Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber. Pathfinder Society Member. 897 posts (961 including aliases). 1 review. No lists. No wishlists. 3 Pathfinder Society characters. 6 aliases.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Ambrus wrote:
Replace Nualia with Jareth, or with David Bowie himself? Cause, even as talented as the 65 year old singer may be, I can't imagine that he'd be much of a challenge for even a low level group of PCs. Granted, it'd certainly be a memorable encounter. He might succeed in dazzling the PCs with sheer hutzpah and theatricality for awhile. On second thought, that just might be awesome.
Shows what you know! After all, Bowie is the Sovereign.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Neil Spicer wrote:
Reckless wrote:
Aberrant Splints
*Meh. This item grants an extra bit of reach or an extra bonus to CMD in exchange for a Charisma skill check penalty. How is that innovative? All the mechanics are borrowed from elsewhere. And the flavor and template execution isn't enough to save it.
Vs.
Neil Spicer wrote:
*Wow do I not like items that let you pick a slot. Gives the item way too much flexibility.
*Next year, pick one idea and don't over-complicate the entry.
See, I was trying to be innovative by focusing on an item that could be used in multiple slots, that made sense to be used in multiple slots(splints), and kept with the theme (abberation) without being a creature in a can or spell in a can. On the one hand, one judge thought it wasn't innovative, on the other, another judge thought it was overcomplicated.
Perhaps if I had better flavor, this might have been a keeper. Of course, with one judge "meh" and another "woah", probably not.
Judges wrote:
*I can see people wanting these.
I know, right? Sounds like I at least got the pricing around right. And it's a good item for front line fighter types. This made the judges comments easier to swallow, so thanks for whoever got that.
Judges wrote:
*It's spelled "grindylow."
So it is, dammit.
Well, it's the 3rd time I've entered, and I've gotten better with each one, but I'm not sure if I'm cut out to do the "Superstar" thing. Hmmn. Well, food for thought anyway.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Aberrant Splints Aura moderate transmutation; CL 7th
Slot wrist or feet; see below; Price 18,000 gp; Weight 2 lbs.
Description
This pair of splints is crafted from the leathered hide of a choker stretched and sewn over the rib bones of a grindalow. They may be slid into place over the forearms or calves, stretching as needed.
When worn over the forearms, they transform the wearer’s arms and hands into elongated, rubbery appendages. This increases the wearer’s reach by 5’.
When placed over the calves, they mutate the wearer’s feet into tentacled masses. This makes the wearer immune to trip and grants him a +5 bonus to CMD against bull rush attempts.
Either use of the aberrant splints is disturbing to witness, and the wearer takes a -2 penalty to Charisma-based checks and skills.
Construction Requirements Craft Wondrous Item, enlarge person, spider climb; Cost 9000 gp
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Shadowborn wrote:
Dragon78 wrote:
She is also going to loose one of her arms as well.
Upon whom will she be loosing it?
Azten wrote:
Spike or Angel.
Granted, I haven't been reading the comics, but unless one of them got his wish and became a real boy again, that's an impossibility.
In the last "season" both Angel and Buffy ascended beyond mortal limits (flying, superspeed, supervision; the whole superman package.) And they did what Angel and Buffy do; see my previous post.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
RE: Flipmat vs tiles
The advantage the flipmat has over tiles is that the flipmat has a reusable blank backside with which a dm can draw/craft an unlimitted amount of scenarios/dungeons/locations. With tiles you are stuck with a limitted number of variations among those tiles.
While Paizo sells tiles, I'm reasonably sure that their flipmats outsell their tile sets.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
The relevant info I could find in the FAQs:
FAQ wrote:
Can I print my PDF, or have it professionally printed?
You may print one copy of any Paizo PDF for personal use. Note that this only applies to products that list Paizo Publishing as the copyright holder—other publishers may have different policies; you'll need to contact them directly.
• Why can’t I copy and paste (or extract) certain maps?
Unfortunately, due to a limitation of the software, image extraction doesn't work with the Interactive Maps. You can use image capture utilities on the Interactive Maps, though, and you can still extract the images from the non-interactive PDFs.
