Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. Organized Play Member. 2,219 posts. No reviews. No lists. No wishlists. 31 Organized Play characters.
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10' squares will be very problematic for maps on Roll20. Sigh.
So, 40' wide stairs, and all of the bunks being 10' long and wide.
Does feel a wee bit strange.
@mathmuse pretty much everyone in the group has a composite longbow - so I sympathise with the possible close quarters issues, but with 20' high ceilings and communal airwalk being used, I will feel less bad using 5' squares (if I don't go back and redo the maps in Roll20).
@erucsbo With the exception of the mithral golem, the rest seem to have plenty of room - and the trolls are specifically called out as being in the courtyard, due to it being the only place that can hold them all. I can only find a single minotaur, Grimhorn, and he seems to fit comfortably in the archery area of the citadel - have I missed anything?
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Are the squares in the Onyz Citadel really supposed to be 10 feet each?
All of the artwork is geared towards 5 foot squares.
The Vault keepers and builders were all medium sized.
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Steven Lau wrote:
Last I looked the Guide still does not include the Game Master Rewards Section for GM Character credit.
While I agree that there is no GM Reward section, in the Replaying Adventures section, it does state that GMs get a chronicle for GMing a game.
Guide wrote:
Replaying Adventures
Most scenarios are designed to be played once. You can receive a Chronicle sheet for a given adventure twice: once for playing the
adventure and once for running the adventure as a GM—even if you run the adventure multiple times, though each time you GM an
adventure contributes to your GM glyph rating and rewards.
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Lord Norin wrote:
pauljathome wrote:
MrAptronym wrote:
2. I think they have a different picture of what healing should be like than I do.
My biggest head/desk moment was when Jason said something like "I think there may be a healing problem but we need more data to be sure". The one thing that is screamingly obvious if you listen to just about ANY feedback is that YES, THERE IS A HEALING problem. The fact that Jason doesn't recognize this is more than a little alarming.
The fact that they are ignoring the complaints about vancian casting still being in the game as well as resonance and other things shows that they really are not informed about what their base wants in a new edition....
Those of us who hang around the forums do not represent most of their customers. Paizo gets feedback from multiple sources, and I suspect that not all of it is in agreement as to what the problem is.
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If resonance stayed the same for permanent magic items (investing to activate), but consumables only worked partially unless investing in, would that work for most folks?
That is, a potion of healing, when invested, does 2d8 healing. Not invested, does half that - so what the dice roll, divided by half, round down.
If the consumable doesn't heal damage, or such effect, its duration is halved.
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As Davor mentioned above:
Wizards get a wizard class feat at 2nd, and 2 levels there after.
The only exception to this is the Universalist, who gains a bonus wizard class feat at 1st level.
My comment in the post above yours David, is about the confusion that Larsenex had over the wording at the start of the wizard class feat section of the rulebook.
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larsenex wrote:
The wording is not very clear on Wizard class feats. The one heading says starting at 2nd lvl Wizards get a class feat. Then the first sentence of the feats for Wizards state that 'every level' you get one.
The wording could be a bit clearer.
Playtest Rulebook, page 139 wrote:
At every level you gain a wizard feat, you can select....
Means that at every level where the Wizard Advancement table (rable 3-21, page 136) indicates that you get a wizard feat, you can select on from the wizard feats listed on page 139 to 141.
It should not be interpreted to mean that a wizard gets a wizard feat every level.
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The Once and Future Kai wrote:
PossibleCabbage wrote:
Plus "the magic stick solves our problems, the magic stick is life" is aesthetically irritating in a way "let's take a breather" is not.
If Paizo doesn't want to power up mundane healing to that extent they should just create a magical ritual ala healing circle. It wouldn't use up spell slots and would take long enough to cast that it could be disrupted if used in an hostile situation, but would provide reliable out of combat healing that isn't mundane, item based, or class locked.
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I have allowed Leadership in my campaigns, and have used it as a player. GM permission is required.
While it can be abused (the stay at home crafting machine), it can also add in a fair bit to the game.
In one campaign, it didn't make sense for my main character to go adventure/fix a problem, but made a lot of sense for the cohort to do so. So the cohort headed out with the group.
In another game, a mostly ranged/mage party, the rogue wanted a flanking buddy. Roleplayed the recruitment, the cohort became the flanking buddy.
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They do not have an ancestry of their own, but are offshoots of the Human Ancestry.
From what I understand, a trial/experiment. If it works, something that could allow "half" races for a lot of races, not just the two half humans ones that exist now.
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Folks are missing a key point when they compare ICV2 or Amazon sales when looking at market share.
Paizo has direct sales from their website, as well as subscriptions.
