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Eagle Knight

FedoraFerret's page

Pathfinder Companion Subscriber. FullStarFullStar Pathfinder Society GM. 251 posts (514 including aliases). 2 reviews. No lists. No wishlists. 17 Pathfinder Society characters. 9 aliases.


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Also missed me.

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I did consider your thoughts on the Agathiel, and I don't necessarily disagree. If nothing else, it's the easiest way to get into a full natural attacks vigilante, and once you get into higher levels you can pick up the cool stuff like pounce. I'll factor those in on the next update, although I can't say just yet whether it'll increase or decrease my opinion.

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jedi8187 wrote:
I want to note that for the Agathiel the guide implies using multiple animal forms, but it states that once an animal form is picked it cannot be changed. You only get 1.

It is entirely possible that that was the intention, but that's not how the archetype reads.

At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.

Emphasis mine. This is stating that the animal that your normal, unpolymorphed shape your vigilante identity invokes is locked in at level 1.

Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description.

Emphasis mine again. The word "an" implies that it can be any animal, where if it were the animal you'd locked yourself into for your ordinary vigilante identity, it would specify that. So, by a RAW reading, you can transform into multiple animals, not just the animal form you locked in at level 1. Show me a statement that that wasn't the intention and I'll happily rescind, but I honestly don't believe that because that would make it an even worse trade for half of your talents.

Re: Extra Talent, Rage Powers, Discoveries and Magus Arcanae don't, as a general rule, give you multiple feats for the price of one, or a feat with a lot of extras like Shield of Blades or Lethal Grace, making taking those feats on their own basically pointless. If nothing else, I don't think there's a two-handed full bab beatstick alive who wouldn't take a two level dip in Avenger to get Shield of Blades. So that's why it will never get made, not just because talents are better than feats but because so many talents are just flat out "this is that feat but better."

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trams wrote:
I'm surprised you rated Falconine as good. It only gets flying at level 12 and only at 18 do you get Deadly Dive - why rate that so high when they get an AoO.

While Soft Landing is meh, Eagle Eye is acceptable, and I consider it worth if for no other reason than it's the only in-class way to get a fly speed on a vigilante (other than the Fly spell for casters). As for Deadly Dive, yes they get an AoO, but the sheer amount of extra damage will easily outdo whatever it is they do to you.

I know its a lot of work but this guide would be so much better if you included the best feats as a little extra for each archetype. So not a whole feat section as that's like all of them, but maybe the 'must-haves' for an archetype?

I had actually considered that, and I'll probably do that as my next major update when I have the time.

In other news, welcome to the Darklands Update, featuring the Darklantern from Heroes of the Darklands. Able to assume the form of a drow, this archetype is... pretty much good for a one or two level dip (depending on if you want a talent or not).

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On a scale of bad to bad, that's really, really bad.

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Anastasia's mostly done crunchwise, although I won't be finishing completely until we have the final conversion of Words, but she'll be taking Sun and Night as her words.

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Plausible Pseudonym wrote:
The Gold Sovereign wrote:

"Elemental Revival! Abyssal Resurrection! Hellish Resurrection! Empyreal... Empyreal...

Well son, when an Empyreal Lord dies, it... It dies."

Was something done about this?

I can assure you today that there is no cultural or mythological support for the idea that good deities can live again after being killed. Having good demigods the only one-and/done type is right and proper.

Right. Remind me what day it is again?

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How should hp be done?

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stormcrow27 wrote:
Grumble. I had an idea, but I realized that I just came up with a background that makes me an Aaron Spelling drama from the 90s/early 00s with Shannon Doherty called Charmed. Time for something else.

I'm literally a cross between Angel and Jessica Jones, go nuts.

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Yeah irrelevant of their mechanics I'm already dead set on Anastasia having Sun and Night, but that's also me being obsessed with character builds.

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So I have a question: what's up with the other gods. Obviously we're majorly shaking up Golarion's pantheon a lot by becoming gods ourselves, but aside from Pharasma (who has an obvious role) what's their deal right now?

