Valeros

Gunari Maximoff's page

1,264 posts. Organized Play character for Silbeg.


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The Exchange 4/5 5/5 ****

One thing you can do is put your character sheet on the character’s profile, like this one.

It, if you are concerned, i would message the GM

The Exchange 4/5 5/5 ****

Oh, Uncle Guaril will be back, I am sure of it.

Heat just got a little much, and was interfering with his business activities.

The Exchange 4/5 5/5 ****

"Still sayin', at least one of us didn't break. I stayed and killed the one thing, until you took over. Good thing I had cast Freedom of Movement, though. Then I went and killed the banshee. As I recall, this was just another proof of how alcohol buffers your courage."

The Exchange 4/5 5/5 ****

Steven Schopmeyer wrote:
The warpriest of Cayden and the barbarian eventually managed to survive the fear durations and bring things down.

What fear durations? People were frightened?

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Gunari's grin grows wider, if that were possible. He realizes that Torch has left with the firken, which causes him to shake his head.

When Ardelaneu offers his hand, Gunari pulls the paladin in for a big hug! "We survived!" he exclaims, as he starts pulling out tankards. "A round for all, courtesy of the Accidental God!" He makes liberal use of create beer!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Thanks GM Chie, and everyone! I had a great time!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"Khash'telek and Seldanna, you should drink your cures now. Then, once they have worked, I can restore you with the wand!" says Gunari, tankard in hand.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Amenopheus shruggs, and readies a magic missile for when she casts.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Tahonekepsu sighs as the Caydenite beckons for flying assistance. She waits as he tries to mount her...
ride DC20: 1d20 - 2 ⇒ (2) - 2 = 0 Fails, move action

Gunari's reaction is pure glee! He calls once more upon his god to enchance his armor and blade (Sacred armor as swift to add +2 to his armor, fervor to add holy to his weapon as a free action under sacred weapon)

He them waits for her to get close enough for him to attack

Cayden's Churchkey, all the conditions and buffs, VS: 1d20 + 18 ⇒ (5) + 18 = 23 magic ghost touch adamantine PA: 2d10 + 15 + 2d6 ⇒ (9, 4) + 15 + (4, 5) = 37 (really, dice, do you hate me so much?

She also attacks the ghost.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Misfortune on her would also be effective, assuming you haven't used it already on her.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

and confusion is a mind-affecting spell, so won't affect the undead ghost.

Amenopheus, frustrated with shenanigans of Tahari, casts lightning bolt at her, hoping to do some damage. 35 damage, DC19 for 1/2. So with incorporeal 17 or 8 damage

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"So, um, could someone give me the ability to fly?" asks Gunari, looking up at the woman. He suddenly grins, looking over to Tahonekepsu....

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Her breath weapon not ready for use, Tahonekepsu does the next best thing, and lays into the "kitty" with claw and tooth.
miss chance, >20 hits: 1d100 ⇒ 9 20 magic piercing/slashing, due to good hope.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Though Gunari is typically the one to be dealing damage, he realizes that his best contributions to this fight have been to free the sages. As he personally has no grudges against Grandmaster Torch (though he understands why many do), he enters the mindscape of this "sage".

Torch's mindscape wrote:
A harried warrior bearing an illuminated wayfinder runs across a chasm alongside a woman in leather armor, and an emerald spectre trails behind them. The warrior urges the other Pathfinder toward the entrance just before the apparition mutters a terrible curse that engulfs him in flames. A flask of holy water strikes the spectre from behind as the woman returns and tries to carry the man to safety, shoving him toward the entrance as the ghost’s rage collapses part of the ceiling onto her. The man staggers outside into a sandstorm, terribly burned and alone. He pulls out a barely intact scroll and reads the incantation, struggling to speak, then forces out a message for the spell to carry: “It’s Ven. Everyone’s dead. I’m just west of the site. Send an extraction and recovery team. Please hurry.” He waits in the desert, staring down at his wayfinder. No response comes.

Gunari steps up to the harried man, puts a hand on his shoulder, and says, "We are here, now, Ven. Your help has arrived. The Pathfinder Society is here, and you are with us, as a Jeweled Sage, and we are fighting to save the world from an ancient evil.

