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1,827 posts. Organized Play character for Christian Baldus.



Sovereign Court

How many licks Bites does it take to get to the center of a Tootsie Pop?

So as not to derail another thread, I want to know how many bites we can get from a single character just a single natural attack.

I am spoilering a lot for ease of reading and I recommend Spoilering any math or full builds in responses.

Rule Details:
1) This is not a hydra/multiple heads optimization. If you do polymorph/etc into a form with multiple bites (from multiple sets of jaws) we're counting that as 1.
2) I don't care how you get your bite (polymorph, toothy, ring of rat fangs, etc) just make a note of the source
3) The character doesn't have to be good, I'm just looking for max number of bites
4) Target is a Tootsie Pop, assume you automatically hit, that any combat maneuver automatically succeeds, and the Tootsie Pop fails all saves.
5) If you have a source of retributive bites that's fine, but Tootsie has a Dex of 10 and does not have Combat Reflexes. It will not (willingly) make attacks against you on its turn. If you have a method of forcing Tootsie to make additional attacks (like possession by a creature with Combat Reflexes) it will attack once on its turn and you will still need to increase Tootsie Dex if you want it to make multiple AoOs.
6) If Tootsie does attack you, assume it hits or misses (which ever is more advantageous for you) and does 1 damage (or 100 whichever is more advantageous)
7) Companions are fine, but their bites are tracked separately. If you have a situation like Outflank where we have to calculate the companion's crit chance use the following: If it only Crits on a 20, you need 20 attacks before you can count as triggering the AoO. 19-20: every 10 attacks. 18-20: crit on 7th, 13th and 20th. 17-20: every 5th, etc. If you are passing crit via Butterfly's Sting, the attack that triggered cannot also proc Outflank.
8) I was going to disallow Constrict, but on review count any number of constricts as simply an extra bite. IE, your bite has grab and you constrict 5 times, it counts as +1, not +5.
9) You can take as much prep time as you want, but I am looking for a single round for # of bites.
10) Level 20, 20 point buy, say a million gold if needed. Don't just hire a billion commoners for lulz, its about what the character can do, not the money.
11) If you have an infinite loop of attacks, we're counting that as +1 not +∞

I am currently thinking something like:

# of Bites: 13:
Character Bites: 13
Familiar Bites: 12
Declare Spellcombat, cast Shocking Grasp
Bite(1st): Deliver Shocking Grasp
Declare Full Attack (not flurry)
Bite(2nd): base from Full Attack
Bite(3rd): Haste
Main Weapon Attack: Trip Attempt with Greater Trip
Bite(4th): AoO from Greater Trip
-Familiar(1st) takes AoO from Paired Opportunist
Bite(5th): AoO from Fortuitous Amulet of Mighty Fists
-Familiar(2nd) takes AoO from Paired Opportunist
Familiar(3rd) takes AoO from Greater Trip
-Bite(6th): AoO from Paired Opportunist
Iterative Weapon Attack(1): nonlethal damage to trigger...
Free Action: Enforcer
Bite(7th): Swift action Hurtful (and declare Stunning Fist via Feral Combat Training)
Bite(8th & 9th): Medusa's Wrath (via Feral Combat Training)
Bite(10th): Potion of Contingent Action to bite when Medusa's Wrath triggers
Familiar(4th): Outflank AoO from 10 attacks hitting at 19-20 crit rate
-Bite(11th): AoO from Paired Opportunist
Iterative Weapon Attack(2): throw dagger drawn by quickdraw provoking AoO
Bite(12th): Snake Fang (via Feral Combat Training)
Familiar(5th): takes AoO from Paired Opportunist
Familiar Full Attack
Familiar(6th): takes its normal bite attack during its turn
Familiar(7th): Haste attack
Familiar(8th & 9th): Medusa's Wrath via Feral Combat Training
Familiar(10th): Potion of Contingent Action to bite when Medusa's Wrath triggers
Bite(13th): Outflank AoO from 10 of familiar's attacks hitting at 19-20 crit rate
Familiar(11th): AoO from Paired Opportunist
Familiar Free Action: Enforcer from Merciful Amulet of Mighty Fists
Familiar(12th): Swift Action Hurtful

