Earth Elemental

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Ah yes, thank you.

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A bit of an odd question, but I'm curious as to whom the major employees of the company are (in part to find their work elsewhere, particularly among the creatives). Where would I find that info?

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Pathfinder's Pouch. Store up to 10lbs into a non-dimensional space that's replaced by normal pouch space at a word, and has no magical aura by default. Perfect for smuggling (a sheathed greatsword in one instance), and at 1,000gp you'll not need to sacrifice your beloved piggy bank.

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Fundamental facets of history are in fact false. Major villains in various global events were framed, in other cases certain events were covered up, others still fabricated out of whole cloth.

I have ideas on how to uncover these truths. Original documents, 'impossible' relics, testimony from preserved figures, etc...

However, I'm pretty stumped on how this might work mechanically. As I see it the History skill would only provide 'facts' related to history as written, not history as happened.

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Having an odd idea for a theme involving Doppelgangers with a slight twist to their normal MO based on this meme.

Libertarian plot

So while yes they're looking for power and wealth it's as a means to the end of more overall freedom (and the acceptance of them as a race).

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That's the main question, but, it brings with it a host of other questions.

If Doppelgangers have naughty bits are they fixed, or mutable as the rest of their forms are?

Do they spawn with each other, by themselves, need a partner of another race?

Gestation times? Odds of multiple births?

Many questions, and the Bestiary only gives that they do have young, but, neglects to point out the means.

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http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun- stones/pale-green-prism-ioun-stone

Up to +2 if you buy both at 58k.

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Christina Stiles wrote:
Please add some diversity in your staff.

There's much more to diversity than one's genitals. Considering their current success they're exactly where they need to be from a diversity angle.

Overall checking a box on the diversity bingo card does more harm than good as there's another quality being sought than 'is this person good for our company'.

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Not nearly enough to make it worthwhile.

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Sonofa... I knew something was missing from that post!

Professor (middle aged human magic user, uses abilities exclusively on making magic devices/automatons) is a shut in, locked in a literal ivory tower tinkering with magical devices. He was lured onto the ship with talk of foreign magics to study. Always nearby is a plush boar with a tiny wooden barrel tied under it's neck.

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This is a first draft of what I hope to be a good campaign seed. Comments and criticisms are welcome. Good alternate names strongly requested! I suck at naming.

Thurston Howell (late middle aged human male) is a noble (no higher than duke or baron) charting a ship to meet an unknown aggressive force encroaching on his waters on an unclaimed island near his holdings. He hopes to make peace and increase his influence at court by handling the matter peaceably and without aid.

Lovey (early middle aged human female, though appears younger) is Howell's wife, and heiress to a trading company of major influence in the area. Though the foreign aggressors are little known she surmises that they would have goods worthy of trade, and

Skipper (adult dwarf male) and Gilligan (adult orc male) are trusted seamen in Howell's employ.
Skipper being the old salt of the two mans the helm, a life he's grown accustomed to since his clan was driven to the sea by giants that claimed his ancestral home. Becomes terribly irritable if deprived of grog for long.
Gilligan was adopted by the Skipper at a young age after being found among the debris of a wrecked ship. Despite unwavering loyalty to the Skipper Gilligan's usefulness suffers when required to do most physical tasks (has haunted curse, without any obvious benefits that oracles would have).

Mary-Anne (adult halfling female) is an indentured servant, but, happily going about her business, saving up to someday buy out her contract and obtain a small plot of land to farm and bring the rest of her family to the mainland.

Ginger (adult sorcerer, likely female) is a dancer of the exotic sort, always shrouded in some form of illusion. A low level magic user she beguiles men as she sways her hips. Howell plans to use this to catch the enemy forces unawares should he be fortunate enough to enter negotiations with one of their leaders face to face.

Naturally there's going to be a storm and the Minnow will be lost...
Unlike the TV show I plan for them to escape at some point (not by capping gilligan) and returning to see what mayhem ensued during their absence.

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I should not be in charge of naming anything.

