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Captain Morgan wrote:
Doggan wrote:
SheepishEidolon wrote:
Doggan wrote:
So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.
The crossbow is still there, on his back. Maybe he is a switch hitter to the point that both the handaxe pair and the crossbow can be considered primary weapons.
Except the video talks about his focus on dual wielding.
It took 2 feats to be good with a crossbow in the playtest and 1 to effectively dual wield. Harsk can easily do both. The only issue I see is splitting his Hunter's Edge between flurry and precision.

You're missing the point. It's not a complaint about Harsk specifically. Just the fact that there will no longer be a character with a focus on iconic fantasy weaponry. Sucks for folks like me who enjoy that.


SheepishEidolon wrote:
Doggan wrote:
So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.
The crossbow is still there, on his back. Maybe he is a switch hitter to the point that both the handaxe pair and the crossbow can be considered primary weapons.

Except the video talks about his focus on dual wielding.


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So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.


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Dang. What a disappointment. Hopefully in 3E the Charisma based pool will be gone, and something better will come of it. Basing it off of Charisma is one of the main problems. And will continue to be so, now that you're basing class abilities off of it. MAD is bad. I was hoping that would have been obvious after 1E.


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This is disappointing. The new edition is supposed to be about evolution, but a LG Paladin isn't evolution. It's just standard fare. Even 1E has archetypes that allowed other alignments.

Maybe it's time to do away with the Paladin class, and rename it something like Paragon. Lose the archaic grasping to the ultimate do-gooder, and make the class a representation of a deity on earth.

I'm hoping that more alignments become available before the core release. I'm hoping that there is actual growth and evolution.


I'd pay for a CRB sized Bestiary. Although a pocket edition would be preferred. Although I'm hoping some of the streamlining goes towards reducing the 36.5 pages worth of appendix in Bestiary 1. Get more bang for our buck, as it were.

More monsters the better early on. I've never used most of Bestiary 5 and 6. Better to have access early on in the life cycle of the game.


wraithstrike wrote:
Doggan wrote:
While not directly on topic, I'd just like Dragons to feel like a threat again.
They're still a threat. They tend to have parties on the verge of a TPK when I use them. However I don't have them starting off with a direct attack when I use them. I'll have them in advantageous terrain and/or have them ambush the party. I also get rid of most(not all) weak feats and spells.

Outside of grossly out of balance encounters, I've never felt a dragon to be a threat. Advantageous terrain or not. Action economy does them in. Adding mooks to the fight makes it no longer just a dangerous dragon.


While not directly on topic, I'd just like Dragons to feel like a threat again.


Already selling off my 1E collection, except for CRB, a couple setting books and a couple APs. Will likely finish up the couple APs that haven't been done yet and then focus solely on another system. Unless PF2 blows me away, I'll be looking elsewhere for my gaming.


Erik Mona wrote:
Doggan wrote:
Erik Mona wrote:

There's Planar Adventures, and that's it.

I wonder how poorly it's going to sell.

We're not sure! The book is intentionally a bit rules-light and all of the setting lore and plane descriptions will work hand-in-hand with the new edition, so to tell you the truth I am really not too worried about it.

I think it will do fine. It's a remarkably cool book.

I hope so. Despite being overall salty at the new edition, setting books are always cool. They were my favorites through the years. But after the announcement I just wonder how it'll do.


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Anguish wrote:
Doggan wrote:
Jason Bulmahn wrote:

I want to take a moment and talk a bit about the a concern I am seeing here with some frequency, and that is that characters will be streamlined and not customizable. I get that we are using some terms that may lead you to think we are going with a similar approach to some other games, but that is simply not the case.

Characters in the new edition have MORE options in most cases than they did in the previous edition. You can still make the scholarly mage who is the master of arcane secrets and occult lore, just as easily as you can make a character that goes against type, like a fighter who is skilled in botany. The way that the proficiency system works gives you plenty of choices when it comes to skills, allowing you to make the character you want to make.

I think you're understating some of the customization options that folks are looking for. A fighter skilled in botany isn't against type. That's just a profession skill. Against type would be something like a muscle wizard who plays as front line (and is so fun).