I think Paizo realizes the utility of extracting the images for gameplay. I think they wouldn't have a problem with you printing out a clipped art piece to show your players. The issues come in when you print out multiple copies, especially with the intent to distribute and or sell.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Now, in my home campaigns, and most every other campaign I've run, I keep levelling the same.
But some recent experiences with online games have led me to see the merits of a reward system that varies xp, and, if you want, punishment heirarchy for missed play.
This is the system I'm using for my upcoming game:
Spoiler:
Level Advancement
“Slow” XP chart, and creatures encountered will be considered CR-1 for xp rewards, based on the higher stats and double equipment value of the PCs.
Bonux XP will be rewarded as follows:
On Time Arrival/Departure 250xp per session: The player arrives in the room ready to play at the designated time or before. The player doesn’t suddenly leave in the middle of the session.
Efficiency/Attention 250 xp per session: The player doesn’t make the gm and other players wait when his/her initiative comes up in combat. The player responds when the DM asks a question or for a roll.
Roleplay: 250 to 2500 xp per session. The player actively participates in role-play with npcs and the other PCs. 250 xp rewarded during primarily combat sessions, higher amounts when the focus is on roleplay so that you continue to grow without having to be all combat sessions.
Failure to show for a session
With prior notice will result in combat only XP and only for combats your character was puppeted in.
Without notice prior to the game will result in no xp for the session- your character will still be puppeted in fairness to the other players.
All XP rewards will be emailed on an individual basis before the next session. Yes, characters will progress at different paces.
Essentially it comes down to the difference between online play and face-to-face play. I don't want my time and the time of considerate attententive players wasted. I've been in some very interesting online games with totally spacey players and it detracts from everyone's fun. Mostly, I'm hoping advanced posting of these rules will thin out or eliminate these people from even applying.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Robert Miller 55 wrote:
Another possibly lower cost way to provide us with larger Pawns, at least for those of us with our own printers, is to sell those PDF only. If your card stock would work in most printers, sell packs of just your card stock, blank. I assume your card stock is not the same card stock I buy at Wal Mart.
The card stock for these pawns is way too stiff and thick to work in home printers.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Great Quote from X-Men:
Prince Namor to AIM goon: "Your arrogance sickens me, beekeeper. Only Namor has the ability to make the earth move... And he reserves that privelege for one woman at a time."
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
KaeYoss wrote:
Got my set today, I think those are amazing.
The only peeve I have is that my Merisiel looks like she has no eyes, but has painted black stripes right under where her eyes should be.
Based on the other figures, I doubt those two thick black bars are supposed to be her eyes, so I think my mini is missing something. Or are they all like that?
I think they're all like that. As an Elf, Merisel's eyes should be a solid color. That's why its different than the human figures. But I think they missed the eye slots.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
3Sheets2theWind wrote:
You know what I would like to see instead? Tokens. Built to scale. With the beautiful artwork on it. And not cardboard, I would like to see a durable plastic, perhaps even another picture of the monster or player on the back done in reds to show bleeding or dead.
Easy to transport, no set up or worrying about bending, no pieces breaking off, and no falling apart when you friend dumps beer all over the table. You can just rinse throw them in a bag and go. Like poker chips, but that are small, medium, etc.... gargantuan.
Now that is something I would like.
And for the few that want to see the back of figures... perhaps a worms eye view....
Sounds like, except for the plastic, what you want is D&D's Monster Vault.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Assuming the stats are the same,
Fighters get
3 Bonus Feats
Weapon Training
Rangers get
One Bonus Feat (from Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot)
2 Favored Enemies (Thus +4 vs. one Favored Enemy)
They both get 3 feats from levels (4 if Human)
Ranged Damage Boosting feats up to 5th level include Point Blank Shot, Rapid Shot, Deadly Aim, and Weapon Specialization.
Between Weapon Focus, Weapon Specialization and Weapon Training, the fighter gets +3 to hit for +4 damage against any creatures while the Ranger gets +4 to hit and damage against select creatures, +2 to hit and damage against other select creatures, and no bonus on others. (Add +1 to hit if the Ranger also selects Weapon Focus- the fighter did it to get weapon specialization.)