That being said I've been thinking about the phrase 'poor craftsmen blame their tools'. The idea is mainly to allow characters to receive items of great power early on without becoming becoming ridiculously powerful. To that end I've come up with an idea that I believe works out nicely allowing someone to accept a powerful item (a named weapon for example) without being defined by it, or overpowering the opposition.

For weapons and armor this would be a simple numeric progression I forget the name of, but can be seen in a pool rack. Best to show it with a simple table.

Lv Bonus
1 +1/-
3 +2/+1
6 +3/+2
10 +4/+3
15 +5/+4
21 +6/+5

So assuming a young adventurer were to be given a fantastic weapon (for sake of argument call it a +5 flaming burst corrosive burst greatsword (the Dragon's Two Burns). At first level David the not yet mighty is handed the Dragon's Twin Burns from his grandfather King James, at this point he can unlock only the basic enchantment of +1. A few years later as David's sent to speak with Saul about not being a prick he gains his third level mastering more of the Dragon's Twin Burns power using it as a +1 Flaming Burst greatsword.

What do you guys think?

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So, is anyone actually playing this anymore?

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Just got the game about 2 weeks ago and man I'm sorry I missed the party!

Game looks great, plays spectacularly, and the so much of the game reminds me of the old quarter munchers I loved.

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Not sure what intelligence has to do with raging... Steve Jobs obviously had a level of Barbarian (or at least some option that gave him Rage for at least a few rounds a day). Perhaps if they were fops, or sissies or rage simply wasn't in their emotional lexicon, but, intellect has nothing to do with it.

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Fleet adds 5' each time you take it. There are a few feet slot items that also increase speed, but, does not stack with haste (enhancement bonus).

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KC, this is one of those items that came out way before they codified spells as requirements for item creation. As a legacy item it just gets shuffled around from edition to edition without much thought.

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One of the spells used in the weapon ability *is* evil (as per the descriptor), so personally I wouldn't do such a thing, but, most people I know don't recognize evil till you're off killing people indiscriminately.

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Go first in initiative more than one per session... You'd think this would happen with double digit init.

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Oddly enough I've seen Garys with their fanboy rage, and it was pretty funny from my perspective.

"Rabbit season..."

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"Waffles of shame..."

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The drop of a hat.

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Actually... of all the stupid things flesh to stone doesn't specify if it turns things to stone, only that they become statues.

"The subject, along with all its carried gear, turns into a
mindless, inert statue."

So just a bit of one-ups-manship, I turn creatures into adamantine statues. Sure there's more expensive, but, all the weapons and armor you can make with them is awesome!

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This was a drama with comedy in it, and the focus is on Cass and his continuing education on how not to be a jerk.

The plot weaves together the several worlds of the Gamers together nicely, something I expect to see more of in the extended cut and related products (Dangerous Games which features Leo for example).

And something that I'm surprised hasn't been posted yet, the movie!

http://www.watchthegamers.com/.

Onward... TO WAFFLES!

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94. GM wouldn't let you be a pony.

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At the start of a 'kingdom' you're pretty much in the 'first episodes' of your favorite show. And as any good series of first episodes go you start by introducing the characters, in this case, NPCs that may become important later on.

Cowboy Bebop for example, each character gets their time to shine, starting with the main characters (Spike, Jet), and important NPCs are introduced through their own episodes (Radical Edward and so on). Here you set the tone for the NPC's current state, and foreshadow any character development you may wish to proceed with. Again with this example we see a character that is wandering aimlessly, struck by a desire to travel beyond her own environment.

Be careful, this can be overused akin to many Monster of the Week series, but, if used appropriately, and cleverly disguised many players wont even notice that the events are simply introductions for additional plot hooks.

You mention that the populace of this area are prejudiced against. A very simple event would be to have their persecutors come by to interfere with the people's new home. I'd make sure there was a highly visible leader or important underling to personify as a villain.

I believe there's a 'rogue's gallery' or similar thread on these boards where people toss up their own characters for use as NPCs for other gaming groups. Crowd sourcing bits of GM duty for the enjoyment of all.

