Tanuki

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384 posts. Organized Play character for azjauthor.



Grand Lodge

Out of character discussion thread.

Grand Lodge

As part of a massive effort to explore and develop an uninhabited planet full of valuable resources, the heroes are placed in control of a settlement and must deal with challenges from both within and without. Far from home, can the heroes establish a thriving community and survive the uncharted system’s terrible secrets and mysteries?

Planetfall (Part 1 of 6)
With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and administrators of one such charter. As they explore the surrounding wilderness and grow their new settlement, they must contend with all manner of problems, from wild animal attacks to dissatisfied settlers. And the planet holds mysteries beyond counting!

Horizons of the Vast player's guide

Grand Lodge

Discussion of OOC stuff related to this scenario.

Grand Lodge

Players should dot and delete

Grand Lodge

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺)

Discussion thread for this campaign.

Please make sure you've signed up for this game at the Gameday XIV Event Listing, and then register at RPG Chronicles to be sure I have all the right info to report for the chronicle sheet.

Then also go to the slide deck and enter your character name, an avatar/token for them, and then your general Exploration activity, along with the associated skill & modifier needed for initiative.

I have played many games on PBP over the years, but this is my first time running one in this format. Please let me know if there's anything I can do to make the experience more enjoyable.

Grand Lodge

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺)

A Starfinder Society Scenario designed for 1st- through 2nd-level characters, playable in 2-3 hours.

A few weeks ago, a massive alien starship emerged from deep space and crashed into the planet Akiton. Within hours, the starship’s automated defenses activated, unleashing dangerous monsters and magical effects into the region. This starship was soon dubbed the Wreck of the Returned.

Believing the Wreck of the Returned has a connection to the mysterious First Ones, an advanced civilization from antiquity, and is but the first step in a devastating invasion of the Pact Worlds, the Starfinder Society establishes a lodge in the surrounding Sloughscar Hills. The leader of the Starfinder Society, First Seeker Sarmak, needs brave Starfinders to help establish and defend this fledgling lodge, explore the Wreck of the Returned, and prevent the First Ones from invading the Pact Worlds.

Welcome to Invasion’s Edge, the first season of Starfinder Society for Starfinder Second Edition!

Please Dot and Delete below

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have a chronicle that gives access to a firearm that is classified as a martial weapon. Since my Ranger is proficient with martial weapons, I am thinking of having him buying the weapon, but it just occurred to me ... firearm ammunition is actually Uncommon. If I have access to the weapon, do PFS rules also grant me access to the ammunition needed for the weapon? I can't find anything that explicit says so. In other words, is there *any* way to have this weapon be functional without multiclassing into Gunslinger or getting Alchemical Crafting?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

From what I can tell in 2E, there aren't any alignment restrictions or implications for a good character summoning evil creatures. Specifically, I am thinking of my NG bard summoning evil creatures with Summon Fey. Am I missing anything in the 2E rules related to this in regard to summoning?

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The archaic wayfinder allows a spellcaster to cast a cantrip into it, and it'll hold the cantrip until it has been cast, at which point it becomes empty again. If a non-spellcaster has the archaic wayfinder, is it allowed for one of the spellcaster characters to cast a spell into it? Would it get recorded on the Chronicle sheet, and then remain in the wayfinder until it's cast out of it?

Or, alternately, is there somewhere that there's a cost for spellcasting on cantrips? The spellcasting services chart seems to start a 1st level.

Or is the archaic wayfinder really only useful for non-spontaneous spellcasters who can fill it with one of their own cantrips that they aren't memorizing/preparing that day?

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I noticed in the Reporting that the AP books Hellknight Hill & The Show Must Go On both indicate that they're Replayable and give credit each time they are reported. Fall of Plaguestone is also set up with this notice (as is the Beginner Box).

The problem is that I don't see anything in the sanctioning documents that indicate that these adventures are replayable. And then, when I went through and checked a few scenarios that I *know* aren't replayable, they also have this message. So I'm worried that this message in the reporting system isn't credible.

Does anyone know if there's been an announcement that Fall of Plaguestone, Hellknight Hill, and/or The Show Must Go On are intended to be replayable?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have a couple of questions about the Scrollstaff and the crafting requirements related to it.

Scrollstaff, p. 100 Lost Omens: Character Guide wrote:

A band of pliant wood encircles the head of this slender mahogany staff. The Magaambya created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Magaambyan iconography as an homage to their source.

