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![]() R3st8 wrote:
The designs are Paizo's own, but the names are OGL. For instance, D&D's Green Dragon has a crocodile head, whicle PF's version is wedge-shaped and nose-horned. ![]()
![]() Squark wrote:
From what I've heard, Chromatic Reds are renamed Cinder Dragons and Chromatic Blacks are renamed Bog Dragons. So... pick White or Silver and you're good :) ![]()
![]() Squark wrote: As far as dragons I'd like to see... Cold-based dragons are conspicuously absent and a noteable point of pain for a local player's barbarian concept. It's not just that... In the Remaster, they ONLY focused on the 8 new dragons, leaving both Primal and Imperial Dragons out of the loop. Dude, even Outer and Esoteric Dragons from P1E haven't still showed up.![]()
![]() Maya Coleman wrote:
Thank you ^_^ In short, I took all 6 Elemental Planes and paired them with a good and an evil dragon, again based on their descriptions. Crystal Dragons are friendly, while Magma Dragons can lash without warning ^^; This is similar to how in Rage of the Elements, each Plane has a good-natured and an evil-natured deity... except Metal, which has deities that can both Heal and Harm, and Wood, which both presented Deities can heal. I am aware that Forest Dragons are native, or at least have established themselves on the Plane of Wood, but those are Imperial Dragons. Sky and Sea Dragons could next in the Plane of Air or Water, respectively. ![]()
![]() I'd love to get more Primal dragons, well, ELEMENTAL dragons. Here's what I would like to see:
I'm aware of alignment removal, but... given the descriptions, the current dragons are not as "morally grey" as they behave. Umbral dragons are considered "Primal dragons", but since the Void isn't an Elemental Plane, I'd "remove" it from that classification... and add a Photon Dragon for the Creation's Forge as its counterpart. - Storm Dragons are destroyers and always surrounded by a storm cloud. Its breath is a line of lightning. - Fossil Dragons are hunters, wearing their preys' bones as trophies. Its breath is a cone of poison, causing petrification/calcification. - Radiant Dragons are almost angelic in design. Its breath is a line of divine energy. - Alchemy Dragons have sleek bodies, almost liquid-like. Its breath is a line of acid, but with various secondary effects, rolled at random. - Rust Dragons are bulky and have rusted objects stuck on their hides. Its breath is a cone of rusting acid. - Wave Dragons resemble whales, with fin-like wings. Its breath is a cone of cold. - Oak Dragons resemble detailled wood statues. Its breath is a line of wooden flechettes/splinters. - Blight Dragons resemble sagging topiary sculptures with a rotting aura. Its breath is a cone of poison with a rotting effect. ![]()
![]() FormerFiend wrote: For me personally my lack of satisfaction with fleshwarps as the sole aberrant ancestry is more that their current design is more in line with, results of alchemical accidents or treatments, Dr. Frankenstien experiments, and things like mana-waste mutants. While one could stretch and reflavor some of their abilities, I'm looking for something more lovecraftian, more in the realms of "you have been touched by the old ones", than what the class offers now. And something with a tentacle attack which their current natural weapon feat doesn't give. Your best hope is that Starfinder updates the inhabitants of Aucturn, the furthest planet in the Pact Worlds. Paizo did reiterated how alien races would be compatible. Its nature: Aucturn has been revealed to be a "dormant" Great Old One, and there are people living on its surface. ![]()
![]() The Colossiborn is a new playable alien race detailled in Mechageddon. It's basically a Tokusatsu creature heavily inspired by Super Sentai, Power Rangers, Kamen Rider, Ultra Man and the other 1,001 Kaiju movies out there. The BIGGEST selling point of this race is how it can transform into a Huge version of itself, using the Mech-building rules. This is... where I have issues, because I feel like some infos are missing... 1) There's this part:
Quote: A colossiborn has a heart instead of a power core, and a brain instead of a computer. However, it doesn't explain anything else... Does the mech form come with either a Mk 0 Dynamo or Mk 0 Eternal power core? Does it get stronger as you level up? Do you need to spend Mech points to upgrade it? Please note that the "computer" goes up a tier per 4 levels of the mech. 2) How long can a colossiborn stay in living mech form? Mechs require fuel to function, as per any vehicle, but since it's living, can it stay indefinitely? I assume "no", but it would kinda dumb that it can transform... only to be immobilized by having its tanks empty ^^; 3) What happens to a colossiborn's regular gear and even abilities? That's probably more on the mech side of things, but can a colossiborn use its own class abilities in living mech form? Any help would be appreciated, thank you ^_^ ![]()
