I like to use the Legere PDF AI text to voice reader for my pdfs. However, I can't load this one into the app. I've tried adding it per chapter but that also hasn't worked. Anyone have any advice or work arounds?
With this new edition coming out, might we do away with the Half-Orc and its rapey implications? I know people are going to chime in about orc love but really, the implications have always been that these children don't come from the most loving of circumstances. Perhaps we can replace them with full orcs as a PC race?
I'm intending to run the Hell's Vengeance Adventure Path for those interested. The basic synopsis is:
In Hell's Vengeance, Paizo's first Adventure Path designed for evil characters, the players take on the roles of villainous agents of the Thrice-Damned House of Thrune, which rules the devil-dominated nation of Cheliax. Under the leadership of a zealous paladin of Iomedae—goddess of honor, justice, and valor—a new knightly order called the Glorious Reclamation seeks to purge Cheliax of its diabolical taint by overthrowing the House of Thrune and reclaim the country for its people in the name of Iomedae. As the uprising gathers strength, the evil adventurers must defeat the valiant knights and their celestial allies to stop the rebellion's spread through Cheliax and preserve Thrune's oppressive rule. Will the wicked antiheroes quell dissent and uphold the infernal laws of Cheliax and its diabolic rulers, or will the heroic knights of the Glorious Reclamation overthrow the corrupt House of Thrune and usher Cheliax into a new age of peace, prosperity, and glory?
Remember this is designed for neutral and evil characters. To assess what that means, discussions will be held to understand what individual players may find acceptable within those parameters.
WHEN: Sundays bi-weekly at 1 PM EST
WHAT: We use maptools as the VTT and Discord for In Character and Out of Character conversation.
Y'all did a great job scrambling to accommodate a large number of players. My friends and I drove back to New York with a lot of good stories and new memories of PFS play. While ConnectiCon has its issues with sign-ups, you guys did a great job with GMing and PFS organization. Look forward to more trips out your way.
I like to pick up the flip-mats and map packs when I stop by the FLGS but as I mostly play the APs I feel like my money is kinda getting wasted. With the exception of the Anniversary of Rise of the Runelords, I can't think of another AP that uses a flip mat. Is there a way they can be utilized in the APs in a way similar to the PFS scenarios?
I'm running, and really enjoying this AP. My group is about at the end of book 2 and everyone is really invested and kicking butt. But I've noticed something that is making me wonder. Is this AP a bit shorter than others?
What I mean by that question is that to this point I have run Shattered Star, Jade Regent, Wrath of the Righteous and Kingmaker and those seemed to be a lot denser in terms of the amount of encounters. Am I imagining things or are there less encounters and more background, story in this AP that the later ones? If this is the case, is it similarly the case in other early APs?
A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them...
In the Second Darkness Adventure Path, the heroes venture from the Varisian pirate haven of Riddleport to an island overrun by extraterrestrial terrors, a fallen forest capital of the elves, the subterranean realm of the drow (where they are disguised as drow themselves), intrigue-laden elven courts, and a mysterious realm forgotten by time itself, known as the Land of Black Blood.
When: Thursdays at 1PM EST. I usually run for aprox. 4 hours.
Tools: Maptools v.91, Ventrillo for voice chat both IC and OOC, and Skype for out of game chat.
Books: I'm open to all PF books and will consider 3rd party content on a case by case basis.
Post or PM me your interest, character concept and age.
Posting first does not guarantee position. Interesting concepts are considered first.
So I want to run Second Darkness with my online group but this AP has such a bad reputation I'm getting a lot of lukewarm responses. What are some key selling points to this that I can use to excite my group?
I've run and played in a lot of the Pathfinder APs and am now curious about some of the 5E Adventures. In particular I'm curious if people found they took as long to get through the 2 part Tyranny of Dragons, and other ones as an average PF AP.
I have a kineticist in my Wrath of the Righteous game who made his grand appearance yesterday being able to heal at lvl 3 for 2d8+4 handing the 3 burn off to those healed or to absorb himself. So with the burn equating to Non Lethal HP this build seems to have an insane capacity to hand out heals that is superior to a Life Oracle of similar level with could channel for 2d6 or CMW for 2d8+3 a very limited number of times. On top of that, the build could also dish out the same amount as a ranged attack option. So being the minion that I am, I find reading the Kineticist mechanics mind boggling, can someone break this down for me. Was the kineticist played right or are there some mechanic issues I need to be made aware of.
