
Victrix |
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Alright folks, here is my submission for this table. Let me know if there's anything else you need, GM.
Profile almost done. See link HERE. Just need to set up gear, spells, and traits.
Victrix is around 5’7” with a lean body. She is proud of her long, honey blonde hair. She keeps it tied with a colourful ribbon at the back of her head, and usually lets it flow down to her lower ribs. Her cheeks are full, and she has minor laugh lines to them. A short chin under a button nose, and a pair of hazel eyes to the side of it. She generally prefers to be bare-footed, but that is hard to do in the hot sands of Katapesh. Here in the desert, she covers herself with multiple layers of cloth, and carries a backpack and a lute on her back. Sha also has a glaive approximately twice her size, and a shortbow tied to her backpack.
Victrix is generally cheerful and engaging when surrounded by a close circle of trusted friends. Around strangers, however, it’s surface level pleasantries. Her crime back home, and her involvement with the Taldor spies makes her cautious around new faces. She deeply regrets what she had done back in Oppara, and is of a good heart. She believes that everyone has the right to be happy and free, as long as it is not at the expense of others. Being an artist and a free spirit, she also tends to dislike authorities unless she can’t help it, or feints submission if she has a goal in mind.
While Victrix is generally talkative, and pleasant company - she is secretive about her past. She claims it was just ‘years of study in Oppara’. This is because she is in self-imposed exile from Taldor, and as far as she is aware, she is on the run from the law. Usually, she would try to steer the conversation away from ‘her boring life at the academy’, and discreetly collect bits and pieces of information on her conversation partner or their past experiences.
As a bard, she is schooled in many topics, but still is inquisitive and curious about the world. When bored, she would either play her lute and sing, or try to start a conversation.
She is a worshipper of Shelyn, and worships her every morning by either performing a song in her name, or drawing something memorable from her dreams (or the last day), then gifting the work to random passer by.
Victrix never thought she would change the towers of Oppara for sand dunes of Katapesh. Definitely not as her first assignment as a Lion Blade candidate. The assignment was simple - Travel to katapesh, meet Garavel and his caravan to Kelmarane, record the events and the possible subsequent power struggle. Then submit a report to Oppara. Victrix decided to go under the guise of a traveling entertainer and chronicler. A story not far from the truth, anyway. She came to realise that the life of a “diplomatic servant” was not one full of lies. You simply withhold a lot of information, and try to extract as much information as possible from others at the same time. A nice little game of cat and mouse. You just had to find out who is the cat, and who is the mouse.
Her most recent report was sent immediately after Almah Roveshki’s mercenaries expelled the gnolls from Kelmarane. During the nights in the camp, she would play her lute and listen in on the conversation, prodding for minor details now and then to “make note of them in her future epic”.
When the initial offensive rescued the bard Felliped, a member of the Pathfinders, she got into his good graces to deliver messages back home “to her fellow students and professor”. As far as everyone is concerned, she is here to finish her thesis - an epic on reclaiming the lost temple of Kelmarane from the clutches of the Carrion King. After the church was reclaimed, her orders changed, and instructed her to take a “more active approach in the development of the area, keeping Taldor's inerests in mind".
Victrix is a candidate for membership in the Lion Blades, the unofficial - and mostly secret - diplomatic corps to Taldor. She would try to establish herself within one of the local major powers as a court entertainer or advisor to keep tabs on the Pactmasters, if possible.
The actual reason why she accepted this mission was that she killed a Taldor citizen back in Oppara, and she is on the run from the authorities. The Lion Blades helped her leave the country, and start her self-imposed exile. Unbeknownst to her - it was actually the Lion Blades who set her up. The patron she ‘killed’ is a Lion Blades agent, and is still very much alive. The entire thing was just a ruse that should have provided a motivation to leave Taldor. Victrix is not aware of this fact, however, and trusts the Lion Blades completely.
Felliped - until a permanent caravan route is established, Felliped’s network of couriers and Pathfinder chapters in most of the larger cities covers Victrix’s connection to Oppara. She would try to stay on his good side, within reason, and protect him if possible. In exchange, she would only want a sealed letter with her report delivered once every 2-3 weeks. In the event of a major development, she would write a report as soon as possible.
She is interested in Garavel for similar purposes, although in this case, it is to utilise his smuggling network instead. Felliped is preferable. Smugglers are likely to get intercepted or even read the contents of her reports.
In the event of Almah’s forces becoming a major power in the area, she would try to infiltrate her inner circle. In the event of the fragile peace between Taldor and Qadira being brought to an end, she would try to use Almah’s influence to help Taldor in the conflict.

GM Wolf |

I could redo the bard for an archeologist to take care of traps. Or just apply the story to a different class entirely. So I'll make something to cover traps and such. Possibly a rogue / slayer / inquisitor.
Oh, if Elephant in the room is used, I would go for Bladed Brush. But that is not covered in the elephant rules. GM, could you give me a rundown for rules on this feat in your game? I want to go for dex to atk and damage with a glaive, but that is not a light weapon, so elephant does not cover that. Bladed brush does, but it is not in the doc.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Bladed%20Brush
I would still take the flagbearer feat and use them in unison.
You can take bladed brush but you would need the prerequisites too: Prerequisites: Weapon Focus (glaive), must be a worshiper of Shelyn.
Sometimes the rules don't change if you want something so special!

Victrix |
NotEspi wrote:I could redo the bard for an archeologist to take care of traps. Or just apply the story to a different class entirely. So I'll make something to cover traps and such. Possibly a rogue / slayer / inquisitor.
Oh, if Elephant in the room is used, I would go for Bladed Brush. But that is not covered in the elephant rules. GM, could you give me a rundown for rules on this feat in your game? I want to go for dex to atk and damage with a glaive, but that is not a light weapon, so elephant does not cover that. Bladed brush does, but it is not in the doc.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Bladed%20Brush
I would still take the flagbearer feat and use them in unison.
You can take bladed brush but you would need the prerequisites too: Prerequisites: Weapon Focus (glaive), must be a worshiper of Shelyn.
Sometimes the rules don't change if you want something so special!
Only fair. I already accepted the fact that I will not have it until level 5. Guess I'll just use STR to attack and damage in the meantime. I'm off to bed. Will finish the profile tomorrow morning.

