Ottokar Marbleheart's page

1 post. Organized Play character for Harrowed Wizard.




Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hello,

Its on the Product Discussion page, but just in case this is monitored more closely, thought I'd mention it here.

It appears that the download links for the Starfinder 2e Playtest Rulebook and the links to the Pregen characterts point to a 15pg PDF of the Rulebook, not the full rulebook or the Pregens.

Thanks!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So when I ran my party through Curse of the Crimson Throne, I also threw in Academy of Secrets, partly because we had a character that was an ex-student Arcanist that had gotten expelled due to reasons and I thought it would be cool to revisit now that the Arcanist had grown in power.

I'm going to move forward assuming GMs or folks that have played AoS and CotCT are reading this...

During AoS, they had confronted Toff Ornelos and ended up fighting him, killing him before he could escape. Upon the conclusion of CotCT, the Arcanist player (well before Shadows at Sundown was ever announced) liked the idea that his character would become the Headmaster of Acadamae and start the rebranding process. This paired with the party creating a Council of different cultural representatives to rule the city.

Even more importantly, at this point the heroes that defeated Illeosa had stymied Lothract's plans twice now (I think at the time with a successful knowledge check, I had let the players know at the end that Illeosa's contract was ultimately held by Lothract and he was not pleased)

Working in the Council instead of Queen Cressida is going to be easy enough, my difficulty arises in replacing Headmaster Toff Ornelos in SaS particularly since part of his motivation is knowing he is just a figurehead.

Would having a Deputy/Assistant Headmaster that is in unwilling service to Lothract (maybe always opposed to the Arcanist's progressive policies) is the one that interacts with the PCs? (Potentially the new Headmaster is down in Absalom visiting the Arcanarium for a symposium or something, getting that high-level PC out of town)

Any other fun thoughts? I've got about 6 months before we get close to me running this, but I know I'll be running it!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

After meeting with Sinjin before heading to Horse Eye Orbital Plate, one of my players really latched onto the "releasing the null-space tech to the rest of the Pact Worlds" argument that Sinjin was using. So much so, they actually want to broadcast as much details about the technology and/or the Oliphaunt that they can before going to hand it off to Sinjin and the Golden League.

So much of Eline Reisora's motivation throughout the later books is to get the ship back before the loss of the ship is known throughout the rest of EJ Corp. Even the "partnership" between Eline and Sinjin in Book

My question: How would this impact the story in later books?

My initial thoughts: Eline might still go after the PCs for revenge and Sinjin might still go after them for the ship. However, it goes more towards pure revenge instead of being a cover-up situation.

What do folks think it might do to any particular encounters in later books (thinking in particular books 4,5 & 6)?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hello!

I'm looking at building a Ysoki Soldier with the Hunter combat-style and am looking at also utilizing the creature companion and mount rules from AA3.

What I'm noticing though is that while the feat might be called Combat-Trained Mount, it is not in fact considered a combat feat. I'm looking at making this character Society legal (otherwise I would talk to a home GM about it and try and get it considered as a combat feat).

Am I crazy in thinking at least the combat-trained mount feat should be labeled as a 'Combat' feat?

5/55/55/5 **

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The Sacramento Starfinder & Pathfinder Society lodge is pleased to announce that we will be at this years InterGalatic ConQuest at the McClellan Conference Center!

On top of our regularly scheduled games for this convention, we have a host of other exciting opportunities to have some unique gaming experiences!

We will be running the multi-table interactive Starfinder Society Scenarios #2-00: Fate of the Scoured God, during its exclusivity period between Origins and GenCon!

That isn't all though! We have two of Paizo's own coming to visit us! Robert G. McCreary, Creative Director of Starfinder and Amanda Hamon, award-winning designer and developer!

Come out and play with us July 19th-21st at InterGalatic ConQuest

You can purchase tickets here: http://intergalacticconquest.conquestsac.com/
Register on Warhorn here: https://www.warhorn.net/events/midsummer-conquest-dnd-pfs-sfs
Register to GM here: https://forms.gle/wSxw4o7fEcG3UNff9


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This isn't a mechanical note, but more of a setting note.

Will we be getting any sort of setting information in regards to how Solarion & Vanguards interact in the setting? I feel like their 'power sources' are fairly similar what with "suns form and galaxies die" in the Vanguard description and the Solarion using Solar Manifestations.