"I am truly sorry you and your team were abandoned so long ago. I'd like to say that the Pathfinder Society has changed, and it has, but we still have a ways to go. Once, you helped guide us as a moral compass, but you left. Come back, and be that compass. Lead us to defeat Tahani, and let us restore your faith in the Society."

diplomacy w/ good hope: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
diplomacy w/ good hope: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
diplomacy w/ good hope: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38

He looks to Torch and beckons him to follow.

Once out of the mindscape, he will heal himself once more.
Fervor to heal: 3d6 ⇒ (3, 6, 4) = 13

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

While Amenopheus sees his missiles splash against the shields of the ghost, he grumbles in disgust. "Sinuhotep, can you do anything about that?"

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Seldanna, did you take into consideration Good Hope on that, for an additional +2?

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Sinuhotep!" calls out Gunari. "Can you ready a dispel magic to counterspell anything she casts when she comes back? Or tell us where she went? Or both!"

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Rolling per GM
Kan Yeh Escape Artist, Liberating command, heroism, Good Hope, sickened: 1d20 + 20 + 2 + 2 + 2 - 2 ⇒ (11) + 20 + 2 + 2 + 2 - 2 = 35

Hopefully this means he is free!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Kan-Yeh, you had an immmediate escape artist from me!I

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Assuming Gunari can check as well
heal check: 1d20 + 9 ⇒ (13) + 9 = 22 Really RNG? You taunt me! You taunt me!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

The Sapphire Sage, so newly freed, readies himself to let fly with a barrage of magic missiles should he see the ghost casting in his sight.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

The Diamond Sage looks confused by ghost disappearing, but then shrugs and flies up to destroy the big kitty (18 magic/piercing/slashing damage)

20% miss chance... high you die!: 1d100 ⇒ 7

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

The ball of fire slams into the warpriest, but the fiery ball doesn’t touch him, as he is still, barely, protected by his spell of resist fire (20 fire resist).

if I am wrong about that:

He will not take a chance with dazing. He uses the beacon of luck.
reflex with blessing of fervor: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
reflex with blessing of fervor: 1d20 + 1 + 20 ⇒ (15) + 1 + 20 = 36

He looks around, calling out, ”Jaswinder! What are you doing?”
keeps on AC, Attack, Reflex

’Glad I cast that spell, he thinks’

”Seldanna, didn’t you create a cure for the disease?” he asks, before entering Amenopheus’s mindscape.

He sees a weary and worn Amenopheus sits alone in a room before a pile of books and scrolls. The Ruby Prince Khemet III enters, sick and frail. Amenopheus grasps at scroll after scroll, but each crumbles to dust at his touch. Khemet III turns away in disgust. Grandmaster Torch enters and presents two sage jewels, one deep green and the other brilliant yellow. Amenopheus eagerly trades everything he has for them, only to watch the jewels fracture in his hands. Tahonikepsu enters, knocks Amenopheus to the floor, and takes his chair. He lies crumpled on the ground, then the scene flickers and repeats.

”Old man! ” he calls out, chuckling, as he attempts to ge the attention of the Sapphire Sage. ”Are you not the one who led us here, and all of the Sages? This is not real, the damnéd ghost has ensorceled you!

”This is the time to rise up, and to save the world! If we fall, here, today, plagues will run rampant across Golarian. She would have you wallow in misery, only to awake to a destroyed world, because she knows your magical prowess will, carry the day!

“Stand up! Fight next to Tahonikepsu! I promise you a celebration such that the world has ever seen! Your Prince Khemet will be proud of you. ”

more chronicle boons:

Due to his “agent uncovered” boon, heresy of man 1,his special Wayfinder gives him +2 bluff, diplomacy, or intimidate when presented to another Pathfinder. I forgot this with Tahonikepsu!

Additionally, with his "Pathfinder's Excellence (Skill) he can roll twice on a skill, with two checkboxes.

No time like the present to blow all of his boons.

use the once per scenario +1, and roll twice.
diplomacy,previous bonuses/penalties, +2 and +1: 1d20 + 21 + 2 + 1 ⇒ (2) + 21 + 2 + 1 = 26
diplomacy,previous bonuses/penalties, +2 and +1(roll2): 1d20 + 21 + 2 + 1 ⇒ (4) + 21 + 2 + 1 = 28
ARGH! Wasted!