GM Wolf |

No Feat Taxes website
Removed Feats: Feats that have been completely
removed from the game, usually due to redundancy with
new or altered feats:
• Combat Expertise
• Deadly Aim
• Exotic Weapon Proficiency
• Improved Bull Rush
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Overrun
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Martial Weapon Proficiency
• Mobility
• Power Attack
• Scorpion Style
• Stand Still
• Throw Anything
• Weapon Finesse
-----
NEW FEATS
Feat Notes
Deft Maneuvers: Combines the effects of Improved Disarm, Improved Trip, and Improved Feint.
Greater Hamstring: Victims of your hamstring combat maneuvers cannot move for the rest of their turn.
Iron Guard: Gain the benefit of a rogue’s evasion class feature when using a shield.
Powerful Maneuvers Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity.
Powerful Stride Once per day, take a 10-foot step in place of a 5-foot step.
Savage Charge Use Vital Strike as part of a charge or Spring Attack.
Scorpion Stance Replaces Scorpion Style. Allows the use of bull rush, hamstring, overrun, and trip combat
maneuvers against larger foes.
Unarmed Combatant Combines the effects of Improved Grapple and Improved Unarmed Strike.
Weapon Proficiency Allows you to make attack rolls with a single fighter weapon group normally.
Whirling Cleave Take a single 5-foot step during a Cleave or Great Cleave.
-----
Altered Feats:
Agile Combatant Formerly titled Agile Maneuvers. Includes the hamstring combat maneuver and acknowledges
the changes to Weapon Finesse.
Catch Off-Guard Combines the effects of Catch Off-Guard and Throw Anything.
Deflect Arrows Characters with Shield Focus may take this feat to deflect arrows with their shield.
Dodge Combines the effects of Dodge and Mobility.
Greater Shield Focus The AC bonus granted by Shield Focus now affects ranged touch attacks (including rays
and similar magical effects).
Greater Two-Weapon Fighting Combines the effects of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.
Improvised Weapon Mastery Solely increases the damage dealt by improvised weapons, as Catch Off-Guard already
removes all penalties to attack.
Natural Spell Now works with the wizard’s change shape class feature.
Rapid Reload Slings and sling staves may now be reloaded as a free action.
Shield Focus Grants an additional +4 bonus to AC against ranged attacks.
Two-Weapon Fighting Verbiage changed to reflect the changes to Weapon Finesse.
-----
Risky Strike and Defensive Stance
In place of Power Attack, Deadly Aim, Fight Defensively,
and Combat Expertise, players are granted two new
combat options: Risky Strike and Defensive Stance. Both
are usable by any character with a base attack bonus of
at least +1, and neither option requires a feat to access.
Risky Strike
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and
combat maneuver checks to gain a +2 bonus on all damage
rolls. This bonus to damage is increased by half (+50%) if
you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an
attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4
points thereafter, the penalty increases by –1 and the bonus
to damage increases by +2.
You must choose to use Risky Strike before making an
attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects
that do not deal hit point damage.
Defensive Stance
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack
rolls and combat maneuver checks to gain a +1 dodge
bonus to your Armor Class. When your base attack bonus
reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1.
You must choose to use Defensive Stance before making
an attack roll and its effects last until your next turn.
Here is a roster sheet to better help me make sure everyone is accounted for!

hustonj |
Hmmmm . . ..
5d6 - 2 - 2 ⇒ (2, 4, 2, 2, 5) - 2 - 2 = 11
5d6 - 2 - 4 ⇒ (5, 4, 5, 2, 6) - 2 - 4 = 16
5d6 - 2 - 4 ⇒ (2, 5, 6, 5, 4) - 2 - 4 = 16
5d6 - 1 - 3 ⇒ (5, 1, 5, 3, 5) - 1 - 3 = 15
5d6 - 1 - 3 ⇒ (1, 6, 4, 3, 6) - 1 - 3 = 16
5d6 - 1 - 1 ⇒ (1, 4, 5, 1, 3) - 1 - 1 = 12
5d6 - 2 - 2 ⇒ (6, 2, 6, 4, 2) - 2 - 2 = 16
16, 16, 16, 16, 15, 12 49 Point build?
That enables a pretty MAD build, doesn't it? Time to consider.

GM Wolf |

I could potentially do an Inquisitor, or maybe a Slayer. Still trying to nail down a concept.
Edit: DM, the description of the Ravener Hunter archetype makes it sound pretty specific to catfolk who worship nature spirits rather than a deity. Would you allow a Sarenrae-worshipping Ifrit to use the archetype? Being an Inquisitor who is able to pick up an Oracle mystery is the part I want, I’m less concerned with the fluff.
Yeah that sounds fine.
---
@hustonj
You better hurry, we look to be about ready. Deadline looks like tonight at midnight... So we can start tomorrow! If you can't get that deadline feel free to finish making your character and we will invite you on the second wind, there is always a second wind.

Ouachitonian |

2d8 ⇒ (1, 7) = 8
Reroll: 1d8 ⇒ 4
GM, can I take Breadth of Experience? I feel like it combines well with the Inquisitor's Monster Lore feature. The prereqs are "Dwarf, elf, or gnome; 100+ years old." I'm none of those races, but 100+ years old is easily done for a planetouched like an Ifrit. (I mean heck, if you roll your starting age you could be as old as 108 for a trained class like an inquisitor).

pad300 |
...
@hustonjYou better hurry, we look to be about ready. Deadline looks like tonight at midnight... So we can start tomorrow! If you can't get that deadline feel free to finish making your character and we will invite you on the second wind, there is always a second wind.
Not making that deadline, so I guess I'm out.

hustonj |
Hustonj, double check the present player list... we already have a bard and an investigator... It is fine to build whatever you want but it is good to read the room before charging in! ;)
Yeah, I know how that works. I had one campaign I applied to where 4 characters were submitted with the class I chose and 6 with the campaign trait. I build what feels right at the moment, every time. With more time something else might feel right in a day or two, but right now, a serious skill-monkey Pathfinder archaeologist is what feels right to me!
Without tools, just those huge attributes, class abilities, feats, and traits, I show Perception at +15, Disable Device at +14, Knowledge (history) at +11, all other Knowledges at +10 (along with Appraise, Linguistics, and Spellcraft) and both Diplomacy and Use Magic Device at +9. Probably the most capable skill-based support character I've put together.
Lot more to do, including the write up on how an Absalom street urchin connected into the Pathfinders. But I've made pretty good progress, at least in part because this IS what feels right at the moment.