A scrollstaff serves as a weapon just like an ordinary staff and can be improved via runes like any other staff. In addition, if you are capable of creating magical scrolls, you can inscribe a single scroll onto the staff’s head for the same cost as normal for Crafting the scroll. If necessary, you can embed a required material focus into the staff as part of the same Craft activity. As long as you are holding the staff, you can cast the spell from the staff’s head. Casting the written spell works just like casting from a scroll, but you can perform the necessary material component with the staff, even if you don’t have a free hand. Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an Interact action.

The staff can hold only a single scroll at a time. If you inscribe a new scroll before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the Craft activity to write the new scroll.

First, this item doesn't have the "Staff" tag, so I am assuming that investing it does not count against the "No one can prepare more than one staff per day" in the "Preparing a Staff" section on p. 592 of the Core Rulebook. So I could have the scrollstaff and a separate magical staff, both invested (and the magical staff prepared with charges). Any problem with that interpretation?

Second, when it says "the same cost as normal for Crafting the scroll," does "cost" indicate the cost in both time and money? Can I craft four scrolls per normal ... but one of those scrolls is actually crafted into the scrollstaff, instead of onto a parchment? Or do I have to spend at least 4 crafting days just to craft the one scroll into the staff, as if I were crafting just a single scroll?

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think one of the great innovations in Second Edition Society play was the Bequeathal boon. It meant that even if I got a boon that had no applicability to my character, I could transfer it to a more appropriate character with the Bequeathal boon. With the updates to the system, it looks like Bequeathal is being removed.

Is the intention to be unable to transfer earned boons between characters? Because it seems like the system could allow you to buy boons that you have earned and apply them to an appropriate character, even if that's not the one that earned it, so long as you've played the scenario to unlock the boon. It seems like a natural benefit of buying and assigning boons individually.

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I tried a few searches and couldn't find if this has been covered, but I wanted to make sure I was interpreting it correctly. Apologies if this has been asked before.

There is a "Leshy Companion" boon at Tier 2 of the Verdant Wheel faction. It says,

Quote:
You can select the Leshy Familiar feat as a 2nd level class feat, even if you are not a druid. You can ignore the prerequisite of belonging to the leaf order.

I guess the question is how much emphasis is placed on the "as a 2nd level class feat" wording.

I am interpreting this as the boon gives you access to the Leshy Familiar feat, though you still have to use one of your class feat slots when leveling up in order to take it. However, this is an "ally" boon, which means it has to be slotted ... and I don't know of any other case where a feat purchased on your character requires you to keep a boon slotted to access the feat.

So I could also interpret this as saying that by slotting the boon, you gain the Leshy Familiar feat for that scenario. Then if you ever don't slot the boon, you don't have the Leshy Familiar feat. But at that point, it isn't really a "2nd level class feat," it's just an ally familiar that you get from a boon.

How have people been running this? Has there been any official word on it?

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have a question about one of the boons on the chronicle sheet for Descent into Verdant Shadow ...

Spoiler:
In the Khizar admittance boon, it says "Each time you complete a scenario, you can choose to donate 10% of your credits earned to the Xenowardens and check one of the boxes below." Does this apply to scenarios completed by the *character* that has this boon, or can these checks be obtained when completing scenarios with any of your characters (assuming you pay the 10% fee)? The similar boon from Skitter Shot specifies that it can be with any character, and that wording seems to be missing here.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The Chirurgeon research field says that you can roll Crafting in place of Medicine for checks. Does this also mean that you can use Crafting to meet Medicine-based feat prerequisites for Skill Feats?

For example, the Bard Versatile Performance feat allows you to use Performance in place of Diplomacy, Intimidate, and Deception in some cases, and also specifically says that you can use Performance in place of those skills to meet these prerequisites. The Chirurgeon ability doesn't have that explicit wording.

Anybody know if this has been covered in a video or FAQ or forum post? Thanks!

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If you use your downtime to craft, you use 4 days of Downtime for prep and then spend half the cost. Additional days lower the remaining cost based on your level on the Earned Income table. But these amounts are so small that, unless you need the item immediately, it is worth taking some time to accrue the discount (particularly in comparison to the Earn Income amount at Level-2).