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Anastasia Vekova:
Warning: The following contains references to sexual violence, torture, emotional abuse and manipulation.

Piotr Vekova epitomized everything wrong with Whitecrown's young Jadwiga. Spoiled, petty, and arrogant, the man spent far more time chasing the latest fashion trends and womens' skirts than he did preparing for the duties he would inherit when his mother died. He lived a life of debauchery and decadence funded by his parents' deep coinpurses, until he met Zanna. A Varisian merchant, Zanna caught his eye almost instantly, but rebuffed his every advance. This story has been played out often enough in fiction that I need not explain it, only the important part: that when Zanna fell for him, their relationship begat a child. Unfortunately, Jadwiga aren't accepting of their children besoiling their bloodlines with non-Jadwiga. The Vekovas wanted to keep things quiet, so they allowed him to keep his name, and gave him enough gold to start a new life, but their message was clear: he was exiled, and if he returned he would be killed.

Piotr, Zanna, and their son Maxim moved to the fledgling city of Magnimar and settled down, using Piotr's considerable "severance package" and Zanna's experience to start a profitable trading company moving goods between the city and Irrisen. Time moved on, Piotr and Zanna grew old, and eventually Maxim met a nice young Chelaxian girl named Elizabet. Their families were both accepting of their marriage, and eventually Maxim took over the Vekova Trading Company. And to this young man was born Anastasia Vekova.

In her youth, Anastasia was much like her grandfather. Spoiled, petty, arrogant, spending far more time chasing the latest fashion trends and womens' skirts than she did preparing for the duties she would inherit when her father retired. And similarly to her grandfather, it was romantic obsession that changed her. But not hers. A young man that attended the same school as her, William Marks, had spent years pining after her, attempting to court her, only to be constantly rejected, usually with a polite (and then not so polite, and then downright angry) reminder that she prefered girls. But unlike the story of Piotr and Zanna, where Piotr changed for the better, William only changed for the worse. His obsession grew unhinged, and he decided to take what he wanted, since she would not give it to him willingly.

I will spare the details, but what William wanted did not happen. Anastasia was saved, perhaps a little too late to avoid mental scarring, by a passing servant of Sarenrae, who noticed her screaming and ran to help. The man stayed with her after ensuring William was carted away by the guards, soothing her and helping her through her distress. He never gave her his name, but from that day Anastasia was one of Sarenrae's faithful, firmly believing that the Dawnflower had sent that servant for her.

Soon after Anastasia joined the Temple of Sarenrae, and focused on training as a holy warrior. Her parents weren't happy about it, but eventually came to support her, moving her inheritance to her younger brother Markus. She trained for several years, honing her skill with a scimitar and her faith in the Dawnflower until both were honed weapons against evil, until she was finally confirmed as a paladin. Her first mission, taken on with a party of older and more experienced paladins and inquisitors of Sarenrae and Pharasma alike, was to hunt down and destroy a gang of vampires preying on the nearby village of Ravenmoor. What the party didn't realize was that they weren't dealing with a small group, but a full sized nest, one that saw them coming and set up an ambush against them. The battle was long and brutal, but in the end, only Anastasia remained, still clutching the head of the one vampire she'd managed to kill after stumbling upon its coffin. In her heart she felt terror, but she faced her death with dignity... until the head of the vampire clan, a terrifying vampire by the name of Giovanni, declared that the fallen vampire needed to be replaced. It was only then that she begged.

The next fifty years of Anastasia's life were, to her perspective, torture, not that she could express it. In thrall to a narcissistic egomaniac, she was forced to do things that made her insides curl with disgust. Murder and torture. Killing parents in front of their children and killing children in front of their parents. She lay with monsters who enjoyed what they did, and with crying young men and women in the wrong place at the wrong time. And because it pleased Giovanni, she did this all with her scimitar, wearing her sun-emblazoned armor as a form of blasphemy against Sarenrae. And the worst part, the most sickening of all, was that for all that she hated what she was forced to do a part of her loved it, relished in it. That voice in her head, the whisper of the vampiric taint, telling her to embrace it. Her master knew this too. Knew that for all of her morals, deep down a part of her now wanted to debase itself in evil. He knew because he had once been a righteous man, but now he was the most monstrous of all. He firmly believed that it was winning, and it would destroy her morals and bring her fully into the fold. And she let him believe it.

