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#don’t get discouraged my sweet non native followers <3
fellshish · 3 years
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People who get confused about american versus british english in fics. Some authors have english as their second or third language. Hope this helps <3
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monstersdownthepath · 5 years
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Spiritual Spotlight: Barzahk the Passage
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True Neutral Psychopomp Usher of Compasses, Travelers, and Vigil
Domains: Knowledge, Protection, Repose, Travel Subdomains*: Education, Defense, Psychopomp, Exploration
Concordance of Rivals, pg. 6 Pathfinder Adventure Path: Tyrant’s Grasp: Born by the Sun’s Grace, pg. 79
Obedience: Walk a road for an hour and keep a constant eye out for signs of fallen travelers or roadside graves. Tend to any of either you find. Benefit: Gain a +4 insight bonus on Survival and Knowledge (Geography) checks to find locations and to avoid becoming lost, as well as on saving throws against magical effects which would cause you to become lost (such as Maze or the Primeval Landscape ability of the Whisperer).
(*IMPORTANT NOTE: The Subdomains are my best guess; Subdomains are not listed in Concordance of Rivals.)
Step 1) Don’t get arrested, stuck in a dungeon, or trapped too far away from civilization.
Step 2) Fail step 1.
Not an easy Obedience to perform if you’re the types to wander into the untamed wilds or find yourself frequently trapped in locations where you have no easy access to a road. A lot of Obediences that rely on terrain being nearby are brutal if you’re on the march or are pinned in one inconvenient location for a while, and this one is especially painful because going into the untamed wilds is a thing adventurers do regularly.
However, if you’re in a relatively urban environment and can come and go as you please, this Boon is a complete non-issue. In addition, if you’re actually traveling via the roads, you can very easily do this Boon alongside your normal marching. Also note that the wording of this Boon basically means you can walk a half-hour on the right side of the road, and a half-hour on the left to save your party the frustration of tracking you down each day. Technically you can walk in a 10 or even 5 minute loop, as well, but that’s against the spirit of the Obedience and Barzahk may not take kindly to that.
This is probably one of the easiest Obediences to hide, by the by, especially if your travel is uneventful. You’ll just seem altruistic! Just... try not to get discouraged if that ‘fallen’ traveler suddenly leap up with a knife as his buddies emerge from the roadside. It’s likely only going to be a one-off incident. I’d discourage making “tend to” into a deadly euphemism, but would understand if you get ambushed one too many times. I’m sure Barzahk would, too.
Boons are gained slowly, gained at levels 12, 16, and 20. Servants of the Monitors, though, can enter the Proctor Prestige Class as early as level 8. If entered as early as possible, you can earn your Boons at levels 10, 14, and 16. You MUST take the Monitor Obedience feat, NOT Deific Obedience. Monitors grant only a single set of Boons.
SECOND NOTE: Barzahk is unique in that they’re the only Usher who has had their Boon set expanded upon. Without the DMs permission, you will only be able to take the Exalted set if you enter the Proctor class.
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EVANGELIST
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Boon 1: Know Who Passed. Gain Alarm 3/day, Perceive Cues 2/day, or Speak With Dead 1/day.
Ooh, I never even heard of Perceive Cues until today! It’s definitely one of those ‘would never prepare, but would love to have‘ spells that gives you a nice and chunky +5 bonus to Perception and Sense Motive for a whopping 10 minutes/level. As Perception is the most-rolled skill in the game, slapping it on just before creeping into a spooky manor or dingy cave can save you a lot of headaches. The bonus to Sense Motive is also useful when dealing with NPCs, sniffing out lies or hidden information.
Speak With Dead holds the distinction of being either useless or scenario-defining, though it’s certainly useful in situations where you stumble upon a scene of carnage or slaughter all the guards in an area after forgetting to interrogate them. Alarm has its niche uses as an emergency alert when you’re camping, or to alert you to someone following behind you, but I’d prefer to just have Perceive Cues most days.
Boon 2: Wings of the Wanderer. As a standard action, you may assume the form of a Giant Raven as if using Beast Shape II, and may remain in this form for 1 hour per HD you have; this time need not be consecutive, but must be used in 1-hour increments. While in this form, you have the raven’s Scavenger ability, a +2 insight bonus to your AC, and a +3 insight bonus to Perception checks. In addition, as a standard action, you may consume 1 hour of the transformation’s daily allotment to cast Enlarge Person or Reduce Person on yourself as a spell-like ability.