So ultimately I would suggest thinking up a dozen or so NPCs, and how they might interact with your new 'kingdom'.

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41. Because the DM said no evil characters.

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I shouldn't name anything...

My resume (or rap sheet)

Timber... Crushed beneath the vampire's vast tracts of land (would've died happy, but, just high enough level to spawn).

Quinn... Not a doctor, nor female... Andoran Rogue of regrettable tanking.

Gallopeno... The horse.

Gourry... Two handed fighter (adding lvs of Ragechemist soon), also a Quadiran terrorist.

Shamus McNugget... Dwarf Barbarian. To be fair I was suffering from pretty horrible food poisoning at time of creation.

Thad Actor... 10 year old human boy as far as anyone knows. Maxed out Perform Act and Oratory.

The brothers (I convinced two others to play along)
Karnac... Orc Barbarian the strong one
Karnac... Orc Sorcerer the smart one
Karnac... Orc Bard the pretty one

Torq Zork... The Horc Orc (blooded) Sorc

With even more travesties to come.

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Actually Steal Book is not strictly 3rd party. While it was in KQ (technically second party as Paizo also ran that publication), it also appeared in Seekers of Secrets, the first Pathfinder Society themed book.

Liberty's Edge 2/5

Knowledge Local will save your bacon! I suggest maxing it out, and adding the Mossy Green Disk Ioun stone for the extra +5.

Actually, I suggest getting one for all the Know skills, 25k over a career to always know what's up with any random thing is very useful IMO (more so since this bonus can be lent out as needed). In fact ask to roll all your Know skills at the start of the mod to see what your character knows about the place/object/person the mod involves.

Perception should be maxed out unless you don't mind the ambush this mod (AKA every mod).

Bluff/Diplomancy/Sense Motive are great for the talky bits if you're the face. Otherwise get Sense Motive to a decent score to keep the BBEG from selling you girl scout cookies (laced with custom auto-kill poison).

Acrobatics/Climb/Swim are crucial in certain situations, getting your bonus (by any means after ACP) to 10 *should* cover your rear. Note: I suggest adding the Comfort quality to any medium/heavy armor as it drops ACP by 1, and you never need to take it off (even if that whore Calistria tells you). Of the three I only max Acrobatics on 'spry' characters.

Craft/Profession/Perform are mostly useful as dayjobs, extra money is nice, especially when you want to get those alchemical items low level. Note: Pro Sailor comes up more than a few times. Bards get free skills by tossing ranks into Perform skills (bah!) so free money/skills for the king of skill monkeys.

Linguistics should have at least a rank if you've got an Int bonus.

Survival doesn't get used as much as I think it should, but, I suppose that's a personal opinion. As long as someone has a +5 bonus in the party you never have to worry.

UMD Only if you're Cha based caster. The DCs are so ridiculous otherwise it's a waste of skill points.

Disable Device/SoH May as well be removed from the game for all they do for you. DD is almost always in traps that a CLW wand will take care of it's effects (and I've seen DM fiat that the trap coudln't be disabled till it was triggered more than once) and SoH is just sad quite possibly never being used in PFS (to my knowledge anyway).

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It's not all the new classes I dislike. Just several of them.

Ninja is a better rogue. I'd much prefer just having a better rogue, and the option of eastern influence, but no, if you want a decent rogue you're now a ninja.

Samurai is really more of an archetype, it's silly to make it a class.

Alchemist is the only one that actually pissed me off. A class that *screams* awesome powers of science and the physical ends up just being another wretched caster. The pathetic thing is that just a *few* tweaks would have changed the whole class into something less irritating. "Look at my alchemy vanish in this anti-magic field! At least I went vivisectionist to steal the rogue's sneak attack!"

Witch is a waste.

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If you were LV 7, somebody along the line gave you some help. There was a great teacher somewhere in your life. Somebody helped to create this unbelievable Andoran system that we have that allowed you to thrive. Somebody invested in roads and bridges. If you've got a dragon horde—you didn't build that. Somebody else made that happen.

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Simple way to make an LG fantasy robot. Have him built with rules.

