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Both my 11th level Bard and my 6th level Primal Sorcerer in PFS (with Bard dedication) have more cash on them then expected, and I'm wondering if any staves are particularly worth looking at. Some of the Staves I'm looking at: Librarian Staff - My bard is pretty scholarly, but I may be biased here because of my own profession as a librarian. Staff of Providence - My sorceress is a cook. And I noticed that some of the staves are musical instruments, which are pretty cool. I do like the look of the Pipes of Compulsion or the Seer's Flute. I am trying to decide if any of these might be a worthy purchase. And if you don't like staves, what are some of your favorite magic items for a caster other than spellhearts? Hmm
Dear Organized Play Leadership Team: I'm writing this in response to the Starfinder Society news in the August 13th, 2025 Organized Play Blog. Starfinder Society News wrote: One thing I realized we didn’t communicate very effectively ahead of time was our sanctioning process for Starfinder (second edition) adventures other than scenarios. We do not intend to issue chronicle sheets for these adventures, outside of special exceptions like Free RPG Day adventures and other single-session adventures. Players are still free to use the character options in these adventures, provided they own a physical or PDF copy of the product, but there won’t be Organized Play credit for playing or GMing these non-Society adventures. Proposing the Generic Society Chronicle for Longer Adventures I have seen posts in the past from developers about the challenge of writing chronicles for Sanctioned Adventures. In order to create such a chronicle, the dev needed to: ◈ Read the adventure from beginning to end (a chore for Adventure Paths)!
I agree that the workload for this is heavy, requiring a bunch of cognitive heavy lifting for something that is not connected directly to Society Play. So I would like to propose a Generic Society Chronicle for longer content. 12 XP, 30 Treasure Bundles equivalent for every longer adventure, whether Adventure Path or for delightful modules like Murder in Metal City. The only unique thing about the chronicle would be the title and product number of the adventure in question. No special equipment or boons included. Your GM Corps Wants to Run these Longer Adventures Yes, we want the shorter society content for our late night venues that close early. But we also want longer content that might go over multiple sessions. We're an eager and devoted market and fan base. ◈ Encourage us to purchase your adventures
"But these will level your characters too soon for Society Play!" You already have rules in place to allow people to start characters at higher levels, and most society players enjoy the process of creating multiple characters. "But these adventures were not written with Society Play in Mind!" We know. We've been handling APs and modules in Pathfinder and SF1 for ages. I often lovingly craft a society connection and mission briefing, and I know other Society GMs who do the same. We can handle the occasional cultural disconnect, I promise. Final Plea With Pathfinder 2E allowing sanctioning and Starfinder 2E not allowing sanctioning, it makes Starfinder seem like the lesser program. Please... Let us offer your longer creations for Society credit! Earnestly Yours,
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Welcome to my author table of 7-02 Shipyard Sabotage! I figure that you all will spend a little time here figuring out what characters you want to play. This is a scenario for levels 1-4. Some basics once you've decided on your PC: ◈ Please fill out my RPG Chronicles Link for this game. ◈ Please fill out the Macros for your character. ◈ Please make sure that your character has a Botting Spoiler on their character sheet with the most common spells and strikes they use in combat. I run fun, fast-paced games and try to use botting to keep the game moving if real life happens and you're having a bad day. Thanks so much! Hmm
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
The streets of the Shipyard district swelter in the sultry heat of the Augustana summer, and all around you the industry of the Shipyard District rumbles. As you climb the hill, you can see not only the largest shipyard in the inner sea, but also beyond it to the deep blue waters and tall ships of the Great Salt Harbor. Up ahead is your destination, the Brine Shark Bistro. The sign features a shark rising triumphantly out of the sea foam with a crab in its mouth. Smells of frying crab waft towards you as you get closer. Not only is this restaurant famous for its crabcakes, but it's where you expect to get your mission briefing from Venture-Captain Brackett.* _______________ * That mission briefing will start when PBP Gameday XIV begins on September 3rd. But for now, feel free to pause on this hill, admire the view and chat briefly with one another. There's even a menu posted outside if you want to consider and plan ahead for what dishes you will order on Venture-Captain Brackett's tab.
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Welcome friends! This is the author table of Silver Bark, Golden Blades!
