I think restricting the max TH and AC will cause more headaches. The Automatic Bonus Progression effectively limits the caps and keeps the game balanced AND with no headaches for you (the GM) having to modifiy creatures to align with extra imposed TH and AC maximums.
By removing ability to bump up a stat to 20 (above 18) before racial adjustments (at 1st level), the highest a stat will be at 1st level is 20 (or higher if more than a +2 racial adjustment to it). By limiting the effetive stat bump a race has you would be effectively reducing the race point cost of the race, as well as making it that certain races would not have the normally advantage over other races that do not have the significant boost to specific ability scores. Working with no PC race has more than a +2 ability bump to any stat: The highest stat for our level 6 PCs would become 27 (+1 for 4th level, and +6 from mythic if all applied to same stat).
With an imposed limit of 30 AC and +20 TH, it can make focused characters (whether strikers or dodgers) to get effectively nullified. The impact on strikers is not as easily demonstrated, but dodgers are: even with max AC against a maxed out striker, there is a flat 50% chance that the attack strikes the dodger or not. The odds are no longer weighted on skilled of a striker or dodger is. As a flip of a coin has the same odds of whehter or not the attack hits the dodger or not. Which is the same odds as two average strength and dexterity unarmored commoners have of connecting with a punch or kick on each other.
As most armor restricts maximum Dex bonus to AC but there is no equivalent to max 'Str/Dex' bonus to attack rolls with weapons/spells/unarmed attacks/natural attacks; stiker focused characters gain the advantage over AC focused characters.
Should you still want to include the max +20 TH and 30 AC caps, will that apply to mythic abilities as well? The build for my librarian was that it might be difficult for him to hit but he is quite adept at avoiding being hit (so that he can use his healing magic/magic items on his turn to revive an ally who was just slain (via his relentless healing mythic hierophant path ability).
Without Automatic Bonus Porgression and no imposed house rule cap, my librarian's AC is:
39 = 10 base + 11 Cha + 6 armor + 5 natural + 5 deflection + 2 dodge
By fighting with Total Defense (with 3+ ranks in Acrobatics), he gains another +6 dodge bonus, for an AC of 45 for the round (40 touch AC and flat-footed AC 45, due to uncanny dodge).
He can also spend one use of mythic energy as an immediate action to gain another +10 dodge bonus against a single attack (AC 55 AC or AC 50 Touch AC against the attack).
Now, using Automatic Bonus Progression with no imposed house rule caps, his AC is:
26 = 10 base + 11 Cha + 1 armor + 1 arnor attunement + 1 deflection + 2 dodge
With Total Defense (with 3+ ranks Acrobatics): 32
Using mythic power as immediate action: 42 against single attack.
Now, with both Automatic Bonus Progression and imposed caps of +20 TH and AC 30.
baseline AC 26 (same as only using ABP without houserule cap)
The bonus from having 3+ ranks in Acrobatics does not improve his AC better than having no ranks in Acrobatics, as the baseline +4 dodge bonus from Total Defense gets him to the houserule cap of 30.
And his mythic dodge mythic power usage ability would give him ZERO benefit.
One of your posts you told us to have a way to bring people back who died. I adjusted my build to include Relentless healing so I could. As we only have up to 3rd level spells (for the most part, aside select mythic abilities giving ability of specific spells, such as one of mine being able to gain benefit of Summon Monster VI or Summon Nature's Ally VI, that means we do not have the normal (non-mythic resources) to bring someone back from the dead, as the lowest level spell capable of that is a 5th level spell.
With the imposed AC cap, my 'healer of the recently fallen' can be easily hit (and thus killed, and with him being more easily hit, it increases the likelhood of what you warned us about - highly lethal area - 'have a way to bring people back to life' - a character that was altered to cover that role in mind becomes effectively nullified.
So of the above three options to go regarding how to handle max TH and AC limits, the ABP without additional limits added, would probably be the best approach. With ABP and no house rule AC and TH cap limits, the Librarian's 'passive' AC dropped by 13 points. With the extra limits added on top, it makes his mythic dodge being 'no dodge' or 'not even close to mythic dodge'.
How about…Fei, who despite wanting to experience everything, is far from academic. And when information is needed for whatever, he goes to the Librarian for it. Would that work for them knowing each other?
Half-orc librarian that works/reads at a library in Sigil. Have not decided on the gender of character yet.
Can bring someone who has died within a round of them dying (if the magic healing from his spell/magic items brings them up to above their dead threshold).
Being an oracle with the deaf curse, the library was where he spent a lot of time reading various books to learn about many different things/people/creatures.
He uses his Charisma modifier instead of his Dexterity modifier to determine AC and Reflex saves.
He uses his Charisma modifier instead of his Wisdom modifier to determine his Will saves against mind-affecting spells.He can (and has) spent days reading books in the library (no need to eat, drink or sleep).
His skald spells he casts playing an instrument (with the spells failing about 20% of the time - that was until recently, when he could FINALLY hear the music he was making!).
But recently he gained the ability to finally hear the sounds of the world...so libraries are relatively quiet places from the still fairly new cacophony of the sounds of everything around him.
Alignment: True Neutral (everyone except fanatical 'corner alignments' tend to like dealing with The Librarian than what would be expected. As I typed the previous sentence, I thought of Lorne from Angel. See Divine Countenance hierophant path ability.
Race:
Half-orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Alternate Racial Traits
Burning Assurance Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating.
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
Favored Class: oracle (Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.)
Ability Scores:
Ability Score Roll (6d6; reroll lowest): 31All stats start at 10, use the 6d6 for 1 to 1 increases to stats.