Roll twice again
diplomacy,previous bonuses/penalties, +2: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
diplomacy,previous bonuses/penalties, +2(roll2): 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34

This one is critical, I will invoke the Paragon for +5 before the roll.
diplomacy,previous bonuses/penalties, +2 and paragon: 1d20 + 21 + 2 + 5 ⇒ (20) + 21 + 2 + 5 = 48 Of course!

Upon the invocation of the Ruby Prince, Amenopheus looks up at Gunari, who grins. "That's right! Let's do this!"

Gunari leaves the mindscape (hopefully having freed the Sapphire Sage), and looks over to Torch. He shrugs, as if to say, 'should I free him?'

He then thinks a moment, and again calls upon the power of the Drunken Hero. He calls into effect his favorite blessing of Cayden Cailean, encompasing himself in the very luck of the Lucky Drunk! (fervor cast divine favor [+4 due to fate's favored])
EDIT: He cast that last round

Seeing trouble Kan-Yeh was in, the drunken warpriest says, "Free yourself!" and casts liberating command on the bloodrager (immediate action to cast, immediate to make an escape artist check at +20

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Seeing the effects her attack of opportunity and her lightning, Tahonikepsu yells out, "She can be hurt! Rally, Pathfinders, and cleanse this tomb of her foul presence!"

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Tahonikepsu moves up to be next to the ghost, who has been causing the team no end of difficulty. The tight quarters, for a dragon, are causing her no end to difficulty. She breathes in deeply, and releases a brilliant cone of lightning, striking both Tahani and the leonid!

35 electricity, DC24 reflex for half
She would take AC/saves for the fervor since she cannot full round attack

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Yes, happy birthday, GM Chie! Hope you are having a great one (not just because you are brutalizing us)

Have a beer on me!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Gunari was supposed to be the lucky one!!!

And, GM, don't forget about yourself!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

fort save vs Suffocation DC25: 1d20 + 13 ⇒ (20) + 13 = 33 only staggered

Ok, fine... since I cannot do a full round to free Amenopheus...

Gunari, unable to take the time to free the Sapphire Sage due to his gasping for breath, he calls upon the power of the Drunken Hero! "Friends, accept the blessings of the Lucky Drunk, that we be victorious in our adventure!"
Casts blessing of fervor. She is marked as being 15' in the air, so I do not provoke. If this is wrong, he'll cast on the defensive.

concentration:
DC23 concentration: 1d20 + 15 ⇒ (17) + 15 = 32

He takes the AC and saves - figured into my tag line.

Then, he again calls upon the power of the Drunken Hero, and fervor casts divine favor, (granting him +4 to hit and damage for 1 minute)!

Remember, Khash, you can burn the beacon of luck to roll twice take the higher!!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"If we don't keep trying we have lost already!" replies the ever chipper Gunari. "And I don't much like dying. Just ask that T-Rex... and the Rukh. Neither could keep me in their belly!"

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"Um, Jaswinder, aren't you going to keep firing?" asks Gunari. "I mean, the tune is ok, but I'd rather hear the thunka thunka of your arrows penetrating the ghost or that leonid big guy!"

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Kay-Yeh!' calls out Gunari. "Ken ye haste us, mon?"

The grin on the Varisian's face says it all. His life is on the line, but he is having a good time.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

concentration on the healing due to graveknight, Paragon of the Society after roll: 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19
After the roll, I will add +3 from Paragon of the Society boon, which adds + luck to any roll after the fact. As it is luck, and Gunari has fate's favored, he adds +1 to the luck bonus. This makes the roll a total of 19. Hopefully that is enough!

Tahonikepsu looks down on the Varisian, and asks, "Now that you have freed me, would you be able to do the same to the other sages?"

Gunari nods, grinning, as this was his plan all along.

The dragon picks up Gunari, flies above Torch and Amenopheus, and sets Gunari back down between them. "Now save them," she orders.

"Thank you," says Gunari.

To the other other two, he says in Varisian, "Vin dulce de orz! Nu putem avea asta. Cum putem bea prieteni dacă sunteți pierduți în mintea voastră? Va trebui să rezolvăm asta."

