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Cyrad wrote:
Nerdtothe3rd wrote:
As for Powerful Build. It lets you buy and use weapons of the large type without penalty. Larger damage dice does not constitute a huge increase in power overall just by 1 step.
That is a significant power boost, especially when the race can multiweapon fight and powerful build stacks with enlarge person. Being able to wield one-handed weapons as light weapons and two-handed weapons as one-handed weapons is a pretty huge boon for a TWF fighter, especially one with four arms.

Err

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

That is from the Half-Giant obviously but that does not mean he can one hand a Greatsword, it means he can hold a Large Longsword in one hand, a Large Greatsword is still two handed for him.


Cyrad wrote:

Kasatha is not a very well designed race that was obviously made as an expy of the thri-kreen race from Dark Sun. They really should have been considered monstrous humanoids. But that's not what I meant when I said your race was "monstrous." I meant it's more powerful than an advanced race because it has monstrous racial traits.

Weakness traits shouldn't be used as a clutch to balance extremely powerful traits, especially when those weaknesses aren't meaningful and aren't valued properly. -3 RP due to taking minor penalties against a type of creature that the party will rarely face until high levels? -4 RP for diplomacy/sense motive penalties when no one taking this race will care about those skills?

A standard ability array should be +2 to one physical stat, +2 to one mental stat, and -2 to one mental or physical stat. You have a +2 to two physical stats.

You said humans are the most powerful race. Yet shouldn't that mean no race should be more powerful than them?

So your saying you only take races if they fit your class design build. Not everyone does that ya know?

So your saying if it had a -4 to every stat -10 to attack and damage it still too strong because " he has four arms"


Half-Giant
Well for a racial bonus that big (+8) it would cost a heck of a lot more then 2 points. Also Climb does not grant them the non-magical spiderwalk ability. This just lets them climb normally climbable surfaces.

As for Powerful Build. It lets you buy and use weapons of the large type without penalty. Larger damage dice does not constitute a huge increase in power overall just by 1 step.


Kasatha (20 RP)
Look at their type its humaniod not Monstrous

But I do agree on the description and such, it was very late and I was very tired by the time I posted the idea. It is simply just a rough draft. I very much see them as Four Armed Goliaths.

Humaniod (0)
Medium (0)
Slow Speed (-1 RP)
Standard (0 RP)[+2 Str, +2 Con,-2 Cha]
Xenophobic (0 RP)[Dwarven, Giant, Gnoll, Terran]
Advanced Wisdom (4 RP)[+2 Wis]
Climb (2) [Climb Speed 20; +8 Climb]
Terrain Stride (1 RP) [Mountain]
Powerful Build (6 RP)
Multiarmed (8 RP)
total Rp: 20

Another problem is you need to homebrew some weaknesses as the guide has very few (Pretty much all about being weak to light or energy)


Also Static Bonus Feat (Jotunbrud 3.5) (Monkey Grip 3.5) is a 4 RP
For the bonus Feat thing it becomes (8 RP)
I know it says no Prereqs but I figure that is more to mean other feats as most feats have something.


All I did was reverse the rewards into penalties.
Sky Sentinel gives bonuses(The same ones that I penalized) against flying creatures and costs 3 RP points.

Reclusive (4 RP) is totally custom and taking serious penalties to interaction checks is not a small thing.

So why is it that a +1 to a skill is worth 1 or 2 RP but a -4 is only worth a -1.

And I could answer your comment with Humans.
Humans are OUTRIGHT better at everything then any other race in the game yet other races get play.


Cyrad wrote:
It looks okay for a non-playable race.

Why do you say it like that? What about a playable race?

1-10 is considered a normal average race (Humans and the like)
10-20 is considered advanced (Aasimar and tieflings fall into this range.)
20-30 Is considered monstrous(Centaurs and Orge are examples)


The Gorro are based on the MK character of the same name, at least in part (The arms part) they are also inspired by the old Goliath style of characters.

