Matrix Sorcica's page

101 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>

4 people marked this as a favorite.
Mammoth Daddy wrote:


I could care less about resolving Rusthenge’s major plot point,

[Weird Al Yankovic] It means you do care... At least a little. [/weird Al Yankovic]


1 person marked this as a favorite.

There's been a lot of threads about the single best/favorite installments (chapters) of the APs, but what is in your opinion the single best dungeon - be it an actual dungeon, wizard tower, bad guy HQ or whatever - from any AP, and why?


This is just awesome.


Jester David wrote:

Sharing this here too, since this forum is also about "converting Pathfinder Roleplaying Game content to other system"

I'm generally a forever GM but one of my players took over for a campaign so I've been a surprised player for almost a year. And with the pandemic and a four-month layoff I had ample time to plan what I wanted to run next.

As a Ravenloft fan and a lapsed PF player I always wanted to give Carrion Crown a go. Especially as I paid for the physical books. Converting it seemed like a worthwhile project. Clicky

PF1 to 5e is tricky, and a lot of stuff just doesn't translate.
It's still a work in progress and I'm still probably six months away from running it...

This may interest you.

https://www.enworld.org/threads/carrion-crown-pathfinder-adventure-path-con verted-to-5e.653940/


Anything with a Vancaskerkin.


2 people marked this as a favorite.

Extinction Cure. That sounds pretty totalitarian and a lot more scary than Curse. ;)


Yes.
https://www.enworld.org/threads/age-of-worms-adventure-path.440668/


Artofregicide wrote:
Matrix Sorcica wrote:
Artofregicide wrote:
Pnakotus Detsujin wrote:
There was a dungeon in a dungeon magazine book that detailed a fire giant cult of Mephistopheles inside an active vulcano. You may take a few maps from there.
Excellent suggestion, however, I don't have that book. It sounds like an awesome read though!
Heart of Hellfire Mountain, Dungeon Magazine 140.

Thanks kindly!

This really is perfect. Though I'm not sure how or if I can remove the numbers from the map.

Photoshop? GIMP? Paint?


Artofregicide wrote:
Pnakotus Detsujin wrote:
There was a dungeon in a dungeon magazine book that detailed a fire giant cult of Mephistopheles inside an active vulcano. You may take a few maps from there.
Excellent suggestion, however, I don't have that book. It sounds like an awesome read though!

Heart of Hellfire Mountain, Dungeon Magazine 140.


Wow, this is great! I'd love to hear more. Should I PM you with a mail address?

So, the "mystery" of RotR is revealed (at least, the return of the runelords) is revealed pretty early?

Also, no follow up regarding Korvosa and Ileosa's misgivings?


Story Archer wrote:
Matrix Sorcica wrote:
Story Archer wrote:

How does it run as a semi-standalone, actually.

I have this truly phenomenal Runelords campaign that I've put together but I want to work in at least some of Return before running it again. It's centered around the shards of the Sihedron and uses Rise of the Runelords #1 - #6, Shattered Star #2, #3 & #6, Curse of the Crimson Throne #2 and a handful of Season 3 & 4 scenarios from PFS all cobbled together to tell one epic story. Lots of backstory has been re-written, NPC roles expanded to on-going subplots of their own and everything reordered to take place in the same timeline.

Please do tell us more!

Oh, geez, where to begin...?

I've been working on it for several years now and its really spectacular. My hope is to eventually have it written out in such a fashion that others might be able to run it, and then hopefully convert it to 2nd Ed.

I'll try to put something together and post it up on the appropriate forum soon, but even a brief overview would still be quite a read - in the meantime, what do you want to know?

Thanks.

For starters, how do you get a logical flow with all the parts without it being too railroady ("you're in MAgnimar, now you must go to Korvosa. Now you must go to Hook Mountain. Now you must go to KAer Maga etc.?). It seems somewhat.... crowded? I've been wanting to combine a lot of these adventures as well, but I always end up wanting to cram too much into the story.

Also, how do you keep the slowly unwinding mystery which is a big part of RotR, when chasing the Silhedron and all that that implies?


