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UnArcaneElection wrote:

^Torrasque.

Torrasque; sorry...very reliant on spellcheck I am.


Malik Gyan Daumantas wrote:
If you had to choose only one, which would you take?

Scent.

Dark vision is useful; but it won't let me have a chance to notice someone with invisibility sneaking up behind me. I might not be able to see them, but at least I could know something is there.


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Jurassic Pratt wrote:

I don't hate the idea, but it certainly seems a bit unfair.

If I bring my weight set and powerlift during the game do I get a bonus on all str checks? A bonus on sleight of hand if I do a cardtrick? That's the main argument I generally see against this; why do social skills get rewarded for being good at them IRL but not other types of skills?

Personally...I'd give out bonuses if I saw you doing any of that on my table :).


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I like the first one alot. It complements the 8th level ability acquired in the school. Hand of the Apprentice already seemed out of place to me. It's closer to telekinesis, levitation, etc; which are all marked as Transmutation schools. Clearly out of place.

As for the Diverse Caster idea...I can't say anything mechanically on it right now.

But as for name...Malleable Mage?


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Yasss Queen wrote:
Dude this is totally awesome! I'm going to run this as a game at some point.

OOOHHH I'd be really interested to hear how that goes. Actually I'd like to hear any kind of feedback honestly.

My big hope for this PDF is that our great overlord James Jacobs would give his two cents in on how I did with merging the lore with Castlevania and Golarion.


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Sauce987654321 wrote:
I think the CR14 is a neater fit for an ultralisk than CR20. It fits the purview of a CR14 better, as a CR14 can slaughter armies on its own, demolish vehicles in short time, and eventually succumb to damage from a prolonged fight being out numbered. Creatures around CR20 are entering near deity territory and are really just more impressive in general compared to what an Ultralisk is capable of, in both Pathfinder and Starfinder.

It's one of the reasons I did not make the Ultralisk a CR 20. They're like a dime a dozen compared to Gods in Pathfinder or Godlike creatures.

An Ultralisk itself might be godlike compared to guys in full plate with swords and spears, but certainly not like the Tarrasque.

Oh god...infested Tarrasque...


103 Green Slime.


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Hey it's nice to get some feedback for once though. It's fine...this would save someone else the hard work if they wanted to make Zerg and Protoss as monsters for Pathfinder. I never got feedback when I made these so I just went "Alright, well I guess everyone is alright with these." I paid attention to the charts as best I could, but it's always nice to have someone else look at them.

Anyway you're in luck. I got Discord recently because I wanted to join a Dark Souls PvP community (Yomi it is called). If you want to raise on my Discord it's RaynorsRaider#9684 (ironic enough).


UnArcaneElection wrote:

A lot of things in the documents need to be changed, but here is a random subset:

General:

  • You might want to do this off Starfinder instead of Pathfinder.
  • Some units (some creatures and some vehicles) can squeeze themselves into a space 1 size category smaller for transport (they cannot move or attack in this state) -- at least the following: Protoss Stalkers (note that Protoss Dragoons are less technologically advanced and DON'T have this ability), Terran Goliaths and Thors, and Zerg Lurkers and Ultralisks.
Protoss:[list]
  • From both Starcraft art and in-game unit cargo size (remember, being compared to Marines bulked up with Powered Armor), Protoss are Large (additional +4 RP).
  • Zealot should be an archetype of DreamScarred Press Soulknife, which is just a hair off from being perfect for this role. (For this and following instances of DreamScarred Press classes, convert for Starfinder as needed.)
  • Dark Templar should be a different archetype of DreamScarred Press Soulknife, that gets the whole Vital Strike feat chain as bonus feats. Alternatively, if you want them to have more magic, they should be an archetype of DreamScarred Press Psychic Warrior that adds the Soulknife's Soul Blade ability and the aforementioned Vital Strike feat chain, but using class level as effective Base Attack Bonus.
  • High Templar should be an archetype of DreamScarred Press Psion. Also make the archetype applicable to DreamScarred Press Wilder, to represent the early Nerazim attempts at using Psionic powers without Khalai approval, that spiraled out of control and got them exiled from Aiur and nearly killed.
  • When I made the Protoss, I did not make them with any psionics in mind; and just stuck to everything available on the Pathfinder PRD. While it would be fitting, psionics have always since my 3.5 days have been the most complex system I have seen.

    Not owning any of those books also probably was a factor too.


    If DR is taken out of the equation, how does our friend barbarian fare then?


    CactusUnicorn wrote:
    MKtheDM wrote:
    CactusUnicorn wrote:
    linkified link
    Hey man...I just want to say thanks for fixing the links on my thing. I only just now noticed the box for formating on the forums. Thank you for doing that, I hope it was not a big deal.

    Your welcome. :D

    I've been reading through it and it looks pretty awesome. My only complaint (I have like 600 this is amazing things) is that the maps are kind of hard to read.

    I don't really have any artistic skill; so I had to make them as cheaply as possible.


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    CactusUnicorn wrote:
    linkified link

    Hey man...I just want to say thanks for fixing the links on my thing. I only just now noticed the box for formating on the forums. Thank you for doing that, I hope it was not a big deal.


    CactusUnicorn wrote:
    Looks cool, I admit I have zero knowledge of StarCraft so it all went over my head. One thing, to get the Dark Templar favored class bonus (not the class itself) you need both the Nerazim and Tal'darim racial features. However, both replace low-light vision so you can only have one or the other.

    What I meant when I said that is you need to select the Nerazim or Tal'Darim alternate racial trait to be able to use the class. It didn't matter if the racial trait replaced what you had, as long as those were one of the racial traits you selected.

    It's a lore thing for the game; which is what these sheets were trying to do.


    AH HA! Caught it this time!

    Okay so the main reason I gave the Protoss Resolve was mostly because I felt Protoss should be resistant more to enchantments in most cases. I think they're psionics would naturally give them more will power to resist such effects. And they themselves are a pretty brave race considering they'll charge straight into machine gun fire like it's their normal 9-5 work week. I felt Amon's control over them was the exception; not necessarily the rule (as it was basically trying to resist the power of the deity of the SC world).