Example Build:
Magus 3, Eldritch Guardian Fighter 7, UMonk 10
Magus 3 for Natural Spell Combat (to build off the previous thread)
Eldritch Guardian Fighter to share combat feats with Familiar (Paired Opportunists, Outflank, Enforcer, Medusa's Wrath, Hurtful, Feral Combat Training, Combat Reflexes, Improved Crit: Bite)
Mauler Familiar so it threatens without Evolved Familiar(Reach)
Bite from Ring of Rat Fangs
Wis 13, Int 13, Str 13, rest into Dex for AoO
Feats not in optimized order, but prereqs should be all there.
UMonk to ignore prereqs on Medusa's Wrath:
Bonus feats: Stunning Fist, 1st Combat Reflexes, 2nd Dodge, 6th Improved Trip, 10th Medusa's Wrath
Fighter bonus feats: 4th Quickdraw, 6th Feral Combat Training(Bite)
Human bonus feat: Combat Expertise
Normal Feats: 1st Paired Opportunist, 3rd Power Attack, 5th Hurtful, 7th Outflank, 9th Enforcer, 11th Snake Style, 13th Snake Sidewind, 15th Snake Fang, 17th Greater Trip, 19th Improved Critical(Bite)
Gear:
Weapon Focus(Bite) from slotting a Opalescent White Pyramid Ioun Stone into a wayfinder
A weapon used to trip, say light flail
A nonlethal Weapon, say a sap
A thrown weapon, say a dagger
Fortuitous Amulet of Mighty Fists
Familiar has Merciful Amulet of Mighty Fists
Belt of Dex +6 just in case
Belt of Dex +6 for familiar just in case
Scroll of Haste
2 Potions of Contingent Action
Ring of Rat Fangs
Since its a Mauler familiar, lets throw on 5 wishes to increase its Dex by +5 since it does take 6 AoOs

I didn't use Constrict, or Possession/etc forcing more attacks for retribution so there is probably some room for improvement. And probably a few things I forgot. Like maybe that shield that can bite (though would have trouble mixing it in with magus)... on reviewing the shield, you can't dual wield them for this and I am limiting it to trigger only once per round (since its a free action 3/day that basically full attacks). Otherwise, because its poorly worded, you get a character with 4+ arms and trigger each 3 times in the same round with full BAB = 48 bites and this becomes a 'how many arms can I get' discussion.

Sovereign Court

1 person marked this as FAQ candidate.

Adder Strike, does it use only one dose or two?
This feat allows you to poison 2 "weapons" (unarmed strikes) in a single action. Does it take one dose of poison for the use of the feat (1 dose->2 poisoned weapons), or one dose of poison per weapon (2 doses->2 poisoned weapons)?

Adder Strike:
You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes.

Prerequisites: Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike.

Benefit: As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way.

Normal: Applying poison to a weapon or single piece of ammunition is a standard action.

Sovereign Court

2 people marked this as FAQ candidate.

Do class features that effect poisons created by a character apply to poisons generated by the character's bodily functions?

Specifically, Sticky Poison (alchemist 6) and Vishkanya Venom? And for my purposes this is for PFS though this is a general question. I have a VC saying that because the Venom does not use the word "creates", that sticky poison doesn't apply. I take the interpretation that it is not a purchased item and by the abilities of the character it comes into existence, therefore "created".

Additionally/separately, is Vishkanya Venom even a poison? Mechanically it functions like a poison (DC, injury type, save condition, ability damage) and "venom" in the English language is a synonym for poison, but it doesn't explicitly say "this is a poison effect".

Sovereign Court

13 people marked this as FAQ candidate.

It appears that the Poison Darter archetype(Blood of the Beast pg 9) for Ranger has a dead class feature. It keeps the Quarry class feature from Ranger 11, however is unable to actually use it since the target must be one of the Ranger's chosen favored enemies which the archetype trades away all instances of.

There are also no compatible archetypes that I could find that would trade away Quarry but nothing else that Poison Darter does(replaces: Favored Enemy, Master Hunter, Wild Empathy, Hunter's Bond; modifies: Combat Style Feat).

My interest is for PFS, so a simple campaign clarification or additional resources comment would be sufficient for my purposes. However, as there currently isn't a campaign clarification for it, this should be considered a general rules question/errata request.