But when I move up to Level 2, does my 2 sp per day discount become 3 sp per day? Or do I continue using the same 2 sp per day discount from when I made the roll?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I was watching episode 5 of Knights of Everflame, and heard Jason Bulmahn mention that good damage and positive damage were two different damage types. I see the reason for a distinction between a Disrupting rune and a Holy rune, for example, that would be supported by this distinction.

The weird consequence of this, though, is that it seems like a cleric or champion channeling divine power to use a heal spell or other positive healing energy to harm an undead would have the positive trait, but not the good trait. This makes sense that it's not automatic, but the complete absence also seems strange. For example, it makes some sense that the heal spell from a cleric of Pharasma wouldn't have the good trait, but the heal spell from Sarenrae would seem like it would have the good trait.

Even if you use the Holy Castigation feat so that your heal spell can damage fiends as if they were undead, the spell is still just a positive spell, not necessarily a good spell. It seems odd that holy water deals good damage, but the direct divine power that gives holy water its power doesn't. (This also raises the tangential question: Can a neutral priest of Pharasma create holy water, if neither they nor their deity are good-aligned?)

Am I reading this right? Or do divine spells cast from a good deity gain the good descriptor as well as the positive descriptor (and maybe I'm missing the reference)?

Exo-Guardians

Is there any restriction on placing weapon accessories on railed weapons that are mounted on power armor?

It seems like by the rules, I could mount a melee weapon as a bayonet on a longarm and then mount the longarm on power armor, effectively always having both a melee and ranged weapon at the ready. Am I missing something about how this would work (or not work)?

Wayfinders

Novice Operative with a couple of questions ... Does an operative melee weapon on a bayonet retain the operative property?

Two specific cases that come to mind:

If you have a small arm with a light bayonet, and you put an operative weapon on it, is the melee attack still with an operative weapon, even though this thing is clearly more unwieldy than before?

Similarly, if an operative weapon is on a sniper rifle, is the melee attack still operative?

This seems clearly the RAW, but I am concerned I might be missing something, since whacking someone with a baton on the end of a sniper rifle seems inelegant compared to other operative attacks.

Dataphiles

1 person marked this as FAQ candidate.

I can't see if this has been asked or answered before, but can you add a weapon fusion to your optical laser? The argument in favor seems obvious. The argument against is that it's a cybernetic type of equipment and not a weapon, even though it "functions" like a weapon.

Optical Laser description wrote:
This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

If you had a small arm with the integrated weapon special property, and you were inserting it into a weaponized prosthesis, I think it's unambiguous that you could put a weapon fusion on it. But this is just different enough that I'm not sure.

I see a similar thread asking this about venom spur. It seems not entirely resolved on that thread, but I feel that the "functions as a small arm" part of the optic laser description might result in a slightly different answer.

Acquisitives 5/5 *

The Guide says you can replay adventures with Novas and the Seeker of Knowledge boon. I just want to confirm I am not missing a rule nuance: this applies to modules (AP & Skitter standalones), not just scenarios, right?

Also, can the "replay" include running it a second time to get a second GM sheet?

Acquisitives 5/5 *

Curious to know if maybe there's some aspect I've been missing, or if there are scenarios where it comes into play ... but is there any particular reason in SFS play for a character, even a tech-focused character, to upgrade beyond a basic starting computer?

At no point, even when doing hacking rolls or accessing data, have I ever been asked for the Tier of the computer I'm using to perform these tasks. I still have the Tier 1 computer that I started with, and I can't justify the cost it would take to buy a new one. But I assume that computers are being used more creatively and proactively by others, and there might be mechanics and uses that are based on Tier which I just haven't taken advantage of.

Any advice or thoughts would be appreciated.

Acquisitives 5/5 *

If you buy an Improved Faction Boon for 4 Fame, can you then sell back the original standard Faction Boon for its cost of 2 Fame using the Sellback Plan? I assumed you could, but it is a prerequisite for the Improved boon, so I want to be sure I can use the Improved Boon if I don't keep the original.

Also, can I sell the boon for it's listed cost even if I received it for free (either as starting Faction Boon or from a Chronicle sheet)?

Acquisitives 5/5 *

Sorry if this has already been answered, but I just wanted to clarify that I'm interpreting the awarding of GM chronicles/boons properly.

From what I can tell from the text on p. 17 of the Guild Guide, it seems like the GM takes a Chronicle sheet and can award themselves the Fame/Reputation for the adventure, including any boons they are qualified for.

