Brodert

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*** Pathfinder Society GM. 281 posts (28,986 including aliases). 2 reviews. 7 lists. 1 wishlist. 10 Organized Play characters. 16 aliases.


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Nothing no nearly as good as that one xD


There are certain spells for which you use your caster level (CL) and your spellcasting stat modifier to resolve the attack roll, for example telekinesis. These special cases are always specified in the spell description.

But if not explicitly specified, default melee attack is BAB + Str (or Dex if for example you have Weapon Finesse), or ranged attack is BAB + Dex.


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I know at the least about this effort, Age of Ashes Conversion Guide but the guy only did the first book.

I share your feelings, I like Paizo's APs, but I like PF1e more than PF2e and I do not want to push new rules and books on my group. It was enough of a hassle for them to get familiar with PF1e on the last decade, I cannot tell them now to throw away all that and do the effort to learn new rules through their already packed lives. It is enough effort for them to schedule a weekly game already.

Don't know about publishing in Infinite, it sounds legit to me. Certainly, you will find people interested if the quality of the conversion is good.


Herby, I present my submission: Gronilda, a dwarf from Kraggodan that came orphan into this world due to tragedy and has only found fulfillment in the natural community of Phaendar and the teachings of Erastil, after a life of toil and war.

Background:

Gronilda emerged into the world shrouded in mystery in the aftermath of tragedy, born amidst the rubble of a tunnel collapse that claimed her mother's life. The miners, convinced that a guardian spirit had touched the newborn, brought her to the priests of her parents' home in the dwarven city of Kraggodan.

Raised in the impressive halls of Torag's temple, Gronilda's early years were marked by a sense of disconnection, as the divine favor of the dwarven god eluded her, leaving her with a lingering emptiness within the cavernous depths.

Thrust into the chaos of the Goblinblood Wars, Gronilda took up arms alongside her dwarven kin, driven by a sense of duty and the need to prove herself. In the crucible of war, she discovered innate strength, honing combat skills, but also harboring a profound hatred for the goblinoid kin, marked by the fierce battles, but also by the loss of comrades and good dwarves she called family.

Yet, despite the valor displayed on the battlefield, Torag's blessings remained elusive, deepening Gronilda's sense of emptiness. Seeking new reaches in life, she worked hard to become a dwarven engineer after the war, but her inability to secure Torag's favor led to further adversity. When her clan's treasury was looted despite the locks and defenses she had built within, her insurmountable shame resulted in exile, forcing Gronilda to leave Kraggodan and find a new home.

Fleeing her past, Gronilda found solace in the lands of Nirmathas. Amidst nature, she discovered a profound connection, echoing the call of Erastil, the god of the hunt. Her experience in war granted her a place in the conflict against Molthune and her early teachings in the temple found her a space in Old Deadeye's church. Finding guidance in Noelan and Rhyna, she established herself in Phaendar, recently obtaining Erastil’s anointing, recognizing her as a true priest of the Stag God. Now, with newfound purpose, Gronilda stands as a beacon of Erastil's teachings, ready to defend her new home from whatever danger might emerge.


Appearance:

Gronilda, a robust dwarf of average stature, bears the marks of a life shaped by the forge and the crucible of war. She dresses her gray hair in a more care-free manner than most dwarfs, with only a couple small braids recalling her origin. Her weathered face is marked by a long scar inflicted by a particularly wicked hobgoblin during the Goblinblood Wars. With hazel eyes reflecting both resilience and determination, Gronilda stands ready, a fusion of veteran marked by war and a devoted priest, prepared to face the challenges of the Ironfang Invasion.

Gronilda statsblock:

Female Dwarf Cleric 1
NG Medium humanoid (Dwarf)
Init +2 (2 Dex; +2 on surprises); Senses darkvision 60’; Perception +5

DEFENSE
AC 17, touch 12, flat-footed 15 (5 armor, 2 Dex; +4 dodge vs giants)
hp 10 (1d8+1+1)
Fort +3 (2 class, 1 Con) Ref +2 (0 class, 2 Dex), Will +6 (2 class, 4 Wis) [+2 racial bonus vs poison and spells]

OFFENSE
Speed 20 ft (not modified by armor or encumbrance, ignores difficult terrain from rubble, broken ground, or steep stairs)
Melee warhammer +0 (1d8) 20/x2 bludgeoning
Ranged longbow (at 30’) +3 (1d8+1) 20/x2 piercing [no soft cover penalty]

STATISTICS
Str 10 Dex 14 Con 13 Int 12 Wis 18 Cha 10
Ability increments +2 Con/Wis (racial), -2 Cha (racial)
Base Atk +0; CMB +0 CMD 16 [10 base, 0 CMB, 2 Dex, 4 monk Wis]
Feats Point-Blank Shot
Traits
Frontier Healer (campaign): You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Deadeye Bowman (religion, Erastil): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Skills (2 class + 2 background + 1 Int = 5 x 1 levels = 5; ACP=-4)
Diplomacy +6 (0 Cha, 1 rank, 3 class, 2 racial)
Handle Animal* +1 (0 Cha, 1 rank)
Heal +5 (4 Wis, class, 1 trait)
K. engineering* +2 (1 Int, 1 rank)
K. history* +1 (1 Int, class; +2 racial vs dwarves and their enemies, can do untrained)
K. nature +6 (1 Int, 1 rank, 3 class, 1 trait)
K. religion +5 (1 Int, 1 rank, 3 class)
Perception +5 (4 Wis, 1 feather subdomain)
Sense Motive +6 (4 Wis, class, 2 racial)
* Background Skill
Languages Common, Dwarf, Goblin
Favored class (cleric) HPx1

SPELLS
CL 1
Orisons (3)
light
divine guidance
mending

Level 1 (3/day)
enlarge person - D (Growth subdomain spell)
bless
obscuring mist

SPECIAL ABILITIES AND RACIAL TRAITS
(Dwarf racial traits replacements: Greed -> Lorekeeper, Stability -> Iron Citizen, Stonecunning -> Rock Stepper)
Ability score +2 Con/Wis, -2 Cha: Dwarves are both tough and wise, but also a bit gruff.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (longbow for Erastil).
Aura (Ex): Yankrit has a Legal and Good aura as for his deity’s alignment (see detect evil for details).
Channel energy (Su): 3/day (1d6)
Spells Clerics prepare spells everyday from the cleric spell list. Slots left open can be filled with 15 min of praying.
Spontaneous casting: Can channel the energy of a prepared spell, losing it to cast any "cure" spell of the same level spontaneously.
Domains Animal (Feather subdomain), Plant (Growth subdomain)
Feather subdomain: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

EQUIPMENT
longbow, 75 gp
20/20 arrows, 1 gp
20/20 cold iron arrows, 2 gp
warhammer, 12 gp
cold iron dagger, 4 gp
scale mail, 50 gp (+5 AC, 3 max. Dex, -4 ACP)
scroll case, 1 gp
scroll of cure light wounds, 25 gp
scroll of remove fear, 25 gp
acid flask, 10 gp
pilgrim outfit, 1 gp
cleric’s kit, 16 gp This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Gold earned: 240 gp
Gold spent: 222
Current gold: 18 gp

Good luck everyone!


This product page fails to load for some reason: https://paizo.com/products/btpy8ysn

It is the link to the Shackled City Adventure Path hardcover. I know the link because I have it on my profile for a long time and it always worked.

I wanted to write a review today after finishing the AP but it is failing.

The dungeon issues link just works, but the hardcover is not listed there, as this is an independent book I guess: https://paizo.com/store/books/dungeon/products/issues/shackledCity


The depth of Owlcat's games is massive. There is a point on that some mechanics could have been better ported, but let's be honest, Pathfinder 1e is a huge game, it was an unrealistic task from the begining. I cannot imagine anyone being able to put up something better than what they did, and they had a huge surge of money and put a lot of love with that initial Kickstarter (plus a considerable amount of time). Just a hundred thanks for what you did Owlcat Games and Paizo!

I wish the best for Paizo and BKOM on this new venture, but it is hard to believe with the time and gold pieces at hand, that they would be able to land a game that feels that close enough to actual involvement in playing an Adventure Path.

Looking at TfC:ToA, that is totally another kind of game (more casual). Which is also fine, it has its own space, and probably has all the sense from a profitability point of view.

For players like myself who want the depth of a huge campaign, immersion in Golarion, appealing companions and a wide range of interesting mechanics to mimic a real roleplaying session, our best hopes are probably on someone, someday, reusing the current engine for a 3rd take on Pathfinder Adventure Paths.

For Paizo, any extra income and branding that would allow them to maintain the company and expand their player base, would be good, and I hope BKOM can deliver that.


Quote:
But Why??

I believe it is because the Campaign is technically built around the Gameplay thread (you create the campaign by first creating a Gameplay thread). They could have decoupled the campaign from the thread, but it would have involved investing time in developing some campaign creation menus, etc, and probably it has other implications they thought back on its day.

It is actually nice to have all the campaign in the same thread, the number of posts help you have a measure of how mature the campaign is. I sometimes also like to rank the Gameplay threads by number of posts to see which have been the more active (and often completed) campaigns out there. If you could change the gameplay thread it would be also more difficult to figure out when the Campaign started.

What I do like to do with my campaigns is to curate in Campaign Info tab a list of links to the start of different chapters (planes in the case of your campaign), and also edit the Campaign info to include in the subtitle the number and name of the current chapter the players are in (you can also change the name of the campaign, but I do not like that, that is the name of your campaign, not the current section, plus it can involve problems with crawlers indexing wrongly your campaign pages, or give the impression to a reader you are only running a specific part).


