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A player at my table suggested that the use of partial boosts is too limiting, and I thought of it as a little complicated to explain and a rather inelegant solution to the removal of Ability Scores in the remastered rules. I came up with this house rule that is simpler and keeps the maximum attribute modifiers at the same levels as the partial boosts system. Replace the wording under Attribute Boosts on page 19 of the Player Core with the following:
An attribute boost increases an attribute modifier’s value by 1. At 1st level, a character can never have any attribute modifier that’s higher than +4. This maximum increases to +5 at 10th level and to +6 at 20th level.
When your character receives an attribute boost, the rules indicate whether it must be applied to a specific attribute modifier, to one of a limited list, or whether it is a “free” attribute boost that can be applied to any attribute modifier of your choice. Dwarves, for example, receive an attribute boost to their Constitution modifier and their Wisdom modifier, as well as one free attribute boost, which can be applied to any other attribute.
When you gain multiple attribute boosts at the same time, you must apply each one to a different modifier.
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Come one, come all! The circus is about to begin!
Session 1:
After several months of practices and performances for homesteaders and farmers, the Circus of Wayward Wonders was finally ready to perform a large show in a sizable town. Abberton wasn’t what many people would consider a destination for performers, but it’s where the circus must start. The people of Abberton were excited for the circus, and on the night of the circus’s first performance, nearly every resident of the town crowded into the tent to experience the magic of the big top. Many of the town’s most prominent citizens, including the mayor, were among the throng jostling for seats, peering at the three rings that filled the center of the tent, and waiting excitedly for the show to begin.
As the lights went down and the audience settled onto their seats, the circus’s performers took their places backstage, awaiting their cues. Suddenly, several of the performers closest to the curtain that separated the three rings from the rest of the tent left their assignments, gathering in a small crowd to exchange frightened whispers and hushed gasps. Amid the group, his body contorted as if caught forever in the throes of terrible pain, was the corpse of ringmaster Myron “Thunder” Stendhal. Everyone in the circus knew Myron for his amazing, powerful voice that could bring instant silence to the largest crowd, and he knew everything there was to know about putting on a successful performance. But he was dead, and the crowd was still out there expecting a show.
As the other performers stared at the corpse, whispered to each other, and anxiously peered around the curtain, the Professor—a thin and frail veteran of the circus—looked up. “Well, what are you all standing around for?” he asked, his weak voice barely audible in the hushed silence. “Have you seen that crowd? We haven’t ever had the tent packed this full. There’s a show to put on, and we have to find a way to do it. So finish your makeup, get into your costumes, and send in the clowns!”
They cast and crew bucked up and got back to there positions. To act as ringmaster, everyone agreed that Eduard, a male human illusionist who performed under the name Ironholme, was the best choice. With his fancy and sparkling costume, Eduard stepped through the curtain and into the spotlight, welcoming the audience to the Circus of Wayward Wonders to massive applause.
Ironholme’s opening act was a traditional stage magician’s act, with Eduard enacting a blinding array of seemingly instantaneous costume changes. He amazed the crowd and got the audience cheering and enthralled. The build-up included the Great Feral Lynn (really Iolo, male goblin swashbuckler) rescued a maiden fair from marauding clowns by swinging on ropes and chandeliers and Alboras Silvermane (actually Reggie Gnomehands, male gnome barbarian) and his talking badgers.
As the Build-up act got underway, a trio of mean-spirited gamblers began moving through the crowd, loudly offering bets on various calamities. They provoked the crowd, asking questions designed to inspire fear or panic: Would the Great Feral Lynn fall to his death? What were the odds on one of the badgers biting an audience member? Rafe “Big” Dix, a male human rogue, went over to them and intimidated them over their lack of licence fees, getting them to leave.
The noise rattled three vipers that were in the stands for some reason causing them to rear up in fright. Helga hurried over and shooed them away from the audience members with little fuss, but still unnerving some of the audience.
Mordaine the Magician and her escapology act with water tank were the Big Number, which she pulled off with competent skill. As she performed, and they readied the center ring for the Feather-Fall Five, the Kanbali family came to Big, Helga Grunph (female hobgoblin druid) the circus’ herbalist and holistic healer, and Henry (male half-elf cleric of Pharasma)—a dream interpreting seer whose act (“What Dreams May Come”) wasn’t quite ready—and revealed that their safety net had been sabotaged. The family asked the three of them what they should do.
Helga determined that they had been gnawed on by rats, which was unusual as they wouldn’t have gone after the nets instead of food. She concluded they had to have been coerced somehow. Iolo persuaded them they had to perform as, “The Show Must Go On!” They went out to perform in the center ring, but there was another problem: Elizia’s Mr. tickles, a 16 ft. anaconda, was lethargic and wouldn’t eat or drink. Mr. Tickles was center to her act, and so she was reluctant to perform without him and was indeed quite upset over her sick pet.
Helga realized that Mr. Tickles was suffering from goblin pox (causing everyone to look at Iolo who pleaded innocence and getting Helga to redeclare the disease as “orc pox”), a non-lethal disease. Helga managed to suppress the disease and the relieved Elizia went on.