![]() Kavlor wrote: I would say that the Cyclopes really do seem to be an option for players, unlike the Jotuns. Since the Cyclopes have been in the setting since the beginning, we know of at least three large populations of Cyclopes in the setting, with different cultures, traditions, etc. And in addition, the Cyclopes have their own magic, which can be implemented in the game, in the form of their natural ability to divination. That's why I retracted my "suggestion" for Jotunborns to receive heritages based on Golarion's own giant species ^^; ![]()
![]() Well, yeah, I agree, it's not gonna be a "one size fits all" ancestry, but... the basics will be established well enough to lead to other giant-esque ancestries. It's like how minotaurs led to other Large playable characters. It's not just true giants and cyclops that need an entry, because ogres and trolls could also use some stuff. If anything, I could see general ancestry feats with the "giant" trait, meaning that any giant ancestry could access. ![]()
![]() FormerFiend wrote:
Pretty sure that the Jotunborn will work as a chassis for regular giant heritages. ![]()
![]() PossibleCabbage wrote:
Then again, what you're asking for is a "Late Awakening" or "Awakened [ancestry] Heritage" feat for other ancestries :p That... would be much easier to add XD ![]()
![]() DMurnett wrote: I think at this moment the obvious gaps in coverage are fey ancestries and aquatic ancestries, so those are what I'd like to see more of (possibly at the same time). For fey we have all kinds of classics. Dryad, nymph, satyr, I guess nixie, leprechaun, satyr... Maybe redcap, or satyr... Uh... Satyr... Anyways, aquatic creatures have more room as well, off the top of my head tritons are an obvious pick, aquatic elves are an established thing (could be a heritage), and playable alghollthu is a good potential curveball (besides, we need more playable aberrations). That said my true number one most wanted ancestry is an Ooze. I love oozes and the closest we've gotten is the Oozemorph archetype which I would say is somehow worse than literally nothing. IMO... - Fey-blooded should be a versatile heritage, especially for nymphs.- Aquatic heritages may be a hard sell, because, well... 90% of adventures are happening on land. Right now, the ONLY thing that would favor aquatic heriatges would be a book about the Shackles... which I think Paizo already did back in P1E's debuts. - Oozefolks would be cool, but again, we need a lore reason. If the Age of Lost Omens somehow awakened clusters of oozes, jellies and slimes, which they rapidly reproduced, then I could see this happening. ![]()
![]() NoxiousMiasma wrote:
Oh... I see now... It's a type of bee, not a class :p Thriaes already can sting and don't die from it. They also have merope consumption, which effects depend on their classes. In this case, thriae heritages would be based on bee species, including solitary bees, but the "classes" could be level 1 feats, like "do you want to start your adventuring career as a worker, a soldier or none at all"? Merope would then affect you accordingly. Also, other similar insects could be added as heritages, like wasps and yellowjackets. ![]()
![]() Ok, time out... What's so special about "solitary bee" to warrant a Thriae heritage again? Isn't a "solitary bee" a worker or a soldier that just... struck on its own? Worker - good at manual tasks Soldier - good at combat Seer - good with divine and primal spells, based on the Thriae Seer Dancer - good with arcane and occult spells, as well as rallying troops Thriae Dancer Constructor - Large, but NOT mindless, as I said, based on the Thriae Constructor Queen/embassador - good at Diplomacy and other social skills Solitary - ??? ![]()
![]() NoxiousMiasma wrote:
I just read about how both ants and bees can overthrow their queens O_o Yikes! For bees specifically, it's more about the queen gradually losing pheromones, as you stated. I'd say that a "solitary thriae" would simply be "someone not living in a hive". The heritages I've mentioned would be physical adjustments, but being solitary is more of a morale choice. ![]()
![]() Kobold Catgirl wrote: I've been fiddling with a thriae-like ancestry for a while now, it's gonna be embarrassing if Paizo gets to it before I do. The Thriaes themselves have yet to return in P2E. Still, before complaining about them being female-exclusive...
