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Dark Archive 4/5

The other day, I had a player who was playing a paladin to fall. Details below, spoiler'd for spoilers from #6-22, Out of Anarchy.

Spoiler:
The paladin watched as others in the party took part in torturing Olandil for information after they sided with the Loyalists. I ruled that in simply watching without saying anything, or even leaving in disgust that Sarenrae was disgusted with his inaction, and that he fell due to this.

Was I right in ruling that the player's paladin fell from grace, and requires spending 8 PP (or buying spellcasting services) for an atonement spell to regain his paladin-hood?

Dark Archive 4/5

4 people marked this as a favorite.

Greetings all,

Both as a DM and as a player, I've seen characters encounter sticky situations in Pathfinder Society in which they had no deal with the problem at hand. In order to combat that in my own games, I usually set aside around 10% of the gold my characters earn in order to buy (fairly cheap) solutions to deal with most situations that might come up, and to ensure that I'm not left feeling helpless and useless.

Today I share that list with you. Hopefully it serves you as well as it has me. If you have any other situations that come up fairly often in Pathfinder Society and cannot simply be fixed with "hit it with that sword a lot", or additional cheap counters to any of the situations in the list, please comment on the document or on here and I'll try to add them to the list post-haste!

And now, on with the list!

Dark Archive

Does Accelerated Drinker work with the draughts created by Distilled Spells? Are they actually treated as potions, or as an entirely separate class of consumables?

Dark Archive

If a barbarian takes levels of darechaser, can they activate Adrenaline Rush and Rage in the same round?

And if it's an unchained barbarian, would their temporary HP from rage stack with their temporary HP from the "Unstoppable" Adrenaline Deed?

Dark Archive

The Equipment Trick (Rope) allows you to use a rope as a make-shift spiked chain.

Would it be possible to enchant said rope so that it becomes a +1 weapon (and gain additional enhancements)?

Dark Archive

Let's say we have a barbarian with Furious Finish under the effect of a skald's Inspired Rage.

Should he choose to use Furious Finish, would the Inspired Rage on him end (and he becomes fatigued) until the skald re-started his Inspired Rage? Or would he become fatigued, and still under the effects of Inspired Rage? Could he either way use Furious Finish again, this time becoming exhausted (since he is already fatigued)?

Dark Archive

If a Magus with Arcane Strike took enough Intelligence damage to drop below 10 Intelligence, would he still qualify to use the Arcane Strike feat?

Dark Archive

Is there any way for a Lawful Neutral character to take Zon-Kuthon's Flensing in Pathfinder Society? The feat requires you to be Evil, which PFS characters cannot be; are there any abilities, feats, or items that allow you to qualify as Evil for the purpose of prerequisites despite not being evil?

Dark Archive

Does the skald's Inspired Rage ability count as rage for the purpose of prerequisites and the like?

For example, could a Tiefling skald take the Fury of the Tainted feat, and gain the bonus vs. [good] spells while under the effects of Inspired Rage?

Dark Archive

The Improved Spell Sharing feat requires an animal companion, eidolon, familiar, or special mount. However, the Spiritualist does not gain any of the above, instead gaining a phantom.

For the purpose of Pathfinder Society, does the phantom count as the above for the purpose of the feat?

Dark Archive

If a strangler (brawler archetype) found a way to get constrict, and as part of their maintain grapple check they chose to damage an enemy, could they deal their sneak attack damage twice, once for maintaining the grapple and second for making the constrict?

Dark Archive 4/5

I have a player in a regular Pathfinder Society game who is about to gain a Shadow Companion.

How do I deal with an incorporeal toucher with half-decent hit points and a good attack bonus (due to using the character's BAB) who constantly hides in the floor, slowly draining enemies' strength, all the while being only vulnerable to readied attacks, and which can be sent out against monsters at the start of a given "dungeon", returning when all are dead (or when they get hurt), while being invulnerable to virtually all monsters that use natural weapons?

It hasn't happened yet, but it will probably happen soon, and I'm looking for advice on how to stop encounters in many scenarios from becoming irrelevant due to the incorporeal menace.