For example: Serve the public trust, Protect the innocent, Uphold the law.

There are others, such as Asimov's Laws, but, you can always come up with whatever your characters 'father' came up with for laws.

Liberty's Edge

Merciful as many of you know converts normal damage to non-lethal damage, adding a d6 in the process.

As some of you may also know when you drop a character with non-lethal the remaining damage is converted to lethal damage.

So my question is: Could my boomer (min 30 damage on a hit) accidentally kill someone while Merciful is active?

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I know this isn't a skill, but, if you're a caster I would strongly suggest Power Word: Objection!

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I'm all for killing drow instead of goblins, but, SR at lv 1 may turn a character's trump card into a chump card.

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Here's how I view Cayden and his ascension. 20s, like flaming beanbag chairs full of 20s. He's what your average adventurer wants to be when he 'grows up'.

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JacksonCross wrote:
I know it's not a move action, but like I said it's still "movement"

Look, Ravingdork, when I take a dump it's 'movement', it doesn't mean I can pull my sword at the same time.

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Alternately it could add the requite amount of iodine to the water to make it potable, yet, not appealing.

Congratulations, you've made Gatorade.

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The Replicants (Illusion/clone specialists)

The Hong Kong Cavaliers (Asian mounted party)

Died Trying (Undead adventuring party)

Captain Drinky and the Scurvy Crew (Pirates, I hope)

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Assuming that's quoted then no. If you're wielding something in a hand it is not a 'free hand'.

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Not picking a lock the first time is akin to not being the Fonz and getting the juke box to play your song by hitting it. Average people picking locks (not specialists, but, people moderately skilled) take half a minute or more to pick average locks.

That being said locks *start* at 20, and go to 40, so odds are good most people will not be getting that lock on the first try (or even taking 20) at low level if the lock is good enough. And every round you're busy on a lock is another round all those buffs the party has up are wasting, and for the enemy to be preparing for said party.

BTW having one chance to pick a lock was stupid and arbitrary.

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Ok, well the GM I showed the manor map to and I feel foolish for playing around in a zoo instead of a pathfinder lodge as we intended.

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Wizard. Too powerful to completely deny (well, I have so far), but, I'm lactose intolerant.

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Hell. So Cheliax would be a good option.

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You can also find it in Seekers of Secrets (probably a more detailed map as well), which I suggest having if only for the cool new ioun stones.

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I mean really... Lens of Detection just went to the eyes slot, which makes it the *only* item in the game that both takes up a slot and requires a free hand to use.

Even in the description it's a 6 inch lens in a handled loop, obviously you're not wearing this on your face all day! Unless I plan to look super stupid at PFS next week...

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CON-gratulations!

I pun because I care...

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Hmm... new version. Guess I'll see if it works.

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A 2ft diameter hole (or hoop I suppose) would be pretty easy to get into unless your character were *very* chubby and/or pointy (armor spikes or some such).

Race

Female Human Vampire Witch (Wild) 11 | HP 96 | AC 25 | Fort +17 Ref +17 Will +17 | Perc +17 | Focus 3

Classes/Levels

| Hero Point: 1/3 || Familiar (Dante) AC 25 | HP 65

About Floare

Familiar - Dante:

Dante
Male spirit guide
Rare, Medium, Beast, Minion, Spirit
Perception +16; low-light vision, scent (imprecise) 30 feet
Languages Common
--------------------
AC 25; Fort +17; Ref +17; Will +17
HP 65
Spiritual Recall [R] (magical, occult) Frequency once per day; Trigger An attack would reduce your familiar to 0 Hit Points; Effect You use your bond to rescue your familiar. The familiar survives the attack with 1 Hit Point remaining and becomes incorporeal until the end of your next turn.
--------------------
Speed 55 feet
Melee [1] claw +15 (agile), Damage 1d4 S
Other Abilities bound to mortal, familiar of keen senses, independent, land speed, scent, speech, touch telepathy
~~~~

Basics:

Witch 11
N Medium humanoid (human) - 20 years old, 5'7", 105 lbs, her skin is sun-kissed amber and her wavy and unruly hair is the color of spring honey, her eyes are bright blue
Senses normal vision, darkvision
Perception +17 (expert prof +4, level +11, Wis +2)
Languages Common, Draconic, Dwarven, Elven, Sylvan, Varisian, Jotun