Story Archer wrote:

How does it run as a semi-standalone, actually.

I have this truly phenomenal Runelords campaign that I've put together but I want to work in at least some of Return before running it again. It's centered around the shards of the Sihedron and uses Rise of the Runelords #1 - #6, Shattered Star #2, #3 & #6, Curse of the Crimson Throne #2 and a handful of Season 3 & 4 scenarios from PFS all cobbled together to tell one epic story. Lots of backstory has been re-written, NPC roles expanded to on-going subplots of their own and everything reordered to take place in the same timeline.

Please do tell us more!


Malk_Content wrote:


Off the top of my head youd have to rewrite the encounter tables

IMO, that's rather minor.


Ediwir wrote:
Temperans wrote:
Which is why many people are thinking of using 1/2 level bonus. It stops the flattening of no level but allows a wider range of creatures compared to full level.

Yeah, I tried that during early playtest, with all the math spread calculations to see what effects it would have had.

I dropped it.
It created more issues than I cared to fix.

Could you give some examples? I can't see why it messes with the game so much.


RachnaX wrote:
Matrix Sorcica wrote:
#1: Classes with high HPs (martials) gets hit harder than classes with lower HP (casters), without the latter suffering any hit to their class abilities.

As I've been reading it, most of the major scaling damage boosts for melee characters (such as Sneak attack, Power attack, etc) are also based on the numeric character level. As that caps at lvl-10, I don't see where that should become imbalanced as all classes tend to end 10th lvl with about 6dX dmg/round, plus static bonuses.

Is there something I'm missing? And if so, what might you suggest to correct this?

Edit:
I did notice that the Barbarian does get a 12th level feat "Spirit's Wrath" which may need adjustment, as it is a 1-action ranged attack dealing 4d8 + Con dmg. But bringing this down to 2d8 + Con should be sufficient to fix this, bring it back in line with other damage sources.

The only other issue I see is potentially with the Barbarian's static Instinct damage bonus once they obtain Greater Weapon Specialization, but seeing as this replaces the Greater Specialization bonuses, only functions while raging, and they get no real additional damage dice boosts past lvl-10, I'm not sure how much of a problem this would really be.

Am I mistaken, or is there anything else which I might be missing?

A fighter loses out on 120 hp plus con ifhit points are capped at level 10. A wizard loses out on 60 hp. See?

Plus, the wizard's class abilities are deemed better that the fighter's by the designers - why else should the fighter be getting more hp that the wizard. So even if both classes continue to improve class abilities, the fighter "loses" more.


#1: Classes with high HPs (martials) gets hit harder than classes with lower HP (casters), without the latter suffering any hit to their class abilities.


You don't double the dice with a striking rune, you add one die. And then you double that on a crit.


1 person marked this as a favorite.

Bestiary, p. 220.

Lich is stated as getting cold 20, physical 15 (except magic bludgeoning) resistances, but the example lich only has cold 10, physical 10 (except magic bludgeoning).


Opsylum wrote:
James Jacobs wrote:
Going forward we're hoping to have ALL the monsters in the Bestiaries play roles in the actual adventure. The transition from the philosophy from 1st to 2nd will take a few volumes to iron out though.

Wait, wait. Didn't you (or someone on the staff) mention Age of Ashes was supposed to have a ** spoiler omitted ** in the bestiary section?

...Are we going to fight a ** spoiler omitted ** in this adventure path?? :D

Don't think so. Pretty sure he meant the bestiaries in the AP volumes.


1 person marked this as a favorite.

CRB p. 329

The heightened version of Dimensional Door states that "You are temporarily immune for 1 hour." but doesn't specify against what.

Bestiary, p. 112.

Ancient Red Dragons are Huge?


Is the adventure the same as the old Dungeon Magazine one, or the 3.x Empire of the Ghouls? I mean, it's obviously expanded, but is the adventure the same, just padded?


Jason Nelson wrote:


A larger company has both a lot more institutional overhead and different demands as far as their supply and delivery chain. I can't speculate on Paizo's numbers, but the gamble involved is substantial on an untested concept: will 5E players want to buy into a PF campaign?