hustonj |
Well, here's how far I got. Haven't picked his languages known, and I really need to do more writing, but, it is Midnight here, so . . ..
DescriptionThe young man's shock of dark, unkempt hair doesn't look too bad, but that has got to be because of how short it is cut. He is shaven, though probably not today. The assortment of belt pouches, pack, and quivers are all well kept and worn for ease of access. A rapier, dagger, and bow are visibly worn as well. His leather is stained a pale blue and a forest green. The cloth he wears is mostly in a similar blue, though his cloak's exterior is a charcoal grey compared to the interior's darker hunter green. The chest plate of his armor has a large engraving of the Glyph of the Open Road. The glyph is in black on a green background. Despite the initial impression made by his unkempt hair, both he and his gear are spotlessly clean.
His pale green eyes seem to sparkle as they dance, standing in contrast to his bronze skin, as they take in everything around him.
Eventually, those who commit breaking and entering in order to acquire resources get caught. Auso's good fortune was that he got caught by Pathfinder Venture Lieutenant Teofia Manea. Her youth in traveling Varisian caravans may well have been decades behind her, but she recognized the motives in his actions, and the spark in his eyes. She brought him back to a lodge house to see if he could live up to the promise she saw in his eyes. He was a sponge, soaking up more knowledge than anyone expected, taking the time to practice skills others would have long since considered mastered. He surpassed her expectations.
Yes, the two have a mentor/mentee relationship. She connected Auso with Garavel, loaning him a wayfinder as she sent him on his first mission. They both expect his encyclopedic memory and ability to search through ruins will benefit the expedition. VL Manea is confident that he can, if he just does what she knows he can. He's hopeful that he will get it right, but doesn't have her experience to assure him just how prepared he really is to help.
Speed 30'
Melee +4, Ranged; Finesse +5; CMB +4/+5 (BAB+2, Str+2, Dex+3)
MW Rapier +6 for 1d6+2 @ 18+ (P)
(Finesse, MW)
MW Str (+2) Composite Shortbow +6 for 1d6+2 over 70' @ x3 (P, 40 arrows)
(Ranged, MW)
MW Mithral Dagger +6 for 1d4+2 over 10' @ 19+ (P or S, only 1)
(Ranged/Finesse, MW)
Archeologist's Luck: +2 attack rolls, weapon damage rolls
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage
AC 16, T13, FF13, CMD17 (Armor 3, Dex+3, BAB+2, Str+2)
Defensive Stance: -1 Attack for +1 Dodge
Trap Sense: +1 dodge bonus to AC against attacks made by traps
Uncanny Dodge: Cannot be caught flat-footed, does not lose Dex vs invisible opponents, can be immobilized or feinted for Dex loss
HP 11 (8+?+?+3xCon+1)
Fort +2 (Base+1, +1 Con)
Ref +6 (Base+3, +3 Dex)
Will +6 (Base+3, +3 Wis)
Archeologist's Luck: +2 saving throws
Trap Sense: +1 bonus on Reflex saves made to avoid traps
Cantrips: infinite
1: 4/4
Spells Known
Cantrips: DC 13
Detect Magic
Know Direction
Mending
Prestidigitation
Sift
Read Magic
Level 1: DC 14
Cure Light Wounds
Fastidiousness
Hideous Laughter
Share Language
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 3-Acrobatics (Dex) 3+0+0-ACP
+10 Appraise (Int) 4+3+3 {Background}
+ 3 Bluff (Cha) 3+0+0
+ 2-Climb (Str) 2+0+0-ACP(+2 Climber's Kit)
+ 4 Craft (any) (Int) 4+0+0
+ 9+Diplomacy (Cha) 3+3+3(+2 Linguist's Codex)
+14~Disable Device (Dex) 3+3+3+1 Clever Explorer+1 Vagabond Child+3 Skill Focus-ACP(+2 MW Tools)
+ 3 Disguise (Cha) 3+0+0
+ 3-Escape Artist (Dex) 3+0+0-ACP
+ 3-Fly (Dex) 3+0+0-ACP
+ 3 Heal (Wis) 3+0+0
+ 3 Intimidate (Cha) 3+0+0
+10 Knowledge (arcana) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (dungeoneering) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (engineering) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (geography) (Int) 4+2+3+1 Bardic Knowledge
+11 Knowledge (history) (Int) 4+3+3+1 Bardic Knowledge
+10 Knowledge (local) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (nature) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (nobility) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (planes) (Int) 4+2+3+1 Bardic Knowledge
+10 Knowledge (religion) (Int) 4+2+3+1 Bardic Knowledge
+10+Linguistics (Int) 4+3+3(+2 Linguist's Codex) {Background}
+15 Perception (Wis) 3+3+3+1 Clever Explorer+3 Skill Focus+2 Alertness
+ 3 Perform (any) (Cha) 3+0+0
+ 3-Ride (Dex) 3+0+0-ACP
+ 5 Sense Motive (Wis) 3+0+0+2 Alertness
+10 Spellcraft (Int) 4+3+3
+ 3-Stealth (Dex) 3+0+0-ACP
+ 3+Survival (Wis) 3+0+0(+2 MW Survival Kit - varies)
+ 2-Swim (Str) 2+0+0-ACP
+ 9 Use Magic Device (Cha) 3+3+3
ACP: -0
Archeologist's Luck: +2 skill checks
Languages Known: Taldane (Common), 1, 2, 3, 4; 1, 2, 3
Elephant in the Room core options:
Weapon Finesse
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage
H Skill Focus (Perception)
1 Skill Focus (Disable Device)
3 Alertness
5 <Deft Hands>
7 <>
H <Skill Focus ()>
9 <>
11 <>
13 <>
15 <>
H <Skill Focus ()>
17 <>
19 <>
** Traits **
Campaign: Seeking Adventure: Start with a Wayfinder & 500gp debt to a Venture Captain.
Faith: Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Region: Vagabond Child: +1 trait bonus on Disable Device and it is always a class skill.
4 <Trap Spotter>
8 <Canny Observer>
12 <>
16 <>
20 <>
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak)*
FREExx Wayfinder (1#)*
FREExx MW Studded Leather (20#/+3/+5/_0/15%/30')*
FREExx MW Mithral Dagger (.5#/1d4/19+/10'/P or S)*
FREExx MW Rapier (2#/1d6/18+/P)*
x525.0.0 MW Str (+2) Composite Shortbow (2#/1d6/x3/70'/p)*
xxx2.0.0 Arrows, 40 (6#)*
2000.0.0 Handy Haversack (5#)*
x100.0.0 MW Thieves' Tools (2#)*
xxx5.0.0 Spell Component Pouch (2#)*
xx75.0.0 Ioun Torch (-#)*
x200.0.0 Expanded Linguist's Codex (5#)
xx12.0.0 Pathfinder's Kit (22#, backpack, a bedroll, a belt pouch*, a clay mug, a dagger*, two fishhooks, a flint and steel*, a sewing needle, a signal whistle*, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone)
-xx1.0.0 (-2# - resell backpack from Pathfinder's Kit)
x250.0.0 Traveler's Any-Tool (2#)
xx10.0.0 Silk Rope, 50' (5#)
xx40.0.0 Chronicler's Kit (4.5#, a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord)
xxx5.0.0 Gear Maintenance Kit (2#, metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
xxx3.0.0 Cooking Kit (16#, iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of seasonings)
xx50.0.0 MW Survival Kit (5#, flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, small utility knife. flora 7 fauna guide)
xx80.0.0 Climber's Kit (5#)
(* indicates outside Handy Haversack)
3358.0.0 spent for 50# as worn/carried (45# w/o Handy Haversack)
142 GP on hand
Light 66#: By armor
Medium 134#: +3/-3/20'/x4
Heavy 200#: +1/-6/20'/x3
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Archaeologist's luck, bardic knowledge, cantrips
2nd +1 +0 +3 +3 Clever explorer, uncanny dodge
3rd +2 +1 +3 +3 Trap sense +1
4th +3 +1 +4 +4 Rogue talent
5th +3 +1 +4 +4 Lore master 1/day
6th +4 +2 +5 +5 Evasion, trap sense +2
7th +5 +2 +5 +5 —
8th +6/+1 +2 +6 +6 Rogue talent
9th +6/+1 +3 +6 +6 Trap sense +3
10th +7/+2 +3 +7 +7 Jack-of-all-trades
11th +8/+3 +3 +7 +7 Lore master 2/day
12th +9/+4 +4 +8 +8 Advanced talent, rogue talent, trap sense +4
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 —
15th +11/+6/+1 +5 +9 +9 Trap sense +5
16th +12/+7/+2 +5 +10 +10 Jack-of-all-trades, rogue talent
17th +12/+7/+2 +5 +10 +10 Lore master 3/day
18th +13/+8/+3 +6 +11 +11 Trap sense +6
19th +14/+9/+4 +6 +11 +11 Jack-of-all-trades
20th +15/+10/+5 +6 +12 +12 Rogue talent
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Spells per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level Cantrips 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Roll Race Level Gear Final
15 +0 15 +0 15 +0 S 15 +2
16 +0 16 +0 16 +0 D 16 +3
12 +0 12 +0 12 +0 C 12 +1
16 +2 18 +0 18 +0 I 18 +4
16 +0 16 +0 16 +0 W 16 +3
16 +0 16 +0 16 +0 H 16 +3