Varisian translation:

Sweet barleywine! We can't have this. How can we be drinking buddies if you are lost in your own minds? We'll have to fix this.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Having freed the dragon, Gunari steps closer to Amenopheus, clearly signaling to the party what his intent is to do next. However, his body is in poor condition so he chooses to help that.
Swift fervor heal: 3d6 ⇒ (5, 6, 4) = 15

debating what to do with Tahonikepsu. Will post from work.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

I wonder does she have eschew materials?

Because otherwise she cannot manipulate the material components of her spells!

Ok, so it is a long shot...

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

So, my current plan, as it stands, is to free Tahonikepsu, and then move on to free Amenopheus if I can.

Would it be possible for our paladin to move into position, and channel once? Ardelaneu's channels of 5d6 will help out a LOT of folks (as in everyone but the lich).

On, that, I would not be saddened much if a certain reliquary as sage jewel gets sundered, if that is the easiest way to remove Tahani's influence from it. That is, of course, if Seldanna doesn't free him first.

After Amenopheus, if we still have need, I will probably work on Dhiara... since I seem to have a lot of bonuses for her? Or does Kan-Yeh wanna try to free her?

ideas? Criticism

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF
Khash'telek wrote:
Gunari Maximoff wrote:
Hey! Amenapheus does force damage! Need to save him next!
Are you saying he is a force to be reckoned with?

HOSKINS!!!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Hey! Amenapheus does force damage! Need to save him next!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Jaswinder, then you could have Pratvah grapple the other one, hopefully taking it out of the fight.

Or so we can hope

I did a boon dive, and I am ready to start burning.

Actually found a good number of bonuses I can use, especially on skill rolls for diplomacy.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

slight retcon based on GM statement...
Gunari will use his move action to activate the corset of delicate moves to give him another swift action, which he uses to cast shield of faith. He then casts Unbreakable heart on Tahonikepsu before being shredded by her claws.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

So, not as good as "bit of luck" -- but I'll make use of it, I am sure. It will last 2 rounds, though.

Receiving the boost from Seldanna, Gunari exclaims, "By the Light of the Starstone!" He calls upon the blessings of the Drunken Hero, using fervor to cast beacon of luck (as a swift action)

He then enters the mindscape of Tahonikepsu!
Gunari sees the despondant sage, and casts unbreakable heart on her! Hoping that the +4 to saves will help either on my skill checks, or something

"Tahonikepsu! You are needed! The jeweled sages are lost without your help, and the plagues of Aryana Tahari will sweep over Golarian in her unholy vengeance. Spread your wings and fly into your Draconic glory, that all may see your awesomeness and be gladdened! Besides, I am sure you owe me a drink!" calls out Gunari, trying to get the diamond sage out of her funk.
I am unsure if the sickened is in effect in the mindscape, so i am assuming that it is. If not, add 2 to the results.
diplomacy w/hex: 1d20 + 19 ⇒ (3) + 19 = 22
diplomacy reroll: 1d20 + 19 ⇒ (17) + 19 = 36

He sees the dragon lift its mighty head, but still she does not rise.
"Diamond Sage! The Scarab Sages voted you into their leadership because they had faith in you! Do not fall prey to the misery that Tahari would make this world if we are defeated! Rise up! FLY!!!"
diplomacy w/hex: 1d20 + 19 ⇒ (11) + 19 = 30
diplomacy w/hex: 1d20 + 19 ⇒ (4) + 19 = 23

Waiting to see what happens

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

No, Khash is immune to the poison. First, he has delay poison, and second, he has life bubble. So, no con damage.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Have to go digging a little, but I need to find a good combat feat that I can use with barroom brawler (1/day martial versatility) -- something that will help here.

Unfortunately, since I used holy as my sacred weapon boost earlier in the day, I cannot get ghost touch this time. We may be relying on a lot of force damage to take out the ghost, unless dealing with the sage jewels helps here

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Padrym: 0, I think... since warpriest doesn't technically require a code of conduct.

Mnesoset: 3 languages

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

We all still have Life Bubble on, so the cloudkill cannot affect us.
will DC20 w/ luck: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27

Jaswinder, Pratvah doesn’t have magic fang?