That's what Kickstarters are for, is it not?

Jason Nelson wrote:


If it turns out 5E players aren't interested in an $80 Pathfinder book and they only sell 1,000, they don't want to sit with a giant pile of dead inventory in their warehouse.

5E players are asked to buy a $115 book, remember? If they really wanted to test the waters, they should make a full 5E version either its own KS or a stretch goal. What they will get now for the chosen set up (5E players have a considerable higher buy in price) will only be partial data, imo.


Franz Lunzer wrote:


While you think that making the statblocks is the main issue, from what I learned in the last couple of years, making the layout is really just as hard. Now, in this case it would not only be extra work to make 3 versions of the layout with different statblock lengths, Paizo would (if they would do it) probably look to have the pages have the same content as to be able to reference by pagenumber and not have to worry that page 73 in the 2e book is page 70 in the 1e and 72 or 74 in the 5e variant.

They could just talk to Frog God Games, a much smaller company, who regulary has run and fulfilled Kickstarters for three different systems, including PF1 and 5E.


Very informative, thanks.


Erpa wrote:


I've put my GS into the Forgotten Realms, and I'm doing a merge with the Ironfang Invasion AP as well.

That sounds extremely interesting, and I'd love to hear more on your plans and how you're merging the setting and APs.


SS is Serpent’s Skull. S&S is Skulls and Shackles. I've seen S* used for Shattered Star.


rkotitan wrote:
Legendary Games has a plug in adventure that I ran in tandem with History of Ashes that for the most part turned out pretty good. Something... heart... Not sure. I would definitely tone down one of the encounters if you decide to use it (The Tongue) but otherwise it was pretty fun for my players.

Hero's Blood, right?


There's a Vancaskerkin - Lullaby - in Roderic's Cove (Return of the Runelords) as well.


Joey Virtue wrote:
I’ll have to scan that book and see if I want to run it. The only flaw is that it kills ever running iron fang with this group.

Not really. Book 5 is very skippable or replaceable in IF.


That sounds awesome, Dosgamer. Congratulations on finishing. Could you tell a bit more about the conversion? Does the AP play better in 5e do you think? How did you convert encounters and treasure and so on?

Do you have notes ;-)


You use this excellent supplement: https://gurbintrollgames.wordpress.com/blackballs-treasure-2/


Haladir wrote:
He's the logo of their subsidiary Necromancer Games, and is also the main antagonist of their Adventure Path, "The Slumbering Tsar."

He's not in that AP, only his temple-city. Go down the Well is you want to find Orcus ;-)


In addition to DragonChess' suggestions, you can skip part 4 and 5 of Curse of the Crimson Throne totally. Just ignore the need for Sarithiel. Or run "Mantis and Maiden" before part 6 from the hardcover edition and let the sword be found there.
You could skip Edge of Anarchy as well, just starting with the plague outbreak in Korvosa.

In Giantslayer, you could skip most parts 3-5, as they are pretty repetitive. You could skip part 6 and let the Fire Giant king in part 5 be the BBEG.
You could run parts 1-2 as a mini-arc, as they are very loosely connected to the other parts.

Reign of Winter: Skip the plane/planet/real world hopping.

For all of the above adjust encounter levels appropiately.


I threw you a link on the 5e and beyond board.


1 person marked this as a favorite.

This may be of interest


Brother Fen wrote:
I've been running parts of Shattered Star and Rise of the Runelords concurrently, so it's not like it's impossible to weave them together regardless of order.

Share the details about how you did and how it went, please.


Sub-Creator wrote:
Matrix Sorcica wrote:
SheepishEidolon wrote:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

I really feel this AP would benefit from a foreword, reflecting on the conclusion of the Runelords story line.

Instead they skipped the foreword but included four pages of advertisements. Why, oh why?
Well, like so many others, they love to make people ask questions. Because when there are those who cannot be satisfied with the viable reasons for why things are, at least they can still make those people ask questions. ;)

Great! Now all we need are the viable reasons ;-)


2 people marked this as a favorite.
SheepishEidolon wrote:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

I really feel this AP would benefit from a foreword, reflecting on the conclusion of the Runelords story line.

