Baron Hannis Drelev

Karvek's page

52 posts. Organized Play character for Lupulus.




Maps & Slides

Discuss!


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please dot in


Rumors of a lost shrine in the Segang Jungle draw the Pathfinder Society’s attention, but the prohibitive cost of sending a team into the wilds of Jalmeray threatens to shut down the expedition before it even begins. Fortunately, a wealthy patron has offered to fund the PCs travel expenses in return for their help in his decades-old quest. Can the Pathfinders balance this new obligation with their exploration of the archaeological site?

The Segang Expedition is a tier 1-5 scenario for Pathfinder 1e.

This is part of the Gameday VI play by post convention. I'll select a team of adventurers by the end of Feb 15th, or sooner if there are a lot of applicants.

To apply please post your character name, class, level, and significant build/role information you want me to know. Feel free to post a character in the high and the low subtier if you would like.


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I already have reporting information and other info from the last game.

Please update your perception and/or initiative on the first slide if it has changed from a level up or whatever.

Make your day job rolls here too.


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The action picks up after our last adventure. With the Braid of a Hundred Masters and important herbs and incense in your possession, you are making your way across Shokoro to look for one who can reactivate the braid.

Tedium has become a constant companion in the countryside of Shokuro. The roads have dwindled in size and maintenance as the days have passed; what was a wide, stone-paved highway near the river towns has become a narrow, winding track of dust, sometimes fading entirely into the surrounding terrain. Travelers along it have likewise grown scarce as the days drone on. Still, the journey’s end lies no more than half a day’s travel away, in the village of Nesting Swallow, a hamlet so small it could easily vanish into a crease on a map. No more than a few more miles through these sparsely wooded hills and valleys rests the last known home of Master Li Yao, and here, with luck, his descendant still lives. In this speck of farmland may be found one who can, by right of blood, bring forth the forgotten power of the Braid of a Hundred Masters.


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Here begins part two of the Quest for Percecttion, feel free to dot'n'delete


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This is part 2 of Quest for Perfection PF1 series, as part of a rotating GM group.


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Discussion for this game as part of the multi-table special for Outpost III


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Part of Outpost III

Dot and Delete if you are playing this game!


Maps & Slides

Discuss!


Dispatched by the Wayfinders' faction leader to a Near Space world, the PCs have orders to assist a local Starfinder research outpost. The outpost's head researcher sends the PCs on a mission to explore a strange calcified region, which soon reveals that there's more happening on this world than first appears.

Levels 1-4

Scenario Tags: Faction (Wayfinders), Vehicle

I'm going to try and wrap this game by early October.

That's not a huge rush, and my games I've run have always wrapped up in that time frame, but I just wanted to be up front about the pacing. It won't be rushed, but I will keep things moving.

I'm also going to want to start promptly, so if I don't get a check-in from a player a day or two after the game starts I'll get an alternate.

Once I have enough candidates in one subtier or the other I'll pick a party. I do want everyone in the same subtier, but I don't care too much which way it ends up going. If you want to apply, feel free to post a character in each subtier.

If you'd like to play this awesome scenario (it was one of my favorites when I played it), post your character's class and level. I'll pick soon after I have a full group in either subtier.

Happy gaming!


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Game to commence at start of Gameday VII on Aug 26, 2019


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Discussion thread, post your details here

Player Name:
Character Name:
SFS ID Number:
Faction:
Day Job Roll:


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Outpost II starts March 11, for now dot-n-delete!


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Please post your details:

Player's Name:
Character's Name:
Faction:
PFS #:
Starting XP:
Starting Prestige:
Starting Fame:
Starting Gold:
XP TRACK:
Day Job roll (if any):


The city of Magnimar is no stranger to crime—even to crimes as violent as murder. Brutal Sczarni turf wars occasionally spill blood across the typically peaceful streets, nearly forgotten hungry things skitter amid the foundations of ancient monuments, even the infamous Skinsaw Cult has been intermittently active in the coastal Varisian city. But the latest set of murders to strike Magnimar bears a different calling card than that of the murder cult—a new killer stalks the city streets in the early dawn hours!

Recruiting for Dawn of the Scarlet Sun.

This is a 1 XP adventure module for society play, for levels 4 - 6.

I'll make selections Friday morning US time, so if you are interested get your submissions in by Thursday night. Then we can get squared away over the weekend and try to start by Monday at the latest. I'm looking for at least a post a day during the week.

Give me the two sentence gist of your character's personality and build (especially anything unusual they may use), and please post a link to your character sheet (or have it in your profile).

If you have multiple characters in tier you would be interested in, go ahead and submit them but point it out to me please.

Any other questions - feel free to ask.


