Terek

Bolgrim's page

27 posts. Alias of Sindalla.




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Would Body Bludgeon + Ground Breaker = this?

Also, as a side note, would this be allowable by RAW?


Pretty much as it sounds. Is it possible to wild shape into a swarm of something? There's this which is marked as an animal with the swarm subtype, but is still an animal with a statblock. I've been told you can only wildshape into animals that have stat-blocks, I.E, you cannot turn into a huge wolf since a huge wolf doesn't actually exist. This does however, and it's the only animal I've seen that is also a swarm. By RAW, is it allowed? I'm pretty sure it's not by RAI, but I'm just wanting to make sure I didn't miss something.

EDIT: I also just found this.


I'm making an Aasimar cavalier for our next game. I'm thinking about hiring a druid to awaken my mount. I had some questions regarding Awaken, Leadership, and Templates.

Would this work the way I'm thinking it would if I took the following feats.

Celestial Servant

Leadership

Then had the spell Awaken cast on my mount.

Will my mount still be celestial? Would it be viable to be considered LG so that I don' take the penalty associated with hiring a cohort of a different alignment?


I'm more interested in knowing this for an Order of the Shield Caviler ability. But this question also applies to a Phalanx Fighter.

Here's the ability in question related to the Phalanx:

Ready Pike (Ex)

At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.

It's an immediate action, which means you can declare that you're doing this after the DM says, "Enemy 'A' is charging you." Right?

You still have to declare you're using this ability before the attack roll is called out AFAIK.

Okay, so now the part I'm more interested in knowing about:

Protect the Meek (Ex)

At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.

So I guess the major key questions I have are:

1) If enemy "A" is charging someone from the group and he uses this ability to move to the side of enemy "A" not in front of him, does it stop the charge regardless?

2) Would the enemy absolutely have to continue the charge?

3) Would it stop the charge completely if the Caviler moved in front of enemy "A"?

4) Would the enemy get to go ahead and use the charge attack on the Caviler?

EDIT:

5) Can I use this at any point during an enemy's charge, or do I have to use this ability before/after the charge movement has commenced?


I'm building a character for Wrath of the Righteous and I know exactly how I want him to work and what I want him to do.

I'm a little more than disappointed though, I came across this feat that sounded like it'd be awesome! Stand Still. After a little bit of reading though, I realized this feat is terrible. I planned on having my character getting reach, and it doesn't support that. It also doesn't even use my weapon, so I'd have to use my flat CMB, no bonuses.

The other feat I came across was Pin Down. Awesome feat! Problem is, I'm not going to be a fighter.

So, my fellow Pathfinders, I was hoping you could help me find other feats like this one, any help would be appreciated!


My gaming group will be playing Wrath of the Righteous here in the next month or so after we finish our Skulls and Shackles game and I've got a character that I want to play, had him planned out through 20th level with 10 mythic tiers, but I changed my mind on a couple things and wanted some help with this build. Any suggestions would be most appreciated!

I'm building a dwarven druid who will take 4 levels in Stalwart Defender, maybe more, haven't quite decided yet.

He's going to be "dual-pathed" Hierophant as his main path, guardian as his dual path. I'm going to focus him around the idea of "tanking" and battlefield control, but I don't really want to use spells. I know druids get entangle and summon nature's ally, I don't care to use those, I really want to try this character concept.

I may or may not get a house-ruled item to help me out, still waiting on my GM to get back to me on that. It'll be a suit of Stone Plate that grants a weaker version of the Wild enhancement, but I have to take the Armor Check Penalty and the Dex cap, and it's limited to one form, Earth Elemental. Effectively it's supposed to add a +1 enhancement instead of +3. Functions like normal armor if I'm in normal form or any other form than elemental.

The reason I'm going 4 levels of Stalwart Defender is for the 2 stance powers Bulwark and Halting Blows.