Instead they skipped the foreword but included four pages of advertisements. Why, oh why?


Does it have to be from Paizo? Because this sounds just what you're looking for: http://endzeitgeist.com/ezg-reviews-b18-faces-muse/


Story Archer wrote:


I'm currently running a grand campaign that primarily uses the Rise of the Runelords to tell the Shattered Star story. Its required a little re-work (which I love to do anyway) and it includes the six Runelords volumes as well as volumes 2, 3 & 6 of Shattered Star and volume 2 of Curse of the Crimson Throne, 'Seven Days to the Grave'. Its really come out spectacularly.

I'm really really interested in hearing more about the arching plot and how you have woven the storylines together.


Slumbering Tsar from Frog God Games is for level 7 -20. It's really great and comes highly recommend by others (haven't had the chance to play myself).
Turns out, it's half price these days:
http://froggodgames.com/pathfinder-clearance-slumbering-tsar-saga


Joana wrote:


To make an active link, you have to use the BBCode tags: {url=www.link.com]}Click here!{/url}. Only use the square brackets [ ] instead of the curly ones.

Thanks. Like any other forum doesn't require this, so anyone know why Paizo's does?


Lanathar wrote:

To the OP - there is a thread somewhere on best / favourite instalments

Like this one http://paizo.com/threads/rzs2uey3?What-are-your-favorite-AP-adventures-and- why

Edit: no active link?


Hythlodeus wrote:
SD has a very strong story, some of the best set pieces written by Paizo to this day

I know about the rolling tower, what else are you thinking about?


Anything's possible, what I'm really aiming at is exactly the "not practical" explanation.

I'm talking about small-company, American kickstarters who manage to do the EU friendly kickstarters. If they are able to solve the 'practical' problems, I can't see why the Frogs with their huge KS experience can't - unless it's bacause they are not willing. Which in itself needs some explaining, imo.


I will get the ball rolling by repeating my request from the FGG forum for an EU friendly kickstarter.
I really think Frog God should look into doing the kickstarter EU friendly. The "Strongholds" KS currently running amok is doing it, seing a huge rise in international backers, other first time KS are doing it. FFG should be as well. I really can't see why all these kickstarters are able to, but the Frogs somehow can't.

I think the 5e version of RA will be a monster hit - an old classic updated and expanded for 5e in color. So something for consideration.


Steve Geddes wrote:
Orthos wrote:
those flaws and problems have - GASP - more often than not turned out to be actual flaws and problems that people complain about, often in very large numbers, after the official release. Sometimes this leads to errata. Most of the time not.

Perhaps the designers are aiming for a game different from what the armchair designers are.

But of course. That's why paizo stands firm and will provide tons of more mythic content, despite what the nay-sayers complain about.


2 people marked this as a favorite.
ryric wrote:
Matrix Sorcica wrote:
ryric wrote:


I think the major flaw, such as it was, was simply that the adventure writers did not know how exponentially more powerful mythic would make PCs.
Or poor rules design.

If the rules are poor that's largely on the community since they were given a public playtest.

What Orthos said. For playtests to matter, the designers should take into consideration the input from the playtesters.

Now, some of the issues were brought to the designer's attention, which resulted in one of two scenarios:

A) Paizo completely ignored the feedback, making the playtests a marketing scam.

B) They evaluated the feedback and concluded the rules were fine as is.

I don't know which is worse.


1 person marked this as a favorite.
ryric wrote:


I think the major flaw, such as it was, was simply that the adventure writers did not know how exponentially more powerful mythic would make PCs.

Or poor rules design.


2 people marked this as a favorite.

It says one place Ochymua has the device set to central Avistan and the Plane of Water, another that it's set to Absalom and the Plane of Air?

