Goblin Pirate

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I think a lot depends on the AP, group size, party composition.

Different groups will have different play-styles and lose in different ways. Do you time out because players are afraid of using cards to explore, or fail to beat villains because you burned through all your blessings already?


On a completely unrelated note, I know I'm probably getting into wishful thinking / PACg v2.0 territory, but I'm going to throw it out there, in case it can be incorporated:

I'd love to see more made of alignment. It always felt wrong to me to include Blessings of Lamasthu in Kyra's deck, (so I never kept them for her), but I'd like to see more made of it, than just those characters who have power feats relating to specific deities.

- As an example, have a sheet listing character alignments, and cards that you can place with your token to show that alignment.
- Add an alignment to Blessing cards (or again, this could just be a sheet showing the alignment of each deity).

If you play a blessing that matches your alignment, you may increase the size of the dice you roll (i.e. if you would add a d6, add a d8 instead, if you would add a d10, add a d12, etc).

If you play a blessing opposite your alignment (lawful if you are chaotic, evil if you are good) etc, reduce the size of the dice you would roll by 1.

If a blessing is opposite your alignment on both axes, you may not play it - i.e. lawful good characters cannot play chaotic evil blessings.

I know it's a bit clunky as it stands, but with some tweaking, I think it would really help add to the theme - it could even be sold as a separate product - a Lore book about the deities of Golarion, together with the cards needed to add alignment to any PACG game.


I haven't played the digital version of the game since very early on, but if I recall correctly, the "hard" difficulty just added a random effect or two: a deck of these effects would seem like a fairly simple thing to slot into a generic set, and players could opt to draw 1 (or more) at the start of a scenario to up the difficulty.


Done. I'll be quiet for a while now. I promise.


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A final thought
Part of me wonders what the ultimate shelf-life of Pathfinder is. Pathfinder RPG can churn out AP after AP with basically the same mechanics, because the rules are there to facilitate a story. Pathfinder ACG leans so much more heavily on the mechanic that the similarities stand out that bit more. Even if it’s the start of a new AP, and I’m still making the point of reading the flavour text on each location before each game (this invariably fades as we re-play scenarios/encounter the same places again), it really doesn’t take long to get into “right, this location needs wisdom to close, so let’s send the cleric there” “this one’s full of monsters, let’s send the fighter” “this one seems fairly inoffensive, let’s send the support character who looked cool, but can’t handle combat until she has at least 3 feats” – ready, set, explore.

I don’t want to be all doom and gloom, but I wonder, if Mike, Vic et al. are trying to come up with a solution that will appeal to people who own 4 APs, appeal to people who own 1 or 2, AND draw in brand-new customers, I wonder whether there really is a solution that fits everyone.
I hope there is. I’d really like it if this game could re-capture my imagination, and I want to still be around for a Far-East-style AP (Jade Regent?) or when somebody finally figures out how to do the Russian AP that wanders off into the World War, but I think we probably need to be mindful that the best solution for Paizo may not be the best solution for the people on these boards.


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And more from the mechanic-y side.

I’ll say it again – more story please If I think about one of the reasons I’m more likely to pick up Arkham LCG these days than Pathfinder, the quality of the narrative has a lot to do with it. As someone has already said, the version of the story we get is probably a nice reminder for people who’ve played the AP, but for anyone else, all it’ll really do is to spoil the twists.
Tide in to this, I’ve always found the flavour text on the Adventure cards a bit odd, as it feels like it ought to be read at the start of the Adventure, but sometimes contains spoilers for things that happen in the middle.

I think a scenario booklet is probably the way forward. Aside from allowing better immersion in the theme, it would mean that scenarios could be a bit more involved, without turning into walls of tiny text.

Secondary goals people have talked about this a lot, and it really seems like a good idea – I’m not sure how it would be best handled, but something that allows for variation on the standard “just keep exploring until you get the villain” structure, without feeling contrived, game-y, and dependant on sheer dumb luck like Bizarre Love Triangle or Toll of the Bell.
+1 to the comments people have made about encouraging greater levels of interaction. Unless you’re Lem or Valeros, it feels like everyone just ignores each other until they get damaged and start shouting for a healer. Things to alter that would be good.