My gaming group will be playing Wrath of the Righteous here in the next month or so after we finish our Skulls and Shackles game and I've got a character that I want to play, had him planned out through 20th level with 10 mythic tiers, but I changed my mind on a couple things and wanted some help with this build. Any suggestions would be most appreciated!

I'm building a dwarven druid who will take 4 levels in Stalwart Defender, maybe more, haven't quite decided yet.

He's going to be "dual-pathed" Hierophant as his main path, guardian as his dual path. I'm going to focus him around the idea of "tanking" and battlefield control, but I don't really want to use spells. I know druids get entangle and summon nature's ally, I don't care to use those, I really want to try this character concept.

I may or may not get a house-ruled item to help me out, still waiting on my GM to get back to me on that. It'll be a suit of Stone Plate that grants a weaker version of the Wild enhancement, but I have to take the Armor Check Penalty and the Dex cap, and it's limited to one form, Earth Elemental. Effectively it's supposed to add a +1 enhancement instead of +3. Functions like normal armor if I'm in normal form or any other form than elemental.

The reason I'm going 4 levels of Stalwart Defender is for the 2 stance powers Bulwark and Halting Blows.


So, here's the idea, and I need some help figuring out how this works because he will be using AoO's to provoke more AoO's. I don't know if the order allows this combo to work or not, so here it goes.

At 9th level he will qualify for, and get Greater Trip. If need be I will post the build, but I promise you he will. He will also have Vicious Stomp. He will focus Wolf Style.

He will also be mythic, I'm taking the Retributive Reach mythic ability which increases my reach by 5ft for the purpose of AoO's.

Here's the scenario:

Monk is in front of party next to Fighter.

Orc charges the group, he steps through my threatened area.

Wolf Style activates, I make an attack of opportunity.

He has 30ft movement speed normally, moved 20.

I deal 15 points of damage with my AoO which reduces his speed to 0.

He now qualifies for my trip provoked by Wolf Style.

Wolf Trip allows me to choose an adjacent square for him to fall prone.

I make him fall prone in front of the fighter and I.

Because I have greater trip, vicious stomp, and combat reflexes, at this point, who gets what attacks?


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

I can't seem to find it, but, as a general rule, how are the DC's of poisons determined? Example; if I use Wild Shape to turn into something that has a poison ability, and I gain that, what would the DC be based off of? My constitution? My wisdom? I looked at a diminutive spider that had a DC 10 poison. It had a 6 constitution, 10 wisdom. If the poison is based off constitution, I would expect the DC to be less than 10, if it's based off wisdom, the DC 10 seems to make more sense.


My group's going to be playing a Skulls and Shackles game here soon and I made a fun build that I'd like some double checking and tips on.

He's going to be a devious little guy who loves his cauldron. He'll cook just about anything in it, especially people. Yum Yum Gnomes!

I'm going to try and pick up all the cauldron hexes, and anything that makes them more viable. I took the Enchantment Patron, I'll be trying to trick people into taking a bath in my cauldron, eating poisoned food, and eating their friends. In case you haven't guessed, he's going to be chaotic evil.

Mancooker
Goblin Witch 1 (Ship's Cook)

Str:10
Dex:13
Con:14
Int:18
Wis:10
Cha:10

AC:12
Touch:12
Flat-Footed:11

Meat Cleaver: +1 (1d3)

Feat(s): Extra Hex

Trait(s): Alchemical Prodigy, Alchemical Adept

Hex(es): Cauldron, Poison Steep

Spell(s): 0-Spark, Bleed, Arcane Mark
1-Beguiling Gift, Cure Light Wounds

Skill(s): Craft (Alchemy) 16
Fly 5
Knowledge (Arcana) 8
Knowledge (Planes) 8
Profession (Cook) 4
Ride 5
Spellcraft 8
Stealth 9


It will take quite a few levels, and heavy optimization, but I want to see if I'm doing this build right. Any help would be greatly appreciated. Here's what I'm hoping to have by 13th level (gear may be subject to change)