But I just want to confirm that these awards are independent of the actual outcome of the game. So if the players don't achieve the Secondary Success Condition, or don't get the extra faction award, does the GM still receive those? What if the players didn't successfully complete the task to obtain a boon? Does the GM get the full awards in this case?

Also, if there's a boon that requires an earlier boon to "trigger" the event, does the GM have to possess the earlier boon?

Specific Example:
I'm thinking here specifically of Star Sugar Heartlove!!! chronicle sheets applied to a character who never did The Commencement, or who did the adventure but traded the album for credits at that time. Do those characters have to pass on the Heart Friend Forever boon?

Acquisitives

Just finished running The Lost Star, and one of the issues I ran into was in area A9, it was unclear how to treat the 10 feet of swirling sand. The Effect targets "a creature that starts its turn in the area" ... but the person who triggers the trap by walking through it doesn't start their turn there. Nothing in the Effect description indicates that their movement is stopped by the assault, nor exactly how to treat the 10 feet of swirling sands within the corridor.

I handled it this way: The person who triggered the trap had to stop and make the save, taking damage for a fail. Anyone else who entered the area, even if they had the movement to clear it, also had to make the save once while in the sand-filled area. And the area with sand was treated as Difficult Terrain for movement purposes.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So I've been toying around with a concept for an Operative who is also a Hellknight, Order of the Chain. I'm thinking of taking the Star Knight archetype, which at 2nd level grants proficiency with heavy armor.

But the Operative's abilities like Evasion and Quick Movement only apply when wearing Light Armor. I'm looking to see if there is any special material or armor upgrade or feature or feat that I am missing that would allow me to have heavy armor that counts as light armor for the purposes of these feats (similar to Mithral in Pathfinder).

I know there are some Armory upgrades that reduce the heavy armor movement penalty or armor penalty and such, but unfortunately I haven't been able to find anything that actually allows it to be counted as light armor.

Acquisitives 5/5 *

I recently acquired a boon that allowed me to create a new character that begins at Level 2, granting some extra starting credits, XP, and 5 Fame/Reputation. I am going to be running a scenario in a few days, and plan to apply the GM credit to the new Level 2 character. But I'm not sure how to record the extra Reputation in the reporting.

Do I report that I get 7 reputation when I report the Scenario, to account for the extra 5 I get from the original boon? Or should the extra 5 just show up on my Chronicle sheets and not ever get reported into the system?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Does the +10 land speed from the soldier's Rapid Response also increase the land speed of the soldier in powered armor, or just the soldier's un-powered land speed?

5/5 *

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If I play a Scenario that grants me a new race as a boon, then that Chronicle sheet is applied to the character I used to play the Scenario. The boon granting the new character requires that "A copy of this Chronicle sheet must be the first Chronicle sheet for the given character." Does this mean the Chronicle sheet can be applied to the NEW character instead of the character I played through the Scenario on? Or do I still apply it to the original character, and just make a copy of the character sheet to go with the new character (but the new character doesn't earn XP, gold, fame, etc.)?

Race

Kitsune

Classes/Levels

Ninja 3/Sorcerer 4/Arcane Trickster 2 - HP 60/60 - AC: 26/T: 16/FF: 22 – Resist: Fire 20* - Perception +11; Low-light vision - Fort: +7, Ref: +12, Will: +8 - CMB: +5, CMD 19 - Speed: 30 ft. - Init. +6

Gender

F

Size

M

Age

18

Alignment

Chaotic Good

Languages

Common, Sylvan, Tien

Strength 10
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 8
Charisma 22

About Kali Starr

PFS Character Information
PFS#: 60133-10
XP: 25
Fame: 37
Prestige: 15 (24 spent, 2 returned)

Game Statistics
Initiative: +6
Senses: Perception +11 ; Lowlight Vision
Speed: 30 ft.