I feel like, for instance a Vanguard could just as likely train at the Pradulex Monastery as a Solarion, but I may be off-base and getting that clarified on the final product might be good.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm thinking making my first character a goblin druid in the Animal Companion order.

In particular, I am thinking of taking the Rough Rider Ancestry Feat, which reads as thus:

ROUGH RIDER Goblin FEAT 1
Any creature that will bear your weight can
become your loyal steed, and you know how to coax even the strangest beasts into service. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to Handle a goblin dog or wolf mount. For more
about the Nature skill, see page 152.

My big question is, assuming an animal companion becomes Medium (which most will do at 4th level), will this allow a Goblin to ride an animal companion without the special Mount quality?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My group is starting to prepare and schedule what we would like to do for the Playtest. Currently we have 2 regular GMs (myself and one other). We alternate who is GMing weekly between 2 different campaigns.

My primary question is this: Is it possible to have each of us GM different Parts of Doomsday Dawn? (i.e. he GMs Parts 1,4,7 and I GM the rest or some other set-up like that)

This is partly because both of us want to play (and honestly I think both of us want to tryout the rules from the other side of the screen as well). However, it also allows us not to take a huge 3 month break from either one of our campaigns. Ultimately we've already conceded we probably aren't following the quick schedule, but we'll complete the surveys as we complete the parts - since Jason Buhlman stated they'd be open for some time after the 2 week window (3 for Part 1).

5/55/55/5 **

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The Sacramento Pathfinder and Starfinder Lodge is excited to announce that we will be offering Starfinder Society Scenario 1-99 as our Saturday night multi-table interactive special at Midsummer ConQuest on July 21! This is a special early access offering during the blackout period from Origins in June to Gen Con in August.

Come and join us as Nominated First Seeker Luwazi Elsebo sends the growing Starfinder Society to try and breach the impenetrable barrier surrounding the Scoured Stars region that is sure to shape the Starfinder Society for generations to come whether it is successful or not!

You can purchase tickets to MidSummer Conquest here.

Once purchased you can register for games here.

If you would like to GM at all (3 sessions for free weekend ticket!), register on Warhorn and then fill this out.

5/55/55/5 **

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I ran 1-08 Sanctuary of Drowned Delight for the first time the other day.

The rest of the story:
After the introduction and finding out from Fitch that the Arniselle lodge was of an old standardized design, on of my players asked if they could get the basic layout of the lodge.

At the time, I couldn't think of any reason why something like that wouldn't be easily accessible so I gave the PCs a basic layout of the lodge, minus the area beyond the secret door.

Could there have been a better way for me to handle that?

Dataphiles 5/55/55/5 **

Sacramento Pathfinder & Starfinder Society Lodge would like to invite any and all intrepid adventurers - be you a daring Vesk Operative working for the Starfinder Society to better the Veskarium or a devilishly good looking Half-Orc Bard looking for the next great ballad - to look no further than ConQuest Avalon in Northern California!

We will be hosting numerous tables of both Pathfinder Society Organized Play (PFS) and Starfinder Society Organized Play (SFS), including at least one multi-table convention special!

Worried about the cost of attendance? We are always looking for enthusiastic GMs! If you commit to GMing at least 3 tables throughout the weekend, you won’t have to worry about getting in! (If you want to GM, contact jared@thalernet.com)

Dates: November 17th-19th
Location: Sacramento, CA
Register for ConQuest Avalon at http://conquestsac.com/avalon/

Then sign up for games at the ConQuest Avalon Warhorn: https://warhorn.net/events/conquest-avalon-2017


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm currently a player in the Dead Sun's AP, and just hit level 2 with my Lashunta Solarian, and I'm also a Society GM that is curious about this in case I see it in play. I have a question about Stellar Rush, which reads as thus (emphasis mine):

SFCRB pg.104 wrote:


Stellar Rush(Su)(Photon):

As a standard action, you can wreathe yourself in stellar fire and make a charge without penalties (See pg. 248).

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Then Charge says (emphasis mine):

SFCRB pg.248 wrote:

Charging is a full action that allows you to move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1. Charging carries tight restrictions on how you can move. You must move at least 10 feet (2 squares), and all movement must be directly toward the designated opponent, though diagonal movement is allowed. You must have a clear path toward the opponent, and you must move to the space closest to your starting square from which you can attack the opponent. If this space is occupied or blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t charge. You can still move through helpless creatures during a charge. If you don’t have line of sight (see page 271) to the opponent at the start of your turn, you can’t charge that opponent.