Dark Archive

If you take the Animal Ally feat and later multiclassed into Druid and chose an animal not on the Animal Ally list, would you gain two animal companions as per the FAQ (though the specific text in Animal Ally might override it), or a single animal companion off of the druid list at effective level equal to your level -2?

Since the FAQ is general and the feat is specific, and the feat makes no mention that the two don't stack even if you choose a different companion, I think specific trumps general and you would gain only a single animal companion of level -2, though I would like confirmation/denial of this.

Dark Archive

Is there any way to expand the animal companion choices of the Oracle for the Lunar or Nature mysteries?

I'm familiar with Animal Ally and Monstrous Mount but would like a dinosaur from the druid's base list.

Dark Archive 4/5

I've just picked up Riddywipple with the Improved Familiar feat, having gotten the option through the boon located in The Sanos Abduction.

My question then, is Riddywipple a standard faerie dragon? If so, can I retrain/rebuild his spells/feats? If not, can I choose spells and feats that match my character better?

Dark Archive

What material are firearms made of? Could you make a firearm out of darkwood or mithral by any chance?

Dark Archive

According to the FAQ, one cannot use Gang Up to flank with a ranged weapon.

But what if you had the Snap Shot feat, you are actually threatening with a ranged weapon, and thus can gain flanking normally when within 5' of an enemy.

Thus, could you use Gang Up when within 5' of an enemy when two other allies are adjacent to the enemy to gain flanking?

Dark Archive

Would the Bludgeoner feat allow you to do nonlethal damage using firearms?

Normally, ranged weapons cannot be used to deal nonlethal damage, by spending a feat on Bludgeoner would I be able to get around that?

Thanks!

Dark Archive

So the Ring of Blinking costs 27k on the market; broken down, that is 3 (spell level) * 5 (caster level) * 1800 (cast on demand). Blink would last for 5 rounds, as though cast by a level 5 wizard, if I'm reading right.

In the same way, could you create a Ring of Shield that would cast the shield spell on demand for 1 (spell level) * 1 (caster level) * 1800 (cast on demand) for a total of 1,800 gold, allowing the shield spell to last 1 minute per use?

Dark Archive

On the PFSRD under the Mounted Combat section, it is written that when your mount charges, you gain the drawback and advantage of charging (-2 to AC and +2 to attack), but it does not say that it is actually a charge action for the rider.

Therefore, you could make just about any attack at the end of your mount's charge--not necessarily a charge attack. Thus, could you use Vital Strike at the end of your mount's charge by taking an attack action at the end of the charge?

Dark Archive

Would you be able to use an unarmed strike as a natural attack?

For example, a half-orc with the Toothy alternate racial trait gains a bite attack. If a half-orc monk made a full attack, could he consider his unarmed strike as a primary/secondary natural weapon, allowing him to attack with both it and his bite attack without taking a -5 to attack for the bite? (This is while not using Flurry of Blows.}

Dark Archive 4/5

The Additional Resources page has the following on Firearm costs once you have the Gunsmithing feat:

Additional Resources wrote:
Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed price, but does not grant a discount on the purchase of any firearm.

My question then is, is the "listed price" what's written under the Gunsmithing feat, or what's listed as the buying price under the firearm rules?

In order words, would a single firearm bullet cost 1 gp, or 1 sp?

Dark Archive

If I gain a feat that is a prerequisite for other feats from a class, can I use the retraining rules to trade the original feat for a different one?

For example, let's say I'm a level 5 character who has taken Weapon Finesse and Piranha Srike. Then I take a level of Unchained Rogue (or two levels of regular Rogue and choose the Finesse Rogue talent), could I use the retraining rules to switch my original Weapon Finesse feat for a different feat for which I qualify?

Dark Archive

When using the Bowling Infusion along with a melee form infusion (such as Kinetic Blade), could you use Agile Maneuvers to add your Dexterity modifier instead of your Constitution modifier for the purposes of the Trip attempt?

Dark Archive

1 person marked this as FAQ candidate.