~~~~~

Defense:

HP 96
AC 25 (base 10, trained prof +2, level +11, Dex +2, mage armor +1 )
Fort +17 (E +4, level +11, Con +2) Ref +17 (E +4, level +11, Dex +2) Will +17 (E +4, level +11, Wis +2)

+2 circumstance bonus on saves versus disease and poison
poison resistance 4
+1 circumstance bonus to saving throws against effects that would make you paralyzed or have the sleep trait.

~~~~~

Offense:

Speed 25'

{A} Dagger +17/+13/+9 (1d4 PS) versatile S, agile, thrown (30'), finesse

{A} Staff +15/+10/+5 (1d8 B) two-handed (1d8)

{A} Fist +17/+13/+9 (1d4 B) agile, finesse, nonlethal, unarmed

{A} Crossbow +17/+12/+7 (1d8 P), ranged (120 ft), reload (1)

{A} Fangs +17/+12/+7 (1d8 P), grapple, unarmed

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

~~~~~

Statistics:

Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 20 (+5), Wis 14 (+2), Cha 18 (+4)

~~~~~

Ancestry - Human (Varisian):

Ethnicity: Varisian
Varisians are one of the most widespread peoples of Avistan, their lands stretching from their ancient homeland of Varisia in the west to the edge of Numeria in the east. They are a wiry, short people, with tawny, gold, or russet-brown skin and a wide array of hair and eye colors. While most have dark eyes and wavy brown hair, rare features such as violet eyes or platinum hair are not all that unusual. Outsiders may often associate Varisians with roaming merchant caravans, the practice of harrow card reading (a form of fortune-telling), and the worship of Desna, goddess of dreams. However, Varisians form the majority of permanent residents in the great cities of Magnimar, Lepidstadt, and others, where they outnumber their wandering kin a hundred times over.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common, Varisian + Int modifier

Heritage: Skilled Heritage
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat: Natural Skill

Level 9

Ancestry Feat: Adaptive Cantrip

~~~~~

Background - Brevic Outcast:

One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming such without evidence is a fool’s game. Whether a recent attempt to prove your heritage brought down the wrath of a noble family or you seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.

Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.

You’re trained in the Politics Lore skill. You take a –1 penalty on all Charisma-based skill checks attempted when dealing with members of the nobility, but gain the Haughty Obstinacy human ancestry feat, even if you aren’t a human. If you manage to establish yourself as a true noble or secure a leadership role in a kingdom, you no longer take the penalty to Charisma-based checks.

~~~~~

Class - Witch:

Hit Points: 6 + Con modifier

Primary Ability: Intelligence

Basics
Perception: Trained, Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in Arcana, Baking Lore, Diplomacy, Medicine, Nature, Occultism, Stealth, Survival, Trained in 3 other skills + Int Modifier

Offense
Trained in all simple weapons and all unarmed attacks

Defense
Trained in unarmored defense

Ability DCs
Trained in Witch class DC

Familiar
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal. A familiar has the same level you do.

Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

Hexes
Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron’s magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes 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 commune with your familiar.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain 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 Focus Points.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don’t cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren’t counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.

Focus Spell: Phase Familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

Heightened (+1) Increase the resistance by 2.

Patron: Wild
Bonus Spells:
1st level - summon plant or fungus

Focus Spells Granted: Wilding Word, Phase Familiar

Level 2

Class Feat: Basic Lesson

Archetype Feat: Familiar Master

New Familiar Spells
Magic Fang
Summon Animal

Skill Feat: Skill Training

Level 3

General Feat: Natural Medicine

New Familiar Spells
Dispel Magic
Glitterdust

Level 4

Class Feat: Improved Familiar

Archetype feat: Familiar Conduit

Skill Feat: Stitch Flesh

Level 5

Ability Boosts
Dexterity, Intelligence, Wisdom, Charisma

Level 6

New Familiar Spells
Curse of Lost Time
Lightning Bolt

Class Feat: Greater Lesson

Lesson of Life

New Familiar Spell: spirit link
New Focus Spell: life boost

Skill Feat: Root Magic

Archetype Feat: unspent

Level 7[/i]

[b]New Familiar Spells
Freedom of Movement
Murderous Vine

General Feat: Canny Acumen

Archetype Feat: Vampire Dedication

Skill Mastery: Diplomacy

Level 8[/i]

[b]New Familiar Spells
Fly
stoneskin

Class Feat: Witch's Charge

Archetype Feat: Daywalker

Skill Feat: Shameless Request

New Familiar Spells
Entwined Roots
Mantle of the Unwavering Heart

Level 10[/i]

[b]Ability Boosts
Constitution, Intelligence, Wisdom, Charisma

Language: Jotun

Class Feat: Witch's Communion

Archetype Feat: Nocturnal Kindred

Skill Training: Society

Skill Feat: Courtly Graces

New Familiar Spells
Cloudkill
Pressure Zone

Level 11[/i]

[b]General Feat: A Home in Every Port

Skill Training: Arcana

New Familiar Spells
Petrify
True Sight

Hex Cantrip
Jealous Hex

