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Ghukar's page
222 posts. Organized Play character for Ed Birnbryer.
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Been a while since the changes with PFS2 and Covid have occurred. I am looking to get back into GMing but I notice that my little old 1 star is no longer there. I have a copy of my membership card with the star but the new one no longer shows it. Is it a system issue or did things get changed? Thanks
(it shows the 12 sessions that I have ran in the past)

Getting to level up to 7th and I am not sure where to take him next. I have him built as an (enlarged) two handed warrior that can punch and kick if they get past the poleweapon using Bloodrager and Brawler. Other than taking another level in Bloodrager to get Improved Uncanny Dodge, they do not have much to offer the build.
I am looking to Full BAB classes like a Ranger but the weapon styles they have are not really floating my boat. I was thinking a marine type as the last adventure had ship board combat. He is a follower of Gorum so something along those lines also works. Any suggestions?
Male Nagaji Bloodrager 4 / Brawler 2
CN Medium humanoid (reptilian)
Init +3; Senses Low-Light Vision, Perception +12,
DEFENSE
AC 19, touch 11, flat-footed 19 (+7 armor, +1 Dex, +1 natural), Combat Expertise
hp 56 (4d10)+(2d10)+16
Fort +10, Ref +6, Will +3, +2 bonus vs. spells cast by himself or allies
Defensive Abilities Uncanny Dodge,
OFFENSE
Speed 30 ft., Fast Movement
Melee glaive +1 (two handed) +12/+7 ((two handed) 1d10+8/x3) S
Melee Admantine Bec de Corbin +1 (two handed) +12/+7 ((two handed) 1d10+8/x3) B/P
Melee brawler's flurry +9/+9/+4 (1d6+5)
Special Attacks Brawler's Flurry, Staggering Strike,
Known Bloodrager Spells (CL 4th, concentration +5):
1st (2/day) - enlarge person (DC 12) , shield (DC )
STATISTICS
Str 21, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +6; CMB +11; CMD 22
Feats Combat Expertise, Eschew Materials, Furious Focus, Improved Unarmed Strike, Phalanx Formation, Power Attack
Skills Acrobatics +7, Appraise -1, Bluff +1, Climb +6, Diplomacy +1, Disguise +1, Escape Artist -2, Heal +1, Intimidate +5, Perception +12, Perform (Oratory) +7, Sense Motive +1, Stealth -2, Survival +5, Swim +6,
Languages Common, Draconic
SQ Aberrant Bloodline, Abnormal Reach, Armored Scales, Blood Casting, Bloodrage, Blood Sanctuary, Bonus Feats, Brawler's Cunning, Fast Movement, Low-Light Vision, Martial Flexibility, Martial Training, Resistant, Serpent's Sense, Weapon and Armor Proficiency.
I am looking over making a Harrower for PFS using the Shaman for its base class and wanted to double check to make sure the idea is feasible, using Speaker for the Past archetype with the Lore spirit.
1. Adding the spells from the Ancestor and Time Oracle Mysteries along with the additional skills is straight forward. Losing the familiar is not a problem since it would only get to level 5 anyways but I was wondering if I lose access to be able to spontaneous cast the Lore spells.
2. Do I have to take the revelation at 4th or can I take a Shaman Hex? (2nd is going to be Witch hex (Slumber) and Extra hex to take Benefit of Wisdom at 3rd).
Looking to start an Undine Commando for PFS (already have ideas for an Ifirt Ninja, Sylph Investigator and an Oread Shaman). Other than going pure Ranger, are there any other options? I had looked at the Inner Sea Pirate but the 3/4 BAB does not float my boat (or ship for that matter)
(the idea is a Pathfinder SEAL)
STR 12 (14 - 2 racial)
DEX 18 (16 + 2 racial)
CON 14
INT 10
WIS 14 (12 + 2 racial)
CHA 8
Feat:Weapon Finesse
Traits:
Expert Boarder
Reactionary
Alternative Racial traits:
Amphibious (Replacing SLA)
Hydrated Vitality (Replacing Water Affinity)

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With the volume of Pathfinder material, sometimes its hard
keeping track to what is up to date. Maybe you stopped
playing for a while or you got your hands on a batch of
used books and wanted to see what changes are needed.
I hope this guide helps.
If there is a change, please post the name of the material,
date of change, the printing and a link to the new change.