Keep going with refinements to terminology. Yes, invokes feels a little odd after 3 APs without it, but is probably the best option – I’ve had players try to argue that an Enchanter can’t damage them after the encounter, because after the encounter the enchanter is gone. I know that’s not right, but having “after you act” instead of “after the encounter” just makes life easier.


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Bit late to the party, but here goes.

bit of background: picked up RotR in Mar/Apr time 2014. loved it - played it a lot - had probably been all the way through Runelords 3 or 4 times by the end of the year, and was up to date with Skull & Shackles (don't have precise numbers).
2015 - played 265 games of Pathfinder: finished Skull &Shackles, re-played Runelords, did a complete Season of the Shackles, and took 2 groups through Wrath, although the 6-character group gave up without ever attempting Adv 6.
2016 - played 81 games of Pathfinder (includes the digital version). Haven't even thought about going back to Wrath, but played bits of Runelords and Skull again.
Up until the release of Mummy's Mask, we had every non-promo card made for the game. Only got Mummy's Mask belatedly, and are only an adventure or 2 in. (18 sessions so far in 2017). We plan on playing the whole thing eventually, and will doubtless have caught up by the time of AP5.
So, speaking as a big fan of the game and a heavily invested customer whose enthusiasm has been waning, I'd want to say...
[edit - this got very long, so i've tried to divide it into distribution and game-based thoughts.

1 - boxes
Story Yes! Please! more story! - something like the fan-made guides we've had up until now, but included in the box.

Generic cards It's so depressing to open a new box and discover i own 80-90% of what's in it. I don't need more daggers or short-swords. I get why they have to be included in every class deck, but a system that prevents that for the future is needed.

I'd love to see a Generic box that provided all those cards and could be combined with AP-specific boxes that provided the adventure guide booklet, the non-generic locations/henchmen/characters, and every needed just for that AP. It would be even better if you could make a guide for people who already own a few APs to assemble this base from their existing cards / a drive-thru pack to top up what they'd be missing, but I realise that this may be over-optimistic.

I can see why other people weren't fans, but I'd definitely be in favour of 8 "summon the Henchman" cards in the base box, and 1 copy of each actual henchman card in the AP box.

I liked the idea on an earlier page of a theme-y box - not needed to play an AP, but could be combined with base box+AP box to give a stronger feeler of a particular environment.

If the Afghanistan principle is an issue for this 2-box approach, they could always be bundled - Buy a core box with an AP box inside it (like how Adv 1 comes inside an AP), but also sold separately for people who don't need both. Based on exactly zero game-publishing experience, it feels like this would be doable with no change in card-contents and only minimal change in packaging [an AP box has the same packaging whether it's loose on a shelf, or inside a Core box, Core box just has a big green banner saying "requires an AP" or "AP inside" etc].

Linked to all of these - please, please re-design the box insert. I sleeve my cards, and the insert is worse than useless past about AP 3 or 4 - the spaces aren't big enough, and there's loads of other space wasted. Outside of North America, things like a broken token organiser aren't always options, and i no longer have the time to hand-make my own custom foam-board inserts.


Hawkmoon269 wrote:
I was reminded in the Pathfinder Adventures app today how these all fail during Scaling Mhar Massif in all those Death Zones.

Ambushed by a Warlord in the Death Zone?


When is Paizo con?


I've been wanting to play Salim ever since I knew he was going to be a real character, but haven't started a new party since then.
I'm also keen to give Yoon a go - I guess we'll round out the party based on whichever skills those two are missing.


If you're playing anything other than Runelords, chances are you'll be losing your armour to cancel damage soon enough. Recharging it (unless you have duplicates in hand) just feels suicidal.

Same with weapons. Obviously there are some times when you need to discard for an extra dice for a really crucial fight, but generally, discarding (or recharging) your only weapon and just hoping to draw another seems like a very daft idea - you're likely to have to either forfeit turns whilst you wait for another, or explore without a weapon, and just hope that there are no monsters around...