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Having received a summons from Venture-Captain Amara Li, you have all spent the night in the Three Gates Lodge of Kayajima, Minkai. Kayajima is a tidal island*, connected to the mainland at low tide and separated by water at high tide. The Three Gates Lodge is elegant, with gardens that have winding paths, a burbling creek, a meditation area, a library, and rooms for training and meditation. The rice paper walls are thin, and can be opened to let in the breezes from outside. In an hour or so, it will be time for your breakfast mission briefing with Venture-Captain Amara Li.** But for the moment, you have a little bit of time this morning to explore, meet each other and talk. __________ * This is Hmm's head cannon to explain certain lore inconsistencies in the maps and prior descriptions of the 'island' of Kayajima. ** This is a PBP GAMEDAY XIV adventure, and so our official start will be September 3rd, 2025. I won't be running official box text for the scenario until that point. But you are all welcome to get in some pre-gameday roleplay until then.
Hello Everybody, it's Jinglemane reporting live after the biggest convocation of Pathfinder Agents anywhere, GenCon! As the lead reporter and publisher of the Mane Event: Your Guide to Lairs, Dares and Hair Cares, I'm going to ask the question that will be on the minds of Venture-Gossips everywhere: "How do the Venture-Gossip and Pathfinder Agent archetypes interact?" ★ --- ★ --- ★ --- ★ Context: This lucky lion won a boon for the Venture-Gossip dedication. Venture-Gossip dedication requires Pathfinder Agent dedication as a prerequisite, and allows a Pathfinder Agent to take the Venture-Gossip dedication without taking 2 other feats in Pathfinder Agent. So now I have TWO dedications going on my character sheet. Do feats from Venture-Gossip count as feats from Pathfinder Agent for the purpose of satisfying dedication requirements? Likewise, do feats from Pathfinder Agent count as feats for the Venture-Gossip? Jinglemane pauses to bat his eyelashes at Campaign Leadership, as Venture-Gossips do everywhere. "Please, tell me more!"
Organizer / GM notes: I recommend running #3-04 Devil Wrought Disappearance and #3-07 Locked Lodge before running #6-12 Burning of Greensteeples. There are lots of links between #3-04 DWD and #6-12 BoG. Prep notes: This is more difficult than normal to prep. I recommend reading through the whole infiltration chapter of GM Core and printing out page 199 (200 in the PDF) of GM Core as a player (and GM) handout to assist with the infiltration sequence. This infiltration sequence will be challenging / quite difficult for parties without a good skills person to provide the Follow the Expert exploration activity. (If your party includes Rogues and Investigators, remind them of 'Follow the Expert' and let them shine!) ★ --- ★ --- ★ --- ★ Remember that some obstacles are Group and others are Individual. The Overcome entry lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself.
★ --- ★ --- ★ --- ★ Also, the official handouts include the DCs of the Infiltration, which I thought that perhaps the players should not see. So I've redone the Burning of Greensteeples Player Handouts with the intent that handouts 1 and handouts 2 + 3 can be printed on one double-sided page with no spoilers for players from handout 4. ★ --- ★ --- ★ --- ★ Assorted Handouts
Top Secret Optional Handout for the Closing Credits:
Seriously, don't read this spoiler unless you are GMing the scenario or have already played it. Spoiler:
There is talk within the scenario of the 'True Queen of Cheliax' and a surprise sapphire bracelet for Zarta. Since the context of this involves a storyline from before Pathfinder 2nd Edition, I prepared a deep lore dossier on Zarta that might answer some player questions.