Base Stats
Str 10 + 0 = 10
Dex 10 +3 = 13
Con 10 +8 = 18
Int 10 + 4 = 14
Wis 10 +8 = 18
Cha 10 + 8 = 18
Racial Adjustments: +2 Cha
4th level ability increase: +1 Con
Mythic Ability Score Adjustments: +6 Cha
Magic Item Enhancement Adjustments: +6 Cha
Final Stats
Str 10 (+0)
Dex 13 (+1)
Con 19 (+4)
Int 14 (+2)
Wis 18 (+4)
Cha 32 (+11)
Languages:
Automatic: Common, Orc
Int bonus: Dragon, Giant
6 ranks of Linguistics: Abyssal, Celestial, Infernal, ?, ?, ?
Left side of gestalt: Level 6 oracle
Right side of gestalt: Level 1 skald/Level 5 unchained rogue
Mythic Path: hierophant
Alignment Insight (Ex]: You can automatically detect the alignment of any outsider you can see. This ability doesn't function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature's alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creatures as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.
Divine Countenance (Su) (Mythic Adventures pg. 33): Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. If the creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Divine Guardian (Sp): As a full-round action, you can expend one use of mythic power to summon one extraplanar creature as if using a summon monster or summon nature's ally spell, with the level of the summoning spell equal to half your tier. Your caster level for this ability is equal to your character level. You can have only one creature that has been summoned using this ability at a time; summoning another causes the previous one to disappear. If you expend two uses of mythic power, the level of the summoning spell is equal to your tier instead. For example, if you are a 10th-level druid, 5th-tier hierophant, you can use this ability to summon one creature from the summon monster II or summon nature's ally II list (or a lower level list) for 10 rounds; if you expend two uses, you can instead summon one creature from the summon monster V or summon nature's ally Vlist (or a lower-level list).
Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Overcome Curse (Su) (Mythic Adventures pg. 37): You are immune to curse effects. For example, bestow curse has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. If you're an oracle, you can ignore the negative effects of your oracle's curse.
Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within i round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.
Sleepless (Su): You no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.
Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a [/b]single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Think On It (Ex): Once per day, the oracle of lore can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Oracle gestalt side feats:
Level 1: Extra Revelation (Lore Keeper)
Level 2: Extra Revelation (Focused Trance)
Level 3: Steadfast Personality
Level 4: Iron Will
Level 5: Improved Iron Will
Level 6: Reach Spell
Level 1 skald/Level 5 unchained rogue gestalt side feats:
skill unlock is Spellcraft (full-round action to identy magic items)
magic items:
+5 light fortification haramaki (36,153 gold) (no max dex cap :)
+5 amulet of natural armor (50,000 gold)
+5 ring of protection (50,000 gold)
+6 headband of alluring charisma (36,000 gold)
helm of telepathy (27,000 gold)staff of healing (29,600 gold)
money spent thus far: 228,753 gold
Skald/unchained rogue side, skills, some spells (including one mythic spell) still to be decided, plus rest of gear, traits, more fleshed-out background.
Does anyone want to have backgrounds intertwined with The Librarian?
@Lia. Were you able to access the owlbear map I sent you a link to. If you are, and if you can not copy the tokens directly to owlbear, take a screen shot (I know edge has that feature, which you can choose which part of the screen disply you want to take a screenshot of).
For the others, here is a link to the map (not the map for this game) so you can see how handy owlbear rodeo can be. I made the map of Sandpoint into a battlemap using 5 foot space square grid. You will have to zoom in as it is not a small map on owlbear.
I have a character concept in mind which I will flesh out and type out today/tomorrow.
A human bouncer in one of the taverns in Bloodcove. He has the Giant Ancetry alternate racial trait (+1 bonus to CMB and CMD and -2 to Stealth). He will also have the alternate racial favored class bonus (+1 CMD for drag and reposition/fighter level). - He shuffles the troublemakers around the taven floor, they do not shuffle him around.
He has the brawler archetype (bonuses to bull rush, drag and reposition combat maneuvers).
How he handles thing is moving troublemakers towards the door, in a path that put his fellow bouncers in positions to flank him (and sneak attack damage). The buncers having a betting pool on who gets the knockout punch before my bouncer (who does not damage the troublemaker) makes it to the tavern door to toss the guy out.
I am going to make a case for how the reposition combat maneuver makes sense for falling under the power attack (powerful manuvers) as opposed to combat expertise (deft manevuers). Depending on whether you okay or not will affect my character build a bit.
Both drag and bull rush are moving the entire body of the foe. Reposition also moves the entire body of the foe. With the exception of reposition, all combat manevers under Deft Manuvers (combat expertise) do not involve moving the body of the foe from their position.
By swapping reposition to the power attack (powerful maneuvers) instead of the combat expertise (deft maneuvers), both categeories would have 5 maneuvers each instead of 6 for combat experties (deft manuvers) and 4 for power attack (powerful manuvers). I am treating Feint as a 'combat maneuver' due to it having the combat expertise requirement and it is covered by the Deft Manuvers feat.
Trip does move the body of the foe, but not to the extent that bull rush, drag and reposition does.
Do you think it is fair to have powerful manuevers also apply to the repostion combat manuver (and relevant feats)?
Send me a link to a basic (can be blank) owlbear map. I think I can add my tokens to another owner's maps (as I think I did that with some of my created tokens on another GM's owlbear map.
I was hoping to originally be able to create a hero forge mini that has a similar look to a conspirator dragon (which can not be done without using the 2 minis on a base trick) and did not know if I would have time to experiment with 2 mini on base trick to see if I could get close to a conspirator dragon looking mini.
Going with this HF mini for dragon eidolon, as, unlike the original raptor-based mini, this could pass as a conspirator-ish dragon.
As conspirator dragons have
lack of sleep - headache/migraine.
Yes, having couple days to roleplay reactions to Stari's transformation would be good. Will post later today when not dealing with headache/migraine.
Hero Forge does not have a quadruped dragon baseline model yet. The dragons that have been doene use a number of tricks, one being using two minis on the same base. The previous mini I did up for Taumata was the raptor base frame with adding horns and wings.
