Magic Golden Pyramids Inn is a unique and enchanting destination for travelers seeking an extraordinary experience. Tucked away in a remote corner of the world, this mystical inn is renowned for its awe-inspiring golden pyramids that have captivated visitors for centuries. Located amidst an ancient desert, the inn stands tall and proud, welcoming guests with its majestic presence. The exterior of the inn is adorned with intricate carvings and hieroglyphics, telling tales of ancient civilizations, while the golden pyramids sparkle in the sunlight, casting a spell on all who lay eyes on them. As you step through the grand entrance, you are instantly transported to a world of magic and wonder. The interior of the inn is tastefully decorated with ornate carpets, mesmerizing wall murals, and richly embroidered tapestries.
The interior of the inn is tastefully decorated with ornate carpets, mesmerizing wall murals, and richly embroidered tapestries. Each room is meticulously designed to immerse guests in an atmosphere of opulence and mystique. The magic truly comes alive during the evening when the inn hosts mesmerizing performances and shows.
Eldritch Heritage and Variant Multiclassing Miniguide
I went through the options for Eldritch Heritage (EH) and the Sorcerer Variant Multiclassing (VMC), and listed the ones I thought worthwhile. Most of the bloodlines are left off either for not being worth it or being easier to achieve with UMD. These are brought in according to my personal tastes, and that includes an assumption that the game is going to go into high levels and stay there long enough to be worth the cost.
A quick rundown for those not familiar: The Eldritch Heritage feat line lets you take the 1st, 3rd OR 9th (You can take this feat twice), and 15th level bloodline powers of a sorcerer*. It costs a Skill Focus feat in the bloodline’s class skill and a heavy investment in Charisma (13 for EH , 15 for Improved , and 17 for Greater ).
*I say 15th because you could take IEH twice with a lower Cha tax, so there's not much reason to take GEH for a lower than 15th level power.
VMC costs you every other feat, but nets you the 1st-15th bloodline power and a feat from that bloodline's list.
Overall neither is “better.” The EH line costs a usually worthless Skill Focus and a high Cha, but if all you want if that sweet 3rd level buff from the Orc bloodline, you can stop there. If however you want the 3rd AND 9th power, and the bloodline’s feat list includes feats you might take anyway, VMC could be the better option.
On to the bloodlines . They're listed with their required Skill focus in parenthesis.
Arcane (any knowledge) EH for a bonded item or a familiar, IEH for metamagic feats not increasing casting time OR potentially some new spells known from the wizard list, GEH a +2 bonus to your DCs. Note that the spell bonus is mostly of use to spontaneous casters as it doesn't give access to spells not on your spell list ( source ). Still, a very good bloodline for EH or VMC.
Celestial (heal) EH gains a weak blast/heal, IEH gets a fly speed (this is probably where you should cut off), GEH gets a 1/day reroll any d20. Their feats are better than Skill Focus Heal but the missing ability is just some energy resistance, so don't VMC it or bump your Cha just for this.
Deep Earth (dungeoneering) EH gains a ranged trip, IEH gains Tremorsense 30ft and x-ray vision, GEH gains earthglide. Don’t recommend VMC here. The ability you miss is trash and their feats are underwhelming.
Draconic (perception) EH gains claws, IEH gains a breath weapon, GEH gains wings. Probably worthy of VMC to get some bonus AC and good options on the feat list. Oh hey Dragon Disciple, didn't see you there.
Ectoplasm (stealth) EH gains a Tanglefoot Bag that works on incorporeals, IEH gets bonus to your reach for touch attacks OR gaseous form, and GEH gets you a variation on Black Tentacles (to hold people in place so you can touch attack them). I recommend VMCing if you're gonna take it. The 3rd, 9th, and 15th level powers all work together well for a touch-focused caster.
Elemental (planes) EH gets a bad blast, IEH gets possibly worthwhile Energy resist OR a pretty good AoE centered on self, and GEH gets a bonus movement type/speed depending on your chosen bloodline. Might be worth a VMC, if Energy Resist might come up a lot in your campaign (Invasion of the Efreets, you say?), and their bonus feats aren't bad.
Fey (nature) EH gets a touch attack that no-save causes the target to only take move actions next turn, IEH gets Greater Invis that doesn't last as long, and GEH gets you a reroll to beat SR.
Ghoul (stealth) EH gains an ok claw attack with a slim chance to stunlock, IEH gains free Haste, and GEH gets you a burrow speed and fast healing 10 when underground. The last ability is situational, and I wouldn't VMC it, but Skill Focus Stealth isn't that bad and free Haste is free Haste.
Infernal (diplo) EH gains no-save Shaken on a touch attack, IEH gains a pretty good fire blast, GEH gains wings. Missed ability is just some energy resist and it has a not-great feat list. VMC only if you can’t afford the Cha.
Nanite (engineering) EH gains an over time debuff for martials, IEH gains a 1/day guaranteed success on a D20 roll OR powerful but pricey second wind at ¼ HP, and GEH gets you Light Fortification. I’m torn here. The first ability deals ability damage over time, which is potentially powerful but just as likely to take too long to be useful. The 3rd and 9th abilities are both solid things I might spend a feat on but they’re also situational and dubious. I would rather take IEH twice for those two than take GEH for the last one. It's not bad, but you can probably do better.
Orc (survival) EH gains a powerful buff for allies, IEH gains an inherent scaling Str bonus OR fear immunity and some AC, GEH gains Enlarge Person but better. This is excellent both with the EH line or as VMC, and no Str-based character is going to regret having it.