As the Finale was about to begin, Axel’s Amazing Aviary ran into a problem: Axel had never actually performed before and froze with stage fright before going out to his ring. Eduard was able to calm his nerves and got him to perform better than he ever had done in rehearsal.
Throughout the entire performance, a married pair of drunken brawlers jeered and hollered in their seats. They derided and scoffed at every trick, no matter how successfully they had been performed. Other audience members seated nearby finally asked the drunken couple to be quiet, but this provoked violence. Dix noticed the altercation before any punches were thrown, and went in with Henry, Helga, Iolo, and Reggie to deal with them.
One of the brawlers picked up a chair and tried to brain Dix with it and missed wildly. The other ran at Iolo and kicked him in the head. Dix struck one of the drunks over the head with his sap and scrambled his brains a bit. Henry cast bless on the group as Helga cast tanglefoot on the woman who kicked Iolo and plants and vines came up through the stands and grabbed her.
Reggie struck the male brawler in the family jewels while at full rage and the man dropped. He then turned and struck the woman in the thigh. She responded by grabbing a chair and smashing down on Reggie’s head. Iolo shouted, “What do you do, brush your teeth with a hammer?”—which he thought was an appropriate clever and insulting quip—at the woman then tumbled by her and struck with his rapier, but swung wide.
The drunk woman kept swaying so much that Dix wasn’t able to connect with his sap. Reggie hit the drunk with two powerful punches and knocked her out as she stopped on a wild swing. Helga moved in and started healing wounds.
The Finale went off beautifully, with many oohs and ahs over the Feather-Fall Five flying without a net. The audience gave the circus a standing ovation and left very pleased. The Professor ensured the six responsible for the successful performance received a larger portion of the house receipts than usual, each receiving 5 gp. He also gave them two minor healing potions from his own stores. They then began to investigate Myron’s death.
Dix and Helga took a close look at the dead ringmaster and found that his legs were so swollen that his pant legs couldn’t be rolled up; his trousers had to be cut open. This revealed many snake bites on both his calves. Helga determined that snake venom caused his death; in fact the venom came from the same type of viper as those that had been hiding under the bleachers.
Such vicious and repeated attacks were uncharacteristic of normal vipers. Helga realized the vipers must have been controlled or coerced somehow. Dix noticed that the area immediately around Myron’s body was covered in the tiny prints of countless rats. These numerous rat tracks hid any other footprints that might have been here, including Myron’s own. The rats weren’t present any longer, and their behavior was just as unusual as that of the vipers.
Several witnesses saw Myron prior to the performance both in the circus tent and in the camp behind the tent. It wasn’t unusual for Myron to move about so much before a performance to make sure everything was ready, and he often spent time out of sight to get his costume in order or to speak to a performer in private. Unfortunately, that meant nearly anyone would have had the opportunity to attack him.
Elizia’s skill with serpents made her an obvious suspect, but all of her snakes were accounted for; the vipers that killed Myron didn’t come from her collection. Elizia and Myron had known each other for years and were good friends; the snake‑charmer had no motive to kill him. No one else in the circus had the means to control snakes, and no one could control rats.
The killer therefore seemed to be someone who wasn’t with the Circus of Wayward Wonders. Mistress Dusklight immediately fell under suspicion; perhaps she sent someone from the Celestial Menagerie to kill the ringmaster. Without evidence, however, they couldn’t level a charge to the magistrate in Escadar.
They left the tent and began looking around for any signs of someone entering the circus camp. Helga sent her lavender leshy named Bette toward the woods to look for more clues. She found nothing, so they crossed the stream and headed for the southern woods. They ran over to help deal with a giant snake and viper that attacked some roustabouts by the woods where they had been collecting firewood. After defeating the snakes—Iolo killing the giant snake with a brilliant rapier strike to its heart— they noticed a short path that led further into the woods.
Following the path, Reggie sprung a trap and got hit in the face with a thorny branch covered in snake venom. After being healed again, they proceeded on. They came to a small clearing—no more than a widening in the path through the thick woods—containing a small pile of leaves a few feet in diameter with a thin blanket. Next to the leaves rested a small backpack emblazoned with a green patch. A blue, watery imp like creature was filling the backpack with river stones. Helga identified it as a water mephit, and everyone could see that it looked particularly guilty. Another in the nearby stream popped up and they rushed to attack the party.
One of the mephitis breathed acidic water on the party as another cast an acid arrow at Reggie but missed. They clawed at Big, Reggie, and Iolo, but were soon overwhelmed. The party looked through the backpack and found a mass of wet river rocks on top of a highly detailed map of Abberton and its surrounding environment. It was not as fully detailed as a survey map, but it had scribbled notes about different locations all over the map, most notably on the Circus of Wayward Wonders, and the detail on the movements of the circus members was disturbingly accurate. Two locations were in the town were marked as Oldlin’s Orchard and the Hawfton Mill. The backpack also contained a few handfuls of tasty nuts and a holly bush feather token. They then returned to the circus camp.
As they came out of the woods, the sound of pipes, fiddles, and horns echoed across the camp from the meeting fire, where members of the Circus of Wayward Wonders had been waiting for a proclamation that it was safe for them to return to their wagons. Everyone had formed two concentric rings, with the musicians on the inside, and everyone else dancing on the outside. Their energetic prancing seemed out of sorts with the weariness on their faces. “Help us!” the Professor panted, sweat pouring down his frail face as his limbs jerked in time to the lively jig.
