Here the final builds:
Praetorian Crusader, Initiate
Alignment: Lawful Neutral
Race: Human, Augmented
Class: Crusader 3 (ECL 5)
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave
Flaws: Glory-Hound, Implacable
Class features: Steely Resolve (Ex) 5, Furious Counterstrike (Ex), Indomitable Soul (Ex), Zealous Surge (Ex) 1/day

HP: 3d10 + 12 (33 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 10 (Armor) + 5 (Shield) = 34; Touch 12; Flat-Footed 32
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +3
Attack: +9 - 1d8 + 6 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 5;
DR: 2/-
SR: 5 + 3 (HD) = 8
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos

STATS:
19 (+4) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE: 3 + 4 (Con) + 1 (CoR, Resistance) = 8; +2 against Evil
REFLEX: 1 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 6; +2 against Evil
WILL: 1 + 3 (Wis) + 3 (Indomitable Will) + 1 (CoR, Resistance) = 8; +4 against Mind-Affecting Effects; +2 against Evil

SKILLS:
Balance
: 6 + 2 (Dex) = 8
Concentration: 6 + 3 (Wis) = 9
Diplomacy: 6 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 11
Intimidate: 6 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 14
Jump: 1 + 4 (Str) = 5
Ride: 5 + 2 (Dex) = 7
Knowledge (History): 3 + 1 (Int) = 4
Knowledge (Religion): 3 + 1 (Int) = 4

Secondary Skills:
Sense Motive: 3 + 3 (WIS) = 6

Stances Known (Initiator level 3):
Level 1: Bolstering Voice (White Raven), Martial Spirit (Devoted Spirit)

Maneuvers Known (Initiator level 3):
Level 1: Douse the Flames (Strike, White Raven), Vanguard Strike (Strike, Devoted Spirit), Crusaders Strike (Strike, Devoted Spirit), Charging Minotaur (Strike, Stone Dragon), Leading the Attack (Strike, White Raven)
Level 2: Battle Leaders Charge (Strike, White Raven)

Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Praetorian Armor - Commander Reinforced Segmented Valyrian Steel Fullplate (+2) - 55 lb of Valyrian Steel, 200 IM
Valyrian Steel Thinblade (+2) - 3 lb of Valyrian Steel
Praetorian Shield - Fearsome* Valyrian Steel Extreme Shield (+2) - 25 lb of Valyrian Steel, 500 IM
Cloak of Resistance (+1) - 100 IM
Ring of Protection from Evil - 400 IM
Ring of Sustenance - 250 IM
Healing Belt - 75 IM
Amulet of Tears - 230 IM
Earring of Arcane Acuity - 340 IM
Boots of Speed - 300 IM
Bracers of Quickstrike - 140 IM
Handy Haversack - 200 IM
Traveler's Any-Tool - 25 IM

* Version from Drow of the Underdark page 97 - +5 to Intimidate (Enhancement), can demoralize foe as Move action

Praetorian Crusader
Alignment: Lawful Neutral
Race: Human, Augmented
Class: Crusader 6 (ECL 8)
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave, Shock Trooper
Flaws: Glory-Hound, Implacable
Skill Tricks: Never Outnumbered
Class features: Steely Resolve (Ex) 10, Furious Counterstrike (Ex), Indomitable Soul (Ex), Zealous Surge (Ex) 1/day, Smite (Ex) 1/day

HP: 6d10 + 24 (61 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 10 (Armor) + 5 (Shield) = 34; Touch 12; Flat-Footed 32
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +6
Attack: +13 / +8 - 1d8 + 7 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 10;
DR: 2/-; 5/Chaos
SR: 5 + 6 (HD) = 11
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos

STATS:
20 (+5) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE: 5 + 4 (Con) + 1 (CoR, Resistance) = 10; +2 against Evil
REFLEX: 2 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 7; +2 against Evil
WILL: 2 + 3 (Wis) + 3 (Indomitable Will) + 1 (CoR, Resistance) = 9; +4 against Mind-Affecting Effects; +2 against Evil

SKILLS:
Balance
: 9 + 2 (Dex) = 11
Concentration: 9 + 3 (Wis) = 12
Diplomacy: 9 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 14
Intimidate: 9 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 17
Jump: 1 + 4 (Str) = 5
Ride: 5 + 2 (Dex) = 7
Knowledge (History): 5 + 1 (Int) = 6
Knowledge (Religion): 5 + 1 (Int) = 6

Secondary Skills:
Sense Motive: 3 + 3 (WIS) = 6

Stances Known (Initiator level 3):
Level 1: Bolstering Voice (White Raven), Martial Spirit (Devoted Spirit)