The Discussion and Recruitment tabs can be unset from Game Info, but not the Gameplay one.


Thanks you are ok and going better. Sorry for your losses :(

We were sharing a Serpent's Skull game, you had a ranger there. I am relieved to know you are ok.


Actually we are finishing book 4 already :)


Although online games eventually appear on recruitment, the forum is more or less focused on paizo.com PbP (the Online Campaigns name is reminiscent from a time where VTT was an unknown concept I believe and play by email was the norm).

Other places you might wish to try your chances are the Gamer Connection forum and the Online Play forum (PFS focused).

If you like Discord, I suggest you have a look at Roll for Combat public server. This invitation link is 7 days valid apparently


Arguably there are less open recruitments for APs and shorter adventures. But I would not say it is dying, at least I can play as much PF1 as I want to. I finished four APs just in the few last months (2 as a GM and 2 as a player) and I have had opportunities finding new adventures for replacement.

With the community being more stable, less people arriving and leaving, the sits tend to fill now before they get announced to the public, I guess. At least this happened with the Iron Gods that I started GMing, I had more people to offer the game to than sits I could provide, and the slots filled quickly. My guess is this happens also to other groups.

It would be interesting to see historical data of games started on Gameplay.

But as others suggested, if after playing a few short adventures and finding you can keep up with the PbP hobby, it is a good approach to GM your own AP. GMing can be very fulfilling and entertaining and open you new opportunities to play on other people's adventures.

Theoretically, you should only need to GM 1 adventure for each 4 you are playing.


Background:

Lope is a member of a Taldor minor noble family. Years ago his father, Eduardo de Vega, was a rising star at Taldor’s Court after having proved himself on defending the land against many Qadiran raids. Having his father the confidence of Grand Prince Stavian III, Lope was selected as chamber company for Europia and her brothers. When his parents visited the palace Lope would play childhood games with the princess and princeps.

When his father stood up against Maxillar Pythareus' opinion of attacking Qadira, things started to go bad for the nobleman. Eduardo de Vega was accused of not being of Taldan noble blood. He had to demonstrate that despite his father only being a rich Taldan trader, her mother (Lope’s grandmother) who came from Brevoy, was an Aldori sword whose bloodline could be traced back to Baron Sirian First, former Taldor nobleman and founder of the Aldori Order.

As Eduardo was winning the public opinion, Pythareus plotters attacked trying to ruin the reputation of Lope’s grandmother, seeking proof that Magdalena Aldori had contacts with the Great Beyond and the entire family was under its influence and plotting against Taldor. Eduardo acknowledged that her mother’s sword, which latter passed to him, was forged in the Axis but that the sword’s will was tied to recover and expand the greatness of Taldor.

Finally, when Eduardo was still on the defense, Pythareus came up with a final plan that could be definitive. With well forged documents, Pythareus demonstrated Eduardo de Vega had been deviating money from the army into the trading ventures of his family, and moving part of its wealth out of Taldor’s reach at Andoran and Absalom banks. Not finding many supporters this time, Eduardo and his family were dishonored and their properties seized, including ‘Taldstar’ the aldori sword heirloom of the family.

Dishonored and with little else left than a few loyal servants, Lope had to follow his father and mother and leave Taldor for decades. Still young, the diaspora of his family made Lope fall very ill. Without access to medicine the disease caused him terrible scars in his face but ultimately survived. It was a disrupting event that changed his family forever.

The family took refuge in the nation of Brevoy, among the Aldori swords friends of her grandmother Magdalena. Although Lope was granted a place to train among the Aldori, his father Eduardo did not want him to lose ties with his Taldan culture. He put the young boy under the mentorship of Eldon García, one of the few people that remained loyal to Eduardo and followed the family diaspora. Eldon had been professor of Shelyn’s faith in the Kitharodian Academy and taught Lope on faith, arts and knowledge of Taldor traditions and history at the same time he was being trained by the Aldori.

Knowing what losing all and being at the edge of death meant, Lope showed from an early age an extreme discipline and a cunning mind. The boy was not easily distracted by child games and quickly mastered subjects as diverse as swordplay, magic and poetry. When his father Eduardo de Vega passed away, he promised Lope none of the accusations made against him were true, and requested that Lope would not be as naive as he was in his youth and to help Taldor recover its greatness from the shadows.

Once his mother also died, Lope decided to return to Taldor shortly after becoming a priest of Shelyn and completing his Aldori training. Now a man, he wanted to restore the rightful position at Taldor for his family, and recover the richness that was stolen from them. Fearing Maxillar Pythareus influence he decided to reunite with his merchant grandfather at Yanmass, far from the capital Oppara and closer to his Aldori friends. Followed by his mentor, Eldon Garcia (a former Lion Blade, but this has been kept secret from Lope), he served protecting the caravans that bolster trade in the area while helping run his grandfather’s trade business. But not all is hard work, Lope had fun and infiltrated the high class circles demonstrating his cunning tongue on something he calls magical poetry, an art that combines prestidigitation effects with rhymes.

Lady Martella Lotheed found Lope at a club in Yanmass making rhymes while trying to charm the hearts of young maidens. Interested, she started to talk with the young man and finally discovered his ascendancy as a member of the Vega family. Thinking she might profit of the young man for her intrigue network, she has invited Lope to the Exaltation Gala.

Although reticent at first to expose himself, Lady Lotheed probed convincingly and beautifully enough for Lope to decide it was the right time to relocate to Oppara and clean the name of his family.

Motivations:

Although a long time has passed since he played with Grand Prince Stavian III children, and Europia seemed a fickle girl at the time, Lope was delighted with her, and will always favor her in front of her brothers who were little more than jerks to him on their games.

His first mission is to recover the blackblade of his family which was taken by the people who set a trap to his father. The mission of this blackblade might be to see Taldor become the most prosperous country in the world, to defend the true bloodline of Taldor royalty, to recover his old glory, or maybe to make his family into the most powerful ones of Taldor. Or all ensemble. [Or we can completely ignore this part and just say it is a magical rapier, as he is a warpriest and not a blackblade in this incarnation.]

Lope follows the opinion of his father that the Empire should focus on seeking a lasting peace with Qadira, while boosting the trade openness with Absalom and Andoran, opening sea routes with the distant Taldan nation of Amanandar in Tian Xia, and expanding the Empire territory to the north, seeking to reunite and civilize now ruined regions like Iobaria in Casmaron.

Lope enjoys bullfighting and plans to open a restaurant in Oppara with the best grilled meats of the capital.

Lope, is a cunning swordsman and priest poet looking to avenge his father’s wrongdoers “Hello. My name is Lope de Vega. You disgraced my family. Prepare to die.” all while helping the Taldan Empire to recover its shine.

A man of a minor noble family fallen in disgrace due to his father’s honor being tarnished by Taldan court plotters. They took refuge at Brevoy where he learned the Aldori fighting style. Now decided to recover the name of his family, and perhaps make some lady fall in love in the way, he has returned to Taldor.

A cross, and greatly inspired by, both Iñigo Montoya and Lope de Vega, el Hidalgo Poeta.

This is a Warpriest variant from an original plan that would not fit that good with the current group. The person is the same, just very different abilities. The plan is to focus on Warpriest levels all the way but using Bard Variant Multiclassing to leverage the poet idea (if VM is allowed) eventually accessing Inspire Courage (at level 7).

Stats:

Male Human (Taldan) Warpriest of Shelyn (Cult Leader) 5/Bard
NG Medium humanoid (human)
Init +5; Senses Perception +11

DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 shield)
hp 43 (5d8+10+5)
Fort +5 (4 class, 1 Con), Ref +6 (1 class, 5 Dex), Will +7 (4 class, 3 Wis)

OFFENSE
Speed 30 ft.
Melee mithral rapier +10 (1d8-1+1d6 sneak attack) 19/×2 piercing
Ranged shortbow +8 (1d6-1+1d6 sneak attack) 20/x2

STATISTICS
Str 8, Dex 20, Con 14, Int 13, Wis 16, Cha 12
Ability increments +2 Dex (racial), +1 Dex (4th), +2 Wis (item), +2 Dex (item)
Base Atk +3; CMB +2 (+7 to Disarm, Sunder and Trip); CMD 16
Feats Fast Learner*, Weapon Finesse, Bardic Knowledge^, Weapon Focus (rapier)
* = Bonus feat, ^ = Bard Variant Multiclassing feat replacement
Traits
Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. You’ve had to practice deception as you began working your way back into Taldan social circles; +2 trait bonus on Bluff, +2 bonus on Linguistics, and one becomes a class skill for you [Linguistics]. Once each day, you can choose a single humanoid involved in the conspiracy; you gain a +1 morale bonus on attack and damage against that NPC for 1 round/level. At 10th level, this bonus increases to +2.
Savant: From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type (Oratory). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Requirement(s) Kitharodian Academy
Skills (4 class, 1 Int, 1 skilled, 2 background = 8/level x 5 = 40 ranks; 0 ACP)
Acrobatics +11 (5 Dex, 3 rank, 3 class)
Bluff +11 (1 Cha, 5 rank, 3 class, 2 trait)
Climb +3 (-1 Str, 1 rank, 3 class)
Craft* (1 Int, class)
Diplomacy +5 (1 Cha, 1 rank, 3 class)
Disguise +7 (1 Cha, 1 rank, 3 class, 2 well-hidden)
Escape Artist +9 (5 Dex, 1 rank, 3 class)
Heal +7 (3 Wis, 1 rank, 3 class)
Intimidate (1 Cha, class)
K. history* +4 (1 Int, 1 rank, 2 bard)
K. local +7 (1 Int, 1 rank, 3 class, 2 bard)
K. nobility* +4 (1 Int, 1 rank, 2 bard)
K. religion +11 (1 Int, 5 rank, 3 class, 2 bard)
K. other +3 (1 Int, 2 bard)
Linguistics* +7 (1 Int, 1 rank, 3 class, 2 trait)
Perception +11 (3 Wis, 5 rank, 3 class)
Perform oratory* +11 (1 Cha, 5 rank, 3 class, 2 trait; specialized on poetry)
Profession merchant* +9 (3 Wis, 1 rank, 3 class)
Sense Motive +10 (3 Wis, 4 rank, 3 class)
Slight of Hand* +9 (5 Dex, 1 rank, 3 class)
Spellcraft +5 (1 Int, 1 rank, 3 class)
Stealth +11 (5 Dex, 1 rank, 3 class, 2 well-hidden)
* = Background skill
Languages Common, Celestial, Elven (next: Vudrani, Osiriani, Hallit, Draconic, Azlanti)
Favored class (Warpriest, Fast Learner): HP x5 and Bonus feat x5/6