”Seldanna! Can upyou use your fortune hex on me? I think I am going to try and get us some help, but I imagine it won’t be easy”

He then says, ”Ardelenau, can you claim the onyx jewel? Your talents see right up that ones alley! Seldanna, you or Khash might then want to claim the spinel jewel, since you both know so many languages.”

waiting to see what Seldanna and Khash do

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

I am considering a few things. One would be to get up beacon of luck. It is a personal spell, so I can fervor cast it. I could then go in, or perhaps go all out casting this round win a blessing of fervor and some self-buffing (using my corset of delicate moves to get another swift action). This would likely be used for shield of faith. I am guessing we need to free the Sages, or break their scarabs, first, as well.

Another idea would be for you to fortune hex me, so I can get double rolls on my skill checks.

I am sure this is about to get much worse, too.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Ok, seeing that she's up, I will use the +2 on the first save that I need. If I should happen to roll another 20, I'll use it on the next save!

some skill checks, in case it matters:

kn:religion on her: 1d20 + 4 ⇒ (5) + 4 = 9
[dice=kn:religion on the "corpse"]1d20+4[/dice]
Spellcraft on the sickening effects?: 1d20 + 10 ⇒ (9) + 10 = 19

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

With that natural 20, Surge of Success feat was activated -- I get +2 on a single attack, save, skill or ability check in the next turn.

Waiting for the map

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

It was clear that we should use no magic of any type to heal ourselves?

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29 do we still get the +3 for Amenopheus? If so, 3 higher

Gunari, always the helpful chap, keeps an eye on the ritual, should one of the Sages falter.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"Seldanna, before you try again, if you try again, you should take an antiplague." suggests Gunari. He casts guidance on her if she tries.

Also, use your Pathfinder's Excellence!

Full Name

Achlyss Sadow

Race

Borai

Classes/Levels

Death-Touched Vanguard 15| SP 236/236 HP 111/111 RP 11/11 | EAC 35 KAC 37; | F +17; R +15 (imp evasion); W +8 | Init +6 | Perc +23 | Entropic Strike: +21 (7d6+14+15; 10' reach)

About Achlyss Sadow

Borai (Vesk) Death-Touched Vanguard 15
CN Medium Humanoid/Undead (Necrograft)
Init +6; Senses Perception (Darkvision) +23; no need to breathe
Languages Common, Vesk
________________________________________________________________________
DEFENSE
________________________________________________________________________
EAC 35 KAC 37 Max Dex Bonus 5
    +1 AC vs. specific foe
SP 236 HP 111 RP 11
Fort +17 Ref +15 (Improved Evasion) Will +8 (+4 vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning)(+4 bonus vs. various physical exertion)
Defensive Abilities Force Field (15 temp hp; fast healing 4); Reactive (2 reactions/round; 3/day); Shimmer Guard (adjacent squares soft cover), Uncanny Agility DR 5; Mitigate (15 dmg as reaction); Friendly Fire (allied dmg reduced by 30) Immune negative energy, energy drain, flat-footed Resistances cold 15
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 40 ft. (8 squares; power armor); 30 ft. base Special Movement 10' guarded step, 2/day; uncanny speed (can take extra move action with full attack)
Melee Entropic Strike +21 (7d6+14+16 acid + bludgeoning)(10' reach, penetrating)
Melee Taclash (Numbing) +21 (5d4+6+15 slashing)
Ranged Singing Disc (Soprano, Returning) +21 (1d6+6+15 sonic)
Base Atk +15
Special Attacks Entropy Pool (8 max), Aspect Embodiment (1/combat make two attacks in turn to gain Entropy Point), Aspect Catalyst (Each foe within 30' attempts Fort save. On fail, add 1d6 damage per 2 Vanguard lvls from next dmg)