I used the two minis on the base trick to come up with a different look for the dragon eidolon (link below). Which of the two options for the dragon eidolon do you like better. This one...
Meld Into Eidolon does not force the two to meld. It's a can and not a must, either when the Ediolon is Manifested initially, or as a 3-action activity at any point, as long as they are adjacent.
If you want to play it as always in effect, that's more than fine with me, though it might be limiting in play. All I'm saying is that the feat, in an RAW sense, gives the option to the player and doesn't force it to happen.
I'm aware of that. Thanks for making sure I had that knowledge. :)
It is a voluntary aspect I stated from the beginning I wanted to play her as, for her being a 'were-dragon'.
One advantage I did not think of when the discussion was first brought up for regarding the lack of action economy bonus action when an eidolon is normally manifested, was the one I mentioned yesterday: the lack of a 'tether' that usually restricts how far an eidolon can 'roam' away from the summoner.
Stari and the dragon are never two separate entities (while the dragon is summoned) - where he makes his home while he is not manifested, whether it is the the default astral plane like it is for dragon eidolons in legacy PF2E or somewhere else - that is up to you, Lia.
Because Stari always manifests into the eidolon, the default 100 feet 'tether' from the summoner does not apply (since Stari is always inside the dragon, safe from harm).
The dragon only has a glide speed at the moment. I have no problem with story over rules regarding the dragon being able to fly for scenes like you set up. Finding a bit higher ground/structure to jump off would let him glide farther.
heads up: homefront situation is going to make posting as frequently as I have been a bit difficult for the at least the next two weeks. I will still try to make sure I am checking daily, but it might only be once per day instead of multiple times throughout the day until homefront stuff is more managaeable to return to checking multiple times throughout the day.
I am going to make a hero forge mini for the dragon eidolon. Working with his trickster cunning alternate appearance the dragon's eidolon form will not be that of a conspirator dragon.
I have not had got around to reading the Minata entries yet. While reading them going to see if any of the dragon artwork inspires idea for hero forge dragon mini appearance.
I am thinking bard/gunslinger. Bard due to Glitzzara choosing Dilton and gunslinger due to Dilton's interest in firearms. I already have the bard archetypes as noted in earlier post.
Please elaborate on the homebrewed gunslinger archetypes.
As for potential races. I think it would be funny if his new form is a squirrel beastkin so he has a constant reminder of the animal he was going to shoot and kill just to test his 'heat-seeking grenade rocket gun'.
I have not fully scrolled through Paizo's gunslinger archetypes yet....though the Firebrand archetype matches up well for Dilton. Firebrand also uses Cha instead of Int for grit pool.
Thinking class level plan will be a total of 6 (or 8) levels in bard with the rest in gunslinger.
6th level so he gains all the bard archetye features except Gremlin's Luck (which is gained at 8th level) - Channel positive energy (3d6) 2/day, Word Strike, Weird Words, Inspired Healing (2 rounds of bardic music for cure light wounds), Resist Nature's Lure, Echoes of the First World (give ally most of the fey creature template benefits), Wild Empathy, Summon Nature's Ally instead of Summon Monster spells.
Would Summon Minor Ally (a 1st level druid spell that fits in with the summon nature's ally spells) be a potential spell (for squirrels - are they there to help him or taunt him or both? :)
Once he reaches 5th level gunslinger and gains the bombs feature, that improves at the same rate as an alchemist (plus 1 die every 2 levels)
The dragon pistol as his battered gun fits in with his desire to create a more devastating gun. Dragon Fire, Big Boom! and Scorched Earth fit in nicely for that.
Stari is not the pathfinder hopeful/recruit/graduate. Chishik is the Pathfinder PC.
Based on your post it sounds like story-wise Chishik is finishing his training. So Stari (and the dragon eidolon) parted ways with Chishik when they first arrived in Absalom, and Stari travelled to Iblydos for the 'easy to retrieve' buried treasure stash of the dragon's...which was no longer there.
Jeremy (aka J Scot aka Chishik) has not posted in the past week.
Stari will bump into the others in the line (with Chishik attending classes/final exams/etc., gives a bit of gameplay time that makes sense why Chishik has not joined gameplay yet).
So the gameplay 'reshoot scene' in the 2 Copper Reads went from Stari has already been to Iblydos and we have a lead that her friend Chishik, who is due to graduate from the Grand Lodge soon, might be interested in exploring.
6.Esploded during a DIY rocket launch trait - Hubristic Engineer - can craft unstable tech tools and equipment, +4 to knowledge engineering/craft checks, crits explode (on crit confirm roll 1d6-1 thats the crit modifier)
1d12 ⇒ 3
Glitzara Divine Diva of Sparkles and Justice
- Domains: Glamour, righteous fury, performance, divine spectacle
- Symbols: A glittering microphone, sequined scales of justice, the tiara of truth
- Rituals: Perform a dramatic monologue or pose before battle; sparkle offerings at dawn
- Boons:
- Can blind enemies with radiant sparkles (DC based on Charisma)
- +2 to persuasion when dramatically fabulous
- Allies gain temporary hit points when you make a grand entrance
Dilton was determined to win the science fair....
...a gun that fired heat-seeking burrowing bullets that then exploded.
His prototype was finished....time to test it out...he went into the woods and aimed it at a squirrel in a tree 150 feet away...he fired the shot...it was working...but then the bullet slowed down...then started heading straight for Dilton..."I forgot to account for my body heat being a bigger heat source than the rodent's." was the last thought Dilton had....before waking up in a new body...in a different world...
Dilton then noticed he was wearing clothes that he was not familiar with, extended his arms to get a better idea of what he was wearing...apparently some sort of fringed jacket sequined with star sapphires of various colors, "I guess hiding is not an option. Now where in tarnation am I?" Dilton scans his surroundings, "This does not seem like Hell, aside the fashion sense. Oz?"
Stari is not, but the dragon eidolon is familar with various regions/accents, etc.