The fiftieth anniversary of Anastasia's turning was, perhaps, both her best and worst day since. In "celebration," Giovanni presented her with a fifteen year old girl, and told Anastasia to kill her however she saw fit. The girl lived another fifteen long hours before finally passing, having endured things not fit for reprinting. Satisfied that Anastasia had been broken, Giovanni released her from his thrall to turn another, and told her to find her own path. The way he said it sounded like a proud father. He might not have been so proud when his last moment was spent waking up to a wooden stake being driven into his heart, and his head removed from his body.

The rest of the nest fell one after another that night, and when it was all over Anastasia dragged their bodies out of the manor they'd taken up residence in near the borders of Korvosa. She sat with them on a hill, waiting for the sun to rise, for the sweet embrace of death to take away her pain. But it never came. Dawn that day was met with a solar eclipse, the darknening of the sun against the sky. It was a stunningly poinant metaphor for Anastasia, and she believed, as she had all those many years ago, that Sarenrae had saved her. For what, she didn't know, but she wouldn't allow herself to waste such a gift as the sun choosing not to slay a creature as herself. She went back inside, watching the eclipse end and her nest burn through a window behind thick curtains, and awaited nightfall.

Whispers would be told for years to come of the Dusk Knight, the paladin of Sarenrae who helped all those she came across, but would never remain to be thanked. Who revealed herself only when night fell, who was a little too pale to be natural and who never smiled, even when amused, and who shunned the company of others, often claiming to work better alone. Towards the end, as the world began collapsing around them, people would speak of her quest to recover an ancient artifact that could protect Magnimar from the destruction around them. And after the end, they would curse her name, for that artifact didn't protect them at all. When reassembled, it brought about the return of the mad Xin Shalast and his army of clockwork soldiers, and though the story says that she and her comrades went to the island to fix their mistake, they never returned, and Xin ruled once more.


The first thing she feels is pain. An aching soreness, as though her entire body has just been put through the ringer. Not surprising, given that nasty surprise of Xin's... wait. That surprise had killed her. She's certain of that. She remembers... she thinks she remembers feeling... warm.

The second thing she feels is just that, warmth. Not the warmth of a fire or another person, either. It's unfamiliar, and yet familiar at the same time, just like what she remembers, but from where, she has no idea.

The third and most striking is hunger. A wracking, ravenous hunger. Not the usual hunger either, the craving for the lifeblood of another. This is also unfamiliar, but focused in her... stomach? Is she... is she actually, literally hungry? That's nonsense, she hasn't been hungry in decades.

"Scuse me, miss? Are you alright?" She finally opens her eyes when she feels something poking her shoulder, and looks at the stable boy. Then she looks down, because it's surprisingly bright in here. Beams of warm yellow light pour in through the windows of this stable she's woken up in, including directly on her. Disconcerting.

"AHHHH!" she shouts in panic, jumping to her feet and diving for a shadowy spot. The boy stumbles back, startled and confused. "I'm on fire! Dear Sarenrae help me, I'm on fire! I-" She freezes and looks down at her arms and torse. [b]"I'm... not on fire?" She looks at the boy. A long, hard look. Then back at her hands. Still pale and blue veined. Back at the boy. She stares intently at his neck.


"... huh."

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I've only recently returned to the paizo boards (I had a lot of personal issues that kept me from really being involved here) and so I missed the interest thread for the most part, so pardon me if the questions I have had been answered there. I have two character concepts, both paladins, but one of them (my preferred one, but I'm interested in playing both) is dependent on GM allowance, and is one I've resolved that few GMs are ever going to accept. She is a vampire paladin of Sarenrae from an actual failed Shattered Star campaign, with a backstory and personality heavily inspired by Buffy the Vampire Slayer and Jessica Jones, and is one of my favorite characters that I've ever played. As a note I always intentionally gimp her out of most of the powers of the vampire template (they're there, but she refuses to use them), and am perfectly willing to accept any penalties that come with it (including level adjustments and having to deal with all of the drawbacks of being a vampire).

