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Eagle Knight

FedoraFerret's page

Pathfinder Companion Subscriber. FullStarFullStar Pathfinder Society GM. 282 posts (579 including aliases). 2 reviews. No lists. No wishlists. 19 Pathfinder Society characters. 10 aliases.


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This sounds like a fantastic idea. I've got an idea for a minor Taldan nobleman sent to colonize in the name of his country and, more importantly in his eyes, to ensure he'll be something more than the second son of a second son.

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GM Zek wrote:
No worries about the reason, just wanted to be sure what it was. Also, you list knowledge (local) and knowledge (planes) as two of your skills, but I don't see what you have that makes them class skills or gives you the extra skill points.


My archetype, Armiger, gives me two bonus skill ranks which must be invested in Knowledge (planes) and Intimidate, and gives Knowledge (planes) and Knowledge (local) as class skills.

That being said, you do have a point about it being one of the benefits of the Natural Born Leader trait, so I will adjust the trait slightly. Instead of giving a benefit to your leadership score, it will let you treat your Charisma score as if it were 14 (as written in the ability) or 4 points higher than its actual score if your actual Charisma is already 14 or higher (for the benefits as listed in the trait). You probably wouldn't get the extra benefit for a while, but you also wouldn't have gotten the leadership score bonus for a while, either. Hope that helps. You can still change that trait, if you'd prefer.

Nah, I took it with no intention of taking Leadership, I was mostly just curious. Sounds good.

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Orson's player here, I'll be honest I plum forgot about the reason to protest. Orson is Tagging Along, where the person he's tagging along with is every person at the protest.

Also, Zek, I was wondering how you deal with Leadership. I normally don't ask if the GM doesn't include it in the OP because I assume that means they don't want to deal with it, but as my trait gives me a bonus to it I figured I'd ask.

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Welcome to the Heroic Compendium Open Playtest! We at the newly minted Fedora Ferret Games (so, me) have been hard at work on this project for the last month or so, and while it still has a bit of a ways to go, the mechanics of the book are ready for playtesting! So, what exactly is the Heroic Compendium you ask? Well I'll tell you!

From a broader perspective the Heroic Compendium is a book of mechanics and NPCs wrapped up in a setting agnostic package, sort of like a more compact Villain Codex, designed exclusively for vigilantes. Each section contains a statblock and lore for a heroic vigilante NPC, meant to showcase a new set of talents designed for them.

From a more "I have a compulsion to fix things" perspective, I went into this after a conversation with a friend about how, ultimately, the vigilante's archetypes aren't really that great. I wanted to tackle that and improve on them, give them something more unique. So while I've created one new archetype and a smattering of general talents, somewhere in the range of 80% of the book is dedicated to expanding the unique talent list for the brute, cabalist, gunmaster, zealot and warlock.

So, I invite you to check it out, try it out, and give feedback. While I have turned commenting on I would greatly prefer it if that were used only to point out the inevitable typos and editing errors that come from having only one person on the job, and if actual feedback were to come in on this thread or messaged to me directly.

Lastly, I want to give a big shoutout of thanks to anyone who participates. Y'all are the only reason this has any possibility of working.

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CN Kathasa soldier, wields a wide variety of weapons ranging from pistols to rifles to flamethrowers, with a name for each of them. He's a mercenary, sells his services ostensibly to the highest bidder but eventually finds himself attached to his current crew, at least as long as they stay lucrative enough.

The Hero of Canton, the man they call J'ain.

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Definitely interested

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Secret Wizard wrote:
I think it bears mentioning that Dragonscale Loyalist, with its free Aldori Dueling Sword prof, as an Avenger, really benefits from options from Adventurer's Guide, like the one that grants you a scaling sneak attack damage.

I don't disagree, but at the same time, I would personally rather burn the feat, since I think the Appearance line is better than what replaces it (and that's coming from me). I have made a note though.

@Rysky: Perhaps it was a bit hyperbolic, but the uncontrolled change thing really grinds my gears. Class features should not by their very nature remove control of your character, that's the purview of offensive effects.

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Figured as much. Have fun everyone.

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Adventurer's Update! Now included is the Masked Maiden archetype, mentally (and physically) scarred survivor of the Gray Maidens and another example of why uncontrolled identity shifts can take a cool archetype and turn it awful.

I've also added a disclaimer about the Agathiel acknowledging that mine is not the only or even the prevailing opinion about Agathiel's form change. It's also intended to make it clear why my stance will not be changing. If you disagree, you can consider the rating reduced to a yellow.