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Dex
Bonus Feat Fast Learner
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would. This ability replaces the warpriest's weapon and armor proficiency.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
Blessings (Su): Good and Protection (5/day; DC 15). A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
Well-Hidden (Ex): A cult leader gains a +2 bonus on Disguise checks and Stealth checks. This ability replaces focus weapon.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat. The damage of the sacred weapon increases by level. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level) (+1). The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is lawful, he can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
Evil Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity).
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier (5/day). By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels (2d6) he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Sneak Attack (Ex): At 3rd level, a cult leader gains the sneak attack ability, as the rogue class feature. If he already has sneak attack from another class, the extra damage from the classes that grant sneak attack stack for the purpose of determining the sneak attack's extra damage dice. This extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter. This ability replaces the bonus feats gained at 3rd, 9th, and 15th levels.
Enthrall (Sp): At 4th level, a cult leader can cast enthrall. Using this ability consumes two uses of fervor. This ability replaces channel energy.
Bardic Knowledge: At 3rd level, he gains the bardic knowledge class feature, treating his character level as his effective bard level. A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

BLESSINGS
Holy Strike (Good minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Increased Defense (Nobility minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

SPELLS
CL 5, Concentration +8 (5 CL, 3 Wis)
Orisons (4/day)
light
divine guidance
mending
detect magic

Level 1 (5/day)
shield of faith
remove fear
sun metal
bless
obscuring mist

Level 2 (3/day)
silence
supress charms and compulsions
tears to wine

EQUIPMENT
mithral chain shirt, 1100 gp 12 lbs (+4 AC, 6 max Dex -, 0 ACP, 10% ASF)
darkwood buckler, 205 gp 2.5 lbs (+1 AC, 0 ACP)
mithral rapier, 1020 gp 3 lbs
cold iron dagger, 4 gp 1 lbs
shortbow, 30 gp 2 lbs
arrows x20, 1 gp 1 lbs
rope (silk), 10 gp 5 lbs
grappling hook, 1 gp 4 lbs
flint and steel, 1 gp
poetry book, 1 gp
holy text, 1 gp
holy symbol of Shelyn in silver, 25 gp
backup holy symbol in wood, 1 gp
spell components pouch, 5 gp 2 lbs
scroll case, 1 gp ½ lbs
scroll of remove fear, 25 gp
headband of wisdom +2, 4000 gp
belt of dexterity +2, 4000 gp

Gold earned: 10500
Gold spent: -49(starting gear)-30(bow)-1(arrows)-4(dagger)-1100(armor)-25(scrolls) -4000(headband) -155(buckler) -1020(rapier) -4000(belt) = -10448 gp
Gold remaining: 10500-10448 = 52 gp


Male Human (not proved yet) GM 5

Should I go better with Halfling Sorcerer 5 or Half-elf Ranger 2?


Male Human (not proved yet) GM 5

With true temple and dexterity, Maxim emerges unscathed from the mighty energy discharged around the room. Then he improves the attacks of his companions.

JJ's wounds swiftly heal, but soon open again as he only partially manages to avoid the electrical blast.

Kikinnin's faith protects him from the energy blasts then hits down the slaad to the ground, and as the dwarf sees the creature to be fast healing, sends another strike to completely finish it before stepping over the body.

From the other swings, only two find actual meat, but one goes specially down the skin.

Xokek: 17 damage
Blue: 254 damage +23 hp, dead
Party buffs: life bubble 5 h
JJ: 132/170 hp, death ward 5 min
Kikinnin: 123 or 85/184 hp, air walking 100 min, divine bond (holy, speed) 5 min, shield other (Marigold) 15 h, circle vs evil 140 min, 7 Str damage
Marigold: 165/165 hp, 5 Str damage
Maxim: 145/145 hp, resist energy (acid 30) 140 min
Round 2: Xokek, Kikinnin, JJ, Marigold, Maxim

JJ, Marigold and Maxim round 2!


I made it late for this one but I am interested. Let me know if a space opens up!


Other Core items to consider are:
- Dusty Rose Prism Ioun Stone, 5000 gp, +1 insight AC
- Boots of speed, 12000 gp for +1 dodge from haste

I prefer to use my coin to buy those, as the belts, rings and amulets are more common to find in most adventures.

Of course, talk with your party, if they are open to cast on you things like shield of faith, barkskin, haste or magic vestment, you can achieve a much better AC for much less coin. Of course blur and displacement come always handy too.


That Shackled City hardcover was so beautiful back then that it inspired me to start my first campaign here when I got my hands on it.

It is an old beast and you feel it after you have GMed through a few more modern APs, but still, it has plenty of interesting stuff within, if you and your group are able to adjust or endure through the clunky parts. It is great when you think it set the ideas that drove APs development through this decade, and comparing it to other products of that time, it is outstanding, with some moments truly hilarious, and others memorably epic.

The art and adventure design has been luckily refined though, the plot has potential in the right hands, but it is too convoluted and complex to follow for most people. Most dungeons are unnecessarily long and some of them feature repetitive combats, and the idea to reach level 20 seems attractive when you start at level 1 but maintaining that high level character sheets is not pleasant and the campaign becomes unnecessarily long. I think they learned because newer APs do this better nowadays.


Tarondor wrote:

I've got a question: a significant number of people would recommend Rise of the Runelords to other players and GMs. Why? I've never played it but (like all the APs) I have read it. What about that AP makes it stand out in so many people's minds?

Personally, I would point people towards Legacy of Fire, Kingmaker and Iron Gods!

Your question requests to have played or GMed at least half of what you recommend, so the answer is skewed towards APs that have been played the most. Rise of the Runelords is the first Pathfinder AP and the first one to have an Anniversary edition, and it is the most played one (223 campaigns just in this forum). Conversely I expect the more recent ones to be less marked, just because less people has had the chance to play them. If most people is taking between 3 and 8 years to complete APs, then I expect you find very little people able to qualify to recommend anything after Giantslayer.

In my case I wanted to recommend Reign of Winter for example, but I am only starting 3rd book, and thus I cannot mark it.

That said, Rise is a very well balanced AP, in the sense that it might be OK to most of the people playing, plus at least the Anniversary Edition is pretty complete, making it more easily to prepare and GM than other APs.

Brainiac wrote:

I may, in fact, be not fully human. :D

I can say your job with our Iron Gods has been outstanding! One day I will ask you for your tricks on how you achieve to run just so many games successfully!


Liliyashanina wrote:

Also, are there any cunning hints for how to get into your first PbP game?

I think GMs, understandable, focus quite a bit on previous plays, which makes it difficult to get into your first game.

While this is true for long campaigns like Adventure Paths where experienced GMs like to have a stronger grasp of the player behind, short adventures are a good place to try out PbP. Pathfinder Society (or Starfinder Society) scenarios constantly pick up people recently arrived to the boards.

At least it worked for me.

Also, do not throw the towel just because you were pushed back in a few recruitments you wanted in, or because the style of your first adventures were not to your liking. Be patient and nice and eventually you will get into the games you enjoy. Or just start GMing your own!

Good luck! ;)


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Some of these are applicable to any campaign, but I have found them even more important while I have been GMing multiple ones:
Run published content, so you can keep the posting pace even when you have less time (and it is easier to find a GM if you are forced to transfer the campaign).

Balance the party (allowed material, number of characters/cohorts/companions, level) rather than the encounters (and if having to do so, favor adding foes from bestiaries and codex rather than advancing NPCs)

Give at least a light but full read to the adventure before starting it (background, events development, and NPCs/monster origins and motivations are the most important at this point)

Give yourself some time before launching, it is easy to let yourself be carried by a new adventure when you have read or seen something inspiring about it, but assess if this is temporal or long lasting inspiration and available energy. You can for example launch a small scenario or short module, and see how you deal with the extra work

Keep it simple, favor the rules you are familiar with

Avoid unnecessary tasks like calculating XP, having to go back for item identification or share the burden like making the players responsible of tracking the treasure

Work with the players to use in their backgrounds NPCs, villains and mysteries that are part of the AP, rather than having to add NPCs, events and sidequests later to keep their goals aligned with the campaign

Plan ahead: take a few notes of ideas that might help link the PCs to the future adventures or how their actions might alter future encounters, so when you arrive to the chapter you remember about it and make it more interesting for them. When taking notes of current events, include links to the relevant posts so you can reference them later for your players to remember. Keep the notes schematic so they are quick to read when you need a refresh. Abuse the thread search tool, it is your friend.