GM Wolf |

GM, can I take Breadth of Experience? I feel like it combines well with the Inquisitor's Monster Lore feature. The prereqs are "Dwarf, elf, or gnome; 100+ years old." I'm none of those races, but 100+ years old is easily done for a planetouched like an Ifrit. (I mean heck, if you roll your starting age you could be as old as 108 for a trained class like an inquisitor).
I am good with an Ifrit or other native outsider taking this feat, make sure you do the other requirement. Do planetouched age into the older states?

Ouachitonian |

Knight of Yesterday |

I’ve played book 1, many years ago, but not book 2.
5d6: 5d6 ⇒ (5, 3, 2, 6, 2) = 18 = 14
5d6: 5d6 ⇒ (2, 6, 5, 5, 3) = 21 = 16
5d6: 5d6 ⇒ (2, 2, 5, 3, 6) = 18 = 14
5d6: 5d6 ⇒ (4, 3, 6, 3, 4) = 20 = 14
5d6: 5d6 ⇒ (5, 6, 6, 1, 1) = 19 = 17
5d6: 5d6 ⇒ (5, 4, 4, 2, 4) = 19 = 13
5d6: 5d6 ⇒ (1, 2, 6, 6, 2) = 17 = 14
17/16/14/14/14/14
Ironically, I’m considering a build very similar to Throrgar but human and I might go straight Investigator. I’ll keep you updated.

Qyntessential |

I've yet to dip my toes in this adventure, but looking at the other players, I think I'll be going with either a Druid or an Arcanist, and my timezone is GMT -3
5d6: 5d6 ⇒ (5, 3, 1, 3, 5) = 17 = 13
5d6: 5d6 ⇒ (4, 3, 3, 5, 4) = 19 = 13
5d6: 5d6 ⇒ (5, 1, 5, 4, 3) = 18 = 14
5d6: 5d6 ⇒ (5, 5, 1, 6, 4) = 21 = 16
5d6: 5d6 ⇒ (4, 2, 4, 4, 3) = 17 = 12
5d6: 5d6 ⇒ (3, 6, 4, 6, 1) = 20 = 16
5d6: 5d6 ⇒ (2, 3, 6, 1, 2) = 14 = 11
16/16/14/13/13/12
Not bad at all!

Mightypion |
Tentative dice rolls:
5d6: 5d6 ⇒ (3, 2, 3, 1, 1) = 10 = 10 =8
5d6: 5d6 ⇒ (5, 2, 3, 2, 6) = 18= 18=14
5d6: 5d6 ⇒ (2, 5, 5, 5, 1) = 18=18=15
5d6: 5d6 ⇒ (1, 6, 6, 4, 3) = 20=20=16
5d6: 5d6 ⇒ (1, 3, 6, 2, 2) = 14=14=11
5d6: 5d6 ⇒ (5, 2, 6, 5, 3) = 21=21=16
5d6: 5d6 ⇒ (3, 2, 5, 1, 2) = 13=13=10
16/16/15/14/11/10
Party is martials + a Bard? How about an Urban Skald or a support centric Oracle? I think I can make both of these work quite well with these stat spreads.
All you need for damage is a level 1 dip in mysterious stranger :)

Javell DeLeon |

5d6 - 1 - 1 ⇒ (1, 5, 3, 4, 1) - 1 - 1 = 12
5d6 - 4 - 4 ⇒ (4, 6, 6, 4, 5) - 4 - 4 = 17
5d6 - 1 - 2 ⇒ (5, 3, 2, 1, 6) - 1 - 2 = 14
5d6 - 1 - 2 ⇒ (1, 2, 2, 5, 6) - 1 - 2 = 13
5d6 - 1 - 2 ⇒ (2, 1, 3, 4, 2) - 1 - 2 = 9
5d6 - 2 - 2 ⇒ (2, 3, 6, 2, 2) - 2 - 2 = 11
5d6 - 3 - 5 ⇒ (5, 6, 5, 6, 3) - 3 - 5 = 17
17,17,14,13,12,11
How many players are you looking for?
Do you need a healer and/or a ranged type?
What level are you currently?
Are you all in a specific location that should be near?
I've played the beginning of Book 1 before that ended. That's pretty much it.