The customization fear comes from what was given to us as players. Take any base class, and with traits, feats, and archetypes you could turn them into just about anything else. Some of Pathfinder's charm was glut of choice.

The way I read it, Jason is talking about choice/options in terms of fluff, while you're talking about choice/options in terms of crunch. But we'll have to wait and see.

Fluff isn't really a concern though. You need 0 mechanics support to fluff something. If I want to say my elf wizard looks like a Salvador Dali painting, nothing is stopping me beyond my DM saying okay.


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Jason Bulmahn wrote:

I want to take a moment and talk a bit about the a concern I am seeing here with some frequency, and that is that characters will be streamlined and not customizable. I get that we are using some terms that may lead you to think we are going with a similar approach to some other games, but that is simply not the case.

Characters in the new edition have MORE options in most cases than they did in the previous edition. You can still make the scholarly mage who is the master of arcane secrets and occult lore, just as easily as you can make a character that goes against type, like a fighter who is skilled in botany. The way that the proficiency system works gives you plenty of choices when it comes to skills, allowing you to make the character you want to make.

I think you're understating some of the customization options that folks are looking for. A fighter skilled in botany isn't against type. That's just a profession skill. Against type would be something like a muscle wizard who plays as front line (and is so fun).

The customization fear comes from what was given to us as players. Take any base class, and with traits, feats, and archetypes you could turn them into just about anything else. Some of Pathfinder's charm was glut of choice.


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Logan Bonner wrote:
Phylotus wrote:
DM_aka_Dudemeister wrote:
This is their new baby, their second baby.
What's Starfinder then, their adopted child? :-P

It's our child pulled forward into the future and then brought back to our time.

You heard it here first, folks. Starfinder is Cable.

Oh man. Are you bringing Liefeld on as part of the creative team also?!? Will we see huge shoulder pads on every iconic?


Seconded. Having 4 (5?) different core book lines was tiring. All of my FLGS stopped carrying Pathfinder products for this same reason.


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Erik Mona wrote:

There's Planar Adventures, and that's it.

I wonder how poorly it's going to sell.

I've bought most of the hardcovers since I picked up Pathfinder. Only currently missing Crimson Throne and Emerald Spire. I was really hoping to get more time out of it. Now I'll probably unload my collection before the playtest comes out and the massive book sell off begins.

Change is good. Change is fine. But it's hard not to feel a sense of loss when your hobby of choice is no longer supported by the creator unless you buy this newer and shinier thing. But I get it.

With the easy availability of online rule resources, I likely won't buy anything beyond the core book for PF2, and maybe some setting books (the only hardcovers I won't sell).


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Cerushad wrote:

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success, but since they started tightening their grip and trying to impress us with their creative team's glorious visions, it seems like they do nothing but ruin what I loved most about the game. I see more and more ego trips and snide behavior from the designers and less and less of them actually listening to feedback. It's not okay. Unchained was full of cringe, Occult Mysteries was a trainwreck, but Starfinder is an outright affront.

I despise Starfinder's rules. I love Starfinder's art, theme, story, mood, love it, but the rules are like going back in time to Star Wars RCR and just Unchaining it. The Vitality as HP/Mana system didn't work, and Force Points were never properly balanced; We moved on for a reason, why did they go back? It's bad enough they ruined Pathfinder psionics with this occult magic BS, but now space opera's getting shafted too? I want to love this, but I can't. I'll use the starship rules, the power armor, and some of the tech, but the new class format, themes, condensed skills, revised action economy, BAB rework, and all the rest of their in-house Unchained design philosophy can kiss off. I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained. That said, I will be converting everything back to the way it should be and I guess I just don't get to be part of the global campaign.

0 out of 10 stars on the system.
8 out of 10 for the art (they skimped on the detail of the undead fleet),
and -9001 out of 10 for not letting us ALL help design it.

Open it up, Paizo. Let us playtest again. Let us decide again. That's what built this community, that's what will sustain it into the future. A bright, shiny future with hit dice, spell points,
level 9 spells,...

I can respect your dislike, but one part of your statement bothers me a little bit:

"I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained."