    One of the main reasons I gave most of the zerg damage reduction was the fact of how you fight them. Since people in power armor fight them and have trouble even still. I figured it probably takes alot to bring any one of them down, so I figured low ACs, but give them Damage Reduction. I tried following the charts for their stats to make sure they were around average, but I didn't have a chart to show how I should size up damage reduction. There was alot of guess work; but I thought (other than the DR) that I had gotten close to what I needed.

    Any further input you give me is appreciated.


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    Here4daFreeSwag wrote:
    Good to have some free hefty Castlevanian PF adapted stuff out there at last. ;)

    449 pages of hefty material I might add...


    Claxon wrote:

    No, it doesn't. That's why Myrmadarch is a terrible archetype and so then they made the Eldritch Archer, which is functionally what you want it to be.

    It also has no Spell Recall; and therefore garbage.

    IN MY OPINION!! I did not use facts for that statement.


    PrecariousMonk wrote:

    Ok so Ill keep it short and sweet.

    I have been running a campaign for 2 years now and the party has recently encountered their first "serious" evil aligned boss.

    Now the summary.

    The gung ho paladin smote the big bad whilst he (The boss) was begging for mercy - and his life.

    Details.

    - The "Boss" was a tool being used by "The real Big bad"
    - He was a coward and actually took steps to prevent his own endgame from occurring months before he could have actually achieved it.
    - The dialouge -

    Villain: "W-wait! No! Please! Mercy! I Can help yo-"
    (Interrupting)
    Paladin: "FOUL BEAST - You will get no mercy from me - seek it instead from your gods!"
    (Paladin then goes into detail about slicing him up for two rounds)

    The Meta.

    I have a problem with this player as he fails to grasp the "Social ramifications" I enforce in my plot. He steamrollers into situations despite the players trying to reign him in with in game/character logic.

    He almost died twice by throwing himself into the fray (once literally RIGHT after agreeing to the CHILD WARPRIEST's insistence that they stick together and not run ahead.

    He actually died by solo assaulting a fort of 100+ large creatures. (This was HEAVILY reinforced, along with associated deaths of hundreds of NPCS)

    After this session I declared that his divine bond was perturbed by his bloodlust, the warpriest (Bless her) was mortified on her own initiative and he failed to see what he did wrong as "It was evil and has killed others"

    Worse yet, his own backstory was heavy with a ruthless self justified homicidal murdering father figure. (Hellknight) Ironic.

    SO BASICALLY

    Do I just smite him with a solid falling and play the "Atonement spells dont work until YOU GENUINELY UNDERSTAND WHY AND WISH TO REPENT" (RAW)

    Or give him a semi fall by taking away the driving force for his BS (Smite and Litany of Righteousness) until he figures out the irony?

    I would say yes and no.

    I do not think his class should be in any way affected. He is in some twisted way doing his job in containing evil and protecting his allies.

    I would think his deity or somebody should come to him and express grave disappointment, and send him a warning that continued acts in bloodlust will cause his power to become forfeit...or something among those lines. If you want to do an in game penalty, I would say maybe make him unable to gain any further levels in paladin until he performs a service or a small quest to show his conviction and apologies.

    My 2 cents on the idea...


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    One of my favorite franchises in the world is Castlevania. I remember playing it a long time ago...my first entry in the series was Super Castlevania for the SNES. It was really cool...but I didn't have much of an idea what was going on.

    As I got older, I tried new entries into the series...Symphony of the night, the original, Castlevania II, I even gave Simon's quest a try. The games are really fun...

    What really got me back into the mood with it was the animated series released last summer. It was kick ass...the best hour of my life...I binged it too fast. I was very sad to find it was only 4 episodes.

    Still...it was good.

    Awhile back, I wrote up a Castlevania D20 campaign...it was probably my first homebrew thing I ever made. I however was a scrub...so everything was very wonky and...broken...yeah broken...

    So what I am providing to all on my google drive an updated version of the Castlevania D20 module; and anyone can use it.

    Basic synopsis: A long time ago, there was a fabled alchemist known as Mathias who cursed at the Gods for taking his wife away. He began a plan to curse them avoid death by becoming a vampire to live forever. When his wife was taken away from him in undeath, he cursed at humanity and declared them to all be slain by his hordes. Dracula was defeated by the fallen paladin Trevor Belmont, but alas his defeat is temporary. Dracula rises from the grave once every 100 years...and he has once again rose from the dead.

    The module has 2 different stories to it...and it depends entirely on what the players want to do.

    RICHTER BELMONT STORY: The descendant of the Belmonts...Richter Belmont has been tasked by Lastwall to go to Castlevania; the location of which Dracula is said to reside at and stop the Count before his armies spread to the land. However, Richter fails and is slain by Dracula. You adventurers have been sent in as a backup to save Richter and help him destroy the Count...not realizing his fate has been sealed.

    PLAYER AS A BELMONT: You are the current descendant of the Belmont clan; and have been told the day Dracula has come back from the dead has occurred. Armed with your Vampire Killer whip; along with your traveling companions, you have gone to Castlevania to fulfill your family destiny.

    The PDF features

    449 FREAKING PAGES OF S+@% I WROTE DOWN

    A complete 8th level to 14-16th level adventure from the outskirts of the Castle to the inside of the dreaded halls of Castlevania.

    A faithful customized Castlevania like story with many cameos from characters around the Symphony of the Night era in the timeline.

    A very difficult and frustrating dungeon crawl experience, one that faithful reconstructs the constriction that Castlevania brings with exploring.

    Freedom to choose many different routes to find where the Count is hiding at and having many secrets stored around the Castle.

    Various endings based on Rondo of Blood and Symphony of the Night.

    Fully custom allies, NPCs, and enemies tailored from the many games of the series with their own stat blocks and stories to them.

    Custom items brought it from various games that can be collected by the party to aid in their quest.

    New spells and traits

    A listing of all Knowledge checks that could be made, and what each check yields.

    A complete timeline which completely integrates Golarion and Castlevania as if Castlevania occurred in the Golarion setting.

    Other stuff...

    This module I give to all to use. You may do whatever with it. If you don't like anything I wrote up or have a problem with some things, change it. This is completely free that I made with my own time, and it should be something fun to do...especially with the anticipation of season 2 coming up.