Sovereign Court

Specifically if the Dragoon Pistol is given the Scatter property from Gun Scavenger's Change Out deed, is the Dragoon Cartridge that it uses as ammo able to load pellets?

If not, does this mean that adding the scatter property to -any- firearm does nothing since they are also not able to explicitly load pellets?

Change Out Deed: Inner Sea Combat:
Change Out (Ex): At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality (Ultimate Combat 137); increases the damage dealt by the pistolwhip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken. This deed replaces the quick clear deed.

Scatter weapon property: Ultimate Combat:
Scatter (Weapon Quality): A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls are misfires. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Dragoon Cartridge: Villains Codex:
These clips of alchemical cartridges hold three bullets and fit the slot of either the dragoon musket or the dragoon pistol. They allow the wielder of those firearms to fire up to three shots in quick succession without the need to reload. Once the cartridge is spent, reloading another dragoon cartridge takes a full-round action, no matter the type of dragoon firearm in question. Rapid Reload can reduce the action time required, but abilities like the musket master’s fast musket have no effect. Unlike other alchemical cartridges, dragoon cartridges don’t increase a dragoon firearm’s misfire chance by 1. Dragoon cartridges can be used only with dragoon firearms.

Pistol: Ultimate Combat:
A pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Blunderbus: Ultimate Combat:
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Bold for emphasis

Sovereign Court

If I have produce flame already cast, can I use them to make an attack of opportunity?
Additionally, if I have the feat Blistering Feint, can I use produce flame's fire damage with the feat? (I would knock off a minute duration for both of these triggers).

Produce Flame:
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.


Blistering Feint:
Benefit: You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.

Basically, are you considered weilding the flames from produce flame.

Sovereign Court

For PFS can we upgrade a cracked/flawed ioun stone to a normal one? Ie does it follow the same rules for upgrading similar tiered items, like a belt of giant strength +2 -> +4.
Specifically, I am looking at getting a flawed Opalescent White Pyramid and upgrading it to a normal stone when I have the fame.

Sovereign Court

A battle poi normally does fire damage, no physical damage at all.
Would a +1 bane battle poi do 1d4 +3 +2d6 ie all fire damage against an appropriate target?

Second, would strength apply to the fire damage roll. I see nothing in the rules text for the normal application of strength to damage that even mentions a damage type (bludgeoning, piercing, slashing), only the handed-ness of the weapon. The only text that implies no strength is the fluff text for battle poi, stating that its weight is insufficient for physical damage... Which we already know by the damage type.

Sovereign Court

Let's say I am a level 9 Medium with the Boar style line. Would the spirit bonus (and seance bonus) from Champion apply to the bleed damage(Boar shred), being a non-spell damage roll?
What about splash damage and "on fire" damage from an alchemist fire?
How about robe of needles, the piercing, bleed, or both?
What about rapier of puncturing? The stacking bleed, and/or the con damage attack?

Sovereign Court

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

In the description of aiming a spell it states for a cone

PRD wrote:
A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.

I took this to mean, pick a corner, lay down a blast shape starting on that corner. But when I tried something like:

Spoiler:
M
X
X X
X X X

The diagonal cone from the opposite corner, I was told no because the examples are
Spoiler:
M
. X
. X X
. X X X (and presumably the mirror image)
Or
. M
. X
X X X
X X X
Is this intended? It certainly seems like to me that my first example fits the description.

Sovereign Court

PRD:Robe of Needles, Ultimate Equipment wrote:

ROBE OF NEEDLES

Price 1,000 gp; Aura faint evocation; CL5th; Weight 4 lbs.
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target's flesh, dealing 1 point of piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.
CONSTRUCTION REQUIREMENTS

Cost 500 gp
Craft Wondrous Item, bleed

Is it a standard action to fire one needle, or is it treated as a thrown weapon? Meaning if your BAB was high enough you could have iteratives?

Sovereign Court

When you choose the Draconic bloodline (or Elemental) you make a decision at 1st level as to which particular color of dragon.

Now, is the Bloodline just "Draconic" regardless of which color selected? Or is the actual bloodline "Draconic(Black)", for example?

