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Adapting Renard and Kathor for Pathfinder
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<blockquote data-quote="thekwp" data-source="post: 6938908" data-attributes="member: 56444"><p><strong>[PLAIN]Kathor, Cavalier 2 / Magus (Eldritch Scion) 2 [alt version of Kathor][/PLAIN]</strong></p><p></p><p>This is an alternate adaptation of Kathor and the basis for the one I will use in my campaign. I think that the higher lever version encountered later will adapt more interestingly to a version based on the Eldritch Scion archetype for Magus, rather than a sorcerer level that disappears into special abilities.</p><p></p><p>With this in mind, I adjusted his starting ability scores slightly, resulting in slightly lower STR and a slightly higher CHA. Removing the level of fighter and going with two levels of Magus (Eldritch Scion) also results in the lose of a feat, and a dropped Spirited Charge. Both the attribute change and the feat change make him slightly weaker in melee that the version I posted above. Also, his spell selection is poorly chosen to maximize his magus spell strike abilities. To me, this fits in with the description of Kathor understanding his abilities poorly and not necessarily making optimum uses of them.</p><p></p><p>For skills, I went with Bluff 1 rank, Diplomacy 2 ranks, Handle Animal 2 ranks, Intimidate 2 ranks, Knowledge (nobility) 1 rank, and Ride 4 ranks. The other skills listed as at default untrained. Both ranks of favored class were added as hit points.</p><p></p><p>[HR][/HR]<strong></strong></p><p><strong>KATHOR DANAVA</strong></p><p><strong>CR 3 (XP 800)</strong> </p><p> Male human cavalier 2 / magus (eldritch scion) 2 </p><p> LG Medium humanoid (human) </p><p> <strong>Init</strong> +1; <strong>Senses</strong> Perception +0 [HR][/HR]<strong>DEFENSE</strong>[HR][/HR]<strong>AC</strong> 22, <strong>touch</strong> 10, <strong>flat-footed</strong> 22 (+8 armor, +4 shield) </p><p> <strong>hp</strong> 34 (4 HD; 2d10+2d8+10) </p><p><strong>Fort</strong> +8, <strong>Ref</strong> +1, <strong>Will</strong> +5[HR][/HR]<strong>OFFENSE</strong>[HR][/HR]<strong>Speed</strong> 20 ft. </p><p><strong>Melee </strong>masterwork greatsword (two handed) +7 (2d6+4/19-20)</p><p><strong>Melee </strong>masterwork greatsword [power attack] (two handed) +6 (2d6+7/19-20)</p><p><strong>Ranged </strong>composite longbow str +0 +4 (1d8/x3)</p><p><strong>Ranged </strong>tanglefoot bag +4 (/none/x0)</p><p><strong>Ranged </strong>net +0 (/none/x0)</p><p><strong>Melee </strong>sword, short +6 (1d6+3/19-20)</p><p> <strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p> <strong>Special Attacks </strong>Challenge, Destined Strike, Spell Combat, Spellstrike</p><p> <strong>Known Magus (Eldritch Scion) Spells</strong> (CL 2nd, concentration +4): 1st (5/day)—<em>expeditious retreat</em>, <em>shield</em>, <em>true strike</em> </p><p> 0 (at will)—<em>daze</em> (DC 12), <em>light</em>, <em>open/close</em> (DC 12), <em>spark</em> (DC 12)</p><p>[HR][/HR]<strong>STATISTICS</strong></p><p>[HR][/HR]<strong>Str</strong> 16, <strong>Dex</strong> 12, <strong>Con</strong> 14, <strong>Int</strong> 8, <strong>Wis</strong> 10, <strong>Cha</strong> 15 </p><p> <strong>Base Atk</strong> +3; <strong>CMB</strong> +6<strong>; CMD</strong> 17 </p><p> <strong>Feats </strong>Cavalry Formation, Mounted Combat, Power Attack, Ride-By Attack</p><p> <strong>Skills</strong> Acrobatics -6 , Acrobatics (Jump) -10 , Bluff +6 , Climb -4 , Diplomacy +7 , Escape Artist -6 , Fly -6 , Handle Animal +7 , Intimidate +7 , Knowledge (Nobility) +3 , Ride +1 , Stealth -6 , Swim -4 </p><p> <strong>Languages</strong> Common</p><p> <strong>SQ</strong> By