Rage Prophet

Drogusk the Rimed's page

39 posts. Alias of twilsemail.




5 people marked this as a favorite.

Foreword: Like many folks here, I've yet to play the game as written. This is just an impression.

I don't know if this is a local opinion or one that's more widespread, but I've heard plenty of players say something along the lines of "Race only matters at level 1." What they tend to mean is that race, in 1e, didn't really impact a character. Generally racial traits weren't anything to write home about, and racial feats were rarely selected.

2e seems to have taken that problem and just stretched across the lifetime of a character. Now characters get about the same impact from Ancestry, but it's spread over more levels. When I first saw the changes to Ancestry, I was stoked, but as I read more I got more and more disappointed.

My proposed fix echoes a bit of what I've read elsewhere. Boost Races at the onset, then have some of their core abilities grow over time. This is a lot of what feats did for races last edition, but it was tough to justify taking something over Quicken Spell or Power Attack or whatever made your character float.


This is hopefully pretty easy to answer. I know where I lean, I just want to see what others think.

Can the Deadly weapon property be applied to an Amulet of Mighty Fists?


An animated object gets a restricted amount of CP to choose from. Hardness 20 costs 6 CP, which is only granted to a Gargantuan or larger object.

If I animate an adamantine key or mop or some such, I can just break it over my knee at that point, right? As nothing smaller than gargantuan can have adamantine's hardness?

Or am I restricted to only animating adamantine objects the size of an apartment building?

I see that a GM can increase CR accordingly, but it doesn't look like a PC craftsman can make use of this. Or have I missed a rule elsewhere?


Inner Sea Gods wrote:
Gain a +4 bonus on attack and damage rolls against objects.

Would the bonus to attack from this feat apply to sunder attempts?

CRB wrote:
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack.

It's pretty clear that the damage bonus goes through with the sunder, but I'm not 100% on the attack. I could see arguments either way.

2/5

1 person marked this as FAQ candidate.

Say my character was Osirion. Say he died and the Ruby Prince brought him back.

The Scarab Sages have had their political affiliation with Osirion and the Ruby Prince severed.

Am I allowed to join any faction other than the Scarab Sages with the Season 6 faction change up?


There was void. Cold and empty. It was not dark, for there was no concept of light to compare it to. There was just an absence of all things.

Then there was not. Two beings stirred in the void and looked at each other from across the distance. One was a beacon of Light, the other a beacon of Darkness. They were not good and evil, for such things were not yet imagined by mortal or god. The God of Darkness surrounded his Sanctum in Earth to protect it from the harsh light of the other. The God of Light wreathed his Sanctum in flames to protect it from the encroaching darkness.

They saw their creations and were not yet content. They decided that, together they could create something beautiful. A thing of both darkness and light. Together they toiled and worked on the Moon. Before this work was complete, however, it disappeared. There was only the two, so each knew the other was to blame and retreated to his Sanctum to consider what to do next.

Dark Archive

Male Human Fighter (Lore Warden) 9

This is the discussion thread for a private campaign.


ARG wrote:

Once per day, you can sprout a pair of giant black crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not

gain any other benefits of that spell) with a caster level equal to your level.

Does this ability count as a third level arcane SLA for pre-reqs for feats and PrCs?


Does anyone know if the Garrote is in a Fighter Weapon Group? I can't find anything either way.


APG wrote:
Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

If I have Weapon Focus (Club) or Weapon Specialization (Light Hammer) or some other weapon specific feat, does that apply to a weapon held by a Monk of the Empty Hand or does this quote solely apply to the damage and damage type of the improvised weapon?


Salutations All!

I'm looking to make a PFS legal PC that can mimic the Dovahkiin from Skyrim (specifically a melee combatant with a lot of shouts). I've found a lot of substitutions for the various shouts and have looked at a few other threads where others did something similar. Below I've got a list with most of the shouts and a second with my proposed substitutions. I know there is a near endless pool of people here that have a greater understanding of the rules than I do and I'm hoping that you folks can find some simpler solutions than some of the ones I've found below.