The Gorro
Monstrous Humaniod (3)
Medium Size (0)
Advanced (4)(+2 Physical; +4 Wis, -2 Cha)
Standard Language (0)
Powerful Build (6)
Multi Arms (8)[Total of Four arms]
Jumper (2) [Always considered to have a running start on Acrobatic checks)
Climb (2)[Climb Speed of 20; +8 to Climb]
Static Bonus Feat (2)[Multiweapon Fighting]
*Sky-Prey (-3)
[Members of this race take a -2 penalty on attack rolls, a -2 to AC and Perception checks against flying creatures.]
*Reclusive (-4)
[Race takes a -4 Sense Motive and -2 Diplomacy check penalty when not dealing with other members of their race]
Slow (-1)
Total: 19

* Custom Trait

The Gorro live in the high mountains and the valleys that they surround. Because of their lives in the highlands they have to be touch and sturdy creatures with quick wits and quick reflexes to keep themselves clinging to their mountain homes. Their rivals are all things with wings, living on the high mountains from a young age the Gorro are taught to fear flying beasts as they can be plucked from the rock face with ease. Even older Gorro have to be weary of the winged beasts of the mountain while hunting the mountain goats or gathering the winged beast eggs for food.

Due to their reclusive nature the Gorro do not often interact with others before their first year of adulthood. When a Gorro reach adulthood (25) they are sent to climb down from their mountain homes to travel the world, sometimes to go to other Gorro villages and find a mate, sometimes to explore the world and learn what they can before returning home.

Is this a sound race? Is this too much, etc?


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Because a Catfolk Swashbuckler could be called Puss in Boots and be totally 100% awesome.


So how would you lot use this build to help max out the optimization of both self and party. Just tell me what you replaced with Qinggong if you are using it for the build.

Also should I just drop Ki Mystic (Since it really does make it hard to Qinggong anything)


RumpinRufus wrote:

No GM in their right mind would say "take the young template and advanced template and we'll call it even." Your stats are stupidly overpowered if you do that.

What's wrong with Reduce Person + Permanency?

It takes one dispel magic or one anti-magic zone and suddenly the cat is a minimum of 5 feet tall.

Yes I know Playing Tiny would hurt especially for someone who is not a caster, Small is at least playable.

Of course I could just take the Catfolk and apply the Small size to it outright which still leaves it at 9 points for its Point Build. Goblins are small and at minimum are 2'10" tall. Technically Any height should be allowed, we have human beings irl who are a foot tall and are full adults.


How would a Tiny creature use things like Parry and Riposte and such as he has to bem in the same square to fight him.

Type: Humaniod (Catkin)
Size: Tiny [4]
Ability Score Modifiers: Advanced [4] [Mental +2, Dex +4, Str -2]
Languages: Standard
Sense: Low-Light Vision [1]
Movement: Climber [2]
Misc. Bonus Feat [4]
Misc. Focused Study [4]
Total: 19

To much?


I totally forgot about the race building options.


Ok so if I took Young Template which puts me at a negative -1 CR I could in theory take another +1 Template to offset and put me back at CR 0 which is class levels working normal.

Think Advanced Template - Young Template would be too much on Puss in Boots?

Young reduces my Str and Con by 4 and gives me a bonus of 4 to Dex and drops Natural Armor by 2

Advanced gives you +4 to all stats (Negating the -4 of Str and Con) and gives you a +2 Natural Armor. If taken before Young the natural armor is reduced.

Str: 13 (-4 [9] +4 [13])
Dex: 18 (16 +2) (+4 [22] +4 [26])
Con: 15 (-4 [9] +4 [15])
Int: 18 (+4 [22])
Wis: 12 (14-2) (+4 [16])
Cha: 16 (14+2) (+4 [20])
The numbers in [ ] are the adjusted numbers.


Indeed my mistake on the read. You can Pummeling Charge and then use your swift to gain 2 more standards as a slowed time reaction. Of course if you can pass your Slow Time off to the party (Honestly not sure how) they get 3 total not in addition too.


But it only requires a swift action to activate slow time. It does not say that it is the only action you can take at that time. So a Full round Action or Attack leaves you with a Swift action left. Make a Pummeling Charge then with your swift gain the three standards.


He is fine being small in size. He considers his character to be a young elf or just super short. (It says immagine state or just a way to reduce the size of a being)


Alright so Drow Noble are a CR 1 without class levels. Now if a player wants to play a Drow Noble they suggest that they start at level 2, one level being an empty CR level. However, what if they want to take the Drow Noble but start at level 1. And they are gonna take the Young Template to reduce their CR -1.

Does this work?


Yeah especially since I rolled VERY well for him (I let the party roll up stats so for a bbeg I want him to have the same chances) He got 2 18s, 2 16s, and 2 15s (No I don't know the odds)

I do want to build him to beat them with his rapier (Inspired Blade) and use the handcrossbow as a secondary offense. But also giving him Dangerously Curious trait to allow him to use UMD checks.