Dancing on a dinner plate in the center of the inner ring were to tiny creatures that looked like centaurs with their bottom parts like a massive cricket. They were playing music and Helga recognized them as grigs, a type of faerie. Dix threw Iolo over the first row and then he flipped over the second row to get to the grigs. They were delighted to see the Great Feral Lynn, being big fans of his performance. He asked them to leave, but they insisted everyone was having such a good time. So, he got stern with them and scolded them for their rudeness. They got dejected and flew away complaining that Iolo was no fun. They left behind a potency crystal which Iolo collected. The camp sighed in relief as they sat down to rest.
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Hello!
My order was just finalized for shipment and I got my AP volume on download, but not the flip map classics or spell focus cards, even though I have a map and accessories subscriptions. Are these downloads delayed or am I not getting them?
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I said I would do this once I had access to the Lost Omens – Gods & Magic book, so now that I have the PDF, here is what I’ve come up with for a Circus Pantheon (with thanks to Luis Loza for god suggestions and the name of the pantheon):
The Big Top Areas of Concern circus and carnival performers, mutual protection, travelling shows
Alignment CG (NG, N, CG, CN)
Divine Fontheal Divine Ability Dexterity or Charisma
Divine Skill Performance
Domains ambition, protection, travel, trickery
Alternate Domains dreams, change, family
Cleric Spells 1st: illusory object, 4th: rope trick, 6th: mislead Edicts entertain people to bring joy to their lives, live free and be true to yourself, master your art whatever it may be, protect your adopted family
Anathema settle in one location for longer than a month, refuse a genuine invitation to perform, prevent someone from joining your company if they have done no intentional harm
Favored Weapon Juggling Club
Traveling circuses and carnivals attract not only locals ready to be entertained but those seeking to leave behind a life of monotony and see the world. As such, these bands of performers attract many that some intolerant societies would deem unworthy, eccentric, undesirable, or just odd. With such an eclectic group, one would be hard pressed to find a deity that isn’t worshiped by a circus performer somewhere.
There are a group of gods, however, that are commonly venerated by most circus folk. Referred to as “The Big Top” by carnies the world over, they consist of Desna (for travelling and beautiful dreams), Gozreh (for animal acts and good performing conditions), Kurgess (athletic and acrobatic prowess), Shelyn (artistry and the creation of beauty), and Sivanah (illusions and sleight of hand).
Interestingly, there has been a recent addition to The Big Top: Nocticula, the Redeemer Queen. Her dedication to outcasts and artists, living free and being true to themselves, speaks to the very heart of circus folk. Her addition was welcome and swift: circus people generally don’t judge a person on their past, but rather on who they are at the present.
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Ah the playtest postmortem: what went right, what went wrong, and which classes had the rules equivalent of congenital heart failure...always good times...
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I got my order authorization e-mail and it has a note that states that since a back ordered item is part of the order, they will wait until it is in. But the item is a preorder for March. So I will be waiting until March to get August material because of a preorder for an item not available until then?
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Interesting. I like that you included tables and examples, as this makes this guide somewhat of use. The Ancestry conversion section is essentially what I did when I created my Kobold Ancestry, so a lot of the advice in this guide is straight forward common sense.
But I've found that common sense isn't all that common, so if people are willing to give it a read and do the work, this can be quite helpful.
OK, so the site is undergoing scheduled maintenance on Monday, July 1st, starting at 9:00 AM Pacific time.
It is supposed to last two hours, but I know we can beat that score! Every gremlin on the boards that can be made available for general mayhem, Kludge production, SNAFU patrols, technical glitch infiltration, and pie throwing are required to gear up NOW!!!
We have had great success in the past in extending it several hours (sometimes days!) at a time, and I expect 100% effort from everybody.
This is some absolutely brilliant stuff, if these are examples of what didn't make it into the book... this may be shaping up to be the best player companion yet as these ideas are absolutely fantastic, both flavourful and expanding options without adding massive power, sounds perfect!
Probably my most looked forward to book for a long time! An awesome note to go out on :)
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With the generally popular response to the appearance of the Pathfinder 2e Kobolds and the Twitch streaming PF2e streaming game Oblivion Oath having a custom made Ancestry—Iruxi, i.e. Lizardfolk—I was curious how difficult it would be to create a custom Kobold Ancestry. I tried it and came up with this. I used Kobolds of Golarion, Inner Sea Races, the Advanced Race Guide, and the Playtest Bestiary as resources. Also, this uses the last iteration of the Playtest rules, which have likely altered slightly—and in some cases greatly—to the final version of PF2e. Still, from what we have seen from Oblivion Oath play, these should match up with the rules relatively well. This is straight up mechanics: the above-mentioned books are great for flavor text.
LANGUAGES
Common
Draconic
BONUS LANGUAGES
At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Dwarven, Gnomish, Halfling, or Undercommon.
TRAITS
Kobold
Humanoid
Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Crafty
All kobolds have an affinity for traps and mechanical gizmos. You gain a +2 bonus on all Crafting and Thievery checks involving mechanical devices and traps.