Serpentine (diplo) EH gains a bite attack dealing modest Con damage with a decent save based on your own Con, upgrades to “pretty good” con damage later, IEH gains some AC and saves vs poison, GEH gets a Summon Swarm that Entangles and might potentially deal some Con damage if the stars align. Barely makes the list but hey, if the Fighter has all the feats he could ever want and more, go for it.
Shadow (stealth) EH gets you a profoundly worthless touch attack, IEH gets you Hide in Plain Sight and the ability to swap places with an ally if you’re both in shadows, GEH gets you 1/day Deeper Darkness that you can see through, and that entangles people.
Stormborn (nature) EH lets you give a weapon the Shock property, IEH gives you a pretty good blast, GEH lets you TURN INTO LIGHTNING, which is only kinda useful but really cool.
Undead (religion) EH gets you a no-save Shaken with a touch attack and Frightened if you stack it onto a creature weaker than yourself, IEH is both a good AoE AND a likely lost turn for anyone with a bad Ref save, GEH gets you the ability to become incorporeal. A possible VMC, as the feats this bloodline offers are all better than Skill Focus Knowledge Religion, but the 3rd level ability is underwhelming.
New Catagory: Honorable Mentions. These are those that have a single potentially great ability but the cost is too steep, or that are too situational to benifit most builds/campaigns. Credit to Oiml for pointing them out.
Aberrant (dungeoneering) EH grabs a weak acid blast, IEH gets an improving reach with touch attacks (up to 15 feet, which is nothing to sneeze at), and GEH nets you SR 10+Lvl. SR can be bought with gold and you've already paid two feats for a bad Skill Focus and a bad acid blast, but the reach on this makes it potentially tempting anyway.
Aquatic (swim) EH for a touch attack that's a special kind of worthless, IEH for a swim speed and aquatic blindsense OR the ability to talk to fish, GEH gets Raise the Deep, allowing you to summon a shitton of water at will. If you're expecting to do a lot of stuff on ships you could be Aquaman in the water, if not you'll be Aquaman in every other situation.
Impossible (engineering) EH gets you sicken on a touch attack, IEH gets you Craft Wondrous Item (maybe. ask your GM) OR what is basically Blur with a Stealth bonus, GEH to walk on walls.
Imperious (oratory) EH gets History, Local, Nobility, Diplomacy, and Linguistics as class skills, plus a Cha bonus to use them on info on humans, IEH gets you a bonus on morale and competence bonuses that you can share with allies OR the ability to Intimidate someone when you pass a save, GEH gets you Inspire Heroics/Greatness as a bard. This seems good for Paladins who could use the skill bonuses, would love to share their bonuses, will pass every save forever, and free Inspires isn't bad.
Edits: said 3rd and 7th were available in VMC, fixed. Arcane bloodline only mentioned bonded item and not familiar, fixed. There were a ton of typos, fixed. Arcane bloodline new spells known rules clarification. Please point out further. Added Honorable Mentions, moved Aquatic into same. Added Elemental, Fey to main list.
Formula: (0.25 * log(1 + x) ^ 0.95), where x is gems owned.
Swirling belly dancers, awe-inspiring illusionists, and charismatic storytellers entertain guests, bringing ancient legends to life. The air is filled with laughter, gasps of amazement, and the spellbinding sound of music, creating an unforgettable experience for all. A highlight of staying at the Magic Golden Pyramids Inn is indulging in the delectable cuisine offered at the inn's restaurant. Traditional recipes, passed down through generations, are expertly prepared and served with a touch of modern flair. Guests can savor the flavors of the region, accompanied by the finest wines and spirits, making for a truly magical dining experience. For those seeking relaxation and rejuvenation, the inn offers a tranquil oasis nestled within its grounds. The spa and wellness center provide a range of luxurious treatments and therapies, utilizing ancient techniques to revitalize both body and soul. Whether it's a soothing massage, a refreshing dip in the crystal-clear pool, or a peaceful meditation session, guests are sure to leave feeling renewed and invigorated. Magic Golden Pyramids Inn is not just a place to stay; it is an enchanting haven that invites guests to immerse themselves in a world of ancient mysticism and luxury. Every moment spent within its walls is meant to inspire and awe, leaving a lasting impression on all who have the privilege to experience its magic..
Reviews for "The magical encounters at the Magic Golden Pyramids Inn"
- Emily - 1/5 stars - The Magic Golden Pyramids Inn was a complete disappointment. The rooms were dirty and run down, and the staff was rude and unhelpful. The advertised amenities were nowhere to be found, and the entire experience felt like a scam. I would not recommend staying here if you want a pleasant and comfortable accommodation.
- James - 2/5 stars - I had high hopes for the Magic Golden Pyramids Inn, but it fell short of my expectations. The location was decent, but the rooms were small and lacked basic amenities. The staff seemed disinterested and inattentive, and the cleanliness of the place was questionable. I wouldn't say it was the worst place I've stayed in, but definitely not worth the price.
- Sarah - 1/5 stars - I couldn't wait to leave the Magic Golden Pyramids Inn. The rooms were cramped, dark, and smelled musty. The Wi-Fi was practically non-existent, and the hot water in the showers ran out quickly. The noise from other guests was unbearable, and I barely got any sleep during my stay. I would advise anyone looking for a comfortable and enjoyable stay to avoid this place.