GM Wolf |

We currently have lots of PCs turned NPCs.
Present Players:
Sendi the half-orc aasimar scaled fist (monk)
Victrix the Human Bard / Rogue
Balan the human monk
GMPC - Aukan the goliath fighter
So we are 3rd level and could use a healer and/or a ranged type. We are in the thick of the serious part of the Module. If we find you as a prisoner or something down here.
How about an Urban Skald or a support centric Oracle?
sure!

![]() |

I haven't played the campaign yet, but it supposedly has a good reputation. I must admit I'm curious! How are you handling campaign traits? Are all still selectable and are new characters required to have one?
stat rolls: 5d6 ⇒ (5, 6, 4, 3, 3) = 21 = 15
stat rolls: 5d6 ⇒ (2, 1, 5, 4, 2) = 14 = 11
stat rolls: 5d6 ⇒ (6, 6, 3, 4, 4) = 23 = 16
stat rolls: 5d6 ⇒ (4, 1, 6, 5, 3) = 19 = 15
stat rolls: 5d6 ⇒ (6, 1, 4, 5, 3) = 19 = 15
stat rolls: 5d6 ⇒ (4, 1, 4, 1, 2) = 12 = 10
stat rolls: 5d6 ⇒ (1, 6, 6, 4, 1) = 18 = 16
So 16, 16, 15, 15, 15, 11. Pretty solid and might suit a MAD build.
Would you be open to allowing the Legendary Cleric archetype for a cleric? It is third party, but I figured I'd ask as it's something I've been wanting to try for a while. Basically a tune of the base cleric; in return for losing spontaneous cure conversion (you can take the healing domain for a limited version of it) and getting a second domain later, you get 4 skillpoints each level instead of 2, and scaling class features, even past level 8 where clerics stop getting any normally. The domains themselves have also been redone.
It gets either access to divine boons or two bonus feats along the way to be able to specialize in a way of combat. I would use it as a support/healing build probably based around channeling and healer's heands/incredible healer at level 5. I'm unsure what fighting style to use yet, but perhaps an archer cleric is doable with the two bonus feats it gets at level 2 and 8.
Alternatively, I've been wanting to try the warpriest for a while, or a Ravener hunter inquisitor who takes life oracle revelations. Both could serve as decent ranged character with some healing capacity.

Philo Pharynx |

Hmm... let's see what's coming up
stats: 5d6 ⇒ (1, 4, 3, 5, 5) = 18 = 14
stats: 5d6 ⇒ (2, 2, 2, 2, 3) = 11 = 7
stats: 5d6 ⇒ (1, 1, 4, 2, 6) = 14 = 12
stats: 5d6 ⇒ (4, 6, 1, 6, 3) = 20 = 16
stats: 5d6 ⇒ (5, 6, 4, 3, 3) = 21 = 15
stats: 5d6 ⇒ (3, 1, 2, 3, 3) = 12 = 9
stats: 5d6 ⇒ (5, 1, 5, 4, 2) = 17 = 14
16, 15, 14, 14, 12, 9 Could be worse.

Philo Pharynx |

Okay, my muse grabbed onto the prisoner idea, and she has grabbed on hard. I'm thinking of an undine aquakineticist who has spent much of her life as a prisoner being used as a water source, especially for the pesh trade. As well as all the usual slave things that will merely be alluded to.
She's going start out wary and guarded. No, I'm not playing the loner character who doesn't want to work with the party. I'm setting up an arc where she starts focused on revenge and protecting herself, but over time may eventually learn to let somebody in.
She will be ranged support, but not a healer.
hp: 2d8 ⇒ (4, 8) = 12

Mightypion |
Additional question:
--Are Firearms a thing?
--Level 3 WBL with equipment probably scattered around the dungeon?
Character was part of a hit squad, tasked with killing the big bad, only survivor on account of her looks (which will be great irrespective of Urban Skald or Oracle), currently imprisoned, was the sole non evil character in the hit squad. Will have some interesting reactions to being in a mostly not evil party.