Looking for potential visual/auditory indicators that the dragon (eidolon) might pick up (via the share senses ability through Stari's senses)...when Stari is nearing the Wounded Wisp while the rest of you are still outside before heading in to the tavern...
With the unexpected homefront stuff I have not gotten around to reading up on Minata yet.
Once I have Minata entries in Dragon Empires Gazetteer and the Tian Xia World Guide, I will come up with the name the dragon eidolon goes by (with Lia being the only one who knows the true identity of the dragon).
Once I have come up with a name for the dragon eidolon, I will make an alias profile for him, and will post from that alias whenever the dragon eidolon is external and Stari is internal.
I was not aware the gameplay thread was already active. Apologies if it was posted that it was in the discussion thread (homestead situation has been causing some stress so I might have missed it).
I use the free version of Owlbear Rodeo for maps when I GM. I have the map of Sandmap on there for my weekly game as a battlemap with 5 foot spaces. It took considerably more prep work but end result was worth it.
The above said, I find TotM can be sufficient for simple fights (such as the potential fight when we come to Myrp's aid).
@DocEvil & PD: Did your characters travel from Brevoy to Absalom together or separately?
Looking at the map of Brevoy for character inspiration...
From the Gronzi Forest pathwiki, "The forest is also home to communities of gnomes. These enclaves are considered uncivilized and shamanistic by typical gnomish standards and mostly keep to themselves"
...starting basics of my character application will be a gnome shaman that wanders out of the Gronzi Forest due to wanderlust and is piqued by Jamandi Aldori's recruitment drive.
He would not have a goal to be a baron, but would not be opposed to being a counselor.
I will post again when the base character idea above is more fleshed out.
Unexpected stuff on the homefront came up, that took up most of my free time today and will take up some of my free time for the next few days. Will try to get Stari completed tomorrow.
@scranford: Which district of Absalom is Master Glynn's store in? Which district contains the home of the family that bought Myrp? Do you have a particular district in mind for where the street kids are pestering you when some (all?) of the rest of our characters step in to help Myrp?
I have not done his ability scores yet, so he might have some more skills.
Will have a fleshed out character backstory typed up and posted for him later this week. Basics - he was born on a ship on the seas of the Wandering Isles of Minata. He grew up traveling the seas and exploring various isles of the oceans of Golarion with his adventurous parents. He has set foot on many of the islands of Minata, Iblydos and the Shackles. The languages his parents taught him include Azlanti.
Swapped out Stari being trained in Deception for Athletics. For Dual Studies, the dragon gains Deception instead of Athletics.
For the 6th level FA feat going with Lightning Swap. Though she does not typically brandish any weapons (though she does have a concealed corset knife), the dragon typically does the fighting, the feat gives her an action economy benefit of stowing two items in her hands with a single action.
Regarding post-combat healing. Stari also has the Soothe spell, though that is a very limited daily healing resource.
An additon to her story background - (after she already bonded with the dragon) - that she critically failed at a Medicine check (and caused damage - oops) but then used the Soothe spell to heal the damage she unintentionally caused. So she has already learned that it is better for her to attempt non-magical healing first, and to keep her magical healing in reserve for such potential future blunders she might make while mundanely tending to someone's wounds.
@J Scot: As Stari would be monitored by more proficient healers while assisting with healing duties at the school, are you okay with Chishik being the one Stari did the healing blunder on? Maybe while the two of them were hiking, Chisik twisted his ankle and mildly sprained it, and while Stari was trying to gauge how much ankle rotation Chisik temporararily lost, she agrravated the injury and made it a moderate sprain. This could be the day that Stari was planning to tell Chisik about the dragon, and due to the botched injury, Chisik gets surprised when Stari says some words in Draconic and her hands start to glow as her touch heals the sprain completely.
Also keep forgetting to mention: Stari speaks Tengu.
Regarding Assurance (Athletics): I was not as clear as I could have been:
To clarify up front: I am aware that assurance only uses a character's proficiency rank and no other modifiers (such as Str, status, item, circumstance bonuses and multiattack penalty).
My intent was to point out how effective Assurance (Athletics) becomes when using it instead of rolling when a character has a -10 multiple attack penalty.
For Assurance (Athletics) to be as effective as it can be for combat manuevers, a character should have Athletics proficiency maxed out.
note: Using Assurance (Athletics) to prevent outcome of critically failing the check where rolling has a chance to critically fail; I am treating 'no chance of critical failure' as being 'better' than 'no chance for critcal success'.
Roll typically beats Assurance for the first attack trait action of a character's turn (with rare exceptions - such as having a negative Strength penalty (or an effective negative Strength modifer via the Enfeebled condition value). One notable exception regarding using Assurance for the first attack action of the round, which it can give you a quick gauge of whether or not a foe is going to be easier or more difficult to control with Athletics combat manuevers - as Assurance (Athletics) is weighted to result in a success or failure and not a critical success or critical failure when you do not not have a MAP (and it becomes even more weighted against not resulting in a critical failure as opposed to rolling when a character does have a MAP).
Depending on what the various modifiers are Assurance can result in a better average result while having a -5 MAP (if the non-MAP modifiers provide less than a cumulative +5 bonus) - which means chances are you might not succeed with assurance (and will most likely not critically succeed) but you will also most likely not critically fail either. This is working with a character having Athletics at maxed out proficiency for the current level.
Where Assurance (Athletics) beats rolling is using it when you would have a -10 MAP if you rolled the skill check instead of taking assurance. You would have to have a total of +10 or more from non-proficieny bonuses for rolling to beat Assurance. If there was no circumstance bonuses and no penalties except for the MAP, with a +3 status bonus and a +3 item bonus, you would need a +4 Str bonus just to tie with having an average roll netting the same chance as success as using Assurance when rolling would have the -10 MAP.