Please keep in mind that this is for PFS. It's mostly going to cap out at level 12 (excepting Dragonrend, which is fitting on its own). My solution to Call of Valor is also a late game solution, but that’s also fairly fitting to the theme.

The PC himself is an Idylkin (Agathion-blooded Aasimar) Thundercaller Bard. I'll be using a boon for proficiency with the Earth Breaker and using that in melee. I’m currently planning on taking him from 1-12(+) as a bard, though I’m fairly open minded.

More than anything, I'd like to find ways of using spells instead of gear. Some of that gear gets pretty expensive.

Also, how do I give a horse a climb speed?

Shouts and their descriptions:

Animal Allegiance
A Shout for help from the beasts of the wild, who come to fight in your defense.

Aura Whisper
Your Voice is not a Shout, but a whisper, revealing the life forces of any and all.

Battle Fury
Your Thu'um enchants your nearby allies' weapons, allowing them to attack faster.

Call of Valor
The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid.

Cyclone
Your Thu'um creates a whirling cyclone that sows chaos among your enemies.

Disarm
Shout defies steel, as you rip the weapon from an opponent's grasp.

Dismay
And the weak shall fear the Thu'um, and flee in terror.

Dragon Aspect
Once a day, take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.

Dragonrend
Your Voice lashes out at a dragon's very soul, forcing the beast to land.

Drain Vitality
Coax both magical and mortal energies from your hapless opponent.

Elemental Fury
The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.

Fire Breath
Inhale air, exhale flame, and behold the Thu'um as inferno.

Frost Breath
Your breath is winter, your Thu'um a blizzard.

Ice Form
Your Thu'um freezes an opponent solid.

Kyne’s Peace
The Voice soothes wild beasts, who lose their desire to fight or flee.

Marked For Death
Speak, and let your Voice herald doom, as an opponent's armor and drains the health of an enemy.

Slow Time
Shout at time, and command it to obey, as the world around you stands still.

Storm Call
A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning.

Throw Voice
The Thu'um is heard, but its source unknown, fooling those into seeking it out.

Unrelenting Force
Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.

Whirlwind Sprint
The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.

Proposed Substitutions:

Animal Allegiance (SLA: Summon Nature’s Ally II)
Cyclone (SLA: Summon Nature’s Ally II)

Battle Fury (BP: Inspire Courage)
Unrelenting Force (BP: Thundercall)
Storm Call (BP: Call Lightning)
Dragonrend (Masterpiece: Ancient’s Flight)

Bend Will (Spell B1: Charm Person)
Dismay (Spell B1: Cause Fear)
Throw Voice (Spell B1: Ventriloquism)
Slow Time (Spell B2: Allegro)
Fire Breath (Spell B2: Blistering Invective)
Kyne’s Peace (Spell B2: Calm Emotions)
Whirlwind Sprint (Spell B2: Bladed Dash)
Become Ethereal (Spell B3: Blink)
Marked For Death (Spell B3: Overwhelming Grief)
Elemental Fury (Spell B3: Haste)

Aura Whisper (Item [2k]: Deathwatch Eyes)
Drain Vitality (Item [2700]: Sacrificial Dagger of the Blood Mother)
Disarm (Item [6000]: Magnetist's Gloves)
Frost Breath (Item [18k]: Maw of the Wyrm)
Ice Form (Item [23k]: Gorgon Belt)
Dragon Aspect (Item [24,120]: Dragonform Armor)
Call of Valor (Item [50k]: Horn of Valhalla)

Also, how do I give a horse a climb speed?

2/5

I've seen (in another thread) that there are GMs and venture officers using their stars to ensure that a table at an event or convention fires. Is this actually required?

If I were to sit at a table that was playing a scenario that I've already received credit for, and the GM approved my doing so, would it matter if I were playing for credit or not? I still get a chronicle sheet (with a bunch of Xs through the good bits) my character can still die. I could still be the 3rd player that makes the table go off, right?

If my girlfriend and I both play a table not for credit, would we be required to have 5 players total (the two of us and 3 that were playing for credit)?

Edit to add: This isn't at all to criticize anyone's decision to use stars fo ensure a tacle fires. Burning a limited resource to help others have fun is a choice I have nothing but respect for.