You ever wanted to be a bird? Now you can be! You start at 14 hours of birdyness and that only goes up from there, which is a GENEROUS amount of bird-being--a little over a typical adventuring day! Thankfully, it gives you something to spend all your Bird Points (BP) on in the form of letting you shrink or grow as you see fit, letting you put the Giant Raven’s stabbing beak to good work. More importantly, though, is the fact you can shrink yourself down to around normal bird size (ravens are a lot bigger than most think) to elude suspicion as you flit around an enemy’s encampment and see what they’re up to.
With the raven’s 60ft fly speed, you can also use it as an emergency escape button to flit out of danger’s path... But try not to get trapped in combat anyway, because once you go black(bird) you have to wait a whole hour to go back(bird). Using this ability in combat is almost never worth it unless your enemy is scared of ravens specifically, and while its scouting potential is incredible, the fact you’re stuck as a bird for an hour will prevent you from acting on what you’ve learned or even relaying what you’ve learned unless someone knows Speak With Animals.
Boon 3: Terrain Dominance. For every 5 HD you have, you gain one Terrain Dominance as if you were a Horizon Walker; you do not need to have the Terrain Mastery class feature to select a dominance. If you do not have a Favored Terrain bonus from another source, treat your Favored Terrain bonus as +2 when dealing with creatures native to the terrains over which you have dominance; you do not otherwise gain the benefits of Favored Terrain.
Oooooh, lovely! Terrain Dominance has some juicy selections in it, such as the Astral Plane (which lets you use Dimension Door 3 + Wis mod times/day), the Plane of Fire (Fire Resistance 20), mountains (DR 2/adamantine), and the Plane of Air (Fly as a spell-like 3 + Wis mod times/day). You get one dominance for every 5 HD you have, beginning at 3 and maxing out at 4, which is actually one more than the Horizon Walker gets for going through its entire class!
And then there’s the nice little bow on top with “you get +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as attack and damage rolls against creatures native to your selected terrains” written on it in very, very small letters. On the other side of the bow is some fine print that reads “I’m not sure if you can select new dominances each time you perform the Obedience or not but I’d love it if you could.”
Huh! Weird! That’s just what I was going to say! It’d make you a hell of a lot more flexible than the Horizon Walker is regularly, too... to the point I’d almost say ‘no you can’t change’ just to throw the poor class a bone. You may want to beat the class to death with a bone, though, and in such a case I won’t stop you! Custom tailor yourself for every day you face, and every terrain you embrace!
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EXALTED
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Boon 1: Prepared Traveler. Gain Adjuring Step 3/day, Animal Messenger 2/day, or Phantom Steed 1/day.
Three niche spells, nice! Animal Messenger allows you to hypnotize a tiny critter and send it off on an errand for you, usually to deliver a small object to a specific location, but how often are you going to need to do that? You’re more likely to need Phantom Steed, a spell I’ve covered several times already but to reiterate: it’s great if only you and maybe one other person need to get somewhere quickly, but for someone who regularly travels around with a party? It’s usefulness is crunched unless everyone else in the party has a method of keeping up with your sweet ride.
Adjuring Step is a spell we haven’t yet seen, and it’s an interesting one for a caster. It allows you to take two 5-foot steps a round while preventing someone from taking an Attack of Opportunity against you once you do... But the effect breaks if you move more than 5ft with your move action, cast a harmful spell, or take an attack action. This limits its usefulness somewhat, especially since a DM may rule any spell which deals no hitpoint damage but still inhibits an enemy’s functions (even something as relatively innocent as Obscuring Mist) is still ‘harmful.’ If they rule ‘harmful’ only pertains to spells which deal damage or directly prevent a creature from moving or attacking, then Adjuring Step becomes MUCH better, letting you slide on out of a typical Medium enemy’s attack radius without getting slapped for your cowardice.
Of course, if your DM does rule ‘harmful’ includes any stifling of the senses, you can still use this ability to protect yourself while buffing allies.