Conclusion: Using Assurance (Athletics) as an opening attack trait action greatly weights no critical success/failure occurs. Kind of a physical equivalant of using the Recall Knowledge action, though has the negative consequence of giving a MAP for subsequent attack actions of the round, so it is not a good opening use of Athletics unless it is the only attack trait action a character is using for the round, though if Assurance resulted in a success, the character using Assurance for the remaining actions (against the same foe and targeting the same defense) guarantees auto-successes for those type of combat manauevers for the character's remaining actions of their turn.
When a character has a -10 MAP, using Assurance for the last action instead of rolling, Assurance has the benefit of 'gauging' a foe's defenses against combat maneuvers is almost always better than rolling - as there is usually no chance of critically failing the check using Assuranance when a character has a -10 MAP and would have a higher probability of critically failing at the Athletics check if the check is rolled instead of using Assurance.
Please provide a link for the animal companion deep dive video.
The classes I am deciding between are mesmerist, oracle, spiritualist (with the phantom having a desire to travel to the ruins of Azlant), summoner (with the eidolon wanting to travel to ruins of Azlant) or Swashbuckler.
If an oracle, currently thinking starting points being Time mystery and Deep One curse.
Busy for most of tonight so I will have more within next few days.
Part of Stari's early life training (decided by her mother and the owner of the school) was with the goal of Stari becoming a healer (not a geisha) who tended to the injuries sustained by the geisha and students of the school. She continued her training as a healer, though her time was split between that training and the dragon training her in spellcasting. Her mother and the owner of the school knew that Stari was developing more of a wanderlust desire while her body continued to be affected by changes brought on by puberty. Few people that do not live or teach at school are aware of her being a 'were-dragon'. Stari's mother and the owner of the school knew that having her complete her healing training could help to ensure that Stari and her tengu friend, Chisek would have better chances of one day returning home, when the budding wanderlust in her fully bloomed and she set off to become an explorer of the world alongside Chisek.
@J Scot: Do you approve of the following: Chisek, being Stari's best friend, was one of the first people to know that Stari became a 'were-dragon, and more importantly, knows that the dragon is not Stari herself, but rather a distinct individual who shares a bond with Stari. As there are a few years between Stari's first encounter with the eidolon and when Chisek and Stari leave the Isles for Absalom, if you want, part of the various lore you have collected during the past few years was from conversations you had with the dragon (both while it was internal with Stari being the conversation go-between and while the dragon was external while Stari was internal).
Possibly some of the times (with Lia's approval) that Stari was 'sleeping' while she was internal and the dragon (which I have not named yet, still have not read up on Minata fully) was external and entertaining you with tales of various creatures of the world.
The left hip bag of the Hero Forge mini of her is her 'backpack', with the small pouches and iron vials that are part of the harness (is that the correct term for one a human wears?) are her healer's toolkit. The right hip smaller pouch is her money pouch.
The iron vials contain various things, such as antiplague and antitoxin ingredients (the kind that come with a healer's toolkit that are required for Treat Disease and Treat Poison).
@everyone: I think I already mentioned before, I am merely making suggestions for character options. One of the reasons is knowing there is a lot of game material and some options that fit a character concept a player has, that the player might not have read about specific options that fit the their character concept.
"What If...?" was one of my favorite comic series. Please consider my suggestions as "What if...?" possible options that you might or might not have already thought about yet.
@J Scot:
I do not recall if you have given any indication in the discussion or recruitment threads if you are new/new-ish to PF2E. So if I am boring you with this, I apologize. If not...read on! :D
In case you already read the above post, I did not want you to miss this addition (as well as by the time I finish typing this up the previous post will probably have its edit time window ended). - it did, it expired about 20 minutes ago.
If you decide to go with thaumaturge as the main class and use the artwork that inspired your character concept for the other implements he will eventually have...
The artwork has three implements: tome, bell (on his belt) and amulet.
A thaumaturge only gains the initial implement benefit for the third implement (that they gain at 15th level). They eventually gain both the initial and adept implement benefits for their 1st and 2nd implements. One of those they eventuallly gain the high-end paragon implement ability - so that could be the initial implement they started out with at 1st level or the one they acquired at 5th level.
The tome implement clearly fits your core character concept and makes sense as the initial implement.
So amulet or bell for second implement? Which of those two is the one you would only want to gain the initial implement benefit of? - that is the one to put as the 3rd implement you gain at 15th level.
For the 'What if...' version I personally think would be cool and fit your concept as well as match up to the artwork that inspired it, is as follows:
Tome (initial, adept and paragon benefits) - becoming legendary in two skills of your choice each day - what two monster lores do you want to be a penultimate scholar in for the day? As well as gaining the +1 to +2 bump for the Recall Knowledge checks.
Amulet (initial and adept beneifts) - the resistance you give yourself or an ally lasts until your next turn (so multiple strikes/sources of the same damage type are reduced) as opposed to the extending the bell's 1 round debuff to 3 rounds.
Bell (initial benefit) - whereas the amulet is more defensive, the bell is combat control, and as you mentioned the thaumaturgist was more combat oriented that you envision your character being, this would be the one of the three implements of the artwork inspiration that is the more 'combat' one.
So, now I am rethinking things a bit. Thaumeturge fits the idea but is a little more personally combat oriented than I was thinking, but I think I might be able to work with it a little more and see. I'll see what I can present tonight.
One of the main decisions if deciding between bard and thaumaturge as his main class, is if you want to gain the adept and paragon implement benefits, since those are not acessible via the MCD Thaumaturge route. The MCD only grants a single implement. With Thaumaturge as the main class, you gain additonal implements at higher levels. Is there more than one implement that fits your character concept? ----taking another look at the artwork that inspired your character concept....He has a bell on his belt! He is also wearing an amulet.
If going with the Scrollmaster/Thaumaturge FA archetype route: which order of gaining the dedication feats do you feel best fits your concept?