Attacking on a Charge:
After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can’t move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges

Does that mean that a Solarian that takes Stellar Rush can first use their move action to move up to their speed and then use a standard action to use Stellar Rush, allowing them to move up to double their speed in the charge. Thus allowing them to effectively move up to 3x their speed in a round? Or is there something akin to partial charges (i.e. standard action only) like in Pathfinder that I haven't come across yet?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm the GM and I have a Paladin of Sheyln that was afflicted with the Insanity Spell (CL 20), and the party does not have any of the requisite spells to get rid of the Insanity right away. Instead of just having the character be "confused" until the party can cure the Insanity, the player asked if we could use the Madness rules.

I randomly determined which ones he was afflicted with and they ended up being:

Amnesia
Mania/Phobia
Psychosis
and Multiple Personality Disorder.

My first big question is: Does the Will penalty from Amnesia and Multiple Personality Disorder stack? Off hand, I want to think so since the penalty is from two different sources and I have found nothing that states what penalty type they are.

Next question: If the party is able to get their hands on a Heal spell, would the alignment change from Psychosis revert back to original OR would the character still be Chaotic Evil?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So my party will probably make its first attempt at Artrosa tonight and I'm doing my prep work, when I realize that they want Erdija to follow the PCs until they basically tell her to go away.

How would she follow them during the climb up to the top of one of the cliffs?

Would the party need to either get her magical flight (which is possible) or jury-rig something else up(which would be hard to do since it is about half a mile up).

Or should I just handwave it and treat her climb as any other PC/NPCs climb ignoring the fact that she has horse hooves for feet?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hello!

My VTT group is going to be starting another AP in about 2 months or so and we have narrowed it down to Hell's Vengeance and Reign of Winter. As the GM, I don't have any particular preference over the two.

All of the players are willing to be in an Evil campaign and we have talked about consent and the like in regards to HV. I'm just looking for some input from folks that have played/GM'd at least one (if not both) of these APs to give me some insight into the pros/cons of each AP from a play perspective and/or a GM perspective. Thanks in advance!


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So I am looking to get some newer players to play an Adventure Path. I'd like to be able to give them a 1-2 page list with a one sentence description of each of the APs. Below you will find what I've written up about each of them. I've only personally read/played/GMed 4-5 of the APs, so any help getting the best description possibly would be much appreciated!

Rise of the Runelords - Traditional high fantasy including goblins, giants, dragons and many other foes!

Curse of the Crimson Throne - Urban campaign after the death of the city-state’s king.

Second Darkness - Explore elven ruins & eventually deep underground, eventually fighting dark elves!

Legacy of Fire - Desert adventure including genies and planar travel!

Council of Thieves - Urban adventure that helps guide a city before it tears itself apart.

Kingmaker - Explore the vast wilderness and ancient ruins to clear space for your budding kingdom!

Serpent’s Skull - Explore ancient ruins, racing against other parties to be the first to explore them, hopefully preventing an ancient sleeping god from arising!

Carrion Crown - Horror adventure that pits the players against traditional horror themes.

Jade Regent - Travel from traditional European fantasy across a land bridge to the Asian-themed lands!

Skull & Shackles - Explore the seas as pirates, fighting sea monsters, other pirates and more!

Shattered Star - Seek all of the pieces of an ancient artifact, delving deep into the history of a land!

Reign of Winter - Fight the machinations of a reviled Winter Witch, and travel through time & space!

Wrath of the Righteous - In this mythic adventure, players will fight off the hordes of demons streaming into the world!

Mummy’s Mask - Delve into ancient tombs and uncover the secrets of a cult to prevent the rebirth of an ancient tyrant

Iron Gods - Barbarians and robots collide in this adventure to bring a dash of high-tech into this fantastical game!

Giantslayer - Fight orcs & giants, preventing them from overtaking the human lands!

Hell’s Rebels - Rebel against an evil Hell worshiping empire to free a region from its grasp. (Not directly influenced by Hell’s Vengeance)

Hell’s Vengeance - Play as the villains, helping the evil empire put down a divine inspired rebellion (Not directly influenced by Hell’s Rebels)

Strange Aeons - Madness has grasped the players and they must discover not only their own past but also stop the madness of cults from spreading across the globe!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hello,

I'm running my party through Hell's Rebels and they are currently 8th level. One of the players is playing as a Promethean Alchemist. In the early levels if/when the homonculus died, I didn't worry too much about the cost of 1 pint of blood/Hit Die of the homonculus.