TOP SECRET Closing Credits Zarta handout -- Do not use until after the final scene! I cannot tell you how excited I am to see the return of this plotline from Season 7 of Pathfinder Society 1E. All hail the true Queen of Cheliax! Enjoy! Hmm
I want to name a Chelaxian outcast from a noble family, and I'd like to get close to the style. I figure that in amongst the various Chelaxian APs there has got to be a good backmatter article that I can access. (As a VC from Organized Play, I have all Paizo content in my downloads... somewhere. I just need to be pointed in the right direction.) Hmm
In the Pre-remastered Swashbuckler, the "You're Next !" feat is a reaction. In the Player Core Rogues, the "You're Next!" feat is also a reaction. But in the Remastered Swashbuckler for Player Core 2, "You're Next!" requires an action which limits its usability. Is this a typo, or do I need to take a rogue dedication to get the "You're Next!" feat to be a reaction? Hmm
I made a Gear Handout for all the strange equipment in this scenario and I included a bonus handout of the partial letter which the party is supposed to find (but for which we had no handout.) All in all, I liked this one. Mike Bramnik captured the personalities of the Pathfinder Leadership as more fully themselves than we have seen in ages. The lab was appropriately creepy, and the story is great. As a bonus, it runs fast. My party of five got through in four hours. Not bad at all! Plus, I loved all the PF1 callbacks. This one was a pleasure to run. Hmm
I am taking over as interim GM for the party of a family member of mine, and they were tracking strange happenings with animals. This will not be for Organized Play, but as an Organized Play VC, I own all the Paizo Adventures and I am happy to steal from all of them. So... tell me what I should be looking at! I am planning a few Society Scenarios for fodder, including: * Lions of Katapesh
Are there any adventure paths that I should be looking at? If so, which ones? Should I be looking at Kingmaker or Quest for the Frozen Flame? Give me fodder that I can build with. Hmm
Hello All, I'm the author of Heidmarch Heist, and I'm happy to answer any questions that GMs might have for running this scenario. Thanks to my amazing developer, Josh Foster, this mystery adventure turned out so well. I GMed three author tables of it at SkalCon last weekend, and it was so much fun watching my players try to figure out what was going on. I created a folder with some extras if GMs want to look through them: Heidmarch Heist Handouts The most useful thing in there is a copy of the Map of Heidmarch Manor that I used when writing this adventure, but there are also treasure sheets with descriptions of some of the stuff found in the adventure. I also created versions of the handouts that I find a bit more readable and attractive if you have access to a good color printer. Some cool tips: If you can, run the Old Fang fight on two levels with a separate area for the underwater fight. You can do this with two side-by-side flipmats. I literally ran one level on top of the other with a raised platform, and that turned out great. My other piece of advice is position bad guys on top of crates or in the loft to make the warehouse fight feel multi-level as well. Happy sleuthing, Everyone! Hmm
This thread is a spin-off of the How do you recruit & keep GMs thread, and I'm giving it its own thread, so that we can keep the discussion of GM recruitment more focused, but I do realize this problem can affect the happiness and success of a venue -- and thus impact GM recruitment! One awful player can ruin the gameday for everyone. I had personal experience with this, having a toxic player who loved sabotaging the plans of other players and just doing things that were 'ooky' and questionable at the gaming table. Soon, all our regulars would change their RSVPs to 'nos' if he showed up, and we had no one bringing the fun anymore. Sometimes you can rehabilitate your problem players, but if that does not work, sometimes you just have to ban them. It can be extra hard to decide what to do, though.
★ --- ★ --- ★ --- ★ The original comments from the GM thread: Purple Dragon Knight wrote:
★ TriOmegaZero wrote:
★ --- ★ --- ★ --- ★ I'm guessing that these problems occured in a PF1 game, though it is possible that they happened in a PF2 game with one higher level player playing amongst a lot of lower level players. One thing that has improved with Pathfinder Second Edition is that teamwork is absolutely needed, and that it is more difficult to have severely over or under-powered builds. ★ --- ★ --- ★ --- ★ What is your process for dealing with players whose behaviors are problematic? How do you communicate with them, and with your other players? Hmm
A recent scenario suggested that the reclusive strix and the owl-folk syrinx of Arcadia are in fact the same people. If I picked up a strix boon and chose to be from Arcadia, could I play an awesome owl person? Whooooo* can be better than owls? Whooooo? Hmm * Let's not get into grammar of Whooooo vs Whooooom when I'm making owl noises.
To me, this was more galaxy-shaking even then the Starfinder Second Edition announcement. So... Here is where we can share all our Zon-Shelyn theories. What do you think happened here? What do you think of this merged deity and its painglaive? How will this affect Songbird Station? MY PERSONAL HEAD CANON Shelyn is my favorite goddess. I have loved her for forever. Still, we all can evolve and grow. I think that Shelyn has finally redeemed her brother by accepting him for whom he is, and acknowledging her own dark side. This has allowed the two twins who were separated for so long to merge and become one. What's your theory?