Nothing is stopping you from playing Pathfinder in space. There's even rules to convert Starfinder into Pathfinder stats. I could see your complaint being valid if the book was called "Ultimate Space" or some other variant on the Pathfinder RPG line. But it's Starfinder. It's different. And there's plenty of people who have no problem with that. Please stop using "we" like your view represents the entirety of the Pathfinder fan base. There's room for more than one system.


Horc Oracle of Metal, with Wasting. Thought of himself as a reincarnation of Gorum walking the surface of Golarion. Was constantly on the front of every battle, dealing death to those foes who met him, and healing the ally's who stood with him. The game ended, sadly, shortly after another party member betrayed the group and had to be put down.

Half Elven War Priest of Cayden Cailean. First session we rescued a group of orphans. Spent the rest of the game earning to build them an orphanage, and later a mansion. Super high acrobatics, bouncing around battle and poking where it mattered.

Elf Transmutation Wizard. Had a huge aversion to using magic as an offensive option. Thought it was "dirty". So instead he spent a couple rounds buffing everyone, and then swapped over to his trusty bow. A different take on a muscle wizard.

My current character, Dwarf Mutation Warrior. Thought it was somewhat fitting, playing in the Strange Aeons AP. DM is playing up a lot of the darker, experimentation side of the mythos. I went outside of the ideal fighter build, and went for a higher AC whirlwind attack build. Enjoying the hell out of it. At level 9 currently.


I use something similar, although not quite as in depth to include caster level. Definitely well thought out.


Please cancel this order. And my subscription. I thought my subscription was cancelled back on this thread: http://paizo.com/threads/rzs2ub4b?Order-4293124#1 , but I just got an email stating this above order went through.


Please cancel this order, as well as the associated subscription. Apparently I hit the ale a little too hard this weekend, and only just found out of the things I ordered!


Barbarian
Bard
Druid
Fighter
Rogue
Sorcerer
Oracle
Witch
Arcanist
Bloodrager
Brawler
Hunter
Shaman
Slayer
Warpriest
Kineticist
Mesmerist
Occultist
Psychic
Spiritualist

Barb, Bard, Druid, Fighter are all pretty basic choices for the setting you describe. Sorcerer takes the main place of traditional Wizard. Oracle and Witch seem like a pretty good fit as well. Arcanist I was iffy on, but it makes sense for the almost hermit type wizard. Focusing on figuring magic and the way it works. Brawler due to lack of monk. Hunter fits along with Ranger/Druid in the naturalist setting. Shaman is a tradition lost world kind of trope. Slayer because more martial classes, right? Warpriest would take the place of traditional clerics. I imagine that whatever deity worship is left is focused around the more war-like gods, and warpriest fits that bill best. The rest are all of the occult classes. I purposely left Medium out, because I personally hate it.

Really you could make an argument for just about any class though. I honestly like the idea of Gunslinger in that sort of setting, but only with the newly emerging guns. Sort of reclaiming ruins of the past.


I generally allow it in my games. It's never been enough of an advantage to make a difference, and there's far better spells than it.

I wonder, for those arguing that greatclub = club:

If they're the same, why doesn't greatclub have a throwing range? Could it be because they're vastly different weapons?


Please cancel both of my current subscriptions. Thank you.


Please cancel my Campaign Setting subscription. Leave Adventure Path and Roleplaying Game active.

Thanks!


Drahliana Moonrunner wrote:
It's not possible. The cake is simply too large to eat at one table.

I think as long as you scrape off some of the icing, it's fine. I ban one or two archetypes, and ignore most of the optional rules. Otherwise, all books open.

Although next game I run I want to ban the CRB (the classes) and see how it goes.


Is it possible to get these combined to ship together? I forgot to re-up my campaign setting subscription, and didn't see an option to start with Planes of Power


I'd like to cancel my Pathfinder Campaign Setting subscription. I'm hoping I have this in time that the current item can be removed from the order listed above, and I can receive just my RPG line item.

I really wish that the map folios were not part of the campaign setting, since they directly pertain the Adventure Paths. It's a pretty huge bummer.