However, now the party is 8th level and the homonculus has 6HD. Meaning if my players wants to bring back the homonculus after it is 'killed', it would take 6 pints of blood. (In the real world with current donation guidelines, this would take a full year to safely donate)

I have been unable to figure out how this actually translates into a mechanical consequence. Off hand, I was thinking of 1 point of Con damage/pint of blood.

Meaning that in a safe environment there is a good chance that the Shaman in the party can cast Restoration spells to off-set the Con damage as it happens so that at the higher hit dice the homonculus can still be brought back. This would make bringing her back mid-adventure/dungeon crawl a lot more difficult, but allow downtime to be used to bring her back fairly easily.

Thoughts?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hello!

My party plays on a VTT and we only get 2-2.5 hours per session to play every week (and sometimes even less). The end of Turn of the Torrent ended up taking us 4-5 sessions to complete because the current party is woefully not built for aquatic combat and we just slog through it. So much so, that my players are becoming more frustrated with the adventure than actually having fun.

With that in mind, I want to reach out and see if anybody has any ideas about replacing the Acisazi village & Menotheguro. Ideally something that still makes sense for the Silver Ravens to make alliance with that would help against Cheliax's navy much as the aquatic elves would.

I have just started reading book 4 and plan on finishing it this week, but I don't know if the Acisazi have a strong role to play in the AP after the alliance is secured.

Any help would be appreciated. Thanks!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

We just started Emerald Spire a few sessions ago and my players didn't much like the light effect of the first level (especially since the ranged character only had Low-Light), and I think they had a good time on the second level with the spiders.

The issue is:

Spoiler:
On the third level, when they fought Jaris Phenogian and his Iron Cobra their luck started to change. First their scout failed the Fort save with the Blue Winnis poison the Cobra has and fell unconscious. Then the second round comes around and their next frontliner a Cavalier also rolls poorly when the Cobra hit him and he is unconscious as well. I finally get Jaris into position and the remaining two players make their saves vs the Color Spray and they promptly start working on making a tactical withdrawal. Sadly, they don't get away fast enough and Jaris is able to get close enough to use his Arcane Bond (Ring) with Color Spray and both of the surviving players are hit with his Color Spray. They are 3rd level so they were stunned for 1d4+1 rounds. I basically had Jaris tie up the players and we ended the session so that I could prep what I wanted to do next with the group since I did not want to do a TPK.

Within reason, where should the players be kept as prisoner within the Emerald Spire or Level 3 of the Spire? (I have 5 players but the 5th was not at the session, I'm just going to have his character with them for group cohesion purposes)


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I know that the ACG Playtest is old news, but I was reading through Demon's Heresy and one particular NPC jumped out to me as a GREAT candidate for a re-write using an ACG class. I also upped his power by just a tad to hopefully make him more dangerous for Mythic PCs, but YMMV. Here he is.

Spoiler:
Marhevok Grunheld-Wintersun CR 10
XP 9,600
Human (Kellid) Bloodrager 11/Champion 1
CE Large humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 18 (+9 armor, +1 Dex, -1 size, +1 natural, +1 deflection, +1 dodge)
hp 161 (11d10+71)
Fort +12, Ref +4, Will +5; +2 vs. spells cast by you or an ally
Defensive Abilities hard to kill, improved uncanny dodge; DR 2/—; Immune inhaled poison; Resist demonic resistances, acid 5, cold 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +18 (3d6+8/19-20+1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws, mythic power (5/day, surge +1d6)
Bloodrager Spells Known (CL 8th; concentration +10):
3rd (1/day)—fireball (DC 15), haste, protection from energy
2nd (2/day)—bull's strength, false life, frigid touch, scorching ray, shatter (DC 14)
1st (3/day)—burning hands (DC 13), cause fear (DC 13), cause fear (DC 13), color spray (DC 13), corrosive touch, magic missile
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 20, Int 10, Wis 8, Cha 14
Base Atk +11; CMB +20; CMD 31
Feats Arcane Strike, Cornugon Smash, Dodge, Eschew Materials, Improved Critical (claw), Improved Natural Attack (claw), Intimidating Prowess, Power Attack, Power Attack [M], Rending Claws, Toughness
Skills Acrobatics +12, Bluff +13, Handle Animal +16, Intimidate +24, Perception +13, Survival +13
Languages Common, Hallit
SQ blood casting, blood sanctuary, bloodlines (abyssal), demonic bulk, fast movement
Other Gear +3 breastplate, amulet of natural armor +1, decanter of endless water, ring of protection +1
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (26 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Note: These stats are with him Raging & with his Demonic Bulk already adjusted. BUT it is not adjusting for any spells you might have him cast before a fight with your PCs. Power Attack adjustments have not been made yet as well.