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I can't get a sheet done until late tonight, but it will be done tonight. It's not a mechanically complicated build, it's good physical, decent Charisma, bow and halberd.

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I have yet to make a stat block, I didn't realize the deadline got moved, and I've been helping friends move all week. For the purpose of logistics Orson is a switch hitting fighter with the new armiger archetype.

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Squeaking in with a last last last minute entry.

Five things I should know about your character currently.:
1. Orson Maxwell is a Hellknight Armiger of the Order of the Torrent.
2. A young man of only 18 years, Orson has sandy blond hair, bright grey eyes and a winning smile. His body is lean, but muscular, and he stands at a solid 5'10".
3. Orson grew up in Kintargo, and has loved the city his entire life. He joined the Hellknights not only out of a devotion to law and order, but also to his city.
4. Orson is a sunny personality, generally looking on the bright side of things. His preferred method of dealing with conflict is peaceful resolution, and barring that, nonlethal force.
5. Though Orson is a believer in law and order, and respects the rulership of Thrune, he doesn't believe that Barzilai is a fair or reasonable ruler. He isn't joining the protest per se, but he's still attending to ensure things don't get out of hand.

Four people in their lives.:
1. Orson's mother has a small house in the city, and he currently lives at home, mostly because armigers aren't paid nearly well enough to live on their own. Millenial problems, amirite?
2. Fortunately, this lets Orson hang out with his 14 year old little sister Emma, a temperamental girl who wants to join the Chelaxian Navy when she grows up.
3. Orson's best friend since childhood, Lukas, has joined the Torrent alongside him, but has a very different view of Barzilai, seeing him as a welcome hand of control on a city that was always too bohemian for his native Egorian liking.
4. Lastly, Orson has seeing a young tiefling named Alice for the last few years, the daughter of a flower shop owner who works there to keep out of the Devil's Nursery.

Three of their most prominent memories:
1. When Orson was 9, his father, an officer in the Chelaxian Navy, was deployed to aid in a series of minor skirmishes with Andoran. He distinctly remembers the day of his deployment, his father placing a hand on his shoulder and telling him he'd be back in a few weeks. His father died on that mission.
2. Further back, Orson's earliest memory was from when he was four years old. His parents brought home a bundle containing a wierd pink blob they assured him was his sister. He wasn't particularly interested at first, until they put the blob in his arms and told him it was his duty to protect her. It sparked a protective instinct that has stuck with him to this day.
3. Shortly after he started dating Alice, she introduced him to her friends, all fellow tieflings, half-orcs, or other disenfranchised citizens of the city. It wasn't their circumstances that bothered him, because he knew, as did all who followed the path of the Hellknight, that there were the strong and there were the weak, and the weak had a lower place on the totem pole (though it was his personal opinion that with the priveleges of strength came the responsibility to protect the weak from undue harm). Rather, it was that their circumstances didn't fit the sort of people they were. Strong, resilient, bright eyed in the face of their adversity. They weren't weak, and there was no reason for them to be put down by society like they were. It was his first exposure to the flaws in an otherwise structured society.

Two goals:
1. Orson wants to become a Hellknight to honor his father's service and help protect his city and its people.
2. Although he isn't fully conscious of it, Orson also seeks to correct the unfairness of society, and keep people like Alice and her friends from being subjugated for their lineage.

One thing that gets your character out of bed in the morning.:
Orson gets out of bed in the morning because he will never advance in the Hellknights by lazing around all day. Also, it's such a nice day out.

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FedoraFerret wrote:
That sounds like a solid set of rules to me. Would you actually allow a Changeling, by the way?

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That sounds like a solid set of rules to me. Would you actually allow a Changeling, by the way?

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So I'd like to play a Fighter, an Armiger of the Order of the Torrent, and the Adventurer's Guide has an Armiger archetype for fighters which is kinda perfect, but I won't be getting a copy until the 31st. Would you be particularly opposed to a barebones concept, with the character sheet coming as soon as I have the book?

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Oh, yes. I'll be taking Flesh of Shadows, Welcoming the Dusk, Illumine That Which Is, and Purging Noonday Blaze.

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You have my interest.

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Godferret wrote:
I feel dumb for asking this but searching on d20pfsrd isn't helping me. How do I use the whip to get bleed damage? Is it just a matter of a wounding weapon that I can use at more of a range? Thanks.