2 people marked this as FAQ candidate. 2 people marked this as a favorite.

So, I’ve noticed that there are enough features remaining to allow a handful of these classes to play with a handful of old archetypes? Like the Ninja with rogue archetypes, this is allowed, correct?

Note: This was a fast run through. I might’ve missed someone somewhere or missed a change in the new class that’d make it ineligible.

None: Brawler, Hunter, Shaman, Slayer, Warpriest

Arcanist:
Wizard: Aside from Discoveries, I’m not seeing anything that’s compatible

Bloodrager:
Barbarian: Drunken Brute, Hurler, Mounted Fury, Sea Reaver, Totem Warrior

Investigator:
Alchemist: Chirurgeon, Visionary Researcher
Rogue: Investigator (funnily enough)

Skald:
Bard: Geisha

Swashbuckler:
Fighter: Gladiator


At second level a Storm Kindler can use the Whirlwind monster ability for a bit of time each day. Part of that ability is automatic unarmed strike damage against enemies that fail a save, like the normal whirlwind's Slam damage.

If the Storm Kindler has a Slam attack from some source or another, are they allowed to make this attack instead? Full text for the Storm Kindler ability and Whirlwind follow.

Storm Shape:
At 2nd level, a Master of Storms becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as whirlwind universal monster ability) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.

As a swift action, the Master of Storms can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall.

At 4th level, and again every two levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level. If the Master of Storms is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can't leave the water). The Master of Storms can breathe water while in vortex form. If the Master of Storms does not possess a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed when in storm shape. With a fly speed, she has average maneuverability.

The Master of Storms can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each one that fails a Reflex save (DC 10 + the Master of Storms's class level + the Master of Storms' Strength modifier) and lifting it into the air if it fails a second Reflex save.

At 4th level, and again every two levels thereafter, the size of creatures the Master of Storms can affect increases by one step, to a maximum of Huge at 8th level.

Whirlwind:
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

I really like the flavor of the class, but I'm still trying to figure out how to not be a burden to my table when playing one.


So, I've got a PC that's fast approaching his first level in Bloatmage. I'm still hunting down a decent mini for him. At the moment I think my only option out there is Dominar Rasheth from Warmachine.

Does anyone have any suggestions for alternates? Note, I do like the mini, I'm just shopping around for options. It seems like "Morbidly Obese Wizard" is a niche market when it comes to minis.

2/5

Greetings and Salutations,

My Paladin has been banking his gold for a long while and is looking between Full Plate and Hellknght Armor of the Mithral variety. Hellknight Armor is described as "a special type of Masterwork Fullplate." Would I be able to get this enchanged as Mithral Full Plate of Speed for an extra 500 gold?


Is there any sort of appeal process for FAQ rulings? Do you just post a similar question and hope enough people tag it as a FAQ request?

Specifically, Paizo ruled that Oracles use wisdom when casting spells from sources older than they are. This makes no sense to me (and most others that I've spoken with).

Dark Archive

3 people marked this as FAQ candidate.

Here is a link to the spell itself.

What does my oracle roll when trying a combat maneuver with this spell? This is for a PFS character, if that matters to anyone.

I can really only see it going one of two ways.

CL+Wis (cleric)+ size+ Misc modifiers

CL + Str/Dex+ size+ Misc modifiers

Oracle is not listed as a class that gets to sub a stat. I don't know if that translates to using your usual stat or to this faq entry.

FAQ wrote:

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.
However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

Dark Archive

If I take levels in both Treesinger Druid (ARG) and another class that gets an animal companion, do the levels stack? Do I wind up stuck with a lower level companion in each class? The feature itself says the following:

ARG wrote:
Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid’s animal companion ability.

I'm fairly sure that means it should stack, but I'm hoping for some word from those that understand the rules better than I.

Sovereign Court

Kogar need new Ulfric!

------------------------

Hullo everyone!

I’m throwing out another line for a GM. I’m in a great group of players hoping to abate the Reign of Winter. Unfortunately our GM has completely disappeared. He took the time to close all of his campaigns and then hit the highway for parts unknown. We didn’t even get notice that the campaign was going to close.