He would be a long term baddie so level 5 on would be good as I dont plan on him dieing soon (I have him given a few free escape routes)

Fencer's Grace after taking Inspired Blade (For INT focus) and allowing me to take that at level 1 means at level 3 I can take Combat Reflexes

Trouble is this leaves me wanting for Feats. Focused Shot requires Point Blank Shot and Precise Shot. I get a total of 4 feats by level 5 (Without Flaw Shenanigans)

Kirin also requires IUS which I have no room for on this build without just giving him feats.


Well here we are ladies and gents,

The race of this build is going to be a Drow Noble with the class being the Swashbuckler from ACG.

Now I am eager to try this character out, perhaps for a BBEG.

Level 5 character seems like a good starting ground.
Editor's Note
Lead Pathfinder designer Jason Bulmahn states that Drow Noble characters should be one level less than characters of standard races but this information was rolled into the CR of the creature, rather than being separate as it should have been. While messageboard posts are not considered official errata, GMs are encouraged to consider this when trying to determine how powerful Drow Noble characters might be.
^ Now this is interesting, it suggests a Drow Noble should be a level 4 character, losing 1 class level. Now if this was a caster class I might agree more, but having played a Drow Noble and seen others play one without the universe ending and them only doing slightly better then the rest of the party (Mostly due to just being more experienced clever players) I don't really need to follow this. So level 5 should suit us just fine.

Which feats would be best, I am thinking a Rapier or Short Sword focus, after all they seem to have a racial affinity for those. Perhaps the Hand Crossbow as a ranged alternative.


Making Sure, thanks.


Alright so under Drow Noble is says
Drow nobles possess all of the racial traits listed for drow characters, plus the following:

+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.

Well now under Drow racial traits we have
Standard Racial Traits

Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Feat and Skill Racial Traits

Keen Senses- Drow gain a +2 racial bonus on Perception checks.

Magical Racial Traits

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Offense Racial Traits

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Weakness Racial Traits

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

So do the Ability Scores Stack? Does its Spell Resistance stack? 6+Level and 11+ level?

Because a 17+Level Spell Resistance might be a bit rough.


Flesh of Steel (Ex)
When unarmored the monk may substitute his Con bonus for his Wis bonus to AC and CMD. This is a natural armor bonus. For every four levels he attains, this bonus increases by +1 to a maximum of +5 at 20th level. He loses these benefits if he dons armor.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. This ability replaces AC Bonus[Rainzax and I]

Ki Aura (Su)
At 4th level, the monk harnesses the natural ki of his body and enshrouds himself in a glowing aura ranging from a faint glow to a brilliant flame. The aura itself is counted as a weapon or armor of masterwork quality for the purposes of enhancement bonuses being applies.

The monk loses this ability if he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Limit Break (Su)
Once per day, when the monk is reduced to 0 HP or less but not killed, he may immediately restore himself to 1 HP and replenish his ki pool to full. [Rainzax]

Will to Live (Su)
When a monk is reduced to 0 HP or less but not killed, he may as an immediate action spend 1 ki point to stabilize himself or spend 2 ki points to bring his HP back to 1.
[This is a possible contender for Limit Break]

Insightful Strike (Ex)

At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.[From Sensei Archetype]

Anatomical Insight(Ex)
At 2nd level, a monk may use his Wisdom bonus in lieu of his Strength on damage rolls with unarmed strikes or monk weapons.
[Tag it in with Insightful Strike as a pair of abilities gained at level 2.]


rainzax wrote:

Flesh of Steel (Ex):

The monk may substitute his CON bonus for his WIS bonus to AC. This is a natural armor bonus. For every four monk levels he attains, this bonus increases by +1, to a maximum of +5 at 20th level. He loses these benefits if he dons armor. This ability replaces AC Bonus.

Limit Break (Su):
Once per day, when the monk is reduced to 0 HP or less but not killed, he may immediately restore himself to 1 HP and replenish his ki pool to full.

Very cool take on it, not sure if I would add it as a Natural Armor bonus simply due to it not being included in Touch AC which makes no sense as its the very body you are hitting, what else are you touching?

Limit break is very cool.


Ciaran Barnes wrote:

I don't know about adding adding both Wisdom and Constitution. Seems like overkill. I was actually hoping you were suggesting Constitution as an alternative to Wisdom. However, I would thinking that Con would be an armor bonus or a natural armor bonus, and then drop the bit about being immobilized, helpless, encumbered, etc.