As the subject says; does the Vigilante's Hidden Strike count as Sneak Attack for prerequisites? Things like the Blinding Sneak Attack or Sneaking Precision feats, or the Group Leader prestige class?

Dark Archive

So there are claw blades for claw attacks, and tusk blades for gore attacks.

Is there anything similar for an animal companion with a tail attack?

Dark Archive

Greetings,

Does anyone know of non-feat alternatives to the Boon Companion feat? Rangers are feat-starved as it is (compared to fighters), and I was wondering if there was any alternative I might take advantage of to level up my animal companion.

Thanks!

Dark Archive

Greetings,

In a party I'm DMing for, I have a tetori monk who has a ridiculous grapple CMB (+50ish at level 10), making anything he comes close to almost always auto-pinned and unconscious within a turn or two, seeing as he combines it with massive damage.

How would I go about countering the character without entirely nerfing him into the ground? I don't want to take any of his toys away or change the rules and tell him he can't use things created by Paizo, but it makes many encounters, especially if it's only against a single enemy, a cake-walk. On the other hand, the rest of the party can easily take many small creatures down through a combination of spellcasting and attacks.

I've tried obstacles and the like, but since he's a monk with very high acrobatics and speed, it doesn't deter him too much, and putting enemies too far away makes for irritating encounters for the other meleers in the party.

Any suggestions on the matter?

Dark Archive

I'm playing a wizard/rogue/arcane trickster, and my main method of attack is casting Greater Invisibility on myself before peppering opponents with attacks, each one gaining a small amount of sneak attack.

However, recently we've been encountering enemies with See Invisibility and True Seeing; while I know I have other options in my spellbook (and probably more optimal ones, at that), I would like to maintain my shtick and continue effectively being invisible while shooting enemies with my shortbow from 30' away while sneak attacking.

Does anyone have a suggestion so I can maintain this playstyle despite encountering See Invisibility/True Seeing?

Dark Archive

What the subject says. Can they take Craft Wondrous Item, for example, without Master Craftsman?

Dark Archive

What do you guys think about breaking down the VMC abilities as feats?

Instead of how they are now, they would be a feat line like so:

Dabbler
Prerequisites: 3rd level character
Benefit: Choose a class that you do not have. You gain the first-level and third-level Variant Multiclass abilities for that class, as well as any special rules that Variant Multiclass progression may possess.

Smatterer
Prerequisites: Dabbler feat, 7th level character
Benefit: You gain the 7th-level ability of the Variant Multiclass progression you chose for the Dabbler feat.

Novice
Prerequisites: Smatterer feat, 11th level character
Benefit: You gain the 11th-level ability of the Variant Multiclass progression you chose for the Dabbler feat.

Jack of All Trades
Prerequisites: Novice feat, 15th level character
Benefit: You gain the 15th-level ability of the Variant Multiclass progression you chose for the Dabbler feat.

Journeyman
Prerequisites: Jack of All Trades feat, 19th level character
Benefit: You gain the 19th-level ability of the Variant Multiclass progression you chose for the Dabbler feat.

Dark Archive

1 person marked this as a favorite.

When casting [Wish/Miracle], you may choose one spell you know and impart knowledge of that spell to any creature that can cast spells, and adding that spell to their list of spells known on top of their usual number of spells known. The creature to whom you have imparted that knowledge must share the type of magic you can cast (arcane for Wish, divine for Miracle), but does not necessarily have to have that spell on their spell list. The spell does not count towards their limit of spells known, but they can only gain a number of spells this way up to a maximum of their key casting ability modifier.

When casting [Wish/Miracle] and choosing this effect, the spell has no expensive material component. Instead, you suffer ability damage to your key casting ability score equal to the level of the spell. This ability damage can only be healed by natural means, and is unaffected by magic. If both you and the subject are willing, you can split this ability damage equally between you. You cannot use this version of [Wish/Miracle] while suffering ability damage to your key casting ability score.

What do you guys think?

Dark Archive

Is it possible, as a warpriest, to take both the mantis zealot and the cult leader archetypes?

Thanks for the help!

Dark Archive

Greetings, had a quick question.