This may be the best Extra Credits episode I have ever seen: The History of D&D Hasbro Refused to Learn From It even includes the birth of our baby, Pathfinder! And if this is in the wrong forum, please move it.
Looking for minis for this adventure? Here are some printable cartoon minis. I also created one-page cheat sheets for Pregen abilities that you can print. We laminated them back-to-back with the pregen character sheets to make an easy reference guide for our players. Operation Seaside Pregen Cheat Sheets Happy Free RPG Day! Hmm
Looking for minis for A Few Flowers More? Here are some printable cartoon minis for this adventure. This was a fun little advanture. I especially appreciated the first combat with its secret doors and sneaky little gremlins. It made for a lively first combat, one the party had to truly think their way through. Happy Free RPG Day! Hmm
So I have a Tome Thaumaturge Kashrishi named 'Tourist', with the Time-Traveler background for PFS. (I unlocked the Time Traveler background via a Chronicle.) I know most of what I want for Tourist. He's got both Diverse Lore feat and an all-encompassing Tourist Guidebook (aka, his Tome Implement.) But I haven't decided what three lores I want for the Time Traveler background! Diverse Lore is going to take care of most of my Recall Knowledge needs. Tome is going to let me pick up other skills on the fly when I need them. So... what I want is three fun lores that will involve things that I can *do* in game. I think that Sailing Lore should be one of them -- it's a great skill for a Tourist to have. What should be my other two Lores? Suggestions welcome, but I am playing him next week and would like to nail down this final aspect of his character. Hmm
I found the recently released Cost of Annoyance, or the Hidden Cost of Changing a Game to be a fascinating watch. Yes, it is talking about updating video games rather than tabletop RPGs, but everything discussed here felt so pertinent to the changes happening with the remaster. It discusses the 'but I don't want to change' feeling that many customers go through, but also why change is often necessary. It discusses how to make a change that become more welcome to your player base, or how to highlight the benefits of a given change. As an aside, one section discussed the problems that happen when designers must make a change not to benefit the player base but to please corporate overseers, which made me think of the WOTC OGL debacle, and then of PF2's need to excise exclusive OGL content from its newer products in response. Please feel free to view and discuss.
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Hello, I’m GM Hmm! What can you expect from a GM Hmm game? A fast pace, whimsy, and a whole bunch of roleplay and discovery. More discussions will be happening here, but first I'd like to ask if everyone is up for having an associated Discord channel for this game in order to enable notifications of GM posts and such. I've found having a discord channel makes it easier for side conversations or quick check-ins with other players, while speeding up the flow of the game. Initial Homework If you are interested in having an associated Discord channel for notifications of GM Posts, please befriend me on Discord at Hmm#4360. Also, please fill out your character information on RPG Chronicles for this PaizoCon game.
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
Opening soon in a Galaxy near you! We'll be starting up on the first day of PaizoCon, May 25th, 2023. If you dot into gameplay, please delete your post! See you soon!
Many of our favorite legacy D&D monsters will not be reprinted in Monster Core, which means that they will likely not appear in future Paizo adventures, and I'm mourning a few of them. In PF1, one of my PFS characters, Baroness Bobbi, had an adorably incompetent pet Owlbear named Hoot. (The Owlbear was incompetent because it was based on the underpowered bear companion -- thank goodness PF2 fixed up many of the less optimal animal companions!) Hoot accompanied her everywhere, and ran into battle with a cry of "Hooooooooot!" whereupon he'd miss every single enemy. As a result, I'll always have affection for Owlbears. I'm also going to miss Otyughs for their Oscar the Grouch, kings of the trash quality. One of the best PFS NPCs of all time was Hats, an Otyugh who truly loved his headgear and would balance hats on his tentacles and manipulate them like puppets. I had really hoped at one point for an otyugh ancestry in PF2, and once considered writing a Starfinder adventure involving a revolution on a space station starting with an Otyugh trash union because managemement would not let them have their slam poetry night. What are your favorite OGL monsters? Who will you miss and why? Hmm
I was really hoping that Organized Play would do a coordinated Beginner Box Days event, and now I see one happening that is separate from us. I wish that we could have had this start in Paizo Organized Play. Yes, I know that we could join in, but it would be nice if it had started in coordination with our program, so that we could use it to pull in new players and GMs. Also, could we do something live and simultaneous to this at our in-person venues? Can we hook into this event with live tables? Hmm
Dear Organized Play Team, Could we just make all PF2 quests repeatable? Looking at some of the older non-repeatable quests, they don't seem any different in content and structure from the fully repeatable bounties. They also don't seem to have anything especially noteworthy in the boon department, in case we were worried about repeatable adventures with boons. I would love if some of these early quests became repeatable so that I could run them again for conventions and game days. Thank you,
I've been looking through the Lost Omens Firebrands book and there is so much amazing lore that I keep thinking I should make a Firebrand, I love that their lore has them including every ancestry from all over Golarian. But since I'm still just noodling ideas around in my head, I'd love to hear other people's character concepts. What are you making?