Do either of the two archetypes not have enough lower-level archetype feats that you want as part of his concept build that you would feel you have to take a 'filler feat' until you can take the the dedication feat for the other one.
As Thaumaturge Dedication and Impement Initiative would cover 2nd and 4th level. I would suggest Call Implement for the 6th level feat, if you decide on taking keeping bard as your main class and taking the MCD before the Scrollmaster dedication. Storyline-wise it should create more opportunity to receive a field commission to join the Pathfinders as opposed to the typical 3 years (I think) of study to become a pathfinder agent by enrolling and studying at the Grand Lodge.
I have the 'side quest' to Iblydos while your tengu is studying at the Grand Lodge - that can easily be 'that was the plan when we both arrived in Absalom, but then someone from Brevoy (DoctorEvil's PC) recruitment efforts result in the two of us deciding to travel north with him.
One of the fun beneifits you could have by taking Thaumaturge as your main class and taking all the scroll thaumaturgy feats...is you can make spell scrolls of ANY tradition and up to 7th spells at the high-level end.
It is only 1 spell scroll of each spell level per day...but I do not think there is a way in the game to beat that versatilty for having the ability to cast spells up to 7th spell level of all 4 traditions. Even MCD with three different tradition spell casters I do not think would gain that versatility unless the FA or dual-class variant option is being used.
Hmm...with using FA and without using FA...Is the Scroll Thaumaturge feat chain the only way for a character to gain ability to cast spells of up 7th level that can be from any of the four traditions? - This is an OCD-ish spoiler:
2nd level - 1st dedication
4th level - class feat and FA feat to take 2 archetype feats (including Basic Spellcasting)
6th level - using class feat to take new MCD and FA to take feat Basic Spellcasting of 2nd MC
8th level - class feat - take 3rd archetype feat of 2nd MCD and use FA to take the 3rd MCD
10th level - FA to take Basic Spellcasting for 3rd MC, class feat - open (possibly the 'Breadth' feat for 1st MC)
12th level - use class feat to take Expert Spellcasting (1st MC) and FA to take Expert Spellcasting (2nd MC)
14th level - FA to take Expert Spellcasting (3rd MC), class feat - open (possibly the 'breadth' feat for 2nd MC)
So at 14th level, they would have be able to cast spells of up to 5th level of each of the four traditions. At 16th level, that becomes 6th level. Need the 18th level Master Spellcasting to cast 7th and 8th level spells. Can they get all?
16th level - FA (open) possibly taking 'breadth' feat for 3rd MC, class feat - open
18th level - FA for Master Spellcasting (1st MC), class feat for Master Spellcasting (2nd MC)
20th level - FA for Master spellcasting (3rd MC).
Conclusion. the Scroll Thaumaturgy feat chain does not give the only way to be that versatile IF using free archetype (or dual class characters), though it does it with considerable less number of feats need to get there for the thaumaturge (who only has 1/3 the 'additional spells' that spellcaster with 3 spellcastsing MC archectypes.
Baseline (no FA or dual-class)
spellcaster
2:1st MCD
4: Basic Spellcasting (1st MC)
6: feat for 1st MC
8: 2nd MCD
10: Basic Spellcasting (2nd MC)
12: Expert Spellcasting (1st MC) OR Expert Spellcasting (2nd MC)
14: Expert Spellcasting (2nd MC) OR 3rd MCD
16: 3rd MCD OR Expert Spellcasting (1st MC)
18: Basic Spellcasting (3rd MC) OR Master Spellcasting (1st MC)
20: Expert Spellcasting (3rd MC) OR Master Spellcasting (2nd MC)
Conclusion: ONLY the thaumaturge using the scroll thaumaturgy feat chain gains the ability to cast a 7th level spell from any of the 4 traditions each day.
What about a Thaumaturge as main class with the scroll thaumaturge feat chain and the MCD spellcasting feat chains....with goal of gaining a MCD
Regarding party healing: Looks like the two draconic characters have it covered - the cleric during combat and the summoner after combat.
Regarding melee: the dragon eidolon can flank a foe with a single ally for the first 9 levels, then 2 allies starting at 10th level, and 3 allies starting at 12th level.
Combat tactic of dragon eidolon will default to flanking a foe with an ally (which causes that foe to be off-guard to the dragon and the ally) and to trip another foe that is in melee with the dragon (to make that foe off-guard to all of the PCS).
For ones that are unaware of how effective Assurance (Athletics) is for the Athletic attack trait combat maneuvers (which ignores the -5 and -10 MAP penalty when using Assurance)...here you go. One of the PF2E devs confirmed that this is the intent for the Assurance skill feat.
So, while considering the Druid vs Ranger, two things pop out at me. 1. The Ranger is MUCH tougher in the Melee combat area...an area we might be lacking. But, 2. The druid's animal companions "mature" 2 levels earlier than the Ranger's. Could be important.
Looking into Ranger with Druid Dedication rather than Beastmaster, but not sure yet. For the record, NOT min/maxing here. Looking for balance that aids the party, if that makes sense.
More later...
I have not verified yet, but I think the Beastmaster archetype uses the same levels as the druid for how quickly the animal companions can 'grow up'.
With the only 1 MCD rule in effect, would that prevent a human character from taking the Multitalented ancestry feat?
for ones newer to PF2E: Multitalented human ancestry feat gives the character a MCD, even if they normally do not qualify to take a new archetype dedication feat yet. 'half-elves' can ignore any Attribute modifier requirements for the MCD chosen.
Stari, I looked over Meld, and I have to say I'm curious to see how it actually works in-game. It looks like it gives up the 4 actions per turn a Summoner effectively gets, and doesn't give that much in return. I'm very interested to see if that actually holds true, or if gives more in play than it seems to.