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Alzrius wrote:
More specifically, I sat down at the table with my wizard, his intelligent item psychic cohort (my followers from Leadership were back in my private demiplane where I was astral projecting from...and in my other private demiplane tending to my clone), the solar angel that I'd called via greater planar binding (utilizing Augmented Calling and Spell Perfection), a bythos aeon that my cohort had brought via greater planar ally (via the Faith psychic discipline), and a Gargantuan animated object (animated and made permanent by the solar angel). This rose to eight characters when I had my psychic cohort use monster summoning VII to bring in three (I rolled high) celestial triceratops in the first round of our first combat. (I should note that I'd mentioned all of these to the GM before we sat down to play, and he signed off on all of them.)

You obviously knew what you were doing, even if the DM didn't know what you were doing. When you have that level of system mastery, with that much freedom, you should be able to edit yourself to not ruin anyone else's experience at the table.

Check yourself before your wreck the game.


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I'm super looking forward to it. Hopefully this will not take away from development of Pathfinder related material though.


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9 spell level spontaneous nature magic caster.

Only class I can think of that I'd really like to see.


I really want a druid list mage armor type spell, except it's all like vines and roots and the like. Plant Armor.


Early firearms only. Leave the advanced stuff out of the game. If your GM can't handle even that, perhaps consider playing the Bolt Ace type. If he won't even allow you the Bolt Ace, perhaps it's time to find a new GM.


Sharaya wrote:

These have been combined and you should get an updated order confirmation email.

Thanks!
~Sharaya

Got it! Thanks much!


I just started the PFRPG subscription in hopes of getting it to ship with my campaign setting sub items. Looks like Bestiary 5 is sitting in the sidecart though. Is there any way I can get them pushed through together, or at least get B5 to go out this month?


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Serpentine creatures can make use of items that go in the belt, eyes or headband slots. That's it. Animal Archive is useful for that sort of thing.


Only things I've banned in my current game:

Vanilla Summoner - Unchained is still allowed. Master Summoner is out entirely. I do this not because it's overpowered. It just has the largest chance for players to screw it up entirely.

Ninja/Samurai - Unless a player makes a super compelling reason that one of these are running around, they're not in my game. They're on a continent way across the ocean.

Vanilla Rogue - It's terrible. I force my players to use the unchained version for their own good.

Everything else is fair game. All the arguments I'm seeing about "X is overpowered" is just silly. If you see a character is outshining the rest of the group, pull your player aside and ask him to scale it back a little. If your group is constantly making a mockery of your carefully planned encounters, maybe it's time to go back to encounter building 101.


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What was said above. Make sure it's actually taking the -3 on every attack roll. And also make sure its slowed down to 20ft movement speed in combat. Make sure he paid for barding instead of regular armor. DR thing is legit, but he has no way of getting a feat at level 2 as a druid. But it's only 1 time per day, and lasts 1min/lvl.

In the end, it's vulnerable to the same thing all other characters are. Disable it and it's fancy armor means nothing. Animal companions have garbage will saves.

Really though, if it becomes a serious issue where all of your other players are feeling left out, take him aside and talk to him person to person. Ask him to scale it back a bit.


http://www.d20pfsrd.com/bestiary/monster-listings/plants/fungus-cerebric
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/garipan
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stymphalid ies
http://www.d20pfsrd.com/bestiary/monster-listings/fey/cold-rider
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/living-rune
http://www.d20pfsrd.com/bestiary/monster-listings/plants/sard
http://www.d20pfsrd.com/bestiary/monster-listings/plants/blood-bush

Edit: quibblemuch beat me to it, and has a more complete list.


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I love the Gunslinger, and think it's one of the more fun classes to play.

I can't stand the Shaman iconic. I think the trans-gendered aspect to it was pandering, and ham-fisted. Easily the worst iconic to date.

It annoys the crap out of me to see players constantly playing the same super optimized characters over and over again.

I hate playing with DMs who feel it necessary to ban everything outside of the CRB, but it seems to be all I find.

Pathfinder Society is a waste of time, and every DM that I've run across during PFS sessions aren't worth a damn.