2) Real-life bees have males (d'uh). 3) The Age of Lost Omens could have signaled the arrival of male larvae. 4) Thriaes have been known to compel male humanoids to reproduce... and to eat them in their sleep when they're about to die of old age, be natural or accelerated. Male thriaes would essentially allow them to stop their practices. 5) Male thriaes could still be important in hives as generals, but I would keep the matriarchy. Bees are loyal, so I wouldn't imagine coups d'etat and such betrayal within their ranks. 6) Heritages could follow the same classes as P1E and bees: worker, soldier, seer, dancer, constructor (Large, but NOT mindless) and queen/embassador. ![]()
![]() After some winded debates, the best option is to bestow a -2 penalty on saving throws on a Spellstrike critical hit. The reason is that... some critical failures are insanely OP, and critical hits are no longer about "rolling 18, 19 or 20", but 10 points above AC. I will say if you roll a natural 20, then you should apply either a -4 penalty, with a feat that makes it an automatic failure, with the opponent rolling to avoid turning it into a critical failure. ![]()
![]() Thank you. I had trouble looking for feats. Ryangwy wrote: Seriously, AoN is free and well organised, do you like... not read the free open archive before insisting things don't exist. The feat charts have one glaring flaw: it doesn't list requirements. It lists any prerequisite, but not requirements. That makes it a bit harder to look. Also, the description is often all fluff instead of "straight to the point". That doesn't help either. Quote: Dual Handed Assault, as already mentioned multiple times to you, allows you to... increase the damage of a weapon by using it in two hands. Guess you forgot to mention that it's a Flourish (1/round), not a regular thing you can do normally. Quote: Dazing Blows let you deal bludgeoning with any weapon (there are like... 10 total creatures weak to piercing) Provided that the creature is grabbed... Quote: You have Point Blank Stance to remove volley already, live with it. There is no identity-based reason why you need to stack multiple stances I don't see any gameplay reason to have that trait either... Quote: While ranged fighters will have to tragically (lol) live with not having a reaction, Lunging Stance lets you apply Lunge's effect to your Reactive Strike. Back in P1E, there was the Snap Shot feat, which allowed you to threaten squares within 5 feet of you and make attacks of opportunities. ![]()
![]() Ryangwy wrote: So, yo be clear, the fighter can already do, like, a ton of these via feats, and you even specifically name Point Blank Stance here - you just... want the current feats to be more powerful, despite everyone in this thread trying to explain to you that the fighter is, already, powerful! Really? What feats? Show me. Ryangwy wrote: Like, at least the discussion on Versatile Legend has an actual meaningful difference with a clearly stated goal, you just keep asking for the fighter to get feats that do a thing, and when you get told they already have that, insist it doesn't count because your ideal feat would stack with the existing feat. Which, come on, you're not asking for identity here, you're asking for the fighter to have vertical power increases in their feat trees beyond what they already get. Prove it... and not by number crunching please... ![]()
![]() Deriven Firelion wrote: You seem to want the fighter to do everything with any weapon at will without any limitation even though every single other class you listed has a limitation. The other classes do indeed have limitations, but they have unique class features instead. A Sorcerer has spontaneous spellcasting and bloodlines, while the Wizard has prepared spells and schools, and the Magus can spellstrike, but all 3 can access the Arcane spell list. An Oracle, a Summoner and a Witch can select spell lists according to , mysteries, eidolons and patrons, respectively. By this logic, A Barbarian has rage, a Ranger has edges, a Gunslinger has ways, and the Fighter can "adapt". ![]()
![]() pH unbalanced wrote: There is nothing more boring to me than just going through a checklist of most optimal choices. The whole point is to adapt to circumstances. The fighter has a great chassis for adapting to circumstances. If adaptability is praised this much, then why can't I "adapt" my favorite weapon to multiple situations instead of changing it to something I don't like? Ryangwy wrote:
Really? Where are the feats with "Expert in the Sword/Axe/Hammer weapon group" as prerequisites? yellowpete wrote: All in all though, if we imagine the fighter did not have any weapon group restrictions, and someone suggested to introduce them, the question "what problem are you trying to solve here?" would be a tough one to answer. I see it more as giving a nod to the PF1 fighter legacy than actually serving a gameplay design goal. I'm trying to solve the problem of "not getting caught off-guard in an encounter where my weapon is useless". "Oh no! My shield broke! I can't fix it yet! All I have is my longsword. If only I could grab it in two hands and get extra damage." "Oh no! My bastard sword doesn't do much slashing damage! If only I could stab with it and get piercing damage instead." "I'm super good with my bow, but it would be nice if I didn't need to enter a stance to remove that annoying volley trait. I would use other stances instead." "I'm super good with my bow, but it would be nice if I could snipe people with Reactive Strike within half of my weapon's range increment." You'd think that the Fighter would be much better at this than other classes. ![]()
![]() exequiel759 wrote:
I already have trouble making a Fighter that isn't a braindead meathead that always "kicks in the door" OR that isn't "Wuxia". Do I really need to take in that all it can do is "dealing more damage"? BotBrain wrote:
I want to be specialized in one specific weapon group, but to also be flexible with it. Everyone can wield a sword, but the Fighter should have 5 extra features they only can do with Sword weapons, similar to what a Gunslinger obtain. ![]()
![]() Ryangwy wrote: Seriously, do you even play the fighter? The more we talk about it, the less I'm not too keen on it... I found this floating around: Quote:
This isn't like picking the sorcerer over the wizard, it's literally "trading generic features" for something unique. Rage, Hunter's Edges, Ways, Epithets, Styles and other similar abilities are not feats or "bonuses"; they're class features. If those are supposed to be as good as Combat Flexibility, there's a problem, because it doesn't match. I would rather be LESS flexible and insteat be MORE specialized in one weapon group and have this "flexibility" be 4 or 5 special abilities per weapon groups that only the Fighter can access, exactly like Advanced Weapon Training. ![]()
![]() Ryangwy wrote: Seriously, why are you obsessed with getting a critical effect from another weapon group? This can't eb a PF1e thing (because they don't exist in PF1e). Because "Legendary Proficiency" is NOT the Fighter's main feature. If that mindset doesn't apply for the Gunslinger, who also gets Legendary Proficiency with Firearms, it shouldn't apply to the Fighter, plain and simple. It's just a bonus, NOT a class feature. Reactive Strike doesn't increase to TWO reactions on its own unless you manually pick Tactical Reflexes, nor is there a feat for THREE reactions at Level 19 OR that Reactive Strike could be used with Ranged Attacks. Bravery? It doesn't increase your Will saves to Master AND reduce frightened condition's value by 2. Versatile Legend DOESN'T apply to that one weapon group you've picked at Level 13 for Weapon Legend, barring Legendary Proficiency with any Advanced Weapon from that group. Combat Flexibility? It's just "a few extra feats" and not something like "pick 1, 2 or even 3 Fighetr feats which you DON'T have the requirements. Now you do with one weapon of your selected group for a day". THAT's flexibility for you, because you can use weapons in ways that they weren't intended. All of that missing stuff... forces me to rely on critical hits. While you can apply different effects to them, their feats are so specific that it's kinda underwhelming. You're selecting a weapon group, why can't you apply that critical effect to other weapons? It's one thing to deal more damage and add one effect on every Strike, it's another to have a little extra, because you're a Fighter. Also, in P1E, there were Critical Feats and at high level, there was a feat that allowed you stack 2 effects, so there. ![]()
