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In pathfinder 1 I used to sent my eidolon to scout. We communicated via message spell. The worst scenario was, that he disappearead for one day.
Or somebody had figmemt familiar - same concept.
Or dedicated rouge (or investigator) with dampen presence (against blindsight), invisibility ring, pull ring of scentand wings of flying (against tremorsense) combined with magic aure (against detect magic and arcane sight).

Is there some easy way to scout reliably in Pathfinder 2?


Does war singer double ranges of all audible performances or do I have to choose only one?

And if only one - could I choose any time starting a performance or should I select one when taking the feat?


What magic items add bonuses to ability checks?

Our GM is using house rule about natural 1 - we roll dexterity modifier against DC 15. Something bad will happen if we loose. So we are looking for items which will increase our dexterity rolls.

So far I have found:
- belt of incredible dexterity: enhacement to dexterity
- pale green ioun stone: +1 competence and +1 morale (from flawed one)
- stone of good luck: +1 luck (which can be increased by taking fate's favored trait)
- greater hat of disguise: +2 size to dexterity


Could I get both armor bonus from +3 bracers of armor and +5 stealth bonus from shadow +1 hamaraki?

Bracers of Armor wrote:
...Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.

It seems to me, that only special abilities of bracers of armor don't work (when there is larger source of armor bonus). But bracers of armor don't prevent armor special abilities from other sources (it looks like they intentionally omitted to mention it).


1 person marked this as a favorite.

If alchemist has archetype Aquachymist – is it possible to elongate the range increment of bomb traveling above the water?

Pathfinder Campaign Setting: Aquatic Adventures wrote:
Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.

Does it mean, that the base range increment is 5 feet, but it can be prolonged by other bonuses?

possible bonuses:

Longshot: +10 feet (untyped)
Bomber’s Eye: +10 feet (untyped)
Bombchucker: +10 feet (untyped)
Strong Arm, Supple Wrist: +10 feet (untyped)
Bomb Launcher: increasing to 30 feet (70 for rocket bomb)


If alchemist has feat Underwater Demolition – is it possible to prolong the range increment of bomb traveling through water?

Pathfinder Roleplaying Game Advanced Race Guide wrote:
If the bomb travels through water, the range increment is reduced to 5 feet.

Should it be reduced after all bonuses or before?

possible bonuses:

Longshot: +10 feet (untyped)
Bomber’s Eye: +10 feet (untyped)
Bombchucker: +10 feet (untyped)
Strong Arm, Supple Wrist: +10 feet (untyped)
Bomb Launcher: increasing to 30 feet (70 for rocket bomb)


We are looking for new player for Way of the Wicked campaign in Prague (Czech Republic). We usually play once per month on Saturday from 3pm till 10pm.


We are preparing our characters for the Way of the Wicked campaign and we should choose one of the crimes which is connetct also to some trait bonus. I was thinking about Heresy which has this benefit:

Way of the Wicked: Player's Guide wrote:
You receive a +1 trait bonus on all saving throws against divine spells.

Will it also apply against divine spell-like abilities?

Spell-like abilities functions just like spells:

Magic – Special Abilities – Spell-like Abilities: wrote:

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.

(Paizo PRD bolded by me).

Also here is official answer that some spell-like abilities are divine.


Is there any way to prepare Familiar (feats, evolutions, spells, magic items), so she can scout without fear to be found (and captured / killed) by creatures with Blindsight?

I know about Dampen Presence, but am unaware of mechanism for Familiar to get it.


Does anybody sell service of Inscribe Magical Tattoo?

My character wants to pay some NPC to get tatto of Agile Amulet of Mighty Fists.
I don't want to spent one feat to get only one tattoo.


Is it possible to create +5 enhancement and Agile Amulet of Mighty Fists?
So it will overcome Alingment-based Damage Reduction and use Dexterity for damage.

For example using Multiple Different Abilities from Magic Item Creation rules?

I am building dexterity based natural attacking character and looking for viable magic items.