Can't wait to see Yoon's deck list. Depending on how many Blessings she has, she could be amazing or terrible.


Does anyone else feel like things have been very quiet on the Mummy’s Mask front? From what I can gather from the various comments on here about order dates and subscribers and the like, we should be barely a month away from the new AP coming out, yet it feels like we’ve had next-to-nothing in terms of what we can expect from this set.

As I’ve said on here in the past, my wife and I were massive fans of Rise of the Runelords, and enjoyed most of Skull & Shackles – we have played literally hundreds of games of Pathfinder over the past 2-3 years.

A lot of things about Wrath though, we really didn’t enjoy, and the game has really fallen off the map for us – just too many other things coming along that felt less like being dragged over broken glass than Wrath Adv 6.

Right now, I’m really on the fence about Mummy’s Mask. I have a lot of belief in the designers of this game, and some of the vague whispers I’ve heard floating around the ether suggest that this AP may be a bit more to our taste – a bit more about sneaking quietly and dealing with traps, and bit less about getting our faces pummelled by hordes of demons. For all that though, I need someone to convince me – to sell me the exciting features of what will make this AP worth shelling out on, rather than just using the Class Decks for a different run at Runelords.

Have I missed something? Are there substantial previews out there that I failed to spot? Or is it really as quiet as I think?


Is anyone else reminded of the time that the Simpsons made fun of Fox News, and almost led to Fox filing a lawsuit against itself.

I hope they do make this an official DriveThru purchase (like OP Season cards). Until then, I'll probably just wait


drowranger80 wrote:
Is it possible to get the scenario cards printed from drivethru cards? If so, how? I didn't see that option. I already bought the PDF.

+1 to this. Keen to try the scenarios, but not a fan of proxying cards.


It still makes more sense than a cutlass being a "finesse" weapon...


So, now we're speculating on what these new cards might be that punish you for scouting them.

Presumably, that's because actually finding out what they say might cause them to trigger against us...

Ok, now my head hurts.


Pathfinder ACG was probably the most played game in our house in 2014 and 2015. We've played RotR so many times I've actually lost count, Skull and Shackles 3 or 4 times, and Season of the Shackles once.

Wrath was less fun for us. We hated the army banes, and generally found the "everything turned up to 11 all the time" aspect just sapped the enjoyment. You were too busy worrying about dying ALL THE TIME to really enjoy anything, and the mythic paths seemed to skew everything so that lots of ordinary monsters became automatic victories if you could use your mythic stat, and completely impossible if you couldn't.

Armies were a particular pain, along with an overall sense that a lot of scenarios just didn't work with 5 or 6 character groups (not that things were THAT easy with 4). We eventually finished Wrath with our 4 character group (although not the optional extra scenario), and our 6-character group ground to a halt at the end of adventure 5.

I'm not wanting to revisit those discussions here (I'm aware there are many threads on these topics), but want people's opinions - given how we felt about Wrath of the Righteous, are we likely to enjoy Season of the Righteous? or is it basically just more of the same?

Specific concerns - are there lots of Armies to face, how well scaled does the overall experience feel?


To be specific I had the "from the Character Add-on Deck" subscription for S&S, but because of the delays, it got shipped together with Adventure 2, which was how stuff got lumped together.

I don't know how it works if you also have a Class Deck subscription- my guess would be that these would be likely to get combined?


I did it briefly. Trouble was that periodically you'd end up with multiple things in one delivery and suddenly get stung for customs (£10+)

In the end it just wasn't worth it - went back to buying from the FLGS. Missed out on a few promos, but much safer on balance


ryanshowseason2 wrote:


Banes that necessitate a certain party makeup...

Along that same vein the army ...
encouraged certain parties over others, and the acrobatics check on one of them was baffling. We were fine with them but I can see how some parties might be very boned.

Ugh. I'd successfully repressed the memories of the Abysmal Armies.