Plan ahead 2: when you have time and energy, prepare maps in an alternate Slides document so you can easily import them into the campaign maps when needed; identify if the adventure might require a battlemap that it does not provide; you can also look for foes tokens and images when you have spare time; this way when you play and have a busy day (or the two tables get very active the same day) you can fetch from your previous work and go through without stress and burnout

But do not plan too much ahead, because life changes and the players have a tendency to break all plans, so last thing you want is having to throw away a full campaign detailed planning. One or two books ahead is ok.

Take track of time invested: it is a long run, the most important is you have fun through it, and that requires not burning out. Be conscious if you are investing too much time in one of the campaigns and adjust accordingly so you still have time for other hobbies, social relations, exercise, eating healthily and resting. Your mental and body health is paramount in the enjoyment of everyone involved.

Good luck!


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In our campaign we spared her. Our Warpriest of Iomedae made his faith collapse and tried to make her follow Iomedae, but she refused. It was the words of our cleric of Gorum (my character) what interested her. She converted to Gorum.

It was a highlight of the campaign.

Later, when at the 5th book we moved to the capital one of the players decided to retire his android in Torch and took the reins of Meyanda to follow the Red Talons against Unity.

So now she is a full PC as we play the last bits of the last book.


I tried to use them some time ago, but the system was marking the new posts as seen after the RSS fetched them, even if I had not read them yet.

That made it more difficult for me to follow the threads from the web and thus I stopped using the RSS system.

Nowadays I check for activity directly on the forum url https://paizo.com/campaigns with the "Focus" option active, and that seems to be the way that works the best for me to keep track of things.


The advantage of short games is you can adjust them down more easily if you find out your level of energy or motivation drops. If you are in multiple games and suddenly find yourself with appetite for more, it is actually a good advise to try first go for shorter adventures. If months pass and you find you have overdone it, with a small effort you can keep up until some of the short ones finish.

In the end it is as Tyranius says, everyone has a different comfort level. It depends a lot on how used you are to write, the time you have available and the tools at hand. In the time I write a couple of sentences in my phone I can update three of my games with a couple of paragraphs and some rolls when I have a keyboard under my fingertips. It is not the same to work on a low assistance museum than as a waiter in a place that is trending, etc.

For that reason, nowadays I give more value to what people actually write, their frequency and their past consistency when I am recruiting. I still consider the number of games people are in, but if someone with 10 games has a style that I do like, posts everyday and has maintained commitment to the games through the years, that is a good predictor of a successful contribution to my game more than other person in just a couple of games whose posts are one liners or just rolls, whose posting frequency is unstable or unknown, and has a tracking record of having dropped many games or constantly passes weeks periods absent without notice.


This is a very valid point and when I started recruiting for my first games I gave it a lot of weight.

On the long run though, those people started to accumulate more and more games anyway. There are multiple factors for this to happen, but basically the thing is adventures last for many years, and every year it passes there is more chances you like a recruitment, apply and get recruited there. So games start to accumulate, the more years, the more opportunities to get in more games, and because those are long runs, you keep up with the previous ones, and if people sees you keep up good with those games and you are still in the forums after years of playing, they want you in your games. So here you have the magic circle: more years, more games, better reputation, more people you know, more people accept you in their games. I have been what in these forums? 7 years, and from all adventure paths I have participated in, only one reached the end and two died before the end, all the other ones are still running. So APs have accumulated for me through the years and I think this is what mainly happens to most people here. People does not just start and decide to go into 10 long running campaigns in a year or two.

But there is a limit for everyone, and there is a point when you cannot add more time to the hobby, and then, your attention starts to get divided, and as this process starts, you start posting less and worse. Some people realize they are burning out and stop applying to new campaigns, some do not and one day realize they have to drop some of the games in order to keep quality on others, some do not and their bad contribution ends affecting their campaigns, if the GM is self-conscious finds the way to kick out those people out of the campaign, if not, the campaign starts having serious problems as people loses interest and abruptly ends. Some other people reach the point they burn out and just disappear from the forums. Because life changes and suddenly things are different and you do not have the same energy available for PbPing.

As for the reasons people keep going into recruitment, I can only talk about my own experience. There are some periods of time where it seems I have spare time, so I just head into the recruitment. There are some adventures I want to play and I am conscious there are not many opportunities to play them, so when I see a recruitment it takes my attention. Then, there are some GM's and groups of people around them that you know they are going to do some great stuff and have a high chance of a successful and fun game. It is difficult on those rare occasions to not apply on there. Then, it is fun to build new characters, flesh a new personality and past, so those of use that we like it, we also sometimes like to apply just because of that exercise, because you know, the chance you end up recruited is low anyway. In fact, I have had to force myself not to apply to recruitments in some occasions even if it seemed fun.

My advise, if you are new: try to hold yourself and participate in slightly less games than you could. Because life changes and there will be a time you can do less. This is a years long run and the idea is to have fun all through, not to find yourself struggling at some point. If you are experienced and your number of campaigns are ramping up, it is perhaps time to stop a second and ask yourself what are you doing with your life, there are so many other things worth trying, and the mixture will help your own quality of life.


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Just cherish the good players you have and try to keep moving with them. GMPC the other characters until you have an opportunity for a recruitment.

Regretfully this is how it works, everyone gets very involved and inspired at the beginning, then, when the novelty passes, characters are known, and only remains interpreting your character and digging through the adventure, people starts looking for a new shiny toy.

The only things you can do is to perform a good player (not character but player) selection and trying to keep up with a good pace in the game. A good pace does not only involve posting frequently, but giving the players meaningful choices to do, and meaningful situations to develop or just interpret their characters. The player choice also involves finding people that have compatible playing styles. If you like mysteries but chose people who is mostly moved by tactics and number crunching (or the other way around), it doesn't matter if they are active people, problems will arise and they will end being less committed if they do not drop altogether, because they are just not interested in the buttons you are offering them to push even if they were having fun initially.


Most long running campaigns face this at some point or another. People passes through times they are less involved at roleplaying because other stuff gets in the way.

From what you are telling it seems these two people are responding well to the weekly meeting. If so, I do suggest you keep going with this once a week. A group can only go as fast as the slower runner. If the other ones really want more, they will have to concede and be seduced by your spin-off proposal. You can do nothing for the other ones to play more frequently if it does not come from them, unless their problem is related to how the game is run and you can change something for them to enjoy more. From what you are saying they are just out of the state of mind to play everyday and not a problem itself with the way you play.

Now, if the other two continue to find reasons not to attend even to the weekly events, and even then, they are not very involved... then, that is the hard time when you have to make them realize the game is not fulfilling enough for them and they will go better invest their time in something else, dropping the game and you and your other players finding someone with more similar play expectations.

Do not feel bad, this is something common, but you need to address it before the whole campaign falls apart.


My main suggestion, and what worked the best for me, is to look for a PFS game or other short game for a low level party. It is by far the easiest way to get into the the game and try it without getting into a strong commitment.

The recruitment threat is the place to look through, but you can also try the Flaxseed lodge. If you post there saying you are new and looking for an initial experience, I am sure some GM will jump in and create a table for you to try.


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I fully understand your frustrations.

The 'I am swamped at work' usually is just an over simplification of what is going on. Most of us face work peaks from time to time, but when this situation extends for weeks or even months, I think what people are trying to communicate is something more like 'I am so stressed and burned out that I cannot even think on pulling any creative juices to follow what you are doing here and write an accompanying text'. It is not that you are 16 h a day occupied, but that on your priceless free time your mind needs to do something liberating that does not involve thinking.

When you are in such a burnout situation, things get even worse the more games you are involved in. Maybe you can easily follow and give some post in 10 minutes everyday to your single game, but now, imagine people like me, in 12 different games, 3 of them as a GM, it involves dedicating anything between 1 and 3 hours a day. Now, some of your companions are involved even in more games. In such cases, imagine how they might feel about entering into the forums and face three hours of posting when what their body is calling for is to do some sport, socialize, or just lay down and rest.

I do not know how can we help these people, but they need to realize by themselves at some point, if the situation persists, that they need to drop some of the games in order to keep enjoying what remains and avoid future health problems for themselves.


Dazing spell wrote:
You can modify a spell to daze a creature damaged by the spell

As an act of balancing it could be ruled that the effect created by the spell is not the spell per-se, and thus the damage dealt by the effect is not modified by the Dazing Spell feat. Otherwise you will have to face things like Dazing Flaming Sphere, Dazing Summon Monster, etc.

But yeah, I would have liked this feat to have a limitation like "This feat can only modify spells with an instantaneous duration." and offer a new save at the end of each round.

If someone in your party is using this trick constantly, then it is perhaps the time to have a talk with the party to see if everyone is having fun with combats finishing that way.


Ryze Kuja wrote:
Balacertar wrote:


I would not take effects interaction in a videogame anything close as an official ruling.

I would. At some point, the coders had to ask the Paizo Rules Lawyers "hey how am I supposed to code the specific rules for FoM vs. Icy Prison interaction".

Everything that just happened in that interaction are exact rules as written from the two spells. I think it would be foolish to just ignore that and say "oh, pfft, it's just a video game".

The problem is when programing stuff you cannot preview with how many features the current feature you are programing will have to interact, specially for features that are only programmed later in the future. Thus, you just set general behavior for both features and hope for the best, their interactions often end behaving as expected and others not. Through different testing techniques you end refining them. And even then there are regressions, and small changes can create unexpected bugs.

But as smarter people than me said once "Is it a bug or is it a feature?" :)


Ryze Kuja wrote:

Welp, I take back everything I said previously.