It’s still not especially useful since it takes a full standard action to cast and prevents you from repositioning quickly without losing the effect, but if you find yourself always in an enemy’s Pain Zone, then you may consider taking it with you. 
Boon 2: Seasoned Traveler. You no longer take nonlethal damage from moving at a hustle overland. You gain Endurance and Nimble Moves as bonus feats.
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“Hustle” is moving about twice your normal walking speed, by the way. This ability grants you the ability to briskly jog for an infinite amount of time, which is impressive from an athleticism standpoint but basically useless for the average adventurer since A) Your party will lag behind your superhuman stamina, and B) If you alone need to get somewhere quickly, you’ll usually know ahead of time and can prepare Phantom Steed.
Endurance and Nimble Moves are decent quality-of-life feats that are incredibly dull to have as a divine boon. Endurance gives you a +4 bonus to saves versus an enormous amount of environmental factors, such as holding your breath, swimming against the tide, staying awake while fatigued or exhausted, or surviving on little food or water. Nimble Moves gives you the ability to ignore a single 5ft square of difficult terrain, a benefit so minor that it’s basically worthless, the feat itself only existing as a tax for fatter feats... Such as Acrobatic Steps, which gives you an additional 15ft of uninhibited movement.
THAT would be a good Boon, honestly. Or just do away with the feats altogether and give the worshiper difficulty-free movement. As it is, this Boon is incredibly disappointing.
Boon 3: Into the Dead Roads. 1/day as a full-round action, you can open a door to the Dead Roads and guide others with you to cross huge distances or travel the planes. This duplicates the effects of a Shadow Walk with a caster level equal to twice your Hit Dice. Alternately, you may use this ability as Plane Shift; in this case, the effect is not instantaneous, requiring 2d6 hours of travel by foot to arrive at a random point on the target plane.
The Dead Roads are the domain (or the true body) of Barzahk, and connect every plane that bears life to one another. With this, you can fling open the door and waltz on through whenever you feel like! Shadow Walk allows you to travel at the breakneck speed of 50 miles an hour and, thanks to this ability, has a double-take-worthy 2 hours/level of travel time. That’s 36 hours of travel at 50 miles an hour, or a grand total of 1,600 miles. That’s a little over halfway across America east-westwise, or all the way from Mexico to Canada north-southwise! WITHOUT having to deal with any inconvenient terrain, traffic jams, or highwaymen! “But what about--” Your Obedience? Good news! The Dead Roads count as a road for the purposes of your Obedience, and the personal stretch that you open up with this power is unlikely to have fallen travelers or gravesites to distract you from your journey.
Just make sure everyone goes to the bathroom and packs some snacks before going, because 36 hours is a while.
Also, as I covered way back in Ng’s article, having Plane Shift without the restriction of needing the attuned forks is a pretty nice tool to have, letting you throw open a doorway to anywhere you know of... But the 2d6-hour travel time kills its offensive uses, limiting it solely to a method of getting from Point A to Point B.
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SENTINEL
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Boon 1: Find the Lost. Gain Tireless Pursuit 3/day, Locate Object 2/day, or Follow Aura 1/day.
Niche gods will always have niche spells, I suppose. Tireless Pursuit is a little insulting because it reveals that Seasoned Traveler is the equivalent of a level 1 spell... And in fact Tireless Pursuit is better since it protects from forced marches as well. Hrm. Still falls into the same trappings, though, especially since it’s personal use only. Ew.
Follow Aura gives you the power to literally sniff out Chaos, Law, Good, or Evil, making you an expert at tracking down shapeshifting Outsiders or sniffing out items or spells bearing such a stench, but you must know what alignment you’re looking for (you can choose only one aspect) and it’s really only good if you have a few ranks in Survival to track the target. In addition, it has no effect on mortals who are just plain Evil or Good or what have you unless they have a palpable aura of alignment. It can only trace moderate or stronger auras, meaning that it’s usually only Outsiders or magic.
So that leaves Locate Object, a spell which does exactly what it suggests. It gives you a Long (400+40ft/level) ranged bubble that detects any one object you can visualize in your head, or the closest item matching a generic description. The radius is wide enough to catch a thief on the run but likely too small to sense a quest objective, plus it’s blocked by any amount of lead (much like other Locate/Detect spells) and any villain locking up a plot coupon will likely lock it up in a lead-coated box.