~~~~~

Familiar Master Abilities:

Each day, you can channel your magic into two five abilities chosen from familiar abilities, which affect your familiar, and master abilities, which affect you.

Lifelink
If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar

Familiar Focus
Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.

Cantrip Connection
You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

~~~~~

Feats:

Level 1

Natural Skill (Ancestry): Plant Lore, Wilderness Lore
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Level 2

Basic Lesson: Lesson of Protection
You gain the blood ward hex; your familiar learns mage armor.

Familiar Master
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.

You can’t select another dedication feat until you have gained two other feats from the familiar master archetype.

Enhanced Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Skill Training: Crafting
You become trained in the skill of your choice.

Level 3

Natural Medicine (General, Skill)
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Skill Training: Occultism
You become an expert in the skill of your choice.

Level 4

Improved Familiar (Witch)
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.

{A} Familiar Conduit (Archetype)
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.

Stitch Flesh (General, Skill)
You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer’s tools. Some conditions that might raise the DC of treating undead’s wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Pharasma or the wounds were caused by powerful positive energy.

Level 6

Root Magic (General, Skill)
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.

Level 7

Canny Acumen (Reflex)
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Vampire Dedication (Rare, Archetype, Dedication)
You’re a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They’re in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities and the Drink Blood ability.

Disease and Poison Protection

{A} Drink Blood
You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim’s Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target’s level that last for 10 minutes. Further uses against the target don’t increase the drained condition or grant you more temporary HP.

Immunity to Death Effects
You’re immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn’t make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don’t instantly die from it.

Negative Survival
Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.

Revulsion
A vampire can’t voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).

Sunlight Vulnerability
If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don’t cast shadows or show a reflection in mirrors.

Undead Hunger - Blood of the Living
While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

Void Healing
The creature is damaged by vitality damage and is not healed by vitality healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Level 8

Shameless Request (General, Skill)
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Witch's Charge (Detection, Witch)
You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.

Daywalker (Archetype, Divine)
Through a profane pledge or a bloodline quirk, you can tolerate the sun’s light. You gain the advanced undead benefits and can’t be destroyed by sunlight. This doesn’t prevent you from becoming slowed by exposure to the sun.

Advanced Undead Benefits
You gain Darkvision.
Your bonus against disease and poison increases to +2. You gain poison resistance equal to half of your level.
You gain a +1 circumstance bonus to saving throws against effects that would make you paralyzed or have the sleep trait.

Level 9

Adaptive Cantrip (Human) - Forbidding Ward
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.

If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Level 10

Witch's Communion (Witch)
You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.

Nocturnal Kindred
You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.

Once per day, you can cast animal allies as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level.

Courtly Graces (General, Skill)
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.

A Home in Every Port (Downtime, General)
You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable (see Cost of Living), and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +2 (Dex +2 - U)
Arcana +22 (Int +5 - M)
Athletics +0 (Str +0 - U)
Crafting +18 (Int +5 - T)
Deception +17 (Cha +4 - T)
Diplomacy +21 (Cha +4 - M)
Intimidation +4 (Cha +4 - U)
Medicine +15 (Wis +2 - T)
Lore, Baking +18 (Int +5 - T)
Lore, Herbalism +20 (Int +5 - E)
Lore, Plant +18 (Int +5 - T)
Lore, Politics +18 (Int +5 - T)
Lore, Wilderness +18 (Int +5 - T)
Nature +15 (Wis +2 - T)
Occultism +20 (Int +5 - E)
Performance +4 (Cha +4 - U)
Religion +2 (Wis +2 - U)
Society +18 (Int +5 - T)
Stealth +15 (Dex +2 - T)
Survival +16 (Wis +2, +1 coyote cloak - T)
Thievery +2 (Dex +2 - U)