Second Note: I did make some sub-optimal spell & mythic ability choices as I tried to keep in mind that he isn't normally fighting mythic enemies, but leading raids against regular crusaders.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Here is the scenario:

My wizard is flying above the enemies. I'd like to cast Burning Hands on them, straight down.

The disagreement came that I believed it should essentially be a 15' Radius, much like a actual 3-D cone with the caster being at the top of the cone, but my GM felt it would still essentially be a regular 15' cone shape, with some minor adjustments.

I went with the ruling after a couple minutes of discussion, but I just wanted to know what other think about it as well.

If this has been discussed before I do apologize, but I couldn't find any threads discussing this.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, I'm looking at starting Wrath of the Righteous, but it looks like I'm only going to have three players. It looks like I have a couple of options available to me and I'd like some input on the options.

1) Simply go through & edit encounters for the fact that there are only three PCs

2)Make a GMPC to fill the gap of whatever the party needs.

3) Edit one of the NPCs in Wrath of the Righteous to be a GMPC throughout.

4) Let one of my more expierence players simply play a 2nd character to fill the necessary gap.

These option aren't listed in any particular order of preference.


3 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Is it possible for a weapon to have both the Spell Storing Enhancement and the Dispelling enhancement? If this has already been covered, I do apologize in advance.

Spell Storing:
Price +1 bonus
Aura strong evocation and varies; CL 12th; Weight —

DESCRIPTION

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Cost +1 bonus

Dispelling:
Price +1 bonus
Aura strong abjuration; CL 10th; Weight —

DESCRIPTION

A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level; Cost +1 bonus

Race

| HP 26/30 | AC 16 T 14 FF 12 | CMB +3, CMD 17 | F: +5, R: +7, W: +2 | Init: +4 | Perc: +4, SM: +0

Classes/Levels

| Speed 30ft | Panache 2/2 | Active conditions: None

Gender

M CG Human Fighter 2 / Swashbuckler 1

About Emili Vhaddruddr

Defend the powerless, and exact vengeance for them. Revenge does not require lethality - regret and shame are more painful than any blade.

Male Human Free Hand Fighter 2 / Mysterious Avenger Swashbuckler 1
CG M Humanoid (human)
Init +4; Senses Perception +4, Sense Motive +0
------------------------------
DEFENSE
------------------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex)
hp 30
Fortitude +5, Reflex +7, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Whip +8 (1d3+4 slashing)
Cestus +7 (1d4 piercing, bludgeoning)
Dagger +7 (1d4 slashing, piercing)

Ranged
Shortbow +7 (1d6 piercing)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 17
Traits Hero Worship (Shalelu), Indomitable Faith, Opportunistic
Feats Combat Reflexes, Improved Disarm, Slashing Grace (whip), Weapon Focus (whip), Whip Mastery
Skills (20 points; 11 class, 3 racial, 6 background)
ACP -0
(1) *Acrobatics +8
(1) Bluff +8 (+1 to Feint or Create Diversion)
(1) *Climb +4
(1) Diplomacy +6
(1) *Escape Artist +8
(2) Handle Animal +7
(1) Intimidate +6
(1) Knowledge (engineering) +4
(1) Knowledge (nobility) +4
(2) Knowledge (religion) +2
(1) Perception +4
(2) *Sleight of Hand +9
(1) Survival +4
(1) *Swim +4
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Bluff (trait)
Languages Common (Taldane), Varisian

Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Avenger Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

A mysterious avenger gains all of the benefits of the swashbuckler’s finesse class feature, and gains the ability to use a whip in place of a light or one-handed piercing melee weapon for all swashbuckler class features and deeds. This ability alters swashbuckler finesse.