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KOBOLD HERITAGES
The traditional view of all kobolds is that they are descended from dragons, and the great variations found among those magical beings are often represented in kobold bloodlines. Choose one of the following kobold heritages at 1st level.
Beast Master
You come from a tribe with a talent for training animals and beasts to help them both in combat and with daily chores. You gain a racial bonus on all Command an Animal and Handle an Animal checks equal to half your level (minimum 1).
Dragon-scaled
You were born with scales and head that match the vivid colouration and shape of a true dragon. These scales mark you as deserving great reverence in kobold society, especially those of chromatic colors. You gain a resistance to one form of attack equal to half your level (minimum 1) based on which dragon type you resemble:
Black and Copper: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Green: Poison
Silver and White: Cold
Glider
Some kobolds are born with nearly vestigial wings which nevertheless allow them to fall with great control and at a safe speed. You can make a DC 15 Maneuver in Flight check to fall safely from any height without taking falling damage, as if using feather fall, even if you aren’t trained in Acrobatics. When falling safely, you may make an additional DC 15 Maneuver in Flight check to glide, moving 5 feet laterally for every 20 feet you fall so long as you are trained in Acrobatics.
Tail Warrior
Though most kobolds have access to tail weaponry, some tribes have developed battle techniques and fighting styles dedicated to tail combat. This has greatly improved their control of their tails to the point that they can work as a third hand. Your tail is considered prehensile and can act as a free hand when taking Actions. Your control further gives you a bonus on all Acrobatic checks and Climb Athletics checks equal to half your level (minimum 1).
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KOBOLD ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a kobold, you select from among the following ancestry feats.
Reaction Ambush Squad Feat 5
When you are adjacent to kobold ally and they made a surprise attack on an opponent, you may make an attack of your own.
Armored Scales Feat 1
Due to a rough upbringing, your scales have gotten thicker. You gain a +1 bonus to your Armor Class.
Beast Rider Feat 5
Prerequisites Beast Master Heritage
You acquire an animal friend that you can use as a faithful steed. You gain the Animal Companion druid feat. You calculate your companion’s abilities as though you were a druid of one half your level.
Draconic Breath Feat 9
Prerequisites Dragon-scaled Heritage or draconic sorcerer bloodline
You gain a breath weapon that is determined by your scale coloration by either the Dragon-scaled Heritage or draconic sorcerer bloodline. Using a breath weapon takes two actions. You can use your breath weapon once per day. Creatures within the area of your breath weapon are allowed a Reflex saving throw (DC 10 + your character level + your Constitution modifier).
Black or Copper: You breathe a 30-foot line of acid that deals 2d6 points + your character level + Constitution modifier of acid damage.
Blue or Bronze: You breathe a 30-foot line of electricity that deals 2d6 points + your character level + Constitution modifier of electricity damage.
Brass, Gold, or Red: You breathe a 15-foot cone of fire that deals 2d6 points + your character level + Constitution modifier of fire damage.
Green: You breathe a toxic cloud that affects all creatures within a 20-foot cone that deals 2d6 points + your character level + Constitution modifier of poison damage.
Silver or White: You breathe a 15-foot cone of cold that deals 2d6 points + your character level + Constitution modifier of cold damage.
Special: Kobold sorcerers with the draconic bloodline can use their Charisma modifier instead of their Constitution to determine the DC and damage of this breath weapon.
Draconic Paragon Feat 17
Prerequisites Draconic Breath and Winged Flight
You gain bonus against sleep and paralysis effects equal to one half your level. You can use your breath weapon twice per day and your base breath weapon damage increases to 4d6 points of damage. Your wings grow stronger, increasing your fly speed to 25 feet.
Dragon Affinity Feat 1
If you are a sorcerer with the draconic bloodline, you treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
1 Action Hurried Retreat Feat 1
You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.
Jester Feat 1
You have learned to swallow your pride and survive by groveling, placating, and amusing the powerful. You gain a +2 bonus on all Diplomacy and Performance checks.
Tail Terror Feat 1
You can make a tail slap attack with your tail. If you have the Tail Warrior Heritage, you gain a +2 bonus on this attack. This is an unarmed attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment weapon, making it an armed attack instead.
Weapon Expertise (Kobold) Feat 13
Prerequisites Weapon Familiarity (Kobold)
You become an expert in crossbows, picks, and all kobold weapons in which you are trained.
Weapon Familiarity (Kobold) Feat 1
You favor weapons that can be used for mining as well as distance weapons, especially with moving parts. You are trained with crossbows, hand crossbows, heavy crossbows, light picks, picks, slings, and spears.
In addition, you gain access to all uncommon kobold weapons. For the purpose of proficiencies, you treat martial kobold weapons as simple weapons and exotic kobold weapons as martial weapons.
Weapon Precision Feat 5
Prerequisites Weapon Familiarity (Kobold) (see above)
Your skill with your ancestral weaponry is precise and quick. Whenever you critically hit using a weapon of the bow group, pick group or a kobold weapon, you apply the weapon’s critical specialization effect.
Winged Flight Feat 9
Prerequisites Glider Heritage
You’ve strengthened your wings to the point where you can actually fly. You gain a fly speed of 15.