That card should just have said "Go back to the start of the campaign, and ensure that your party contains all of the following skills, as boosted by your mythic path (including acrobatics). If you did not randomly choose this, 5 months ago, you lose the game."

Thanks for reminding me of the point when Wrath went from "a bit of slog, but still kind of fun sometimes" to "I never want to play this with my 6-character group again"


Frencois wrote:
Hawkmoon269 wrote:
How do we know she's a witch?
Try to burn her?

build a bridge out of her?


We've definitely had plenty of times where a character has got themselves to 1-card from death, and we've just stopped exploring to let the Blessing Deck run down.

To an extent, I think this can be justified narratively (stuff this, I'm going back to The Rusty Dragon...) but it is an interesting point about there not being a penalty for replaying scenarios.

Part of me thinks that the fact that you've got in that much of a mess, suggests it's hard enough already, although it could just be down to poor luck/decision making.

I've heard talk around here before (can't find the thread right now) of creating physical cards for the "wildcard" effects you get in the digital game - if we ever get to a stage where that's a reality (would love to see it as an official class-deck-style expansion, but Homebrew works just as well), we might try adding an extra Wildcard if playing through a scenario where we previously ran the clock down on purpose. I could see this working well in Runelords where the difficulty is at a sensible level to make tweaks.


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Keith Richmond wrote:
I think folks will find Mummy's Mask is a great contrast to Wrath of the Righteous. They both have very different goals and stretch the system in very different directions. :)

Glad to hear this. Wrath virtually killed off Pathfinder in our house - we didn't bother with the optional scenario at the end of Ad6 for the group that did finish, and for our second group of characters (historically we've always run at least 2 groups through an AP when it comes out, because we got through Adventures so much quicker than they were released), we didn't even bother going back to play adventure 6.

We still get the class-decks to go through RotR and S&S now and again, and may pick up Season of the Runelords one day, but unless the pre-release articles gives us a good sense of Mummy's Mask being less brutal and better scaled, I don't know whether we'll bother.


Hawkmoon269 wrote:

Penny Sleeves (various companies including ultra pro) are an option, but the card will be "loose" inside the sleeve.

also (weirdly) I've found that Penny Sleeves tend to be fractionally wider, so if you've bought a box-insert (Broken Token or similar), they don't tend to fit as well


There are many, many books set in the Pathfinder Universe. For a book "based on the card game" you'd probably need to buy a whole adventure-path for the RPG, which is an expensive way of doing things if you're not going to be role-playing.

The characters in Adventure Paths (so far) are the iconics - there are comics for them, but typically not novels.
Class Decks have a broader scope of characters, but again (mostly) not appearing in the novels.

Personally, I really like Liar's Blade by Tim Pratt, and Death's Heretic by James L Sutter - that one has the added bonus that the lead character is playable with the Inquisitor Class Deck

also, check out the web-fiction - big library of free, online short-stories - http://paizo.com/pathfinder/tales/serial

(edit: Ninja-ed)


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Does a Myfly barrier require you to reveal a promo card or bury your hand?


I've noticed on the main site that Paizo seem to be creating a line of iconic Villains for the RPG.

What do we think the odds are of seeing them in the ACG any time soon? I'm guessing it's fairly unlikely that they'll do a full Villain AP, but would a "villain" class deck work? (maybe divided into "Villains fight" and "villains cast" or similar...)


I think anyone who manages to keep her alive long enough to get a role-card deserves to be allowed to exploit any power they like. Just started playing her through S&S and she is super, super squishy


Good to know. We're currently sat at the end of Adventure B, waiting for somewhere to log our skill-point...


Just tried to download the updated version of these, to print off an Alchemist and an Oracle for our latest run-through, but the latest decks appear to be missing.

am I looking in the wrong place? or have these just not been updated? if so, do we have an estimated time-frame?


Based on today's Kickstarter update for Apocrypha, they still don't have a release date, as they're a small company at the mercy of printers.