Bolgrim
Male Dwarf Mountain Druid 8 / Fighter 1 / Stalwart Defender 4
Neutral Good

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 8 (-1)

Druid domain: Earth

Total Hit Points: 137 (includes toughness)

Speed: 20 feet

Attack: Dwarven Waraxe +16/+11/+6 to hit (1d10 + 4)

Armor Class: 38 = 10 + 11 (+2 Stoneplate) + 7 (+2 tower shield) + 2 (dexterity) + 3 (dodge) + 3 (Amulet of Natural Armor) +2 (Ring of Protection)
Touch AC: 17
Flat-footed: 38

CMB: +15
CMD: 30

1st: Toughness (+3 hp + 1/level over 3)
3rd: Dodge (+1 dodge bonus on AC)
5th: Natural Spell (Cast spells in animal shape)
7th: Shaping Focus (+4 to druid level for purpose of Wild Shape)
9th: (Fighter) Combat Reflexes (Additional opportunity attacks)
9th: Endurance (+4 on saves vs. nonlethal damage)
11th: Weapon Focus (Dwarven Waraxe) +1 to hit
13th: Shield Focus (Tower Shield) +1 on AC when using shield

Mountaineer (Ex)

At 2nd level, a mountain druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment.

This ability replaces woodland stride.

Sure-Footed (Ex)

At 3rd level, a mountain druid suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree.

This ability replaces trackless step.

Spire Walker (Ex)

At 4th level, a mountain druid does not lose her Dexterity bonus when climbing. A mountain druid is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements.

This ability replaces resist nature’s lure.

Wild Shape (Su)

A mountain druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A mountain druid cannot use wild shape to adopt a plant form. However, at 12th level she can assume the form of a Large giant as if using giant form I. At 16th level, she may assume the form of a Huge giant as if using giant form II.

AC Bonus (Ex)

A stalwart defender receives a dodge bonus to AC that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance

I won't make you read through all that, I think this post is long enough.

Bulwark (Ex): The defender adds his armor check penalty as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.

Halting Blow (Ex): If a foe’s movement in the defender’s threatened area provokes an attack of opportunity and the stalwart defender successfully hits the foe with the attack, the foe’s movement ends immediately. The foe cannot move again until its next turn but can still take the rest of its action. A stalwart defender must have selected the bulwark power prior to selecting halting blow.

Uncanny Dodge (Ex)

At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).
------------------------------------------------------------------------

Troll Form Stats:

Strength 24 (+7)
Dexterity 12 (+1)
Constitution 20 (+5)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 8 (-1)

Hit Points: 163

Speed 20ft

Attack: Dwarven Waraxe +18/+13/+8 to hit (1d10 + 7)

Armor Class: 40 = 10 + 11 (+2 Stoneplate) + 7 (+2 tower shield) + 1 (dexterity) + 3 (dodge) + 3 (Amulet of Natural Armor) +2 (Ring of Protection) + 4 (Natural Armor) - 1 (size)
Touch AC: 16
Flat-footed: 40

CMB: +20
CMD: 34
------------------------------------------------------------------------
Stats While in Defensive Stance:

Strength 22 (+6)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 8 (-1)

Total Hit Points: 163 (includes toughness)

Speed: -

Attack: Dwarven Waraxe +18/+16/+8 to hit (1d10 + 6)

Armor Class: 40 = 10 + 11 (+2 Stoneplate) + 7 (+2 tower shield) + 2 (dexterity) + 5 (dodge) + 3 (Amulet of Natural Armor) +2 (Ring of Protection)
Touch AC: 19
Flat-footed: 40

CMB: +17
CMD: 34 (48 vs acrobatics/bluff checks to avoid attacks of opportunity)
------------------------------------------------------------------------
Stats in Troll Form with Defensive Stance:

Strength 28 (+9)
Dexterity 12 (+1)
Constitution 24 (+7)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 8 (-1)

Total Hit Points: 189 (includes toughness)

Speed: -

Attack: Dwarven Waraxe +20/+15/+10 to hit (1d10 + 9)

Armor Class: 42 = 10 + 11 (+2 Stoneplate) + 7 (+2 tower shield) + 1 (dexterity) + 5 (dodge) + 3 (Amulet of Natural Armor) +2 (Ring of Protection) + 4 (Natural Armor) - 1 (Size)
Touch AC: 17
Flat-footed: 42

CMB: +21
CMD: 37 (51 vs acrobatics/bluff checks to avoid attacks of opportunity)

------------------------------------------------------------------------
Thank you for taking the time to read this! Any help or tips would be greatly appreciated. If you have any questions or if I made a mistake somewhere, please let me know!


Looked at a couple old threads and couldn't find what I was looking for. I didn't want to revive an old thread, so here goes. I know you can use magic items like a belt of strength or headband of intelligence to qualify for feats if you wear them for 24 hours. You lose those feats if you lose the item. What about stuff like wild shape? Can I not get multi-attack since Wild Shape isn't "permanent?"


Okay, I looked around and couldn't find it? I apologize if this has already seen the light, but I'm bringing it back into the light.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Look at size changes.

Does Natural Armor count as an ability score? If not, why is it on this chart?

Does increasing size via a polymorph spell increase your natural armor to compensate for the loss of DEX and the penalty from increased size?


Hey everyone. I'm planning on making a druid/stalwart defender (crazy, I know) I was curious about how exactly the Wild Enhancement works.

All it says is that I maintain the armor and enhancement bonus while in wild shape. Under normal circumstances and with this exception, how does armor work in Wild Shape?

Reason I ask is because the first defensive stance power I'm going to pick up is Bulwark, which adds to the difficulty of enemies trying to maneuver around me based on the Armor Check Penalty of the armor.

With or without the Wild enhancement, would I take the armor check penalty while Wild Shaped?

Does the bulwark power mean, based of the armor check penalty of the armor you're wearing? If not, this seems to be a bite in the rear end for fighters because the armor check penalty starts to go away as they level up.

I'm sorry if my thoughts aren't very clear, if you need clarification, just ask.


I promise I'm not trolling here. I had an idea (inspired by WoW) to play a druid "tank." Taking feats and the like to defend my allies and harass the enemy. While I'd love to use bear form for this, bears suck as compared to 3.5, and I'd get the same stats no matter what I turn into, so I might as well use something that gets reach or grab. Both reach and grab I suppose would be the optimal choices. Anyone have any suggestions? Preferred forms, optimal feats, useful items, essential spells, etc? Note: we will be playing a mythic game, so I will have access to Mythic Combat Reflexes, allowing me to make an unlimited number of attacks of opportunity, when stacked with "Halting Blow" I should be able to keep any number of opponents from moving past me. I will also dual path Guardian/Hierophant so that I can get unlimited Wild Shape with my preferred form, a little extra usefulness from my divine spells, and of course, "Retributive Reach" from the guardian. Thanks ahead of time for any helpful suggestions!