The reason I am asking is about the interaction between a Sorcerer and the requirement from Blood Arcanist that it must select the same bloodline if it already has one.

PRD - Blood Arcanist:
Blood Arcanist (Archetype)
Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.

Bloodline: A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of her classes must change. Subject to GM approval, the blood arcanist can change her previous bloodline to make them conform.

This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.

If the bloodline is "Draconic" rather then "Draconic(Black)" then a different color choice could be made with Arcanist. For instance: Sorcerer with Draconic Bloodline (choosing Black) and Blood Arcanist with Draconic Bloodline (choosing Copper). And by extension: Elemental(Air) Sorcerer, Elemental(Fire) Blood Arcanist.

If the Bloodline is "Draconic(Black)" then Crossblooded Sorcerer should be able to take "Draconic(Black) and Draconic(Copper)", correct?

Which way does everyone else read this interaction?

Bonus question: Robe of Arcane Heritage on a Crossblooded Sorcerer. Crossblooded gives the choice of powers and you can select powers you didn't choose at a lower level. The Robe gives you the powers as if you were a higher level, before you make the choice on which power you want. Could you simply remove the Robe and put it back on to choose a power from the other bloodline?

Sovereign Court

It occurred to me while updating my playtest Occultist to a Sha'ir archetype that I believe this Archetype runs a little counter to the rule of 1 combat critter. If you have to choose one, then half of your spell list(and focus powers) are gone during combat. If both are considered noncombat pets then ALL of your spells are gone. Unless while they have no effect on combat you can still use them as a focus item.

Additionally what happens if you have the Necromancy/Conjuration school(s) and have your familiar focus power also active? And animate dead... and summon servitor, and summon monster. My intention is not to flood the field, but it feels like 1 combat critter is to restrictive.

Sovereign Court

According to this faq you can only have one familiar in a scenario:
http://paizo.com/paizo/faq/v5748nruor1fq#v5748eaic9os6
However, the Duplicate Familiar spell copies your familiar, abit temporarily. Duplicate Familiar is on the additional resources as legal.
Can you use both familiars at the same time or is your original familiar suppressed? If it is suppressed is it for the entire scenario or just while the spell is active?

My intention is to use the spell to attach a second tumor familiar, which will remain attached until it's duration runs out. So it would not clog up the table, and typically will only aid defense (protector archetype).

Sovereign Court

So, I have a character concept I want to play. Unfortunately, it hinges on Baleful Polymorph.

As in, at the start of a session I contract some spellcasting services to cast Baleful Polymorph on my character. Level 5 spell, total cost 450 gp per cast. And I have to resolve the condition (it is a curse) by the end of the session or the character is "unplayable". Note: I want this curse, and will pay for it, but it still fits the definition of "unplayable".

Resolving the Baleful Polymorph is a non-issue due to Kitsune having the Shapechanger subtype.

450 gp isn't bad at the higher levels, but having to beat a Will DC 17 to keep class abilities, or pay another 450 gp to try again, is going to be a little difficult at lower levels. And I'd like to play it from 2 xp on.

Is there anyway we can get Baleful Polymorph added to the list of spells that carry over between scenarios? Is there a boon out there to allow you to keep a curse/condition, even when it has a mechanical effect?

Any other suggestions?

Full Name

Petra Gritstone

Race

Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

About Petra Gritstone

RP sample:
The scarred dwarf-woman shifted uneasily in the throng of travelers, most taller than her. She moved around the outskirts of the crowd-- or tried to-- but her knowledge of how to move in the market was obviously lacking, and she disrupted the flow of traffic just as that same boulder might have disrupted a river. The first person to careen into her, a merchant with his arms full of water jugs, began a grumpy cursing that trailed off when she turned around and fixed him with a wild, startled gaze from the ravaged burns on her face. The dwarf and merchant both backed hastily away from each other. She kept going, until she thumped up against a stall. There she stayed a moment, arms wrapped around herself, glowering out at the crowd in a fashion that combined hostility and misery. They were all so... so noisy. She longed for the peace of the deep desert, the quiet of shifting sands with only the cry of hyenas to pierce it... but she had a job to do, and she would do it.

The others were waiting for her to get back. Petra pushed off from the stall and forced herself back into the crowd, aiming for the food stalls.

