Meyanda

Eldira the Logical's page

29 posts. Alias of Sebastian Hirsch.



1 to 50 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

I am really looking forward to this batch, particularly the quest as I plan to run it for a mix of players from my Strenght of Thousands groups as a sort of ... student exchange ^^

Silver Crusade

7 people marked this as a favorite.

Errata day, is one of the best and most welcomed blog-related holidays ^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

I know there are a lot of others words in that post, but I am so darn happy about VC Safa ^^

Scarab Sages

15 people marked this as a favorite.

I'm Commander Shepard and this is my favorite VTT on the Citadel.

Silver Crusade

Short question... can you wield a weapon you have created via the Elemental Weapon feat in two hands to benefit from a higher damage bonus and potentially other advantages?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

4 people marked this as a favorite.

All of these sound amazing, but I am really looking forward to Nicole's scenario since I very much enjoyed her bounty.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Hey everyone,

signups for our event have opened a couple of days ago, but we are still adding scenarios to our schedule as people offer to step up to GM. At the time of writing, we offer English/German/Finnish/Italian and French tables.

Of course, since this is the replacement for CoNFuSiOn in the Netherlands and AB-Con in Germany, many of you might already be planning on how to enhance your experience with the usual convention things like snacks, lack of sleep, and as many showers as possible^^

If you already have some plans, please feel free to share them ^^

For those of you who have not found our convention just yet here are links to our Warhorn page and Discord.

Ab-Confusion 2021 Warhorn

Convention Discord

Silver Crusade

1 person marked this as a favorite.

It seems unclear if or when the Evolution Points reset. Options might include:
at the end of combat, when the combat no longer includes a significant enemy, after a 10-minute rest, after resting for the night...

This seems to be pretty important since it might open up some out-of-combat use for those abilities. Unfortunately giving players an incentive to extend combat duration, does seem at least a bit problematic.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

Stellar work, I was already looking forward to get back into SFS properly but now I am really getting excited ^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

Unsurprisingly that Leshy illustration is absolutely stealing the show, looking forward to the new scenarios ^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

2 people marked this as a favorite.

Welcome back Bequeathal, and that new Character Options page really looks lovely ^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

5 people marked this as a favorite.

Glad to read that Gencon is supporting a charity with the ticket sales ^^

Edit. And for those that are not familiar with discord, I usually suggest for players to consider installing the actual software, as the browser version can be a bit tricky. If you want to test your microphone setup before your games, there are plenty of org play discords available ^^

You really do not want to learn the finer points of that program when you are about to start your session ^^

Silver Crusade

The box is looking great, however I have a question. Will this product be using the full PFS2 ruleset or a limited ruleset like previous products?
For example, apparently previous Beginner's Boxes remove some parts of the rules like swift actions and attacks of opportunity, and I would personally love the introductory product features the "normal" ruleset (mostly so I can recommend it as a product for new players).

Silver Crusade

1 person marked this as a favorite.

He really is one of my favorite characters from Golarion, I can't wait to dig deep into my copy of the ACG and the Chrimson Throne AP as soon as I have some time.... and it is really tough to avoid spoilers.

I can absolutely recommend the various audiobooks that feature the Varian and Radovan^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Just started prepping it, but that custom map really is enormous, that works for an online game, but I have tables that will have a hard time fitting this map and the normal detritus players bring to the table.

I am starting to prep it soon for an online table, that will likely tell me how much of the actual map I need to print or draw.

One thing about the character art, it is very subjective, but I really like the art in this one, particularly the first two illustrated NPCs and would like to see more from this artist.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Good choice about the free rebuild, is there a link or tutorial about how players can redeem they AcP? I am unfortunately unable to find it.

Silver Crusade

4 people marked this as a favorite.

The official character sheet can be seen in the current blog, and unless I am mistaken a local publisher also promoted their crowdfunding fora localized version with a preview of that sheet.

Regarding that sheet I have a couple of requests:

- Can we please get a version that takes less ink/toner to print? The one from the blog seems almost wasteful, but a lot of us are going to have to print a lot of them for our events to help players create their characters.