Here is his build now that he's leveled to 4:
Meliodas
Male half-elf telekineticist 4 (Pathfinder RPG Occult Adventures 10, 90)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 44 (4d8+20)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 (1d4-2/19-20) or
cold iron dagger +1 (1d4-2/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—force ward
Blasts—telekinetic blast (2d6+6)
Utility—basic telekinesis, kinetic cover, kinetic healer, telekinetic haul
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 19, Int 10, Wis 14, Cha 9
Base Atk +3; CMB +1; CMD 13
Feats Exile's Path[ARG], Skill Focus (Perception), Weapon Focus (kineticist blast)
Traits elven reflexes, exposed to awfulness, orphaned
Skills Acrobatics +8, Diplomacy +3, Heal +6, Perception +13, Sense Motive +8, Sleight of Hand +7, Stealth +6, Survival +7, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ burn (1 point/round, max 7), elemental overflow +1, elf blood, gather power, kinetic chirurgery
Combat Gear potion of cure light wounds (4), acid (15), alchemist's fire (10), liquid ice[APG] (5); Other Gear +1 studded leather, cold iron dagger, cold iron dagger, ring of sustenance, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 2,709 gp
--------------------
Special Abilities
--------------------
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Exile's Path (1/day) Reroll a Will save against an enchantment spell or effect once per day.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Telekinetic Blast (Sp) Level 2; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
I would really love to see some more interest in Tian Xia. Looking back a few years now from the Year of the Ruby Phoenix Tournament, not much has come out in this area aside from the occasional PFS scenario. So my hope and plea here is that you guys might consider a level 1-4 module, similar in design to the amazing Dragons Demand, only set in Tian Xia are themes appropriate to that area. Being low level it could be a nice launchpad into ongoing home campaigns set there, as well as a nice starting point to the popularity of PFS characters built around Tian races and ideas.
I've been reading through several of the non mythic runs of Wrath which are highly useful as I have only just began a similar run of my own. However one thing I keep seeing a bit of disagreement upon is if a Mythic level should equal a Class level of if 2 Mythic Tiers equal a class level. I suppose what I'm seeking is what are the opinions of the forum goers on this account, advantages and drawbacks to one over the other. Thanks in advance.
Seeing someone running a pbp of this and after watching the Force Awakens, my Star War itch needs scratching. I've always loved the SAGA edition and meant to play this, so no time like the present.
When: Monday evenings 6 PM EST. Set to run for about 3 hours. Campaign may last as long as 10 months.
Forum: Maptools and ventrillo for voice chat. This is not a text chat game, mic is required.
Character Creation: 28 point buy. All Species allowed.
Setting: This adventure takes place months after episode IV A New Hope. Therefore the Galactic Empire is at its height swallowing up worlds and Jedi are outlawed and will be hunted if identified.
As a GM I like to focus on strong characters and will reward players who show initiative. I've been running games online for a long time mostly using Pathfinder and Mutants and Masterminds.
Post interest either here or via PM. I can be reached on skype: trexnco
We are looking for some folks who are interested in playing in a Rise of the Runelords campaign with the Pathfinder rules.
As a group we tend to be more combat focused but can find plenty of room for RP and chatting. All of us are over 30 and understand that things come up but like the idea of getting a bit of social fun around a game table with a mind to creating a shared story-telling experience. As my wife plays, we are a female friendly environment.
If interested, feel free to contact me at trexnco@yahoo.com and we can arrange to share a cup of coffee and talk gaming.. I live very close to Marist College.
It looks like this module could be fit in at the end of Battle of Bloodmarch Hill. Has anyone given thoughts to how it might be fit into the larger story as we know it so far? Are others using it?
When I run my APs I like them to go fast and smooth, as such I'm thinking of moving away from the idea of handing out the loot detailed in the APs. I find that rewarding x number of copper, gold, Platinum and valuable objects combined with mwk or magical this-and-thats, tends to be a bit of a time sink. Especially when it comes to the party dividing the loot and occasional drama that ensues when two players want the same item and looking up item costs for selling all seems to slow down my games. So what Im thinking of doing is rewarding the entire party up to its expected wealth by level each time they level and then let them go shopping on their own (in-between games) with my supervision of whats allowed.