If a psion has a big ol’ ball of deep crystal and uses Control Object on it, attacking with it telekinetically, and then infuses it with 2 PP, would it gain the bonus 2d6 damage?

Furthermore, could he boost the damage with Psionic Shot to deal an additional 2d6 damage since he's effectively "shooting" it telekinetically?

Which parts of the above would or wouldn't work?

Thanks for the help!

Dark Archive

There's Signature Deed, and I would love to see something similar for monks.

Signature Ki Technique
You have mastered a single technique to such a degree that you can use it at will with no need to tap into your inner reserves.
Prerequisites: Ki Pool class feature, monk level 11th
Benefit: Choose a single class feature or feat which you have access to that requires one or more ki points to activate. You may activate this ability for one less ki points than it would usually take (minimum 0). If the cost would be reduced to 0, you may activate the ability for the normal action cost as long as you have at least one ki point.
Special: You may take this feat multiple times. Each time, you must designate a different class feature or feat you have access to which requires ki to activate.

What do you guys think of this?

Dark Archive

Don't know if it's been mentioned before, but thought you guys might enjoy the fact that the warpriest can put enemies to sleep on demand.

Dark Archive

The Gunslinger gets the gun training ability that lets him add his Dexterity modifier to damage.

The Pistolero gets the same thing, but only with pistols.

My question: In the archetype writeup, it says you lose gun training, but on the main gunslinger page it doesn't show that it replaces anything. Which one is correct?

Dark Archive

So the bushwacker archetype's Trembling Grit ability says:

At 1st level, at the start of each day, a bushwhacker gains grit points equal to her Wisdom modifier – 1 (minimum of 1).

Does this also affect their maximum Grit, or just their starting grit for the day?

For example, let's say you have a bushwacker with 14 Wisdom. They would start the day with 1 Grit point. Now, if they killed a creature or scored a critical hit (which normally gives them a grit point) would they gain an additional Grit point up to their maximum of 2, or would the cap be 1 Grit point maximum, meaning they would gain no Grit points?

Dark Archive

1 person marked this as FAQ candidate.

Let's say you have a spell storing weapon and hit someone with it, and then decide to discharge the spell.

The spell is a touch attack spell. Does the touch attack from the discharged spell automatically hit, since the weapon is "currently" touching the enemy, or would you need to make a separate attack for the spell after the first one hit?

Dark Archive

I know it's not official Paizo material, but.......

What happens if a Warlock takes a School Ability that requires an action which is not a standard action, such as Shift? Is the ability still a standard action, or is it a swift action?

It says, "Using a school ability is a standard action," but would you rule that something like Shift becomes a swift action since the original ability is one?

Dark Archive

Can you use the Vital Strike line of feats with alchemist bombs (with or without Fast Bombs) or caster rays such as this? Is using either of those considered the "attack action"?

Dark Archive

8 people marked this as FAQ candidate.

So regarding Spellcasting Contract, the first part says:

Spellcasting Contract wrote:
While the contract remains in effect, you gain a profane bonus to your Armor Class, saving throws, and checks equal to the highest- level spell you have imbued.

However, later in the spell it says:

Spellcasting Contract wrote:
Because you imbued your cohort with a 2nd-level spell, you gain a +2 profane bonus to attacks, saves, and checks while the contract remains in effect.

So which is it? Is the bonus to AC or attack rolls? Or to both? *headtilt*

Dark Archive

The spell in question here.

Mythic Spell Lore and Mythic Spellcasting both imply that you need to already know the spell, so could you learn the "normal" version of Deathless (without the Mythic/Augmented versions available) as a normal spell?

Dark Archive

Specifically as an oracle. Let's say I cast it on a level 1 commoner, and grant them the use of Cure Light Wounds. Now, I obviously can't use that level 4 spell slot until the commoner uses the spell, but would I also be transferring a 1st-level spell slot to them, and be unable to use it? The ability to cast Cure Light Wounds at all? That's the part that's got me confused.

If anyone could shed some light on this issue, I'd much appreciate it.