Will investigator get free use of inspiration on Diplomacy if he has expanded inspiration talent and is using his oratory (performance) skill bonus due to versatile performance (he has bard as secondary class)?

Expanded Inspiration (Ex) wrote:
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Bard (secondary class) wrote:
A character who chooses bard as his secondary class gains the following secondary class features...Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.
Versatile Performance (Ex) wrote:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill...The types of Perform and their associated skills are:...Oratory (Diplomacy, Sense Motive),...


Will my character lose his claws (gained by 1 level dip in draconic bloodrager) and fast movement when using Alter self to change to Charau-Ka?

The rules for Magic – Transmutation – Polymorph

state wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

I am inclined to read the rules in a way that fast movement and claws will remain because they are added by the class feature. But I am not sure.


Hi guys,

do I understand the rules right, that I can upgrade my Page of Spell Knowledge so it will contain multiple spell by following rules for multiple similar abilities?
I was not able to find direct url on d20pfsrd.com so it is 1 headline above.

For example Page of Spell Knowledge with one 3rd level, two 2nd level and three 1st level spells should cost only 1×(9000) + 0,75×(4000) + 0,5×(4000+1000+1000) = 15 000 gp.

Am I right?
If not, please include the rule that says otherwise.


How much damage will large creature
with 5 cold resistance and 5DR/-
take from 4 Ice Spears if it fails Reflex save?

A: 8d6-5 cold + 8d6-5 piercing (resistance and damage reduction apply only once)

B: 8d6-5 cold + (2d6-5)+(2d6-5)+(2d6-5)+(2d6-5) piercing (resistance applies once, damage reduction for each spear)

C: (2d6-5)+(2d6-5)+(2d6-5)+(2d6-5) cold + 8d6-5 piercing (damage reduction applies once, resistance for each spear)

D: (2d6-5)+(2d6-5)+(2d6-5)+(2d6-5) cold + (2d6-5)+(2d6-5)+(2d6-5)+(2d6-5) piercing (resistance and damage reduction apply for each spear)


Is it possible to roll Aqueous orb multiple times (in the same round) against creature that was succesfull with reflex save?

I mean could I reroll it over that creature again in the same round (as long as it has left some feets of movement)?

I yes, should I wait till the Orb will go over (which means at least 15 feets before returning) or could I bounce it (5 feet toward, than 5 back and then once again)?

The main usage will be with dazing metamagic.


Is it possible to cast Aqueous orb so it starts to exist in the air?

I want to eventually use it to hit some flying creature a hope it will still have chance of engulfing it and fall with it to the ground. I don't think normal rules for falling should apply, because the falling creature will not hit the surface of water and the mass of water will absorb some of kinetic energy from the fall.

So following questions are:

Will the standard rules for nonleathal damage, reflex save and engulfment apply?

Are there any rules for falling in mass of water?

What will happen with aqueous orb when it hits ground?
Will it end or will it continue to work as if nothing has happened?


Hi guys,

I am picking 3rd level spells for my sorcerer and I am planning my build in advance: I want to buy dazing rod later.

Is Ice spears spell forcing saving throws for every spear which is under the creature?

d20pfsrd.com wrote:
...–creatures that take up more than one square can be hit by multiple spears if the caster is high enough level.
Later it suggest that you roll separately for each spear to trip your enemy:
d20pfsrd.com wrote:
Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check.

It will help a lot with metamagic, because enemies will have bigger chance to be dazed! That spell also deals two types of damage (piercing and cold) and even doesn't care about spell resistance.


I want to help new player of our group to build buffer bard which will be also able to control battlefield with his longspear (thanks to attacks of opportunity) and casting spells. He will take Arcane duelist archetype (we already have skill monkey) and probably Half-orc (to get bite for threatening adjacent enemies).

He will have decent dexterity (14+2) and Combat reflexes to get lot of attacks of opportunity and will use his actions either to cast or attack. His main ability will be Strenght. Charisma doesn't have priority (about 14+2).