Hasbro/Wizkids do not sell books from their sites, instead direct folks to local stores or online retailers like Amazon.
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Themetricsystem wrote:
I'm having a hard time seeing the downside of putting DEX at 16 (Their #2 most important Stat) in order to free up several Spells Per Day Cast (Mage Armor is pointless now), increase their AC by at least 4 with a Breastplate for 1 Feat that otherwise would be spent on something like Reach Spell, a Familiar, or Hand of the Apprentice all of which have SIGNIFICANTLY fewer benefits versus increasing their sustainability and +2 to hit with all Weapons (Excluding the Wizard Prof ones, Club, Crossbow, Dagger, Heavy crossbow, Staff).
Not sure where you are getting that the dedication feat would free up several spells cast per day. Mage Armor now has a duration of 24 hours. What other spells would be freed up with the dedication feat?
Mage armor isn't useless: at higher levels, it provides you an item bonus to saving throws. At the moment, I haven't found any other items that provide an item bonus to saving throws (there likely are some in the playtest book, but I haven't stumbled across them yet).
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doc the grey wrote:
Maybe make the feat something like "Nondescript" or "Doppelganger descended" and just expand it. Say something like, "Your features are so androgynous and/or nondescript that you have far greater ease disguising yourself as others." then just give the bonus to all other ones in the same size category. So like, a human with the feat could be really good at making themselves look convincingly male, female, orc, elf, maybe dwarf when they squat, black, SE Asian.
I like the suggested name for the feat.
Nondescript: Your features are so androgynous and/or nondescript that you have far greater ease disguising yourself as others, of either gender.
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Thaboe wrote:
But they could always just say a few words and try to roll that DC 10 to assist. The number of times I've seen a face roll poorly, only to be saves because the rest of the party chipped in with few words and their assists. That was the beauty of a DC 10 for assists. EVERY roll could count.
Are you aware that the new DC to aid another is 15?
And with the potential of adding in a penalty of -2 to the primary character if they fail to meet the DC by 10 or more?
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Weather Report wrote:
John Lynch 106 wrote:
The only reason I've heard for Wands of CLW being such a problem is because it feels stupid to sit around with a level 1 wand and heal up to full after every fight.
But why does that feel stupid?
For me, genre and aesthetics, I do not like the idea of Elric and Moonglum circle-jerking a wand of cure light wounds all night in order to continue with the adventure.
I viewed it as folks praying for healing and holding on to the wand until they were healed, the healing was expended from the wand (empty wand), or deciding to press on without being fully healed.
How you look at it in game often changes how you feel about certain game mechanics.
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Deadmanwalking wrote:
Mistwalker wrote:
To me Paizo has always been gamers making games for gamers.
For the record, I also believe this to be true. I just also felt that noting the business logic of Paizo's decisions (which is quite strong) was important.
I agree that Paizo does have a lot of business sense.
I was trying to point out that profit margins/logical pure business case is not the only thing that Paizo looks at when making decisions. Paizo management and employees are gamers, who want the games to be fun to play and to continue to do so for years to come.
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To me Paizo has always been gamers making games for gamers.
They are not folks in business suits, looking over spreadsheet, cancelling the bottom 10% of products to try a different 10% to see if it brings in more revenue.
It is my understanding that when Hasbro acquired several RPG games and licenses, they did just that, closing down games that were making a profit (even is only a small one) to "focus" the resources on other games. To me this is a net loss to the gaming industry and players, even if it is a completely rational business decision.
And I am not sure what your complaint or goal is in this thread.
Are you looking for Paizo to produce more short APs, that stop at level 10, and less that go to levels 17-20?
Are you trying to understand their business model and decisions?
Are you trying to influence their business decisions?
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Ah, got it.
I am a dice nerd and have way more dice that I will ever need, and will still buy more. So I have never had the problem of having to re-roll dice because I am short of them.
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dragonhunterq wrote:
AnimatedPaper wrote:
To add to this, my sister also struggled with Discalcula, although I'm not sure they made the distinction between that and dyslexia when she was in high school.
The combining to 10 method didn't really work with her. I struggle with it as well, even though I run a similar process every day at work (one of my more frequent tasks involves counting something that the computers aren't set up to automate)*. Specifically, when you're apt to confuse numbers or they blur together in either your mind or vision, I tend to either double count or lose track of how many "tens" I'd already counted. For instance, with Mistwalker's example, my first try got me to 33 beause I misplaced one of the 6+4s.
*Even making a spreadsheet is fraught with peril, since what you count is semi-arbitrary depending on context. I also just as frequently lose track when entering it into a calculator, because I'm dyslexic and things blur. I tend to just count it up by hand, which my office finds amusing considering I'll use a spreadsheet for every other task I'm able to get away with.