I may lower the pay day if they miss, not bypass, certain treasure rooms or fail in encounters. But otherwise grant them full incremental WBL.
I'm also considering dropping consumables as an exclusion from WBL. So the occasional Cure Light Wounds potion won't hurt them.
So I'm looking for opinions, is this a good idea? What problems may come of such a policy? Are there recommendations I should consider in adapting this?
I gotta say, I'm not thrilled with how this AP starts. A big long investigation doesn't seem like the best way to pull the party together. How are other people approaching beginning this AP?
In considering the Giantslayer AP, I'm mulling over an idea to give Giants an automatic CMB check on their attacks for bull rush or knocking opponents prone (trip). The reason is because while I love giants, they tend to be rather boring inn combat. This might make them more of a menace as well as more cinematic as their great strength and size can send PC's flying.
So what are some thoughts? Would I be completely gimping the melee characters with this?
I have the chance to run with a steady group through the Emerald Spire and I want to try my hand at a Grippli. However I'm drawing a blank on cool character ideas. The group GM has already played a Frog Druid so thats out.
Any cool ideas out there that speak to Grippli based RP?
I'm working of a support build that uses a longspear to aid other party members usually for AC. Is there any feats or combos that allow for multiple Aid Anothers in a round. Perhaps some way to make them part of an attack action?
Just started a KM game and the party is soon to be encountering Tut and Perv. What are some good pranks people have used to bring these cool fey to life?
This is an interest check for a Pathfinder game featuring the Kingmaker Adventure Path. The blurb from Paizo describes it as:
Kingmaker: The wild and dangerous Stolen Lands lie in the northern reaches of the River Kingdoms, realms ripe for the taking! Yet those who would become rulers of these new lands will soon learn that claiming a kingdom and keeping it are two different beasts. Can the heroes protect their lands from jealous and deadly enemies?
Time: Monday evenings EST
Programs required: Maptools 87, ventrillo and skype. I use voice chat for both IC and OoC.
Character creation: Use the 20 point build system starting with 150 gps. I'm open to third party content so long as it makes sense to the power level and setting.
I'm an experienced GM with a good deal of experience running online. I recently completed the Shattered Star AP and am interested to explore this one. To measure my play style I think I can split RP and combat at around 50-50. I like strong characters with big personalities but also enjoy a good battle. I'm not a rules lawyer GM but rather prefer to live by Rule of Cool, in other words if you got a great scene I'm willing to work with you to make it happen.
Let me know if your interested. The game wont start till early May.
I had a wonderful time running 5 tables of the Glass River Rescue. At all my tables I had both new and veteran players looking to have a good time and I think I delivered. I got a lot of positive feedback on my GMing that has me feeling really good about the experience. I definitely am going to volunteer to GM PFS at GenCon again! On that note, let me pass along some kudos to thelich who ran a great game of Wardstone. He didn't even use a map for the game but had us all immersed in the action. Well done!
Take the time and give some of the GMs who did a good job a shout out!
Myself and several of the other Upstate New York folk who made it out there this weekend had a great time. Thanks to Dave Santana and the rest of the New Jersey NYC PFS crew for putting together a great showing at the RPG section. I'll definitely be back next year.
As the title says, I'd really like to get a races of Golarion for the Kitsune book. It could cover several of the different themes they bring to the game such as the Japanese fox-human, the Annubis Dog-Man thing - perhaps based out of Osirion, maybe a take on the Coyote myth so popular among the Native Americans, and perhaps some manwolf thing out of Ustalov. Furthermore with an expanded race on the Kitsune it might even open up some of the Shifter fluff from 3.5 and 4e.
Can a witch gain spells outside of both his regular spell list and patron spells by scribing or other methods if that spell is granted by a seperate patron not associated with the PC witch?