- Could we please get access to a pdf of the normal version (and printer friendly if at all possible) as soon as possible, ideally today but in all honesty a week before the launch would still help a lot.
Quite a number of those that are involved in Organized Play are going to want to offer PFS2 as soon as possible, and some of us do not have unrestricted access to a printer.
Allowing us to print the sheets a significant time before the event would help a lot.

I guess the same is true for all those players wanting to quickly create their characters and play them at Gencon.

Thank you for taking the time to consider these suggestions.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

Our current plans are to open registrations on the 30th of June, right now we are still waiting for a couple more GMs to sign up - or not as the case may be, before finalizing our offerings.

If you want to attend and have any requests or have needs that require special consideration, please let me know ASAP.

https://warhorn.net/events/ab-con-autumn-2019

Silver Crusade

Hi everyone,

unfortunately, it took longer than expected to transfer funds to my card, could you try my existing card again?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Congratulation to the new 5 star recipients who worked really hard to make this campaign a great experience for everyone.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

I am very much looking forward to all those neat PFS 2 news ^^

Silver Crusade

4 people marked this as a favorite.

I apologize if the issue has been raised before, but I just wanted to make sure that I mention it, since it has been a factor that was very unwelcome among my players.

Right now the effect of nat. 20 is that characters will be able to reach a critical result, while those who have invested into a skill might not even have a larger crit range (the option to achieve a critical success by rolling a result that is 10 higher than the DC).
The feedback I have received is that getting a crit success is more dependant on luck (rolling that 20) than actually feeling that their investment mattered.

Early in the playtest (and later towards the end) my player requested more impact of proficiency and less impact from items (removing the bonus to skills from some items might help, since right now they are absolutely essential, and this was not the case in PF1).

That is one problem, the second one is rather more problematic:

A Nat 20 usually means that the check is a success, that might be fine for some situations, but looking at something with a set DC like:

From the Playtest handbook wrote:

BREAK OPEN

Using your body, a lever, or some other tool, you
attempt to forcefully open a door, window, or container; lift a heavy
gate; or break open some kind of bonds restraining your mobility.
With a high enough result, you can even smash through walls.
Success You break the door, window, or container open, and
the door, window, or container gains the broken condition.
Critical Success You open the door, window, or container but
can avoid damaging it in the process.
Critical Failure Your attempt jams the door, window, or
container shut, imposing a –2 circumstance penalty on all
future attempts to open it.

And

Page 292 wrote:


Success and Critical Success
If your result is equal to or greater than the DC, you
succeed and apply any success effect (or generally achieve
what you set out to do). However, if you succeed and
rolled a 20 on the die (often called a “natural 20”),
or
if your result is equal to or greater than the DC plus 10,
you critically succeed. You apply the critical success effect
instead of the success effect. If the critical success was an
attack roll, it is sometimes called a critical hit.
Critical successes usually have greater effects than
regular successes. For instance, if you succeed at a Strike,
you deal damage, but if you critically succeed, you deal
double damage. If an ability doesn’t specify a critical
success effect, then the effect for a critical success is the
same as that for a success. A critical success counts as a
success for rules that have different effects depending on
whether you succeed or fail.
success for rules that have different effects depending on
whether you succeed or fail.

If your enemy is far more powerful than you or a task
beyond your abilities, you might roll a natural 20 and
still get a result lower than the DC. In this case, you
succeed instead of critically succeed or fail. If you lack the
proficiency for a task in the first place, or it’s impossible,
you might still fail on a natural 20.

Failure and Critical Failure
If your result is less than the DC, you fail. For actions you
initiated, this typically means there is no effect. If you were
rolling a saving throw, failing generally means you are
affected by a spell or ability. If there is no failure effect
listed, the ability simply has no effect if it fails.
If you fail and roll a 1 on the d20 (also called a “natural
1”), or you fail and your result is equal to or less than the
DC minus 10, you critically fail instead of just failing. A
critical failure is sometimes called a “fumble.” If an action
or activity does not specify a critical failure effect, then the
effect for a critical failure is the same as that for a failure.
The effects of a critical failure are often more detrimental
than those for a failure and can be debilitating or even
deadly. If an ability does not specify a critical failure effect,
then the effect for a critical failure is the same as that for
a failure. A critical failure counts as a failure for rules that
have different effects depending on whether you succeed
or fail. It might be possible in some situations to meet the
DC even on a 1.