    Castlevania D20 link: https://drive.google.com/open?id=1FhhzEMUr9mfadgrGpimoJIV9y1UmzVg5


    Ravingdork wrote:
    I imagine the answer may well be "other wizards." Powerful spellcasters tend to keep other powerful spellcasters in check, if only by reputation.

    And there is always a high CR monster waiting to appear to ruin the wizard's day.


    The vigilante always struck me as an unusual class. It's really cool; but I find alot of it's social abilities are kind of redundant and useless; unless the campaign is in an urban setting. Combat abilities wise it's really cool because it gets alot...but that's it.

    It also struck me as weird in why Paizo made the class to begin with. It strikes me as very unusual and a very strange choice.


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    So awhile back...I posted this thread...

    http://paizo.com/threads/rzs2uab6?StarCraft-Protoss-Race#5

    I didn't get responses till about 2 days later, so I stopped paying attention cause I thought...well...it's been a couple days...I doubt anyone is going to look at now...other posts will knock it down.
    I was wrong. People actually did comment; I just didn't pay any attention.

    Now I have actually started a campaign that actually involved the use of some of this; and I saw the problems...some of which people commented on. And I went back to fix them. And now I am doing a repost that hopefully people will comment on and; I actually pay attention this time...

    Anyway...I'm a big fan of the StarCraft series. It's probably my favorite RTS game...it had a great map maker, compelling story, alot of action, kick ass soundtrack and visuals for 1997, and memorable characters. I decided to make my own version (a year ago) of two very important creatures in the universe.

    The two PDFs I have here are two things: A Protoss racial sheet, and a Zerg Monster stat sheet.

    The Protoss racial sheet features (as mentioned from my last thread...a year ago...:\ ) the following:

    The Protoss's description of the race
    The Protoss racial stats
    Protoss Alternate racial traits
    Protoss Favored Class Options
    Racial Classes: Dark Templar and High Templar
    Alternate Racial Archetypes: Zealot (Cavalier), Phase Smith (Wizard), Ascendant (High Templar).
    Racial Feats
    Racial Equipment and Technology
    Racial Magic Items
    Racial Spells
    Racial Artifacts
    Stats for Archon and Dark Archon

    I paid alot of attention to the in game lore to create all of this; and I believe what I am posting here should have fixed any problems from the last PDF I set up for download..if anyone from a year ago is even watching...

    The new PDF I am posting included in this is a monster stat sheet for all of the Zerg strains. It includes some templates, some environmental challenges, rules for creating one's own Zerg hive (which can be tweaked around...not really something I focused on creating when I wrote this out), and other fun things. I used the Monster Creation page in the Bestiary, and I think I got them as close to balanced as I could get.

    Anyway, these are all free to download and use. Let me know in the posts what you think...and this time I'll pay attention.

    The Protoss Race: https://drive.google.com/open?id=1IwLq0rOnsof17XUH0IGBv2oG10-4Dnp8

    The Zerg Monster sheet: https://drive.google.com/open?id=1uBd6STcfsBVUy-xs1JXgoET0Zgh0l9uY


    Tiny Coffee Golem wrote:

    Rough working idea:

    1)Faustian bargain to gain the half fiend template. 2) Then later adding Lich.

    Random disorganized thoughts:

    - Engage the PCs as unwitting allies toward these goals.
    - Faustian bargain has a clause about not directly moving against the PCs and the standard “we get your soul when you die” clause.
    - the Lichdom (possibly vampirism if he needs an effective, but sloppy shortcut) is to avoid his inevitable fate of his soul in hell.
    - then part of the reason he can’t devote more time to undermining the PCs is because he’s got hellish agents coming after him. Perhaps he can once again unwittingly engage the PCs to permanently take out his hellish “benefactor” to finally free him from the contract.

    - I’ll need to build in some weaknesses for the PCs to exploit else he just becomes an overwhelming enemy.

    Thoughts?

    Devilbound Template?


    There are numerous discussions on this forum about the possibility of the AC granted by the Sacred Fist Warpriest and the Monk AC bonus stacking with each other. Assuming that it is correct or allowed, you could dip into that and get an effective X2 to your Wisdom to AC.

    There are of course numerous discussions on whether or not the abilities in question stacks, and the possibility it might not at your table.

    BUT...those are for those discussions. Discuss it with your GM, see if he is okay with it. If he is, that is an option you could take.


    So I am in this custom campaign that is hosted by my brother. Something happened to our characters some weeks back with a revelation we learned about ourselves in the campaign.

    To paint some background on the kind of GM my brother is, my brother makes his campaign more focused on the narrative than player actions. So while the story is really good and is full of twists and turns (albeit somewhat predictable at times; but hey hard to be original these days), player focus is removed for the most part from the equation. So if this part below feels like my brother kind of hijacked our characters...it's cause he did. It's his quest so I'm not going to criticize him that much since im still having fun, albeit recently it has been kind of going downhill for me personally. In addition, while the campaign is his own custom continent, he still based it on Golarion the planet so all the lore and stuff is still there with some additions (the changes don't make much of a difference)...which is why I am posting this here.