I just tested FoM vs Icy Prison in the PC game Pathfinder: Kingmaker, and Icy Prison IS considered a Paralysis effect (even though it doesn’t say it in the spell description) and FoM counters it— to an extent. You’re allowed to run around all you want and attack and cast other spells, but you still take the 20 points of damage per round for 20 minutes because you’re still debuffed with the Icy Prison Paralyze effect, except you’re just allowed to ignore the paralyze effect while FoM is active. And if you end the FoM early, you become paralyzed again because Icy Prison is still active. Dispel removes the Icy Prison Debuff entirely. Energy Resistance and Protection from Energy work normally vs. the Cold damage.

FWIW, I think this is true intent.

I would not take effects interaction in a videogame anything close as an official ruling. This is probably just a side-effect of how they implemented both spells and they never took a look at their specific interaction.

If it serves as an example, a year ago (perhaps a bit more), hold person was still affecting characters under FoM. I do not know if it was because I reported that as a Bug or because more people did, but it was later fixed.


With what follows, I am not trying to offend anyone, and it might be the spell really works like you say, the limits are just not clearly specified, so reducing it to the absurd, I try to find at what point each one realizes the spell is perhaps not the blank solution to all movement restrictions it announces itself to be in the descriptive text.

To those thinking FoM makes the ice prison to just fall out of your body even on a save failure, or those thinking it helps against encumbrance, I ask you if armor just falls and slides out of the character when receiving FoM.

If you think FoM allows you to cross through magical walls, forcecage, resilient sphere, etc..., then why not crossing mundane walls or falling down the earth? Ground is known to prevent movement, an awful restriction FoM states to save you from.

For those of you that think it spares you from the effects of difficult terrain, I ask you, if you take a ground and start inclining it, at what degree of slope you start considering your speed is reduced when moving up the slope under FoM, or if you think a vertical slope still does not reduce your speed, then perhaps you think FoM allows you to swim and climb at maximum speed? Then why not to Fly, why gravity shall prevent you from that form of movement?

About comparing Ice prison and Web:

What web does is to give you the grappled condition, so it is just natural that FoM protects you against it, because it is explicitly stated FoM makes all grapple attempts to fail.

Now, ice prison is not holding you, but trapping you.

I still think a better comparison is with resilient sphere.

About wall of ice and SR:
I would recommend to have a reread of when spell resistance applies on the Core glossary. My interpretation, as an effect spell, is the ice wall is no subject to SR (the target is the air) like other wall spells, but the SR says 'yes' because there is a damage the wall deals to the creature, and the SR would apply to that damage.


My interpretation: It prevents you from the entangled condition, but still it deals cold damage (the ice is still there, your movement is just not impaired), and if you fail the save, you are trapped and helpless (which is something else than paralyzed).

The freedom of movement limits are indeed not completely defined and that fuzzy nature requires some GM interpretation that will inevitably vary from table to table.

What we do know by sure is it prevents the conditions paralyzed and grappled (like from web), that it prevents the penalties of crossing a fluid like solid fog or mundane water, and that it prevents other speed reducing effects like slow.

About other situations not clearly covered by Freedom of Movement:

As such, it is easy to extrapolate that any spells that create a paralysis effect like hold person or chains of light, or grapple, like black tentacles, will be defeated.

Then, we have the entangled condition. No explicit example is given to triumph over entangled. Thus, some GMs might rule freedom of movement does not prevent it. Yet the condition is so close to a lesser version of grappled, that I am sure most GMs will accept you are protected from entangle, tar pool or the effect of an ice prison on a successful save (although the cold ice is still there damaging you).

Now what happens with effects that modify the terrain? Freedom of movement does not say it helps against difficult terrain, icy ground, grease, sleet storm, etc. For me problems start here. Nothing is explicitly stated about these kind of effects, although the spirit of the spell seems to help you move with ease. I always have problems to adjudicate this, and completely defeating difficult terrain types seems too much, but at the other hand it seems the spell should help somehow (I would like the spell to say something like you can ignore 5 feet of difficult terrain each round). Expect a lot of variation and debate here.

What about other things like being engulfed or the encumbrance of excessive carrying weight or heavy armor? It is also a penalty to movement, but I think it was not intended to help with that stuff.

I think the ice prison spell compares well here to resilient sphere. Would you allow freedom of movement to triumph over resilient sphere? It seems a bit too much to me. It is not that you have some bindings, you are being actually trapped inside something. If you still think it beats it, what about forcecage (another evocation effect that traps you)?

To me, saying freedom of movement beats ice prison is no different than saying it allows you to move through an ice wall, or saying it beats resilient sphere, it is like saying you cannot be stopped by a wall of force.


The AoO happens as the enemy starts casting mislead. Thus, there is no illusion yet and the rogue only can AoO the caster (provided he does not cast defensively).

On the next round the enemy can chose to do one of many things, opening many scenarios:

- Concentrate in mislead to make the illusion pretend to cast a spell then 5' step himself: the rogue gets an AoO against the illusion

- Concentrate in mislead to make the illusion move away from the rogue then 5' step himself: the rogue gets an AoO against the illusion

- Concentrate in mislead to make the illusion pretend to cast a spell (or take any other action that generates an AoO) then move himself away from the rogue: the rogue gets an AoO on the casting illusion, then an AoO on the enemy moving away

- Concentrate in mislead to make the illusion pretend to cast a spell and move away from the rogue afterwards, then move himself away from the rogue: the rogue gets two AoOs on the illusion for casting then moving, then an AoO on the enemy moving away

- Not concentrate in mislead when the illusion was doing no activity that generates AoO and cast a spell himself or move away then cast: the rogue gets an AoO on the enemy, but not in the illusion who is doing nothing but standing there

- Not concentrate in mislead when the illusion was pretending to cast and cast a spell himself or move away then cast: the rogue gets an AoO on both the enemy and the illusion as both are generating AoOs

Note concentrating in a spell is a standard action that does not generate AoO. Thus, you cannot concentrate in the illusion and cast another spell yourself, unless it is a swift action, but then those spells do not generate AoOs.

Note, if you do not start continuously concentrating in the spell the round after casting, the mislead just keeps repeating what you directed it to do on the round of casting.


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My thesis: It is all an unfortunate editing error.

Isn't it a bit striking that they gave them the ability to retain Dex while immobilized? What does that mean? Does it help against paralysis or only against pinned? What is the rationale on that? if the barbarian cannot move how does he use his Dexterity to avoid the attack?

The Unchained rogue was not modified in the same way. Why would the developers want to create a difference on that class feature depending on what is the source class (published in the same book and both counting towards getting improved uncanny dodge)?

Unchained Rogue wrote:

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

What was the need to alter the core Uncanny Dodge? What were they trying to fix/improve?

The same ability describes itself as "a barbarian gains the ability to react to danger before her senses would normally allow her to do so". What does being immobilized has to do with reacting to dangers you are not aware of?

After a deep dive on it, I feel this all is a very unfortunate editing error on the Pahtfinder Unchained. Looking at the two versions texts with their line jumps in the original manuscript might help:

Unchained Barbarian wrote:

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the

ability to react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does
she lose her Dexterity bonus to AC if immobilized. A barbarian
with this ability can still lose her Dexterity bonus to AC if
an opponent successfully uses the feint action against her.
Core Barbarian wrote:

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the

ability to react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does
she lose her Dex bonus to AC if the attacker is invisible. She still
loses her
Dexterity bonus to AC if immobilized. A barbarian
with this ability can still lose her Dexterity bonus to AC if an
opponent successfully uses the feint action against her.

I stroked in purpose the deleted part, to help illustrate how things are the same, word by word, except for the deleted part.

The two lines with deleted text start with a very similar wording:
- she lose her Dex bonus to AC if
- loses her Dexterity bonus to AC if
Might have the person editing the text gone confused and thought there was repeated text and tried to remove it thinking she was fixing something or trying to save space?

Well, we will probably never know because the time for such clarifications is probably past, but there it is for everyone to make their ideas around it.

The uncanny dodge was not announced as modified, and being a well known feature many people probably just skim through it, and on a casual read you might not even notice something was changed, so it might be there was indeed an editing error and no one noticed.

Only one person seemed to notice the disagreement in the Unchained product thread, but no one seemed to give much attention and he was never answered.


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It is never too late for search engines :)

I actually asked myself this same question this week, this thread really helped me a lot to clarify the feats and some corner cases. It seems kind of a lost opportunity to consider it a closed topic where nothing else can be added, isn't it?


If your polymorphed attacks can count as unarmed attacks, then you could use the Hamatulatsu feat.

Perhaps it has no fitting in your build, but you might consider going Monk to gain flurry of blows and ki extra attacks to exploit that feat.

Again, it probably has no sense for your build, but archers can deal a great deal of attacks with piercing damage.

If you explain why do you need the piercing damage, we might be able to help more.


While at table we often say 'I channel to harm' or 'I channel to heal', that is not in reality how channel energy works.

PRD wrote:
[..] Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. [..]

When you channel what you do decide is what type of creature you want to affect, either undead or living. How your channel affects the creature depends on your type of channeled energy (positive or negative) and on how that type of energy affects that type of creature.

Because undead usually are harmed by positive and healed by negative, and living are usually healed by positive and harmed by negative, we usually simplify and say 'I heal for X hit point' and 'I harm for X damage'.

But then, that is not true for all creatures. Some living creatures might have an ability that makes negative energy heal them. And the other case could be true although I am not aware of it.

Have a look at the Death's Embrace (Death Domain power):

Death's Embrace (Ex) wrote:
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

It seems they are repeating themselves twice. But not. The first sentence overrules how negative energy affects you. The second one makes you affected by channeled negative energy even when it is targeting undead instead of living. So you are both healed by negative energy when it targets the living and when it targets the undead.