AC: 26 (10 + 7 armor + 4 Dex + 2 Deflection + 3 natural armor)
Touch: 16 (10 + 4 Dex + 2 Deflection)
Flat-footed: 22 (10 + 7 armor + 2 Deflection + 3 natural armor)
Hit Points: 60 [3x(d8+Con) + 6x(d6+Con) + Toughness]
Fort: +7 Ref: +12 Will: +8

Combat:
Base Atk: +5; CMB: +5; CMD: 19

Melee
+1 Adamantine Wakizashi +10 to Hit; Dmg 1d6+1 (P or S); crit 18-20/x2;
or
MW Wakizashi +10 to Hit; Dmg 1d6 (P or S); crit 18-20/x2;
or
Dagger: +9 to Hit; Dmg 1d4 (P or S); crit 19-20/x2
or
Bite: +9 to Hit; Dmg 1d4 (P or B or S); crit 20/x2
or
2 Claws +9 to Hit; Dmg 1d4 (P or S); crit 20/x2

Ranged
Shuriken: +9 to Hit; Dmg 1d2 (P); crit 20/x2; range 10 ft;
or
Shortbow: +9 to Hit; Dmg 1d6 (P); 20/x3; range 60 ft;
or
Dagger: +9 to Hit; Dmg 1d4 (P); crit 19-20/x2; range 10 ft

Armor
Mithril Shirt +3: +7 AC, Light Armor, No ACP
Ring of Protection +2: +2 AC (deflection bonus)
Amulet of Natural Armor +2: +2 Natural Armor

Skills:
(3 x Skill Ranks Per Ninja Level: 8 + 1 Int) + (4 x Skill Ranks Per Sorcerer Level: 2 + 1 Int) + 4 Favored Class Sorcerer + (2 x Skill Ranks Per Arcane Trickster Level: 4 + 1 Int)
Acrobatics +17 (8 ranks + 3 class + 4 Dex + 2 racial bonus)
Appraise +1 (0 ranks + 1 Int)
Bluff +10 (1 rank + 3 class + 6 Cha)
Climb +4 (1 rank + 3 class + 0 Str)
Craft +1 (0 ranks + 1 Int)
Diplomacy +10 (1 rank + 3 class + 6 Cha)
Disable Device +18 (9 ranks + 3 class + 4 Dex + 2 tools)
Disguise +6 (0 ranks + 6 Cha)
Escape Artist +11 (4 ranks + 3 class + 4 Dex)
Fly +4 (0 ranks + 4 Dex)
Heal -1 (0 ranks - 1 Wis)
Intimidate +6 (0 ranks + 6 Cha)
Knowledge (Arcana) +8 (4 ranks + 3 class + 1 Int) [+2 vs Constructs]
Knowledge (Dungeoneering) +5 (1 rank + 3 class + 1 Int)
Knowledge (Local) +5 (1 rank + 3 class + 1 Int)
Knowledge (Nature) +5 (1 rank + 3 class + 1 Int)
Knowledge (Planes) +5 (1 rank + 3 class + 1 Int)
Knowledge (Religion) +5 (1 rank + 3 class + 1 Int)
Perception +11 (9 ranks + 3 class - 1 Wis)
Perform +6 (0 ranks + 6 Cha)
Ride +4 (0 ranks + 4 Dex)
Sense Motive -1 (0 ranks - 1 Wis)
Slight of Hand +9 (2 ranks + 3 class + 4 Dex) [+2 to steal items without being noticed]
Spellcraft +7 (3 ranks + 3 class + 1 Int)
Stealth +11 (4 ranks + 3 class + 4 Dex)
Survival +1 (0 ranks - 1 Wis + 2 vanity) [-2 outside of River Kingdoms]
Swim +0 (0 ranks + 0 Str)
Use Magic Device +11 (2 ranks + 3 class + 6 Cha)
Languages: Common, Sylvan, Tien

Feats:

Weapon Finesse : With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (1st level Feat)

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.(Free Sorcerer Feat)

Arcane Armor Training: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. (3rd level Feat)

Toughness: You get a +3 hit points at 1st level, +1 hit points for every level above 3rd. (5th level Feat)

Spell Focus (Evocation): +1 DC for all saving throws against spells from the Evocation school. (7th level Feat)

Intensified Spell (Metamagic): An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. (9th level Feat)

Traits:
Reactionary: You gain a +2 trait bonus on Initiative checks. [Combat Trait]

Magical Knack: Pick a class when you gain this trait (Sorcerer)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.[Magic Trait]

Kitsune Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Ninja Abilities

Weapon and Armor Proficiency:

Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use:

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack:

+3d6 precision damage when target is denied Dexterity bonus or flanked by Kali

Ki pool:

Ki pool points: 7/7

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ninja Trick:

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace (Ex):
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

Sorcerer Abilities

Bloodline: Draconic (Gold)

Bloodline Arcana:

Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers:

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus.