If your roll would equal or exceed the
DC even on a 1, you don’t critically fail, but you still fail
instead of succeeding. You can’t succeed when you roll a 1
no matter what your modifier is.

Right now, anyone will eventually crack the DC 45 safety deposit box at level one, and even high-level Barbarians will fail at breaking a fortune cookie.

Without having the ability to take 10, that is a bit of a problem, and I feel that the old rules of nat 1s and 20s not being relevant (in PF1) for skills, might have been a good thing, at least when it comes to a situation like this.

Could we maybe add something like "if the DC would require the player to roll higher than a 20 to succeed, even a nat 20 is not a success", so it does not fall on the GM to define what is impossible for a particular character?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

8 people marked this as a favorite.

That Skittermander picture is... glorious. Looking forward to the scenario ^^

Silver Crusade

1 person marked this as a favorite.

The following question came up recently about the Demi Lich here are the relevant parts:

Someone said wrote:


Speed fly 30 feet (from fly)
Melee jaws +26 (reach 0 feet), Damage 1d6–3 piercing plus
2d6 negative
Arcane Innate Spells DC 32, attack +28; Constant fly, true
seeing; 9th wail of the banshee; At Will blink, dimension door,
spell turning, telekinetic maneuver; Cantrips (8th) mage hand,
telekinetic projectile

Joined Items (arcane) As a lich becomes a demilich, some of its
magic items bleed over into the substance of the creature
itself. A demilich has 20 Resonance Points, which it can use to
Activate these items (and to Trap Souls). It recovers all spent
points after 8 hours spent in torpor. Many of the specific item
abilities vary from demilich to demilich.

• Eye Gems (arcane) A demilich has eye gems that glow when
the demilich is active. It can Activate an eye gem by spending
Focus Activation actions equal to the number of spellcasting
actions the spell requires.
Each eye gem contains an 8th-
level spell that targets one creature. Usually, one eye gem
has maze and the other has polar ray. When the demilich
casts a spell from an eye gem, that eye gem stops glowing
for 1d4 rounds, during which time that eye gem’s spell can’t
be used. Occasionally, one or both of the two eye gems can be harvested from a destroyed demilich as magic items.

• Staff Gems A demilich absorbs the spells from a single staff
into gemstone nodules across its head, with larger nodules
representing higher-level spells. It can cast any of the spells
at a cost of 1 Resonance Point as though it were activating
the staff and expending a spell slot of the appropriate level.
A
typical demilich has the spells from a staff of necromancy, but
it could have those from another staff of 13th level or lower

My question is regarding the Staff Gems ability, how often can a Demilich cast spells from the staff - is it limited by the number of charges a normal staff would have (staff of necromancy at level 13 has 9 charges) or can you spam spells from your staff and you are just limited by your 20 resonance?

I assume the excessive version is the case since this would actually give the create a bit of versatility when it comes to casting (just changes the source staff and you change the spell repertoire).

How do others read it, this might be and translation issue on my end, and it made a massive difference.

Silver Crusade

2 people marked this as a favorite.

I have been looking forward to giving feedback on those issues, though I didn't even have the time to do the survey for the Resonance Test I ran on Sunday.
The teased 1.6 changes sound very promising, as those classes are among those who have received some negative feedback/request for options.

Silver Crusade

I played this character in playtest scenario 2 Raiders of Shrieking Peak, and it was very efficient, to the point where I got complaints from the other players and the GM.
The scenario might be somewhat to blame for this, since I was a ranged character and the others weren't. We eventually compared it to a similar fighter build, and thanks to the fact that True Strike really does not get worse, it performed similarly to the fighter with relatively minor investments from me.