Win goes to fighter, unless your campaign only has one or two types of enemies.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Kthulhu wrote:
Reckless wrote:
Similarly, Ability Boosts are dealt with by granting a bonus to what the stat affects rather than the stat itself.
Interesting. I think I like this better. So what is a Belt of Strength +6 in Full PF would be a Belt of Strength +3 in the BB, but the +3 applies to your Strength MODIFIER instead of to the strength SCORE itself?
Interesting. Very interesting.
Effectively, yes, but not by description:
Headband of Alluring Charisma (Game Master's Guide)
This silver headband is decorated with red and
orange gems. When worn, it gives you a +1 bonus on
CHA checks and CHA-based skill checks, and to save
DCs based on your CHA (such as channel energy).
Cat's Grace (Player Pack pdf)
Your touched ally gets more agile. The ally gets a +2 bonus on
ranged attack rolls, melee attack rolls using Weapon Finesse,
initiative checks, Reflex saving throws, Acrobatics checks, Disable
Device checks, Ride checks, Stealth checks, and to Armor Class.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
No Ability Damage or Drain (Poisons mostly give the sickened condition or penalties to whatever is affected by the stat they would normally be associated with.)
Similarly, Ability Boosts are dealt with by granting a bonus to what the stat affects rather than the stat itself.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Absolutely worth discussing.
In actuality, part of the reason I made 4 new classes in BB style is I am very interested in doing a BB style campaign myself.
What I was kind of trying to point out is what your arguments would need to overcome; Paizo has a very specific goal with the BB. Adding a BB 2 into the mix has very serious business considerations for them.
I could definitely see a colaborative effort in the future here, at EN world, and elsewhere to do an expansion for the BB. In fact, places like EN World kind of thrive on those sorts of combined efforts, see E6 for a good example. (In fact, the classes linked above are for an "BBE5" style campaign I'm working on.)
I'm not convinced BB2 would be a viable option for Paizo, much less a profitable one. But then, I'm no expert. That's why I tend to listen to Lisa and Vic on these things- they've proven to be quite the adepts. It's also why I'd encourage you to continue the discussion, and for others to provide their feedback: I know Vic and Lisa are "listening".
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Cheapy wrote:
I must admit that I'm a bit flabbergasted by the success of this product. I never suspected that pre-generated characters would sell so well that it'd be on the Top Sellers category here.
For those who have purchased it, what got you to buy it?
Neil Spicer
Clinton Boomer
Hugo Solis
Clark Peterson
Not necessarily in that order. Neil Spicer + Hugo Solis is a combo I absolutely could not resist.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Skywaker wrote:
I have no doubt it would be a challenge, but that alone seems like a weak reason for rejecting the product.
I think they've given a number of other reasons, including actually wanting people to move on to Pathfinder RPG, not wanting to split the product line and thereby the fan base,trying to keep PF Society focused on PFRG, etc.
Skywaker wrote:
The thing with a second product is that you don't have to replicate all the material already provided in the PF BB. So, equipment, ability scores, races, combat and skills all give up extra pages for these more complex issues.
Also, the GM book gets a lot slimmer too as you don't need to repeat the GM advice. I could see the Player book becoming 96 pages and the GM book becoming 64 pages in a second set. That's a lot of extra space inside the same sized product.
The resources in terms of manpower to do this correctly, which is the only way Paizo would want to do it, would be pretty draining on the design staff. And really, what does an "intermediate" box do for Paizo? Do you think it would help to accomplish the stated goal of the beginner box, which is to draw new players in, show them the basics of the game in a limitted, attractive (graphically), easy to understand counterpoint to the PF Core Rulebook's more obtuse presentation, while encouraging them to "graduate" to the core rules when they've started craving more by remaining completely compatable to the core?