    Story Background: The land of the Inner Sea was destroyed by the deities thousands of years ago due to the unspoken alliance of the deities being broken and a downward spiral happened. The landmass we are centered in is called Sapience. The landmass we were on was being sieged by these large armies of clockwork constructs assaulting the lands and killing the people. Aside from that, we are in the same world/planet. So we went to journey to find where they were coming from, and hopefully destroy it. We did find the location. It is there we learned there was some kind of science experiment going on dedicated to replacing the humanoids of Golarion with these altered science experiments called "Gestalts." Some Plemora Aeon (or at least we think it is...it is the closest to what my brother was going with) was instructed by the deities to stop a coming Armageddon 500 years from now. The plemora thought on it a bit and concluded that the only way to stop the calamity was to build an army of humanoids that were capable of surviving it. It created this Gestalt program in which it basically attempts to augment individuals to the point of where they can face anything. He described it as getting individuals ability scores at 60+, giving them 4th or 5th level casting at level 1, basically absolutely insane buffs. However, most people (who am I kidding, for 50 years out of 10,000,000+ million people, only 1 has made it through...which...by the way...probably last boss of the campaign) never survive the process. They were also attempting to create something called a replicant, which is a artificial humanoid/native outsider construct, which they then use to try and put them through the program again...or send them out into the world to gather more children, and or other things to advance it's goals. They're very similar to synths in Fallout 4. The clockwork golems were made because they couldn't kidnap children fast enough, or in enough quantity..and because the plemora's plan is to virtually genocide all the other races because it believes they won't survive anyway. Anyway, we arrived at the tower and learned that our characters themselves were also replicants of some kids used in the program that predictably died. Our characters were made as replicants as some of the people working there grew disheartened with the program and wanted to leave because the program has largely failed; being with only one actual "Gestalt" made...others unable to finish the program due to death, too much of a risk, or just they were needed for field work and only needed the partial treatment. They decided to make replicants of us because they wanted to give us a chance to actually enjoy life after our original selves died. Here's the problem...we are soulless being. We don't have souls. All of our abilities come from these powerful ioun stones in our bodies; including divine casters. We can't speak or reach to deities with anything (though they can still contact us through their own interventions or proxies such as non replicant clerics). They ioun stones created an energy that mimics all aspects of divine, arcane, supernatural, etc...without it actually being it. Some cringe stuff happens (typical anime villain like speeches that question our moral compass and try to make us think we should go evil for this work despite it clearly not; even though he says it COULD work with time now that they have a gestalt...himself. Very good for story, kinda meh for a campaign), and the deities directly intervene and destroy Clockwork Tower...as all the good deities disapproved of the procedure after it was clear it was not working and there were no successful gestalts aside from one. Background ends.

    NOTE: It's important to note that replicants are not Androids. Androids have souls...we do not.

    Now here is my question as I was planning an Aasimar life Oracle...and here not actually having divine power AND a soul heavily disheartens her. She actually went to do a bunch of blow and other drugs because she fell into depression when hearing this...a very good RP decision I think for her who dedicated herself to Sarenrae her whole life. I want to after this major quest line for a way for my character to acquire a soul so that when she dies she can see her husband and kid instead of having nonexistence. Since the world we are on is still Golarion and everything in there is still there, what would through the vast lore given by Great Old One James Jacobs be the way for my character to be given a soul so that she has an afterlife? More or less, how would a being that does not possess a soul be given one in a regular campaign setting?


    Thanks Cosmo...I was not a fan of his comment.


    Note: Use this link instead. I made the document a PDF because the doc file seemed buggy.

    https://drive.google.com/open?id=0B8M5DvYSLer0N1lMLVJQRXVTamc


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    I am a huge StarCraft fan...I've been one since I was probably 14 after accidentally discovering the game at a youth club in my town. Since then, it's been one of my favorite PC games to play. My favorite race is the Toss, and I've always been a fan of them and them as a race.

    Recently, I decided to convert the Protoss as a race that would be playable in Pathfinder. I decided the first thing I should do is make a lore friendly version of the race, and then skim it down into something that could be usable in let's say a module or something ( I wouldn't use this in any APs I run since there is always sometimes a problem with homebrew). It ended up being a larger project than intended as I ended up giving the race a complete loadout (Alternate racial traits, favored class options, etc etc). Anyway, because of how much time I invested into this, I figured I could share them with you guys so you all could see how I did, and what revisions could be done to fit more in line with StarCraft's lore, game balance, or more fitting things for lore/balance of what would happen if a tribe of Protoss crash landed on Golarion and were stuck there.

    I've seen conversions for the Protoss before, but each conversion always uses D&D psionics. I've never read or invested any time in psionics; so my version of the Protoss just uses the core books of pathfinder to build and how each of their stuff is set up (along with the tech guide because...you know...Toss mech OP...well until you get to siege tanks that is). You'll notice that as you read into it.

    Anyway...what's in the document:

    The Protoss's description of the race
    The Protoss racial stats
    Protoss Alternate racial traits
    Protoss Favored Class Options
    Racial Classes: Dark Templar and High Templar
    Alternate Racial Archetypes: Zealot (Fighter), Phase Smith (Wizard), Ascendant (High Templar).
    Racial Feats
    Racial Equipment and Technology
    Racial Magic Items
    Racial Spells
    Stats for Archon and Dark Archon

    Enjoy and tell me what you think:

    https://drive.google.com/open?id=0B8M5DvYSLer0N1lpVkxjWGdYQ2M


    Rub-Eta wrote:
    Inner Sea Gods p.7 wrote:


    Mortals often wonder why—if the deities have such great power—they don’t prevent or reverse large-scale disasters such as the opening of the Worldwound, or at least prevent bad things from happening to their followers. Indeed, many deities would intervene to prevent such things, but they are opposed by other deities who want these misfortunes and disasters to occur, and all recognize that a confrontation between beings of near-infinite power could destroy entire worlds and still end in a draw.

    Any deity who tries to directly intervene in the mortal world on a large scale becomes a target for rival powers, many of whom might temporarily ally to eliminate the troublemaking deity, and no god wants to push her enemies into an alliance. As much as Iomedae would like to heal the Worldwound, taking direct action would not only unite a dozen demon lords against her (including Lamashtu, a goddess in her own right), but also draw the ire of Gorum (who enjoys the ongoing war the demonic presence creates in the world) and Nethys (who is intrigued by the weakness between the planar barriers and the effects they have on magic). To prevent all-out war and unmitigated disaster, the deities have an informal arrangement that discourages them from grand acts in the mortal world, and have laws among themselves that forbid taking direct action against each other’s planar realms. It’s this very divine truce that makes mortal worshipers—and their proxy conflicts—so important.

    However, even these laws are sometimes broken, such as when Desna invaded the Abyss to destroy the demon lord Aolar for possessing and corrupting her favored priest. Most of the demon lords united against Desna, and it was only with the help of other deities that the goddess left the Abyss unscathed.

    As noted here, the gods aren't a bunch of morons who needs caretakers to keep them in order. And there are also cases where these supposed caretakers would have failed at their job, if they where a thing.

    Thanks! I knew he was overlooking something!


    Rub-Eta wrote:
    MKtheDM wrote:
    What do you think of the Greater Deities?

    I find them extremely dis-interesting. I don't understand what they add to the lore (it seems like absolutely nothing, really).

    MKtheDM wrote:
    Since this world still uses Golarion's lore, would the Greater Deities actually be needed; or can the normal deities do this themselves?