Actually the type of damage dealt by Alignment Channel seems a bit confusing to me. As it is not specified in the feat, I guess it means it is the usual type of energy of your channels. But it might be it is untyped. A few interesting scenarios arise:
- Alignment Channel to harm an Evil Outsider with the Death's Embrace domain power, result?
- Alignment Channel to heal an Evil Outsider affected by death ward, result?

You can make a fun exercise thinking what happens if your channeled energy is negative or positive, and compare with what happens if the feat is actually using untyped energy (let's call it sacred damage/heal).


You are leaving an important advantage of the Fly spell: it can be cast on others.

Monstrous Physique is an only personal spell.

Another advantage of Fly is, it is magical flying, you are not subject to a few rules hindrances that flying with wings have (losing height when struck, subject to high speed winds, you fall if you get paralyzed), and it can allow you to fly through liquids, so no need to swim.

Finally, if your Fly spell is dispelled or comes to an end while you are up in the sky, you gracefully fall to the ground, while if this happens while polymorphed, you plummet to the ground and might die.

In my opinion, if you are mainly looking for a solution to fly yourself, pick Monstrous Physique, it just offers more versatility.

If you might need to help a heavy armored/low skills companion through obstacles, or you need to help fly a companion heavy hitter from time to time, heavily consider Fly.

If your build does not particularly benefit from the Monstrous Physique combat bonuses, then just go for Fly, it is more solid.


That's interesting. I found this post from James Jacobs saying samsarans indeed just appear into the world as children or even teenagers.

I guess the 60 years old in the table means the age to adulthood for a samsaran adventurer, but that would encompass multiple reincarnations already, and the age of their current body could be that of a child, a teenager or an older adult.


Oooops! Sorry! This last post I sent to Website Feedback _:D

In here I had made some post similar to this but somehow previous post ended here too (I suspect because I was editing both in parallel):

Sensen wrote:
EDIT: Ninja'd by someone who knows more than me.

And I stand corrected myself xD

GMDQ and Andostre has given you good advice, but VTT play at the recruitment really rarely takes much attention, and sometimes is even flagged as wrongly located. The thing is people on this subforum is mainly interested in PbP. People in Online Play instead are mostly focused in VTT play, and that is the reason I still think you can find there more like-minded people that might be interested in VTT non-PFS adventures, more than in here.

Then I added I had resurrected a threat at Website Feedback requesting a specific subforum in order to pull people interested together in a way easier to find both at the website and through Search Engines.

This is a fast replacement of what I wrote before. I hope it makes more sense now XD


With the emergency of VTT use through this remote-work year, and as Paizo Game Space is dead, I come and rescue this request from the River of Lost Threads.

There is a subforum for Organized Play that gathers a lot of VTT Online Play attention, while people at Online Campaigns are basically focused at PbP and requests for VTT tend to pass unobserved. The Gamer Connection offers opportunities but I think it is a bit difficult place to find as compared with something called "Virtual Table Play" or something more meaningful for people trying to find people to play with in the post-COVID era.

Thus, I think having a forum, or subforum dedicated to remote VTT play, can help pull like-minded people together and serve to start up interesting projects on that quickly growing way of playing Pathfinder and other roleplaying games.


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With the emergency of VTT use through this remote-work year, and as Paizo Game Space is dead, I come and rescue this request from the River of Lost Threads.

There is a subforum for Organized Play that gathers a lot of VTT Online Play attention, while people at Online Campaigns are basically focused at PbP and requests for VTT tend to pass unobserved. The Gamer Connection offers opportunities but I think it is a bit difficult place to find as compared with something called "Virtual Table Play" or something more meaningful for people trying to find people to play with in the modern era.

Thus, I think having a forum, or subforum dedicated to remote VTT play, can help pull like-minded people together and serve to start up interesting projects on that quickly growing way of playing Pathfinder and other roleplaying games.


You have the Online Play forum. Although I think nowadays most of online gaming is organized in parallel Discord or Google groups you cannot check without login in.

The Online Campaigns is only for PbP.


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Ting Ting Ting wrote:

Some interesting conversations about peoples preferences on character types and classes. Me? I want to play the characters if find fun and interesting. Though I do understand the desire to have a 'balanced' party.

I can recall certain infamous party of only front-liners :)

Aganhei GM wrote:

Nooo, don't tempt me. I wanted a smaller group this time! I promised myself I would!

... Well, we'll see what happens. I won't promise anything, though.

My recommendation is always to start with a bloated party unless you have a high confidence the four players will not only stick but keep engaged with the game after 4 or more years. It is normal for 2 or more characters to fall (or worst, keep going but rarely contributing to the campaign development) during the first three months as they discover they had not as much free bandwidth as they hoped for, or they find out the group playing style does not fit with them or the campaign theme is not what they expected and they lose interest. You can recruit afterwards, but truth is original characters are easier to keep involved with the plot and to experience character growth engagement.

Opinions and experiences would vary, but I prefer to have a tempestuous start with 7 characters giving opportunities to people newer to the boards, than having a balanced 4 team with a good start that becomes tempestuous in the long run as replacements become not optional but required to keep going, and just a couple of the original characters maintain the "party implicit knowledge".


Aganhei GM wrote:
HIrabashi Yuto: Oh, hey, you play Delendir? I’ve been lurking on that thread for awhile. xD Anyways, focusing on this game… Hm. Madame Mvashti knowing more about Minkai than Yuto, I can accept, but I think I’d rather she give him a manual or something for the training in the samurai ways - just ‘cause it seems to feel more natural to me, y’know? Other than that, I think it’s good!

It was not properly reflected in the text, because I wanted to keep it short, but my thought was exactly that! She kept his parents belongings and gave him by parts. She gave him all the books about chivalry and samurais, and he consumed them avidly trying to understand who was his father from those books. As such he has an idealized idea of what being a samurai is (some kind of Don Quixote but without the madness).

EDIT
I have added a sentence to clarify Mvashti taught him providing him with appropriate books.


Here it comes Hirabashi Yuto, a Tien who is shyly starting the journey of becoming a samurai just from what he has read in books and heard about his father.

Background:

Yuto is not known for his prowess or bravery. In fact, when 4 years ago the Thisletop goblins attacked the Glasswork Factory where he had been working since he had the age to, he barely managed to find a place to hide until Delendir and the other heroes of Sandpoint appeared to defeat Lonjiku’s son, Tsuto.

Since his mother died giving him birth, the shy and withdrawn child was fostered by Madame Niska Mvashti and her daughter Koya. His father, an old samurai known as Hirabashi Tsutamu, disappeared in strange circumstances along with his Master, Lonjiku’s father, just a month before Umie, a humble dressmaker of Tien origins, discovered she was pregnant by her husband.

The few possessions his parents left him were his mother's dresses and sewing needles, and his father’s books that the boy devoured with faithful reverence since he learned to read Tien at an early age. That is how Yuto learned about the edicts of the samurai orders, about the daisho and the other arts of the sword. He learned about the lines of succession of distant Minkai, about honor, and so idealized his parents and the distant world they came from decades ago.

When Yuto became a teenager, Madame Mvashti decided to train his body and mind in a way he would not shy off. She ensured he put his mother’s needles to work with Rhynshinn Povalli, and convinced Lonjiku the boy deserved a job at the Glasswork Factory, if only because of the loyalty of his father to Lonjiku’s own father. Without the boy noticing his body endured and strengthened at the rigors of the factory, while his precision and patience grew at the art of sewing, while the old sage of Sandpoint insisted to teach him about the oni and the kami, and other distant spirits. It almost seemed as if the fortuneteller knew about the role the boy would have in the future and decided to prepare him for without scaring him.

Although Yuto often daydreams about traveling to Minkai to discover the origin of his family and become a samurai like his father, the boy has been always too shy and withdrawn to immerse himself in such a bold voyage. At least until a few weeks ago, when Niska summoned him shortly before dying, to make him promise he will join Koya and protect her should she endeavour in a long travel. The fortuneteller said a lot of strange omens he was not able to understand and gave him the training weapon and armor his father left behind whose existence Yuto never knew about before.

Secrets:

Spoiler:

Although her mother lived a humble life in Sandpoint, back at Minkai she had a comfortable life in a well-off family of traders or noblemen. Her marriage with Tsutamu, a much older man with little coin or titles, was judged inconvenient for the young Umie and caused a great storm in the family. Nevertheless, she decided to leave the life of comfort and remain truthful to her love, even when Tsutamu’s liege brought her to the far away foreign lands of Varisia. This is a possible hook for end game at Minkai. If you want, you can give me a family name and I will incorporate it.

Personality, main NPCs relations and Adventure motivations:
For much he has idealized the loyalty and combat excellence of his father through the reading of his samurai books, Yuto remains an insecure 24 years old young man. Shy and withdrawn, when not working he passes most of his time reading at the Mvashti’s house, but now that Kuya is spending less and less time at town, Yuto is being forced to leave his jobs at the Glassworks Factory and with Rhynshinn Povalli at Vernah’s Fine Clothing and take the sword to follow Kuya as promised and work with his fostering brother Sandru Vhiski.

While the relation with Kuya has always been of mutual care as in a mother to child normal relationship, his relation with Sandru has been more conflicted. Yuto sees his fostering companion as his older brother, and enjoys his protection and cares, but at the same time it is conflictive and creates a secret resent, as he sees in him the boldness and detachment of the samurais that he lacks.

With Ameiko, the young man has a relation of reverence. He sees his own Tien ethnicity reflected on the woman. And despite not having enjoyed much time with the over demanded woman, he was lucky enough that Madame Mvashti convinced her to teach Yuto the Tien and Minkaian languages early on.

