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13 posts. Alias of Torch013.


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My character concept is an Ancestral Aspirant Occultist that goes by the name Stiggur Ryles. This is a pseudonym for the now disgraced Mauricio Adrianus. He believes his obsession with his genealogy resulted in the ruin of his family (whether that’s true or not doesn’t matter to me, I think either could make for a great character arc) and is on a mission of revenge against all these would-be conspirators, wherever they may be hiding.

Crunch:

Stiggur Ryles
Male human (Taldan) occultist (ancestral aspirant) 1
CN Medium humanoid (human)
Init +5; Senses Perception +4
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee lucerne hammer +3 (1d12+4)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Implement Schools
Enchantment (Necklace) Resonant—glorious presence; Focus—cloud mind
Transmutation (Weapon) Resonant—physical enhancement (strength); Focus—legacy weapon, size alteration
Occultist (Ancestral Aspirant) Spells Known (CL 1st; concentration +5)
1st (2/day)—enlarge person (DC 15), murderous command[UM] (DC 15)
0 (at will)—daze (DC 14), purify food and drink (DC 14)
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Statistics
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Str 16, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats - Heavy Armor Proficiency, Improved Initiative
Traits - disgraced noble, student of philosophy
Skills:
Acrobatics -3 (-7 to jump)
Bluff +2 (+4 to conceal your identity, +8 to lie (as a result of using Int instead of Cha))
Diplomacy +2 (+8 to persuade others but not to gather information (as a result of using Int instead of Cha))
Knowledge (arcana) +8
Knowledge (local) +5
Knowledge (nobility) +8
Knowledge (religion) +8
Linguistics +8 (+10 to spot or produce forgeries)
Perception +4
Sense Motive +4
Sleight of Hand +1
Spellcraft +8
Use Magic Device +2
Languages Azlanti, Celestial, Common, Elven, Hallit, Osiriani
SQ implements 2, mental focus (5/day)
Other Gear scale mail, lucerne hammer, 75 gp
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Special Abilities
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Cloud Mind (dazed 1 rnds HD <= 1, else staggered 1 rnd, DC 14) (Su) 1 focus: Creature in 30 feet is dazed or staggered.
Glorious Presence (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.

Background:

Stiggur Ryles was born the day Mauricio Adrianus was struck from all official records in Oppara. He was part of a rather important minor noble family but was possessed with an obsession in ascending to the higher echelons of society. Nights spent pouring over every genealogy book, every marriage treaty he could find in the archives led him to a singular belief: The Adrianus family had a legitimate claim to the throne. This would be his ticket to upper nobility. Or so he thought…

Unfortunately, a letter bearing his father’s seal denouncing Maxillar Pythareaus, commander of Taldor’s military, was discovered and made public. Despite the claims of his father and all his allies that this was a forgery and was meant to discredit him, the fallout that ensued was devastating. Once the dust settled, no trace could be found of the Adrianus name in any record or document, and his parents had vanished as if they had never existed. No one dared to acknowledge him for fear of reprisal by the commander of Taldor’s military. He was forced to abandon all he had except for a few trinkets, and forge himself a new identity. But every night, he would lay in bed, agonising; had his folly and obsession caused the destruction of everything he held dear?

Stiggur now sees enemies everywhere he looks. Every meal he consumes is poisoned, every acquaintance he makes is a spy, and no one is innocent in the great conspiracy against his family. He will prove his claim to the crown is valid, and once he sits upon the throne, he shall call down a firestorm of cataclysmic proportions upon all who ever stood in the way of Mauricio Adrianus.


Appearance:

A man of 29 years of age, Stiggur Ryles is absolutely meticulous in everything he does. He polishes all his buttons himself exactly 3 times in the morning, until they shine just right. He then slicks his thick shoulder length black hair first on the right, then the left, and finally in the centre to hide the initial part he himself created. He keeps his face clean shaven as his father believed “Facial hair is the sign of the indolent and the slovenly”, but secretly he always wished to grow a long, bushy beard like some of the Ulfen guard of Oppara. The leather thong cord that ties back the hair can only be twisted clockwise, just like how his mother taught him when he was younger. To skip a step would be to invite judgement upon his person for the lack of care in his appearance.