If that's problematic (which, again, I totally understand), I also have a scaled fist monk/paladin of Apsu who would have failed Jade Regent, although there's been considerably less thought put into him as he's more of a theorycraft than anything else at this point.

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Name of PC: Zylerius
Class/Level: Halfling Dervish Dancer Bard 1/Oracle of Life 2
Name of PC: Pariah
Class/Level: Human Vigilante 3
Adventure: Edge of Anarchy
Place of Death: The Dead Warrens
Cause of Death: Necrophidius b~~&#&%$

While in the Skull Corridor, Zylerius triggered the acid splash trap, and the fight began. Unfortunately, Zylerius was almost immediately paralyzed, leaving Pariah alone on the front lines.
Unfortunately, the gunslinger could only put out enough damage to kill one, and Pariah was paralyzed and knocked unconscious. With the gunslinger and the pseudodragon Majenko as the only remaining party members, the players gave the gunslinger player their blessing to run,
and they were coup de graced and send to their deaths.

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Joran Sable, the Aspiring Ranger:
Theme Music

Since his earliest days, Joran has been torn between his love for Demacia, his dream of becoming a ranger-knight, and his reluctance to hurt others. Even when he was an adolescent, learning to use a bow, he had no trouble shooting targets but hesitated at every boar and deer he hunter. He learned to stomach the violence and bloodshed, but vastly prefers nonlethal tactics.

Build Plan:
Human Fighter, no archetype, using the Bludgeoner feat to deal nonlethal damage when the situation calls for damage but focusing primarily on the Ranged Trip and Ranged Disarm feats, eventually going into Overwatch Style.

You and League:
I've been playing since around the end of Season 2, and while I've bounced to every role but jungle my favorites are top (Urgot, Nasus, Yorick) and support (Leona, Thresh, Braum).

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Hey Space Duck, would you allow the use of a divine fighting technique even though obviously we don't have the appropriate gods? It's Erastil's, so nothing actually divinely influenced, I just had an idea for a support archer type character who specializes in battlefield control rather than massive damage.

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The Ferret Is A Dummy Update!

Because I did forget a mediocre archetype from Heroes of the High Court, mostly because it's mediocre.

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The Third Party Update!

I've added reviews and rating for archetypes, specializations, talents and feats from N. Jolly's Legendary Vigilantes and Legendary Villains: Vigilantes! Feel free to check it out, and if you play at tables that allow 3pp and don't own these books yet I strongly recommend you go get them because there's some strong stuff in there.

If you have 3pp vigilante content and would like it added to the guide, shoot me a PM or email with a copy.

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Would you allow a Ratfolk? I've got a great idea for a Tinkerer alchemist.

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Ooooooooh. Danke.

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I didn't miss it, but I did slightly miscalculate my bartender bonus, thanks for getting me to double check.

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I did end up changing my concept, to a Thunder and Fang avenger. In the interest of fairness I will say that I own the anniversary edition and am going to be running it myself soon, but I can separate in-game and metaknowledge.

Origin Story:
A boy of three years with copper skin and eyes of brass laughs as he runs ahead of his parents, marveling at the large buildings and crowds of people. It's so different from his homeland, so much more crowded and dirtier, but at the same time more alive. It's so exciting, he doesn't even notice the dirty looks his family gets. His father calls out for him to stay close, and he obeys. His mother notes that the dark, narrow street they pass will lead them right to the street their inn is on. This is the last mistake they make.

The boy skips merrily ahead of his parents, and doesn't hear the shrill screech of steel being bared. The first indication he has that something is wrong is the two dull thuds behind him. The second is the wiry, greasy hands that grab him from behind, one around his waist and arms and the other covering his mouth.

"Hey look Marv, we get their coinpurses and their brat. Betcha Lamm'll pay us good for a little savage to add to his collection."

"I betch'r right Troy."