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Dawn of the Scarlet Sun


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Hey all, please check in here so I know we still have everyone.

Are there any preferences for starting eary/late? I'd like to start Oct 1st if that works, but can delay it if people have that preference.


3 people marked this as a favorite.

So the Cleric Dedication feat includes the following:
"You can use wands, scrolls, and staves, but only for spells of a spell level that you can cast."

My question is about what "spell level that you can cast" means for this context.

Clearly if you take the 4th level Basic Cleric Spellcasting feat, you can cast 1st and 2nd level wands, and eventually 3rd.

If you are a wizard/druid/sorcerer etc, you can cast spells, so I assume even if you don't take the basic spellcasting feat, the "spell level you can cast" would also include the level of spells you can cast from your real class.

So if you are a fighter or other non-spellcaster and you take only the dedication feat, are you unable to cast wands at all using the feat's abilities? Or do you get to use 1st level wands when you take it, then 2nd level wands at level 3 , 3rd level wands at level 5, etc?
It seems most likely not, but there is the argument that most times you get a cantrip, it is heightened to half your level rounded up. But even this language is also missing from the dedication feat.

Hoping I'm missing something since I'd like to use wands without having to take the spellcasting feats as well.


In a game called Pathfinder, featuring the accolades of a group of adventurers called the Pathfinder Society, and an organized play campaign called Pathfinder Society, I would recommend against having a skill called Society.

I just imagine trying to google potential uses of the Society skill in Pathfinder, and getting absolutely buried in hits about the lore of the organization Pathfinder Society, or the rules set forth for the organized play Pathfinder Society campaign.

So Culture? Civilization? Community?

What other names for the skill do people like, or is Society the right one after all?


Maps & Slides

Discuss!


Hi all, thanks for considering applying for my run of #7-05 School of Spirits as part of PbP Gameday VII, session II. This will be my second GM run for organized play. I do GM an ongoing PbP that I run for some friends in real life on another board, and I've played about 10 SFS or PFS games here on Paizo boards or live.

If you would like to apply, please post here with your desired character(s) and level(s), and links to the character profiles on this board. I'll announce a deadline once I have enough applicants, with at least 48 hours notice. I have 1 reserved spot and the other 5 will be random, but possibly tinkered for tier.

In the second session we'll have to run swiftly, so please be able to post at least twice a day during the week, slower weekends are expected though. I might be more agressive than normal with botting to keep things going, so some botting directions would be appreciated somewhere on your character profile.


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This is GM Lupulus's PFS #7-05 School of Spirits
It's part of PbP Gameday VII
This is a session 2 game, so it has a soft start date of October 1st.


Hi all, thanks for considering applying for my run of Live Exploration Extreme! as part of PbP Gameday VII, session I. This is my first GM run for organized play. I do GM an ongoing PbP that I run for some friends in real life on another board, and I've played about 10 SFS or PFS games here on Paizo boards or live. I have played this scenario before.

If you would like to apply, please post here with your desired character(s) and level(s), and links to the character profiles on this board. I'll announce a deadline at a later date (probably a little over a week so you don't have to wait too long), with at least 48 hours notice. The first 3 or 4 players will be selected at random. After that I'll be more subjective about picking people I know or setting up a balanced or better-leveled party. I'm aiming for the lower subtier, but not set in stone.

I like games on the quick side, so please be able to post at least once a day during the week, slower weekends are expected though.


Maps & Slides

This is GM Lupulus's SFS 1-09 Live Exploration Extreme!
It's part of PbP Gameday VII - Extreme!


1 person marked this as a favorite.

So I want to make a Bombard soldier, wielding 2 handed "unwieldy" weapons and tossing an occasional grenade. Action economy makes this tricky but I want to see if I understand the worst case scenario for RAW. I think Quick Draw is helpful to make this work well (lots of people seem to say it’s a useless trap, but…) So I have a bunch of scenarios here with what I think I can do in a turn, can someone help me out and let me know if they are allowed RAW or if there is a faster way to do it?

1) Start of combat, I’m unarmed. I can throw a grenade, then move and draw a 2 handed weapon and now be wielding it. I even have a swift action to spare. (quickdraw lets me freely draw a grenade as part of attack, and I can draw 2h weapon as part of move if I have BAB +1) But I can't move before the attack and make this work.

2) I’m wielding 2 handed weapon and want to throw a grenade. Swift to free up a hand, standard to draw and throw the grenade, move action convert to swift to put hand back on 2 handed weapon to be wielding it. (RAW here, I don’t think I can move at all this turn, the swift action to put my hand back on cannot be combined with a move, and even quick draw does not help. Lameness.)