I dislike the Adventure Paths. I think it's a bit crappy that Adventure Path subscribers are the only ones who get store discounts.

Pathfinder Online is a terrible game, and if it wasn't for the minis I got from the Kickstarter, I'd forever regret buying into it.


Master Summoner is the only thing I do not allow in my games. Well, aside from third party material. None of that crap allowed. I try to direct less seasoned players away from the more complicated classes, simply for the fact of slowing down the game. If someone wants to play the eastern flavored classes (Samurai and Ninja) there needs to be some really good roleplaying along with it.


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James Jacobs wrote:

Sandpoint is pretty detailed. As are Korvosa and Magnimar. And by this time next year, Kintargo is gonna be pretty detailed. Westrcrown's pretty well covered as well.

A big hardcover book of a city would indeed be awesome, but fitting that into a schedule is tricksy.

I'd even go for a hardcover about a country. Each city getting a map, several pages (or more). It's something that I feel is really missing from the setting. Yeah, I know we're free to make our own details, but I feel like the world could use this stuff.

Goblin Squad Member

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Don't do it. It's a trap.


Having run several long running campaigns since the Summoner was released as a class, I really have no problem with them at the table. I did find my life was made much easier by just outright banning Master Summoner. Gentlemen's agreements are nice and all, but the bitterness that can arise when you're picking apart someone's character isn't good for the game.

I most often find that the people arguing to allow master summoner, and saying that there's no issue with it, have never actually run a game. Honestly, that's a pretty important part to discovering how annoying they are.


Edymnion wrote:
...It stretches my suspension of disbelief...

Wizards. If you can suspend your disbelief enough that a grumpy old man can basically shatter the world with invisible forces that he harnesses with wiggling his fingers around while throwing a pinch of bat poop, why can you not do the same for someone who so intensely practices with a single weapon, that he's figured out a way to reload said weapon real fast.

That being said, you have to make up your mind. Are you not getting gunslinger because it bothers your idea of a fantasy setting, or is it because you don't see how it works in terms of mechanics? If it's the former, we can't help you. If it's the latter, we can.


VampByDay wrote:
The fun for me, as a GM, comes from challenging my players, not from one-shotting them for ONE bad roll, or for them to one shot my story-arc boss from one bad roll on his part.

What are your thoughts on crits then, since 1 shot crits are definitely a thing.


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Wiggz wrote:
Combined with the steadfast refusal to even acknowledge the repeated requests to update old AP's it seems like every time a whole new set of classes or a whole new version of previous classes gets introduced, it creeps my previous purchases that much closer to obsolescence, reducing their collective value.

This line right here made me chuckle a little. I have everything Paizo has released for the core PF line, along with almost everything from the campaign setting and the companion books (I skip APs because I don't want to run another person's adventure.) The most used book at my table? The first Pathfinder book I bought. Core. Next most used? APG. I still value the old books as much as the new ones. I guess I just don't see new options as something that makes my old options irrelevant.

Goblin Squad Member

All I want to know is why, as a cleric, I'm stuck zapping things with a wand instead of being able to smite evil with a nice holy mace?


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I allow my players to use all of the hardcover material. Haven't had any problems yet. I don't try to memorize every mechanic of every class. Only the ones that my players are using in the current campaign so that I don't have any surprises. I love all of the options. There's classes from earlier books that I'll never play, and some from the later books that I'll never play. But just having those options available (even if I never partake of them) makes me feel far less constrained as a player and a DM.


My players have basically been on a grueling land journey to make their way home. While heading through the Fangwood, there was a huge surge in the blight due to Arlantia offing a few of the druids that were in power in Crystalhurst. My players arrived in Crystalhurst, and were fooled by a Druid that had turned coat and joined Arlantia. He offered to empty the coffers of the town if they could find a way to stop the blight. They spent quite a while in Fangwood itself, and gained a few levels before ever tracking Arlantia down.

And yeah, I know minions can add to the fight. I was planning on having minions with her. But I had players missing that night as a last minute thing and had to do some quick changes.


There's no stat block. I looked for one for quite a while.