The players would like to continue, if there’s someone out there willing to help us out with that.

Here is a link to the campaign itself.

We’d love to have you, if you’ll have us.

Thanks for reading,
twil


Greetings and Salutations all!

My companions and I find ourselves in a bit of a predicament. We’ve lost our guide from the Greenbelt. We’ve been sent south by the Swordlords of Brevoy to tame these harsh lands and our guide skipped out on us in the middle of a battle at Oleg’s trading post.

If any of you know the realms well and are willing to help out a few adventurers looking to get by, we would certainly appreciate you meeting us there.

Yours in faith,
Garren Kodlak

----------------------------------------
Hullo everybody!

I’ve had the great fortune to wind up gaming with some wonderful players in a Kingmaker game on these forums. We’ve had the misfortune of our Gm disappearing a few times now. We are seeking a GM with a more open schedule that we might continue play.

Here is where you might find our gameplay thread (and attached to it is a discussion thread). We’re happy to start a new campaign on the boards if that’s easier for you.

Is anyone out there interested in taking up the reins?

Many thanks for your consideration,
twil


1 person marked this as a favorite.

Ahoy!

I’m Skaldi the Tallest, conscripted crewman aboard the Wormwood. We seem to have gone a bit adrift and were hoping for some kind soul out there to help us find our course again. The sea’s been quiet for near two weeks and we just received word that, without intervention, it’ll be that way for a good time longer.

Does anyone out there want to intervene on our behalf?

If so, you can find our ship at 25° 21’ 34” N by 71° 45’ 22” W We’ll be seeing you there.

Kindest regards,
Skaldi the Tallest
----------------------------------------------
Greetings and salutations all!

A crew of pirates are seeking a new DM. monjebleu has just stepped forward to announce that he’s no longer able to run the several pbp games that he’d originally signed on to run. If anyone is willing to take on some scurvy sea dogs (and a sea cat) (and a Viking). Please let us know. A link to our discussion thread can be found at the link above. We’re just about to wrap up the first night on the Wormwood.

Many thanks,
twil


Greetings and salutations all.

I'm looking to build a more thematic gestalt character and cannot sort out what the second half of him should look like. The PC will be built with a 25 point buy. I know that he's going to be a level 8 Synthesist Summoner on one side whose eidolon is a Linnorm. I'm trying to sort out what best fits the other half of the PC.

The PC grew up in the Lands of the Linnorm Kings. He was the youngest son of a man that always doubted his son’s parentage. When he reached adulthood he went campaigning with his oldest brother and, through actions he cannot recall, was responsible for the entire expedition dying. He made a deal with an ancient Linnorm from the First World to save his own life and gained a link to the Linnorm.

He’s now a level 8 gestalt. Half of him is a Level 8 synthesist. I’m not sure what the other half should be. I don’t need the most optimized build.

The PC is either going to wind up as a Human or a half-breed (elf, orc, outsider). I figure that halfbreed makes the most sense, it adds to the outsider theme.

Dark Archive

Does anyone out there have it? I've seen Skull and Shackles wind up as #2 on many interest threads where the GM left the option open to the Players. I've wanted to try this AP since it came out and have yet to achieve that goal.

I know asking for a DM to step forward in unconventional, but this is a recruiting forum and I can recruit however I please, even if I wind up not being one of the PCs chosen... Which would make me cry in a corner.

Dark Archive Goblin Squad Member

I am pledging as a part of a Crordforger Guild. Some of us are interested in the Add-Ons posted a few days ago. If we add, say, $20 for the Twice-Marked of Pharasma perk, do we get one character with that perk between us all or does each member get such a character.

I've also made a smaller pledge, mostly to keep up with updates. Can I add onto that pledge for upgrades and apply them to my GUild character when he comes into Alpha?

Dark Archive

After speaking with my DM, he's alright with me rolling up a Nagaji and counting it as Serpentfolk for the purpose of qualifying for the "Final Embrace" tree. I'm trying to sort out the best way to make use of that.