Pathfinder Roleplaying Game
Core Rulebook: 6th Printing 5/30/2013 Link
Advanced Class Guide: 2nd Printing 7/22/2015 Link
Advanced Player's Guide: 2nd Printing 12/01/2010 Link
Advanced Race Guide: 2nd printing 7/29/2015 Link
Bestiary: 3rd Printing 9/12/2011 Link
Bestiary 2: 2nd printing 7/16/2012 Link
Bestiary 3: 2nd printing 11/10/2014 Link
Bestiary 4: None
Bestiary 5: None
Game Mastery Guide:3rd printing 1/22/2014 Link
Mythic Adventures: None
Monster Codex: None
NPC Codex: None
Occult Adventures: None
Pathfinder Unchained: None
Strategy Guide: None
Ultimate Campaign: None
Ultimate Combat: 3rd printing 8/20/2015 Link
Ultimate Equipment: 2nd Printing 5/16/2016 Link
Ultimate Intrigue: None
Ultimate Magic: 2nd Printing 3/30/2012 Link
Pathfinder Campaign Setting
Andoran, Birthplace of Freedom: None
Artifacts & Legends: None
Belkzen, Hold of the Orc Hordes: None
Castles of the Inner Sea: None
Cheliax, the Infernal Empire: None
Chronicles of the Righteous: None
Cities of Golarion: None
City of Strangers: None
Classic Horrors Revisited: None
Classic Monsters Revisited: None
Classic Treasures Revisited: None
Dark Markets, A Guide to Katapesh: None
Darklands Revisited: None
Demons Revisited: None
Distant Shores: None
Distant Worlds: None
Dragons Revisited: None
Dragon's Unleashed: None
Dragon Empires Gazetteer: None
Dungeon Denizens Revisited: None
Dungeons of Golarion: None
Faction Guide: None
Fey Revisited: None
Gazetteer: None
Giants Revisited: None
Gods and Magic: None
Guide to Absalom: None
Guide to Darkmoon Vale: None
Guide to Korvosa: None
Guide to the River Kingdoms: None
Heaven Unleashed: None
Heart of the Jungle: None
Hell Unleashed: None
Horseman of the Apocalypse: None
Inner Sea Bestiary: None
Inner Sea Combat: None
Inner Sea Faiths: None
Inner Sea Gods: None
Inner Sea Intrigue: None
Inner Sea Magic: None
Inner Sea Monster Codex: None
Inner Sea NPC Codex: None
Inner Sea Races: None
Inner Sea World Guide: None
Into the Darklands: None
Irrisen—Land of Eternal Winter: None
Isle of the Shackles: Web supplement Link
Lands of the Linnorm Kings: None
Lords of Chaos: None
Lost Cities of Golarion: None
Lost Kingdoms: None
Lost Treasures: None
Magnimar, City of Monuments: None
Misfit Monsters Redeemed: None
Mystery Monsters Revisited: None
Mythic Realms: None
Mythical Monsters Revisited: None
NPC Guide: None
Numeria, Land of the Fallen Stars: None
Occult Bestiary: None
Occult Mysteries: None
Occult Realms: None
Osirion, Legacy of Pharaohs: None
Pathfinder Campaign Setting: The Inner Sea World Guide
has replaced this volume as the main Pathfinder campaign setting book.Link
Pathfinder Society Field Guide: None
Path of the Hellknight: None
Paths of Prestige: 9/3/2012 Winter Witch Prestige Class Updated Link
Princes of Darkness: None
Rival Guide: None
Rule of Fear: None
Seekers of Secrets: None
Ships of the Inner Sea: None
Technology Guide: 2nd Printing 12/16/2014 Link
The Great Beyond—A Guide to the Multiverse: None
The Worldwound: None
Tombs of Golarion: None
Towns of the Inner Sea: None
Undead Revisited: None
Undead Unleashed: None
Pathfinder Player Companion
Advanced Class Origins: None
Adventurer's Armory: 2nd printing 7/21/11 Link
Agents of Evil: None
Alchemy Manual: None
Andoran, Spirit of Liberty: None
Animal Archive: None
Arcane Anthology: None
Armor Master's Handbook: None
Bastards of Golarion: None
Black Markets: None
Blood of Angels: None
Blood of the Elements: None
Blood of Fiends: None
Blood of the Moon: None
Blood of the Night: None
Blood of Shadows: None
Champions of Balance: None
Champions of Corruption: None
Champions of Purity: None
Cheliax, Empire of Devils: None
Cohorts and Companions: None
Demon Hunter's Handbook: None
Dirty Tactics Toolbox: None
Dragon Empires Primer: None
Dragonslayer's Handbook: None
Dungeoneer's Handbook: None
Dwarves of Golarion: None
Elves of Golarion: None
Faiths & Philosophies: None
Faiths of Balance: None
Faiths of Corruption: None
Faiths of Purity: None
Familiar Folio: None
Giant Hunter's Handbook: None
Gnomes of Golarion: None
Goblins of Golarion: None
Halflings of Golarion: None
Harrow Handbook: None
Heroes of the Streets: None
Heroes of the Wild: None
Humans of Golarion: None
Inner Sea Primer: None
Knights of the Inner Sea: None
Kobolds of Golarion: None
Magical Marketplace: None
Melee Tactics Toolbox: None
Monster Summoner's Handbook: None
Mythic Origins: None
Occult Origins: None
Orcs of Golarion: None
Osirion, Land of Pharaohs: None
Pathfinder Society Primer: None
People of the North: None
People of the River: None
People of the Sands: None
People of the Stars: None
Pirates of the Inner Sea: None
Qadira, Gateway to the East: None
Quests & Campaigns: None
Ranged Tactics Toolbox: None
Sargava, The Lost Colony: None
Second Darkness: None
Taldor, Echoes of Glory: None
Undead Slayer's Handbook: None
Varisia, Birthplace of Legends: None
Weapon Master's Handbook: None
Can you use Strength as normal instead of Intelligence with the hair?