My Honor (LG, Will), Cantrips, Destined Bloodline, Eldritch Pool, Mount, Order of the Sword, Spell Combat, Spells, Tactician (cavalry formation)</p><p> <strong>Combat Gear</strong> <em>potion of cure light wounds</em> (2), tanglefoot bag (2); </p><p><strong>Other </strong><strong>Gear</strong> half-plate, barding (banded mail/large/nonhumanoid), masterwork greatsword, masterwork greatsword, composite longbow str +0, tanglefoot bag (2), net, sword, short, arrow (40), passport diplomatic (gate pass), horse (heavy/combat trained), saddle (military), saddlebags, bit and bridle, coin (gold piece) (350)[HR][/HR]<strong>SPECIAL ABILITIES</strong></p><p>[HR][/HR] <strong>By My Honor (Will, LG) (Ex) </strong> At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.</p><p> <strong>Cantrips </strong> You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.</p><p> <strong>Challenge (Ex) </strong> 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 2 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. He receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.</p><p> <strong>Destined Bloodline </strong> Your bloodline is destined for great things.</p><p> <strong>Destined Strike (Sp) </strong> As a free action, you can grant one of your melee attacks a +1 insight bonus. You may use this ability up to 3 times per day.</p><p> <strong>Eldritch Pool (Su) </strong> An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool Class Feature.Magus Class Feature. Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.</p><p> <strong>Mount (Ex) </strong> A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.</p><p> <strong>Order of the Sword </strong> Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1)</p><p> <strong>Spell Combat (Ex) </strong> An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.</p><p> <strong>Spell Combat (Ex) </strong> You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.</p><p> <strong>Spellstrike (Ex) </strong> Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.</p><p> <strong>Tactician (Cavalry Formation) (Ex) </strong> A cavalier receives a teamwork feat (CATEGORY=FEAT|Cavalry Formation) as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.[HR][/HR]<strong>TEMPORARY BONUSES</strong></p><p>[HR][/HR]<strong>Temporary Bonuses Applied</strong> Power Attack (Two-Handed), <em>shield</em> spell</p></blockquote><p></p>
[QUOTE="thekwp, post: 6938908, member: 56444"] [b][PLAIN]Kathor, Cavalier 2 / Magus (Eldritch Scion) 2 [alt version of Kathor][/PLAIN][/b] This is an alternate adaptation of Kathor and the basis for the one I will use in my campaign. I think that the higher lever version encountered later will adapt more interestingly to a version based on the Eldritch Scion archetype for Magus, rather than a sorcerer level that disappears into special abilities. With this in mind, I adjusted his starting ability scores slightly, resulting in slightly lower STR and a slightly higher CHA. Removing the level of fighter and going with two levels of Magus (Eldritch Scion) also results in the lose of a feat, and a dropped Spirited Charge. Both the attribute change and the feat change make him slightly weaker in melee that the version I posted above. Also, his spell selection is poorly chosen to maximize his magus spell strike abilities. To me, this fits in with the description of Kathor understanding his abilities poorly and not necessarily making optimum uses of them. For skills, I went with Bluff 1 rank, Diplomacy 2 ranks, Handle Animal 2 ranks, Intimidate 2 ranks, Knowledge (nobility) 1 rank, and Ride 4 ranks. The other skills listed as at default untrained. Both ranks of favored class were added as hit