It mostly looks like I'd either want to go with a Maneuver Master Monk or a Lore Warden. What does the community at large think?

This is probably just a repeat of the general "best grappler" threads, but I can live with that.

Dark Archive

Is there anything to stop a Maneuver Master Monk from taking the Two Weapon Fighting feat chain?

About Korihor

==RUNELORDS OF KHYBER==
Female Cyrish human Sorcerer Aberrant bloodline of Khyber 1
CN medium humanoid (human Cyrish)

"Of course I don't want bad things to happen, but I don't care about the system, it's broken. It doesn't help me or anyone else."

Korihor portrait, Korihor's back tattoo, Korihor's outfit

Init 39 (40 size, -1 DEX) Senses Perception +0
xp 0/3,000 Tier 1
Destiny points 1 Hero points 5
Favored class Sorcerer - Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

==DEFENSE==
Defense +1 FF +0 (+1 DEX)
MaxDex - ACP - ASF 0%
DR none damage 0 non-lethal damage 0
hp 31/31 (31) Vigor 31/31 wp 21/21
Clobbered 10 Massive damage 21 Stabilize 21%
Staggered from 0 to -2; dying from -3 to -21
FRW 2/2/7
Defensive abilities
Korihor takes a –2 penalty on saving throws against charm spells and spell-like abilities.

==OFFENSE==
Spd 30 ft. x4 (6 squares) (8 counts)
Melee
- Dagger +0 (1d4, 19/x2) INIT 45
Ranged
- Dagger +1 (1d4, 19/x2) 10 ft. INIT 45
Space 5 ft. Reach 5 ft.
-Special attacks-
Sorcerer spells known CL 1st; Concentration +6
Sorcerer cantrips DC 16
Detect magic (જાદુ શોધો) - CL 1 Concentration, up to 1 minute. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Simple bed (მარტივი საწოლი) - Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night. The caster gains a bonus of 1 hp to his normal healing rate for bed rest over eight consecutive hours.
Read magic (જાદુ વાંચો) - CL 1 You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Daze (பிரம்மிக்கவை)* - This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Light (Ilûm "আলো") - This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Sorcerer 1st level spells 3+2=(5)/day DC 17
Magic missile (জাদু ক্ষেপণাস্ত্র) - A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Mage armor ಮ್ಯಾಗ್ ರಕ್ಷಾಕವಚ CL 2 - An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to DR. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

==STATISTICS & ABILITIES==
Str 10 (+0) Dex 13 (+1) Con 15 (+2) Int 14 (+2) Wis 10 (+0) Cha 20 (+5)
Bab +0 CMB +0 CMD +1

Skills
Appraise +2 (+2 INT)
Bluff +9 (+1 SP, +3 trained, +5 CHA)
• Craft (calligraphy) +6 (+1 SP, +3 trained, +2 INT)
• Intimidate +5 (+5 CHA)
• Knowledge (arcana) +6 (+1 SP, +3 trained, +2 INT)
• Knowledge (dungeoneering) +6 (+1 SP, +3 trained, +2 INT)
Knowledge (local) +3 (+1 SP, +2 INT)
Perception +0 (-2 to see through disguises Lonely)
• Profession () +6 (+1 SP, +3 trained, +2 INT)
Sense motive +5 (+5 CHA, -2 to see through disguises Lonely)
• Spellcraft +6 (+1 SP, +3 trained, +2 INT)

Feats
Simple weapons
Eschew materials
Spell-casting prodigy (CHA 22)
Dragonmarked Sorcerer - Add all sorcerer spells from your dragonmarked houses least, lesser, and greater dragonmarks to your list of known spells, even if you are to low a level to cast them yet (you cannot cast them until you are the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the Least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.
Ward of Khyber - Once per day, as an immediate action that does not provoke, you can make your aberrant dragonmark merge under your skin, leaving only your normal flesh behind. This is an polymorph effect that lasts for 1 hour per character level and can be seen with abilities that reveal the true forms of creatures.
In addition, you also gain a specific type of spell resistance that is effective only against the spell-like abilities of true dragonmarks. That spell resistance is based on the strength of your aberrant dragonmark: SR 13 for Least, SR 17 for Lesser and SR 21 for Greater.