Standing at 5’8”, he continues his morning ritual by inserting lifts into his shoes to bring him to a more appropriate height of 5’10”. He laments his average height as the only failing of his genes, but he compensates for it with the powerful frame he hides within his billowy clothes. The soft click of scales undulating as he makes his way through town betray that a strong physique is not the only thing he attempts to conceal within the loose garments

A dab of cologne, before he leaves his bedroom is the final touch that completes the image of Stiggur Ryles that he has created. But if one were to carefully examine the lucerne hammer, or any of the various trinkets and baubles that adorn him or his pockets, they would find that most if not all harbour the now forbidden symbol of his old family. To bear the symbol of his family is an important detail that Mauricio cannot willingly leave the house without.

Personality:

He is prone to obsession regarding anything to do with his disgraced family. He constantly searches out for trinkets and heirlooms, even just a small scrap of paper that might mention their name is invaluable to him. He can suitably control himself in the presence of others who aren’t privy to his true identity. But those that he does trust have all heard his near manic ramblings on his family, the conspiracy against them, and his desire for vengeance in their name.

Due to his years of constant research, the breadth of his knowledge is varied, and the constant lack of human interaction has unsurprisingly affected his social graces. Although he is often seen as a foul, contemptible individual, his ability to use logic in conversation tends to work to his advantage more often than not. This doesn’t prevent Stiggur from occasionally angering the wrong individual, but his trusty lucerne hammer has yet to meet a challenge it cannot defuse.

The effects of his family’s disgrace and his subsequent efforts in locating information regarding them has taken their toll on Stiggur. He is dour, humourless, and not one for petty indulgences. But, more than anything else, he is a melancholic man that struggles to see beyond the shattered life he leads. He longs to find friends that will help him take flight from his wretched existence, but his inability to free himself of his past traps him in a vicious cycle that leads only to further sorrow.

About Me:

-30 years old
-From Ontario, Canada (EST time zone as well)
-I started playing PF back in 2015 and I currently GM 2 IRL 1st edition games (Tyrant’s Grasp and Way of the Wicked APs) and play in 2 IRL 2nd edition games (Strength of Thousands and Abomination Vaults) all with friends. I’m not in any pbp games.
-A fun non-RPG fact about me is that I’m an indie pro-wrestler


Dotting! Have an ancestral aspirant occultist that just needs a few final polishing touches.


I'd love to be considered for this. In the interest of transparency, I GMed book 1 and 2 over half a decade ago and remember pretty much nothing from the adventure.

You can find the link to my character Ali's page here.

Background:

Ali was born to an Ustilavian diplomat and an Osiriani merchant. His early childhood was filled with the duties and responsibilities expected of the son of a diplomat, and the only time that he could truly escape was by the crackling fire, listening to tales of his ancestral homeland from his grandmother. As a child constantly one the move, he found himself constantly longing for somewhere to belong.

As he grew his face would form somewhat avian features, and he sprouted a vibrant red, blue, and green plumage upon his arms and shoulders. His grandmother welcomed these signs of “nascent divinity”, sharing with Ali the myth of an ancestor’s union with a messenger for the old gods. Ali would dive deep into the old ways after this, choosing the jackal-headed Anubis as his patron god like his grandmother.

After graduation he took a position on a merchant ship, where he discovered a true sense of belonging for the first time amongst the diverse crew. He became fierce friends with them, and on a night when they were beset by pirates sprang to their aid. But as he skewered a man and watch him pass before his eyes, he was beset by a crisis of faith. How could he ever reconcile his fervour towards a god that protected the souls of the dead, and his ability to play executioner by ending their mortal life.

He hoped that his grandmother could help him come to terms with this, but it was not meant to be. She would pass a day before her made t back to port, and although his parent’s wanted a simple burial, Ali knew she needed to be interred in her native Wati. Unable to afford transport that would cover the distance quickly enough, he held his grandmother’s wooden amulet and prayed to Anubis that he would withhold guidance until her proper burial. As the amulet softly glowed, the ravages of time ceased, and Ali knew his prayer had been answered.

This is where we find him in Wati, a city familiar from the stories and yet still completely foreign to him, having just finalized the final rites for his grandmother. He hopes to find some semblance of purpose, and maybe even an answer to the moral dilemmas that haunt him…

Personality:
Ali is a man caught between the dichotomy of freedom and duty.

His time on the merchant ship taught him that he can find places he belongs out in the greater world. It’s allowed him to become gregarious, boisterous, and easily excitable around trusted companions. But at his core, he’ll always be the shy introverted boy burdened with heavy responsibility.

He weighs his words with careful consideration, worried about the impact that they will have. A gentle soul, he constantly scrutinizes other’s reaction out on concern that his speech may cause harm. He may seem a little aloof to others, but once they begin to bond, they discover a warm and caring individual.