The remainder of the day is a terrifying blur to the boy, but it ended with him in a hammock alongside several other terrified children, wishing for his parents to come rescue him.


The boy has grown, and can almost be called a young man. He prowls through the back alleys that for years he was terrified of, until his master forced him to spend a week straight in one. His fellow Lambs get the low risk work, cutting purses and swindling kindhearted passerby. But he isn't like them. He's a savage. He couldn't pass unnoticed, and no one will trust him. So he gets the "honor" of breaking into houses and stealing everything he can.

Today's mark is a Chelish store owner. He already has the keys, courtesy of a pickpocket friend he now owes a favor, and the owner has left for the day, leaving the house, hopefully, empty. He finds the back door, butted up against the alleyway, and enters.

It's a modest home. Nice tableware, that goes in the bag. A coinpurse with a few silvers in it. One silver gets pocketed, the rest in the bag. The boy isn't supposed to take a cut, but he does anyway, in defiance. He doesn't touch the food, or any other essentials, only the luxuries. He goes up the stairs to what seems to be a loft to sweep for more loot, and stops cold on the stairs. It isn't just a loft, but a bedroom, with a single small bed upon which lies a girl of about 7 or 8. Her skin is pale, her lips cracked and dry, and a bulging bag made of thin leather rests upon her forehead while she sleeps. The girl is clearly ill. The boy stares at her for a few long moments. He then climbs back down the stairs, returns what he stole to where he found it, unlocks the front door and places the keys on the kitchen table. A man with such hardship as a sick child doesn't deserve even more thrust upon him.

For his kindness, the boy is rewarded with a savage beating from Lamm himself, and left to die on a refuse pile. He isn't surprised when no one helps him. As Lamm makes it perfectly clear, he's just a savage.


The boy has become a man. He lives in the slums of Old Korvosa, getting by with odd jobs and manual labor. It isn't a comfortable existence, but it is a tolerable one.

It's raining lightly when his life changes forever, when he sees the one thing he thought he never would: someone who looks like him. Traveling through the market in Midland, looking intently for someone or something. The man follows, keeping his distance out of curiosity and concern. As the woman moves, the man hears the same epithet he hears follow him: savage. Now he knows that this means. He also sees the anger on her face. When she snaps at someone who spoke a bit too loudly, he learns something else: that she is Shoanti-meaning he, too, must be Shoanti-and Shoanti are not savages.

When they've cleared the market and reached somewhere more secluded, the man approaches her, brimming with questions. She sees him before he can say anything, and begins speaking rapidly in a language he's never heard before. When she sees the confusion on his face, her expression grows unpleasant. "Tshamek," she spits at him, with all the scorn of "savage," and slips away before he can say anything else. His face burns with anger, embarrassment, and some long forgotten sense of shame. When he leaves, he vows to understand who he is.


The man has cast away the name given to him by Lamm, and taken a new one. Shiriki, a proud name taken from a book of Shoanti history. Through extensive reading, he has learned to speak his peoples' language and history. He has learned tshamek means outsider, and what an insult it is to another Shoanti. He even found a manuscript detailing the Shoanti Thunder and Fang Style, and taught himself to use it. Shiriki's life has grown better in other ways too. He now has a response to anyone who calls him a savage, a heritage he can call his own and be proud of. He's found permanent work tending bar at a dive in the Shingles, and while it pays poorly and no one will tip the savage, it's steady and consistent. But now he finds himself with no purpose. For the longest time it was survival, and then it was discovering his heritage.

As Shiriki walks home one night, he hears the sound of breaking glass, and a shout for help. Without thinking about it, he runs in the direction it came from, unsheathing the earth breaker he carries for protection. As he rounds a corner, he's bumped into by a man in dark clothes running the other way, and sees a woman pointing at the man. "Stop him! He just robbed my store!" Shiriki takes after the man, sweeps his leg out with his earth breaker, sets his foot on the man's chest to keep him from running. After threatening him to leave the money and run away, Shiriki returns to the woman, bag of stolen coin in hand. She's thankful, up until the man enters the light and she can see him. Then she flinches. Her expression, once grateful, turns both scornful and frightened. She gingerly reaches out to accept the gold, and then hurries inside, muttering about the likelihood of being rescued by a savage of all people. Shiriki's neck burns with anger. But he doesn't let it bother him. Before that, when he'd stopped the crime and was returning the money, he'd felt something entirely different: pride. Pride in himself, for helping someone else. It felt... good.