My aim was apparently to replicate the magus archer I never got to play in PFS, but frankly considering the options I was given this build made a lot of sense to me:

Statblock for my Archer:
Archer mage v1 Level 5 Elf
Elf wizard 5
Elf, Humanoid
Percep +5; Senses low-light vision
--------------------
Defense HP 56 Hero Points 1 Res 6
--------------------
TAC 21; AC 23
Fort +9 (+10 to recovery saves.); Ref +8; Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Wizard Arcane Spellcasting Prepared (CL 5th; ranged +4)
. . 3rd—fireball, magic missile
. . 2nd—glitterdust, resist energy, see invisibility
. . 1st—burning hands, true strike, true strike
. . 0 (at will)—detect magic, electric arc, ray of frost, shield
--------------------
Statistics
--------------------
Str 12 (+1); Dex 18 (+4); Con 16 (+3); Int 18 (+4); Wis 10 (+0); Cha 12 (+1)
Skills Acrobatics +6, Arcana +10, Athletics +3, Crafting +9, Occultism +10, Religion +5, Warfare Lore +9
Feats Fighter Dedication, Magical Striker, Quick Identification, Reach Spell, Toughness, Trick Magic Item, Weapon Elegance (elf), Weapon Familiarity (elf)
Languages Celestial, Common, Elven
Other Abilities arcane focus
Other Gear scale mail, composite shortbow, elven curve blade, staff, arrows (10), arrows (10), arrows (10), arrows (10), arrows (10), [i]lesser healing potion[/i], [i]minor healing potion[/i], [i]moderate healing potion[/i], spellbook (blank)s (2), purse (80 sp)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The build is pretty simple, I went with the fighter multiclass since I didn't want to deal with mage armor which is just worse than actual armor if you want the highest AC. In theory I could also have picked up armor proficiency as a general feat, but that would only have given me light armor, and since I am pretty much stuck with a +4 Dex bonus until level about level 15 where I can hit 20 (22 with a magic item) this seemed like the most effective option to keep my AC up and avoid getting to many crits.

Of course, I already like that kind of character.

The bow was also kinda forced by the current system, right now a lot of spells (and all of the cantrips I have chosen) take 2 actions to cast leaving me with another free action. Reach spell was actually useful, but the bow just made a lot of sense for that last option and synergized very well with my build.

Magical striker really made the whole build work, and I felt very effective.

If I were to follow that build I would pick up point-blank shot and switch to a longbow.

Right now "have a ranged weapon that does not take 2 hands" seems to be the smart choice, which is unfortunate since it makes it very unlikely that I will be able to regularly wield my staff.

If I could point out something that is too good, it's like the Fighter multiclass dedication feat is a bit too good (giving me 2 feats and a couple of other benefits I am not actively using thus far).

---

Of course, this build also shows, that just focussing on casting is not currently very appealing I already had problems to find fitting items for some of my playtest characters, and most of the items available to spellcasters are not available yet.

Would it be possible to get a damag variant of the clerc feat "healing hands"? To allow pure casters a somewhat effective option to improve their casting?

---

Another thing that came up while I was researching this character, is that duellist wands exist, and I would prefer to get some way to get that functionality added to my staff (but that might be a somewhat personal issue).

Upgrading my staff as a weapon (since magic staffs are starting as expert weapons) seems like a neat idea, and even if they just add an item bonus to attack and damage rolls with spells (not unlike the staff of healing) that could give those pure spellcasters an outlet for their gold and prevent them from feeling forced to use a bow or crossbow.

---

I had fun playing the character, but though I have gotten the feedback that True Strike might be too good (in general, good enough the Iomedae cleric also used it in the same game, combined with weapon surge).

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

I am so looking forward to this, thank you John for making it easier to plan the playtest locally ^^

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

A pretty complex scenario, still need to prep it a whole lot more, but one bit kinda surprised me:

THE SAGES CONVENE:

If at least half of the PCs have the Debt to the Scarred Sage
boon (or have earned the Chronicle sheet for Pathfinder
Society Scenario #14: The Many Fortunes of Grandmaster Torch
),
skip to the Meeting in the Desert below; in this case,
Grandmaster Torch has already been guaranteed his safety
and a place in the expedition. Otherwise, after answering the
PCs’ questions, read or paraphrase the following.