I've been pouring over the forums and the books and can't seem to wrap my head around Wild Shape. I'm pretty sure I understand what the rules say, but I don't think the RAW makes any sense. When a druid uses wild shape to turn into a large bear for example; she gets a +4 str, and if she's the typical druid, she'll probably have a 10 or a 12, the rarer one may have a 14. With this increase, from changing into a large bear, that gives most druids at best, an 18. A dire bear has a 25 strength, that seems vastly underscaled to me. On the other hand, let's assume the rules normally allow you to add the size scale modifier listed in the bestiary. Going from a medium to large creature gives you a +8 str, -2 dex, +4 con. That druid with the 14 str would then have a 22, which is closer to the dire bear's stats, and then if you go ahead and add the magical bonus, the stronger than average druid would have a 26 strength. Just barely stronger than the dire bear. So, we either have here; a +4 or a +12... Why can't there be some sort of middle ground? I'm in agreement that being able to have a druid's mental stats, plus a dire bears physical stats is incredibly powerful. But only getting a +4? That doesn't seem quite strong enough. I feel that this especially sucks for druids who want to focus on wild shaping and have a cool fighting style with it. I wanted to make a Bear Shaman who would be the symbolic "protector" of the group. Picking up feats that allow me to block attacks against allies, grapple foes going for our spellcasters, etc. But since I have to pour most of my stats into wisdom, and make sure I have at least a mediocre charisma so that I can handle animal effectively, I would need a good constitution for the protector-like hp, a decent strength so that I can hit the threats, and a decent dexterity so that I can have a decent AC, because I'm not going to get my armor bonus in wild shape until I can afford a +4 item, which on average is 14-18th level. And the listed natural armor bonus of +4 for a large creature is the best I'll get. Lastly, I can't even become a frickin' huge bear because there isn't a huge bear, and I can only wild shape into an animal I'm familiar with. That right there makes a bear shaman suck even more because he's pretty much limited to bear shape, and can't even make a decent use of the wild shape he's given. Am I just missing something, or did druids get the shaft in Pathfinder?

About Genyielt Tessariel

Stat Block:

Genyielt Tessariel
Male Garuda-Blooded Aasimar (Plumekith) Inquisitor (Infiltrator) 4
CG Medium Outsider (human, native)
Init +10; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 17 (+5 armor, +1 shield, +4 Dex, +1 deflection)
hp 23 (4d8); judgement of sacred healing 2
Fort +4, Ref +5, Will +8; +4 vs. abilities that detect lies or force the truth
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Ranged +1 Composite shortbow (Str +2) +8 (1d6+3/x3)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), See Invisibility (1/day)
Inquisitor Spells Known (CL 4):
2 (2/day) Align Weapon, Silence (DC 16)
1 (4/day) Divine Favor, True Strike, Disguise Self, Wrath
0 (at will) Stabilize, Read Magic, Detect Magic, Guidance, Light, Sift
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 10, Int 7, Wis 18, Cha 10
Base Atk +3; CMB +5; CMD 20
Feats Point Blank Shot, Precise Shot, Shake It Off
Traits Adopted, Scouting for Fiends, Warrior of Old
Skills Acrobatics +3 (+7 jump), Bluff +11, Climb +1, Diplomacy +11, Disguise +5, Escape Artist +3, Fly +3, Knowledge (planes) +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Linguistics -1, Perception +11, Ride +3, Sense Motive +8, Spellcraft +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Stealth +8, Survival +4 (+6 to track), Swim +1 Modifiers silver-tongued haggler (+2) (7/day)
Languages Common, Elven
SQ celestial crusader, domains (trade), forbidden lore, judgement (2/day), misdirection (true neutral), necessary lies +4, scion of elvenkind, solo tactics, teamwork feat (change 4/day)
Other Gear +1 Chain shirt, Masterwork Buckler, +1 Composite shortbow (Str +2), Arrows (50), Cold Iron Arrows (50), Ring of protection +1, 202 GP, 5 SP
--------------------
Special Abilities
--------------------
Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor Domain (Trade) Associated Domain: Travel
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +4 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scion of Elvenkind Count as an elf for any effect related to race. Pass as elven without using disguise.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Shake It Off Gain +1 to all saving throws per adjacent ally
Silver-Tongued Haggler (+2) (7/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another

Background:

Genyielt Tessariel was born in the elven capital of Iadara. Genyielt's father was one of the top instructors at the leading fighting academy in the city. His mother was a renowned sculptor. From an early age, Genyielt was groomed to be an expert swordsman and archer in the service of Queen Telandia Edasseril. It was not to be.