Mark of Madness - You can, as a swift action, cast Lesser Confusion as an aberrant spell-like ability up to three times per day. This considered a least aberrant dragonmark spell-like ability for the purposes of caster level, saving throw DC and other feats.

Traits
Magical Knack (Sorcery) - Your Sorcerer caster level gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Twisted magic - 1/day add 1d4-2 o the CL of one spell.
Kin bond twins - Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the re-rolled saving throw. Your sibling must be willing to grant you the re-roll. If you fail the saving throw, you and your sibling are dazed for 1 round.
Transmuter - Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, once per day when you cast bull’s strength, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Flaws
Restricted sorcery - You can never learn or cast spells from illusion or necromancy.
Painful aberrant Dragonmark Whenever you use your aberrant dragonmark's power, you take 1d4 damage per spell level. This cannot be resisted or negated by damage resistance or reduction. Any damage sustained by this effect can be healed naturally.

Drawbacks
Lonely - You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
Hedonistic - Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Special qualities
Bloodline arcana - Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline power - Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Blood of Khyber - Your CL increases by 1 whenever you cast spells from the schools of conjuration (summoning) or transmutation. You cannot summon any creature of good alignment. In addition, your CL decreases (minimum CL 1st) whenever you cast spells from the schools of abjuration or divination.

Languages
• Brelish
• Arcane

Age 26
Height 5'6" Weight 118 lbs.
Hair Deep brown dreadlocks Eyes Honey
Occupation
Homeland Cyre

==GEAR==
Combat gear
Dagger (x1) (1 lb., carried),
Gear worn
• Clothes (5 lbs.),

Encumbrance 6 lbs.
Carrying capacity 33/66/100 100/200/500

Dragons (PP) 0
Sovereigns (GP) 10
Shillings (SP) 0
Coppers (CP) 0

Description:
Korihor's honey eyes are soft and warm, and stark against her bronze skin. Her dark brown dreadlocks grace her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sygil tattoo's, forming the image of a tree. Amid that is an aberrant dragonmark.

Personality:
Korihor is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves, and comes across as mildly racist.

She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar, but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.

Background:
Korihor is a hard woman to love. She's brilliant, and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.
She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.

Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.

She was born to the north of Cyre, in the small village of Little Mingin, a dirty fishing village on the Cyre River. Her family sent her away to school in Metrol because "weird things always happened around her", the final straw being when she gave the mayor's daughter's a purple beard.

At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease, or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside down tree, made of of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.

At the age of 21, she awoke in an inn she was staying at in the city of Seaside in Cyre, while working as a freelance researcher for Venture Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back. It was also the day before the Day of Mourning. She left on a ship mere hours before it happened.

She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.

Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin.

Fleeing, she jumped a ship heading up the Cyre River, up past Thronehold and down the Brey River into Lake Brey. Over the next year, driven by fear of hurting anyone, she made her way to Starilaskur, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a lightning rail bound for Sharn.

She is a human, and rumor had it her grandmother was a tiefling, being from Cyre, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she see's it in practice.

She is not a hero, and has done nothing she considers special.

Goals:
Korihor wants to figure out why her tree tattoo began to develop on both her and her sister...an what it means. She also wants to know why Ceilidh got a dragonmark, and she got an aberrant mark.

Aside from that, she is really wanting to learn how to cook rice the way they did in Cyre, before the Day of Mourning. It was like little pillows of air. That, and the perfect scotch. She hears rumors that there is a scotch from the Demon Wastes that has stopped the battle there, simply so demons and Paladins could share it.

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Game start - 6/29/2015 (2/17/2016) 234 days
Posts 138 - (.6 per day, 21% of posts)
Through 650
Reached level 2 on day 230

Build in future:

Alacritous cogitation
Retributive spell
Reserve feats
Least Aberrant Dragonmark - You may use Charm Person as a spell-like ability a number of times per day equal to 1 + your Cha modifier (6) (caster level equals your character level) (1st)- if you have multiple spells they share a single pool of uses.

Journal:

Future journal