New Weapon Trait—Tail: These weapons are designed to be placed on creatures with tails. As such they are difficult to use without a tail. The wielder takes a -2 penalty to attack when not using the weapon attached to their tail.
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The Kobold dragon’s tail is a weapon of my own invention. It consists of a large steel or iron ball tipped with a long spike.
This took me 3 hours total using the afore mentioned sourcebooks. :) All in all, a very easy task. All the flavor text from PF1, plus the vast array of feats and traits made this quite simple to do!
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That is not dead which can eternal lie. And with strange aeons even death may die.
The Necronomicon
Our Strange Aeons campaign will be using the expanded fear, sanity, and corruption rules from Horror Adventures and a variant on the Hero Point rules which I posted HERE. We are also using Flaws (1 Flaw taken at first level gets you an extra Feat) and Drawbacks as optional. All characters use a 20-point buy for ability scores.
Of interesting note, several players chose to have their characters made up partially or totally by someone else. They entered the game having no idea what their characters were or what they could do. It made for a very interesting first session!
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My group has been using the Hero Points optional rule for PF1e since they were introduced in the Advanced Player's Guide. We are about to embark on the Strange Aeons AP and we will still be using them. They will still work the same way and give the same bonuses for use with the same limitations and maximum point limits. However, overly heroic actions can easily lead to death in a horror-based campaign. To compensate for this, Hero Points will NOT be given out for heroic actions at all. Instead, they can be gained by the following actions, some of which require a Will save:
Going up an Experience Level: PCs get one each time they level up, as normal.
Witnessing a Victim of the Horror: Whenever a PC directly witnesses a victim (or the victim’s remains) who has fallen prey to the menace (the main threat of the adventure or one of their chief minions), the PC can make a DC 12 Will save. Success earns a Hero Point.
Gaining a Clue to the Horror’s Nature or Evidence of its Existence: Each successful research result gains the PCs involved a Hero Point.
Seeing the Menace: The first time they lay eyes on the menace, the PCs can make a DC 12 Will save to get a Hero Point.
Fleeing from the Menace: Each time a PC successfully escapes from a confrontation with the menace, they get a Hero Point.
Brooding: As soon as a PC gains a Hero Point from any of the above reasons, they can choose to brood about the horror. The PC can take no other actions for eight hours other than brooding. At the end of that time the PC gets a Hero Point.
There will be two new Feats to go along with this (along with the rather obvious ones already in the game enhancing perception and speed when running away):
Reflective: You tend to mull threats over in your mind in a moody, temperamental manner. Benefit(s): You can brood over the nature of a menace for four hours and gain a Hero Point. The PC can take no other actions for during this time other than brooding.
Normal: It takes eight hours of brooding to gain a Hero Point.
Outright Sullen: You are the king of brooding. Prerequisite(s): Reflective, Level 8
Benefit(s): When you finish brooding over a menace, you can attempt a DC 15 Will save. If successful, you receive 2 Hero Points instead of 1.
These rules were adapted from the optional Resolve point system of Chill 2nd Edition.
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OK, my Preorder of my Playtest stuff seems to have hit a SNAFU in that my card got changed just this week, at least the expiry date. I entered the new card's expiry date in as a second billing method, but it doesn't seem to have shifted over. Could the card with the later expiry date be used please?
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So the countdown clocks of Osirion are the basis of this adventure? Very cool; that plot hook from The Pact Stone Pyramid was just begging to be expanded on.
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These look amazing! I like where this is heading. My only concern is how many people will balk at the increased price in spite of the increased content.
EDIT: Just saw that the expansion packs beyond this are not much higher priced than the Map-packs! Concern averted! :)
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Vine Leshys
Ability Adjustments: +2 Con, +2 Wis, –2 Int
Hit Points: 4
Size and Type: Vine leshys are Small plants with the leshy subtype but they do not have the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the leshy subtype immunities to electricity and sonic.
Slow Speed: Vine leshys have a base speed of 20 feet.
Darkvision: Vine leshys can see up to 60 feet in the dark.
Low-Light Vision: Vine leshys can see in dim light as if it were normal light.
Pass without Trace: Vine leshys do not leave footprints or a scent trail while moving. Tracking a vine leshy is impossible without magic or sophisticated technology.
Change Shape: Vine leshys can transform into vines at will. Even close inspection will not reveal that the vines are actually a leshy; instead the leshy appears as a particularly healthy Small vine. A detect magic spell will reveal a faint transmutation aura on the vines. While in plant form, vine leshys can observe all that transpires around them and they gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. Vine leshys are immune to critical hits while in tree form. The leshy can assume plant form or revert to its true form as a swift action.
Plantspeech: Vine leshys can speak with vines, ask questions and get answers from them. Normal vines will only be able to answer questions about events and creatures within their immediate area. Vine creatures may have more information, but are not guaranteed to be friendly towards the leshy.
Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy heal 1d8 hit points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level. If it can’t support vines, this plant life has no effect on movement and withers and dies within an hour.
Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests and dense shrubbery.
Climber: Vine leshys gain a +2 racial bonus on Athletics checks when attempting to climb.