Shalelu on the other side is just a mystery to Yuto, although he knows about her and how important she was in the goblin and giant attacks. He idealizes the guardian for her boldness and judges her as an archer able to rival the best samurai bowmen.

His shyness and sensibility though, have made Yuto an observant person, able to understand the motivations and virtues of others, and has made him a great guardian of the self being of his companion emotions. He will always try to help people work well together around him.

HIRABASHI YUTO:

Male human (tien) samurai (Yojimbo) 1
LN Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 13 (1d10+2+1)
Fort +4 (2 class, 2 Con), Ref +2 (0 class, 2 Dex), Will +1 (0 class, 0 Wis, 1 trait)
Special defenses resolve (1/day), determined (use resolve to remove shaken, fatigued or sickened), resolute (use resolve to roll Fort or Will twice), unstoppable (use resolve to stabilize and remain conscious)

OFFENSE
Speed 20 ft (30 ft without armor)
Melee katana +5 (1d8+6) 18/x2 slashing, or
quarterstaff +5 (1d6+6) 20/x2 bludgeoning
Ranged sling +3 (1d4+4) 20/x3 bludgeoning
Special attacks challenge (1/day, +1 damage, DR 1/-, -2 AC)

STATISTICS
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Ability increments +2 Str (racial)
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Fast Learner
Traits
Friend of the Family (campaign): You are a friend to the Mvashtis. Niska Mvashti’s made you promise before dying to accompany her daughter Koya and protect her if she begins a long travel. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. I do not know what religion might be suitable, but I was thinking one original from Minkai he might have read about on books
Skills (4 class + 2 background + 2 Int + 1 skilled + 1 fast learner = 10 x 1 level = 10; ACP=-7)
* = background skill
Bluff +0 (0 Cha, class)
Climb +1 (4 Str, 1 rank, 3 class, -7 ACP)
Craft* clothing +6 (2 Int, 1 rank, 3 class)
Diplomacy +4 (0 Cha, 1 rank, 3 class)
Handle Animal* +4 (0 Cha, 1 rank, 3 class)
Intimidate +0 (0 Cha, class)
K. history* +6 (2 Int, 1 rank, 3 class)
K. nobility* +7 (2 Int, 1 rank, 3 class, 1 order)
K. planes +3 (2 Int, 1 rank)
Perception +5 (0 Wis, 1 rank, 3 class, 1 trait)
Profession* - (0 Wis, class)
Ride -5 (2 Dex, class, -7 ACP)
Sense Motive +4 (0 Wis, 1 rank, 3 class)
Swim +1 (4 Str, 1 rank, 3 class, -7 ACP)
Languages Common, Tien, Minkaian, Goblin
Favored class (samurai): Both +1 HP and +1 Skill (Fast Learner feat).

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str
Bonus Feat Fast Learner
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.
Resolute defense (Ex): At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.
Order: Order of the Warrior
Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Equipment:

Worn
four-mirrors armor, 125 gp [+6 AC, 2 Dex, -5 ACP]
shield, heavy wooden, 7 gp [+2 AC, -2 ACP]

Weapons
katana, 50 gp
training staff, 0 gp
sling, 0 gp
sling bullets, 1 gp

Waterproof bag, 5 sp
Bandoliers go here before going into the water

Belt
-

Bandolier 1 (1/8)
oil of bless weapon, 50 gp

Bandolier 2 (3/8)
alchemist fire [x1], 20 gp
acid flask [x2], 10 gp

Backpack
crowbar, 2 gp (+2 to open Str checks)
flint and steel, 1 gp
silk rope, 10 gp (50' break 24 DC)
sewing needle, 0.5 gp
torches [x5], 0.01 gp

Gold earned: 300 gp (initial)
Gold spent: -183(weapon+armor)-40(alchemicals)-50(potions)-14.05(gear)=-287.05 gp
Gold remaining: 12.95 gp


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I only have stats for the Adventure Paths run by PbP in this site. Some campaigns with weird naming or multiple threads might be out of these numbers.

The first number is the number of active campaigns (those that have received posts in Gameplay during the last two weeks). Second number is the number of ever opened campaigns (some are threads with less than 100 posts, a few have as little as just 1).

About the years, first number is how many campaigns started that year, and last number is how many campaigns died+completed that year.

Shackled City: 2/11
2007: 0/0
2008: 0/0
2009: 2/1
2010: 1/1
2011: 1/0
2012: 4/1
2013: 1/1
2014: 0/1
2015: 0/1
2016: 2/3
2017: 0/0
2018: 0/0
2019: 0/0
2020: 0/0
2021: 0/0

Age of Worms: 1/15
2007: 0/0
2008: 0/0
2009: 0/0
2010: 1/1
2011: 0/0
2012: 4/0
2013: 3/3
2014: 3/2
2015: 0/0
2016: 1/2
2017: 3/2
2018: 0/2
2019: 0/1
2020: 0/0
2021: 0/1

Savage Tide: 3/23
2007: 1/0
2008: 2/1
2009: 0/0
2010: 0/1
2011: 3/0
2012: 2/1
2013: 3/1
2014: 3/2
2015: 2/3
2016: 1/5
2017: 2/2
2018: 1/1
2019: 1/2
2020: 2/0
2021: 0/1

Rise of the Runelords: 19/239
2007: 1/0
2008: 1/0
2009: 1/0
2010: 7/3
2011: 8/4
2012: 21/23
2013: 35/15
2014: 43/34
2015: 36/35
2016: 22/29
2017: 20/24
2018: 25/17
2019: 8/20
2020: 10/14
2021: 0/1

Curse of the Crimson Throne: 15/105
2007: 0/0
2008: 3/1
2009: 1/2
2010: 3/0
2011: 7/4
2012: 12/8
2013: 16/11
2014: 10/4
2015: 8/10
2016: 7/9
2017: 8/7
2018: 9/14
2019: 8/8
2020: 13/10
2021: 0/2

Second Darkness: 3/34
2008: 0/0
2009: 0/0
2010: 2/0
2011: 2/1
2012: 4/4
2013: 4/1
2014: 6/4
2015: 3/3
2016: 5/2
2017: 5/5
2018: 1/5
2019: 0/4
2020: 2/2
2021: 0/0

Legacy of Fire: 5/51
2008: 0/0
2009: 4/1
2010: 4/2
2011: 6/2
2012: 12/11
2013: 7/10
2014: 4/3
2015: 1/3
2016: 5/3
2017: 3/5
2018: 1/1
2019: 0/2
2020: 4/3
2021: 0/0

Council of Thieves: 1/30
2008: 0/0
2009: 1/0
2010: 1/0
2011: 4/1
2012: 5/2
2013: 6/7
2014: 5/10
2015: 4/3
2016: 2/2
2017: 2/2
2018: 0/1
2019: 0/1
2020: 0/0
2021: 0/0

Kingmaker: 16/191
2009: 0/0
2010: 14/2
2011: 15/6
2012: 27/25
2013: 32/26
2014: 19/17
2015: 27/24
2016: 13/16
2017: 17/16
2018: 13/14
2019: 10/16
2020: 2/10
2021: 2/1

Serpent's Skull: 4/56
2009: 0/0
2010: 7/1
2011: 7/7
2012: 7/5
2013: 3/4
2014: 10/12
2015: 9/6
2016: 7/8
2017: 1/4
2018: 1/1
2019: 1/3
2020: 3/1
2021: 0/0

Carrion Crown: 9/132
2010: 0/0
2011: 23/12
2012: 23/17
2013: 21/16
2014: 20/22
2015: 11/13
2016: 15/13
2017: 8/11
2018: 9/10
2019: 0/4
2020: 2/3
2021: 0/2

Jade Regent: 8/90
2010: 0/0
2011: 13/2
2012: 13/12
2013: 14/18
2014: 11/12
2015: 9/10
2016: 9/4
2017: 8/8
2018: 4/8
2019: 3/4
2020: 5/3
2021: 1/0

Skull & Shackles: 6/84
2010: 0/0
2011: 2/2
2012: 24/11
2013: 20/18
2014: 15/15
2015: 8/8
2016: 6/6
2017: 4/8
2018: 4/6
2019: 1/2
2020: 0/2
2021: 0/0

Shattered Star: 7/45
2011: 0/0
2012: 13/4
2013: 9/9
2014: 4/4
2015: 0/3
2016: 5/4
2017: 2/2
2018: 4/1
2019: 5/5
2020: 3/5
2021: 0/1

Reign of Winter: 14/97
2012: 0/0
2013: 28/13
2014: 20/20
2015: 10/10
2016: 10/9
2017: 7/10
2018: 11/7
2019: 7/9
2020: 3/4
2021: 1/0

Wrath of the Righteous: 11/107
2012: 0/0
2013: 31/5
2014: 29/31
2015: 17/18
2016: 8/13
2017: 6/7
2018: 6/9
2019: 4/8
2020: 6/4
2021: 0/1

Mummy's Mask: 4/44
2013: 0/0
2014: 15/4
2015: 2/5
2016: 9/5
2017: 7/9
2018: 5/5
2019: 3/5
2020: 3/5
2021: 0/2

Iron Gods: 6/77
2013: 0/0
2014: 21/2
2015: 12/17
2016: 16/21
2017: 14/9
2018: 8/10
2019: 4/9
2020: 2/3
2021: 0/0

Giantslayer: 12/54
2014: 0/0
2015: 20/8
2016: 7/6
2017: 9/6
2018: 7/10
2019: 4/7
2020: 4/4
2021: 2/0