My experience::
My own players just made that same kill. I didn't actually use the blighted fey template. Just pieces of it, along with several levels of sorcerer. I had my players run a gauntlet of fey to get to her, along with a few traps along the way. The final fight with her was solo, but I really wish I had added a pair of shambling mounds with her.

Full Name

Tarael the Peregrin

Race

Samsaran

Classes/Levels

Shaman 6

Stats:
hp 43/43 AC 18|T 11 |FF 17 F +3|R +3|W +8, Init 9, Per +13

Gender

female

Size

medium

Age

68

Special Abilities

Spirit, Spirit Animal, Spirit Magic, 1/day—comprehend languages, deathwatch, and stabilize.

Alignment

NG

Deity

Korada

Location

Absolom

Languages

Common and Samsaran, Celestial, Auran

Strength 10
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 21
Charisma 11

About Tarael the Peregrin

Data:

Name: Tarael the Peregrin
Race: Samsaran
Job: Shaman 5
Age: 68
Alignment: NG
Personality:
Likes:
Dislikes:
Favorite foods:
Hobbies:
Physical Description:
Deity: Nethys
Languages: Common and Samsaran, Celestial, Auran

20 point buy for stats
STR: 10 / 10 = 0
DEX: 12 / 12 = 2
CON: 14 /12 = 5 (-2 Samsaran Racial)
INT: 13 / 15 = 3 (+2 Samsaran Racial)
WIS: 16 / 121 = 10 (+2 Samsaran Racial) +1 Level up +2 Enh
CHA: 10 / 10 = 0


Combat:

Hit Points: 38 / 38 (5d8+5+5)
Init: +9
---------------------------------------------------
X-Bow +3, 1d8, 19-20 x2, P,
Tanto (Dagger) 2, 1d4, 19-20 x2, P/S
---------------------------------------------------
Attack:
Melee: 0 = 3(base) + 0(STR);
Range: 4 = 3(base) + 1(DEX);
CMB: 3 = 3(base) + 0(STR);
CMD: 14 = 10 + 3(base) + 0(STR) + 1(DEX);
---------------------------------------------------
AC:
AC: 18 = 10 + 7(Armour) + 0(Shield) +1(Dex);
Touch: 11 = 10 + 1(Dex);
Flat: 17 = 10 + 7(Armour) + 0(Shield);
---------------------------------------------------
Saves:
Fort: 4 = 2(base) + 1(CON)+1r;
Ref: 4 = 2(base) + 1(DEX)+1r ;
Will: 11= 5(base) + 5(WIS)+1r;

Samsaran:

Racial Traits:
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium:
Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex):
Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex):
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp):
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Mystic Past Life (Su):
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Acid Splash, Glitterdust, Fireball
Languages:
Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.

Shaman:

Weapon and Armor Proficiencies:
A shaman is proficient with all simple weapons, and with light and medium armor.

Spells:
A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): Heaven
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Stardust (Sp): 3 times a day
As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Wandering Spirit (Su):
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex:
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Spirit Magic:
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).
Hexes:
Evil eye
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Misfortune
The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Chant
Fortune


Feats, Traits,Skills:

Feats:
Improved Iniative
Extra Hex
Extra Hex
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Traits:
Tomb Raider
+1 to Perc and Knowledge History
Transmuter of Korada
+1 level to transmutation spells
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Skills Shaman 4 +INT = 6 x (4+2) = 36
ACP = -0 //Armour Check Penalty
Acrobatics: 1 = 0 + DEX Mod +0 - ACP;
Appraise: 2 = 0 + INT Mod + 0;
Bluff: 0 = 0 + Cha Mod +0
Climb: -1 = 0 + STR Mod + 0 -ACP;
Craft: 1 = 0 + INT Mod + 0;
*Diplomacy: 9 = 6 + Cha Mod +3
Disable Device: NA = 0 + DEX Mod +0 - ACP;
*Disguise: 0 = 0 + Cha Mod +0
Escape Artist: 1 = 0 + DEX Mod +0 - ACP;
Fly 4 = 1 + DEX Mod +3 - ACP;
Handle Animal: 0 = 0 + CHA Mod + 0;
Heal: 4 = 0 + WIS Mod + 0;
Intimidate: 0 = 0 + Cha Mod +0
Know(Arcane): 2 = 0 + INT Mod + 0;
Know(Dung): 2 = 0 + INT Mod + 0;
Know(Engin): 2 = 0 + INT Mod + 0;
Know(Geo): 2 = 0 + INT Mod + 0;
Know(Hist): 3 = 0 + INT Mod + 0+1;
Know(Local): 2 = 0 + INT Mod + 0;
Know(Nature): 8 = 3 + INT Mod + 3;
Know(Noble): 2 = 0 + INT Mod + 0;
Know(Planes): 6 = 1 + INT Mod + 3;
Know(Religion): 6 = 1 + INT Mod + 3;
Linguistics: 2 = 0 + INT Mod + 0;
Perception: 17 = 6 + WIS MOD + 3 + 2+1;
Prof. (Merchant) 16 = 6 + WIS MOD + 3 + 2;
Ride: 1 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
*Spell Craft: 11 = 6 + INT Mod + 3;
Stealth: 1 = 0 + DEX Mod +0 - ACP;
*Survival: 14 = 6 + WIS Mod + 3;
Swim: -1 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 4 = 1 + Cha Mod +3

Spells:

DC = 10 + Wis + Level
Shaman:
Spells Known: Bless
Level-0: (5)
Acid splash
Daze
Detect Magic
Prestitigation
Read Magic
Level-1: (2+1)
Colour Spray (DC 15)
2x Entangle (DC 16)
Cheetahs sprint
Level-2: (1+1)
Owls Wisdom
Bears endurance
Glitterdust
Level 3:
Bestow Curse
Fireball
Ancestor Spirit spells:
unseen servant (1st), spiritual weapon (2nd), heroism (3rd)

Equipment:

Weapons: (2gp)
Sling
Bullets 1 (1sp)
Longspear
--Weight: 6
Armour: 25
Mithral Agile Breastplate
--Weight: 0
Scrolls 25gp
Cure light wounds
Wand clw
Wayfinder
Misc:
Wand Cure light wounds (Lv1 50 charges)
Adventure Gear:
Shaman's kit:
a backpack
a bedroll
a belt pouch
candles (10)
a flint and steel
an iron pot, a mess kit
rope
soap
a spell component pouch,
trail rations (5 days),
a waterskin
wooden holy symbol.
MW Prof Scribe Tools.)
Flaks of Acid
Explorers Outfit free
Walking boots (Dependable Drummadys) jewelled MW
Guntys Hearty Breads (You start every Adventure with 4 Trail rations)
Noble´s Outfit
Potion of Heroism 525
Wand of cure light wounds 12 charges
Witch´s end Tavern
From Rivers to mountain
History of Isger
The Nini Secrets
Handy Haversack
Headband of Wisdom +2
Wand of bless weapon (10 charges)
Potion of lesser Restoration

--Weight: 18

Special Substances and items:
Acid Flask 10
--Weight: (1)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90

--Weight:

Cash:
(G12)
0 Platinum
36 Gold
7 Silver
3 Copper


Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Blue white
Eyes: Silver orbs
Skin: light blue

Tamashī no ketsugō:

Snow Hare-Familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size)+2 natural
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1

OFFENSE

Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Improved evasion, share spells, empathic link


Backstory:


PFS:


Exchange faction S9:

[][][]APSIS PROFITEER (2+ goals): You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp.
SHOWMANSHIP (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.
UNPARALLELED SUPPLIER (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’
--------------------------------------------------------------------
[]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.
[X]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 (DC = 15 + your character level).
[][]Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.
[X][X]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, 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 (DC = 15 + your character level).
[X][]Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise,
Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 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.

Introduction:

Tarael the Peregin is a slim average sized young woman. He has light blue skin and very long silver blue hair , with silver orbs for eyes. She usually wears a linen emerald coloured Tunic over a strong leather skirt and soft black boots.
In battle she wears an emerald green coloured leather lamellar armor, and a crossbow.
Her voice is a soft sopran.
She is accompanied by a snow white hare she calls Tamashī no ketsugō.