________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 22 (13), DEX 23, CON 27, INT 10, WIS 16, CHA 17
Feats Weapon Focus (Advanced Melee), Improved Combat Maneuver (trip)ᵝ, Toughness, Weapon Specializationᵝ, Antagonizeᵝ, Powered Armor Proficiency, Combat Reflexes, Stand Still, Improved Combat Maneuver (sunder)ᵝ, Lunge, Improved Stand Still, Deflect Projectiles
Skills Acrobatics +18, Athletics +19, Culture +4, Diplomacy +7, Intimidate +25 (shared language unnecessary), Life Science +10, Medicine +4, Mysticism +13, Perception +23 (recall knowledge undead), Stealth +20, Survival +6 Armor Check Penalty -4
SQ First Vanguard Aspect (Exergy), Second Vanguard Aspect (Boundary), Vanguard Discipline (Friendly Fire, Antagonize, Shimmer Guard, Guarded Combatant, Clothesline, Accelerate, Improved Evasion), Old Talents (Prehensile Tail), Entopic Attunement, Flashing Strikes
Combat Gear serum of healing (mk 3), battery (high-capacity)(2) Other Gear geistwork hunter (powered armor; grandchild’s cloak; singing disk, 1 weapon slot; white force field), knight's shield (field; deflective reinforcement, backup generator), taclash (numbing), aeon stone (iridescent spindle), environmental clothing (cold), industrial backpack, cable line (100', titanium alloy), fire extinguisher, flashlight, personal comm unit, rations (1 week), tent (mobile hotelier), hygiene kit Augmentations synaptic accelerator (Con, mk 3), synaptic accelerator (Dex, mk 2), synaptic accelerator (Wis, mk 1), black heart (mk 2; heart), shadow nerves (mk 2; spinal column), vampire voice (mk 2; throat) Credits 21,483

SPECIAL ABILITIES:

ASPECT CATALYST (Su): Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute
ASPECT INSIGHT (Ex): You gain Improved Combat Maneuver (trip) as a bonus feat and a +2 insight bonus to Intimidate checks.
ASPECT EMBODIMENT (Ex): Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action.
DEATHLY: For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
DREAD VITALITY: You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
ENTROPIC ATTUNEMENT (SU): As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.
At 5th level, choose one of the following weapon special properties: breach, bright, feint, force, or penetrating. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property.
At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point.
If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.
At 10th level, you can extend your field of entropy far enough that your entropic strike gains the reach weapon special property.
The reach granted by this property increases by an additional 5 feet at 13th level, 16th level, and 19th level.
At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the blast weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet.
At 16th level, as a standard action you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare the result to the EAC of creatures and objects within 20 feet (other than yourself). You damage each creature and object with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1).
At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.
ENTROPIC POOL (SU): You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.
You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.
While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate).
Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.
ENTROPIC STRIKE (SU): You can focus the power of entropy into a forceful attack.
Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.
You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.
At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
FLASHING STRIKES (EX): Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee attacks, you take a –3 penalty instead of the normal –4 penalty.
INURED TO THE GRAVE: Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your level.
LIVING SHELL: A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as raise dead) that restore life to his body as if he were alive.
MITIGATE (EX): You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.
Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect.
If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.
OLD TALENTS: Borais’ not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of his original living form and gains a racial trait. A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type.
PROFICIENCIES: Weapons -Basic melee weapons, advanced melee weapons, and small arms. Armor - Light armor, heavy armor, and shields.
REACTIVE (EX): Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.
At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.
RESIST ENERGY DRAIN: A borai takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw.
SECOND VANGUARD ASPECT: Your understanding of the many ways entropy can control the physical world expands. Select a second vanguard aspect, which must be different from your first vanguard aspect. Once made, this choice cannot be changed.
THEME KNOWLEDGE: Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
UNCANNY AGILITY (EX): You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
VANGUARD ASPECT:You have focused on one specific aspect of how entropy interacts with the universe, building a philosophy that goes far beyond mere physics. This aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy.
You select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed.
If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise.
VANGUARD DISCIPLINE: Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allows you to manipulate reality in devastating ways known as disciplines. You learn your first vanguard discipline at 2nd level and an additional discipline every 2 levels thereafter. Unless otherwise specified, you can’t select the same discipline more than once. If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier.
WEAPON SPECIALIZATION (EX): You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.

BACKGROUND:

”Give me more scars…test me again!”

Born a bastard son of a lowly house on Vesk, Achlyss Sadow might have led an ignominious life among the population of his planet if it were not for his spectacular athletic talent, especially in weaponry and feats of endurance. Achlyss’s extraordinary physique and athletic skill made him an impressive military recruit. After completing basic training, Achlyss fought as a grunt against the Swarm for a few years in the service of the Veskarium.