~~~~~

Spells:

Familiar Spells

Spell Attack: +18
Spell DC: 29

Hex Cantrip
Jealous Hex

Cantrips

Dancing Lights
Detect Magic (3rd,4th)
Forbidding Ward (3rd,4th)
Guidance
Healing Plaster (3rd)
Know Direction (7th)
Prestidigitation
Produce Flame (+1)
Protect Companion (R,+2)
Stabilize
Tanglefoot (2nd,4th)

1st Level - 3/day

Charm (4th,8th)
Fear (3rd)
Heal (+1)
Horizon Thunder Sphere (+1)
Mage Armor (4th,6th,8th,10th)
Magic Fang
Noxious Vapors (+1)
Spirit Link (+1)
Summon Animal (2nd ... 10th)
Summon Plant or Fungus (2nd ... 10th)

2nd Level - 3/day

Dispel Magic
Glitterdust
Scorching Ray
Speak With Animals

3rd Level - 3/day
Curse of Lost Time (7th)
Haste (7th)
Life Connection
Lightning Bolt

4th Level - 3/day
Freedom of Movement
Murderous Vine (+2)

5th Level - 3/day
Entwined Roots (7th,9th)
Mantle of the Unwavering Heart

6th Level - 2/day
Petrify [/ooc]
True Sight

Focus Spells
Blood Ward [ooc](5th)
Cloudkill (+1)
Fly (7th)
Life Boost
Phase Familiar (+1)
Pressure Zone
Stoneskin (6th, 8th, 10th)
Wilding Word

Innate Spells
Animal Allies (+1)

~~~~~

Gear:

dagger
staff
crossbow

coyote cloak (60g)

belt pouch

└ flint and steel (5 cp)

backpack

├ bedroll
└ waterskin

~~~~~

Appearance:

Floare stands 5'7", but looks shorter as she tends to hunch down to avoid notice. Her figure is still girlish and her choice of plain clothes enhances the illusion that she's younger than she really is. Her skin is heavily tanned as though spending a great amount of time in the sun, but it's a produce of genes, rather than behavior. Her honey-colored hair is past her shoulders and is rarely tamed. She decorates it with carefully selected flowers.

~~~~~

History:

Floare doesn't remember a lot of her early childhood. Images of a man and a woman that she thought of as her parents. Other faces. They all vanished in a single night, though, as some force of nature tore through the small, nameless village in which they resided, leaving just her alive for some reason the fates only know. She wasn't more than a toddler. It was a vampire, she was told later by her real mother.

Her real mother.

While human, her real mother was more of a monster than anything she had ever met. A powerful witch that resided alone in the woods. She had a pattern of preying on the few lone travelers that would pass through her woods. The women she would simply kill. The men she would seduce first. They would all end up in the same place, though, eventually; The pot. Children produced by such unions would be swapped out, hag-like, for some infant in a random village.

Floare was the only one that had been 'recovered', it seems. And by random fate, at that. Mother had heard of the tragedy, and out of curiosity she had traveled to the village on the off chance that if there were any survivors, they would be easy prey. To her surprise, she found Floare crying in her bed. She was smeared with blood, but other than that, she was unharmed.

Life with Mother was ... a nightmare. If Mother had been an actual hag, it might be excusable, but she wasn't; She was as human as those she tormented. Floare was exposed to horrors in her small hut that she'll not speak of to anyone. The only thing that made it even remotely bearable was Dante. A shadowy figure in the woods had given him to her on the eve of her thirteenth name day. He has been her true companion ever since.

During one of her many monologues regarding the subject of selecting an appropriate male for breeding (and subsequent feasting), Mother had let it slip that Floare's father was a noble of some sort from Brevoy. So when it was announced that she was too old to stay with Mother any more and needed to strike out and find a hunting ground of her own, Floare already had a destination in mind. She had no high hopes of finding a lost family, but it was as good a place as any to start a new life.