    Do what? What ever they're doing isn't necessary.

    MKtheDM wrote:
    One of the other aspects on why the Greater Deities are needed are the fact they keep the other deities in check.

    This isn't needed for the rest. And "Chaos" really shouldn't be aligning with this. Good job on Rovagug by the way.

    MKtheDM wrote:

    his logic is eventually tensions will rise and someone will do something to cause all hell to break loose.

    [...]
    Now without the Greater Deities, there is nothing to keep them in check.

    His logic is flawed since he assumes the gods and goddesses to be morons and he ignores canon lore. They already have a reason to not endlessly fight.

    I would seriously walk away from the table if a DM insisted using this as lore - that's how much I really don't see the point of it. I'd rather have it be about "Red, Blue or Green", because the basic concept of those colors have more meaning to them than these "Greater Deities".

    Would you happen to know what that reason is? That's something I have been trying to look for on the forums, but my google search has yet to find me anything.


    That's what he said. The thing about them that irks me is they have literally stayed on the sidelines the whole time, and only when they decide to do anything; all they end up doing is destroying almost of the land.

    They are beings in his lore; ones that can think and act. It's more proper to call them the first deities if anything. They also (unless I am mistaken) are the only ones who actively have went to war with each other on the material plane, and forced others into their wars.

    It also to me ruins the positions of the normal deities, putting them down to mere secretaries if anything.


    This is a very wordy post; and I'll do my best to sum it up as best as I can.

    Now my brother runs this campaign that we all have dubbed "weeb quest." As you all can guess, it's a campaign that uses many anime tropes and themes to it...which is fine by us since we're all weebs (except Leonel...he's that guy of the group). The campaign is great and all; but the lore in it really bugs me. My brother tries to explain everything that the Inner Sea Word Guide doesn't explain about the timeline in Golarion's creation. We're not in any known land of Golarion...we're on a country that formed after a post apocalyptic war of the Gods; giving us the illusion that we're in his own original quest...but still part of the world.

    The following information around here are the parts that bug me:

    In this world with his lore, the world was supposedly created by these three deities. These aren't your regular deities either; these are greater deities. One of these beings are able to solo all of the normal deities on Golarion in his lore. These deities supposedly created the world, and even created a majority of the deities; before moving to the sidelines. The three Deities are Law, Order, and Chaos. After this, the world continues to play out like it does in the Inner Sea Timeline.

    Now...these deities wouldn't irk me as much...obviously Pathfinder doesn't explain everything about their lore as there is a few secrets they want to keep hidden for the right time, so everything he made is just trying to fill in lore for his world. It's the things that they do that makes me not like it.

    These deities embody the very ideals they are named after. Law is the pure embodiment of law, Chaos is the pure embodiment of Chaos and freedom, and Order is the balance between the two. These beings will do whatever it takes to ensure their ideology is enforced. This includes grabbing the (what are basically dubbed as lesser deities now) deities of Golarion in the world and forcing them into wars. Law wants everyone to be shackled to the Law, because she feels that through the law, people will be able to survive and thrive. No one breaks the rules, and no one steps out of line. However, she holds this to the strictest mandate. Those who fall outside of the mandate are to be culled immediately without pity or remorse. Chaos is the opposite spectrum; being that all beings are to live freely without conforming to rules or society. Those who try to establish any form of law are to be culled. Order believes that the two should have a balance between the two. Those who would seek to disrupt the balance (regardless of reason) are to culled; along with anyone close or associated with them.

    There was supposedly two great wars in Golarion. One before the kingdoms were forged that we know in the Inner Sea Region. In this war, Chaos started a war with Law to show the superiority of his race known as the Kerricians. Because they were the creation of a greater deity, the gods had to plead with Law to intervene; knowing that intervening themselves would result in their deaths by a greater deity. Law then intervened with Chaos forces and a six day battle began. The battle ended when Order arrived and attempted to balance the forces of Law and Chaos...by genociding both armies and forcing the two into submission and back on the sidelines. Law and Chaos left along with Order, but left the world in ruin on both sides.

    Eventually a second war broke out, and this time both greater deities forcibly summoned warriors from all over the planets of the universe, extraplanar beings, demigods and gods like and fought in a second war. Now in this war, no one knows who started it, but it happened. The war ended again with Order appearing and genociding both armies; and this time the entire planet along with it. Law's body was killed in the battle by Chaos, forcing her spirit into a plane until a proper vessel could be bred for her to inhabit. Chaos was sealed away by order, and Order fell into obscurity. And then to punish all the deities for their forced involvement severs their connection to the world of Golarion, requiring them to use a specific artifact to maintain control of their power on the world; in a very limited fashion (all they seem to do now is be able to grant clerics and divine casters their power...nothing else). Order then leaves this now completely destroyed world in ruins, leaving only a floating island for the humans to survive on.

    So...do you think you can guys can offer input on a few questions I have below.

    What do you think of the Greater Deities?
    My opinion of the Greater deities is very low. Do you agree that the Greater Deities are of the evil alignments?
    My brother in his lore believes that the Greater Deities are needed in the world. They supposedly maintain aspects of the world that the regular deities do not. Since this world still uses Golarion's lore, would the Greater Deities actually be needed; or can the normal deities do this themselves?
    One of the other aspects on why the Greater Deities are needed are the fact they keep the other deities in check. According to him, this is because that the deities themselves have their own preferences and beliefs. They tolerate one another; and some are friends with each of them. However, they also have enemies. Although it seems foolish for the gods to fight one another's followers (since this would flood souls into that plane of existence's afterlife as they fall into the River of Souls, and fuel the ranks of the other deities when they arrive at Pharasma's boneyard), his logic is eventually tensions will rise and someone will do something to cause all hell to break loose. One God will attack, then that God or Goddess will rise to defend their followers; then another one might join the fray. Now without the Greater Deities, there is nothing to keep them in check. But something about that statement doesn't seem right. Rovagug seemed to be the only one who outright attacked the world; which then caused every other deity to rise up and try and try to stop him. Anyone have any thoughts on this?
    Order's purpose according to my brother is there to balance what Chaos and Law does. He according to my brother keeps the two deities under control. He's the only benevolent one of the three. I completely disagree. Do you disagree as well?