Reeling from the events of the pirate attack, insecurity has gained a hold of Ali, causing him to second guess his decisions and struggle with a newfound uncertainty with his faith and his general perception of the world he lives in.

Appearance:
Ali has olive skin, a lean build, is of medium height, and his most striking feature is his piercing gray eyes. His face has slightly avian features from the lingering traces of a Garuda ancestry, also present by the red, green, and blue plumage on his arms and shoulders. His inky hair drapes down to his shoulders in messy tangles and his short beard can be best described as unkempt.

Not one to draw attention to himself, he is often cloaked in plain toned, billowing robes in the hopes that they will hide this radiant plumage and help him blend into the background. The only discerning accessory he wears is a simple wooden jackal head around his neck, an heirloom left to him by his grandmother.

Due to the various components held deep in the recesses of his robes, a warm, rich odour seems to permeate the air around Ali.

Build:
Alghasaq “Ali” Otdykh
Garuda-blooded aasimar (plumekith) swashbuckler (inspired blade) 1/warpriest of Anubis 1
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort +4, Ref +5, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk rapier +6 (1d6+1/18-20)
Special Attacks blessings 3/day (Protection: increased defense, Repose: gentle rest), deeds (derring-do, dodging panache, opportune parry and riposte), panache (2), sacred weapon (1d6, +0, 1 rounds/day)
Spell-Like Abilities (CL 2nd; concentration +0)
1/day—see invisibility
Warpriest Spells Prepared (CL 1st; concentration +4)
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Statistics
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Str 13, Dex 16, Con 14, Int 11, Wis 16, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Fencing Grace, Weapon Finesse (rapier only) Weapon Focus (pilum), Weapon Focus (rapier)
Traits empathic diplomat (osirion), trap finder
Skills Acrobatics +9, Diplomacy +7, Disable Device +10, Fly +5, Knowledge (religion) +4, Linguistics +1, Perception +7, Sense Motive +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Ancient Osiriani, Celestial, Common
SQ inspired panache
Other Gear chain shirt, mwk rapier, masterwork thieves' tools, 480 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

4/5

Reading through the encounter adjustments, should the DCs for Petrifying Glance and Petrifying Gaze be boosted and weakened as well, or are the adjustments as stated correct and the DCs don't change?


Potato Disciple is banned for being an awful disciple of mine.

4/5

THURSDAY
Slot 1, Thursday AM (0800-1300): SFS Quest: Into the Unknown (Round)
Slot 2, Thursday Afternoon (1400-1900): SFS Quest: Into the Unknown (Round)
Slot 3, Thursday PM (2000-0100): OFF
Slot 4, Thursday Overnight (0200-0700): OFF

FRIDAY
Slot 5, Friday AM (0800-1300): OFF
Slot 6, Friday Afternoon (1400-1900): OFF
Slot 7, Friday PM (2000-0100)*: 9-00 Assault on Absalom (level 7-8)
Slot 8, Friday Overnight (0200-0700: OFF

SATURDAY
Slot 9, Saturday AM (0800-1300): 8-11 Forged in Flame II: Cleansed with Fire
Slot 10, Saturday Afternoon (1400-1900)*: OFF
Slot 11, Saturday PM (2000-0100)*: 8-99 The Solstice Scar (level 7-8)
Slot 12, Saturday Overnight (0200-0700): OFF

SUNDAY
Slot 13, Sunday AM (0900-1400)**: OFF

I'm also looking forward to the Online Meet n Greet, and will likely run an unofficial GenCon Drunkfinder game in an evening slot

4/5

I would be interested in a Aasimar boon if anyone has one kicking around. If you have a Tiefling as well I would gladly be willing to trade for both of them.

I'd be willing to offer a Paizo gift certificate in exchange for these. Because the gift of more Pathfinder is the best kind of gift

4/5

In prior iterations of the guild guide, only APs were given the right to be played in campaign mode. However, some modules would be allowed within their sanctioning document to be played as campaign, but there wasn't a general rule that said you could (unless I've just completely missed it).

As of Season 8, the guild guide says that APs and Modules can. Does this apply to older modules as well, that might not include the campaign mode option in the sanctioning documents, or is this only for going forward. I feel this was potentially just a simpler solution than having to revisit every sanctioning document for modules.

If anyone can point me to any statement by leadership (or if leadership could directly comment) that this is or isn't the case would be much appreciated.