A ragtag human child bumped into her-- and the dwarf's wrist shot out like a viper, closing on the skinny wrist. "Give it BACK," Petra growled, in a voice raspy as a dry riverbed. The child stared into the burnt mess of her face-- the slice visible under her keffiyeh, anyway-- then snarled and thrust the coin purse back at her. Petra let the boy go, sourly thinking that the desert hyenas were more honest thieves..

Appearance:
Petra is one of the Pahmet dwarves-- sand dwarves-- and her skin is the deep, weathered brown-bronze of a lifelong desert resident. The sun and wind have made her appear older than she actually is, with dozens of fine crow's feet wrinkles-- though the most arresting feature about her is her scars. Not so very long ago, Petra was badly burned, and the legacy of that is still written on the right half of her face, and part of her scalp, where the hair does not grow. She is self-conscious about this disfigurement, and usually wears a drawn-up keffiyeh to try and hide it. What is left of her black hair, she wears shorn fairly short to her scalp. Her eyes are a dark brown, almost black. For a dwarf, she is somewhat lanky-- wiry muscle rather than beefy. Her clothes are Pahmet-style rather than traditional dwarven-- plain and humble homespun, without much ornamentation-- and she wears armor made, not of dwarven steel, but of stiffened leather with bronze studs. A flail with the jackal-head of Anubis worked into its pommel is tucked at her belt, but she seems more comfortable with the longbow she holds-- not a weapon common to dwarves in other parts of Golarion, but the Pahmet hunt on the open desert sands, and taking down an antelope or a hyena is easier at a distance.

Background and Personality:
As a Pahmet dwarf, Petra grew up in the southwest of Osirion, in the mountains there, which are claimed as a homeland by the Pahmet. Specifically, she grew up in Erekrus-- a necropolis city guarded by the dwarves, where especially noble pharaohs who had earned the favor of the Pahmet were entombed. The Pahmet dwarves long ago left the traditional dwarven faith for the gods of Osirion (they would argue that this not an abandoning of their own faith for human gods, but rather, that the gods are universal and transcend race, and that Ptah and Torag, for instance, are simply two sides of the same coin). In Erekrus especially, the god that humans call Anubis was especially revered, as the gatekeeper and tender of the honored dead. Petra entered training to become an acolyte of the Guardian of the Tomb at a fairly young age.

Petra's childhood was fairly uneventful, by Pahmet standards-- she was taught how to survive the deep desert, how to use both the sacred flail of Anubis and the practical bow that the Erukruskans favored, as it was easy to defend the high bluffs of Erukrus by archery. She also learned some basic prayers and to have respect for the dead, both human and dwarf. Petra took to her lessons and her duties in an obedient fashion... until the night of the tomb robbers.

A group of motley and enterprising thugs slipped into one of Erekrus's outlying tombs, figuring that with the dwarven guards, the riches here might yet be undisturbed. They were correct about that-- but they encountered one of those guards, a young Petra who was on one of her first sentry watches and was, perhaps, overly eager to go after every faint sound in the dark. However, on her own, she was no match for the experienced and ruthless crypt-breakers. They quickly subdued her, trussing her up while they went back to their work... and leaving her under the watchful eye of one of their number, a half-orc sorceror named Thurzen. Thurzen favored fire magics... and he was also a sadist. It amused him to see her squirm under his threats... and then, to burn under his magics.

When the rest of the crew returned to find her engulfed in flames, they hissed at Thurzen to stop his play-- they had their profit, and it was time to be gone. Reluctantly, Thurzen did so-- assuming she would die from her injuries, or perhaps just be crippled for life. The crypt-breakers fled with their ill-gotten goods.

But Petra survived. She was shamed-- both by her failure to defend the sacred charge of her people, and the humiliation of having been a captive plaything for Thurzen's evil amusements. She begged leave from her family and elders to track down the thieves and regain what they had taken from Erekrus, and she was given this permission. Petra is largely oblivious as to the rest of the world outside of Erekrus, as she has never left home before-- she has some grounding in Osirion's history as a whole, but little knowledge of the day-to-day life of modern Osiriani, and no real knowledge of the world beyond Osirion's borders at all.

But she does know how to track, and she knows what Thurzen looks like.