Time and scrimped savings, plus the income from other activities, have given Shiriki the gold to buy his own tavern, the Coyote. He smiles to himself, looking out at the busy night. Despite the prejudice he's faced throughout his life, he's built a place that people like, that they want to come to. A tavern in Old Korvosa with a strict no-violence policy, where people can bring their families and engage with the local community. A good place. He gives a nod to the manager, who's been tasked with keeping things running smoothly when Shiriki is away, and leaves for his apartment in the next building over. Inside, he quickly changes clothes, swapping Korvosan casual wear for fur-lined armor, hide boots and gloves, and traditional Shoanti war paint. He slides a metallic klar onto his left arm and grips a stylized earth breaker with his right, then exits via a window out onto the roof of the taven, and then down to the alley behind it. He prowls the alleys as he did more than a decade ago, no longer looking to commit crime, but looking to stop it. His new purpose. Korvosans didn't like savages, but they would still be saved by one.

The Savage:
Shiriki/The Savage
NG/CG Shoanti avenger 7
Male humanoid (human)
Init +4; Perception +11
AC 22, touch 13, flatfooted 20
hp 77
Fort +6, Ref +10, Will +8
Defensive Abilities: unshakable +7

Speed 30'
Melee +1 earthbreaker +14/+9 (2d6+5, x3)
+1 klar +14/+9 (1d6+5)
TWF +12/+12/+7/+7
PA -2/+4
Ranged mwk composite longbow (+4) +10 (1d8+4)
Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +7; CMB +13; CMD 25
Feats Weapon Focus (hammers), Weapon Focus (heavy blades), Improved Shield Bash, Thunder and Fang, Diehard, Greater Two-Weapon Fighting, Double Slice
Traits reactionary, unhappy childhood (tortured)
Skills Acrobatics +12, Bluff +12, Diplomacy +12, Intimidate +12 (+18 while the Savage in Old Korvosa), Perception +11, Stealth +17
Profession (bartender) +16, Sleight of Hand +9
Languages Taldane, Shoanti
Other Gear 2,448, +2 breastplate, ring of deflection +1, cloak of resistance +2, belt of giant strength +2
Other Expenses apartment and food expenses accounted, 6 months
Special Abilities
Vigilante Features
Unshakable: The DC to intimidate Shiriki is increased by his class level.
Startling Appearance: When the Savage attempts an attack against a foe that is completely unaware of his presence, the foe is treated as flatfooted for the rest of his turn, and takes a -4 penalty on attacks made against the Savage until the start of his next turn.

Social Talents
Double Time: A few years of juggling the bar and his other activities have taught Shiriki how to put in enough work to maintain his personal reputation at the tavern, then delegate to his staff for the rest of the night. Shiriki only needs to work for 4 hours to earn money from Profession (bartender)
Great Renown: Shiriki is fairly well known and respected, at least as much as a Shoanti can be, in Old Korvosa, and his tavern is a relatively popular establishment. The bar is also, not coincidentally, a hotspot for gossip about the Savage, in no small part because the vigilante is also Shoanti.
Social Grace: Shiriki gains a +4 bonus on Profession (bartender) checks.

Vigilante Talents
Armor Skin: The Savage ignores armor check penalty on Acrobatics, Escape Artist and Stealth checks while in light or medium armor, and can move at normal speed in medium armor.
Shield of Fury: The Savage gains Improved Shield Bash as a bonus feat, and gains the benefit of Two-Weapon Fighting when using a shield (or a klar, in his case). In addition, he ignores Two-Weapon Fighting and Dexterity prerequisites for feats based on Two-Weapon Fighting.
Unkillable: The Savage gains Diehard as a bonus feat, and does not need to meet the prerequisites. He does not lose hit points when he takes a standard action while disabled.