Well, my fellow ferret, the cabalist deals its bleed damage by attacking with a slashing or piercing weapon, and whips do slashing damage. As an aside, this also makes them eligible for Slashing Grace.

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Alas. Good luck everyone, and godspeed.

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Rosa and Fera could actually be acquainted, Fera would probably go to someone who knew how to fix technological stuff in order to try and get the various doodads and dinglehoppers she's found working again.

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Hey, technology can be cool. Calm it down with the hate.

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I did actually forget to ask a question: the warlord archetype I'm using gains proficiency with the radium pistol, radium rifle, and thark rifle, because it was designed for John Carter of Mars in the Worldscape comics. Can I replace those with the more relevant laser pistol and laser rifle?

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As long as the campaign is run mostly as written (within some variance, I usually rebalance encounters and play with house rules) then PFS credit can be earned.

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A quick explanation on the name, since someone is bound to recognize it: recently while playing a homebrew module set in Irrisen, my winter witch character, in an effort to conceal her Jadwiga status, had to make up a new last name, which I hadn't expected to need to do, so I said the first thing that popped into my head. Since I'd just rewatched Fate/zero, that first thing was Einsbern. She made her bluff, we discussed it, and agreed no one could know there was no such family of magic users if I created them for my next full casting character.

For your consideration, Luna von Einsbern, master of summoning magics, sharp-tongued satirist and political comedienne. Born out of wedlock to the third, magically talentless daughter of the wealthy Taldan Einsbern family from a brief fling with an elven Pathfinder, Luna never could've had a chance at an easy life. She and her mother were never formally disowned, but it was made clear from the second the pregnancy was announced that they would inherit nothing on the deaths of Luna's grandparents, and would be allowed to live on the estate at the mercy of her Uncle Rodrick. Looked down on by the adults in her life and picked on by her cousins (both older and slightly younger, as she aged less quickly than them), Luna found that her greatest defense was her sharp wit and biting words. Any time someone spoke to her maliciously (because they never hit her, no matter how much her attitude tempted them) she would fire back, sometimes with a jarring quip and others with a scathing diatribe. It helped that among her generation of the family she was easily the most magically talented, excelling in conjurations and summoning magic past the point of wizardry and well into arcanism.

In a more normal family environment both Luna's precociousness and her magical talents may have been encouraged, but among the Einsberns, Luna was a disinherited half-breed bastard child and therefore not permitted to shine above the rest. Luna's aunts, uncles, grandparents and cousins unloaded endless punishments and restrictions on her to no avail. At one point, when she was 16, she was actually forbidden from studying magic, but by this point she had learned how to summon an invisible servitor to retrieve books for her and continued to learn in secret.

Finally the day came that Luna turned 20, marking her as formally of age for her race. She thanked her mother for doing her best, unleashed a torrent of subtle and well crafted jabs at the rest of her family, and left, bringing with her only her spellbook and the clothes on her back.

After a few years of traveling, she found herself in Kintargo, a city entirely to her liking. Generally tolerant if you didn't have devil's blood, supportive of the arts, and mildly accepting of cultural and political criticism as long as you weren't too overt about it. And it would've stayed that way if a certain humorless dick hadn't taken over the city and silenced Luna out of sheer fear for her own safety. While the thought has occurred for her to just leave, it was immediately squashed down by the assertion that this was her city now damnit, and an ass like Barzilai Thrune isn't going to drive her from her new home.

Mechanically, Luna will be an arcanist with the occultist archetype, taking the gifted satirist trait. She will be protesting the government.

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I have yet to buy gear for her, but here's the basic sheet and backstory.

Character Submission:
Female human fighter (warlord) 1
NG Medium humanoid (human)
Init +4; Senses low-light vision; Perception +2
AC 14, touch 14, flatfooted 11
hp 12
Fort +3, Ref +4, Will +2
Speed 30'
Melee rapier +5 (1d6+4, 18-20/x2)
Str 11, Dex 18, Con 15, Int 8, Wis 14, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse, Weapon Focus (rapier), Fencing Grace
Traits numerian archeologist, trustworthy
Skills Acrobatics +8, Diplomacy +8, Knowledge (engineering) +3
Languages Common, Hallit, Androffan
Other Gear 155 gp
Special Abilities
Evasive Dueling (Ex): At 1st level, and at every even level thereafter, warlord can add a +1 dodge bonus to his Armor Class instead of taking a bonus feat. The dodge bonus does not apply when wearing any armor, when using a shield, or when carrying a medium or heavier load.