All three of these spells are of incredibly niche use, which as I’ve mentioned before, makes is difficult to know which one you’ll actually need on a given day. I’d probably pack Locate Object, just in case.
Boon 2: Studied Hunter. For every 5 HD you possess, you gain one Favored Enemy and a +2 bonus on Survival checks to track creatures of that type/subtype, as well as on Diplomacy, Heal, Knowledge, and Sense Motive checks regarding them, and a +1 dodge bonus to AC against attacks of creatures of that type/subtype.
So when you first get this Boon, you gain two Favored Enemies and have a +4 bonus on a bunch of skill checks and +2 AC versus them. Once you hit level 20, this is four enemies, a +8 bonus on all those skill checks and a +4 AC! Since you’ve selected your Favored Enemies likely long after the campaign has begun, you’ve also probably gotten a pretty good idea of what you’re going to face! This blessing is beautifully beefy, but you may notice that it doesn’t confer the damage boost against the enemy, trading that off for additional AC instead. A good enough trade, I’d say, because it’s a dodge bonus, so it applies to your touch AC AND--more importantly--stacks with any other dodge bonuses you may have!
You may also notice that these skills are mostly defensive and combat-avoidant, rather than the more offensive and sneaky skill bonuses the Ranger normally gets (Diplomacy instead of Bluff, Heal instead of Perception, etc). And I like that! Because Barzahk is about defending the Dead Roads from invaders, not hauling off and viciously tracking the invaders back in their home. These abilities make you better at resolving things peacefully with your chosen foes... And, especially in the case of Heal, allows you to better tend to the travelers you meet as you walk the worldly roads.
Also, much like with Terrain Dominance, it’s not entirely clear whether or not you can swap your selected foes each time you complete this Obedience. For the sake of game balance, I’d say ‘no.’
Boon 3: Warden of the Ways. You no longer need to drink, eat, or sleep to survive, though you must still rest with only light activity for at least 2 hours a day to renew your spells. While on a road, pathway, or tunnel, you gain DR 4/—; your DM has final approval over what qualifies as a road, pathway, or tunnel.
Speaking of defensive abilities, how would you like insurmountable DR when battling on your home turf? This ability makes you a truly tireless Sentinel of all paths you cross, removing your needs and allowing you to focus fully on your duties. Note that resting for 2 hours is only needed for restoring your spells, by the way, because if you have no spells to prepare then you technically never have to lay down. The biggest issue you’ll face is what to do while the rest of your party is snoozing, so perhaps doing a perimeter sweep for your Obedience’s sake would be nice? Or you can spend your day adventuring, and your nights crafting.... Oh yes, yes I like that. When is downtime for you? Every night!
Becoming needless is a decent enough Boon if you can take advantage of the extra hours in your day, and the recharge after only 2 hours (remember that almost every caster cannot regain spells more than once in a 24 hour period) of light activity is definitely something to keep in mind, but that would still make this Boon a weak one to end on, which is why Barzahk also grants you a massive (for a player) 4 DR that can only be bypassed by abilities that specifically bypass DR. While 4 DR isn’t exactly jaw-dropping, that still means you’ve essentially gained what a Barbarian waits 16 levels for, WHILE multiclassing! And unlike a Barbarian, Sentinels are proficient with heavy armor and tower shields to make damaging them as frustrating as possible.
... Of course, there’s the small but unfortunate detail that you only HAVE this bonus while on some sort of connector. While a common enemy may be dumb enough to fight you on your own turf, you’re probably not going to be brawling with actual threats in hallways, meaning this ability shuts off for most boss battles and set encounters. You’ll have to work to drag your foes into the narrow walkways from which you draw your resilience, but try not to stress too hard about it, because remember that magical damage typically ignores DR unless it deals physical damage. If you’re facing enemies wielding powerful magic, you don’t have to worry about making your way back onto the beaten path. You’re just as vulnerable as everyone else!
You can read more about them here.
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sanchoanaiza1995 · 4 years
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How To Plant Grape Vines From Cuttings Top Tips
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Aluminium Grape Trellis
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