Hi James,

Has anyone ever asked you to autograph their core rule book?

If someone really wanted you to, would you be down to do it?

Thanks

4/5

3 people marked this as a favorite.

Come one, come all, and witness the birth of Drunkfinder, Drendle Dreng edition, the Pathfinder Society's newest drinking game.

The rules are as follow:

Mission Start & End
-You’ve met up for a mission, everyone take a shot for good luck and silently utter a prayer to your favorite deity.
-If you succeed the primary condition, players take a shot to celebrate
-If the party meets the secondary succeeds condition as well as the first, the GM must take a shot
-Take a shot if you missed out on treasure, you shame all great Pathfinders before you

Character Death
-Finish your drink if a character dies (Honour your fallen ally) (Excluding GM)
-Additionally, take a shot if your character dies (You must feel his pain) (Excluding GM)

Critical Rolls
-Take a shot every time you roll a Critical Failure (Rerolls can't negate RNGesus' displeasure)
-Give a shot every time you roll a Critical Success.
-Give a sip every time you confirm a critical.

Combat & Rules
-Take a sip every time you miss an attack, fail a save or fail a check. (Excluding GM)
-Take a sip at the end of every combat round.
-If 2 or more people start argue about a rule, all the people arguing must immediately take a shot. If they continue to argue after this, add a shot for every 2 minutes they continue to do so.
-Take a shot if you get knocked unconscious (Max 1 per combat) (Excluding GM)

Remember, it can't be bad if Drendle Dreng endorses.

If anybody wants a little handout that you can print out and laminate, feel free to shoot me a message and i'll send you the one I have made.

4/5

John Compton wrote:
Thomas Hutchins wrote:

The biggest example I can think of is the Stargazer. Many kinda have the feeling that it might be to OP for PFS. But currently we don't know that.

And prestigious spellcaster is something that maybe PFS doesn't want. I sure don't know for sure.

So it's either ALL non legal material from the book is going to come out as a boon. Or it's more like a bait. Telling use that Options X are boons and options Y are never going to be legal lets me know WHAT to lobby to be included. And also it doesn't stop you from having exciting surprises to find out that this scenario was the one with the boon. Until someone's played it, because I to, like Patate - PK, as many as I could that the material was made legal and which scenario granted it. It also lets me know if I want the book. If I know option X will be legal by boon I could get the book now. If I don't know option X will make it or not I wont buy the book, and maybe not buy it if it does ever come up on a boon since I will have already moved on from it.

So your preferred wording for the first line would be "The X and Y are not currently legal for play but are scheduled to be unlocked on scenario Chronicle sheets. Other content might also be unlocked as the team outlines more adventures" or something like that?

That looks better, but I think it would be best to outright say "X and Y will are not currently legal for play but are scheduled (etc)... Anything else from this book that isn't outlined below is not sanctioned for organized play."

It's always the sanctioning teams choice to change what is and isn't PFS legal, but the way it's written there just makes it sound as though you haven't decided what scenario it will go to vs. being outright banned.

John, are you able to tell us anything about how this will work (single, or all characters, reusable, coming anytime soon, etc.) or are you unable to disclose that yet?

4/5

1 person marked this as a favorite.
p-sto wrote:
MadScientistWorking wrote:
p-sto wrote:


Will the prestige class be opened just to the character with the chronicle or all characters that belong to that player? Are all the prestige classes eventually going to be given on chronicle sheets or just some? Will they all be this season or spread out over the next few years?
To answer your first question its typically opens up to all characters with the option to retrain into it with that character.
Which doesn't really help if the character you built for the PrC is now level 10 because you were waiting over a year for it and the chronicle is on another character.

The unfortunate solution for me at this point is to actually take my characters out of playing rotation. It also likely means i won't play any new scenarios before GMing them out of fear/worry that I will miss on one of these PrCs.

The other problem I foresee is that chronicles won't really be secret anymore. I can guarantee that any chronicle sheet I find that has a PrC, I'm going to make a post on here saying specifically what adventure gives it, I'm gonna tell the PFS Online Discord server, and I'm gonna tell everyone in my local group, because i would rather others know and be able to make an informed adventure choice than potentially waste it on the wrong character.

4/5

11 people marked this as a favorite.

"Prove that you are all Pathfinders" said the village elder

*players all look around, realizing no one actually has a wayfinder*

*I sheepishly pull out my wallet, and take out the PFS member card that I printed because i kept forgetting the number and pass it to the GM*

"Everything looks in order here, you have the right credentials"