    Now eventually, we are supposed to come to a point where we'll find this artifact that enables us to gain the power temporarily of a Greater Deity. It basically lets us do anything we want, unless we want to dispose of the Greater Deities, in which case we fight them. My opinion for this quest is in the end game we should destroy all three Greater Deities, or strip them of their powers. I believe that the Greater Deities are the root cause of alot of problems; and should be eliminated. Do you agree with this?


    What kind of lore could I tie into this campaign from Golarion? I know it's not on the same world...I'm more or less referring to lore from the pantheon of Pathfinder? I don't know all of the lore, or debates about the lore that goes on on the forums...I'm pretty new to everything on here.


    My group is about to finish Legacy of Fire; having only roughly two sessions left until the campaign is over. So I'm getting my next campaign ready...and I thought I'd base it on one of my favorite Super Nintendo games: Actraiser. If you don't know what it is, I'll give you a brief summary: You're a god in the world who gets his butt kicked, and then you wake up hundreds of years later to find your world gone and ruled by your enemy; the Devil (or Tanzra).

    Now the quest I want to start will be based on this game. It features a group of players trying to survive in the apocalypse of this world far away from Golarion as deamons, devils, and demons have their way with the destitute ruins of the world. The campaign begins with the players in a thorpe that is hidden deep within the forests of Fillmore, trying to stay hidden from the evil that is now running rampant on the world. I'm going to give the players a couple quests to start them off, and then I will trigger the main plot by having the outsiders destroy their home. They will eventually be defeated and then rescued by the angels of the God (who is named the same title of the game: Actraiser). The players will awaken as this deity awakens, only to find that most of his power is gone. Feeling regret for losing years ago, the deity and the players are supposed to ally in this regard to retake the world from this Archdevil.

    Most of the campaign involves traveling to clear holy sites, destroying monster encampments for Tanzra's forces, rebuilding the ruined world through Kingmaker, and trying to restore Actraiser's power to bring him back to being a true deity again. Actraiser will mostly remain in his domain, as he doesn't want an evil deity; or chaotic one that he knows would jump on the chance to slay a deity to increase their power...choosing to take on a human form to keep his power suppressed, or merely helping the party indirectly.

    Now I have quite a bit for this campaign, as I have played the game and know how I can incorporate elements from the story from there; as well as expand on everything. I even included a few new mechanics to allow players their own freedom (such as in the beginning, giving the option to them to let them express who they believe Actraiser is from stuff they "supposedly" heard about them through various resources when they are doing one of the side quests for an old man who possesses the canon information, and then incorporating some of what they say into his lore. I kind of styled it like a Create a Character option from other games like Soul Calibur and Star Wars: KOTOR) If anyone has any good ideas for this campaign, I'd like other suggestions for interesting things to make this campaign much more fun.I also would like a way to tie the lore from this campaign with Golarion lore (though the world is completely different from Golarion, a place called Gaia). Actraiser is this neutral good deity who is supposedly the youngest of the deities, and is supposedly good friends with the other good deities. Interactions between other gods here is supposed to be a common thing for the players here. If you all have any good ideas, I'd like to hear some.


    I don't know if this affects you in your quest in anyway, but the paladin in my campaign went into Hellknight around this time. Depending on what you may end up fighting after 8th level and beyond, I think it's worth considering. It'd give you a whole new set of alignments you can smite.


    tonyz wrote:

    You don't have to rewrite everything, though extra mooks are never a bad idea. You just have to rebuild some monsters with extra abilities or as new classes.

    Alternately, take into account the general style of play -- someone does lots of mind-control stuff? Recall that protection from <alignment and magic circle vs. <alignment> will shut down a lot of that (or boost Will saves a bit). Someone is a melee powerhouse --- add more mooks, have someone target his weak points, etc.?

    Everyone has weaknesses. We know the weaknesses of the older classes better because we've been playing them for such a long time. The newer classes' weaknesses we have to learn.

    Every class does have weaknesses.

    ...Except of course the Synthesis Summoner.


    Charon's Little Helper wrote:
    MKtheDM wrote:

    ...Anyone else just flash back to the "Gamers" movie by Dead Gentlemen just now?

    "...I want to steal his pants."

    "I don't WANT them, I just want to see if I can steal them."

    Heeeeeeyyyyy this guy over here.


    1 person marked this as a favorite.

    ...Anyone else just flash back to the "Gamers" movie by Dead Gentlemen just now?

    "...I want to steal his pants."


    First of all...holy crap which deity's temple did he decide to was a great place to drop his pants in from of the high priestess!? Probably Nethys all things considering.

    Well...he would have to make at least 2 different concentration checks 1 from entangled; and one from continuous damage. The DC for the Entanglement would be 17, and then the second one would be 13...because both acid arrow and the fire are continuous damage, so they would assumingly stack with each other. If they didn't stack on each other, it would three concentration checks, and the third one would be from the other damage source, which still amounts to 13.

    Please be right...please be right...this feels like a math problem.


    justaworm wrote:
    I would just kind of advise against letting Jhavhul escape. It is the end of Book 6, the PCs need some kind of closure.

    True, but the possibility of him escaping is still somewhat there. I'm sure that they'll probably end up taking him down. It's what comes after that I'm interested in, especially once they realize the option to turn into janni is there.


    Bondoid wrote:

    Not anything specific,

    But Necromancer's games City of Brass has a lot of material that could give you the inspiration your looking for.

    I got a few ideas that I'm going with right now. I'm also reading Book 5 (because holy crap are they moving fast...they're going to finish Book 3 by next session) right now; and it's about the City of Brass as well; which is helping too. But I figured someone at the Paizo boards might have some cool idea, that could lead me to writing something for them. It would certainly be an epic encounter, seeing as they more than likely are going to change their race to Janni when Part 6 is over.

    You never know if you never ask.

    Anyway, I'll check out City of Brass. Sounds like it'd be perfect later on.


    DoubleBubble wrote:

    Marble 2sp

    Masterwork Bolas 305gp
    Masterwork Horsechopper 310gp
    Masterwork Heavy Flail 315gp
    Masterwork Snag Net 330gp
    Wayfinder 500gp
    Cracked Dusty Rose Prism Ioun Stone 500gp
    Wand of Grease 750gp

    Masterwork weapons are good for low level CMB because you get +1 for 300gp. Wayfinder and Dusty Rose Prism Ioun Stone gives you +2 CMB and CMD for 1000gp total cost. Marbles and Wand of Grease will help you for the initial setup if you have the time. Also GM might let you have bonus if your target is standing on Marble or Grease.