Maneuvers Known (Initiator level 3):
Level 1: Douse the Flames (Strike, White Raven), Vanguard Strike (Strike, Devoted Spirit), Charging Minotaur (Strike, Stone Dragon)
Level 2: Battle Leaders Charge (Strike, White Raven)
Level 3: Defensive Rebuke (Boost, Devoted Spirit), Revitalizing Strike (Strike, Devoted Spirit), Lion's Roar (Boost, White Raven)

Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Praetorian Armor - Commander Reinforced Segmented Valyrian Steel Fullplate (+2) - 55 lb of Valyrian Steel, 200 IM
Valyrian Steel Thinblade (+2) - 3 lb of Valyrian Steel
Praetorian Shield - Fearsome* Valyrian Steel Extreme Shield (+2) - 25 lb of Valyrian Steel, 500 IM
Cloak of Resistance (+1) - 100 IM
Ring of Protection from Evil - 400 IM
Ring of Sustenance - 250 IM
Healing Belt - 75 IM
Amulet of Tears - 230 IM
Earring of Arcane Acuity - 340 IM
Boots of Speed - 300 IM
Bracers of Quickstrike - 140 IM
Handy Haversack - 200 IM
Traveler's Any-Tool - 25 IM

* Version from Drow of the Underdark page 97 - +5 to Intimidate (Enhancement), can demoralize foe as Move action

@Goldfish, I've taken the liberty of adding a Cloak of Resistance and two fixed cost enchantments to the equipment list you've made. The most expensive one is needed to round out the Fear-Charger build of these guys, as it enables them to regain Maneuvers and to demoralize enemies in the same turn. Effectively, the build causes fear and high damage by charging while boosting allies in various ways. Also, tanky.
 
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@Azel
I like most of it, but not the random nature of the Crusader's maneuvers.

If they want to start the fight with a special attack, they need the luck to get the Battle Leader's Charge on the first round, or the Charging Minotaur.
If not they have to make a regular charge and if those maneuvers get readied later too bad, now your stuck in melee and can't use them.
 
Here the final builds:
Praetorian Crusader, Initiate
Alignment: Lawful Neutral
Race: Human, Augmented
Class: Crusader 3
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave
Flaws: Glory-Hound, Implacable
Class features: Steely Resolve (Ex) 5, Furious Counterstrike (Ex), Indomitable Soul (Ex), Zealous Surge (Ex) 1/day

HP: 3d10 + 12 (33 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 10 (Armor) + 5 (Shield) = 34; Touch 12; Flat-Footed 32
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +3
Attack: +9 - 1d8 + 6 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 5;
DR: 2/-
SR: 5 + 3 (HD) = 8
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos

STATS:
19 (+4) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE: 3 + 4 (Con) + 1 (CoR, Resistance) = 8; +2 against Evil
REFLEX: 1 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 6; +2 against Evil
WILL: 1 + 3 (Wis) + 3 (Indomitable Will) + 1 (CoR, Resistance) = 8; +4 against Mind-Affecting Effects; +2 against Evil

SKILLS:
Balance
: 6 + 2 (Dex) = 8
Concentration: 6 + 3 (Wis) = 9
Diplomacy: 6 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 11
Intimidate: 6 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 14
Jump: 1 + 4 (Str) = 5
Ride: 5 + 2 (Dex) = 7
Knowledge (History): 3 + 1 (Int) = 4
Knowledge (Religion): 3 + 1 (Int) = 4

Secondary Skills:
Sense Motive: 3 + 3 (WIS) = 6

Stances Known (Initiator level 3):
Level 1: Bolstering Voice (White Raven), Martial Spirit (Devoted Spirit)

Maneuvers Known (Initiator level 3):
Level 1: Douse the Flames (Strike, White Raven), Vanguard Strike (Strike, Devoted Spirit), Crusaders Strike (Strike, Devoted Spirit), Charging Minotaur (Strike, Stone Dragon), Leading the Attack (Strike, White Raven)
Level 2: Battle Leaders Charge (Strike, White Raven)

Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Praetorian Armor - Commander Reinforced Segmented Valyrian Steel Fullplate (+2) - 55 lb of Valyrian Steel, 200 IM
Valyrian Steel Thinblade (+2) - 3 lb of Valyrian Steel
Praetorian Shield - Fearsome* Valyrian Steel Extreme Shield (+2) - 25 lb of Valyrian Steel, 500 IM
Cloak of Resistance (+1) - 100 IM
Ring of Protection from Evil - 400 IM
Ring of Sustenance - 250 IM
Healing Belt - 75 IM
Amulet of Tears - 230 IM
Earring of Arcane Acuity - 340 IM
Boots of Speed - 300 IM
Bracers of Quickstrike - 140 IM
Handy Haversack - 200 IM
Traveler's Any-Tool - 25 IM