Achlyss made his way up the ranks and became an officer after his commander was killed and the young soldier developed a brilliant plan to fend off an overwhelming Swarm attack. He bravely led the defense himself.

Once hostilities reached a stalemate, Achlyss left the military and joined a mercenary company, once again rising in the ranks. He led commandos in cargo hauls, security services, hit-and-run raids, or contract work for the well-paying Abadarcorp. Achlyss followed the orders of his commanders and expected his own orders to be followed, as well. He was a contemplative, orderly strategist until it was time to act–then he burst into action.

That’s all Achlyss can remember of his former life–before he died.

Achlyss awoke from death in a bank of snow. Confused and with a gaping hole in his memory, he surveyed what appeared to be a half-finished resort town. He couldn’t remember being there before. But he couldn't remember a lot of things. Then, to his horror, he realized why he was still alive. Or, at least, undead. His extremities had suffered severe frostbite and were blackened. He had a gaping hole in his chest and part of his skull was crushed. But some of his body parts were not his–grafted from some unliving host. His heart, lungs, and vocal cords, among other things, had been replaced in whatever dark ritual brought him back to life.

Disoriented, Achlyss made his way to some settlement on this frozen wasteland, and discovered he was on a planet named Jedarat. He was pleased to meet someone he knew on location, Eisyfina Nott, an elderly project manager he had worked with in the past, but Eisyfina seemed horrified by what had become of Achlyss. Still, calling in some favors, he managed to procure some old equipment he had stored elsewhere.

Determined to figure out what had happened to him, Achlyss prepared himself on the planet. But he did not seem himself anymore. Formerly an orderly mercenary commander, his mind had also been altered–he could barely formulate a plan now and had no sense of direction whatsoever. He feels little, if any, pain, and he wishes he could feel something–anything. Furthermore, he now found that the necromatic poison coursing through his veins gave him unspeakable power, but at a terrible cost. He now wielded entropic abilities of disorder and destruction–power to undo but never create.

Appearance: Achlyss has pale, thick undead scales for skin. His extremities are blackened with frostbite, and several digits of his fingers and toes are missing. Nearly seven feet tall, he is well-muscled and lean. He has several permanent traumatic injuries visible, including a hole in his chest and a caved-in skull.

Personality: Achlyss is prickly and impulsive, but also courageous, disorganized, and a joker. Achlyss is prideful and determined to be the best, leading him to challenge himself at every opportunity. He thinks he is the best-suited for pretty much any task and also likes to be in charge. Because he’s not sure he can be killed, he is a thrill-seeker.

Achlyss yearns to be tested and his true power revealed.

"Death could hardly be sweeter than this agony!”

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Acquisition and Power
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Contemptuous, Phlegmatic
    b. Core Traits
        i. Outlook:
        ii. Integrity:
        iii. Impulsiveness:
        iv. Boldness:
        v. Agreeableness:
        vi. Interactivity:
        vii. Conformity:
4. Secondary Personality Traits
    a. Sense of Humor
    b. Favorite Topics of Conversation
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Vanguard
Class Feature Gained: entropic pool, entropic strike, first vanguard aspect (aspect insight)
Stamina points Gained: 11
Hit points Gained: 13
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)
Feats: weapon focus (advanced melee), improved combat maneuver (trip)

Level 2:
Class Taken: Vanguard
Class Feature Gained: mitigate, vanguard discipline
Stamina points Gained: 11
Hit points Gained: 7
Skill Points (6): culture (1), intimidate (1), life science (1), perception (1), survival (1), stealth (1)

Level 3:
Class Taken: Vanguard
Class Feature Gained: reactive 1/day, weapon specialization
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): athletics (1), diplomacy (1), intimidate (1), medicine (1), perception (1), stealth (1)
Feat: toughness

Level 4:
Class Taken: Vanguard
Class Feature Gained: first vanguard aspect (aspect embodiment), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 5:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (weapon special property)
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: fleet
Ability Score Increases: Dex, Con, Wis, Cha

Level 6:
Class Taken: Vanguard
Class Feature Gained: vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 7:
Class Taken: Vanguard
Class Feature Gained: Entropic attunement (critical hit effect), uncanny agility
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: stand still