3) I’m wielding my 2 handed melee weapon and want to switch to my 2 handed heavy weapon. I sheathe the melee weapon as a move action (and that’s as efficient as it ever can be). Then I can draw as a swift action, only if I have Quick Draw. Then I can make one attack, and that’s not too much of a problem if I’m using unwieldy weapons. Just I would miss out on the Bombard’s Heavy Fire bonus in this turn.

4) Regarding extra limbs, I think a third (cybernetic) arm would allow me to move in #2, and also as a separate full action allow a full attack with one attack from the grenade and a one from a (non-unwieldy) 2 handed weapon.

5) And a fourth arm from Kasatha or cybernetic pair would allow wielding both the 2 handed melee and 2 handed heavy weapon. They could be combined in a full attack if they were not unwieldy. If I am wielding Two 2-handed weapons, the action economy of #2 is the same as when I had 2 arms.

So If I’m using unwieldy 2 handed weapons, the extra hands help some, but not a whole lot. And I do think Quick Draw is very helpful. Thoughts?

Full Name

Blackfeather Jack

Race

Gourd Leshy Kineticist/Bard 5

Classes/Levels

HP 68 | AC 22 | F +13 R +12 W +11 | Perc +9 | Stealth +10

About Blackfeather Jack

Male Leshy (Gourd)
Kineticist/Bard 5
Faction: Horizon Hunters
Hero Points: 1

Str 10
Dex 10+2+2=16
Con 10+2+2+2+2=19
Int 10-2+2=10
Wis 10+2=14
Cha 10+2+2=16

HP: 8+8+4=68 / 68
AC: 10+2+2+1+1=22
EAT FIRE
Elemental Resistance (cold, fire) 5 when aura is active
Elemental Blast (Fire): [1-action], 60’, +11, 2d6F (+4 for 2-action)
Elemental Blast (Wood): [1-action], 30’, +12 (with attenuator), 2d8B (+4 for 2-action)
SURE STRIKE, LIVING BONFIRE
Extract Element: [1-action], 30’, 2d4 dmg, Fort save, susceptible to impulses
Sickle: +10, 1d4S, agile, finesse, trip
Flourishing Flora: 1/day, 30’, 5’ burst, Ref save, 4d4P, crit fail: 3 persistent bleed (crow attack)

Size: Small
Speed: 25’, Burning Jet 40’, ANCHORING ROOTS
Languages: Common, Sylvan
Low-light vision

Acrobatics T 10 (Steady Balance)
Deception T 10 (Impersonate = Performance 12)
Diplomacy U 3 (Make an Impression = Performance 12)
Intimidation T 10 (Demoralize = Performance 12, Intimidating Glare)
Lore (Theatre) T 7
Nature E 11
Occultism T 7
Perception T 9
Performance E 12 (Fascinating Performance, Virtuosic Performer [Singing +1], Versatile Performance, MUSICAL ACCOMPANIMENT)
Stealth T 10

Fort E 13
Ref E 12
Will E 11 (Undaunted)
EAT FIRE
LESHY SUPERSTITION

Unarmed T
Simple weapons T

Unarmored T
Light armor T

Kineticist class DC T 21
Bard occult DC T 20

PLANT NOURISHMENT
You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots,
or scavenging decaying matter. You typically do not need to pay for food.
If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

Heritage: Gourd Leshy
You have a large gourd for a skull. Your knowledge comes from within your spirit, rather than a physical brain, and you have found a handier use for the space inside your head. You can store a collection of up to 1 Bulk of objects within your head. The DC of checks to Steal objects from inside your head increases by 4. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of another action to use the object. Drawing the item grants this other action the manipulate trait.

Ancestry Feat: Undaunted
You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Background: Entertainer

Skill Feat: Fascinating Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Kineticist (Fire/Wood Dual Gate)

Kinetic Aura (Fire/Wood): blackened wicker crows with flaming eyes

CHANNEL ELEMENTS [one-action]
Requirements: Your kinetic gate isn’t active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can’t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Impulse: ELEMENTAL BLAST [one-action] OR [two-actions]
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to
the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
• Fire 1d6 fire, range 60 feet (burning crow)
• Wood 1d8 bludgeoning, 30 feet (crow attack)
Critical Success: The target takes double damage.
Success: The target takes full damage.
Level (+4) The damage increases by one die.

Impulse: BASE KINESIS [two-actions]
It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted.
• Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Level 1 Impulse Feat (Fire):
Burning Jet [two-actions] (borne by wicker crows)
Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn’t trigger reactions.
Level (6th): The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you’re in the air at the end of this Leap, you fall normally.
Level (10th): As 6th level, but you hover briefly after leaping into the air. If you Leap, you don’t fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.