---

I can understand the more recent boon, but after The Many Fortunes of Grandmaster Torch... the guy did a lot of questionable things, most recently something players of the current special will be aware of.

The chances of this actually being relevant are rather low, but I fear that forcing a group to allow Torch to be present, might lead to party conflict later in the scenario.

I can already see the tears if one or more party members who have bone to pick with Torch destroy his gem and thus ruin the very special boon for the sages.
Thus the sages would be better of not having the fried sage present.

---

The sidebar about Torch puts it mildly "Torch provokes strong feelings in many Pathfinders, and while he intends no treachery in this adventure, the PCs may decide to attack him ".
I know characters who would spend quite a lot of money to solve that particular problem.

Silver Crusade

The file seems to be missing from my downloads, and I can't access it on the shop page either. Is this an error with the file?

Silver Crusade

Please cancel my last subscription, I am just too busy with PFS to read the adventure path volumes.

Silver Crusade

10 people marked this as FAQ candidate.

Does sidereal influence work in starship combat?

SIDEREAL INFLUENCE (SU) wrote:

You can tap into stellar forces outside of battle, using the

properties of gravitons or photons to affect your skill use. At 3rd
level, choose two skills from the lists below, one from the graviton
list and one from the photon list. At 11th level and again at 19th
level, choose two more skills. Each time you pick skills, choose
one from the graviton list and one from the photon list.
To use your sidereal influence, you must spend 1 minute in
meditation, then choose either graviton skills or photon skills.
When attempting a skill check with one of your selected skills
of the chosen type (either graviton or photon), you can roll 1d6
and add the result as an insight bonus to your check. This ability
lasts until you enter combat, fall unconscious, sleep, or meditate
again to choose a different skill type. You can reactivate this
ability by meditating again for 1 minute.
D Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis),
Sense Motive (Wis), Stealth (Dex)
D Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha),
Medicine (Int), Survival (Wis)

The argument why I think it should:

Starship combat is different from regular combat, there are no real combat rounds and while people take actions those are not associated with a classical turn.

Currently, Solarians are not in a great space when it comes to skills since (at least at lower levels) players find it difficult to invest much more than 12 points into Charisma, and their attack stat is likely going to be Strength.
In theory, you could go for a ranged Solarian, but a lot of your class features only really work in melee combat, and while operative weapons might be an option they are hardly ideal.

Investing in Wisdom and Intelligence is also hard if you need at Strength, Dexterity (you are going melee and need every AC you can get) and at least 12 Charisma so you don't have to live with a single point of resolve at the lower levels.

So really, everything helps (and the Solarian issues become less troublesome with level increases and personal upgrades.

Silver Crusade

Question: Is "starship combat", combat in the personal sense?

This involves two abilities:

page 103 CRB -SIDEREAL INFLUENCE (SU) wrote:

3rd Level

You can tap into stellar forces outside of battle, using the
properties of gravitons or photons to affect your skill use. At 3rd
level, choose two skills from the lists below, one from the graviton
list and one from the photon list. At 11th level and again at 19th
level, choose two more skills. Each time you pick skills, choose
one from the graviton list and one from the photon list.
To use your sidereal influence, you must spend 1 minute in
meditation, then choose either graviton skills or photon skills.
When attempting a skill check with one of your selected skills
of the chosen type (either graviton or photon), you can roll 1d6
and add the result as an insight bonus to your check. This ability
lasts until you enter combat,
fall unconscious, sleep, or meditate
again to choose a different skill type. You can reactivate this
ability by meditating again for 1 minute.

D Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis),
Sense Motive (Wis), Stealth (Dex)

D Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha),
Medicine (Int), Survival (Wis)

If starship combat is combat this bonus can't be applied, since Solarians are a bit MAD, that bonus might help.

Of course, if it really is combat, the bonus from photon mode might apply:

page 102 Photon Mode wrote:


D When you enter photon mode, you gain 1 photon attunement
point and become photon-attuned. Some of your stellar
revelations are photon powers and get stronger if you’re
photon-attuned. While photon-attuned, you gain a +1 insight
bonus to damage rolls (including damage rolls for your stellar
powers). This bonus increases by 1 for every 6 solarian levels
you have.