Philo Pharynx |

Well, my muse has been dragging me into some dark places since I saw this. I'll probably be up in the middle of the night thinking about this character. But I'd better post what I have because I've got another game coming up soon. Please excuse the crudity of this model. I didn't have time to build it to scale or paint it.
It is obvious that Sassarra isn't wholly human. Her skin is aqua with darker flowing lines across it. Long deep blue hair flows down. She is small and rail-thin, years of deprivation obvious on her. The calluses of many manacles encircle her wrists and ankles. While she has the marks of many scars on her, her left hand stands out as the cruelest. It's twisted and stiff because of the deep branding left on it. Though the scars are twisted, the skull and chains of Zon-Kuthon are obvious to those who look deeply. She keeps herself tense, always watching for danger.
She has spent years as a slave, and is always guarded. Revealing any hope or desire or joy is a way for others to manipulate you. Those emotions are weakness. Life is violence and pain. It will always come and the best you can do is keep your head down and try to minimize it. Sometimes she remembers the life she had as a child with her mother. Being carefree and loved for at least part of the day. But she locks herself down when she feels that.
Privacy means nothing to her. Her body is not her own. She has been used and this is normal to her. It is just one of her duties.
The only time she lets her guard down is when she has been rewarded with pesh. It's been infrequent enough that she hasn't been addicted, though she'd lose herself in it if she could. She knows that she's vulnerable when she takes it, and afterwards she always regrets losing control. But more than just the euphoria, this represents her being given a gift from her masters.
Sassarra has never known a day of freedom in her life.
She was born and raised in a luxurious prison. Her mother Arisha was beautiful, as were all of her "aunties". They dressed in the finest silks and satins. In the mornings, she could swim in an elegant marble pool filled with elementally pure water. But later in the day, she had to keep quiet in the back of the closet for fear of angering Great Sir. From her place hidden behind the dresses she could hear what happened when Great Sir was angered. And later, she learned how to help treat the wounds left behind.
But as she grew, she came into her powers. Her elemental heritage was somehow stronger than her mother's. They hid it for a while, but eventually Great Sir learned of her abilities. Within a month, she was walking across the desert chained to a line of other slaves. She was expected to keep them all alive with her water powers. Any disobedience would be punished harshly - sometimes to her and sometimes to others in her name. At the end of the trip, she was rewarded with a pipeful of pesh to send her off to sweet dreams.
Over the next few years she crossed the desert many times. She was traded and sold and even stolen once. She learned that she could spray water with enough force to batter a person. That led to her learning what it was like to be beaten almost to death. She awoke bound in a pile of dead children. Children that had died because of her rebellion. When she was able to walk again, she was told that she would use her powers on orders only.
It has been over a decade since she has seen her mother. The rumors are that she is still alive and that she has a younger brother. Even the possibility that she has a sibling who went through this cuts her deeply. It's one thing for her to face this, but it's worse for another person to do this. If she finds more information, she will free them.
She has also been through housed with many slaves. There's a quiet bond with some of them from suffering together. Others resent her for the status she had for her powers. Likewise, she's had many owners and overseers.
I saw a feat and thought it might be an interesting way to make my character more flexible. There's an Undine feat Hydraulic maneuver. This normally only works with Hydraulic push. I was wondering if I could use it with my water blast and the Pushing Infusion. The combat maneuver would replace the normal damage and would still cost 1 burn. I could see this based off of Con or Dex (kineticist talents use both at different times).
The explanation in game terms is that she would have been expected to stop other slaves from escaping. On pain of torture to both her and other slaves. If she harmed them, she would be punished. If they get away, she would be punished.
Sassarra
Female undine hydrokineticist 3 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 10)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 32 (3d8+12) (3 nonlethal taken)
Fort +7, Ref +7, Will +4
Resist cold 5, fire 2
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Special Attacks kinetic blast
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—hydraulic push[APG]
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—extended range, pushing infusion
. . Blasts—water blast (2d6+7)
. . Utility—basic hydrokinesis, heat adaptation
--------------------
Statistics
--------------------
Str 7, Dex 17, Con 16, Int 14, Wis 16, Cha 12
Base Atk +2; CMB +5 (+7 dirty trick, +7 disarm, +7 reposition, +7 steal, +7 trip); CMD 13 (15 vs. dirty trick, 15 vs. disarm, 15 vs. reposition, 15 vs. steal, 15 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Hydraulic Maneuver[ARG], Power Attack
Traits broken, not beaten, life of toil, tortured, water shaping
Skills Acrobatics +7, Bluff +4, Diplomacy +3, Disguise +0, Heal +7, Perception +9, Perform (dance) +4, Profession (Servant) +9, Sense Motive +6, Sleight of Hand +3, Stealth +9, Swim +10
Languages Aquan, Common, Kelish, Osiriani
SQ burn (1 point/round, max 6), elemental overflow +1, finesse weapon attack attribute, gather power, hydrated vitality[ARG]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Extended Range Kinetic blast has range of 120ft.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Hydrated Vitality (6 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Hydraulic Maneuver Use your hydraulic push ability to perform a bull rush, disarm, dirty trick, or trip.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +5) Your kinetic blasts makes Bull Rush CMB using Con.
Swim (30 feet) You have a Swim speed.
Water Blast (Sp) Level 1; Burn 0
Well, she's been a slave. She won't start with anything, but as a kineticist she can get by without anything. I'm good if it takes a while to get her up to balance.

GM Wolf |

How are you handling campaign traits? Are all still selectable and are new characters required to have one?
You should have one campaign trait, all players should have one. I believe they are all still selectable.
Would you be open to allowing the Legendary Cleric archetype for a cleric? It is third party, but I figured I'd ask as it's something I've been wanting to try for a while. Basically a tune of the base cleric; in return for losing spontaneous cure conversion (you can take the healing domain for a limited version of it) and getting a second domain later, you get 4 skillpoints each level instead of 2, and scaling class features, even past level 8 where clerics stop getting any normally. The domains themselves have also been redone.
It gets either access to divine boons or two bonus feats along the way to be able to specialize in a way of combat. I would use it as a support/healing build probably based around channeling and healer's heands/incredible healer at level 5. I'm unsure what fighting style to use yet, but perhaps an archer cleric is doable with the two bonus feats it gets at level 2 and 8.
Alternatively, I've been wanting to try the warpriest for a while, or a Ravener hunter inquisitor who takes life oracle revelations. Both could serve as decent ranged character with some healing capacity.
I would be fine with any of those options.

GM Wolf |

We are look8ng for 4 more players.
Firearms are very rare.
Depending on how you come into the game your wealth might be on you or dispersed into the dungeon (slaves).
Mightypion I like where you are going with your back story! Remember to add names, classes and such of your previous party members should it come up.

Mightypion |
We are look8ng for 4 more players.
Firearms are very rare.
Depending on how you come into the game your wealth might be on you or dispersed into the dungeon (slaves).
Mightypion I like where you are going with your back story! Remember to add names, classes and such of your previous party members should it come up.
I am gonna use my way of the wicked party, cunning plan is cunning!

Philo Pharynx |

BTW, I did have a rules question, which I not-so-brilliantly hid in the middle of my post.
I saw a feat and thought it might be an interesting way to make my character more flexible. There's an Undine feat Hydraulic maneuver. This normally only works with Hydraulic push. I was wondering if I could use it with my water blast and the Pushing Infusion. The combat maneuver would replace the normal damage and would still cost 1 burn. I could see this based off of Con or Dex (kineticist talents use both at different times).
The explanation in game terms is that she would have been expected to stop other slaves from escaping. On pain of torture to both her and other slaves. If she harmed them, she would be punished. If they get away, she would be punished.

GM Wolf |

I saw a feat and thought it might be an interesting way to make my character more flexible. There's an Undine feat Hydraulic maneuver. This normally only works with Hydraulic push. I was wondering if I could use it with my water blast and the Pushing Infusion. The combat maneuver would replace the normal damage and would still cost 1 burn. I could see this based off of Con or Dex (kineticist talents use both at different times).
The explanation in game terms is that she would have been expected to stop other slaves from escaping. On pain of torture to both her and other slaves. If she harmed them, she would be punished. If they get away, she would be punished.
Yes I would say you could get the feat Hydraulic maneuver and use it with your pushing infusion.
Sassarra you are accepted please report into discussion.
The sooner you get your submission done the sooner you may be able to join us!