Dark Archive

If a ninja with the Invisible Blade master trick uses a double-barreled pistol to attack an enemy with both barrels as a single action, do they deal sneak attack damage with both shots?

Also, how does the double-barreled pistol interact with full attacks? If you reloaded it as a free action, would you effectively be able to double the number of attacks you'd make on a full attack?

Dark Archive

Can anyone think of a way for a Samsaran to take the Racial Heritage feat despite not being human? Trying to wrack my brain for a way to do it, but nothing's coming up.

Race

male Kuwa-Oni Sublime Human Gestalt (Hidden Blade Rogue/Bushi Warder) 4

Classes/Levels

Sens M +14, Stealth +19 Str 22, Dex 24, Con 22, Int 24, Wis 21, Cha 30 Luck 18

Gender

HP 102/102 AC 26 T 19 FF 19 Init +7 F+10 R+11 W+10 Perc +18 low-l, darkvision 60'

About Stratton of Arcanium

Stratton of Arcanium
Male ageless kuwa oni half-celestial sublime human warder (bushi) 4/unchained rogue (hidden blade) 4/gestalt 4 (Path of War 10, Pathfinder Unchained 20)
NG Medium humanoid (human)
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Stratton of Arcanium
Male ageless kuwa oni sublime human warder (bushi) 4/unchained rogue (hidden blade) 4/gestalt 4 (Path of War 10, Pathfinder Unchained 20); Member of Aeria Gloris
NG Medium humanoid (human)

Init +9; Senses Perception +14; low-light vision, darkvision 60 ft

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Defense
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AC 26, touch 19, flat-footed 19 (+7 Dex, +3 armor, +4 natural armor +1 Insight, +1 Deflection)
HP 102 (4d12 (30) +24 con +40 cha +4 toughness +4 favored class)
Fort +10, Ref +11, Will +9; +2 luck vs. traps,+4 racial bonus on saves vs. poison
Defensive Abilities danger sense +1, DR 5/-, evasion, Fast Healing 8, regeneration 5 (fire, acid), uncanny dodge; Resist Acid 10, Fire 7, Negative Energy 10, Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage, exhaustion
SR: 17

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Offense
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Speed 50 ft.

Melee Wakizashi +13 (18-20) 1d8+10 p/s or +1 Mithral Katana +14 (18-20) 1d10+9 or Lady Black +13 1d10+13 or 1d10+9
Ranged Shortbow +13 (x3) 1d6 p

Special Attacks 1 ready the draw, 1 reaching blade stance, 3 formless dance, 3 primal warrior stance, 3, flowing water stance, champion's strike, debilitating injury, sneak attack (unchained) +2d6, smite evil 1/day as paladin of same level

Spell-Like Abilities
4/day: fly
3/day: darkness, protection from evil
1/day: aid, bless, charm person, deep slumber, detect evil, invisibility (self only)
Channel Positive Energy as a 1st level cleric (1d6, DC 20, 11/day).(+2d6 phylactery)

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Statistics
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STATISTICS:
Final, starting, racial, other
Str 22, 9, +4 Oni, +2 sublime, +1 ageless, +2 mia wish, +2 mia super wish, +2 shrine of the spider god
Dex 24, 13, +4 Oni, +2 sublime, +1 ageless, +2 mia wish
Con 22, 7, +2 Oni, +1 Boost Points, +1 radish garden, +8 sublime, +1 ageless, +2 mia wish
Int 24, 18, +4 sublime, +2 mia wish
Wis 21, 16, +2 Oni, +2 mia wish,+1 boost
Cha 30, 17, +4 Oni, +1 statue of hera, +8 sublime
Lck 18, 15, +1 horseshoes, +2 boosts

Base Atk +4; CMB +13; CMD 31

Feats
Combat Reflexes, Daisho Expertise, Discipline Expertise, Exotic Weapon Proficiency (katana), Exotic Weapon Proficiency (wakizashi), Toughness, Weapon Finesse, Weapon Group Adaptation (light blades)