It is not a huge issue, but with players looking for ways to contribute to spaceship combat, this question might come up more often.

Race

- AC 24 (T 13, FF 21)

Classes/Levels

- F +10, R +5, W +12

Gender

HP 101 of 110

About Rohara Acharya

.
.
.

Conditions in Effect

Human, Cleric of Desna 10
Chaotic Good, Medium Humanoid (human)
Initiative +3 (+2 dex +1 luck); Senses Perception +9 (+13) (+5 ability +2 improvisation +2 competence (+4 sacred))
Languages: Auran, Celestial, Common, Draconic, Sylvan

Hit Points: 100 (8+5+8+8+7+8+6+8+5+7 +20 con +10 favored class)

Armor Class: 24 = 10 +2 dex +7 armor + 3 shield +1 deflection + 1 natural
Armor Class Touch: 13 = +10 +2 dex +1 deflection
Armor Class Flatfooted: 21 = +10 +6 armor +3 shield +1 deflection +1 natural

Fortitude: +10 = +7 class +3 con
Reflex: +5 = +3 class +2 dex
Will: +12 = +7 class +5 wis (+2 vs fear)

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 30 ft (40 ft) (40 ft base, medium load, (+10 feet from longstrider 10 hour duration))

BAB: +7/+2
CMB: +7 = +7 BAB +0 str
CMD: 19 = 10 +7 BAB +0 str +2 dex

Melee
morningstar +1, +8/+3 (1d8+1 /20, x2)
mw starknife, +8/+3 (1d4 /20 x3)
dagger +7/+2 (1d4 /19-20)

Ranged
Darkwood Light Crossbow, +9 (1d8 /19-20) (30 bolts)
MW Starknife, +9 (1d4 /20 x3)
Dagger, +9/+4 (1d4 /19-20)

Other Abilities
Cleric Spells Prepared (CL 9th; concentration +14)
Domains Luck and Travel

• 5th (2+1+d) (DC 20) - breath of life, teleport(d), , summon monster V, Flame Strike.
• 4th (3+1+d) (DC 19) - blessing of fervor, dimension door(d), protection from energy-communal, Neutralize Poison.
• 3rd (3+1+d) (DC 18) - dispel magic, fly(d), prayer, greater stunning barrier, disrupt silence.
• 2nd (3+1+d) (DC 17) - aid(d), Iron Skin, Pilfering Hand, Consecrate, grace.
• 1st (4+2+d) (DC 16) — bless, burning disarm, liberating command, longstrider(d), protection from evil, Comprehend Languages, sanctuary.
• 0th (4) (at will) (DC 15) — create water, detect magic, guidance, stabilize

• Channel Positive Energy (DC 16, 7d6 (4 of 7 uses remaining)
• Bit of Luck (8 of 8 uses remaining)
• Good Fortune (1 of 1 uses remaining)
• Agile Feet (8 of 8 uses remaining)
• Dimensional Hop (40 ft of 100 ft remaining)

----------------------- Ability Score -----------------------
Strength 10 (+0) 0 points
Dexterity 14 (+2) 5 points
Constitution 16 (+3) 3 points +1 level 8 +2 belt
Intelligence 14 (+2) 5 points
Wisdom 20 (+5) 7 points +2 racial +1 level 4 +2 Headband
Charisma 14 (+2) 5 points

----------------------- Skills -----------------------
Skill points 60 = (+2 class +2 int +1 racial +1 favored class) x10