I like Aura of Insight, but not the name. I don't like Overchannel. Too gamey.

Hmm making the Constitution bonus a Armor bonus would be thematically correct. But Wisdom to AC is thematic as well due to their simply knowing how to move and dodge.

Agreed Aura of Insight needs a new name, any suggestions? Overchannel is basically you burn your health for more Ki points, so sure you can max out your Ki pool (Turning it fro, 1/2 monk to full monk levek + Wis) but at a cost of HP that day. So its a case of do you really need the Ki or simply want it?


AlaskaRPGer wrote:

1) I hope in Unchained they make Monk Full BAB and d10.

2) My Tetori Monk did very well in a very dangerous campaign. Only died due to 4-5 really poor rolls (saves) in a row (rolled like 3, 4, 4, 5, and my +16 wasn't enough).

Unchained?


Anyone ever get the feeling the reason they didn't give the monk a major upgrade was due to that? Because 3.5 seems to lack any good support for the Monk other then to make classes to replace it and we need to be able to add 3.5 into our PF or PF into our 3.5 we had to keep it similar.


Alright ladies and gents,

I was curious because I get curious from time to time. If you could cherry pick class features from not just the Monk but all of the Monk Archeypes (All Paizo ones at least) which features would you pick?

Lets build a monk out of this Cherry Picking. You can take any piece out of any monk archetype and place it into the spot of the original monk or keep a feature of the original monk if you would like.

For example adding in Slow Time from MoFW but also taking Punishing Kick from HGM.


TOZ wrote:
Backwards compatibility.

Silly Reason


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TOZ wrote:
Because d10 is reserved to Full BAB classes.

Well that just makes me ask, why is Monk not a full BAB class instead of a Pseudo-Full BAB class.


Ok so on my day off coming up I wanted to make a Monk Homebrew for my own personal game that I might post here. But I am curious of these ideas

D10 Hit Dice

Flesh of Steel (Ex)
The monk has hardened his body through countless hours of endurance and hard training

When unarmored and unencumbered, the monk adds his Constitution bonus (if any) to his AC and his CMD.

This bonus 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.

Combat Insight (Ex)
Through keen insight and careful training the monk has learned the art of combat allowing him to react before and more efficiently then others.

At 3rd level, when unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD.

This bonus to AC applies even against touch attack or when the monk is flat-footed. He loses these bonuses when he is immobilized of helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Aura of Insight (Su)
At 4th level, the monk harnesses the natural ki of his body and enshrouds himself in a glowing aura ranging from a faint glow to a brilliant flame. The aura itself is counted as a weapon or armor of masterwork quality for the purposes of enhancement bonuses being applies.

The monk loses this ability if he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Overchannel (Su)
At 6th level, the monk may reduce their max hit points of the day by 1/3rd to increase their Ki pool by half their monk level until the end of the day. To regain their normal maximum hit points requires an 8 hour rest and reduces the ki pool back to its normal maximum. This ability stacks with Extra Ki for the purpose of determining the maximum of the Ki pool.

These are just some ideas


If Monk was suppose to be this Uber Defensive class, then why doesn't it have d10 HD and Add Con to AC with a later addition of Wis as a dodge bonus?


Slow Time comes at level 12, so picking up Pummeling Style at level 6, Pummeling Bully at 9th, and take Pummeling Charge at level 12 when Slow Time comes online. Allowing you to make a pummeling style attack and then push that foe 5 feet +5 Feet per +5 over their CMD meaning you are forcing a foe out of your threatened space (Does that trigger an AoO now?)

Now Extra Ki from level one would be nice, but you dont get it till level 4 and it has a prereq of Ki Pool


Hmm very true I didn't think about that.
To bad Sensei and Four Winds make MoMS impossible


Very true, but I mean Pummeling Style/Charge to full attack, then swift action to gain 3 extra standards seems like a fun little bit of abuse.


That sounds like a lot of fun. Not sure if I would go Marid style, I dont mind cold damage but it seems like we have a lot of options. Without FoB should perhaps I take the Pummeling Style chain?


Ok say I rolled this for my stats, what could we do then?
Ability Scores


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Ok so far as I can tell all Four Archetypes do in fact stack with one another.