Hell's Rebels: 8/50
2014: 0/0
2015: 10/2
2016: 14/13
2017: 11/6
2018: 10/9
2019: 1/7
2020: 2/5
2021: 1/0

Hell's Vengeance: 3/19
2015: 0/0
2016: 8/4
2017: 2/5
2018: 2/3
2019: 1/0
2020: 6/4
2021: 0/0

Strange Aeons: 8/46
2014: 0/0
2015: 1/0
2016: 16/5
2017: 12/12
2018: 7/6
2019: 9/8
2020: 1/6
2021: 0/1

Ironfang Invasion: 13/35
2016: 0/0
2017: 21/7
2018: 7/8
2019: 4/5
2020: 3/2
2021: 0/0

Ruins of Azlant: 7/25
2016: 0/0
2017: 13/1
2018: 5/7
2019: 1/5
2020: 6/3
2021: 0/2

War for the Crown: 6/23
2017: 0/0
2018: 11/5
2019: 4/4
2020: 8/6
2021: 0/2

Return of the Runelords: 4/8
2017: 0/0
2018: 3/1
2019: 4/1
2020: 1/1
2021: 0/1

Tyrant's Grasp: 4/9
2018: 0/0
2019: 7/2
2020: 2/1
2021: 0/2

Age of Ashes: 5/15
2018: 0/0
2019: 8/4
2020: 7/5
2021: 0/1

Extinction Curse: 5/7
2019: 0/0
2020: 7/2
2021: 0/0

Agents of Edgewatch: 1/2
2019: 0/0
2020: 2/1
2021: 0/0

Enjoy!


I will toss here Izomandakus as a candidate.

Appearance:

Izomandakus is a lean woman who clearly conceals her most femenine attributes to resemble the most to a man. She cuts her hair short and often adopts a serious and commanding position just to expel this manly figure.

Despite the temperance of his dressing style, it is clear he likes to take attention to the fabrics and quality of the sewing, and most of his clothing is expensive and of very high quality, like silk, for a medium city worker and even more for a humble Sandpoint family.

She is accompanied by a lean and well taken care of female pig.

K. local DC 15:

You know Izomandakus is the twin sister of Aneka, both daughters of the local baker Alma Avertin, owner of Sandpoint Savories.

If fact, you know Izomandakus was born to the name of Arika, but during teen years she insisted she is a boy and made everyone call her Izomandakus.

You also know the Chopper killed her brother a few years ago, and she has been working in the Golemworks in Magnimar ever since.

It is also rumored she is after the son of the Scarnetti, Titus Scarnetti, but only because of the family money because in reality he is secretly in love with Ameiko Kaijitsu with whom, always according to rumor, he has had an affair in the past.

Background:

Arika was born into one of the humble Varissian families that settled in Sandpoint. Her mother, Alma Avertin, is the owner of Sandpoint Savories, the settlement bakery. She has a twin sister called Aneka.

From an early age it became clear Arika was not like the other girls, and despite her physical resemblance to her twin sister, Arika was very different inside. She stated to have dreams of other people, that sometimes memories from another person assaulted her, and that she was not a girl but a boy. When Arika was only a teenager he started to tell everybody that his name was not Arika but Izomandakus and made everybody call him by that name. The family did not know what to do or feel about it, but when his brother Casp was assassinated by the Chopper, everybody seemed to change and started to accept Izomandakus to take the roles of his fallen brother. That day her brother died is the worst memory of her life, but at the same time she feels guilty that it was his most happy day, because people finally ceased to mock her and started to treat him as a man.

Early on Izomandakus started to show a knack on the understanding of magic and an unlimited attraction by Sandpoint’s Old Light and the knowledge of the ancient civilization of Thassilion. Advised by the town’s professor Ilosari Gandethus, old wizard adventurer who saw potential in the boy, the family took Izomandakus to Magnimar for magical study. The Stone of the Seer’s rejected him, in part because his family could not pay the elitist tuition fee, but witnessing the strange understanding of transmutation the boy had, Toth Bhreacher accepted to teach him magic in exchange for Izomandakus to work at the Golemworks helping to manufacture their angelic guardian constructs. Izomandakus profited well from his stay at the Golemworks, he learned magic and constructs craft, and studied the many monuments and ancient ruins of Magnimar.

Allways unconventional, when his master Toth Bhreacher told him to make a bond with one of his crafting tools, or at least with some animal like a sage owl or a sneaky rat, he chose instead his loyal pig Pachemu, who had heard all her problems and sins while she was growing up.

Recently, graduated from his studies, Izomandakus has felt homesick and decided to return to Sandpoint for the Swallowtail Festival with the money he earned at the Golemworks, as an excuse to visit his family. In fact he heard a new Thassilonian expert, Brodert Quink is studying the Old Light and wants to see what he has discovered. Evenmore, Izomandakus hopes to settle in Sandpoint once more and explore the ruins, as he feels strangely intrigued by the Thassilon epoque and thinks it might have something to do with the strange memories at the back of his mind.

In the long run, she plans to keep learning on the topic of constructs crafting. She has rather disruptive ideas of building some of them that might be used to farm at the countryside which would free a lot of working force for other better stuff, like magic study, but she is not opposed to some arts perfection. Of course his master Toth remembers the cost of constructing such golems is so high, it would overtake the value created by farming products in centuries. But the boy is not totally taken down and stubbornly plans to open such a business in Sandpoint and make it not only viable but one of the most profitable businesses in Varisia that will make him extremely rich.

Personality and quirks:

Despite he is quite sociable, Izomandakus is an introvert at heart, making it difficult to talk about her own feelings. This, and the fact she insists to be a man makes unease many of the rural folk of Sandpoint. She built in the past some grudge to the townsfolk and her family for this, but the support of his twin sister, the Chopper assasination and his final studies at Magnimar have changed all, easing up her heart.

The girl has strange memories that specially attach to her during dreams. She sometimes knows things he cannot believably explain how he knows, and this has made others at town to see her as someone strange and keep space from. That said, the other oddities at town have always dealt good with her, and she has made good friendships among some of the strangest members of his community.

Izomandakus likes money to the point that many would consider him greedy. The boy though feels very guilty about it, and often makes his best to conceal that greed.

She cooks the best cookies at town (and likes to always carry some with her in a small crystal pot bought at the Glasswork Factory).

The things that make her more angry are being treated as a woman, although he has come to control his reactions in these cases, and being treated as a non important person. In fact one of his highest fears is becoming poor.

She has the continued feeling she has some pending task to do, but she cannot clearly put what it is.



The Numbers:

IZOMANDAKUS
Masculino Human (Varisian) transmuter 1
NG Medium humanoid (human)
Init +2, Senses Perception +6
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex, )
hp 12 ((1d6)+6)
Fort +2, Ref +2, Will +3, +2 trait bonus on saving throws against fear and death effects.

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Ranged acid +2 (1d3)
Ranged crossbow, heavy +2 (1d10/19-20)

Prepared Spells
Wizard (CL 1st; concentration +4)
1st-grease(DC 14), magic weapon(DC 15), *reduce person(DC 15)
0th-dancing lights, detect magic, acid splash
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STATISTICS
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Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 8,
Ability increases +2 Int (racial), +1 Str (school enhancement)
Base Atk +0; CMB +2; CMD 14
Feats Alertness, Scribe Scroll, Spell Focus (Transmutation), Toughness
Skills (2 class, 3 Int, 1 human, 2 background = 8 ranks) Craft +7 (Cookies), Craft (Clockwork) +7, Intimidate +7, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Local) +7, Linguistics +7, Spellcraft +7,
Traits Bruising Intellect, Reincarnated, Scholar of the Ancients
Languages Azlanti, Common, Elven, Draconic, Giant, Thassilonian, Varisian
SQ arcane bond, arcane school, augment, bonus feat, cantrips, enchantment opposition school, arcane bond (familiar), familiar's alertness ability active, hero points, illusion opposition school, physical enhancement, skilled, spells, transmutation school (Enhancement Subschool),
Combat Gear acid,
Other Gear quarterstaff, silken ceremonial armor, spell component pouch, bandolier (2), cold iron bolt, scroll case, crossbow, heavy, crossbow bolts (10), 101.0 gp
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SPECIAL ABILITIES
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Background Skill (Knowledge (History), Linguistics)

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Hero Points Current Points = 0; Max Allowed = 3 [Alter these values in GM Awards]

Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Augment (Sp) As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts 1 rounds. You can use this ability 6 times per day.

Transmutation School You have chosen to specialize in transmutation spells (Enhancement Subschool)

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Reincarnated You lived a previous life as someone-or something- else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Pig familiar

Spoiler:

Femenine Pig animal 1
TN Small magical beast (augmented animal)
Init +1, Senses low-light vision; Perception +1
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DEFENSE
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AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size )
hp 6 ((1d8)+2)
Fort +6, Ref +3, Will +3
Defensive Abilities improved evasion,
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OFFENSE
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Speed 30 ft.
Melee bite +1 (1d4)

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STATISTICS
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Str 11, Dex 12, Con 15, Int 6, Wis 13, Cha 4,
Base Atk +0; CMB -1; CMD 10
Feats Great Fortitude
Skills Intimidate -2, Knowledge (Arcana) -1, Knowledge (Local) -1, Linguistics(Thassilonian) -1, Spellcraft -1,
Languages Thassilonian, Empathic Link,
SQ alertness, empathic link, intelligence score, low-light vision, natural armor bonus, share spells,
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Intelligence Score The familiar's Intelligence score.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Quadruped (Hooves) Available Magic Item Slots; armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders

Share Spells (Ex) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).


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