Sometime during the Gap, whenever Absalom Station was built, it is believed that ancient followers of the Green Faith used old rituals to create defenders of the green parks and plant life found in the Eye: vine leshys. These leshys went about their business and helped maintain the closest thing to natural wilderness to be found on the station and were still performing these duties when the Gap ended.
The followers of the Green Faith that created the leshys must have found the station too much civilization for their tastes as vine leshy lore states they left almost immediately after they created their small custodians. The leshys believe that the Green faithful created the leshys because they refused to remain around so much technology and unnatural structures and they needed someone they could trust to upkeep the parks without them.
The Green faithful did give the leshys one last gift before departing: they taught them the ritual to create more of their own kind. With a warning not to overpopulate and maintain the natural order the followers left and the leshys continued on with their tasks. Many generations have now passed and all of this has passed into legend, vague and missing many details. But one truth remains: the leshys have continued in their sacred trust as custodians and guardians of all green spaces on Absalom Station.
As one would expect, the vast majority of vine leshys can be found in the parks and green areas on Absalom Station, especially in the Eye. Most of the inhabitants pay them little attention when they even notice their presence; in some ways they have become simply part of the machinery that makes the station run in the minds of most people. But the vine leshys do interact with the other station dwellers far more regularly than other leshys do in more natural settings, and this has resulted in a few cultural changes over the centuries.
First the ritual to create more vine leshys has been modified so that is now performed by two leshys who have decided to live with one another. This seems like a copy of most species mating habits, but there remain differences. For one, leshys have no fixed gender and may identify as male, female, or non-gendered and any two can produce “young” through the ritual. Every vine leshy created by the ritual is a full adult at creation, so there is little to no family raising of children as other cultures would recognize it. Still a tight family bond if often formed by leshys with those that created them and those they create.
Even though the ancient warning against creating to many vine leshys and maintaining balance have passed in their culture into an almost sacred belief, sometimes the gregarious leshys get a bit carried away with number replenishment and an excess of vine leshys appears on the Station. When this happens, the extra leshys cheerfully go exploring, looking for other places and worlds with which to take up the task of protection and maintenance of nature.
The interaction between the vine leshys and other races has also resulted in some leshys leaving their posts to go exploring. This is not frowned upon by vine leshy culture; indeed it often affords some leshy couples with an opportunity to create a new leshy, which is a cause for some celebration.
Vine leshy names change over the course of their lives, with young leshys taking names that resemble their physical appearance and then later changing them to reflect their abilities, experiences, and developed personality. They are usually made up of two to three word phrases like Blossom Red Leaf, Verdant Star Shine, or Tendril Green Bark.
One interesting development from their time forming loose families on Absalom Station is the creation of clans. Each clan has a name that reflects the plants they maintain, the vine species they prefer to use when propagating themselves, or the location within the Station they hold most dear. Clan names are not used in daily life and are generally only spoken in formal occasions. Some prominent clans are Red Grape, Pied Kudzu, Rose Hip, and Eye Forest.
Vine leshys appear to be made of twisted vines with faces made out of large leaves with two round eyes, a small mouth, and no nose. They stand 42 to 2-1/2 feet tall and weigh 20–30 pounds. They’re considered adults at creation and live up to 100 years.
Put me down as another supporting the idea of Ultimate Weirdness. But...what would that book cover?
My suggestion would be experimental campaign concepts such as those explored in Rasputin Must Die! Combining elements that don't fit into "traditional" fantasy and taking it to the edge!
What would other people like to see in such an imaginary project?
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
I love all these and I want to put a special shout out for the Wild Hunt. I personally think it is the best interpretation ever brought to the game. Linda Zayas-Palmer did fantastic work here, weaving folklore and gamelore seamlessly. Bravo!
As for mythological monsters, let's see...
Bloody bones.
Cipactli.
Daitengu.
Fen Mauler.
After that I lose track of what is made up and what is mythological. The monsters are very diverse and cool!
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
These are all brilliantly creepy! I love the fact that we subscribers are pretty much guaranteed to get multiples of each, as there any number of adaptive ways the first two can be used. The Death figure is less viable for multiples, but even an illusion of multiple grim reapers should be enough to panic a party. Excellent sculpts all round!
Oh, and congratulations on being handed we whiny plastic-crack addicts to appease every few weeks. If congratulations is the correct term... ;)
The response from all our political parties has been the same: we will keep bringing in refugees, Muslim or not. There will be no slow down or change in policy.
My thoughts are in a blur, shifting from horror at what has happened and extreme pride in the courage and integrity of my country. I know this will only reach those who already agree with me on this subject, but we really have to be more kind to one another and far less afraid of the unknown. It is the only way to keep people like this killer from being raised up in our societies.
Peace and good thoughts to everyone, especially the Islamic community in Québec.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Iron Gods
And on the far rim of consciousness, a scurrying, a fleeting impression of something rushing toward him, across leagues of black mirror.
He tried to scream. Neuromancer, William Gibson
A fantasy/Sci-fi campaign. If you intend to play in this campaign at some time, be warned that there are major spoilers ahead.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
I'm halfway through reading the book and so far I am highly impressed. You did an amazing job, Jessica! You should be very proud! :D
And keep up the extra bits of Kelish! Language is a wonderful way of filling out a setting, especially if the names of places and people sound like they come from a common source. Bravo!