Spells:

Concentration: +12

0-Level Spells Known (Unlimited Casting)
Acid Splash
Detect Magic
Mage Hand
Message
Prestidigitation
Ray of Frost
Light

1-Level Spells Known (6 + 2 Cha Casting)
Burning Hands (DC 18)
Mage Armor
Magic Missile
Shocking Grasp
Snowball (DC 18)

2-Level Spells Known (5 + 2 Cha Casting)
Mirror Image
Resist Energy
Scorching Ray

3-Level Spells Known (3 + 1 Cha Casting)
Vampiric Touch

Arcane Trickster Abilities

Spells Per Day:

When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Ranged Legerdemain:

An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

* * *

Equipment:

Weapons
+1 Adamantine Wakizashi [2 lbs]
MW Wakizashi [2 lbs]
Dagger [1 lbs]
Shortbow [2 lbs]
--19 Arrows [3 lbs]
3 Shuriken [.5 lbs]
5 Cold Iron Shuriken [.5 lbs]
5 Adamantine Shiruken [.5 lbs]

Armor
Mithril Shirt +3 [10 lbs]

Gear
Bandolier
Amulet of Natural Armor +2 [1 lb] {Neck Slot}
Cloak of Resistance +3 [1 lb] {Back Slot}
Daredevil Boots [1 lb] {Feet Slot}
Ring of Protection +2 {Ring Slot 1}
Wand of Infernal Healing (34/50) [Updated 9-23]
Headband of Alluring Charisma +2 [1 lb] {Headband Slot}
Belt of Incredible Dexterity +2 [1 lb] {Belt Slot}
Handy Haversack [5 lbs]
--: in Haversack (all following weight negated)
--MW Thieves' Tools [2 lbs]
--Flint and Steel
--1 Sunrod [1 lb]
--3 Antitoxin
--Traveler's Any-Tool [2 lbs]
--Waterskin [4 lbs]
--8 Days Rations [8 lbs]
--Bedroll [5 lbs]
--Silk Rope (50 ft.) [5 lbs]
--Air Crystals (1 dose)

Total Weight carried: 31.5 lbs (Light)
Carrying Capacities: 33 lbs / 34–66 lbs / 67–100 lbs
(Handy Haversack negates weight of objects within it up to 120 lbs)

Boons:

River Kingdom Notoriety (From The Emerald Spire)
Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.

1st Hex Selected (The Tower Ruins): A Benefit: None Date: 10-20-2014
2nd Hex Selected (The Cellars): B2 Benefit: +1 Fame and +1 Prestige Point Date: 02-20-2015
3rd Hex Selected (Splinterden): D2 Benefit: 2 expended Prestige Points returned Date: 5-28-2015
4th Hex Selected (Godhome): B6 Benefit: +1 Fame and +1 Prestige Point Date: 06-02-2015
5th Hex Selected (The Drowned Level): B3 Benefit: +1 Fame and +1 Prestige Point Date: 02-10-2016
6th Hex Selected (The Clockwork Maze): E Benefit: Free Country Estate Vanity Date: 07-14-16
7th Hex Selected (Shrine of the Awakener): C1 Benefit: +1 cumulative bonus on all Day Jobs Date: 11-29-16
8th Hex Selected (Circle of Vissk-Thar): G Benefit: +2 on Day Job, +50% on DJ Total Date: 5-16-17
9th Hex Selected (The Spire Axis): B5 Benefit: +1 Fame and +1 Prestige Point Date: 3-1-18

Goblin Bane (From The Emerald Spire: The Tower Ruins)
By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition (From The Emerald Spire: The Cellars)
Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer (From The Emerald Spire: Splinterden)
In Splinterden, you fought a bandit group named the “Splinters.” These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Troglodyte Friend (From The Emerald Spire: Godhome)
You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.

Touch of Planar Waters (From The Emerald Spire: The Drowned Level)
Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane’s magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet.

Clockwork Engineer (From The Emerald Spire: The Clockwork Maze)
After defeating Klarkosh in The Clockwork Maze, you located a journal that told of his work with automatons and his attempts at turning himself into a construct. Researching the journal further, Klarkosh explains his processes and knowledge of engineering constructs and their programming and some of the information, while most of it ramblings, could be of use in the future. You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die’s result as though it were a 20.