(I was thinking of a reach weapon fighter that can use the hair if someone gets inside their defenses)
I wanted to make sure that I am not shorting myself some additional languages, but I might have since there are no other ones listed for half-orc. (9th level PFS Wizard (Spell sage))
Half-orc from Varisia
Common, Orc
5 additional languages for a 20 Int
9 Languages from Linguistics (+1 for Dark Archives)
So was I to have gotten another language when his Int went to 22? What about for his +4 headband of Intellect?

Over the weekend at Ancient City Con, ran a half-elf diplomat (Zealot/Fey) of the Sovereign Court to give the class a shot in PFS for two sessions. Regretfully, the class did not really seem to be much of use due to the levels, classes, feats of the other players.
Game 1:2-23 Shadows Last Stand Part 1:At Shadows Door (1-7). Figured that the table might be playing low (or middle) as of the other players on Warhorn, 3 were unknown and a 4th level inquisitor, well I was wrong. Ended up carrying a wand from another player in case one of them went down (as they all decided to play up) and stayed out of their way since one hit from the various monsters would kill him. One player was impressed on the one diplomacy check that was done during the adventure but otherwise uneventful (Rolled a 5 and got a 22 on the result). At 1st level, you might as well just stay in your social persona as a Zealot since there is no disadvantage for using your basic vigilante ability (and I did not even use that one).
Game 2:6-10 The Wounded Wisp. Had more fun with this one but combat wise, nothing spectacular. I give an A+ to the four players that had used the teamwork feats (Shield Wall, Precise strike, Shake it off) to build their group (Sven, Sven, Sven & Sven) 3 Fighters, a bard (their band leader) along with a cleric and the diplomat. The battles ended up being a cake walk due to the design of the group but did have an issue dealing with traps. Diplomacy was not a problem between the bard and the diplomat.
The class might be useful for a home game but not too sure with PFS due to the time constraints to switch between modes.

The renown function seems clunky and does not cover as large an area as it should. I think that renown should be a part of the class ability and not one that needs to be selected as a talent. At 1st level, you might be known by a few people but by 20th, you should be a figure to be reckoned with on the entire world, not just 25,000 people. Also, your fame (or infamy) will be more concentrated in your area that you operate, so the ability should scale based on how well known you are. I suggest the following where the bonus are useful in both modes of the Vigilante. (Maybe swap out Bluff with Sense Motive)
1st: Renown (Local).
Local thugs have heard of you and steer clear of where you operate.
+2 Diplomacy/Knowledge (Local) with local citizens (Social), +2 Intimidate/Bluff to criminals (or the target of your wraith) (Vigilante).
5th: Renown (Regional).
Your operation has expanded to a 100 miles from your base.
+2/+4 Diplomacy/Knowledge (Local)(Social). +2/+4 Intimidate/Bluff (Vigilante)
10th: Renown (National).
Heads of governments have agents actively looking for you to help aid your cause or to bring your head back.
+2/+4/+6 Diplomacy/Knowledge (Local) (Social). +2/+4/+6 Intimidate/Bluff (Vigilante)
15th Renown (Continental).
Other nations contact you to help deal with major problems on an international scale.
+2/+4/+6/+8 Diplomacy/Knowledge (Local) (Social). +2/+4/+6/+8 Intimidate/Bluff (Vigilante)
20th Supreme Renown (Global)
Your deeds have been spread to the far edges of the world and planes. Everyone has heard of you, for better or worse.
+2/+4/+6/+8/+10 Diplomacy/Knowledge (Local)(Social). +2/+4/+6/+8/+10 Intimidate/Bluff (Vigilante)
On the next incarnation of the Zealot, the order of Knowledge Religion/Planes skills in the Class Skill section need to be swapped.
Did the feat ever get sorted out? I see that it was mentioned 3 years ago but no mention if it was banned or not since it can be used to craft Magic Armor/Weapons and Wondrous items by non-casters.