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
I saw him in concert back in 2008, at the very start of his return to the music scene after a fifteen year break. It was the first concert on what became an incredible world tour and it happened in my home town of Fredericton, NB, Canada.
It was an absolutely amazing performance by one of the greatest songwriters to ever live and one of the most memorable moments of my life.
Good bye, Mr. Cohen. Long may your poetry be spoke and sung.
Description
Eleven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a constructed feel to her, almost human yet not. Eleven-Zee-Alpha is unusually sill. Her voice is odd, synthetic sounding like it's always on Auto-tune. What is even odder, is that she can produce music that seems to come from with in her. In hight she stands 7', tall and is unusually heavy [300lb]. Her clothing is some form of Body suit. She has a gun belt that holds two large Advacned Tech Revolvers and two small blades and slung by her side, Avantasia A Rail Gun.
Personality
Eleven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others. Eleven is a little OCD, always cleaning her space. But she has a Strong code of morality, That she lives by. A set of rules she tries very hard not to brake. She dose not trust someone until she has known someone for a while, but when she dose trust its a strong trust.
Crunchy Bits:
=-----Statistics----- Init +3; Senseslow-light vision, Dark vision 60' Perception +12
DEFENSE
AC [18] TAC[14] FF[15] 10+4Armor*+0Shield+3Dex+0Items+0other+0Size+0NA+0Dodge+1AP]
*mithral-shirt Build into tech suit.
Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
+2 Vs Posion [Class]
+2 Vs Traps [Class]
Immunity's
Immune to mind-effects, Fear, Fatigue or exhaustion, and are immune to disease and sleep effects. Dose not need to breath, drink or eat.
--Ranged:
[Background items]
RH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
LH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
^[As Colt Python .357 Revolver-Pathfinder Modern] [-2 TH when using both, -2 per range increment]
*Each Revolver, has a single shot gun round in a second barrel, [Full action to reload each one]
Alchemical rounds can be fitted into this barrel [r20ft]
]Avantasia
Two-handed Firearm: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.
Traits
Traits:
1:Magical Knack [Investigator]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
2:Arcane Dabbler (Regional) [Based on Nanites, Range Touch]
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:Prestidigitation
-:Mending
3: Rich Parent
900 GP at start of game
----------------=Drawbacks=-----------------
1: Paranoid
DC for helping other is 15
2: Androids
Androids can never gain morale bonuses
3: High Tech
Can only be raised or resurrected by High tech means.
Special Abilities Constent [Activated Daily]
Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
undetectable alignment conceals the alignment of an object or a creature from all forms of divination.
Tattoo of Elemental Endurance (Ex)
Can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.
Failure to return to the Material Plane before that time expires causes a holder to take 1 point of damage per additional hour spent on the elemental plane,
until it dies or returns to the Material Plane.
Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size:
Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed:
Androids have a base speed of 30 feet.
Languages:
Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert:
Androids gain a +2 racial bonus on Perception checks.
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs.
Constructed
Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
No True feeling
Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Weapon Familiarity (1 RP) [Advanced Fire Arms[/b]
Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic.
Skills
-=Skills=- [65 points] 5x[6Class +5Int] [+10BS]
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields.
Nanite Alchemy (Su)
Android Investigators are highly trained in the creation of Nanite [alchemical] busts. When using Craft (alchemy) to create an Nanite alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his 'spells' by mixing ingredients and a tiny fraction of his own magical Nanite power into a number of [busts] extracts, and then effectively casts the 'spell' by drinking Contact with the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in [contact] potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) [7/day] [1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+2]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Packing Heat (Ex)
At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
Grit (Ex) [Grit pool 2/day]
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm:
Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm:
When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Poison Resistance (Ex) [+2vPosion]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Investigator Talent(Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. + The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
1:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
From Feat: rapid-reload
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) [+2 Vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Shot in the Dark (Ex)
At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
Blind Shot (Su)
A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.
Studied Strike (Ex) [+1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Weapon
2x Revolvers* MW
(Upgraded from Class item +700Cr + counts as MW] = [700Cr]
[guns everywhere, advanced weapons back ground items,]
Avantasia
Two-handed Firearm: Cost, don’t worry about it: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.
Bandolier Endless*[3lb] [1500Cr]
-:2xSmall Blades On back of Gun belt
-:Her two Revolvers
-:6x [Cylinder] [6 shells each] [2xLead][6gp] [2xSilvered][12Cr] [2x Cold Iron][12Cr] [Crafted]
-:1x Tacking rounds. [Cr50][Crafted]
-:2x Bean Bag Rounds [Crafted]
-:2x Smock Rounds [Crafted]
-:2x Adamantine slug Rounds [Crafted] [60Cr]
-:2x Flare Cartridge [NL] [Crafted]
-:24x Shot gun rounds Range 20' [DMG1d6] [Scatter] [Cone] [x2][24Cr][Crafted]
-:300 revolver shells [150Cr][Crafted]
-:1x healers kit 10/10 [50Cr]
-:1x Anti Toxin [25Cr]
-:Ninite-Alchemists Kit [50Cr]
-:Lock pick set [25Cr]
-:Gun making kit, Tech [100Cr]
-:2xSun Glasses [Rap around] [20Cr]
-:Small Note book and silver point pen 1/2lb [2Cr]
-: Formulae Books [15Cr]
-:2X Combat Knifes. [1 Cold Iron/1 silvered] [26Cr]
-:2X [/url]Short spear[1 Cold Iron/1 silvered] [34Cr]
-=Carrying Capacity=- Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 10.5 lb.