Acrobatics +1 (+2 jump) = +0 rank +2 ability +2 improvisation -3 acp (-2 vs jump)
Appraise +4 = +0 rank +2 ability +2 improvisation
Bluff +4 = +0 rank +2 ability +2 improvisation -3 acp
Climb +0 = +0 rank +0 ability +2 improvisation -2 acp
Craft (any) +4 = +0 rank +2 ability +2 improvisation
Diplomacy +15 = +10 rank +3 cs +2 ability
Disable Device +3 = +0 rank +2 ability +2 improvisation -3 acp +2 MW tools
Disguise +4 = +0 rank +2 ability +2 improvisation
Escape Artist +1 = +0 rank +2 ability +2 improvisation -3 acp
Fly +3 = +0 rank +2 ability +2 improvisation -3 acp +2 competence
Handle Animal +4 = +0 rank +2 ability +2 improvisation
Heal +7 = +0 rank +5 ability +2 improvisation
Intimidate +4 = +0 rank +2 ability +2 improvisation
Knowledge (Arcana) +6 = +1 rank +3 cs +2 ability
Knowledge (Dungeoneering) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Engineering) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Geography) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Local) +15 = +10 rank +3 cs +2 ability +1 trait
Knowledge (History) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Nature) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Nobility) +4 = +0 rank +2 ability +2 improvisation
Knowledge (Planes) +12 = +7 rank +3 cs +2 ability
Knowledge (Religion) +15 (+17) = +10 rank +3 cs +2 ability (+2 to Knowledge to ID Undead)
Linguistics +7 = +2 rank +3 cs +2 ability
Perception +9 = +0 rank +5 ability +2 improvisation +2 competence
Perform (any) +4 = +0 rank +2 ability +2 improvisation
Profession (any) +7 = +0 rank +5 ability +2 improvisation
Ride +1 = +0 rank +2 ability +2 improvisation -3 acp
Sense Motive +18 = +10 rank +3 cs +5 ability
Sleight of Hand +1 = +0 rank +2 ability +2 improvisation -3 acp
Spellcraft +15 = +10 rank +3 cs +2 ability
Stealth +1 = +0 rank +2 ability +2 improvisation -3 acp
Survival +7 = +0 rank +5 ability +2 improvisation
Swim +0 = +0 rank +1 ability +2 improvisation -3 acp
Use Magic Device +4 = +0 rank +2 ability +2 improvisation

----------------------- Feats -----------------------

Deific Obedience: Obedience to Desna takes no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the following benefit: Obedience: Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future.

Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

Extra Channel: You can channel energy two additional times per day.

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Improvisation: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.

Quick Channel: You may channel energy as a move action by spending 2 daily uses of that ability.

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

----------------------- Traits -----------------------
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.

Benefit: Knowledge (local) You gain a +1 trait bonus to that skill, and it is always a class skill for you.

Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.

----------------------- Racial Abilities -----------------------
• +2 to One Ability Score
• Medium
• Speed: Base 30 feet.
• Bonus feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common.

----------------------- Class Abilities -----------------------

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Strong)

Spells: 4 0-level (DC 15), 4+2+d 1st-level (DC 16), 3+1+d 2nd-level (DC 18), 2+1+d 3rd-level (DC 18), 4th-level 1+1+d (DC 19)

Channel Energy (Su): 4d6 (DC 15) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (7 times/day)

Domains:

~ Luck: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day)

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day)

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

----------------------- Equipment -----------------------

Breastplate (agile) +1 (25) / 1550g
Darkwood Heavy Shield +1 (5) / 1257
Ring of Protection +1 (0) / 1000g

Morningstar +1 (6) / (party treasure)
Darkwood Light Crossbow (2) / 375g
- 10 bolts (x3) (1) / 1g
Masterwork starknife (3) / 324
Dagger (1) / 2g

Silver Holy Symbol (Densa) (1) 25g
Spell Component Pouch (2) / 5g

Belt Pouch (1) / 2 g
- ioun torch (3rd level continual light) (0) / 125g

Harversack (5) / 2000g
rucksack (backpack) 2 2g
- Waterskin (4) / 1g
- Silk Rope (50 ft) (5) / 10g
- Masterwork Thieves' Tools (2) / 100g
- Bedroll (5) / 1sp
- Chalk (10) (0) / 1 sp
- Flint and Steel (0) / 1g
- Rations (4 days) (4) 2g
- Explorer's Outfit (8) / 10g
- Wooden Holy Symbol (Desna) (0) 1g
- 10 bolts (x2) (2) / 2g

Explorer's Outfit (worn) --
Griffon Mane Cloak (1) / 50g

Diadem of Zosiel (acts as a Headband of Inspired Wisdom +2) (1) (party treasure)

Belt of Constitution +2

Phylactery of Positive Channeling (--) / 11000g

Amethyst Pyramid (cracked) (0) (150g)
- +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities
Magenta Prism (cracked) (0) (800)
- +2 competence bonus on checks with any one skill you choose, can be changed once per day

Prayer Beads
- Bead of healing: Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
- Bead of karma: Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
- Bead of smiting: Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial).