Level 1 Impulse Feat (Wood):
FRESH PRODUCE [one-action] (caramel apple, delivered by crow)
You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can’t eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Level (+2) The healing increases by 1d4+5, and the resistance increases by 2 (2d4+6, Resistance 4)

Class Feat: Elemental Familiar (blackened wicker crow) “Smoke”
A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. You gain an elemental familiar (page 42) with the trait of one of your kinetic elements (Wood). If you have more than one kinetic element, you can change the element you’ve selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers.
Familiar Abilities:
Flier
Manual Dexterity: It can use up to two of its limbs as if they were hands to perform manipulate actions.

HP: 25
AC: 20

Acrobatics 9
Perception 9
Stealth 9

Speed: 25’, Fly 25’
Low-light vision
Size: Tiny
Empathic Communication: 1 mi

Class Feat: Bard Dedication
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard (Enigma). You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.

Skill Feat: INTIMIDATING GLARE
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

EXTRACT ELEMENT [one-action]
You extract elemental matter from a creature’s body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.
Critical Success: The creature is unaffected.
Success: The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can’t target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Failure: As success, but the creature takes full damage.
Critical Failure: As failure, but the creature takes double damage.
Level (+2) The damage increases by 1d4.

General Feat: Ancestral Paragon - Leshy Superstition [reaction]
Trigger: You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.

WILL EXPERTISE
Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.

Class Feat: Basic Muse’s Whispers - Multifarious Muse (Polymath)

Versatile Performance
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate.
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.

Skill Feat: Virtuosic Performer
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

Ancestry Feat: ANCHORING ROOTS
Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren’t trained in Acrobatics, and you can use the Anchor action.
Anchor [one-action]
Requirements: You’re on a solid surface
You send your roots into or across the ground, making. it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you’re a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.

Steady Balance
Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.

GATE’S THRESHOLD: Expand the Portal

LIVING BONFIRE [two-actions] (Wicker Man Scarecrow)
Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night. You conjure a bonfire in an unoccupied 10-foot-square space within 30 feet. The bonfire burns for 10 hours, providing all the benefits of a normal campfire. If you use this impulse again, any previous one ends.
When you make a wood ranged Elemental Blast, you can have it come from the bonfire instead of you, flinging burning logs. This blast deals an additional 1d6 fire damage. Each time you do this, the size of the bonfire is reduced by one 5-foot square. If all the squares are removed, the impulse ends.
Level (+5) The fire damage increases by 1d6.

Gate Junction: Elemental Resistance (cold, fire)
An elemental resistance grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a
creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of
the listed traits. This doesn’t make you immune to creatures with such a trait. You can voluntarily forgo
this resistance, immunity, or both if you want an effect to work on you.

EAT FIRE [reaction] (RoE)
Trigger: You would take fire damage.
Duration: until the end of your next turn
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action]: You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Heightened (+3) The resistance increases by 5.

MUSICAL ACCOMPANIMENT (Firebrands)
Cast [two-actions] somatic, verbal
Duration: 10 minutes
You’re surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM’s discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can’t control the exact music this spell creates. The music doesn’t create intelligible words or singing. You can Dismiss this spell.
Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.

Flourishing Flora [two-actions] (Crow attack)
Source Rage of Elements pg. 196 2.0
Range: 30 feet; Area: 5-foot burst
Defense: basic Reflex

Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.
* Cacti: Piercing damage, and 1 persistent bleed damage on a critical failure.
* Flowers: Poison damage, and dazzled for 2 rounds on a critical failure.
* Fruits: Bludgeoning damage, and clumsy 1 for 2 rounds on a critical failure.
* Roots: Bludgeoning damage, and the affected creatures fall prone on a critical failure.
Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.

Equipment: 15gp, 5B
Leather armor 2, B
Armor potency rune
Sickle 0.2, L
Adventurer’s pack 1.5, B
Crowbar (just because) 0.5, L
Minor potion of healing
Gate attenuator (wood): door with knocker 60gp, - / 2.2B

Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator, attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element.

Activate—Elemental Spell [two-actions] (concentrate);
Frequency: once per day;
Effect: The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind, earth pummeling rubble, fire dehydrate, metal thunderstrike, water snowball, or wood flourishing flora.

Wand of Sure Strike: conductor’s baton? 60gp

SURE STRIKE [one-action]
Duration: until the end of your turn
The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

Backstory: created as a sentinel, modeled after a scarecrow. The spirit who inhabited the shell had a flair for the theatrical, and was fascinated with the idea of a Jack o’ lantern; using a plant to contain a flame. He wanted to learn more, embracing his role as a scarecrow as he studied the ways of fire and frond.

Description: gourd leshy, with a Jack o’ lantern for a head. Dressed in worn, mismatched leathers.