My character, Jinglemane, loves his Leiomano, which he got from an ACP transfer from a relevant chronicle. But now treasure vault has a revised Leiomano, that is available (also for ACP.) If I like Treasure Vault's Leiomano better, do I need to spend ACP (again) to acquire it? Or should I consider the second version a revision of the first?
Let's take a look at this skill item bonus chart from Archives of Nethys. Where are the low-level Religion items? Almost every other skill has a level 3 or Level 4 item that boosts all uses of the skill. The Staff of Providence at Level 6 boosts Survival, and only boosts Religion for Recall Knowledge. After that, players have to wait until Levels 9 for their first Religion Skill item. Why does this discrepancy exist? Hmm
I thought that it would be fun to purchase a Cart for a merchant character that I had in Society play, but alas, Carts are not Society-legal because they're an option from the GMG, and no options from the GMG have been sanctioned for Society characters. Can we please have the ability to purchase simple vehicles like the Cart? I am trying to think of how this might disrupt a game, other than the possibility of having to find parking for the cart once you leave a road.
I just realized that I am halfway to 150 tables in PF2, so I really should look at getting those specials locked down. I thought I would ask though if there are other scenarios that count towards the specials requirement, the way there are in Starfinder and PF1. While I have some specials already, I admit I've had a more lackadaisical approach to GMing PF2 specials. So... are there any scenarios other than the multitable specials that count towards this requirement? Thanks!
Background A month ago, I built a sylph gnome named Bitty Blue, a gnome from the Mwangi Expanse with a grandfather who's a Cloud Dragon. But as I was watching Nonat1's video on Multiclass Archetypes for every class that I came across his idea for fighter with the wyrmblessed sorcerer dedication. I've never built a fighter before, but the idea of one with a sorcerer dedication intrigued me -- especially since this fighter could also be descended from Cloud Dragons and be Bitty's brother, Barak Blue. What I already know of the character Ancestry: Sylph Gnome
I also know that I will be spending his 2nd and 4th level class feats on Sorcerer Dedication and Basic Sorcerer Spellcasting. But I'd love your suggestions on everything else, especially that all-important first level fighter feat. Hmm
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
More discussions will be happening here, but first I'd like to ask if everyone is up for having an associated Discord channel for this game in order to enable notifications of GM posts and such. This is also where I'll be announcing pre-game homework, so stay tuned!
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage
So you have found my stolen casefiles and think that you can unravel them? Mirror duplicates. Temporal anomalies. A book neither living nor dead, with a mind of its own? Each topic presenting enough questions to fill a library, and each a mystery I was unable to solve. I know there must be something more behind them. Perhaps you will have better luck... K.H.W. ★ --- ★ --- ★ --- ★ Eando Kline, head of the Vigilant Seal faction, pauses in his reading of the book's forward. He peers up at Tess, the duskwalker elf who brought him this disturbing book. He raises a sceptical eyebrow. "And you say you found it... in the Boneyard? Pharasma's Boneyard?"
Is there a scenario that has a good description of Vigilant Seal Head Quarters? I am running some Dark Archives casefiles in PBP for Outpost, and I'd like Eando to be the main quest giver. It's nice to be able to provide some setting detail in PBP. (And if he doesn't haven an office, that would be good for me to know. So far I have seen him operating out of field tents and briefing rooms in other lodges.)
