): You can use a tower shield to screen yourself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd.

Deceptive Strike (Ex): When you are wielding a 1-handed melee weapons, and have a hand free (not holding a weapon, shield, or anything else), you gain a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.

Deflective Shield (Ex): You specialize in using your shield to deflect attacks. You gains a +1 bonus to your touch AC, and this bonus increases for every four levels beyond 2nd; however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield you are currently carrying.

Dirty Maneuvers (Ex): You become skilled at deceiving and discomfiting your opponents. You gain a +1 bonus on disarm, dirty trick, and steal combat maneuver checks, and to your CMD against the same maneuvers. These bonuses increase by 1 for every four levels after 2nd.

Duplicitous (Ex): You add Bluff, Sense Motive, Sleight of Hand, and Stealth to your list of class skills. You gains 2 bonus skill ranks at each level, which must be allocated among these skills.

Efficient Packer (Ex): You adds a bonus equal to 1/2 your soldier level on Sleight of Hand checks to conceal objects on your body. You also add a bonus equal to 1/2 your class level to your Strength score for the purpose of determining his carrying capacity.

Expertise (Ex): You qualify for feats and other abilities as though you had the Combat Expertise feat. If you are 10th level or higher, you gain Combat Expertise as a bonus feat, even if you would not normally qualify for this feat. If you already have Combat Expertise, you instead gain any one combat feat that includes Combat Expertise as a prerequisite (and for which you otherwise qualify).

Fame (for Performance Combat)(Ex): When you begin a performance combat, you always starts with at least 1 victory point. If you already have victory points, you gain 1 extra victory point. At 10th level, you start out with at least 2 victory points (and if you already have victory points, you gains 2 extra victory points).

Fearful Might (Ex): You gain a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases by 1 for every 4 levels beyond 2nd.

Fearsome (Ex): You can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round. You can never do so more than once per round.

Guard (Ex): You add Appraise, Knowledge (local), Knowledge (nobility), and Perception, to your list of class skills. You gains 2 bonus skill ranks at each level, which must be allocated among these skills.

Guarded Senses (Su): You gain a +1 bonus on saves against sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks. This bonus increases by 1 for every 4 levels beyond 2nd.

Harsh Training (Ex): You gain a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd.

Hawkeye (Ex): You gain a +1 bonus on Perception checks, and the range increment for any bow you use increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.

(Art by Work on Color)

Pole Fighting (Ex): As an immediate action, you can shorten the grip on your spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until you spend another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

Reconnaissance Training (Ex): You are trained to operate in heavily trapped or naturally hazardous areas. You gain a +1 bonus on Reflex saving throws to avoid traps, natural hazards, and environmental effects. This bonus increases by 1 for every 4 levels beyond 2nd.

Ruin Raider (Ex): You add Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), and Use Magic Device, to your list of class skills. You gains 2 bonus skill ranks at each level, which must be allocated among these skills.

Shattering Strike (Ex): When using a 2-handed melee weapon, you gain a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

Spark of Life (Ex): You gain a +1 bonus on saving throws made against death effects, energy drains, and necromancy, and to constitution checks to become stable when dying. This bonus increases by +1 for every four levels beyond 2nd.

Stand Firm (Ex): When you are wielding a shield, you gain a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Steadfast Mount (Ex): After you have spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves while you are mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.

Tactical Awareness (Ex): You gain a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level.

Tactician (Ex): You gain the cavalier’s tactician class feature, treating your soldier level as your cavalier level for the purposes of this ability.

Tenacious Tracker (Ex): You gain a +1 bonus on Diplomacy checks to gather information and on Survival checks made to identify or follow tracks. This bonus increases by 1 for every 4 levels the vengeful hunter possesses beyond 2nd.

Tidal Celerity (Ex): You gain a +1 bonus on Reflex saves and saving throws against effects that would immobilize or paralyze you. This bonus increases by 1 for every 4 levels beyond 2nd.

Unassailable Allegience (Ex): You gain a +1 bonus on Will saves against compulsion spells, spell-like abilities, and effects. This bonus increases by 1 for every 4 levels beyond 2nd.