It would seem unlikely that Paizo are trying to measure their release against an unknown event like this


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nomadicc wrote:
Apologies for sounding like a grumpy old man. But its like: "Sorry, sir... the filet mignon won't be ready for a while. But in the meantime, you can always go to McDonalds."

I'd say that's pretty offensive to all the people working on Apocrypha.

why not ""Sorry, sir... the filet mignon won't be ready for a while. But in the meantime, you can always try the Châteaubriand"
(Or if you prefer, "We're out of Big Macs, but you can get a Whopper across the road.")

you might not want it, and there's no one forcing you to have it, but there's no need to pour contempt on the whole concept.


Dave Riley wrote:

I tend to think of AD6 boons as "the cards I'll never actually get to play."

It's sadly true - I keep hoping for an AP that brings Blessings of Nethys in at a suitably low AP number to let Zarlova do repeatable scouting and bonus exploration


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cartmanbeck wrote:
MightyJim wrote:


THAT is interesting - although it'd be Knowledge 7 for even a base-set blessing, and you probably want to put at least some points into her wisdom, so it's not a given.

Sure, but with a d8+2 from the start, you're looking at recharging (ALMOST) any blessing just under 50% of the time on average, and you can eventually have d8+5, meaning you'd only fail to recharge a B blessing on a 1. Pretty huge. If you combine it with a reveal-to-boost-Knowledge boon (I know there's at least one book in Wrath of the Righteous that does this, right?) then you're gonna recharge blessings ALL the time.

Good point - I'd forgotten about reveal boosts to knowledge checks. This does look good.


cartmanbeck wrote:
Eliandra Giltessan wrote:
James McKendrew wrote:
Eliandra Giltessan wrote:
So even though this Damiel looks like a minmaxed version of S&S Damiel, I think I have to vote Mother Myrtle as the BEST ALCHEMIST EVER!
RIGHT?!??! She's got that bardic dual-spelling and a way to recharge when she should be banishing. Gads, give her one of those one-shot +10-to-combat-spells and she'll be terrifying.

I mean, I mostly meant that she was a sweet, old, creepy lady, and we can def never have too many of those in the card game. But knowledge to recharge everything is awesome too!

UPDATE: Just realized that with a power feat, she can make a knowledge check to recharge blessings, cuz divine trait.

Wow. That's a huge deal. I think we're gonna see a LOT of Mother Myrtles out there in the wild once this deck comes out.

THAT is interesting - although it'd be Knowledge 7 for even a base-set blessing, and you probably want to put at least some points into her wisdom, so it's not a given.


Is it just me, or does mother Myrtle have very pointy ears for a human?


James McKendrew wrote:
Rebel Song wrote:
I'm sure Raz would enjoy Puppy's Mask very much. ALL THE PUPPY MOUNTS!
It never occurred to me 'til now how much Raz must loathe and despise goblins.

We took Raz and Ekkie through Runelords. There were some tense moments...


Does Puppy's Mask come with more Dogslicers?


Mike Selinker wrote:
crafty, historical, just a little insane

Is that Mummy's Mask? or Liz?

I was glad when they announced the breather between APs, but I'm ready for some new content now - I know we've got a while until Mummy's Mask arrives, but I look forward to hearing something soon [Hint, Hint]


I wonder whether there are more spellcasters in the area? our Ezren could never recharge spells without a cat...


I've been playing this game for a couple of years now, but suddenly been given cause to doubt myself.

If Merisiel is at the Shrine to Lamashtu, she can evade a blessing, and not take the mental damage, right?

that's how we'd always played it, but recently encountered someone who believed the damage came instantly, before the option to evade.


Gilou wrote:
I really wish those wildcard powers were available for the tabletop game.

It wouldn't take a great deal of work to add them in - just create a deck of cards, or a numbered list, and draw a card/ roll a dice to choose 1 (or 2 etc) at the start of each scenario.

If you're going to be playing the app version, you'll be able to see most of the wildcards over time, and if not, you can make your own up as you go along.


Another "Favourite character" blog comes and goes, and still no Cleric. :(


Theryon Stormrune wrote:
I heard she gets a Goblin Cohort in this deck.