Yes, thematically the concept does not benefit from the summoner/eidolon tandem action economy with only using Meld, though there is at least one advantage: Normally if both the summoner and eidolon both take damage from the same source, they take the higher damage (unless the summoner takes the Protective Bond feat so they take the lower amount of damage instead. In essence the Meld into Eidolon removes the default 'roll damage-reducing saving throws with disadvantage' if both the summoner and eidolon are in the damaging area of effect (or both get hit with force barrage missles from the same spell). There might be other advantages besides this one (but do not recall any at the moment).
Edited: only one body 'on the battle map' that can be flanked - so less 'squares on the battle map' that can foes can use to flank 'the summoner or the eidolon'. Concept-wise, the dragon switchs the external/internal with her so that his bonded summoner can not be targeted with any negative effects. And though it is not known to his bonded summoner (at least not in the early parts of their adventures) that the dragon is also taking measures to protect the potential future bloodline descendants of his current bonded summoner from being 'removed from the timeline). Oh..(checking to see if two specific spells from PF1E have been done in PF2E and are on the occult tradtion list...) ...Ally Across Time and Army Across Time I did not find...but there is Temporal Twin.
GM Lia wrote:
To the group, something you want to start to consider is healing, both in and out of combat.
You have very limited healing options at this point. That is not a bad thing! But you will need to start considering your plans for how you'll work around it.
I want to emphasize I am not saying 'OMG, someone must be a cleric' or 'You all need to get medicine.' What I am saying is during this session 0, which will hopefully move to session 1 within a week, that some chatter and planning around this happens.
See my previous post about Stari having post-combat healing covered.
I combined two diffferent posts into one and then added more stuff throughout the post, so might be some repetition that I did not catch during my copying and pasting/editing.
Adding more elements to the dragon - I am thinking that during its original life it was an exemplar/thaumaturge.
@Lia:
I think you might have missed that my build plan covers post-combat healing starting at 1st level (eventually being able to Treat Wounds every 10 minutes per person instead of every hour (via the Continual Recovery skill feat she will be gaining at 6th level).
I am making a petition for the rule about only 1 MCD, as there is one other MCD that fits the theme of my character concept, which is Thaumaturge. Not including the intial Scar of the Survivor ikon, the addition ikons as well as the implement could be specific items from the dragon's hidden mini hoards that only work for the dragon's bonded summoner.
Regarding Vow of Mortal Defiance and source of her exemplar divinity source: Do you approve of the dragon eidolon being the source of the divinity for her exemplar powers?
If yes, then Vow of Mortal Defiance would work thematically, as I am not picturing Stari herself to be someone who would take such a vow - but that might be something the dragon did during its original lifetime (and might be why he never went on to a specific outer plane to spend his post-life existence on). The one action (for Vow of Mortal Defiance) would be the dragon (while internal and not external) using it to empower Stari's attack to inflict spirit (or energy damage gained via any Energized Spark feats she has).
Also decided on potential second archetype: Thaumaturge, if you approve of second MCD (as it fits the blended concept of dragon eidolon using whoever his current bonded summoner descendant is to ensure certain items of its original treasure hoard (which over the centuries has spread out to smaller hidden stashed mini-treasure hoards across Golarion and perhaps even other planets in the solar system :)
The additional ikons and the implement she gains being items from the treasure hoards of the dragons (and why they do not function for others).
I am thinking to fit the story of the conspirator dragon better: Originally it had one (or a few) treasure hoards. As the hoard(s) were discovered in the time between its first death and first lifetime as an eidolon, the items that were part of its original hoard(s) that it found, it created new mini-hoards of the items the dragon (and current bonded summoner for each 'lifetime') hid the items away in a new 'buried treasure' location. Eventually making such mini-hoards spread out considerable far across Golarion than the locations of the the original treasure hoards.
Updated tentative FA feat plan (if second MCD approved):
2nd: Exemplar Dedication (Scar of the Survivor)
4th: Basic Glory (Leap the Falls)
6th: Advanced Glory (Vow of Mortal Defiance) Storyline-wise the dragon eidolon being the one who took the vow a very long, long time ago, and empowers his current bonded summoner to do the damage. I also like that this extra spirit damage (or energy damage gained via Energized Spark) is not reliant on having a weapon ikon (and I think is the only way to apply Energized Spark that is not dependent on using an ikon).
8th level FA slot: Thaumaturge Dedication (Not a tome implement, as the tome implement fits better thematically for the tengu bard, if J Scot likes my suggestion below as tome fits the concept for a scrollmaster pathfinder.)Potential Implements: Amulet (in stressful situations while the dragon is not manifested, she clutches the amulet of her necklace, and uses Glimpse Vulnerability more for the defensive reaction to keep her and her allies protected from harm); not the bell implement; Chalice implement is a possibility; Lantern implement would be a contender if MC Thaumaturgists had ability to gain the Adept implement ability to make invisible creatures seen, but they do not; Mirror Implement would fit in with the conspirator dragon's trickster tactics (I am envisioning the conspirator dragon as being a combination of exemplar and thaumaturge during its original lifetime); Regalia implement - between this and Amulet, I would chose amulet; Shield implement- though it seems like it could be both an implement and ikon, the Mirrored Shield ikon would be a party AC-buffing I would prefer, as she is more support while she is not melded with the dragon eidolon, though combining both would ensure that the Mirrored Aegis is never destroyed - as the implement ensures it always has a minimum of 1 hit point so it is never destroyed so the Mirrored Aegis' ability to restore itself to full hit points does not need to deal with the question of 'what if the mirrored aegis gets destroyed?' query; Tome implement - no, reason above; Wand implement - this one would interact well with Vow of Mortal Defiance; Weapon Implement - this one if it is also a weapon ikon which would not require Call Implement since Only the Worthy covers that, but considering she does not like to be in/close to melee, this would not be a good thematic option for her. Top contenders: Amulet, Chalice, Mirror, Shield (if also Mirrored Aegis ikon), Wand.
10th level FA slot: Implement Initiative
12th level FA slot: Second Ikon (??)