Traits fate's favored, hidden hand

Skills, rank, class, ability, other
Acrobatics +20, 4 3 9, -1 ACP +5 competence
Appraise +12, 1 3 8
Bluff +19, 4 3 11, +2 competence
Climb +12, 1 3 8
Craft (clockwork) +12, 1 3 8
Craft (leather) +12, 1 3 8
Craft (mechanical) +12, 1 3 8
Craft (traps) +12, 1 3 8
Craft (weapons) +12, 1 3 8
Diplomacy +24, 6 3 11, +4 sublime
Disable Device +19, 4 3 9, -1 ACP +2 trait +2 masterwork tools; +5 competence to disable traps
Disguise +15, 1 3 11
Escape Artist +15, 4 3 9, -1 ACP
Fly +11, 2 0 9
Heal +8, 1 0 7
Handle Animal +15,1 3 11
Knowledge (Arcana) +9, 1 0 8
Knowledge (dungeoneering) +13, 2 3 8
Knowledge (history) +13, 2 3 8
Knowledge (local) +15, 4 3 8
Knowledge (martial) +15, 4 3 8
Knowledge (Nature) +9, 1 0 8
Knowledge (nobility) +12, 1 3 8
Knowledge(planar) +8, 1 0 8
Knowledge (Religion +9, 1 0 8
Linguistics +13, 2 3 8
Perception +19, 4 3 7 +5 competence
Perform (dance) +17, 4 3 9
Perform (sing) +15, 1 3 11
Profession (butcher) +11, 1 3 7
Profession (Clerk) +15, 5 3 7
Profession (cook) +11, 1 3 7
Profession (herbalist) +11, 1 3 7
Profession (sailor) +11, 1 3 7
Ride +11, 1 3 7
Sense Motive +14, 4 3 7
Sleight of Hand +15 (+17 to conceal light weapons), 4 3 9, -1 acp
Spellcraft +9, 1 0 8
Stealth +19, 4 3 9, -1 ACP +2 trait +2 step of the cat
Survival +16, 4 3 7, +2 competence
Swim +11, 1 3 8, -1 acp
Use Magic Device +13

Languages
Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Necril, Sylvan, Terran, Undercommon

SQ Aegis, Ageless, Armiger's Mark, bushido (courage bushido), change shape (any human, alter self), Channel positive energy, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, Defensive Focus, gambits, gambits (flanker's gambit, stealth gambit), hidden weapons, portable hole specialist, positive energy affinity, rogue talent (trap spotter), strong life forcetactical acumen, trapfinding +2

Gear
seafoam green soul crystal, ipod with noise cancelling headphones, verdant vine bracelet, amulet of resurrection ,durable arrow (10), studded leather, shortbow, wakizashi[UC], artisan's outfit (something with a leather apron and lots of pockets/straps to hold tools), cold weather outfit, courtier's outfit (something nice to wear at the bordello), explorer's outfit, masterwork thieves' tools, peasant's outfit (exercise clothing), starting clothing, Phone, Life Vest Portable Difribulator, Glasses, Continuous Glucose Monitor, Insulin, 3 pens, Folding knife, potion key
Bag of Concealment Type I, Boots of Elvenkind, a Dusty Rose Prism Ioun Stone, Eyes of the Eagle, Muleback Cords, and a pair of Trapspringer's Gloves,Mask of a thousand tomes and a Phylactery of positive channeling, ring of protection +1, pig, Ring of Strength Sapping

pristine Trophy head (Displacer Beast), Boost Card +3
Ankheg armor proficiency
Ankheg breastplate
Ankheg sheild
Step of the cat: +2 to stealth
Black fur cloak of pouncing
Claws of the cat
Hydra Strike - Strike - Give an adjacent ally an AoO against the same target
Hydra leather boots or Hydra leather Vest
Troll gut rope
Health of a Troll belt
Essence orb of regeneration
Amulet of the Blood Boar

Chausible of the Fateweaver

Wealth: , About 1.50 in loose coins, 120 USD, 6565gp

Warder Maneuvers (4)
1 Brawler's Attitide, 1 Pride Movement*, 1 Tidal Blade*, 2 Raging Hunter Pounce, 2 Riptide Strike*, 3 Disparity Blow, 3 Rippling Current*