Secrets of Serpent Magic (From The Emerald Spire: Shrine of the Awakener)
After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures’ spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet.

Sting of Serpent Magic (From The Emerald Spire: The Circle of Vissk-Thar)
You have once again experienced ancient serpentfolk magic in the depths of The Circle of Vissk-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player’s Guide 41). When you use this boon, cross it off your Chronicle sheet.

Vanities:

Thieves’ Guild: As a member of a thieves’ guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.

Country Estate (River Kingdoms): Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.

Resources Tracking:

Starting Gold: 150 gp
Gold from Emerald Spire: The Tower Ruins: 1398gp
Gold from Emerald Spire: The Cellars: 1536gp
Gold from Emerald Spire: Splinterden: 3716gp
Gold from Emerald Spire: Godhome: 1605gp
Gold from Emerald Spire: The Drowned Level: 4805gp
Gold from Emerald Spire: The Clockwork Maze: 6766gp
Gold from Emerald Spire: Shrine of the Awakener: 8713gp
Gold from Emerald Spire: Circle of Vissk-Thar: 11807gp
Gold from Emerald Spire: The Spire Axis: 14869 gp
Total Wealth Earned: 55365gp

Starting Purchases:
Backpack 2gp
Dagger 2gp
Waterskin 1gp
Studded Leather Armor 25gp
Wakizashi 35gp
5 Shuriken 1 gp
Thieves' tools 30 gp
Alchemist Fire 20 gp
Flint and Steel 1 gp
Sunrod 1gp

The Tower Ruins Accounting:
SELL Studded Leather Armor +12.5gp
SELL Thieves' Tools +15gp
Masterwork Backpack 50gp
Masterwork Thieves' Tools 100gp
2 Sunrods 4gp
Mithril Shirt 1100gp
Shortbow 30 gp
20 Arrows 1gp
Potion of Cure Light Wounds 50gp
Land Rush Hex A: 2pp

The Cellars Accounting:
SELL Wakizashi +17.5gp
MW Wakizashi 335gp
Potion of Cure Light Wounds 50gp
Antitoxin 50gp
+1 Enhancement bonus to Mithril Shirt 1000gp
5 Cold Iron Shuriken 2gp
Thieves Guild Vanity 4 pp
Land Rush Hex B2: 2pp

Splinterden Accounting:
SELL Masterwork Backpack +25gp
Wand of Infernal Healing 2pp
Antitoxin 50gp
Handy Haversack 2000gp
Traveler's Any-Tool 250gp
Rations [8 Days] 4gp
Bedroll .1gp
Silk Rope (50 ft.) 10gp
Land Rush Hex D2: 2pp

Godhome Accounting:
Land Rush Hex B6: 2pp

The Drowned Level Accounting:
2 Air crystals 100gp
1 potion of Touch of the Sea 50gp
Donation to pay for Raise Dead 1602gp
Adamantine Wakizashi 3035gp
5 Adamantine Shiruken 305gp
Bandolier .5gp
Cloak of Resistance +1 1000gp
Daredevil Boots 1400gp
Land Rush Hex B3: 2pp

The Clockwork Maze Accounting:
Headband of Alluring Charisma 4000gp
+1 to Adamantine Wakizashi 2000gp
Land Rush Hex E: 2pp

Shrine of the Awakener Accounting:
Belt of Incredible Dexterity +2 4000gp
4 Antitoxins 200gp
Ring of Protection +1 2000gp
Land Rush Hex C1: 2pp

Circle of Vissk-Thar Accounting:
Upgrade Ring of Protection to +2 6000
Upgrade Cloak of Resistance to +3 8000
Land Rush Hex G: 2pp

The Spire Axis Accouting:
Upgrade +1 Mithril Shirt to +3 8000
Amulet of Natural Armor +2 8000

Total Wealth Expenditures: 54826.6 gp
Total Prestige Expenditures: 20pp
Current Wealth: 538.4gp

The Exchange Season 6 Faction Card:

[ ] [ ] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level.

[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.

[ ] [ ] [ ] Earn at least 50 gp as the result of a Day Job check.

[ ] Earn at least 100 gp as the result of a Day Job check.

[ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse.

[X] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

[ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.

[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

The Exchange Season 9 Faction Card:

[ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.

[ ] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a
successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

[ ][ ] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

[ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.

[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: The Exchange