![]() BigHatMarisa wrote: Like, it's unfortunate that Spear Dancer doesn't work with long clubs, sure, but there is a limit to which a weapon cannot emulate another weapon. To answer your "5 weapons in a session" strawman with my own, at what point do you just want Fighter to use an ordinary staff to fire arrows? There's the Bow Staff, but still... Any character usually carry a primary melee weapon, a primary ranged weapon and a backup weapon. That's it.The idea of carrying a "golf bag", with 5 or 6 weapons is ridiculous, especially when factoring Bulk, Cost and even feats. BigHatMarisa wrote: Fighter can still be extremely flexible within its own weapon choice if it wants to be. need I go on? Not every Fighter feat work with every weapon, and like I keep telling you, the Figther doesn't have a feat or feature that let them treat "ONE signature weapon" as special to bypass certain requirements. Where is the feat that allows you to treat any weapon as Two-Hand, similar to how the Apocalypse Rider can treat every two-handed weapon as Jousting? Where is the feat that allows you to use another critical effect from another weapon group? Where is the feat that allows you to increase one signature weapon's damage by one die? THAT's versatility. BigHatMarisa wrote: Fighter's feats already turn weapons you have into weapons they aren't quite in ways that no other class gets access to in this quantity, that you can either take or ignore at-will. You won't find a Rogue wielding the same weapons as a Fighter that's able to do the same things without archetyping. And there are plenty of weapons in the game that can support a wide array of combinations of these feats. Guess right now, all I can do is wait until Paizo release archetypes like Warrior of Legends, but for the remaining weapon groups then... ![]()
![]() BigHatMarisa wrote: How, in any world, is that not an embodiment of its flexibility? There's a difference between "being flexible with multiple weapons" and "being flexible with ONE weapon". When in one session are you gonna use 5 different weapons? Many Fighter feats have requirements for specific weapons. You want flexibility? Have the Fighter remove those requirements. I don't think I can combine Haft Striker Dance with Two-Weapon Flurry, because I'm not wielding 2 separate weapons. Spear Dancer with staves? Dream on too... ![]()
![]() BotBrain wrote:
Then where are the feats that have "expert / master / legendary proficiency in [this weapon group]" as a prerequisite? ![]()
![]() BigHatMarisa wrote:
Ok... In P1E, I was thrilled to get the Weapon master Handbook and how they FINALLY gave Fighters more content, mostly to trade weapon/armor training for some really cool features. In P2E however, I feel like this aspect is missing. I'll gladly take the Soldier's fighting styles from Starfinder and give and adapt them to the Fighter and only the Fighter. Dude, even the Fighter archetype is a joke. Every other class gives you a class feature, but that one give you the equivalent of Weapon Proficiency one level later. ![]()
![]() Tridus wrote: The net outcome is the same: changing how the weapon works in some way. ... for the Fighter only. How come Gunslingers are heavily specialized in Firearms and Crossbows, but Fighters cannot fill blanks with other Weapon groups again? Quote:
An extra +2 to attack rolls is not the same as Rage, Sneak Attack and Spells getting more powerful with levels. If you give Legendary Proficiency to every class, what does the Fighter have left? If you remove Legendary Proficiency from every class, what does the Fighter have left? Dude, Mythic Proficiency can be access by anyone. Quote:
Really? Where are the rules to craft custom weapons? There's none... A regular blacksmith cannot craft a longsword with extra traits, for instance. The Fighter should be able to be "the only one" to wield weapons in creative ways. ![]()
![]() Tridus wrote:
1) I'm not talking about a stance, I'm talking about treating weapon swith extra traits. 2) So the Fighter, often considered a "weapon master", shouldn't be able to treat weapons "better" than other classes? 3) The Inventor can craft its own weapons. The Fighter should wield weapons in better ways than other classes. ![]()
![]() Ryangwy wrote:
It's not about "adding more traits" to an existing weapon, it's about the Fighter treating a selected weapon with extra traits. A bastard sword won't gain Versatile P on its own, but a Fighter could deal Piercing damage with it, just like you could wield a longsword with 2 hands, grating it the Two-Hand 1d10 trait. Ryangwy wrote: Also, they can already get rid of volley, it's called Point Blank Stance. Do you actually read the Fighter before you make such weird complaints? and then there's this part: Quote: When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment. If it was coupled with a feat that removed the Volley trait from any Bow weapon, you could benefit from the extra +2 with a composite longbow, because you would treat it without the problematic trait. ![]()