Are there good battlefield controlling spells on bard list?
If yes, please write them down.
Or should he specialise on buffing?

What are best combat feats for controlling battlefield with longspear?
As Arcane duelist he will probably choose longspear as his bonded item – is there better reach weapon he should pay feats to learn to use?


Will the effect of spell like ability continue to exist after the death / end of summoned creature which has cast it?

Rules specifically mention spells of summoned creatures to cease:

PFSRD wrote:
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.

but there is nothing about spell like abilities.


Can 3rd level wizard successfuly use Knock on locked doors with width of 5 feet and height of 10 feet?

I am not sure how to count the affected area of the spell Knock. Is it 30 square feet (which is not enough) or square of 30×30 feet (900 square feet)?

PFSRD wrote:
Target one door, box, or chest with an area of up to 10 sq. ft./level


How long will stay monster which was summoned by another summoned monster?

For example: I will summon Babau#1 and he will successfully use his Summon (Sp) ability to summon his Babau#2 friend.

Will Babau#2 stay
1) 3 rounds – because Babau#1's ability

Summon (Sp) wrote:
1/day—summon (level 3, 1 babau at 40%)

2) untill Babau#1 stays summoned

3) 7 rounds – because Babau1 has caster level 7

4) 1 hour – because

Universal Monster Rules for Summon (Sp) wrote:
Summoned creatures automatically return whence they came after 1 hour.


I am building sorcerer and need advice what feats to choose at 13th, 15th, 17th and 19th level.

I am using variant multiclassing with wizard as secondary class, so
- 13th and 17th are normal feats
- 15th is wizard bonus feat
- 13th and 19th is arcane bloodline bonus feat

The build heavily is focused on summoning and a bit on scouting, divination and knowledges.

Spoiler:
Quote:

(Everything is approved by GM.)

Race is samsaran with Mystic past Life to add ghost wolf and summon monster IV+V+VII+VIII to her known spells.

She has wildblooded archetype with sage bloodline (mutation on arcane) so she has a lot of skill points.

Her secondary class is wizard with divination / scryer shool so she get levelling bonus to initiative.

So far I have chosen this feats, bloodline feats, traits...:
- 1st (trait) student of philosophy
- 1st (trait) Outlander / Exile
- 1st (feat) academae graduate
- 3rd (wizard's familiar) bat pilferer
- 5th (feat) spell focus – conjuration
- 7th (bloodline feat) spell focus – conjuration
- 7th (retraining feat) from spell focus – conjuration to augment summoning
- 9th (feat) superior summoning

I AM CONSIDERING:
- spell percfection with summon monster VIII at 17th level (and retrain it at 18th level to work with summon monster IX).
- which means I should take 3 metamagic feats before 17th level
* 13th (bloodline feat) still spell
* 13th (feat) ???
* 15th (wizard bonus feat) ???
- 19th (bloodline feat) ???

WHICH METAMAGIC FEATS AND LAST BLOODLINE FEAT SHOULD I CHOOSE?
OR SHOULD I CHOOSE SOMETHING ELSE?
Please also write what and why.


Could I take spell perfection as 17th level sorcerer and pick to use it with summon monster IX?

I will learn (and cast) that spell on 18th level.

Or should I choose other spell and then retrain it?


I have 11 levels of bloodrager and 4 levels of dragon disciple.

Should I continue 2 more levels with dragon disciple before swithing back to bloodager?

This option will get me blindsense and +2 boost to constitution,
but I will loose 1 point of BAB, 1 point of damage reduction and also 1 spell slot and 3 spells known.


Hi guys,

could you please help me to combine Swashbuckler, Mysterious Stranger and Sleuth.

Basic idea is charismatic and lucky swashbuckler. In combat preferably gun in one hand and some cool melee weapon in the other one.

So maybe Picaroon (Swashbuckler archetype) as main class and Mysterious stranger with Sleuth only for dipping to get maximum "heroic pool".