Hello, I’m GM Hmm! What can you expect from a GM Hmm game? A fast pace, whimsy, and a whole bunch of roleplay and discovery. Welcome to my recruitment for the Dark Archives Duology, a game for the Play-by-Post convention, OutPost VI. What is the ‘Dark Archives’ Duology? (In this case, it is for two of the Dark Archives Case Files.) Eando Kline, the head of the Pathfinder Society Vigilant Seal faction, has gotten hold of a strange book: The Dark Archive Folio. Found within the book’s pages are the last mysteries of the Lone Archivist. It’s a book of unsolved mysteries filled with dangerous phenomena, and Eando Kline wishes his most trusted agents to follow up and resolve them. The casefiles we are tackling in this adventure are: The plan is to tackle these mysteries back-to-back, giving the characters a chance to ‘level’ between adventures. Do I have to apply with an actual PFS character? I have so many ideas! Nope, but I have a strong preference for characters that have a history, and whom players have built over time. It’s good if you know your PC’s personality, history and quirks. I also want characters who have the ideals of the Pathfinder Society: Explore, Cooperate, Report! So you can apply with a different character, but know that I will be scrutinizing non-PFS characters harder, and I will expect them to be considered members of the Pathfinder Society for the purpose of this game. Will this be for PFS credit? Absolutely. These two adventure each offer half a scenario’s worth of PFS credit. So are these SHORT adventures? Nope. Each are as long as a PFS scenario in play-time, which is why we’ll be moving at a fast pace for this one. What do you mean by ‘fast-paced’? Here’s my pacing expectations: What Level does my PFS character have to be? Because we are running this in Adventure Mode, the exact level of your actual PFS PF2 characters does not matter, so long as you can temporarily adjust them to the correct level for each chapter. These adventures can apply to characters of any level. Can this be a variation on my PFS character? I’d like to try out a different feat, weapon, archetype, heritage. Since we’re already going to be messing with the character’s level, I’ll likely allow small variations. Just talk to me about them! How will you be choosing players? I’ll be looking for a team that might go well together, as well as players that enjoy roleplay and cooperative style play. I will try to make my decisions quickly. When will you be choosing players? GMs for Outpost can apply on February 7th. Everyone can apply on February 10th. I will likely be making my decision by February 12th, though I reserve the right to make it earlier if I get four excellent applications. Can I ask you questions here before applying? Sure, ask away. Do know that I am planning on posting the actual application form later.
About D'harastat line:
HP 78/78 | AC: 21, T: 20, FF: 21, CMD: 26 | Saves F +10, R +10, W +13 | Init +8 | Perception +14, Sense Motive +12 | Status: Normal Appearance:
D'Hara stands about 5’6” and weighs around 150 pounds. Her head is shaved but sprouts two small horns on her forehead. She also has spurs growing out of each elbow. Numerous piercings decorate her face and body and a tattoo of Zon-Kuthon's unholy symbol occupies her face. Most people find her appearance hideous. She wears no armor and carries no shield. Her simple monk robes are blood red and she wears a reversible hooded cloak that is blood red on one side and dark grey on the other representing her god Zon-Kuthon's colors. A whip rests on her hip and a spiked chain is encircled around her waist. Two bandoliers criss-cross her chest holding a score of shuriken.
Personality:
Abuse from an early age has left her hollow and detached. She has very little empathy, but that doesn’t stop her from being able to read people. She is very quiet and withdrawn. More often than not, she barely speaks louder than a whisper. She is generally polite and formal. She rarely smiles unless she is working and believes what she is hearing. She also loves to learn. Background:
Very little is known about Armiger D’Hara before joining the Order of the Rack. Found in the private quarters of a priest of Shelyn as a child, D-Hara was raised in the church. She served the church for many years before running away. It was a few years on the streets before she was abducted by an older man. She joined the ranks of many other missing runaways for a life of pain and abuse. Torture became a daily facet of her life as her host liked to experiment. She was introduced to the teachings of Zon-Kuthon. She found a strength that she hadn’t known before. Gone was her confusion, the uncertainty. Replaced with unwavering devotion and a clear path with purpose, she embraced her new life. At the age of 13, she tortured and broke her first victim, another young female runaway. Shortly thereafter she was released onto the world. A seeker of secrets, a purveyor of truth, and an enforcer of orderliness. For the next few decades, she wandered Cheliax as both a courtesan and a torturer. She was very pretty and put her looks to use learning how to disarm people with her looks and extract information with pleasure. When that didn’t work, she would practice her other skills. Still, even with all of her successes and experience, she was still a novice. That is until she joined the Order of the Rack. The Hell Knights offered her structure. Something that she lacked and was desperately looking for. She studied and learned for a few more decades before actively trying to climb the ranks. To help prove her loyalty, she carved the spiked wheel into her hands, her feet, her chest and even had it done on her back. Her supervisors convinced her to focus on her talents and forgo the prostitution life style. To show her loyalty, she had the unholy symbol of Zon-Kuthon tattooed on her face and forehead. The eye sockets of the skull sit over her own eyes. The spiked chains ran down her cheeks like tears. It was more than enough to put off the common man. She has learned how to extract information from even the toughest individuals. She has been recognized within the Order of the Rack as one of the top interrogators. Her success has earned her a promotion and the opportunity to travel to Kenabres. Whispered rumors and confessions have yielded information about betrayal and deceit within the ranks of the crusaders. D’Hara was dispatched to find out more information by the Master of Blades Kassir Voidai himself.