Hidden Blade Maneuvers (4)
1 Copycat Cut, 1 Dimensional Strike*, 1 Swift Current*, 2 Fading Strike *, 2 Iron Wave *

* Prepared Maneuvers

Tireless Path- treated as two levels higher for purposes of these abilities
Level 1: Recover from the Fatigued condition in half the normal time, only have to sleep half the normal time.
Level 3: only have to eat 1 meal a day
level 5: Immune to the Exhausted condition
Level 7: Do not need to eat, sleep, or drink. Recover from the Fatigued condition with 2 hours of rest/meditation
Level 9: Immune to magical sleep
Level 11: Immune to the Fatigued condition.
Level 13: Immune to Energy Drain
Level 15: Immune to Staggered, may function normally at zero hit points
Level 17: Immune to Stunned and Dazed
Level 19: Immune to Dying conditions, may function normally at negative hit points until dead

Bracelet, Verdant Vine:

Aura faint conjuration; CL 5th; Slot wrists; Price 6,000 gp; Weight —

DESCRIPTION

Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist.

Once per day on command, command word 'Leshy', the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell entangle, as the vines coil around the creature’s legs. The vines persist, but at the start of the affected creature’s turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage.

A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.


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Soul Crystal:

The soul crystal appears in your hand and feels warm. It changes its color to your favorite color. You know that there is two options and you can always change them at the beginning of the day. It can have two abilities of two Ioun Stones if you toss it into the air. The other option is to touch it to a willing or unwilling creature. If it is willing you gain a connection to that creature and you both gain some bonuses. If unwilling Will Save DC 18, if it fails you can command it as per command Monster spell.

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Other Boons
Horseshoe Pit: gain +1 to luck and the ability to roll with advantage 1/day.
Small Garden (Radish): +1 Con
Statue of Hera: +1 Cha
Shrine of the Spider God +2 Str

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Boost Points 60/66 Spent Now 5xBoost Points
5 1st Bonus Feat (Limit 1)
7 +1 to Stat below 18 (Con)
7 +1 Stat below 18 (Luck)
7 +1 Stat below 18 (Luck)
10 Gain 2nd bonus feat (Max 1): Advanced Study (Stance, Warder: Flowing Water Stance)
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
3 Gain 1 Bonus skill point (Max 5) Diplomacy
15 +1 Stat below 21 (Wis +1)

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Sublime Template:

Sublime Creature (CR +2)[3pp]
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.

A sublime creature is the epitome of health and beauty, being more comely than other members of its race.

Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.

A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here.

CR: +2

Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.

Special Abilities: The sublime creature gains the following special abilities.

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Skills: +4 racial bonus to Diplomacy.

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Mia wish bonuses
+2 Str
+2 Con, 2 boost point
+2 Wis, elixir of xp
+2 Dex, +2 trait bonus to stealth
+2 Int, Hexproof. The ability to stop one curse from affecting you, choose when you wake up.
+2 super wish bonus to Str

Daily Quest Setup Now 5xBoost Points

Slow mode

100 Pushups Str take 10 [dice]10+6[/dice] vs DC 10 1 hour
100 Situps Str take 10 [dice]10+6[/dice] vs DC 12 1 hour
100 squats Str take 10 [dice]10+6[/dice] vs DC 14 1 hour
100 jumping jacks Dex take 10 [dice]10+7[/dice] vs DC 16 1hour
rest an hour
run 5k Con take 10 [dice]10+6[/dice] vs DC 10 1 hour
6 hours total

Fast Mode

100 Pushups Str take 10 [dice]10+6[/dice] vs DC 15 1/2 hour
100 Situps Str take 10 [dice]1d20+6[/dice] vs DC 17 1/2 hour
100 squats Str take 10 [dice]1d20+6[/dice] vs DC 19 1/2 hour
100 jumping jacks Dex take 10 [dice]10+7[/dice] vs DC 21 1/2 hour
rest an hour
run 5k Con take 10 [dice]10+6[/dice] vs DC 15 1/2 hour