* Version from Drow of the Underdark page 97 - +5 to Intimidate (Enhancement), can demoralize foe as Move action

Praetorian Crusader
Alignment: Lawful Neutral
Race: Human, Augmented
Class: Crusader 6
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave, Shock Trooper
Flaws: Glory-Hound, Implacable
Skill Tricks: Never Outnumbered
Class features: Steely Resolve (Ex) 10, Furious Counterstrike (Ex), Indomitable Soul (Ex), Zealous Surge (Ex) 1/day, Smite (Ex) 1/day

HP: 6d10 + 24 (61 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 10 (Armor) + 5 (Shield) = 34; Touch 12; Flat-Footed 32
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +6
Attack: +13 / +8 - 1d8 + 7 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 10;
DR: 2/-; 5/Chaos
SR: 5 + 6 (HD) = 11
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos

STATS:
20 (+5) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE: 5 + 4 (Con) + 1 (CoR, Resistance) = 10; +2 against Evil
REFLEX: 2 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 7; +2 against Evil
WILL: 2 + 3 (Wis) + 3 (Indomitable Will) + 1 (CoR, Resistance) = 9; +4 against Mind-Affecting Effects; +2 against Evil

SKILLS:
Balance
: 9 + 2 (Dex) = 11
Concentration: 9 + 3 (Wis) = 12
Diplomacy: 9 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 14
Intimidate: 9 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 17
Jump: 1 + 4 (Str) = 5
Ride: 5 + 2 (Dex) = 7
Knowledge (History): 5 + 1 (Int) = 6
Knowledge (Religion): 5 + 1 (Int) = 6

Secondary Skills:
Sense Motive: 3 + 3 (WIS) = 6

Stances Known (Initiator level 3):
Level 1: Bolstering Voice (White Raven), Martial Spirit (Devoted Spirit)

Maneuvers Known (Initiator level 3):
Level 1: Douse the Flames (Strike, White Raven), Vanguard Strike (Strike, Devoted Spirit), Charging Minotaur (Strike, Stone Dragon)
Level 2: Battle Leaders Charge (Strike, White Raven)
Level 3: Defensive Rebuke (Boost, Devoted Spirit), Revitalizing Strike (Strike, Devoted Spirit), Lion's Roar (Boost, White Raven)

Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Praetorian Armor - Commander Reinforced Segmented Valyrian Steel Fullplate (+2) - 55 lb of Valyrian Steel, 200 IM
Valyrian Steel Thinblade (+2) - 3 lb of Valyrian Steel
Praetorian Shield - Fearsome* Valyrian Steel Extreme Shield (+2) - 25 lb of Valyrian Steel, 500 IM
Cloak of Resistance (+1) - 100 IM
Ring of Protection from Evil - 400 IM
Ring of Sustenance - 250 IM
Healing Belt - 75 IM
Amulet of Tears - 230 IM
Earring of Arcane Acuity - 340 IM
Boots of Speed - 300 IM
Bracers of Quickstrike - 140 IM
Handy Haversack - 200 IM
Traveler's Any-Tool - 25 IM

* Version from Drow of the Underdark page 97 - +5 to Intimidate (Enhancement), can demoralize foe as Move action

@Goldfish, I've taken the liberty of adding a Cloak of Resistance and two fixed cost enchantments to the equipment list you've made. The most expensive one is needed to round out the Fear-Charger build of these guys, as it enables them to regain Maneuvers and to demoralize enemies in the same turn. Effectively, the build causes fear and high damage by charging while boosting allies in various ways. Also, tanky.
Ain't that beaut?

Devil, Barbazu (Bearded Devil) – d20PFSRD

Certainly stacks up nicely against hells warriors.

@Azel maybe throw in Infernal Challenger – d20PFSRD at the end of their training?

A kind of, graduation exam
 
@Azel
I like most of it, but not the random nature of the Crusader's maneuvers.

If they want to start the fight with a special attack, they need the luck to get the Battle Leader's Charge on the first round, or the Charging Minotaur.
If not they have to make a regular charge and if those maneuvers get readied later too bad, now your stuck in melee and can't use them.
You have to take the good with the bad. I'm not a fan of that mechanic either, but otherwise, the class is full of goodies.
Ain't that beaut?

Devil, Barbazu (Bearded Devil) – d20PFSRD

Certainly stacks up nicely against hells warriors.