I mean, I look at the BB and see: ads on the sides of the box, an ad on page 63 of the Hero's Handbook, an ad on pg 96 of the Game Master's Guide, and a full color double sided ad sheet on the bottom of the box. Oh, then you come here to download the ad-on pdfs and get 4 more pages of ads, all for Pathfinder. Seems like there's an intent there.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Cosmo wrote:
Reckless wrote:
Order # 1789953 arrived today without the Tome of Horrors Complete Print edition. Everything else came on the order. The 2 Beginner boxes were highlighted green and a green highlighter check mark was on top of the sheet.
I'm thinking since the ToHC was paid for previously and had a 0.00 price listed someone missed picking it.
D'oh!
I will get your book shipped out to you as soon as possible. I apologize for the missed item.
Some of the spells are still a work in progress. I'll probably create some "iconics" to go with the classes eventually too, depending on interest. Kept off the Beginner Box page, due to Paizo's stated interests.
I still have to detail some of the spells, but here are 4 new classes in Beginner Box style:
Hunter
At home in the frontier wilderness, the Hunter is adept at following his quarry wherever it may run. An expert at ranged weaponry, the Hunter harries her foe, savoring the victory skill and patience can provide.
Spoiler:
1st Level Hunter Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: +2 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 6
D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Dungeoneering [x] Knowledge Geography
[x] Knowledge Nature [x] Perception
[x] Ride [x] Spellcraft
[x] Stealth [x] Swim
E Armor and Weapons
In Section E of your character sheet, check light armor, medium armor, and simple weapon. Then write shortbow and longbow in Section E. For more information about armor and weapons, see pages 44-47.
F Favored Foe
Write Favored Foe +2 in Section F of your character sheet. Choose one of the categories of creatures listed below. Whenever your character is attacking a creature of that category, she gains +2 on ranged attack and damage rolls. She also gains a +2 to Bluff, Knowledge, Perception, and Sense Motive skill checks related to the creature type. Write the creature type after Favored Foe +2.
F Tracker
Write Tracker in Section F of your character sheet. Your character can identify and follow creatures’ tracks with a Perception skill roll. The DC for this check is 10+ the creature’s Stealth skill modifier if the tracks are fresh (within a day.) This DC is increased by +2 to +6 per day depending on the hardness of the ground and weather conditions, as determined by the DM.
I Precise Shot
Write Precise Shot in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.
You are done with 1st-Level Hunter. To continue, go to page 32.
2nd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
DEADLY AIM: Write Deadly Aim in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See Page 41 for details of this
Feat.
3rd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
FAVORED TERRAIN: Write Favored Terrain in
Section F of your Character Sheet. Choose One of
The following Terrain Types. While in her Favored
Terrain, a Hunter gains a +2 bonus to Initiative and
A +2 bonus to Knowledge Geography, Perception, and
Stealth Checks. A Hunter leaves no tracks in her
Favored Terrain if she doesn’t wish to. Write your
selected Terrain Type after Favored Terrain in Section F.
4th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
RAPID SHOT: Write Rapid Shot in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See page 6 of the Beginner
Box Player’s Pack pdf for details of this Feat.
5th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change
SECOND FAVORED FOE: Choose a second creature
Type as a Favored Foe from the list of Creature Types
Listed under the 1st Level Hunter Feature. Write
Favored Foe in Section F of your character sheet.
One type of Favored Foe (either your original or the
One chosen here) becomes +4 , and the other is +2.
Dervish
A whirling, deadly force on any battlefield, the Dervish relies on speed and grace to finish her foes with a thousand small wounds. Styling themselves after nature’s deadliest predators, the Dervish uses both body and blade to wear an opponent down and finish them off.
Spoiler:
1st Level Dervish Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 4
D Mark these class skills in Section D of your character sheet:
[x] Acrobatics [x] Bluff
[x] Climb [x] Knowledge Nature
[x] Perception [x] Sense Motive
[x] Stealth [x] Swim
E Armor and Weapons
In Section E of your character sheet, check light armor, simple weapons, and martial weapons. For more information about armor and weapons, see pages 44-47.
F Slam
Write Slam 1d6 in Section F of your character sheet. Your character can attack with his fists, feet, or even head, doing 1d6 on a successful attack. This slam attack is considered a Light Weapon for Feats.