If you have the physical dice could you physically group them in 10's to help you keep track? or put a dice to one side for every group?
I am not familiar with discalula, so if this is stupid I apologise in advance, but are some numbers easier to process than others - so counting in 8's or 12's is easier?
I am another who finds this method speeds things up greatly.
Yes, separating the dice into net piles for each 10, usually allows for easy counting after all the groupings have been done.
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You might also want to look at how you normally do the math for lots of dice rolled.
I count by 10s.
What I mean by that is:
A crit on longsword with sneak attack dice added could be:
2d8+7d6+6
If you roll:
3, 1, 6, 6, 4, 4, 2, 5, 6 +6
Take the 4, add it to the +6 for the first 10.
Next group the 3, the 2 and the 5 for the 2nd group of 10.
Next group add a 6 and the other 4 for the 3rd group of 10.
Leaving 6, 6 and the 1 - for the odd group of 13.
Makes it easy to get to the total of 43.
I have had 6 and 7 year olds do this quickly, with less difficulty than teens trying to do it all in their heads.
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Malthraz wrote:
Dasrak wrote:
Malthraz wrote:
What is stopping a level 15 evil wizard from using scrying and teleport to kill any good aligned adventuring parties from level 5-10?
If a 15th level foe wants to kill 5th level PC's badly enough that he's willing to do it himself, protection from scry-and-die isn't going to save them. A 15th level Rogue could quietly ask around town to find out where the PC's are staying, then kill them in their sleep. A 15th level Ranger could track them while they're traveling, then pick them off with stealthy sniping.
Um, I don't mean kill one party of 5-10s. I mean kill every good party on the planet. Based on spells available, you can probably kill 3-4 parties per day.
You would need a very good intelligence network to do that, but with permanency and telepathy you might be able to pull it off. You also have mind blank, so counter strikes are much harder.
One of the questions that I had about your premise that a high level wizard could/would kill all of the good parties while they were low level, is how would that wizard even know about the good party?
To scry on someone, you have to know something about them - you can't scry on "good adventurers".
How would this "very good intelligence network" work?
While Telepathic Bond can be made permanent, it can only do so between 2 creatures per casting of Permanency. Would this wizard have thousands of creatures telepathically bonded to him/her/it? If so, then sleep/rest to recover spells may be difficult, with all those people talking to them pretty much 24/7.
How does the wizard choose and control all of those thousands of telepathically bonded in the intelligence network?
How does the wizard remember the names of all of those thousands of bonded folks, to know where to teleport to?
The telepathic bonded folks - what level are they? How do they explain to others about the magic aura that they have all the time?
Hmm, what about the gods in all of this? You don't think that some of the good gods might point their champions at this wizard?
How is the wizard getting 300,000 gp per day? You example was an exploded and destroyed inn, with the wizard leaving immediately. Searching the ruins of that inn will likely leave witnesses and take time. Then you have to find buyers for all the gear - which is another way that others might locate/identify the murderer.
Teleport has a range of 100 miles per caster level - so not world spanning at all. If the wizard uses Greater Teleport (which will likely be 3 per day), then the range limit is gone, but all of those 7th level spell slots are used up for movement.
So, in short, your premise that a 15th level wizard could kill all of the low level good parties (before they became high level) seems to not be workable, or even really possible by the current rules.
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Rogar Valertis wrote:
The Problem (Scry & Fry): This exploit works once the players get access to teleport and powerful divination magic. They buff up as wella s they can, the wizard scries the location of the BBEG and then teleports himself and the rest of the party into the final encounter avoiding all story progression and inevitable attrition. Obviously a GM has ways against this, chief among them stating that every dungeon/castle/cavern/war-camp/what-have-you is magically protected against scry and teleport magic (or just have the BBEG use said tactic himself... which usually ends in a TPK). This is an inelegant solution that often breaks suspension of disbelief and causes players who want to employ such tactics to "win" to feel cheated out of their "just reward" for their "cleverness".
Suggested solution: Make divination magic useful on smaller scale endeavours but not so much it easily breaks chronicle plots and easily revelas secrets supposed to be discovered during play. Make teleportation magic, slower to cast, riskier and more unreliable. Portals can bring you from point A to point B in space with little to no risks. Teleporting into an enemy lair and then out of it with pinpoint accuracy (unless you are really unlucky) is too much and risks trivializing encounters.
I am wondering how often this actually happens - I hear about it from time to time, but haven't yet really run across it.
A few questions:
Scrying:
You have to have a connections to the individual being scryied, other wise the spell does not work.