Race

HP:176/212 | AC: 30 | F: +23(Juggernaut) R: +18; W: +18 | Perception +18 darkvision; Init(stealth) +21| speed fly 30

Classes/Levels

picture | MP 2/3

Gender

human ghost barbarian(bard/rogue) 12

Age

~40

Alignment

In a world without aligment, she would still be Choatic Good

Deity

A trinity of Iomedae, Shelyn, and Calistria

Location

Varisia

Languages

Common, Necril, Varisian

Occupation

Answer to the Last Call

Strength 20
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 12
Charisma 18

About Iesha Foxglove of the Last Call

her picture

Notes:

appearance:

"Iesha was known for her striking dark hair and olive complexion. Her luscious curves were only part of what made her so attractive, her angelic voice and strong-will nature adding just as much. A Varisian, Iesha commonly wore colorful clothing, long, flowing dresses and an heirloom scarf. It was this scarf which would be her undoing."

That was Iesha in life. In death, her striking dark hair is streaked with white. Her olive complexion is a translucent pale, peppered with what appears to be recent wounds which will never go away, her neck is always covered. Her curves are the same but hover an inch off the ground unless she concentrates. Her clothing are now neatly dark but still flowing, covered in a breastplate with a massive sword dragging the ground. Her heirloom scarf is the one dash of bright color remaining, still with her, still reminding her what happened.

hooks:

Iesha Foxglove of the Last Call is an urban legend throughout Varisia and the surrounding lands. One that is popular especially because of the songs and lore.
It is easy to find someone who swears the ghost it real, that she saved a friend or family member. Those that she truly saved were one of the helpless needing her rage, and their reaction is tempered with their own pain.
Then there are the attacks, like giants, and goblins, and bandits too swollen with desperation, that attack a town like Sandpoint, and then many people saw her before the walls, endlessly pouring her vengeance out.
Outside of fulfilling her purpose, there are those that know her, have talked to her throughout the years. Bookstore owners, librarians, bartenders, occasional bards, the combination bard-tenders.

personality:

If meeting her without a disguise or with an enemy to focus on, she is a bit mousey, given she doesn't chat much with normal people as herself. She'll smile hesitantly, rub her upper arms, fidget with her scarf. If she is disguised to gather information, she is a bright but shy thing, asking so many questions. If she has an enemy to focus on, she is rage. Everything you can imagine a vengeful ghost should be.

how she came to be:

“If you are helpless from something or someone threatening you or one you love, go to your tavern, stay until last call, then speak of that which you cannot escape. A spirit will hear and if they find you pure in intent, they will rise and destroy your monsters.”

It is a legend in Varisia, even has a ballad that is heart wrenching and bloody, revealing the spirit's name and story. A ridiculous tale you might think but despite that there are few regular bar goers that have not heard someone whispering at the counter with a hitch in their voice, and wobble in their shoulders, at that exact moment.

The truth of it began when Iesha Foxglove died. Again. Killed by her husband. Again. In those moments after, her spirit was a torrent of anger, regret, and a deep need to stop Him from doing this to anyone else. Again. There before the river, three female voices bobbled up around her, speaking as if they were having tea together while she dragged herself back to the world, inch by bloody fingernail inch.

“She is consumed by a desire for revenge.” a thorny velvet seemed to smile as it purred out a “Lovely, isn't it”
“It is more” a study cotton rebutted with quiet confidence “Justice and protection for others lace her every... scream” there was a moment of wavering with that last word, like the voice would spare her more it allowed.
“Do not forget regret” the warm silk of the last voice made her want to weep “For a love shattered, for a longing for the truth of it restored. She need another chance.”

A fourth voice was silent, but Iesha knew it was there, a dark linen reproachful of the others, and of Iesha, for fighting that which comes for all of us in the end.

Iesha returned with blessings not had before. Vengeance gave her a heavy thorn made of fear itself and the steel to wear to keep the fear from ebbing. Love gave her a way to make connections before her very nature crush any hope of them and a way to reward both for the connection. And Justice gave her a scarf, her scarf so she would never forget how she came to be.

All that, but her revenge had already been taken by the heroes that had freed her for the chance she had failed at. They had killed her husband. But there were plenty of wrongs to take umbrage for. Goblins, giants, dragons, husbands, all the ghost of Lady Foxglove needed was knowing where to 'float' to.