![]() BigHatMarisa wrote:
Except that a Fighter who picked the Sword group cannot apply the Versatile trait on all associated weapons... or getting rid of the Volley trait on all Bow weapons... or adding the Jousting trait to all Spear weapons. ![]()
![]() Deriven Firelion wrote: The best with weapons is a very clear identity. Fighters have one of the clearest, simplest, most effective identities in PF2. You make it sound like the Fighter must carry one weapon per damage type, weapon group and/or material... because specializing in one weapon is a trap option... ![]()
![]() Squiggit wrote: That's not an answer, and the fighter being more generic than its specific alternatives is the point, not a problem. It's not generic if it's supposed to be a weapon master. Sure, it can often way more often than other martials, but... since when "quantity is better than quality"? It should go like this: A cleric uses Sword A to get Effect B.
A fighter uses Sword A to get Effects B, C and/or D, because he's the weapon master, not the cleric, rogue or wizard. A "weapon master" should select different critical effects, apply various traits and so on... and right now, it's not. ![]()
![]() Squiggit wrote: What would you take away from what's already one of the best classes in the game for the pile of extra features you want to give them? Because the Fighter lacks an identity, that's why. The other martial classes have a pre-determined path with their features and proficiencies that allow better characterisation. This is something missing from the Fighter. For instance, if you're a barbarian and ranger, you're close to nature, just like if you're a magus or thaumatheurge, you're well-versed into magic. If you're a Fighter, you're... someone... that's it. When your whole class resolves around being a mercenary, a freed gladiator or a retired soldier, you're limited. Even with classes like the Guardian and Commander, being a "soldier" sounds way better with those... ![]()
![]() BigHatMarisa wrote: I wouldn't go so far as to say the Fighter's "main gimmick" is to crit like crazy. That's not the stated goal of Fighter's design - it's a knock-on effect of their actual main gimmick (the 960 gp worth of accuracy they start with) being tied (intentionally) to the same system that governs hits and crits. One issue I keep seeing is how "being good with every weapon" doesn't bring you more advantages. Like I said, if the Fighter could swap crit effects from one group to another, without having to carry multiple weapons or a Shifting Rune, that would be welcomed. Dude, imagine if the Fighter could ADD weapon traits to weapons with feats. That would also be a good thing. Essentially, "spear training" should reflect on "polearm training", "sword training" should reflect on "knife training", "hammer training" should reflect on "club training", and so on. THAT's what the Fighter is currently missing. THAT's the "weapon versatility" that should be added. Most characters carry a melee weapon, a ranged weapon and a small back-up weapon. Carrying more seems pointless. You guys argue that a "golf bag" is required. There's the problem: a Fighter's "one signature weapon" should equal to many. For instance, a Fighter should be able to deal Piercing damage with every Sword weapon, as not all of them have "Versatile P". ![]()
![]() If the Fighter's main gimmick is to crit like crazy, then the critical hits should be more appealing. If a barbarian uses a greataxe to crit, he can strike another target within reach. If a fighter uses a greataxe to crit, he can strike another target within reach OR make the initial target off-balance (like a Sword) OR knock it prone (like a Hammer) OR combine 2 or even 3 effects at once, making the initial target prone, off-balance AND striking a secondary target. Basically, when a Martial crits, the target is cripple, but when the Fighter crits, the target should struggle to keep its limbs from falling off. ![]()
![]() Posted this on another topic: I would like for Paizo to do the following:
In other words, adapt all Ways (Slinger's Reload, all 3 Deeds) for different weapon groups, which would grant the Fighter unique features. My idea is that the Fighter is supposed to be the "Ultimate Weapon Master"... but right now, the class is so generic that you will lose focus. I'd be down to replace the Fighter's proficiencies for those new archetypes as follow:
Basically, "Warrior of Legend" but for the other weapon groups. ![]()
![]() AnimatedPaper wrote:
Pretty much :p Without dragging it for too long, I would like for Paizo to do the following:
In other words, adapt all Ways (Slinger's Reload, all 3 Deeds) for different weapon groups, which would grant the Fighter unique features. My idea is that the Fighter is supposed to be the "Ultimate Weapon Master"... but right now, the class is so generic that you will lose focus. I'd be down to replace the Fighter's proficiencies for those new archetypes as follow:
![]()
![]() With class archetypes being a thing, I'd love something for Fighters... Give me archetypes that do the following:
Basically, check out Starfinder's Soldier, take that class's fighting styles and apply those to the Fighter, but for Pathfidner's weapon groups. Right now, it goes like this:
and some even overlap... For goodness sake, have Fighter archetypes that lock them into ONE weapon group, but in return they get exclusive class features that not even similar class can afford. ![]()
![]() Tridus wrote:
Only if they are reworked as the Rougarou... or that Shoonies can be something else than pugs...
About PazaNG Female Taldan human Druid 1 (Feral Child)
AC 15 (+1 Dex., +4 armour) hp 10 Fort +4; Ref +1; Will +6 (+1 trait bonus) Speed 30 ft. Melee
Ranged
Str 12, Dex 12, Con 14, Int 12, Wis 17, Cha 12 Base Atk +0; CMB +1; CMD +12 Feats
Skills
Traits
Languages
Magic
SQ
Equipment
Backpack
Background
Paza was raised by the wild wolves of the Gronzi Forest in Brevoy, a Feral Child in tune with the wilderness. She was aware of more 'civilized' creatures, but avoided them due to her blurry memories of the fire and the big woman who left her with the wolves. She was uncertain whether she had been left there to survive or to perish, and she was uncomfortable with the strange creatures, their fires and metal, their tamed beasts -- and the fact that she saw them hunting and killing with such abandon. Instead, she withdrew into the shadows of the woods, where she could hear the whispers of the trees, the groaning of the deep earth underfoot, the murmur of the waters in stream, pool and raindrops -- and the raw, red voices of her adopted kin as she joined them on their hunts. And then she met her first human: a Druid who had retreated into the sylvan depths to meditate on the nature of the wild. That first meeting was... less than auspicious. Paza rushed the intruder along with her four-legged kin, snarling and growling as they had taught her to do, teeth snapping for flesh. To her astonishment and horror, however, the stranger enforced calm on her hunting kin with a few simple words, soothing them to sleep while she stood unaffected. While she still dithered whether to run or stand and defend her kin, the stranger walked up to her and touched her hand. "I know what you must have thought," he told her, smiling, "but in truth, it is you who does not belong here." And she understood what he was saying, recalled dimly that the noises he made came from a language called 'Common', and that this... this was a member of her own species, and her time in the forest was at an end. Ironically, perhaps, it was the Druids that took Paza out of the wilds. They took her under their wing, teaching her at least the basics of human interaction and how to manifest the bond that she had formed with the world around her. She would probably have been welcome to stay with a circle, or just with a Druid master (more than one member of the circle joked that she was more of an animal companion than a student), but she left as soon as she knew how to control her growing powers and read. She did not feel at peace with the Druids, who were content to withdraw from or oppose the civilized humans; she wanted to meet them head-on. From what people on the road told her, Restov was the largest city in the area, so she went there, confident in her strength and speed. The reality of the city confounded her, however; the thronging masses of people, the smells, the towering structures with their unnatural angles... She was on the verge of breaking away and running for the nearest forest when she heard a town crier calling out the Charter of Exploration in a village square. Here, she felt, was an acceptable alternative! To go into the wilderness, which was home, with a group of these civilized humans. She could get used to them gradually in a place where they would need her help. Physical description
Personality
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