She trailed him to Wati, where his gang intended to loot further tombs. On the way, Petra fell in with several other travelers (the rest of the party), serving as a laconic-and-somewhat-anxious guide-- she could advise as to desert hazards, but they knew the ways of the world, so it was a mutually profitable arrangement. Here in Wati, she hopes to find Thurzen and his crew. In the meantime, she has agreed to help explore other tombs. Though she finds this to be dishonorable work, these are not the dead of Erekrus, the truly noble dead-- these are the bones of lesser pharaohs, who were not deemed worthy of entombment at Erekrus, and so, Petra rationalizes it to herself as being not-so-bad... but at heart she still thinks of tomb robbing as a sport of filthy jackals, and will regard other explorers with at least some initial disdain.

Petra is naive as to the ways of other people, especially non-dwarves (i.e., most of the world), and alternates between being too trusting, and very suspicious. She is slow to open up to others fully, but once her trust is won, she is loyal unto death. She takes her responsibilities seriously, and is most at her ease in the desert's harsh heart, surrounded by the elements. Her word is her bond.

Petra Gritstone
Female dwarf inquisitor of Anubis 4
LN Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 27 (4d8+4)
Fort +5, Ref +4, Will +7; +1 trait bonus vs. divine magic., +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d4+2/19-20) or
. . light flail +5 (1d8+2)
Ranged bow of the watchful guardian +7 (1d8+3/×3)
Special Attacks hatred, judgment 2/day
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—gentle rest
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—cure moderate wounds, communal protection from evil
. . 1st (4/day)—cure light wounds, heightened awareness, magic weapon, weapons against evil
. . 0 (at will)—daze (DC 13), detect magic, disrupt undead, read magic, resistance, stabilize
. . Domain Repose (Ancestors subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 8, Wis 16, Cha 7
Base Atk +3; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Coordinated Shot, Point-Blank Shot, Power Attack, Precise Shot
Traits devotee of the old gods, undead slayer, warsmith
Skills Acrobatics +0 (-4 to jump), Climb +3, Diplomacy +2, Heal +7, Intimidate +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (nature) +3, Knowledge (planes) +3, Knowledge (religion) +6 (+8 to identify undead and their special abilities), Linguistics +0, Perception +13 (+15 to notice unusual stonework), Profession (scribe) +9, Sense Motive +11, Spellcraft +3, Survival +7, Swim +3; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven
SQ monster lore +3, solo tactics, stern gaze +2, track +2
Combat Gear cold iron arrows (9), oil of bless weapon, potion of cure light wounds, potion of lesser restoration, scroll of daylight, scroll of delay poison, scroll of discovery torch, scroll of lesser restoration, scroll of magic weapon, scroll of remove paralysis, wand of bless (25 charges), wand of cure light wounds (20 charges), wand of lesser restoration (8 charges), acid, alchemist's fire, healer's kit, holy water; Other Gear +1 scale mail, bow of the watchful guardian (+2 Str), arrows (40), blunt arrows (15), dagger, light flail, cracked amethyst pyramid ioun stone, cracked dark blue rhomboid ioun stone, belt pouch, blanket, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack, string or twine, waterskin, wrist sheath, spring loaded (2), 38 gp, 7 sp, 5 cp
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Special Abilities
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Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.; +2 if flanking
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Gentle Rest (6/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Ancestors)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to survival checks made to track.
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Bow of the Watchful Guardian:
This magically strengthened +1 composite longbow (+2 strength bonus) enables its wielder to better face a variety of foes. Originally created by priests of Nethys for use by their temple guards, this weapon grants its wielder arcane aid to strike true. Once per day as a standard action, the wielder of a bow of the watchful guardian can alter the physical properties of the weapon, allowing its ammunition to bypass the damage reduction of one of the following types: bludgeoning, cold iron, silver, or slashing. This change lasts for 5 minutes.

In addition, if the wielder of a bow of the watchful guardian fails an attack roll, as an immediate action once per day, she can retroactively add a +1 competence bonus on that roll. If this bonus is enough to make the failure a success, the attack roll succeeds.

Finally, a bow of the watchful guardian sharpens the senses of its wielder, granting her a +2 insight bonus on Perception checks.