Her best friend before death and after gave her a way. The legend, the ballad. Even if Iesha couldn't be a every tavern, speaking your woes to a barkeep allowed that woes to circulate, and Iesha could listen just as well dead as she could in life. Even after her friend went away to become Empress.

Two decades have passed. The land and the ghostly lady continue to this day, she slays the evil that hurts and bullies, frequents taverns in the night disguised as no one special, and hovers in libraries exploring things that might have been during the days. She is known and recognized, even accepted by some, especially in Sandpoint, when she reveals herself or is just caught out in the open. While she finds the idea embarrassing, she is actually quite famous now, so much so the Rusty Dragon received an invitation for her to visit the Queen of New Thassilon.

Iesha Foxglove
Female human ghost barbarian 12
Medium, Ghost, Human, Humanoid, Incorporeal, Spirit, Undead
Heritage skilled human
Background local savior
Perception +17; darkvision, low-light vision
Languages Common, Necril, Varisian
Skills Acrobatics +19, Art Lore +14, Athletics +23, Deception +18, Diplomacy +23, Intimidation +24, Library Lore +18, Occultism +14, Performance +18, Religion +15, Stealth +19, Thievery +15
Str +5, Dex +2, Con +4, Int +0, Wis +1, Cha +4
Items +1 resilient moderate dread cold iron splint mail, +2 nightmare striking called cold iron greatsword, whip, backpack, fear gem (15), greater hat of disguise, guise of the smirking devil, invisibility potion (6), jaathoom's scarf[RE], lover's gloves, moderate oil of unlife (10)
Undead Hunger (Settle Your Unfinished Business) While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
--------------------
AC 30; Fort +23 (Successes are crit successes instead); Ref +18; Will +18; +1 circumstance vs. paralysis or sleep, +2 circumstance bonus vs. disease and poison
HP 212; void healing; Immunities death effects; Resistances poison 6
Negative Survival Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.
--------------------
Speed fly 30 feet; floating
Melee [1] (L) [i]+2 nightmare striking called cold iron greatsword[/i] +23 (magical, versatile P), Damage 2d12+7 S +1d6 Ment
Melee [1] whip +21 (reach 10 feet, disarm, nonlethal, finesse, trip), Damage 1d4+7 S
Occult Bard Spells DC 30, attack +20; Cantrips (6th) message, musical accompaniment[LOFB], summon instrument, telekinetic hand, telekinetic projectile
Innate Spells DC 30, attack +20; 4th invisibility (wearer only) Cantrips (6th) ghost sound
Focus Spells 1 Focus Point, DC 30; 6th hymn of healing
Floating You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can’t rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can’t fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.
Quick-tempered [F] (barbarian) Trigger You roll initiative; Requirements You are not encumbered or wearing heavy armor; Effect So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging; Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
• You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can’t voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can’t gain temporary Hit Points from using the Rage action again for 1 minute.
Ancestry Feats Arcane Tattoos[LOCG], General Training, Multitalented, Natural Ambition
Class Feats Advanced Muse's Whispers, Bard Dedication, Basic Muse's Whispers, Cantrip Expansion, Ghost Dedication[BD], Ghost Flight[BD], Ghostly Grasp[BD], Hymn Of Healing, Intimidating Strike, Invulnerable Rager, Pass Through[BD], Raging Intimidation, Rogue Dedication, Skill Mastery, Sudden Charge, Terrifying Howl
General Feats Ancestral Paragon, Fleet, Incredible Initiative, Toughness
Skill Feats Additional Lore, Aerobatics Mastery, Assurance, Assurance, Assurance, Battle Cry, Foil Senses, Intimidating Glare, Swift Sneak, Terrified Retreat
Other Abilities brutality, furious footfalls, giant instinct, maestro, mighty rage, raging resistance, specialization ability, titan mauler
--------------------
https://pathfinder.fandom.com/wiki/Iesha_Foxglove
https://ca.pinterest.com/pin/775182154615677216/