    Bolas and Snag Net is good to start off the fight with. Horsechopper gives you reach and good damage so very effective for melee engage, as you don't want to be hit or counter trip by the target. It's okay if your other melee team mates get hurt, because you will still be tripping the target. Drop and switch to Heavy Flail if target gets too close.

    I would think a Masterwork Whip wouldn't be a bad option either. Not for damage since your bound to be unable to harm the target until you could get Deadly on it...that 15 feet of range though. It's pretty useful.

    I didn't even realize marbles can trip. I learned something today.


    Saethori wrote:
    Regarding the quoted rules regarding ranged attacks on mounts, I would consider the charge to be a lot more in common with running than double moving. You should be able to full attack even while your mount is doing this, but that -8 is, I feel, going to be a brutal penalty.

    Man...even a Samurai with Mounted Combat would still have a -4...

    That's nasty.


    Todd 3465 wrote:

    If you can somehow get access to Eastern Style armor, you will have more options. If you aren't in an eastern setting see if you can get a book on them and try crafting it yourself. Lamellar could really be what you are looking for. It can be made of almost any material as can the cording.

    http://www.d20pfsrd.com/equipment---final/armor/lamellar-armor

    I also would have suggested eastern armor; but I usually go under the assumption that Eastern armor is a no go, unless it's an eastern campaign.

    If they are, your options as Todd said have definitely expanded.


    CannibalKitten wrote:
    So there is no LA in pathfinder? I've always noticed no entry in the races obviously and nothing I read in ARG, not that I have read every word. So do Drow players get to play at the same level as everyone else in a normal raced party then? They just raise its CR?

    I think there is a chart in the race builder section that shows the APL adjustment you would put in place. If I am correct (which I may not be), I believe you would count the RP of all the races in the party, divide it by the number of party members, and then use that chart to determine APL adjustment.


    Ahh...poor bandwidth has struck again!


    Athaleon wrote:
    MKtheDM wrote:

    Toughness (Hit Points)

    Dodge (AC)
    Mobility (More AC)

    Paladins will be hard-pressed to take all these feats. Toughness may not be needed with Fey Foundling + Greater Mercy, and there are almost always better uses of feats than Dodge and Mobility.

    Quote:


    Tower Shield Proficiency (Also more AC)

    And a -2 to attack rolls.

    Quote:


    Quick Draw (Draw them broken bucklers)

    With what hand? The one with the Tower Shield or the one with the weapon?

    Quote:
    Furious Focus (Because hitting for more damage is cool)
    It doesn't do more damage, it just makes it so you don't take any Power Attack penalties on the first attack per round (i.e. the one most likely to hit). You're better off looking for ways to increase your to-hit with all attacks.

    Yeah your right...this isn't the best chain. I'd say subtract the feats Athaleon said, and then use the rest of what I suggested.


    Athaleon wrote:
    MKtheDM wrote:
    Finlanderboy wrote:

    Magical knack This lets you retain up to two caster levels when you dip.

    For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

    Orc add 1 dmg per die you roll

    Dragon adds 1 dmg per die roll of a specific energy type.

    The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

    Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

    My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

    And beat me to the punch.
    By a couple of months.

    Yeah...yeah...


    Finlanderboy wrote:

    Magical knack This lets you retain up to two caster levels when you dip.

    For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

    Orc add 1 dmg per die you roll

    Dragon adds 1 dmg per die roll of a specific energy type.

    The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

    Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

    My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

    And beat me to the punch.


    Riberius wrote:
    The Cleric and Druid go for Magicy type stuff using there spells in the back along with the Ranger using his boy while the three of us go upfront and fight us three being Me the Paladin, Monk, and Rogue, im building a Tank/ high Damage dealing Paladin I wanna take the damage for my teammates while still being able to smash my enemies to the ground and make them surrender, Im not completely sure what everyones builds are going for but the Ranger wants to get more into his Bow so hes gonna get more feats for crafting arrows and getting more consistent and or more damage for his shots, Cleric is going for more Spells, stronger healing more damage, Druid im not sure, Monk not sure, Rogue not sure.

    This would be my feat chain, based off of my own players, my experience, your build intention, and everyone else's comments:

    Fortified Armor Training (Crits can almost always kill at level 1, and only get more scary as time goes on. Bucklers are cheap, and clerics have mending)
    Power Attack. (Because damage)
    Greater Mercy (An extra d6 every time you use a mercy to not remove a condition!?)
    Extra Lay on hands (Those swift actions to heal brah...that is how you tank!)
    Toughness (Hit Points)
    Dodge (AC)
    Mobility (More AC)
    Tower Shield Proficiency (Also more AC)
    Quick Draw (Draw them broken bucklers)
    Fey Foundling (because more healing...just make sure to take at level 1)
    Furious Focus (Because hitting for more damage is cool)

    I don't play paladin so this may not be the best feat chain; nor did I list the feats in any particular order. Others can give you a better feat chain probably, but I hope mine coupled with the others helps.


    Riberius wrote:
    Todd 3465 wrote:

    So first I have to ask you a few questions:

    Are you using the standard Paladin or an Archetype?

    What race are you playing? There are many good racial feats in the game.

    What is your party composition like? This will let us know if you are filling more than one role and if Teamwork feats are a good idea.

    Are you playing an AP (Adventure Path)? If so which one? This will matter.

    Are there any house rules we should know about? Core only etc...

    If you answer these questions we can more accurately answer your original question.

    Im a standard Paladin I am a Human, We have another fighter in our group which is a Monk we also have Druid, Clerk, Rogue, and Ranger.

    I dont think we in an AP the DM probably would've told us and to look into it more so no and house rules non that he has broughten up yet.... im new like this is my first one ever so im pretty clueless to some stuff sorry =(

    It's alright; everyone start's somewhere. I don't usually play paladin as I am not fond of alignment restriction so good on you for trying one. I can play Clerics or Druids no problem, but being confined to one alignment bugs me; especially coupled with the Code of Conduct.