Weapon Guard (Ex): You add the bonuses to attack you gain from Weapon Focus (and Greater Weapon Focus and Mythic Weapon Focus), to your CMD against disarm and sunder attempts while wielding the appropriate weapon. This bonus also applies on saves against any effect that targets that weapon (for example, grease, heat metal, shatter, warp wood).

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Companion Bond as a Connection for the PF1 Fantasy Mystic

So, can we find a way for our PF1-compatible Fantasy Mystic to get an animal companion?

A lot of PF1 classes have a way to gain an animal companion. It absolutely seems on-concept for the mystic (especially some of the weirder options, like genie-touched or monstrous companions), but it is something we can do as a simple and balanced option? Well, let’s look at what other classes in the game have as options that can be replaced with an animal companion.

At 1st level, a druid can take either an animal companion or one of a short list of cleric domains as their nature bond class feature. While that’s not proof that those two options are equivalent, the fact that players still often choose the domain after more than a decade of PF1 game theory and play experience certainly suggests they are close enough in total utility to serve as a starting point.

So, that means to determine if a connection being replaced with an animal companion is reasonable, we need to compare the utility of a typical connection with the utility of a typical druid-allowed domain. Once we do that. we can see if we need to have a mystic give up more than just their connection to get an animal companion, or if we need to give them some benefit beyond a companion in order to balance taking the connection away.

Cleric domains give you a bonus spell you can prepare on top of your normal spell choices for every spell level. Often, domain spells aren’t on the cleric or druid class spell list. That’s not the same as a bonus spell known for each spell level, as a connection normally gives a mystic, but it’s close enough in utility for us to treat them as equivalent. So we can have an animal companion give up its bonus spells known to offset the domain spells.

Each cleric domain has two granted powers, one gained at 1st and one at 6th or 8th. Those granted powers are in the same ballpark as connection powers, so we can say we need to give up two connection powers (out of the seven a connection gives). That means it should be reasonable to have a mystic connection grant 5 connection powers, and a full animal companion.

That is a tad awkward, since we now have to create a set of connection powers that come with an animal companion… butmake them flexible enough they work with any animal companion, and spread out enough you only get 5 of them over 20 levels. Luckily, there are spells not normally available to a mystic that are animal-companion-focused, and animal companion-relared feats, which we can make as options out animal companion mystic can choose from.

So, here is what our Companion Connection looks like. (And now we know what connection the image I used for the original mystic class write-up has taken, which is why she has a hunting dog!)

(Art by Daniel)

Companion

Associated Skills: Healing, Handle Animal.
Spells: None

Animal Companion (1st): You gain an animal companion, as the druid’s nature bond option. Your mystic level acts as your druid level for your companion.

Companion Boost: At 3rd, 6th, 10th, 14th, and 18th level, you may select a companion boost. This is either a companion feat, or a companion spell, as defined below.

Companion Feat: Select one of the following feats, for which you meet the prerequisites. You gain that feat as a bonus feat. Alternatively, you can select a feat your animal companion meets the prerequisites for, and grant it to your animal companion as a bonus feat. You may select this connection power more than once. Each time, you must select a different bonus feat.

Andoren Falconry, Animal Soul, Beast Rider, Beast Speaker, Beast Speaker Mastery, Bully Breed, Curious Companion, Devotion Against the Unnatural, Distant Spell Link, Evolved Companion, Extra Item Slot, Forceful Charge, Genie-Touched Companion, Greater Tenacious Hunter, Heft Brute, Huntmaster, Improved Forceful Charge, Improved Share Spells, Improved Spell Sharing, Monstrous Companion, Pack Flanking, Pack Tactics, Share Healing, Skaveling Companion, Spirit’s Gift, Stalker’s Focus, Tenacious Hunter, Totem Beast.

Companion Spells: Select one of the following spells. It is considered to be a spell on your spell list and, if you can cast spells of the listed level, you gain it as a bonus spells known. You may select this connection power more than once. Each time, you must select a different spell.

acid maw (1st), carry companion (2nd), scamper (2nd), phantom hunt (4th), share shape (4th), raise animal companion (5th)

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