That would be awesome.

Sadly I'm not sure I believe you (or your source)


We're playing through RotR at the moment with Ekkie, Groot (sorry, Gronk...) Rooboo and Raz- we've mixed in the cards from the Druuid, Monk and Paladin decks, MINUS the ones that are already in there.

It doesn't impact things massively - you don't see the class-deck cards all that often, but it does allow Raz a couple of horse and a Lance (she's really hoping for a rideable dog soon).

we've got upto the start of AD3 this way, and generally it works well, although i'm tempted to remove some of the completely pointless cards like the single Blessing of Pulura...

we also previously did a play-through where characters used only Class-Deck cards, as per the OP rules at the time, with the exception that they could have Loot as and when awarded it in the scenario.


For a combat check, you can only use one card that says "for your combat check reveal/discard this card to use your X skill"

Sometimes you'll be able to use cards to add things - like a spell that adds d4 to a combat, but you can only determine what skill you're using once per check


Frencois wrote:


WotR isn't "bad", it's "hard".

Glad you enjoyed it. Obviously, any review is subjective, and different groups will have different experiences.

for us though, whilst it was "hard" the bigger issue was that it just wasn't fun.

Once you allow for the splitting into multiple groups, it was probably only an average of 2 attempts per group per scenario (although the distribution skews heavily towards the army-based scenarios) there are others which have caused us more difficulty.

Playing only 14 games of Pathfinder in 2 months though, that's unprecedented in the 18 months or so we've owned the game. The type of challenge was more than "difficult" it was miserable - and it left us not wanting to play the game.


Terendelev is much more of an issue for his before-you-act than his actual combat check.

If you get a demonic horde, and you have more than one character at your location, then each character at your location is probably losing multiple mythic charges, and taking multiple lots of cold damage, before you even start thinking about the combat check.

I think we used the champions of Mendev twice- yes we took the skills no-one had first, but you still have to spend a mythic charge to get it, and whilst +5 is good, unless it's on a skill you already happen to be very good/mythic at, you're still going to have a lot of work on your hands to manage to get to 20 on a check. D8 + 7 isn't actually any likelier to roll a 20 than D4 + nothing is.

Obviously with armies, any reduction in player count makes a difference. Maybe the jump from 3 to 2 is more than I'd expect.


Hi all

At long last, the review of Adventure 6 is up on the website.

This was by far the hardest review to write so far. As I've said in the review, it nearly killed Pathfinder for us.

As always thoughts welcome - particularly would like to know whether others shared our experience.

Race

Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |

Classes/Levels

Ki Powers:
elemental fury (fire), ki metabolism

Gender

female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 |

About Momijii

Build:

Momijii
female human unchained monk (scaled fist) 7
LG medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------

AC 19, touch 17, flat-footed 17 (+2 armor, +1 untyped, +1 Dex, +4 Cha, +1 Deflection)
hp 71 (7d10+28)
Fort +10, Ref +8, Will +4
Evasion, draconic mettle
--------------------
Offense
--------------------

Speed 50 ft.
Melee unarmed strike +12 (1d8+3+1)
Ranged shuriken +8 (1d2+3)
Special Attacks Stunning Fist (dc 17) (4/day), Ki Pool 7/day, Ki Strike (magic), Elemental Fury (fire)
--------------------
Statistics
--------------------