    What are the other party members gearing towards? Is the Cleric in the front, is the Rogue going for combat tricks, is the ranger a frontliner? I'd need to know that before I can recommend anything (and this info will help the others here with advice as well).

    Full Name

    Hazel

    Race

    Tiefling (Pitborn)

    Classes/Levels

    Brawler 3 | HP 27/29 | AC 14 T 11 FF 13 | CMB +7 CMD 18 | Fort +5 Ref +4 Will +1 | Init +6 | Perc +8 | Martial Flexibility 2/4

    About 'Hazel'

    About Maj. Fothergilla
    Major Fothergilla
    Female Tiefling (Pitborn) Brawler 3
    LN Medium Humanoid
    Speed 30 Initiative +6 Perception +8
    Darkvision 60ft.
    Martial Flexibility 4/4

    DEFENSE
    HP 29/29
    AC 14 T 11 FF 13
    CMD 18 +3 against Trip +2 against Bull Rush, Drag, Reposition
    Fort +5 Ref +4 Will +1

    OFFENSE
    BAB +3
    CMB +7 +10 to trip
    Unarmed Strike +7 (1d6+4)
    Bite Attack +7 (1d6+4)
    Shortsword +7 (1d6+4)
    Punching Dagger +7 (1d4+4)

    ABILITIES
    Str 18 (+4) ; Dex 13 (+1) ; Con 14 (+2) ; Int 10 (+0) ; Wis 10 (+0) ; Cha 12 (+1)

    Racial Features:

    Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
    Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

    Class Features:

    Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
    Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
    The brawler can use this ability again before the duration expires in order to replace the previous combat featwith another choice.
    If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

    Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

    Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
    Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
    A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
    A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler.

    Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

    A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

    Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

    Feats:

    Improved Unarmed Strike (Bonus Feat): You are skilled at fighting while unarmed.
    Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
    Dirty Fighting (Combat): You can take advantage of a distracted foe.
    Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
    Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

    Improved Initiative (Bonus Combat Feat): You get a +4 bonus on initiative checks.

    Improved Trip (Combat): You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a trip. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to trip you.

    Traits and Drawbacks:

    Athletic Champion: Your physique and skill brought you into the public eye, and a winning smile helps you stay there. Taldor honors its extraordinary athletes, celebrating them as cultural heroes. Whether you were a gladiator, a runner, a wrestler, or any other competitor, your most recent victory caused someone important to sit up and take notice. You may never have a political career in front of you, but for now your name is helping to bring a little extra money in, and maybe that’s good enough. Select two of the following skills: Climb, *Diplomacy*, *Perception*, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.
    Bloody-Minded (Combat): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

    Skills:

    Climb (2) +9
    Diplomacy (2) +7
    Intimidate (2) +7
    Perception (2) +8
    Sense Motive (2) +5
    Kn. History (2) +5
    Profession: Soldier (2) +5

    Equipment:

    Leather Armor (10gp)
    Cold Iron Short Sword (20gp)
    Cold Iron Punching Dagger (4gp)
    Journal (10gp)
    Tobacco (2lb) (1gp)
    Hip Flask (1gp)
    Flint and Steel (1gp)
    Waist Pouch (1gp)
    Hat (1gp)
    Courtier's Outfit (30gp)
    Masterwork Studded Leather Armor
    Potion of CLW
    500gp

    Backstory:

    Hazel joined the Taldan Phalanx as a teenager, hoping to gain some form of approval from the noble family that had always treated her existence as a shameful secret, but she instead discovered that military life suited her. As she progressed in her training, she found that she took pleasure in using her body, strengthening her muscles, swinging a sword; she was good at fighting. As those around her took notice, they began to look past her fiendish traits and see the skilled woman underneath. It was the first time in her life that she had been respected by those around her, and a newfound confidence began to emerge in her.
    She became well-liked among her unit; they served together for a long time, most frequently in Cassomir and the Blackwood Swamp.

    Many of her superiors, though, along with soldiers who had never served with her, and those of a more conservative leaning, didn’t share the fondness that Hazel’s fellows-in-arms had for her. She was often the target of discrimination, and only ever rose to the rank of ‘Major’, despite an impressive record and over 27 years of service. As the years ticked by, she grew angry at the unfairness of it all, and was disciplined several times for lashing out with crude behavior and disrespecting superior officers.

    After she retired from the military, Fothergilla bounced around between jobs, finding it hard to keep one with her obviously fiendish traits and rather coarse personality. Most recently, she was discharged from the Opparan city guard after coming to blows with another guard. Frustrated and angry, she drank herself into a stupor in a bar in the Narrows, and started a drunken brawl with a whole gang of humans, breaking nearly every glass and piece of furniture in the place.

    The next morning, she awoke on the floor of the tavern. She expected to be thrown out onto the street, but instead, the barmaid shoved a broom and a cup of coffee into her hands and told her to get to work. To Hazel’s great surprise, when she had finished cleaning up her mess, the woman offered her a job, ”Keeping people like you out of my tavern”.

    So at present, she has a steady job as a bouncer, and a growing reputation as a good one; she has an intimate friendship with the barmaid, and even a little apartment in the back of the tavern. She is trying to learn to master her emotions—not that her anger isn’t justified; she doesn’t regret getting into fights with people who view her as an inferior member of society, because as far as she’s concerned, they deserved every bit of it; but she wants to be in control, and focus her anger in a way that makes a difference, both for herself and for others like her.

    Personality:

    Major Fothergilla is learning to control her anger. She’s bad at it, but she is trying. A life of being viewed as lesser for the circumstances of her birth has left her frustrated and contemptuous, and she has a sarcastic remark or a fist, or both, for those who test her.
    To people that view her as an equal, though, she’s very down-to-earth and likable, if a little crude and rough around the edges. She’s very loyal, and takes her close relationships very seriously. She’s loud and deservedly confident in her abilities, and unafraid of confrontation. She’s also surprisingly smooth at flirting with cute women.

    Appearance:
    Major Fothergilla is a short, sturdy woman. She has quite a few scars, particularly on her knuckles, as well as some poked military tattoos on her shoulders. She keeps her black hair cropped short, and red horns protrude from her forehead. Her eyes would almost look human, but the irises are a deep red. Her teeth are sharp and pointed, and she has an unnaturally long tongue.