What are the best class/archetype + feat options for son of lost pirate?

I am going to prepare character based on history/role playing idea.
His father was pirate, who kept coming from his adventures when he found out, that he has a son with a whore. He was telling him all about his adventures and how they will buy their own ship. He was giving him pirate themed presents – such as parrot, pistol, compass and so on.
One day his father told him, that he was going to collect his treasure on secret island so their dreams would come true. Nobody has heard about him after...
So that son of lost pirate still dreams about the treasure, having his own ship and being a pirate. He desire it so much, that he acts like he was a pirate. He is boasting about his adventures (which in fact were his father's), telling about his plans, wearing pirates clothing and stuff and behaving like a personification of a pirate from common perspective.

I would really appreciate advice on which class/archetype and feats will help this character to work in game/rules perspective, so he will also be a valid member of a group.

EDIT: I forgot to mention, that all Paizo stuff is allowed. No 3rd party publications.


I have dipped one level in wizard to get familiar.
Normally I am Ivestigator and have Alchemy.

Does Share spells allows me to share personal extracts (with target of "You") with my familiar?


I'm building half-elf investigator with empiricist archetype. So he will not get Poison Lore and Poison Resistance (basically poison immunity).

Should I swap Elven Immunities with Thinblood Resilience to mitigate his weak fortitude progression?
(I will also get Dual Minded alternate racial trait to boost will save).


I would appreciate advice for my character.

He will focus on natural weapons and take levels in primalist draconic bloodrager / dragon disciple. His only (combat) role is melee Big Stupid Fighter. We will play Rise of the Runelords (cap at 15th level) and can use only Paizo publications.

The other important abilities I am interested in are: reach, fly and pounce. But I am not able to optimally combine it. So far I have come with two solutions, and would like to hear your opinions. Which combination is best and why or if you see better way to get them.

1) pounce and fly (rage powers instead of bloodline powers), reach (lunge feat)
This build is more focused on raging, than the other one.

Spoiler:
He will take 11 levels of draconic bloodrager/primalist and then 4 level of dragon disciple.

As primalist, He can choose to take 2 rage powers instead of bloodline power.
So instead of:
- 4th (natural armor and fire resistance)
- 8th (breath weapon)
- and 12th (wings) level bloodline powers;
He will take 6 rage powers:
- lesser beast totem (redundant claws)
- lesser elemental blood/air (3/day electricity damage)
- beast totem (natural armor)
- elemental blood/air (electricity resistance)
- greater beast totem (pounce)
- greater elemental blood/air (fly).

At 7th level he will take lunge feat to be able to activate reach (at cost of penalty -2 to armor class).

Since he has to take 10 level of bloodrager to get greater beast totem, he will continue till 11th level so he will get also greater bloodrage to be able to buff himself at the start of his rage as a free action.

PROS:
- only 1 feat needed (lunge)
- free action to buff himself at the start of rage (greater bloodrage from 11th level)
- many rounds of rage: 37 = 4 (base) + 2 (charisma modifier) + 10×2 (level increase) + 10×1 (favored class bonus)
CONS:
- pounce, fly, natural armor, resistance usable only in rage

2) pounce (catfolks feats), reach (lunge feat), fly (bloodline powers)
This build is less dependant on rage and focuses on dragon aspect.

Spoiler:
Catfolk with 5 levels of draconic bloodrager / primalist and then 9 levels of dragon disciple.

At 3rd level he will take nimble striker (catfolk – prerequisite for pounce).
At 7th level he will take lunge feat to be able to activate reach (at cost of penalty -2 to armor class).
At 11th level he will take claw pounce.
At 12th level he will get dragon wings (fly), with improvement at 14th level.