A chance encounter in Genyielt's second year at the academy set him on a path that would change him forever. One of the Fierani Rangers that ward Kyonin from the horrors of Tanglebriar visited Genyielt's archery instructor. Genyielt happened by while they were discussing archery strategy and equipment and its effectiveness against Treerazer's troops in Tanglebriar.

Genyielt pretended not to hear, but tracked down the ranger later that evening. He had found his calling.

A month later found himself learning from a different sort of instructor. In the southern reaches of the Fierani Forest, he learned that mistakes wouldn't result in a bruise or instructor's curse. They meant death or the loss of your soul. Genyielt learned quickly. He found the more practical training of the Fierani Rangers to be much better suited to his needs than the dry academic approach of the academy.

Once trained, Genyielt joined the Company of the Leaf - a storied ranger company renowned for their daring and devastating skirmishing style against Treerazer's demons. For several successful years, the Company of the Leaf continued to build their legend and Genyielt was thrilled to be part of it. But a terrible doom awaited.

On a stormy summer evening, the Company of the Leaf found themselves trapped deep in Tanglebriar. Later investigation would find that two captains had been corrupted and turned by Treerazer's demons. Genyielt was one of a handful of survivors. In the hands of the demons, Genyielt was subject to not only demonic tortures, but the corrupting influence of Treerazer's realm.

After three weeks in captivity, Genyielt was one of a handful of survivors plucked in a raid by the Company of the Willow. But, something had changed. Something about Treerazer's realm or magic had twisted him and changed him forever.

He returned to Kyonin, but no longer felt at home. Before long, he left, beginning travels that would take him to all corners of the Inner Sea. But, he found that he wandered without purpose. He didn't feel at home anywhere, but needed something to provide direction.

Enter the Dawn Walkers. In Mendev, Genyielt met another elf far from home, an Ekujae from the Mwangi Expanse, come to the Worldwound to hunt demons. A brother in the Dawn Walkers, the Ekujae brought Genyielt back from despair and set him on a new path. A path that has now brought him to Riddleport and the Gold Goblin to see about a contest to cheat the devil of his gold.


Appearance:

Genyielt is an tall, emaciated, elf with pure white hair (6'5", 135 lbs). His skin is a strange deep brown and has a disturbing, inconsistent texture - some areas look like they are about to slough off, while other areas look to be as tough as leather or even shell. His eyes are a pale gold with flecks of brown visible for those that look close, in low-light, they flash a bright yellow when caught by the light. Genyielt wears a chain shirt under a maize tunic with blue stitching. He wears a scabbard with a rapier at his side and has a longbow and quiver slung over his back.

Goal:

After leaving Kyonin, Genyielt had given up hope of ever finding a calling as strong as that he had felt in his early days as a Fierani Ranger. But, the Dawn Walkers gave him new purpose. He realized that he should not have lost heart and has renewed his once idealistic assault on demonkind. But now, the elf is wiser to the world, and recognizes that sometimes great patience is needed to bring down Sinashakti's enemies of old.

Sinashakti:

Sinashakti, the Walker of Worlds, is beloved of traveling bards and merchants whose primary motive is the journey rather than profit. His alignment is chaotic good, and his domains are Chaos, Good, Luck, and Travel. When you follow Sinashakti, you forswear permanent residence and carry a shortbow painted the colors of the dawn, and the arrows you fire are painted like sunrays. You are a storyteller, eager to unite people through their common wonder and joy in the world, and strive to learn new languages. Your greeting to the faithful is, “May the light carry you far today.”

The Dawn Walkers:

Alone or in small groups throughout the Inner sea, the Dawn Walkers, an organization of Sinashakti worshippers, hunt demons, devils, and other evil outsiders across the Inner Sea. Not only do the Dawn Walkers forswear permanent residence, they swear to bring the light of Sinashakti to destroy the dark.