-=Money=- 0 GP 0 SP 0 CP
Fluffy Bits:
10 min background
Found this great image of the Prime world Eleven is from. A place where tech and magic are seen as the same thing, in a kind of Edwardian setting. Like of like Lyras world form Pullmans 'His dark Materials' books.
There is a ruling Class of nobles both organic and AI, who over see vast city states, in a world the size of Jupiter. It has over 15 moons, some habituated. The world goes around a Binary star system of an old red Giant and a young yellow star, around which Levels world orbits. It's a very stable world with vast resources, with city states being far apart. taking sometime years to travel between. The fast way to get around is teleporting, but that is closely guarded magic-tech by the ruling classes. It part of what keeps them in power, with aid of the church/faiths. The one key thing about Levels world is the lack of greater gods. Lesser ones about, with most city states have more than one local Demi-god, but world spanning gods there are none. The feeling is that should any one dimi-god get to big or strong it's taken out by the mass of lesser one. Balance is kept and the world moves on. It's a rich world or cults/factions/Corporations/Nobels/Workers Unions and many other sub cultures. Large scale war happens between city states but with a world so big no one power has ever been able to do more than take over a few before falling to internal strife. Eleven was made and owned by a Noble family that ran a policing company, working in one such city state. She is used to crowded city life and the madness of slums.
Description
Eleven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a construct feel to her, almost human yet not, more doll like, it can be unnerving and strange. In hight she stands some 6'6", tall and is unusually heavy [200lb]. Her clothing is that of some kind of gunslinger. A Bandoleer, holds two simple looking and well made Revolvers and a combat Knife.
Personality
Eleven-Zee-Alpha is unusually sill, often just standing and not moving as the world moves around her. But when she moves its with an inhuman grace. Her voice is odd, sounding like its always on Auto-tune, synthetic. Which is even odder, as she likes to sing to music that seems to come from with in her. Eleven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others .and expressing them to others. Eleven is a little OCD, always cleaning her space. Her morality is a fixed on, she lives by a set of rules she tries very hard not to brake. She dose not trust someone until she has known them for a while, but when she dose its a strong trust.
Background:
I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:
-:3 concepts that explain your character.
1):She is from a lawful, world where Science and magic had the same meaning. Magic-tech. See above.
2):Made being, deep in a tech tower, Eleven-Zee-Alpha and her sister/clones where designed and built to do the work others felt too dangerous. An AI with a soul, she was given combat trained with firearms, and the skill set of a Agent of law enforcement. then contacted out to work off her birth debt with interest.
3:)She could paid for black market augmented upgrades. But nothing comes with out a problem and she had to deal with the side effects if cheap extreme augmentations
4:)She has a strict set of rules she lives by, and dose her very best to stick to.
A: Keep your word.
B: Once you make a deal, do your best to stick to it.
C: Never harm the innocent knowingly.
D: Always be respectful, it costs nothing to have good manners.
5:)She comes form a place where guns where everywhere, and so ha training in them, to the point she knows how to make them.
2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her taking life, but she had a tech remove it.
Unknown: Her manufactures placed a power down switch in her, that she dose not know about.
3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Killta a Sniffer who finds things v magic, she pays him to help her find burks she is hunting.
2: Malina Suop, an ex -Mercyskiller law enforcement who hires her form time to time,.
3: Demon Meleicup, who hates her guts fro shooting up his gang, and has more than once tried to end her.
1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Get home, find that door and go home.
2: Help her get some chink, very little bit helps
3: have a cool investigation to follow.
5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going off line, she hates not being conscious at all times
Flaw: Empathy, she lacks it, O she can act it, but really have it. Nope, its way she lives by so many rules.
Positive Trait: She is lawful, will never brake her word, or do other wrong of they keep their word.
Notes
*You get 2 of these.
*You also get a special item I deem "The stone of recall" which works basically the same way as it does in most games: It teleports you to a safe place. In this case the ship.
The item is a small stone that allows you to cast Greater Teleport, which has no chance to fail. The trip is mostly one way- however it can go back from your ship from anywhere.
*Using the stone requires all those using it to channel for 5 combat rounds(30 seconds).
*All those to be effected must be in either physical contact with the stone, or another player.
*You may cheese it if you want, as you only need to be in contact on the last round of the channeling- when you end your turn.
*If ever you happen to find someone else using a stone and you want to make contact in order to teleport with them- you may a touch attack to grab them, unless they are friendly
The effect can be dispelled, and takes a full round action to continue channeling.
*This means one person can channel while others fight off enemies, grabbing your teammates just before the teleport. And it can be dispelled as CL:10, doing so just resets the channeling.
*You don't need to be a caster to use it.
**Advanced Firearms:
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
**Advanced Firearms:
Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.