Pathfinder Companion Subscriber

Not really. The secret identity can enter animal forms, same as a druid, but it's not strictly limited to that. It's more like Beast Boy, who totally has a secret identity distinct from Garfield Logan, and can also turn into animals (except that's a bad example because Beast Boy is green, but you get what I mean).

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Corsario wrote:
FedoraFerret wrote:
Would you allow the Beast Born archetype from Legendary Vigilantes? It essentially trades out your specialization and half your talents for an animal companion (that becomes tiny and adorable when you're in your social identity) and wild shaping starting at level 4.
Wild Shape like a druid?


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Would you allow the Beast Born archetype from Legendary Vigilantes? It essentially trades out your specialization and half your talents for an animal companion (that becomes tiny and adorable when you're in your social identity) and wild shaping starting at level 4.

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... Trinia is one of my favorite NPCs and holy crap is her face ugly here. This makes me cry.

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TwilightKnight wrote:
Phylotus wrote:
... Is it too late to volunteer to GM at GenCon?

No. We are still accepting volunteer applications.

The Gen Con leadership team is working on the logistics of adding the Starfinder preference to the volunteer application and integrating it into the data already accumulated. Stay tuned for details.

I'm staying very, very tuned.

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Effective fighter is extremely easy. I'm running one as a GMPC for a campaign because otherwise the party is three super squishies, and do you know how long it takes me to level him up? Less than a minute. But being easy and being simple are not the same things, because of the sheer wealth of feats out there building a good fighter without knowledge of the system is a pain in the ass. I'd actually suggest ranger and bard to a new player. For a ranger, any player with any degree of intelligence going in is going to ask what to pick for favored enemy, favored terrain is generally self-evident by the time you get it, and combat style is very straightforward, with a limited selection of options, most of which are generally very good. In terms of playing, you are, essentially, a heavy hitter with skills. Easy.

Bards, on the other hand, have only one class specific decision point in creation, which is spells. And spells can be tricky, but for bards, they're actually easy: Control, or Buff. I helped my friend build a bard for his first campaign, and he grasped very quickly that, with only two casts per day, Hideous Laughter was for bad situations and enemies who needed to be shut down quickly. He also picked Hideous Laughter himself. And then in combat, your options are attack, perform, or cast, all three of which it's generally easy to determine what to do.

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Hey Paizo it'd be a real sweet birthday present if you shipped today.


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Signed up, ready to roll. Show me a ratfolk boon pls.

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I will buy the hell out of that Sabina mini.

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donato wrote:
The spirit specialization is the equivalent of a subdomain, modifying an existing spirit and replacing some of its abilities. In this case, the restoration spirit is a specialization of the life spirit. It trades out some hexes and gains two hexes that focus on granting temporary hit points. One does so as a standard action and the other can do so automatically while casting healing spells.

And suddenly Life spirit stopped sucking quite so hard. My Witch Doctor will be pleased.

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I mostly see it from the perspective of, by taking Evangelist and Prestigious Caster you would be increasing skills per level and a lot of actual class features (as opposed to the two you get from Wizard or cleric), at the cost of maybe 1 BAB (possibly none for a cleric, if using fractional bonus progression) and your Reflex saves catching up to your Will (and Fortitude as a Cleric). And three feats, yes, so if you're in a feat heavy build then that's problematic, but that's why I specified casting focus. A wizard isn't going to spend those feats on much besides spell focus and metamagics, and the cleric could probably spare them as well.

In any case, I'll amend my statement: it completely removes one of the drawbacks of going Evangelist as a full caster, if you were already so inclined.

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Can we just talk about how with Prestigious Caster there's legitimately no reason not to go from casting focused Wizard or Cleric into Evangelist now?

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My pending notice is in too. Anticipation intensifies.

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Hunch wrote:
I guess that's my conundrum. If I say make a SR after they cast a spell, then they would automatically know the creature has SR, so no Knowledge check would be needed.