Bhashir |

This is Knight of Yesterday’s submission. Everything is in the alias too.
Bhashir
Male human Investigator (empiricist) 3
N Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
Armor class 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 33 (3d8+6 con +3 fcb +3 toughness +3 trait)
Fort 3, Ref 5, Will 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +7 (1d8+7 P/x3)
Ranged composite shortbow +4 (1d6+4 P/×3)
Special Attacks Inspiration, mutagen, alchemy
Extracts Known (CL 3rd,)
1st —Cure Light Wounds, Heightened Awareness, True Strike, Long Arm, Tears to Wine, Coin Shot, Shield, Comprehend Languages
Extracts Prepared (CL 3rd)
1st—(3/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 18, Wis 14, Cha 14
Base Atk +2; CMB 6; CMD 18
Feats Power Attack (EitR, free), Deadly Aim (EitR, free), Combat Expertise (EitR, free), Weapon Finesse (EitR, free), Toughness (1st level, human bonus), Extra inspiration (1st level), Extra investigator Talent (3rd level),
Traits finding haleen (campaign) student of philosophy (social), accelerated drinker (combat), meticulous (drawback)
Skills Appraise +8, Bluff +8, Climb +8, Craft (alchemy) +13, Disguise +8, Diplomacy +10*, Disable Device +10, Knowledge (all) +8, Linguistics +8*, Perception +10*, Sense Motive +10*, Stealth +10, Use Magic Device +10
Languages Common, gnoll, terran, aquan, aran, ignan
SQ
Combat Gear chain shirt, +1 longspear
Other Gear
--------------------
Special Abilities
--------------------
Accelerated Drinker drink as a move action.
Alchemy prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract.
Ceaseless Observation (Ex) use Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
Combat Expertise Take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Deadly Aim -2/+4 You can subtract from your ranged attack roll to add to your damage.
Extra Inspiration +3 points
Extra Investigator Talent gain an extra investigator talent
* Expanded Inspiration (Ex) use inspiration when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Favored Class Bonus +3 hit points
Finding Haleen =1 hit point and skill point /level in addition to favored class bonus.
Inspiration (Ex) (inspiration pool 5/day). As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talents At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
* Mutagen +4/-2 to physical/mental stats 30 minutes/day.
Keen Recollection can attempt all Knowledge skill checks untrained.
Meticulous –2 penalty on skill checks for skills with which you’re untrained.
Power Attack -2/+4 You can subtract from your melee attack roll to add to your damage.
Trapfinding +2 adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense +1 (Ex) gain a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Toughness +1 hp/level
Weapon and Armor Proficiency proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. Proficient in light armors, but not shields.
Bhashir al Abu sat in the dark, the chains and collar chafing his neck, when, in the distance, he heard a woman’s voice, ”Hey, mangies! Come get me!” He immediately thought Haleen and he began to feel something he hadn’t felt in awhile, hope.
As the sounds of battle raged in the distance the slave’s thoughts wandered too the past…..
Bhashir was born and raised amongst the tightly packed streets of the great desert metropolis of Katapesh. His parents, Abbu and Jaheria, were alchemist mixers of elixirs and tinctures, enjoying a deal of notoriety for the effectiveness and affordability of their wares. His parents enjoyed a reputation as shrewd bargainers, competent craftsmen, and honest business owners. As successful merchants they owned a small sized, blue and white striped tent, in the great bazaar of the lower city.
While they were a family of modest income they enjoyed the cosmopolitan lifestyle offered by living within the walls of the city of coin.
Bhashir was an energetic and curious child, with a natural aptitude in alchemy. Bhashir was raised to take up his father’s trade and the goal was that he would eventually have his own small stall to make and sell alchemical items from. His lessons began at a young age and his father was a hard task master in showing him the alchemist’s art.
Inspite of his parent’s skill they slowly lost business to less scrupulous business in the bazaar. Slowly their debts mounted until they lost their place in the bazaar. Close to being destitute and sold into slavery to pay their creditors Bhashir looked for a way to quickly earn some money.
As fortune would have it Bhashir and his family was rescued from their fate by a trader and pesh dealer named Haleen. Haleen was impressed by Bhashir’s natural talent in the alchemical arts and took him on as an apprentice. His parents were happy to let him go reducing their expenses as they prepared to relocate their business to Solku, a city to the west.
Thus, Bhashir’s training began, as Haleen was more than just a trader of alchemical items and pesh she was a purveyor of information, brokering the secrets she had to the highest bidder. Under Haleen’s tutelage he leared spy craft, how to read people and situations. Codes, cyphers, and puzzles became a way of life for him.
Bhashir’s classroom was the various inns, bazaars, and street corners of the great city Of Katapesh. His primary instructor was Haleen who was… well she was hard headed, sharp tongued and uncompromising. She had a fiery temperament that didn’t win her many friends but she always had a smile and a kind word for Bhashir. She was also magical, she possessed a gifted ear for music, writing her own songs as well as playing several different instruments.
It seemed that they were always on the move, either running from something or running to something. Along the way Bhashir fell in love with the intractable woman. In spite of their skill the pair struggled to survive in the mercurial city where coin was king. Life was hard for the two and, thanks to Haleen’s temperament as well as Bhashir’s prefectionism, steady jobs were hard to come by. As a result they supported themselves by whatever means necessary often forced to take risky jobs to pay their debts.
After one such job Haleen disappeared with no warning but a suspicious note. Bhashir became convinced that something happened to Haleen and could not forget her and get on with his life has her note suggested. He was on her trail when he was captured by the gnolls.
Roused from his reminiscing by the silence of a battle ended Bhashir decided, Now I escape. This confusion should should make it easy. He begins to probe the collar around his neck trying to remove it.
Bhashir is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs with gnarled callused hands that attest to a life of hard labor. The trader is well tanned, from constant exposure to the elements, with walnut colored, weathered skin, that accentuates the hard, dangerous lines of his body.
The large man has sinister, yet handsome face that always looks like he’s about to laugh or scowl. His face is framed by slicked dark flowing hair with grey eyes, the color of the sky right before a storm.
The imposing investigator looks older than his years and carries himself with an air of confidence. He usually stands with his head cocked to the side and eyes darting as if always scanning for danger. He walks with the swagger of a veteran, usually on the balls of his feet, judiciously picking his path, while producing little sound when he chooses.
Bhashir favors loose linen clothing in shades of purple and gold that is usually worn over a light chain shirt. Around his head is wrapped a long purple colored scarf, to protect him from the desert sun and sand, and a fringed girdle the same color adorns his waist. There is usually an assortment of pouches, bandoleers, vials, and containers strapped to his body and he always has a weapon within easy reach.
Bhashir is a product of the sprawling city of Katapesh and the brutal trading of its markets. As a result he is opportunistic but is friendly, outgoing, and gregarious by nature. He would rather make a friend then an enemy, however he his quick to defend his friends. He is quick of wit and inquisitive, always looking for the why of everything. Unfortunately his mouth is equally as quick as his wit, which has gotten him into trouble on more than one occasion. Bhashir understands the value of working with others and is willing to use his companion’s talents to help him survive. He enjoys sharing a good joke, strong drink, and a nice smoke with his companions, preferably in the shade.