Swashbuckler Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways.

- Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

- Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Deceptive Strike: At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.

Deeds:
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DEEDS
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Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Feats:
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FEATS
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Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Disarm: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Slashing Grace (Whip): Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Weapon Focus (Whip): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Whip Mastery: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Traits:
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TRAITS
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Best Friend (Sandru): You are best friends with Sandru; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world - or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. Since Sandru is your best friend, you gain a +2 trait bonus on Bluff checks and this skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Opportunistic: You have learned to recognize openings that your foes leave, and you know how to take advantage of them. You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 40.5 lb.
Wealth 18.99 gp
Whip (1 gp) (1 lb)
Cestus (5 gp) (1 lb)
Dagger (2 gp) (1 lb)
Shortbow (30 gp) (2 lb)
Arrow x20 (1 gp) (3 lb)
Leather Armor (10 gp) (15 lb)
Acid Flask x 2 (20 gp) (2 lb)
Waterskin (1 gp) (4 lb)
Masterwork Backpack (50 gp) (4 lb)
*Potion: Cure Light Wounds (50 gp) (1 lb)
*Flint and Steel (1 gp) (0 lb)
*Silk Rope (10 gp) (5 lb)
*Soap (0.01 gp) (0.5 lb)

*Stored in Backpack

Bot Me!:
At first level, Emili will stick with his dagger or cestus and try to provide a flank to his more opportunistic-minded companions.

Background:
Defend the powerless, and exact vengeance for them.

He is a child of seven summers, younger than the teenager who towers over him and leans down to offer a hand up. “You seem to have quite the habit of falling down and getting all sorts of strange bruises on your face in the process, you know.”

”Oh, take a toad and stuff it in your mouth, Sandru,” he grumbles, dusting off his clothes and shaking the leaves from his hair. “That way you might say something useful for a change.”

The teenager laughs. “What was it this time? A cat? Dog?”

”One of the lambs.” A sharp whistle summons both a tiny baby sheep from the nearby underbrush and a hiss of pain from the boy. “She can’t help it if she was born with black wool.”

”Did you at least give as good as you got?”

”You know it! Good as I got and then some.” The two laugh as the taller child helps the smaller limp back to the farmhouse, lamb frolicking in the grass on the side of the dusty road.

Emili unfolds and refolds a well-worn piece of paper, barely glancing down at the few lines inked upon it. He knows the words by heart now, having repeated them to himself over and over as he milked the cows, as he baled the hay, as he fell asleep in the loft over the stables day after day and dreamt of the beautiful elven woman who slipped from the forest that fateful autumn day.

He is a young man of nineteen summers, his bare skin ruddy in the golden light of evening. She is a woman of seven hundred winters, her laughter shimmering like glass chimes in the warm air. “What I know of the elven gods? Sweet child, you would wither an die before I told you but a fraction of what I know. Of course, the Savored Sting teaches with more than just words.” Her dark hair clings to her face, this strange elven woman who stopped to speak with a shepherd on the road to Sandpoint. “But first, tell me what you know of vengeance.”

“Against my enemies, or against those who would prey on the sheep in my flock?” he asks breathlessly, chest heaving from exertion.

“The Lady in the Room makes no such distinctions, little honeybee.” Her own voice is deep and powerful.

“Teach me.” A plea and demand both.

A laugh. “Young cub, what do you think it is we are doing right now?”

He shakes the dirt out of his tunic before donning it once more, then hangs his whip again at its customary spot on his hip. Face flushed, he stares at his teacher. “But what do you mean, some things are worse than death?” The sheep bleat contentedly around him, oblivious (or perhaps uncaring) of what happened in their midst.

She blows him a kiss as she strides off into the trees, calling back over her shoulder, “You’ll understand when you’re older, sweet young grasshopper.” Like a summer storm, she is gone as quickly as she arrived, leaving only a memory of passion and a promise of fulfillment.

He looks down at the paper, takes a deep breath, folds it one last time, and returns it to his coat pocket. He is older now, and he understands the lessons written there in his own hand.

Revenge does not require lethality. Regret and shame are more painful than any blade.

Appearance and Personality:
Brushing his long blond hair out of his face, this Varisian man looks around him like a shepherd still in the habit of keeping an eye on his flock. He is quite easy on the eyes, fit and trim without being overly bulky.