I Weapon Finesse
Write Weapon Finesse in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.
You are done with 1st-Level Dervish. To continue, go to page 32.
2nd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change
FLURRY: Write Flurry in Section I of your character
sheet. Your character gains this feat at level one. See
below for details of this feat.
Feat
Flurry
Prerequisite Attack Bonus +1 Dexterity 13
Benefit
You may make an attack with a light weapon as a Move Action.
Penalty
When you use this feat, take a -2 penalty on your attack rolls until the start of your next turn.
3rd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save No Change
Will Save Add+1
EVASION: Write Evasion inSection F of your
Character Sheet. This works exactly as the Rogue
Class Feature on Page 25.
FLEET: Write Fleet in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.
4th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change
IMPROVES SLAM: Change the Slam to 1d8 in Section
F ofyour character sheet. Your Slam now does 1d8
Damage on a successful attack!
5th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change
FLEET: Write Fleet again in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.
Shaman
A Shaman serves as both a servant and master of the forces of nature. Shamans are more at home in the wild than in the bustling cities. They summon powerful natural allies in their struggle to preserve the balance of nature.
Spoiler:
1st Level Shaman Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 8
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 4
D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Geography [x] Knowledge Nature
[x] Perception [x] Ride
[x] Sense Motive [x] Spellcraft
[x] Swim
E Armor and Weapons
In Section E of your character sheet, check shields, light armor, and simple weapons. For more information about armor and weapons, see pages 44-47.
K Spells
You can cast Shaman Spells. Every morning, you spend an hour communing with nature and selecting the spells you will use that day. This is called “preparing your spells.” When you cast a spell, mark it off from today’s list of prepared spells. Each day you can pick different spells—they don’t have to be the same ones each time.
F Summon Servant
Write Summon Servant in Section F of your character sheet. Next to that, write 3+WIS per day. You can summon a Dire Rat as a standard action. The Dire Rat appears within 30 feet (6 squares) of your character and will act as directed by your character for one round per level you have in the Shaman class. After that, the Dire Rat vanishes.
K Shaman Spells
Essences
Write essences in Section K of your character sheet. Essences are a weak type of Shaman Spell that you can use over and over as much as you want, up to once per round. You don’t have to prepare essences- you always have them available.
Create Water
Range 30 feet Duration Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. You cannot use this spell to create water inside a creature.
Know Direction
Range personal Duration instantaneous
When you cast this spell, you instantly know the direction of north from your current position. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Light
Range Touch Duration 1 minute/Shaman Level
You make any object (like a sword or coin) shine like a torch, but with no heat. It gives off light to a range of 20 feet. You can only have one light spell active at a time—if you cast a second one, the first one goes out.
Spark
Range 30 feet Duration instantaneous
You can make an unattended flammable object no bigger than a maple leaf catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1st Level Shaman Spells
You can prepare one 1st-level Shaman spell per day from the list of spells on this page. If your Wisdom ability score is 13 or higher, you can prepare an extra 1st-level Shaman spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
Calm Animals
Charm Animal
Cure Light Wounds
Endure Elements
Entangle
Feather Step
Obscuring Mist
Produce Flame
Speak With Animals
Stone Fist
You are done with 1st-Level Shaman. To continue, go to page 32.
2nd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
You can prepare another 1st level Shaman Spell each
day.
3rd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add +1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
You can prepare one 2nd level Shaman spell from the
spells on this page each day. If your Wisdom ability
score is 14 or higher you can prepare an extra 2nd level
Shaman spell each day.
SUMMON SERVANT: At 3rd level, you can summon
Either a Giant Spider, Reefclaw, Venomous Snake, or
Wolf instead of a Dire Rat.
2nd Level Shaman Spells
Barkskin
Cure Moderate Wounds
Eagle Eye
Flaming Sphere
Fog Cloud
Gust of Wind
Hold Animal
Resist Energy
Spider Climb
Stone Call
4th Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1
You can prepare another 1st level Shaman spell each day.
You can prepare another 2nd level Shaman spell each day.