I'd really like to see more outdoor flipmats rather than the Dungeon ones which are always too situational for my needs. Some of the things I'd like to see:
1. Winter Forest - another forest with snow on the ground.
2. A proper Desert one without statues and oasis like the previous.
3. A jungle for those Mwangi games
4. An Airship/sky map - I know its a bit odd but sometimes aerial combat happens.
5. Hellscape Worldwound style burnt out landscape
6. Farmstead - A small farm with space for the pigs and creepy scarecrow
7. City Scenes - I'd love a few selections here, flip mat of slums, arab bazaar, and more streets.
I'm prepping to run the Shattered Star: Shards of Sin at the FLGS as a PFS module. So the expectation is that the PFS requirements be met within a 6 hour slot. I'm looking at the rules that govern Shattered Star and it begins with B1 and ends with D15. Altogether this amounts to 8 levels of dungeon grinding!!!!
I'm currently running Shattered Star as a home game as well and when played this particular part, with an admittedly high RP group, it took 4 game sessions to cover this amount of material.
Have others found this to be a bit much for a 6 hour slot?
When reporting the results of a scenario/module and one of the players had already played and sat at the table a second time for fun or to fill a table. Do I report that guy with his character number on the website?
I ran Thornkeep at the FLGS and will run it again tomorrow at a Con and there was one encounter I had issue with and would like to hear some others thoughts on it:
SPOILER:
As a lvl 1-2 module, all of the characters last night, and I anticipate tomorrow will be new characters. With that in mind the Shadow turned into a pretty nasty encounter with its incorporeal condition making it immune to most lvl 1 characters ability to do significant damage.
How I ran it, was let the party make an intimidate check after it got a burn from the Clerics channel energy.
How do other GMs play this out to prevent it from turning into a game stopper, especially when running for potentially brand new players?
Over the last few months Ive had a couple of players use this spell and the problems it creates are making me wonder how other PFS GMs deal with it.
My first problem is the reaction of other players. For example I recently had a table composed mostly of strangers, another one of more regular players with a new person to the group playing an Animate Dead focused character. In both tables there was a Paladin and several other good aligned characters. When the Animate Dead specialized cleric began raising his platoon (one of the games was high tier and he raised 18 HD of zombies, I made sure he marked down the cost of onyx gem and he had the purchases already recorded on his chronicle sheet) the other characters were really put off by it and as a GM it took a lot to get the game back on track by asking players to make RP compromises and allowances. Was this a mistake on my part? I know there is no PVP in PFS and I felt it was inching close to that with the souring tone the RP was taking on.
The next problem is managing 18 or less HD on undead. I know the FAQ suggests 1 combat pet, but these aren't pets. It seems like it falls somewhere between a Pet and a Summon Monster as they stick around for the entire game. My inclination was to invoke the pet rule.
The final problem was that it is a spell with the evil descriptor. In a home game/AP casting this spell frequently would have implications to ones alignment yet in PFS thats not the case for unless I am making a mistake, there is mechanic of tracking influences upon a characters alignment from scenario to scenario. How do other GMs handle these issues?
My group is a bit confused on the FAQ saying players should have only 1 combat pet. Does this term "combat pet" extend to summoned creatures via monster summoning? How about Animate Dead?
So I have a player itching to do Lyrics of Extinction because he heard there is a Chronicle item - +2 Cloak of Charisma, an item traditionally part of Pathfinder. Other items have come up as well such as a Potion of See Invisibility, again not traditionally part of Pathfinder. As a GM how should I handle them? Equate them as a unique item and let them buy it? If so would a +2 Cloak of Charisma stack with a headband of Charisma?
Is there any chance that some of the older 3.5 modules will be made legal for PFS play? Looks like some of them are still popular with Kobold King being a top seller. Id love to see that happen as I enjoy running and playing in the modules just slightly more than the scenarios.
Im thinking of running Blood Under Absalom in a home setting. As such, do I still need to set up an Overseer GM and have such tight restrictions on the time for each act or can it be run as I normally would run a regular scenario?
After playing in a few Cons over the last few weeks I have to ask are PFS scenarios too long for the the 4 hour block of time required to complete them. The reason I ask is that in every game (5 total) I played in at a recent Con the GM had to either pull some shenanigans like skipping or narrating us through encounters to get to the end or we failed due to time constraints. Admittedly Im a heavy RPer and like to interact with other players and deal with diplomacy issues in character which Im guessing can slow things down a bit. But Im wondering if this is a shared experience among Con goers or something that is particular to my experiences.
Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)
Special Abilities
Active spells:
About Vibenia Scaeva
Max HP:111 (13d10+26) Current HP: 111 Non Lethal: Death threshold:-20
STR 14(+2) DEX 20(+5) CON 14(+2) INT 10(+0) WIS 16(+3) CHA 10(+0)
+5 to stabilize when dying. Tremorsense (5ft)
Defense
AC:21 (22 vs ranged) (10 +4 Armor, +5 Dex. +2 Ring) [+4 natural armor 10 rounds per day
Touch: 17 :
Flat footed: 17
CMD:27
DR 5/Magic vs Ranged attacks
Permanent Pass Without Trace
Armor
Arboreal armor (+1 hosteling wild wooden armor) max dex +5 ACP -1
Speed: 30 (15 when armor Barkskin activated)
=============================================================
Special Abilities
1st favored enemy: (Humanoid: Humans +5) 2nd favored enemy (Fey +5), 3rd favored enemy (Undead+3)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): +10
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
+4/+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in these terrains.
Hunter’s Bond (Ex)
A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. Boon Companion negates this.
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex)
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Ignore fatigue caused by hustling and forced marching.
Quarry (Ex)
At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex)
A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
====================================================================
Adventuring Skills: 6+0 Int mod +FCB=7 per level
(+4 Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs Humans/ +2 vs Fey)
Acrobatics +13
Bluff 2(+6/+4)
*Climb +15
*Heal +8
*Intimidate +4
*Knowledge (Local) +11
*Knowledge (Nature) +15 (+18/+20)
*Knowledge (Dungeoneering) +15
Linguistics +1
Perception +15 (+18/+16/+14 Favored Enemy/ Favored Terrain. +20/+22 both) *Tremorsense 5ft
*Ride +11(military saddle)
Sense motive +9 (+15/+13/+11)
*Stealth +20 (+24 Forest/+22 Urban)
*Swim +14(+18 Endurance)
*Survival +28 (+32 tracking/+34 Humans/+32 Fey or Forest/ +30 Undead or Urban)
Background Skills: 2
*Craft (Weapons) +10
*Handle Animal +15
*Profession (Huntress)+4
*Knowledge (Geography) +13 (+17 forest/ +15 urban/+13 underground)
================================================================
Spells:
3rd level 0+1/day
Venomous bolt (DC 16), Wind wall
2nd level 2+1/day
Arrow Eruption, Ashen Path, Sickening Entanglement
1st level 3+1/day
Gravity Bow, Strong Jaw, Lead Blades, Abundant ammunition
================================================================
Feats:
Point blank shot, Rapid reload: Heavy crossbow(combat style), Precise Shot, Endurance, Boon Companion, Rapid shot, Deadly aim (-2 to attack/+4 to damage), Crossbow Mastery, Improved Precise shot (ignore anything but total cover or total concealment), Overwatch style (prep 2 ranged attacks w/ triggers)
Traits:
Orphaned
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you
Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
Racial Traits:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Languages: Common, Sylvan
=========================================================================== =
Equipment/Gear (lbs)
Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket, ,healer's kit, weapons, armor
Deluxe Dungeoneering kit: two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Magical Gear Armor Arboreal armor (+1 hosteling wild wooden armor)
Arms Belt Belt of Incredible Dex +2
ChestVest of Vengeful tracker
Eyes Feet:Tremor boots
Hands:Gloves of Swimming and Climbing
Head: Headband Hunter's band
Neck: Rings Ring of protection +2; Ring of the relentless beast (+4 Con/-2 Cha, +2 Nat Armor)
Shoulders: Cloak of Resistance +1
Wrists: Arrowmaster's bracers
Body Adventurer’s greatcoat:
• 10 days of trail rations and five full waterskins
• A case containing five adamantine bolts, five cold iron bolts, and two silver bolts
• A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal
• A quiver containing five adamantine arrows, five cold iron arrows, and two silver arrows
• A 10-square-yard roll of canvas containing 10 pitons and a small hammer
• A silver badge and three bronze badges
• Bullseye lanterns (2; full and lit)
• Daggers (2)
• Disguise kit
• Healer’s kit
• Hemp ropes (2; 50-foot coil)
• Light combat-trained horse with a military saddle --->Mist
• Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors)
• Noble’s outfit with jewelry worth 200 gold pieces
• Oil of bless weapon
• Oil of daylight
• Poles (2; 10-foot length)
• Potion of cure moderate wounds
• Sacks (2)
• Universal solvent
• Wand of prestidigitation (CL 1st, 5 charges)
Slotless:
Incandescent blue Ioun stone +2 Wis
Potions/Oils:
2 Potions of Speak with Animals
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Personality
Forged by a substantial amount of tragedy, Vibenia tends to be closed off to most strangers, often described as both intense and a bit foreboding, maintaining a professional detachment to those she aids as a guide. When out in the wilds or hunting with her companion, Dusk, the love of the natural world results in a calming of her nerves, an ease of being in her natural element that is utterly lacking when she finds herself in large crowds, though she has learned to navigate towns and cities better than expected.