@Azel maybe throw in Infernal Challenger – d20PFSRD at the end of their training?

A kind of, graduation exam
Reminder here that these guys are ECL 5 and ECL 8 respectively and use heavy duty WBL-mancy. It's no wonder that a Barbazu gets it's clock cleaned by them.
 
You have to take the good with the bad. I'm not a fan of that mechanic either, but otherwise, the class is full of goodies.
Warlord – d20PFSRD
Warder – d20PFSRD
Depending on how offensive you want to go Warlord looks good.
It can work with the Charge for Damage and Fear principle as well as the crusader and the Manouvers Redied work better in fluff and mechanic, by weapondrills and reliably prepared tricks ready to shoot.
 
Reminder here that these guys are ECL 5 and ECL 8 respectively and use heavy duty WBL-mancy. It's no wonder that a Barbazu gets it's clock cleaned by them.
Compared to say, an enhanced bearded devil?

These guys kick ass all day long.

Not sure what a bearded devil actually takes. They are called "elite".

So... A stack of lemures six high?

Six lawful evil souls...

Depends on how long it takes to torture petitioners into lemures.

Also how much it costs to torture them.

Edit:
You are making us into a Cheliax expy.

Go on.
As long as we agree to team up with Bel instead of Asmodeus I'm all for it.

Give "training from hell" a new meaning.
 
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Which will then rip a hole into the Astral Plane the first time it tries to Plane Shift...
That's why we'll craft a targetable portal Gate which can link to attuned destination points, such as the receivers located on each Moonchaser.

Any resemblance to a Stargate network will be entirely coincidental.
 
@Goldfish, I've taken the liberty of adding a Cloak of Resistance and two fixed cost enchantments to the equipment list you've made. The most expensive one is needed to round out the Fear-Charger build of these guys, as it enables them to regain Maneuvers and to demoralize enemies in the same turn. Effectively, the build causes fear and high damage by charging while boosting allies in various ways. Also, tanky.
That's 83lb of Valyrian steel per praetorian. It was 25lb per HD? Do we have the capacity to create that much VS?
 
3. Lys

The priesthood in Lys has gone through decimation and revival in the wake of the plague that ravaged the Gilded Quarter, leading to a great deal of zeal without much theological sophistication among ordinary priests. Pronouncements regarding the coming of Azor Ahai have been greeted with much more zeal than skepticism, particularly in the wake of its liberation from slavery. It is only the knowledge that their deliverer does not follow their faith and the talk of foreign gods from across the sea that tempered the impulse to proclaim that he who delivered them from slavery would in time deliver the world also.
I didn't mention this earlier, but it looks like our Moses act after we created the Tree of Lys had a significant effect.
 
And speaking of Moon (yeah, smooth topic transition :p), @DragonParadox, does Moon as a place hold some specific power/importance for Moonsingers/their goddess?

Are we likely to get ourselves an avatar of hers, if we'll be first to stake a claim on that ball of barren tock, and raise appropriate structures of power for her?

*dissatisfaction from her not having any divine presence, nor supernatural servants, at SD intensifies*
 
That's why we'll craft a targetable portal Gate which can link to attuned destination points, such as the receivers located on each Moonchaser.

Any resemblance to a Stargate network will be entirely coincidental.
Why not inventing reusable bottles? They work fine with Viserys' cloak, they shouldn't have a problem with planeshift.
 
Warlord – d20PFSRD
Warder – d20PFSRD
Depending on how offensive you want to go Warlord looks good.
It can work with the Charge for Damage and Fear principle as well as the crusader and the Manouvers Redied work better in fluff and mechanic, by weapondrills and reliably prepared tricks ready to shoot.
I wasn't aware that Pathfinder got their own Weeabo Fightan Magic these days...

Warlord looks indeed nice.
 
*dissatisfaction from her not having any divine presence, nor supernatural servants, at SD intensifies*
Ikr? How much do we have to shove at her temple to get a chosen or divine Avatar or something?

Assuming she isn't already doing stuff somewhere else.

Edit:
@Artemis1992 solar wind right?

Edit: edit:

Be very careful with warlord @Azel I ad a friend make a natural attacker who soloed a 4 person pathfinder module.

With a wand of cure light wounds, but still.
 
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And Tempest Gale.
You gain the ability to use maneuvers and stances from any two of the following disciplines Tempest Gale (Use Spot as key-skill), Solar Wind, Black Seraph and Eternal Guardian. Furies that are non-evil or become so during their progression may choose the Silver Crane instead of Black Seraph and exchange any maneuvers already chosen with that new discipline.
 
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