Str 17, Dex 12, Con 14 (16), Int 8, Wis 10, Cha 18
Base Atk +7/+2; CMB +10;CMD 27
Feats WP: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.; AP: none; dragon style (mbf), improved unarmed strike (mbf), toughness (1st), dazzling display (mbf), weapon focus (unarmed strike) (3rd), dragon’s ferocity (5th), improved grapple (mbf), power attack (7th)
Traits dangerously curious, driven by guilt, princess, pride
Skills
Acrobatics +11=+1+7+3
Diplomacy +10=+3+1+4+1
Handle Animal +4=+3+1+0
Intimidate +12=+3+6+3
Perception +10=+0+7+3
Perform (dance) +5=+3+2+0
Use Magic Device +11=+3+4+3+1
Background Skills
Knowledge (history) (bs) +4=-1+2+3
Linguistics (bs) +3=-1+1+3
Lore (true Dragons) +6=-1+4+3
Languages tian xia, taldane, varisian
SQ: dual-talented
Combat Gear shuriken (4)
Other Gear
cloak of resistance +2 (2000)
bracers of armor +2 (4000)
amulet of mighty fists +1 (4000)
headband of alluring charisma +2 (4000)
Ring of Prot +1 (2,000)
Belt of Con +2 (4000)
Pot Cure Serious (750)
Misc Gear backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin, traveler’s outfit, monk’s outfit, 403 gp
--------------------
Special Abilities
--------------------

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Bonus Feats A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.
This ability modifies bonus feats.
Draconic Might Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Draconic Fury (Su) At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level.
Draconic Mettle (Su) At 4th level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. This ability replaces the still mind ability.
Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Dragon Ferocity While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Driven by Guilt You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Fast Movement At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Ki Pool At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers(Su) At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Elemental Fury (Su: A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
Ki Metabolism (Su) A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Pride When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Princess You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skillfor you.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Stunning Fist At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Style Strike (Ex) At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Shattering Strike The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Description:
Momijii is a 21 year old woman of mixed Tian-Dan and Tian-Min decent. She stands a short five feet tall and weighs one hundred twenty pounds. Her form is lithe with greater strength than is apparent in her body due to her heritage. She has long, wispy, black hair that is pulled into a tail at the upper back of her head and almond shaped hazel eyes. She generally wears a spare red garment that shows a fair amount of skin with a pair of fingerless gloves that reach almost to her shoulders and a pair of red boots that reach mid way up her lower leg with stockings that reach to mid thigh. She carries no weapons but does have a pack with her spare hear and a set of traveling clothes that are far more practical for long distances.

Momijii

Personality:
Momijii is a talented woman with a regal bearing and is used to having her commands obeyed and becomes very agitated when people don’t jump to do what she commands. She also finds magical items to be incredibly interesting and useful and desires to use them, even if it sometimes backfires on her. She is very loyal and protective to those who earn it from her and always does her best to keep her word once it is given. She also won’t forget a slight and in battle is a very aggressive fighter channeling the sheer ferocity of a dragon against her foes.

Back Story:
What she knows: Momijii doesn’t remember much of her life, she knows that, above anything else, she is guilty of doing something…terrible. This haunts her and she is determined to make amends, if only she could remember what it was she did. She also feels as though she was raised expecting others to obey her commands even if she doesn’t remember where. Finally, she knows that she is different from the other humans around her, her facial features are quite different as is her name, Momijii…Momijii what?

What she doesn’t know: Momijii was born to a noble family in Xia-Hoi and grew up as the daughter of the head of the family, for all intents and purposes a princess. When she was still young her family was dishonored in some way, the dishonor was so great that they were exiled from their home on pain of death. Her parents called in the few favors still owed to them to try and get her a better life and this was what led her to be apprenticed to a man simply known as Cho.

Cho was a Master of the Scaled Fist and agreed to take the promising young girl on as his student. It was a great change for the young princess and she had troubles adjusting at first. Eventually she began to study fiercely and applied herself knowing that there wasn’t any other chance for her to get ahead in the world. The pair traveled across the world, first across Tian-Xia and then to the land of Vudra. Eventually they made their way to western Avistan and ended up in Ustalav. Why she ended up in this asylum is something she is unclear on, but it certainly can’t be good, particularly not with the guilt she is feeling.


[dice=unarmed w/ds/patk/shatS]1d20+12-2; 1d8+7+6[/dice]
[dice=Miss?]1d100[/dice]
[dice=flurry]1d20+12-2; 1d8+4+6[/dice]
[dice=Miss?]1d100[/dice]
[dice=itterative]1d20+7-2; 1d8+4+6[/dice]
[dice=Miss?]1d100[/dice]