5th Level Shaman Hit Points Add +1d8+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change
You can prepare one 3rd level Shaman spell from the
Spells on this page each day. If your Wisdom ability
score is 16 or higher you can prepare an extra 3rd level
Shaman spell each day.
SUMMON SERVANT: At 5th Level, you can Summon
An Air, Earth, Fire, or Water Elemental instead of the
Creatures listed above.
3rd Level Shaman Spells
Call Lightning
Cure Serious Wounds
Dominate Animal
Fly
Neutralize Poison
Protection From Energy
Remove Disease
Speak with Plants
Water Breathing
Wind Wall
Warlock
A Warlock is a powerful spellcaster whose magical powers come from inherited bloodlines from powerful, often otherworldly beings. A Warlock doesn’t pray, study, or commune to gain his spells- he just knows them; they are a part of him. A Warlock only knows a few spells, based on his birthright, but he can cast more spells per day than any other spellcaster, and can select from any of the spells he knows.
Spoiler:
1st Level Warlock Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 6
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 2
D Mark these class skills in Section D of your character sheet:
[x] Bluff [x] Diplomacy
[x] Knowledge Arcana [x] Knowledge History
[x] Knowledge Religion [x] Perception
[x] Spellcraft
E Armor and Weapons
In Section E of your character sheet, check light armor and simple weapons. For more information about armor and weapons, see pages 44-47.
K Spells
You can cast Warlock Spells. Unlike other casters, Warlocks do not prepare spells. Instead, each day at a time specified by his Birthright, a Warlock recharges his spellcasting ability. Each time you cast a spell, place a check mark next to the spell level in section K. When you’ve reached your maximum for that level, you may not cast any more spells of that level until the time designated by your Birthright, at which point you can erase all the check marks and start over.
F Birthrights
Write Birthright under Section F of your character sheet. Select one of the following Birthrights and write its name of after Birthright.
Celestial- Dawn
Draconic-Noon
Elemental-Noon
Fey-Sundown
Infernal-Midnight
K Warlock Spells
Legacies
Write legacies in Section K of your character sheet. Legacies are a weak type of Warlock Spell that you can use over and over as much as you want, up to once per round. Your legacies are determined by your Birthright.
Celestial
Light
Stabilize
Draconic
Detect Magic
Acid Splash
Elemental
Elemental Ray
Resistance
Fey
Dancing Lights
Ghost Sound
Infernal
Mage Hand
Read Magic
1st Level Warlock Spells
You can cast three 1st-level Warlock spell per day from the list of spells under your Birthright on this page. If your Charisma ability score is 13 or higher, you can cast an extra 1st-level Warlock spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
Celestial
Feather Fall
Magic Missile
Draconic
Cause Fear
Corrosive Touch
Elemental
Elemental Cone
Endure Elements
Fey
Sleep
Vanish
Infernal
Charm Person
Disguise Self
You are done with 1st-Level Warlock. To continue, go to page 32.
2nd Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
You can cast another 1st level Warlock Spell each
day.
ARCANE INHERITANCE: Choose one level one
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure light wounds,
or choose a wizard spell like any other Birthright.
3rd Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
You can cast three 2nd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 14 or higher you
can cast an extra 2nd level Warlock spell each day.
Celestial
Continual Flame
False Life
Draconic
Fire Breath
Protection From Arrows
Elemental
Elemental Sphere
Resist Energy
Fey
Invisibility
Levitate
Infernal
Mirror Image
Scorching Ray
4th Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1
You can cast another 1st level Warlock spell each day.
You can cast another 2nd level Warlock spell each day.
ARCANE INHERITANCE: Choose one level two
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure moderate
Wounds, or choose a wizard spell like any other Birthright.
5th Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change
You can cast three 3rd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 16 or higher you
can cast an extra 3rd level Warlock spell each day.
Reckless(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)
Order # 1789953 arrived today without the Tome of Horrors Complete Print edition. Everything else came on the order. The 2 Beginner boxes were highlighted green and a green highlighter check mark was on top of the sheet.
I'm thinking since the ToHC was paid for previously and had a 0.00 price listed someone missed picking it.