D'hara, the Princess of Chains
Blessings (Su) - Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Unless otherwise noted, using a blessing is a standard action. If a blessing's power duplicates a spell effect, the warpriest's caster level for that power is equal to his warpriest level. Channel Energy (Su) - Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Cunning Initiative (Ex) - At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Darkvision - Tieflings can see perfectly in the dark for up to 60 feet. Detect Alignment (Sp) - At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Evasion - At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement - At 3rd level, a monk gains a +10 enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. Fervor (Su) - At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Flurry of Blows - At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. Focus Weapon - At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon). Hard to Kill (Ex) - Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Infernal Resilience (Ex) - At 5th level, a hamatulatsu master gains immunity to all spells, spell-like abilities, and effects with the pain descriptor, as well as a +2 bonus on saving throws against effects that would sicken, nauseate, stagger, or stun her. This ability replaces purity of body. Judgment (Su) - As a swift action usable once per day, activate a supernatural ability that lasts until combat is over. Ki Pool (Su) - At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Monster Lore (Ex) - The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Mythic Power (Su) - Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Righteous Infiltration (Ex) - You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks. Sacred Weapon (Su) - At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. Skilled – Devil-Spawn Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks. Soul Seer - Rare Tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. Stern Gaze (Ex) - Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Still Mind (Ex) - At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Stunning Fist - At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. A hamatulatsu master expands the conditions that she can apply to the target of her stunning fist beyond merely stunning her target. At 4th level, she can choose to make the target shaken for 1 minute. At 8th level, she can choose to deal 1d10 points of nonlethal bleed damage. At 12th level, she can choose to make the target frightened for 1d3 rounds. At 16th level, she can deal 2d12 points of nonlethal bleed damage. The shaken and frightened conditions allow the target to attempt a Will save to negate the effect instead of a Fortitude save. This ability otherwise functions as normal for a monk of her level. Style Strikes (Ex) - At 5th level, a monk can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strike as s style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type. Surge (Su) - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Sustained by Faith (Su) - You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours. Track (Ex) - At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Unarmed Strike - At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Weapon Proficiencies – Monks are proficient with the kama, nunchaku, sai, shuriken, siangham, and any weapon with the monk special weapon property. Inquisitors are proficient with the hand crossbow, repeating crossbow, and their deity's favored weapon (spiked chain). Notes:
All monk levels on one side. Two levels of Inquisitor and then 18 levels of Warpriest of Zon-Kuthon on the other side. Possible Feats
Ki Powers:
Additional Attack - By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. Bark Skin [Qinggong Power] (Sp) - Self Only - 1 point - Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Duration: 10 minutes per monk level. Chain Stun - 1 point - Deliver a Stunning Fist with the spiked chain instead of an unarmed strike. Extra Stunning Fist - 1 point - Gain one additional use of her stunning fist ability that round, though this does not grant her an additional attack. High Jump - A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round. Retribution - 1 point - As an immediate action, a hamatulatsu master can make a single melee attack with a +2 bonus against a creature that has damaged her with a natural melee attack, unarmed strike, or weapon without the reach property.
Judgments:
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Blessings:
Law Blessing Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability. Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level). Death Blessing From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun. Death's Touch (major): At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action upon hitting an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation).
Style Strikes:
Defensive Spin - The monk spins about, confounding her foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike. |