14th level FA slot: Advanced Glory (Only the Worthy)
16th level FA slot: Advanced Glory (Additonal Ikon - ??)
18th level FA slot: Basic Thaumaturgy (Call Implement)
20th level FA slot: Advanced Thaumaturgy (Thaumaturgist's Investiture) The dragon being unable to personally invest the majority of the items from its various mini-hoards, empowers his current bonded summoner to be able to invest more magic items than a character typically can.
J Scot Shady wrote:
The Scrollmaster archetype fits well and his thirst for knowledge fits as well. Yeah, he is either naive of or ignoring all the issues in the group's history, he just wants to learn.
As I was scrolling (pun intended :P) through the thaumaturge feats that fit my character's character concept, I came across ones that made me think of your scrollmaster concept character gaining the ability of the feats below.
A suggestion for class/MCD that seems to fit your theme well, that gives you the ability to cast spells of any tradition from scrolls and gain free daily scrolls.
Thaumaturge and doing the Scroll Thaumaturgy feat chain. Though MCD you would only be able to gain the first two, and would need to have Thaumaturge as your primary class to gain the two higher level class feats of the feat chain.
Starting at 6th level, she will be able to Treat Wounds every 10 minutes sans healing kit (via Healing Plaster) - provided there is dirt/mud nearby (if her 'medicinal mud' bag is empty).
Dragon Eidolon:
As the dragon eidolon repeats the cycle with a new blood descendant at some point after his previous descendant has passed on, the following represents the level progression the dragon eidolon takes during each 'lifetime'
Cunning Dragon Ability Array (Str +1, Dex +4, Con +1, Int +2, Wis +0, Cha +1)
5th level boosts to Con (+2), Int (+3), Wis (+1), Cha (+2)
10th level boosts to Str (+2), Int (+4), Wis (+2), Cha (+3) The dragon eidolon becomes large at 10th and huge at 12th level via summoner feats.
15th level boosts to Str (+3), Int (+4 1/2), Wis (+3), Cha (+4)
17th ability boost: Int (+5 1/2)
20th ability boosts: Str (+4), Con (+3), Int (+6), Wis (+4)
Primary unarmed strike: Tail 1d8 Bludgeoning (Trip) Much easier to gain answers from someone that is still alive, and for others, making them prone can speed up how quickly they can be dealth with.
6th level: Magical Understudy (cantrips: Read Aura, Sigil) The dragon's sigil mark is the mark he places on the items of his hoards (twice per item - one visible and one invisible) as well as (storyline combined with summoner/eidolon sigil connection) an invisible one on his current descendant who is the current summoner he is bonded with. The dragon also places an invisible copy of his sigil on relatives of his current bonded summoner descendant - which can make it easier to track his ongoing bloodline descendants. While the visible sigil mark on his items might be removed by others, it is the invisible sigils that most new owners of the items that were once part of one his hoards that lets the dragon know if an item once part of his hoard of magic items.
8th: Magical Adept (1st level spell: Charm; 2nd level spell: Humanoid Form) I used the conspirator dragon innate spells and ability to shapechange into humanoid form as the guiding force for choosing the innate spells. At 10th level, she swaps out the 2nd level humanoid form for the 3rd level version; At 12th level, he swaps out the 1st Charm for the 4th level Cham; At 14th level, he swaps out the 3rd level version of Humanoid Form for the 5th level version; at 16th level he does not swap out a spell. At 18th level he gains the Magical Master feat.
10th: Hulking Size (large size)
12th: Towering Size (huge size)
14th: Airborne Form
16th: Ever-vigilant Senses
18th: Magical Master (1st level spell: Charm; 2nd level spell: Humanoid Form; 3rd level spell: Mind Reading; 4th level spell: Rewrite Memory; 5th level spell: Mind Probe; 6th level spell: Dominate; 7th level spell: Dragon Form) All spells (aside Dragon Form and Humanoid Form) are innate spells of conspirator dragons, and Humanoid Form to gain limited at-will ability it had in is first life to assume humanoid forms.
20th: True Transmogrification (The dragon gains the ability to be akin to the powerful cunning trickster and planner he was in his original life).
Ancestry Feats:
1st: Natural Ambion (Meld into Eidolon)
3rd (gained via Ancestral Paragon general feat): Adapted Cantrip (divine list, Healing Plaster). At 4th level will swap out Detect Magic for Healing Plaster. Will still have Detect Magic via the Arcane Sense skill feat gained at 4th level. Divine list working with dragon eidolon is a potential source of exemplar power source.
5th: possibly Draconic Scent
9th: possibly Multi-talented
13th: Draconic Veil
17th: Form of the Dragon
skill feats & skill increases:
2nd: Quick Squeeze
3rd: Medicine (E)
4th: Arcane Sense
5th: ??
6th: Continual Recovery With Healing Plaster and being able to Treat Wounds to someone every 10 minutes - she has post-combat healing covered.
7th: Acrobatics (E, from Dual Studies); Medicine (M)
8th: Cat Fall
9th: Acrobatics (M)
10th: ??
11th: ??
12th: ??
13th: ??
14th: ??
15th: Medicine (L)
16th: ??
17th: Acrobatics (L)
18th: ??
19th: ??
20th: ??
General Feats:
3rd: Ancestral Paragon - Adapted Cantrip (divine list - Healing Plaster)
7th: Fast Recovery
11th: ??
15th: ??
19th: ??
Free Archetype feats:
2nd: Exemplar Dedication (Scar of the Survivor]
4th: Leap the Falls
6th: Energized Spark (??) - does not have an effect until she gains a weapon ikon via Second Ikon at 12th level
8th: new dedication for ?? archetype
10th: ??
12th: Second Ikon (potentially Titan's Breaker for her fist strike - which could be needed to access certain hidden hoards of the dragon.)
14th: ??
16th: ??
18th: ??
20th: ??