Mightypion |
My Oracle is coming together.
I am chosing mystery of shadow, so she is also pretty sneaky, and eventually gets shadow evocation spells and thus becomes a reasonable blaster.
Currently has a snarky Erinye in her head (Possessed curse) which will unlock some more mind control options down the line.
More importantly, it is fun to roleplay, because the Erinye (who isnt all that fond of her Chaotic Neutral host) will do sarcastic commentary on literally everything she does.
Do we have anyone who makes use of morale boni? Barbs/Bloodragers in particular? I can certainly blow a level 1 slot on moment of greatness, in case the Bard doesnt have it already.

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Thanks for answering, Wolf! I can probably finish my cleric submission somewhere tonight at earliest as I do have to work today.
Currently in dubio between the fire domain and the war domain for the legendary cleric. Both are good to great healers (7+ selective channels per day at 2d6+1, scaling more later, both are also going for healer's hands + incredible healer at level 5).
The fire domain cleric has the kineticist's kinetic blast at half class level which can rarely be used at full power or to heal instead of damage. It also has a lot of fire spells which can later heal allies for half instead of damaging them, and/or removing conditions from allies. It also seems thematically fitting for a campaign named legacy of fire, though i suspect there are a lot of fire reistant enemies in a desert?
The war cleric instead has martial proficiency, counts as a full bab class for qualifying for combat feats, gets a bonus teamwork feat and can share them with the group starting at level 4. Later, he can gain and share more teamwork feats and gets weapon or armor training at level 10. Notable is that all his level 3 spellslots could be spontaneously be cast into haste, and he would optionally also have good hope as a 4th level spell.
I think that between the two, the fire cleric is a slightly better healer and has credible ranged attack. The war cleric however is a much better buffer. Would the group have a preference either way?

Monkeygod |

Hmm. Always wanted to play LoF. How far in are ya?
As for a concept, likely some sort of Dawnflower worshiper. Possibly Magus, or a bard(who only grants themselves buffs, I believe, lol), or something similar. Almost definitely a melee combatant.
Edit: Actually out of sheer curiosity, would either Radiant or Rajah be allowed?

Varvara Ulyanova Vladimirovna |

Mightypion submission here, not yet ready, still need finalized skill slots, finalized equipment, finalized spells and traits.
And need to take a long look at the bards sheet so we get supportive instead of "two people good at the same thing" overlap.
I would currently be ahead, due to having a 2 higher CHA bonus, but this will change as soon as Mrs. Bard picks up a masterworked instrument, so I will probably leavy my skills in face stuff at 8-9, to very reliably provide +3 from aid another.
Urgh, not having perception as a class skill ouch. I am stealthy, yes, but scouting wont work as well as imagined :).
Combat routine early on is Pew Pew with composite Longbow, occassionally poke things and protect full squishies, can actually off tank once she found her breastplate, shield, and spiked gauntlet (21 AC isnt too bad, 25 if fighting with freebie combat expertize and defensively is actually good, but most intelligent enemies would target somebody else.).

Redeemed |

Interested. Made this character alias for a LoF game that burned out pretty quickly here on the boards, would love another chance to play him. I’m familiar with the first module of the AP, but no subsequent modules.
I’ll rework his stats/levels etc to your specs within the next 24 hours. If his basic premise/fluff is a definite no-go for you please let me know. You can check my in character posts for examples of how I intend to play him.
Stat: 5d6 ⇒ (2, 6, 1, 6, 1) = 16 = 14
Stat: 5d6 ⇒ (6, 6, 2, 3, 5) = 22 = 17
Stat: 5d6 ⇒ (1, 2, 3, 4, 5) = 15 = 12
Stat: 5d6 ⇒ (6, 1, 4, 6, 4) = 21 = 16
Stat: 5d6 ⇒ (6, 1, 4, 1, 2) = 14 = 12
Stat: 5d6 ⇒ (1, 2, 5, 1, 1) = 10 = 9
Stat: 5d6 ⇒ (1, 4, 1, 4, 6) = 16 = 14
I’ll be voluntarily taking lower Int and Wis scores if my character concept is okay.

GM Wolf |
1 person marked this as a favorite. |

Hmm. Always wanted to play LoF. How far in are ya?
As for a concept, likely some sort of Dawnflower worshiper. Possibly Magus, or a bard(who only grants themselves buffs, I believe, lol), or something similar. Almost definitely a melee combatant.
Edit: Actually out of sheer curiosity, would either Radiant or Rajah be allowed?
I would be fine with Rajah.
Bhashir and Varvara Ulyanova Vladimirovna come on over to discussion!

gyrfalcon |

Hi GM Wolf, are you familiar with the Spheres of Might / Power? If so, would you be open to it in this game?
5d6 - 4 ⇒ (3, 5, 4, 6, 1) - 4 = 15
5d6 - 5 ⇒ (5, 4, 6, 5, 1) - 5 = 16
5d6 - 2 ⇒ (6, 3, 4, 1, 1) - 2 = 13
5d6 - 4 ⇒ (6, 1, 6, 3, 5) - 4 = 17
5d6 - 4 ⇒ (6, 3, 1, 3, 4) - 4 = 13
5d6 - 6 ⇒ (3, 3, 3, 4, 6) - 6 = 13
5d6 - 3 ⇒ (1, 5, 2, 4, 3) - 3 = 12