~~~~~

Macros:

[dice={A} Unarmed Attack]1d20+17[/dice]
[dice={A} Unarmed Attack]1d20+13[/dice]
[dice={A} Unarmed Attack]1d20+9[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Fangs Attack]1d20+15[/dice]
[dice={A} Fangs Attack]1d20+10[/dice]
[dice={A} Fangs Attack]1d20+5[/dice]
[dice=Fangs Damage - P]1d8[/dice]

[dice={A} Staff]1d20+15[/dice]
[dice={A} Staff]1d20+10[/dice]
[dice={A} Staff]1d20+5[/dice]
[dice=Staff Damage - B]1d8[/dice]

[dice={A} Dagger Attack]1d20+17[/dice]
[dice={A} Dagger Attack]1d20+13[/dice]
[dice={A} Dagger Attack]1d20+9[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice={A} Crossbow Attack]1d20+17[/dice]
[dice={A} Crossbow Attack]1d20+12[/dice]
[dice={A} Crossbow Attack]1d20+7[/dice]
[dice=Crossbow Damage - P]1d8[/dice]

[dice={A}{A} Produce Flame Attack]1d20+20[/dice]
[dice=Produce Flame Damage - Fire]6d4+5[/dice]

[dice={A}{A} Horizon Thunder Sphere Attack]1d20+20[/dice]
[dice=Horizon Thunder Sphere Damage - Electricity]3d6[/dice]

[dice={A} Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Damage Fire]2d6[/dice]

or ...

[dice={A}{A}{A} Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice=Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice=Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice={A} Heal]2d8[/dice]
[dice={A}{A} Heal]2d8+16[/dice]
[dice={A}{A}{A} Heal]2d8[/dice]

~~~~~

Prepared Spells Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]96/96[/i][/ooc]
[ooc]Current Focus: [i]3/3[/i][/ooc]
[ooc]Current Effects: mage armor[/ooc]
[ooc]Spell DC: 30[/ooc]
[ooc]Spell Attack: +20[/ooc]

[ooc]Hex Cantrip[/ooc]
[ooc][i]jealous hex[/i][/ooc]

[ooc]Innate Spells[/ooc]
[ooc]4 - [i]animal allies[/i][/ooc]

[ooc]Focus Spells[/ooc]
[ooc]Cantrips (1) - [i]wilding word[/i][/ooc]
[ooc]4 - [i]blood ward, fly, phase familiar[/i][/ooc]

[ooc]Prepared Spells[/ooc]
[ooc]Cantrips (4) - [i]dancing lights, guidance, produce flame, protect companion, stabilize, tanglefoot[/i][/ooc]
[ooc]1 - [i]fear, [s]mage armor[/s], noxious vapors[/i][/ooc]
[ooc]2 - [i]dispel magic, dispel magic, glitter dust[/i][/ooc]
[ooc]3 - [i]haste, life connection, spirit link (+2)[/i][/ooc]
[ooc]4 - [i]charm (4th), freedom of movement, murderous vine, stoneskin[/i][/ooc]
[ooc]5 - [i]cloudkill, entwined roots, fly[/i][/ooc]
[ooc]6 - [i]petrify, true sight[/i][/ooc]

[/spoiler]