Fera was born into a small Kellid tribe and told, from a very young age, not to even look at the strange technology and ruins that dotted Numeria's landscape. So of course, she did anyway. From the time she was small she always held a fascination for these ruins that the Kellid tribes called taboo, and would often sneak off to go investigate them. It was through this investigation that she learned of written words, something not found in Hallit, and began learning the basics of reading, albeit in Androffan, through associating old audio logs, translators, and transcriptions. She also learned how to tinker with the old technology, although she never took any home with her. However, even taking the greatest of precautions, she was still discovered by her tribe leaving an old, empty chunk of spaceship, and banished for breaking the taboo. Now she wanders the Numerian Plains, surviving as a scrapper and makeshift archeologist. Most recently, she's found her way to Torch, where the mystery of Khonnir Baine and the caves below the town prove far too interesting an excursion to miss.

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Y'know what I'll dot.

4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (2, 4, 2, 1) = 9
4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (6, 5, 2, 5) = 18

So 16, 13, 8, 14, 15, 16. Pretty good spread.

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Servis Black wrote:

I think anyone who supports Asmodeaus will have a great RP with Servis as the Masked Devil. Heh heh...

Infact, Servis hates Asmodeaus more than anything else wrong with the government.

Given the theme I'm pretty sure mine will be the only Asmodean application.

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May I present Demari Anuli, LG Asmodean Advocate. Yeah, you heard me right. Hailing from the Southern Garundi nation of Holomog, where they tend to find the seeds of virtue in the darkest soils, Demari is a what is known as a pact servant, someone who worships Asmodeus not as a god of evil but merely one of structure and law, not unlike Abadar (and has the trait that allows him to do so mechanically). At a young age, the half-orc left his home and clan to experience more of the world, and ended up studying the law in Taldor and then in Cheliax. Though technically not an ordained priest of the Church, his early studies of theology have granted him divine magic all the same. Since earning his barrister's license, he's moved to Kintargo to practice the law, often serving as a pro-bono or discounted attorney for those who can't afford better. Though Demari loves the law, and respects the laws of the land even if he doesn't agree with Thrune's embrace of the evil aspects of Asmodeus, he finds himself more and more discontent with Barzilai's rule. He joins the protest in order to gauge the feelings of his fellow citizens, and voice his own displeasure. After all, mint is his favorite tea.

Character Sheet:
Demari Anuli
Male half-orc cleric (asmodean advocate) 1
LG Medium humanoid
Init +1; Senses Darkvision 60'; Perception +4
AC 18, touch 12, flatfooted 16
hp 10
Fort +4, Ref +1, Will +6 (+7 vs. mind affecting)
Speed 20'
Melee whip +2 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8, 19-20/x2)
Space 5'; Reach 5' (15' with whip)
Spells Prepared
Concentration +5 Caster Level 5
0 level - enhanced diplomacy, guidance, read magic
1st level - bless, disguise self (d)
Str 8, Dex 14, Con 12, Int 14, Wis 18, Cha 10
Base Atk +0; CMB -1 (+1 with whip); CMD 11
Feats Weapon Finesse
Traits pact servant, fed-up citizen, staying up on current events
Skills Linguistics +7, Profession (barrister) +9, Sense Motive +8
BG: Appraise +6, Knowledge (nobility) +6
Languages Common, Orc, Infernal, Halfling
Other Gear breastplate, backpack, belt pouch, candles (10), cheap holy text, spell component pouch, torches (10), a waterskin, wooden holy symbol, potion of cure light wounds, 33 gp
Kept at Home: bedroll, flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days)
Special Abilities
Channel Positive Energy (Sp): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Devil in the Details (Ex): At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.

Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability (Common).

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Monstrous Sympathy: Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures.

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What would you think of a child psychic with reduced spellcasting who thematically, isn't actually aware she's casting spells yet?

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Anastasia's signature item would be her armor.

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Dot, I'll be building a Human Fighter specializing in support archery.

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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."

Pathfinder Companion Subscriber


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.

Pathfinder Companion Subscriber

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.

Pathfinder Companion Subscriber

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).

Pathfinder Companion Subscriber

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.

Pathfinder Companion Subscriber

The Ferret Is A Dummy Update!

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

Pathfinder Companion Subscriber

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.

Pathfinder Companion Subscriber

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

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