points. [HR][/HR][B] KATHOR DANAVA CR 3 (XP 800)[/B] Male human cavalier 2 / magus (eldritch scion) 2 LG Medium humanoid (human) [B]Init[/B] +1; [B]Senses[/B] Perception +0 [HR][/HR][B]DEFENSE[/B][HR][/HR][B]AC[/B] 22, [B]touch[/B] 10, [B]flat-footed[/B] 22 (+8 armor, +4 shield) [B]hp[/B] 34 (4 HD; 2d10+2d8+10) [B]Fort[/B] +8, [B]Ref[/B] +1, [B]Will[/B] +5[HR][/HR][B]OFFENSE[/B][HR][/HR][B]Speed[/B] 20 ft. [B]Melee [/B]masterwork greatsword (two handed) +7 (2d6+4/19-20) [B]Melee [/B]masterwork greatsword [power attack] (two handed) +6 (2d6+7/19-20) [B]Ranged [/B]composite longbow str +0 +4 (1d8/x3) [B]Ranged [/B]tanglefoot bag +4 (/none/x0) [B]Ranged [/B]net +0 (/none/x0) [B]Melee [/B]sword, short +6 (1d6+3/19-20) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Special Attacks [/B]Challenge, Destined Strike, Spell Combat, Spellstrike [B]Known Magus (Eldritch Scion) Spells[/B] (CL 2nd, concentration +4): 1st (5/day)—[I]expeditious retreat[/I], [I]shield[/I], [I]true strike[/I] 0 (at will)—[I]daze[/I] (DC 12), [I]light[/I], [I]open/close[/I] (DC 12), [I]spark[/I] (DC 12) [HR][/HR][B]STATISTICS[/B] [HR][/HR][B]Str[/B] 16, [B]Dex[/B] 12, [B]Con[/B] 14, [B]Int[/B] 8, [B]Wis[/B] 10, [B]Cha[/B] 15 [B]Base Atk[/B] +3; [B]CMB[/B] +6[B]; CMD[/B] 17 [B]Feats [/B]Cavalry Formation, Mounted Combat, Power Attack, Ride-By Attack [B]Skills[/B] Acrobatics -6 , Acrobatics (Jump) -10 , Bluff +6 , Climb -4 , Diplomacy +7 , Escape Artist -6 , Fly -6 , Handle Animal +7 , Intimidate +7 , Knowledge (Nobility) +3 , Ride +1 , Stealth -6 , Swim -4 [B]Languages[/B] Common [B]SQ[/B] By My Honor (LG, Will), Cantrips, Destined Bloodline, Eldritch Pool, Mount, Order of the Sword, Spell Combat, Spells, Tactician (cavalry formation) [B]Combat Gear[/B] [I]potion of cure light wounds[/I] (2), tanglefoot bag (2); [B]Other [/B][B]Gear[/B] half-plate, barding (banded mail/large/nonhumanoid), masterwork greatsword, masterwork greatsword, composite longbow str +0, tanglefoot bag (2), net, sword, short, arrow (40), passport diplomatic (gate pass), horse (heavy/combat trained), saddle (military), saddlebags, bit and bridle, coin (gold piece) (350)[HR][/HR][B]SPECIAL ABILITIES[/B] [HR][/HR] [B]By My Honor (Will, LG) (Ex) [/B] At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. [B]Cantrips [/B] You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. [B]Challenge (Ex) [/B] 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 2 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. He receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses. [B]Destined Bloodline [/B] Your bloodline is destined for great things. [B]Destined Strike (Sp) [/B] As a free action, you can grant one of your melee attacks a +1 insight bonus. You may use this ability up to 3 times per day. [B]Eldritch Pool (Su) [/B] An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool Class Feature.Magus Class Feature. Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool. [B]Mount (Ex) [/B] A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. [B]Order of the Sword [/B] Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1) [B]Spell Combat (Ex) [/B] An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat. [B]Spell Combat (Ex) [/B] You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. [B]Spellstrike (Ex) [/B] Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. [B]Tactician (Cavalry Formation) (Ex) [/B] A cavalier receives a teamwork feat (CATEGORY=FEAT|Cavalry Formation) as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.[HR][/HR][B]TEMPORARY BONUSES[/B] [HR][/HR][B]Temporary Bonuses Applied[/B] Power Attack (Two-Handed), [I]shield[/I] spell [/QUOTE]
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