A vague name, like the Storm Tyrant is insufficient to locate said being (especially if the PCs are unsure of the race or name of that individual).
The target get's a saving throw. How many GMs make that roll (and including modifiers like +10 for no real knowledge of the subject)?
Does the GM give the bad guy a perception check to spot the scrying (DC = 20 + spell level)? Or anyone else in the room?
If the bad guy is a wizard, is there any reason why they don't cast Detect Scrying every day (24 hour duration)? Or have a spell caster minion cast it?
Teleport:
Does the GM roll the percentile dice to see if they actually teleport to the right place?
Is there any reason why the big bad hasn't invested a few thousand gold in teleportation protection for key areas? Teleport Trap can be made permanent for 7000 gp - pocket change for a big bad at those levels. If the big bad is a cleric, then the spell Forbiddance would be the spell to use - it is permanent. And both of these spells have the option to have some individuals (or items) bypass the teleport inhibition, so that the big bad can teleport away.
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tivadar27 wrote:
Malachandra wrote:
Out of curiosity, why is Bladed Dash an abomination? I haven't looked at that spell much.
It's not an abomination by itself, it's the fact that you can combine it with spell combat to essentially cast it, move 30 feet, and full attack.
Not quite correct.
Bladed Dash allows you to immediately move 30' without provoking, and do a single attack somewhere along the move.
Greater Bladed Dash (Bard 5, Magus 5, Skald 5: hence level 13 characters) allows you to make a single melee attack against every creature you pass during the 30 feet of your dash. You cannot attack an individual creature more than once with spell.
Neither spell guarantees that you will hit, you still have to make your attack roll.
I am having trouble seeing how it is an abomination.
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How about having healing wands cure a fixed amount, the average of the spell? Base the cost of healing wands on the number of HP healed per charge.
This way, the PCs will be buying the highest level wand, as the price point HP healed is the same, but the amount of time is drastically reduced to heal up to full (or close to full).
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Mark Seifter wrote:
Mistwalker wrote:
Mark Seifter wrote:
QuidEst wrote:
Well, I know we're getting a skills blog later, but I'm hoping PF2 is a little kinder to former 2+Int classes in the same way that more hp from your class means a given Con bonus doesn't make up as large a percentage of overall health.
In this case, the smaller number of overall skills also means you will have a higher percentage of all skills trained even if it didn't increase, but...Let's save the number of base starting skills that, say, the fighter gets for the fighter preview blog! It's soon!
I may have missed it, but I didn't see any mention of base starting skills in the fighter blog. Could you provide that information here?
That hasn't been revealed yet. It will definitely be more than 2 trained skills at 1st level for pretty much any fighter you build, potentially quite a few more, and we have fewer overall skills (with Athletics covering Climb, Swim, Jumping, combat maneuvers, and more, for example) so that's worth even more than it seems.
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Mark Seifter wrote:
QuidEst wrote:
Well, I know we're getting a skills blog later, but I'm hoping PF2 is a little kinder to former 2+Int classes in the same way that more hp from your class means a given Con bonus doesn't make up as large a percentage of overall health.
In this case, the smaller number of overall skills also means you will have a higher percentage of all skills trained even if it didn't increase, but...Let's save the number of base starting skills that, say, the fighter gets for the fighter preview blog! It's soon!
I may have missed it, but I didn't see any mention of base starting skills in the fighter blog. Could you provide that information here?
This elaborate datapad has several additional audio receptors
to capture nearby sounds. If you don’t share a language with
creatures you encounter, you can activate this device to collect
basic linguistic information. The device requires 10 minutes of
observed conversation to gain enough information to operate.
The device then acts as a rudimentary translator. It does not
allow you to converse with creatures with whom you don’t share
a language, but it can relate very basic information. Examples
of statements the device could interpret would be: “come with
us,” “lower your weapons,” or “leave immediately.” The device
cannot parse proper names, including personal designations or
the names of items and places. Some extraordinary complex or
obscure languages might not translate clearly with this device.
A Tetrad certified translator has 10 capacity and 1/hour usage.
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For those that do not want to use a weapon other than magic, see if your GM will allow you to use weapon specialization on your damaging cantrips (for the cost of a feat perhaps) - either full specialization or half level (like small arms).
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I wouldn't have a problem with a player making a melee Shobhab.
Most of the opponents are going to have ranged weapons - a large, menacing, multi-armed creature with multiple weapons is going to often be at the top of the shoot first list. And shoot them before the close to melee range.
As well, identifying the players, tracking them, will be quite a bit easier with a Shobhab in the party.