Necklace of Fireballs
- throw one of the golden obs up to 70 ft, DC 14 Ref save
- 1 orb 7d6, 1 orb 5d6, 3 orbs 2d6

Coins 10 g, 25 sp, 10 cp

Gems:
2 gems worth 1000 gp
2 gems worth 500 gp
10 gems worth 100 gp

Current load: Medium (51)
Encumbrance
33 lbs. or less/ 34–66 lbs. / 67–100 lbs.

----------------------- Description -----------------------

Race: Human (Varisian)
Gender: Female
Age: 27
Height: 5'5"
Weight: 111 lbs
Hair Color: long black hair, pulled back as needed
Eye Color: light grey
Skin Color: slightly dark Complexion
Personality: Strong Willed, soft spoken, devout.

----------------------- Background -----------------------

Rohara while a follower of Desna for most of her life, found her calling as a cleric later than most.

As a young woman Rohara traveled much with her father, Tolis, a traveling merchant. Rohara’s mother, Kandess, died many years previous of a tragic fever that spread throughout their small village. The young woman learned much from her father in persuading others to buy this item or that, or perhaps just being let into a town. She also learned how to spot those who would take advantage of a person.

Rohara traveled with her father into her mid teens, before she fell in love with a traveling cleric, Gaddiel in his mid-twenties. While her father disapproved, he knew there was little he could do to keep her from running off with this charismatic priest of Desna. He spoke to the young man for many evenings after Rohara was asleep of what he hoped for his daughter and hoped that he watch over her. After many reassurances and leaving it in the hands of the gods, he let his daughter go.

Gaddiel and Rohara were constantly traveling from one town to the next after only brief stays from a few days to perhaps a few months. The young man shared in knowledge of Desna and that of the many histories of the lands the past through.

Rohara and Gaddiel formally married six years on the road together. They had simple silver rings made for one another.

The pair would make more than one stop in areas of conflict, offering to aid to the injured in need. If the cause was right they would lend what help they could. They faced many threats on the road but always came out together.

Several months ago Gaddiel woke from some dream yelling "The Ebon Aspect is coming!". He seemed very troubled and could not return to sleep and seemed bothered the rest of the day. The next morning he was gone, having left without saying anything. This brought to mind many questions and concerns as the pair always traveled together over their last 12 years together.

With concern and wanting to know what has happened Rohara has set out to find her husband. It has taken her many months but she finally tracked him down to Diamond Point. But asking those of the town about him no one seemed to have heard or seen of him.

Allustan the mage was named the smartest man in town. Rohara asked of her husband and the Ebon Aspect but the mage had not seen her husband or heard of the Ebon Aspect. The man has promised to help the woman in need in her search. In exchange he has asked Rohara to help a group of others he had assembled to do some investigating in a nearby Cairn. As she was out of coin and clues she accepted.

----------------------- Level Ups -----------------------
Cleric Level 2
Hit Points 1d4 + 4 ⇒ (1) + 4 = 5

Cleric Level 3
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8
Feat: Fast Learner

Cleric Level 4
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8

Cleric Level 5
5th 1d4 + 4 ⇒ (3) + 4 = 7
Feat: Improvisation

Cleric Level 6
Hit Points 1d4 + 4 ⇒ (4) + 4 = 8

Cleric Level 7
Hit Points 1d4 + 4 ⇒ (2) + 4 = 6
Feat: Saving Shield

Cleric Level 8
Hit Points 1d4 + 4 ⇒ (4) +4 = 8

Cleric Level 9
Hit Points 1d4 + 4 ⇒ (1) + 4 = 5

Cleric Level 10
Hit Points: 1d4 + 4 ⇒ (3) + 4 = 7