Since Leadership is not allowed in PFS, what feat replaces it in the bonus feat section for the Bloodrager Destined Bloodline?
(Did not see a mention of it in the March 27th Additional resources update)
Any thought to making/uploading a plain sheet with a Core watermark or something so they can be printed out and when the GM prints the chronicle sheets they can use that? It would make core sheets stand out rather than him having to write "Core" on each sheet.
| Race |
Gathlain |
| Gender |
Female |
| Size |
2'1" |
| Age |
25 |
| Alignment |
CN |
| Languages |
Common, Sylvan, Draconic, Orc |
| Strength |
11 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
15 |
| Wisdom |
10 |
| Charisma |
20 |
About Coyote Wonderpetal
Coyote Wonderpetal
Female gathlain oracle 5/sorcerer 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 122)
CN Small fey
Init +2; Senses low-light vision; Perception +1
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 natural, +1 size)
hp 52 (5d8+20)
Fort +4, Ref +3, Will +4; +2 vs. mind-affecting
Resist mental resistance +2
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Offense
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Speed 30 ft., fly 40 ft. (poor)
Melee +1 quarterstaff +1 (1d4+1)
Special Attacks channel positive energy 6/day (DC 17, 3d6+1)
Bloodline Spell-Like Abilities (CL 5th; concentration +12)
. . 8/day—psychic strike (1d6+2)
Oracle Spells Known (CL 5th; concentration +12)
. . 2nd (5/day)—cure moderate wounds, communal endure elements[UC], flaming sphere (DC 17), ironskin, lesser restoration, scorching ray
. . 1st (8/day)—bless, burning hands (DC 16), cure light wounds, detect evil, detect undead, infernal healing[ISWG], shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, spark[APG] (DC 15), stabilize
. . Mystery Life
Sorcerer Spells Known (CL 5th; concentration +12)
. . 2nd (5/day)—id insinuation I[OA] (DC 17), invisibility, web (DC 17)
. . 1st (8/day)—ear-piercing scream[UM] (DC 16), feather fall, magic missile, mind thrust I[OA] (DC 16), snowball (DC 16)
. . 0 (at will)—acid splash, disrupt undead, jolt[UM], ray of frost, resistance, touch of fatigue (DC 15)
. . Bloodline Psychic
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Statistics
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Str 11, Dex 14, Con 16, Int 15, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Eschew Materials, Extra Channel, Selective Channeling
Traits blessed touch, desperate focus
Skills Appraise +9, Bluff +9, Fly +8, Handle Animal +9, Heal +4, Knowledge (arcana) +8, Knowledge (history) +10, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +10, Perception +1, Sense Motive +4, Spellcraft +7, Survival +4 (+6 to avoid becoming lost when using this), Use Magic Device +13
Languages Common, Draconic, Orc, Sylvan
SQ affirmation: chaotic, bloodline arcana: psychic, nimbus of vitality, oracle's curse (blackened), revelations (life link, channel)
Combat Gear wand of cure light wounds, acid, alchemist's fire, bottled lightning[UE], healer's kit, oil (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 quarterstaff, heavyload belt[UE], 2 lb ground coffee (worth 0.16 gp), average lock, ball (2 in.)[UE], bedroll, belt pouch, blanket[APG], candle (10), candle lamp[UE], chalk (3), coffee pot[UE], colored ink, compass[APG], earplugs[APG], everburning torch, firewood (per day) (2), fishhook, glass cutter[UE], glue paper[UE] (2), hammock[UE], hemp rope (50 ft.), ink (2), inkpen, journal[UE], manacles, marbles[APG], masterwork backpack[APG], piton (4), scroll box[UE], small tent, spell component pouch, string or twine[APG], trail rations (10), waterskin, wrist sheath[UE], 2,907 gp, 16 sp, 17 cp
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (40 feet, Poor) You can fly!
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Nimbus of Vitality (5 rounds, 1/day) Aura affects you as faerie fire, grants fast healing 2
Oracle/Oracle/Oracle Channel Positive Energy 3d6+1 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+2, 8/day, DC 17) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Selective Channeling Exclude targets from the area of your Channel Energy.
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She was raised by devout religious parents, but always dappled with fire magic as a child. She terribly burned herself while experimenting with a fire spell, which caused her family to disown her. She was sent out of the community, and forced to live on her own.
Through living on her own she learned how to keep herself alive and began experimenting with other elementals in magic. This often caused her to be in trouble with the locals, and would have to be very careful with how she proceeded to fix the problem.
She has been drawn towards Brevoy where fey magic seems to be stronger. She is interested in trying to unlock more magical powers and she has seen through her experimentation, what magic can do both for good and evil. She wants to better harness the power for herself and show the world what she is capable of doing.
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