While this is true, the same thing happens when they attack a creature with DR and you say "not all of it seems to go through." You get information from fighting a creature as you see the fight unfold.

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If I should ever run this campaign again I'm going to build a scale model of the fort, because if I ever run it again it'll be win I'm incredibly rich and retired.

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I literally bought a giant whiteboard for the dungeons in Giantslayer. You'll be fine.

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Name: Grimshaw
Race: Dwarf
Class: Fighter
Adventure: Tomb of the Frost Giant Queen
Location: The Cold Smithy
Cause of Death: Homicidal Rage

The Play By Play:
Reduced to three party members and a cohort for the session, the party continued a guerilla campaign against the camp at Skirgaard. One of their identified targets was the cold smithy, a forge powered by sleeping Remorhazes. They walked in, and immediately began battle against the barbarian fire giant and the kineticist frost giant (if I don't rebuild the bad guys with more power they just get completely steamrolled). As Grimshaw had the Steel Hand and failed his Will save, he immediately ran up to the barbarian, got full attacked, and hit every time due to me not rolling below a 16 on the die once. This was a new experience for Grimshaw, who, with 36 AC, had been borderline unhittable up to this point. Dude died. Cleric Breath of Life'd him back up. One round later, he got killed again. For once, it wasn't the cursed player.

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Personally I'm looking forward to Rose Warden. I've got a Milanite cleric who's about to go into Evangelist but I may say screw that if Rose Warden advanced spellcasting.

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Endzeitgeist wrote:
Samurai of Porphyra review is scheduled for next week

... oh god why would you announce this now I'm gonna spend the next week hyperventilating.

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We have another update! Straight from Blood of the Beast, we have a more discreet counterpart to Renown, Martial Flexibility for Racial feats, and a new animal for the Wildsoul that actually doesn't suck!

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I think I'll be polishing some of the work on giant archetypes that I've been doing just for my home game.

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How was the Crown of Thorns buffed exactly?

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Out of curiosity, did they do anything to

relieve the idiocy that is "only the person in the party with the sword can hurt Ileosa" thing? Because when I played through we had no paladin and it didn't occur to any of us to sunder the crown, so most of the party just watched while my Barbarian dueled her (after taking out her minions of course.)

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My crew took out Melira early too. I don't like giving my party rests between every combat, I prefer to draw their day out so they have to deal with resource depletion (books 5 and 6 will be fun), so I had all of the saboteur elements happen in a single day.

As an aside, Bakarra has since died, being an unintelligent and belligerent sort of companion (I wasn't letting the cleric's player control him since he didn't have Leadership yet). And so he rammed his face into a rock troll's claws.

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I have a question. I saw more than a handful of both serious and joking mentions from people that they would remove all half-human races. Why? What's the hate on half-elves and tieflings and sylphs specifically? I could understand paring down to core and possibly ARG races, but that specific subset?

(also I too like Pathfinder exactly as is.)

Pathfinder Companion Subscriber

Thread necro!

One thing I'm doing is scaling up the size of the village dramatically. Part of my problem is that it's described as a village... but there are no houses, only a handful of legitimate buildings of any kind, and 99% of the living areas are isolated to this one relatively small campsite. So I'm throwing out the given map and instead making my own (shoddily drawn, but still) one. I debated doing something similar with the Cathedral of Minderhal, having an actual (though ruined) city around its base, but changed my mind on it at the last minute. I genuinely regret doing so.

The way I see it, we're out of idiot giant territory. Hill giants and ogres are for the most part long behind us (save the occasional one with high class levels). So why not demonstrate some giant culture. Show off how really Norse the frost giants are. On top of that, it solves Mary's problem by amplifying the scale of things-adjusting for buildings and a sufficient influx of frost giants to account for them, Skirgaard now takes up a span of a few miles, more of a Large Town than a village at that point, so finding points of interest and isolating leaders takes longer-and lets me implement a lot more potential for Things(tm) to happen.

Grimacing with pain and the loss of his comrade, Kane grips his axe and brings it close to his chest, attempting to guard himself from attack. "I need a hand here!"

Total defense.

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