I am sure that there are other interesting, and fun, ways to adjust to a melee Shobhab PC.
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Torbyne wrote:
"By spending 3 BP, the crew can fit a new light weapon mount in any of the aft, forward, port, or starboard arcs with enough free space. By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space." which implies the frame must already have a turret listed in order to add a new mount onto it; it doesn't have enough free space if it doesn't exist in the first...
This is why I stated that there is no way to add a turret to a frame.
Any other arc, yes, it clearly states that you can.
As for the shuttle in the the first AP, I view that simply as a different frame. The frames listed in the Core book are not the only frames that exist/can be used. One of the Starfinder scenarios has a fighter with a turret in it - a different frame from the one in the Core book.
It is not hard for a GM to approve new frames, or state that their interpretation of the above (or house rule) is that 5 BP will get you a turret.
-------------------
Seer Elf
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1-circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Unarmored - Trained
Light / medium - Trained
Magus DC - Trained
Fortitude – Expert
Reflex – Trained
Will – Expert
Sparkling Targe:
Spoiler:
You’ve studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon’s breath or a magic missile.
You gain the Shield Block general feat.
When you’re in Arcane Cascade stance with your shield raised, your circumstance bonus to AC from your shield also applies to your saves against spells and other magical effects. In addition, damage you take as a result of a spell or magical effect while you’re in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn’t physical. When blocking damage in this way, increase your shield’s Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you’re using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).
Arcane Cascade
Spoiler:
Arcane Cascade
After you wield magic, you can enter a special stance to make your attacks more effective.
ARCANE CASCADE
CONCENTRATEMAGUSSTANCE
Requirements You used your most recent action to Cast a Spell or make a Spellstrike.
You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.
If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school.
Abjuration or Evocation force
Conjuration or Transmutation same type as your weapon or unarmed attack
Divination, Enchantment, or Illusion mental
Necromancy negative
Conflux Spells
Spoiler:
You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear in the Focus Spells section.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found in the Focus Spells section of the Core Rulebook.
shielding strike
Spellstrike
Spoiler:
SPELLSTRIKE
MAGUS
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.
After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Shield Block
Spoiler:
Damage you take as a result of a spell or magical effect while you’re in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn’t physical. When blocking damage in this way, increase your shield’s Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you’re using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).
Shield Block
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. While you learn some abilities from your ancestry, those that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.
Appearance
Spoiler:
Tall and thin even for an elf Edoom sits quietly under a tree reading from a battered leather covered book, and constantly pushing his long white hair behind one of his long-pointed ears. The fact that the other ear seemed to be missing the tip was made more obvious by his constant fastidious grooming. Occasionally he looked up from his reading and the icy glare of his light violet eyes made brief contact with those looking. Upon closer examination his hands were calloused and tanned like someone who had been no stranger to conflict, which contradicted his studious mannerisms.
His well used leather armor peeked from beneath a fancy but worn cloak of dark blue with silver scrollwork. The cloak was obviously expensive at one time, but definitely showed signs of weathering and wear. The inside of the reversable cloak seemed to be a more practical dark brown. Dark blue vambraces covered his sinewy arms from just below the elbow to the wrist, and the right one showed heavy wear about halfway down where the blue had been worn unevenly to its natural brown. Dark brown slacks and laced up boots completed his ensemble.
At the sound of thunder, he squinted up at the sky, and frowned wrapping the book he had been studying in a oiled leather pouch and reaching for the long cloth bag leaning against the tree beside him. He opened the bag and pulled forth a quiver of arrows with alternating blue, yellow, and red dyed fletching, and pulled one forth, taking a whetstone, and beginning to sharpen the chosen arrow. The bag hanging open revealed at least one bow of fine craftsmanship.
BACKGROUND
Spoiler:
Just the beginning rumblings as the history of Edoom festers in my imagination.
Edoom had almost no social skills. His warrior father insisted he spend every possible moment practicing the Sword, bow and other martial skills, while his arcane mother insisted, he spend time he didn't really have studying and learning to harness his arcane tendencies. The problem was that he enjoyed both activities, and really didn't want to disappoint either parent. He often prayed for a sibling so that some of the disappointment and expectations could be shared, but that wasn't to be. Add that to the fact that their home lacked any neighbors his practice at social interaction was sorely lacking.
Finally he decided that always being told what to do, and what to do next, and how to prepare for what he needed to do in the future forced his hand. Both parents Esteria, and Falcondun insisted he was not ready to leave yet... that his training was incomplete... but he knew in his heart that it was time to go out on his own. To see the world through his own eyes. To decide when it was appropriate to use force, and when to rely upon his magic... And yes... To make his own decisions.