Blessed with both the physicality and intensity of a natural predator, her quiet stoicism blankets a dichotomous combination of a peaceful communion with nature, and a seething anger, primarily directed to those that had taken the most from her.
Background
Vibenia’s life has not exactly been an easy one. A native of the Stolen Lands, the daughter of a well-regarded local hunter, and a village apothecary, she was steeped in the mysteries of the Green Faith from an early age, learning the beauty of the wilds, and the Narlmarches, and grew up exploring the wild places out in the wilderness.
The day her life would change forever, came when a group of ruthless bandits descended on her village, slaying her father, taking her mother and a few others, and leaving the girl for dead when she tried to fight.
Her hatred of bandits and those that prey upon people simply trying to eke out an existence in the Stolen Lands is unrelenting, and in the intervening years she has hunted small groups of them with ruthless efficiency.
With the rise of the Republic of the Kamelands, and the stories of heroes seeking to bring the merciless lands under some semblance of control, while respecting the natural world and the peoples within, the Ranger feels the draw to ch3eck out this new kingdom, perhaps finding a community she could be a part of, and help protect. As much as she valued her solitude, and her bond with Dusk usually was more than enough, she often felt the need for more.
Animal Companion: Dusk (wolfdog)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
Special Qualities low-light vision, scent.
DEFENSE
AC 25 (29 vs AoO), touch 13, flat-footed 18 (+4 Dex, +10 natural, +1 Dodge)
hp 105 (11d8+33+4+10)
Fort +9, Ref +10 (evasion), Will +4 (+8 against enchantment spells and effects.)
OFFENSE
Speed 40 ft.
Melee bite +15/+10 (+20/+15 vs Human or Fey/ +18/+13 vs Undead) (1d8+7 plus 1d4 bleed) +5 vs Human or Fey/+3 vs Undead. (4 AoO per round)
STATISTICS
Str 25, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +12; CMD 26 (30 vs. trip)
Feats Skill Focus (Perception), Toughness, Mobility, Improved natural attack (bite), Tenacious hunter (+2 bonus on Perception vs stealth, +10 vs invisible. If spotted, target is flatfooted), Spring attack
Skills Acrobatics +8 (+13 jumping), Perception +11, Survival +8 (+13 scent tracking/ +18 human or Fey/+16 undead); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Link, share spells, Evasion, Ability score increase (str), Devotion, Ability score increase (str), Multi-attack, Combat reflexes
Tricks: Attack, Come, Defend, Down, Guard, Stay, Track, Flank, Heel, Protect
Shared bonuses: 1st favored enemy: (Humanoid: Humans +5) 2nd favored enemy (Fey +3)
Gear:
Dire collar (1/day enlarge for 1 minute [+2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. Bite goes to 1d10
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, –1 size, warlord’s saddle +2 enhancement lamellar barding)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves +4 (1d4+3) *+1d4 fire
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ Combat trained,
SPECIAL ABILITIES
Combat trained.
*Smoke special ability (15ft cone smoke, DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area.Acts as Obscuring mist)
Tricks: attack, come, defend, down, guard, and heel
Nightmare horseshoes