PROS:
- reach and pounce independent on raging
- additional 2 rage powers (instead of 8th level breath weapon)
- additional dragon disciple boosts to constitution + intelligence + blindsense + dragon form + wings
- 2 more extra feats from dragon disciple
CONS:
- rounds of rage: 16 = 4 (base) + 2 (charisma modifier) + 5×2 (level increase)
- feats demanding (2 to get pounce and 1 to get lunge)
- strength without race bonus and penalty to wisdom
- fly only when raging


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Dragon disciple increases bloodrager's draconic bloodline. My character will have 5 levels of draconic bloodrager and 10 levels of dragon disciple.

Are special abilities gained by dragon disciple based on bloorager or sorcerer?
Specifically: Wings and bloodline feats.

If wings are based on sorcerer he can use fly (almost) anytime.
If wings are based on bloodrager's dragon wings he can fly only while raging.

Similarly bonus feats can be based on sorcerer (has also quicken spell and skill focus: arcane knowledge) or bloodrager (has also cleave).

Personally I think it should be based on bloodrager.


I am building new natural attacking Big stupid fighter and trying to get reach, pounce and fly. It is little bit tricky so I want select only the usefull one(s).

How important are reach, pounce and fly for melee character and why?


Hi,

is it possible to combine primalist and crossblooded rager archetypes?
(Both from bloodrager.)


Can my character attacks with claws (natural weapon), while he is wearing gauntlets?

I want to equip him with enchanted guarding gauntlets, so he will have stacking saving throw bonus.


Hi,

could you please help me to choose between bard and skald?

My primary role in combat should be buffer and secondary melee damage dealer.

We have battlefield controler wizard (divination school, but feat specialization in summoning), archer (paladin dipping to life oracle for swift healing all others), big stupid fighter role is taken by bloorager/dragon disciple (focused on natural attacks).

I want to buff our BSF, summoned monsters, archer (who needs to lay hands on himself so he will not die with life link).

I am considering core bard, archivist (bard archetype), skald (hybrid class). And also pathfinder chronicler (prestige class).

What would you choose?
And please write also why.


What is the best Improved Familiar for scouting who can also use wands?

Right now I'm choosing from Azata Lyrakien, Imp Consolar and Fearie Dragon.

Azata Lyrakien:
is quick (Init +8, perfect fly 80 ft and freedom of movement), perceptive (darkvision, low-light vision, constant detect evil and detect magic, Wisdom 17+3 and has truespeech). She doesn't have at will Invisibility, but I plan to give her ring of invisibility, so she will be really stealthy (18 stealth + 3 class +8 tiny + 20 invisibility = 49 – that should be enough till CR 17).

Imp Consolar:
is slower than Azata, perception is really good (darkvision 60 ft, detect good, detect magic, see in darkness, Wisdom 12+1). He can make himself invisible at will, but doesn't have stealth – which means that I should train myself. But he can change to whatever small or Tiny animal at will – which can be better than stealth.

Fearie Dragon:
is quicker than Imp, not so perceptive as Imp or Azata, stealthy as Azata (17 stealth + 3 class + 8 Tiny = 28, but also can use 3/day Greater Invisibility). His selling point is his 3rd-level sorcerer class, because that mean lot of cantrips (thanks to Cracked Orange Prism Ioun Stone.


Is taking Spell Specialization feat multiple times good idea for wizard specializing on Summon Monster spells?

I have already taken Greater Spell Specialization feat, so I can replace chosen spell every even level.
If I take Spell Specialization feat multiple times, I will replace the lowest level Summon Monster spell with the highest level.

Other summoning feats I have taken so far:

PS: I had already asked this yesterday, but nobody had responded. So I have changed name of the thread – I hope somebody will advice me.


Is taking Spell Specialization feat multiple times good idea for wizard specializing on Summon Monster spells?

I have already taken Greater Spell Specialization feat, so I can replace chosen spell every even level.
If I take Spell Specialization feat multiple times, I will replace the lowest level Summon Monster spell with the highest level.

Other summoning feats I have taken so far:


I am want to create build of character which will be useful as a scout and detective (when we are not in a combat), and his primary role in combat will be controller.