Level 8:
Class Taken: Vanguard
Class Feature Gained: second vanguard aspect (second aspect insight), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 9:
Class Taken: Vanguard
Class Feature Gained: reactive 2/day
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: adaptive fighting

Level 10:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (reach), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)
Ability Score Increases: Dex, Con, Wis, Cha

Level 11:
Class Taken: Vanguard
Class Feature Gained: flashing strikes
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: deadly aim

Level 12:
Class Taken: Vanguard
Class Feature Gained: first vanguard aspect (aspect catalyst), vanguard discipline
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 13:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (blast)
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: enhanced resistance

Level 14:
Class Taken: Vanguard
Class Feature Gained: vanguard discipline
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)

Level 15:
Class Taken: Vanguard
Class Feature Gained:
Stamina points Gained: 15
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Dice:

[ooc]Entropy Pool (1/8)[/ooc
[ooc]Gain EP: by spending resolve point, take dmg equal to twice character level from single attack, take dmg from a crit, score a crit, full action to charge, take two move actions, or designate adjacent ally entropic focus, make two attacks in same turn 1/combat)[/ooc
[ooc]*EP can be spent: gain +10 enhancement bonus to speed, boost dmg on next entropic strike as move action (+1d4 dmg/per EP expended)[/ooc

[ooc]Aspect Catalyst (Su): Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute. Improved: The additional damage is 1d6 per vanguard level.[/ooc

*Improved Combat Maneuver (Trip) + (Sunder)
*Antagonize
*Stand Still + Improved Stand Still
*Vanguard Discipline (Friendly Fire, Antagonize, Shimmer Guard, Guarded Combatant, Clothesline, Accelerate, Improved Evasion), Old Talents (Prehensile Tail), Entopic Attunement, Flashing Strikes, Deflect Projectiles

[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating)]1d20+21;7d6+14+15[/dice]
[ooc]2 entropy points for 20' blast, knockdown on crit[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc
[ooc]+1 AC vs. single target[/ooc
[dice=AoO (When foe provokes AoO by leaving square I threaten, melee attack as reaction vs. Kinetic AC + 12. If successful, enemy can't take further movement for its turn)]1d20+15+12;7d6+14+15[/dice]
[dice=When hit by a ranged attack from weapon or spell (energy or kinetic dmg), spend 1 Resolve Point as reaction to make attack roll with melee weapon that deals same dmg (energy or kinetic) with +5 bonus. If attack roll is higher than attack roll that hit me, deflect the attack and it misses]1d20+21+5[/dice]

[dice=Taclash (Numbing) (weapon focus)(analog, disarm, nonlethal, reach, trip)]1d20+21;5d4+6+15[/dice] [ooc]+2 trip/disarm[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc

[dice=Singing Disc (soprano, returning, sonic)]1d20+21;1d6+6+15[/dice]
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc

FIGHTING DEFENSIVELY (-3 to attacks Guarded Combatant)

[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating, flashing strikes)]1d20+21-3;7d6+14+15[/dice]
[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating, flashing strikes)]1d20+21-3;7d6+14+15[/dice]
[ooc]2 entropy points for 20' blast, knockdown on crit[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc
[ooc]Uncanny speed (can take extra move action with full attack)[/ooc

FLASHING STRIKES (-3 to multiple attacks)
DEADLY AIM (-2 ATK, +5 DMG)

*entropic strike dmg = base + Con + Str + vanguard lvl
*weapon specialization - lvl to dmg
* Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
*vanguard aspect - the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise.
*check entropic attunement level ups
*resolve points = 1/2 character level + key ability modifier
*friendly fire (2 dmg/lvl), mitigate (1 dmg/lvl)
*Reactions: Be very careful about picking Feats/Gear/Powers that use reactions. The Vanguard mitigation ability uses that reaction and you should be using it just about every combat turn.

Feats - Improved Combat Maneuver, Coordinated Shot, Fleet, Mobility, trip or grappling feats
Disciplines - Shimmer Guard, Guarded Combatant, Accelerate, Clothesline,
Equipment - Doshko, Defending Fusion

https://www.reddit.com/r/starfinder_rpg/comments/ilmd9e/how_on_earth_or_in_ space_do_you_build_a_vanguard/