Now the question is, what can we do with this?
Monk of Four Winds
Sensei
Ki Mystic
Qinggong

What can you make to accent these odd class choices.
How could you make a top notch monk with these classes (As they do not include many of the stock choices for worthwhile monk)


Ravingdork wrote:

For the first challenge, I would like to submit Fire-Eye Sang, a character my best friend built for our Skull and Shackles game. He dominated the first four modules with his super "can't touch this" trip monster build.

EDIT: I likely will not be submitting anything for the second challenge as I so rarely play in society games. Also, the above character's wealth might be off, since he's coming straight out of actual play, rather than having just been built for this challenge.

how does a +1 Guided Amulet of Mighty Fist double as another amulet of natural armor +2?


Qinggong is a nice Archetype, I personally always play it as a homebrew. Each day the monk selects if he wants to replace his default abilities for one of the available list and then we go about our normal day. He just chooses when he wakes up in the morning to change up his stuff, but its not a permanent loss of that ability.

But yes that build was very nice Marcus


Kazumetsa_Raijin wrote:
Nerdtothe3rd wrote:
Jon Otaguro 428 wrote:
I don't see anything above that gives wisdom to damage.

Ok I may have mixed up Guided and Agile in my head when I wrote that.

Agile adds Dex to Damage in place of Str
Guided Adds Dex to Damage in place of Str (Obviously they dont stack)

Ok so basically 6000 GP and you have Dex to damage or Wis to Damage depending on what ever is higher.

As for Archetypes. Kata Master and MoMS are a good combo. I have neer tried MoSM so I dont know much about it. I do like Kata Master due to the Parry and Riposte with unarmed strikes because it is very flavorful

Actually, I think for only 4000GP you have Agile or Guided! A AoMF+1(since you can get a +1 enchant without having to enhance the amulet) is only listed as 4k :D

They are a good combo. Let me know how it goes turns out if/when you take the character to a table.

Kata Master is nice, but that means you may have to skip out on dumping Charisma, if you want a decent Panache.

You get a minimum of 1 and at level 4 you can treat your Ki as Panache for any deed granted by the Kata Archetype.


Jon Otaguro 428 wrote:
I don't see anything above that gives wisdom to damage.

Ok I may have mixed up Guided and Agile in my head when I wrote that.

Agile adds Dex to Damage in place of Str
Guided Adds Dex to Damage in place of Str (Obviously they dont stack)

Ok so basically 6000 GP and you have Dex to damage or Wis to Damage depending on what ever is higher.

As for Archetypes. Kata Master and MoMS are a good combo. I have neer tried MoSM so I dont know much about it. I do like Kata Master due to the Parry and Riposte with unarmed strikes because it is very flavorful


I asked because a build I saw involved well 4 feats to get Wis and Dex to damage.
Weapon Finesse
Weapon Focus (One handed Slashing)
Slashing Grace
Martial Versatility
This allows you to add the Slashing Grace effect to your unarmed damage which with a Agile AoMF gives Wis and Dex to damage along with Dex to Hit.

BTW by AC bonus do you mean the +1 class increases every 4 level or so? Or the Wis to AC?


Alright so everyone basically says the Sacred Fist is an awesome class, especially with a 2 level dip of monk (I guess their AC bonus stack?)

But the Warpriest (Sacred Fist) does it lose the ability to wield the favored weapon of its deity?

I wanted to build a Sacred Fist who is great defensively as well as offensively. I know it can self buff but what spells are the best to choose for keeping on hand for Fervor abuse?


Oh damn. Well many of them can take Force of Intellect (Adds INT), Force of Brawn (Adds Str) or Force of Personality (Cha).

Yeah I can see how these could be minmaxed to a ungodly level.


How do they proc Ac and all that? Because I can see the Casting but not the other stuff.


Alright so are these classes balanced at all? I know they have some very odd class features but they seem kind fun and look like they might be a tad bit of fun but they seem like they might be a little out of the normal range of classes.


Damn no Catfolk, well I guess I could do a Puss in Boots character with a Kitsune.


Alright so while I like playing with my smaller group of friends I would really like to try out this PFS thing.

The issues I am having are that I can't seem to find the pre-generated characters (Unless that is what the New Card Game Characterthing is for)

Also I am not sure what Classes and Races are available without a specific 'Boon' and on top of that what in the blue blazes is a boon anyway?

I have a PFS number and so forth but I am lost beyond that point. I downloaded the Guide but doesn't seem to be helping much.

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