Why have I chosen those roles:
All: nobody in our party has any of these roles.
Detective: I like skill-full characters, which are useful in solving mysteries.
Scout: I hate, when we came unprepared to some encounter.
Controller: I am not fond of combat situations, but it is better to contribute, than to do nothing. And all others are just doing damage.

Context of our gaming:
We don't have regulars, that is why we didn't specialised to other than damage roles (melee, bombs, blasting, sneak attacks, ranged).
When I am playing, my wife is also. She has melee tank with passive healing (just swift action to keep whole party healed - Oradin build). So my idea is to build somebody pretty useful out of combat and also scout which will help us to be prepared for combat, when I will switch to controller role. As secondary combat role I prefer either buffer or de-buffer, but being able to take part on damaging is also OK.

Rules:
We are playing only Core Races, we have no problem with Core, Multi, Base, Hybrid or Prestige Classes and Archetypes as long as they are from Paizo origin. I think GMs are mastering PFS adventures (but I am not sure) - that does not mean I cannot choose Vivisectionist or any other archetypes.
One of GMs is not playing positions, flanking or attacks of opportunity, but nobody is taking any advantage of it.
No gestalt.

My additional wishes:
I need some way to communicate with others while scouting. Our sorcerer is not playing every time he can, or is GMing. So I want Message and Detect Magic , or some equivalent alternatives. That mean communicating all the time I am scouting and being able to detect magic whenever I want (as with Cantrips).
I prefer not to bother with resources and its management (preparing spells or extracts in advance and scribing scrolls or brewing potions) but if necessary then I will get use to it.
I am fan of Darkvision and scent or hearing abilities. And every skill which helps me to gather information (perception, tracking trails, sensing motives, diplomacy gathering, knowledges, diagnosing by healing, identifying).
I like good saves, but I'm not so concerned with other combat stats (HP, Attack Bonus, AC, CMD, CMB, speed, reach) as long as will be useful in combat in my role.

My current ideas for build are:
1) Half-elf Investigator (Empiricist) with dip of Wizard (Teleportation, Compsognathus familiar).
Detective: obviously Investigator with enough talents to use inspiration points for free. Half-elf favoured class bonus 1/4 to all inspirational rolls.
Scout: Maximum stealth, Wizards Teleportaion ability with Magical Knack for swift 10 feet teleportation from dangerous scouting encounters and Cantrips: Message (3 targets thanks to Magical Knack), Detect Magic, Detect Poison, Read Magic. Also taking Half-elf +2 to Intelligence (for skills and inspirational points), Darkvision and probably keen senses, stealth skill focus. Being Alert (+2 to Perception and Sense motive when familiar is within arm's reach) and also Compsognathuss Scent through Empathic Link. Some concealing extracts (as invisibility, reduce person, blur...).
Controller: wizards Compsognathuss for better initiative, and probably extracts - but I have no experience in that area.
2) Bard or Sorcerer with dipping in Investigator (Sleuth).
3) Wizard (Conjurer or Summoner) with dip of Investigator (Empiricist).


1 person marked this as FAQ candidate.

Does elven favored class bonus for Investigator:
a. increase the total volume of inspirational points by 1/3
b. or does it add 1/3 of a point?

D20PFSRD/Races/Elves/Favored Class Options

Quote:
Investigator: Increase the total number of points in the investigator's inspiration pool by 1/3.

Example:

If I am Elf Investigator with Inteligence 18+4 and I will choose to increase number of inspirational points every level. The sequence of volumes of inspirational points pool will be:
a. (increasing the total volume by 1/3) 5, 8, 10, 14, 18, 25, 33, 45, 60, 81, 108, 145, 193, 258, 344, 460, 613, 818, 1090, 1454
b. (just adding 1/3 of point) 4, 5, 6, 7, 7, 9, 9, 10, 11, 12, 12, 14, 14, 15, 16, 17, 17, 19, 19, 20

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