Mite

Quuroog's page

170 posts. Alias of Pixie Rogue.




d20pfsrd.com wrote:
The long range bolt form is the smallest of forms and deals 1d6 points of damage and has a 100 ft. range increment. The medium range bolt form deals 1d8 points of damage, with a 60 ft. range increment, and the short range bolt form is the largest and heaviest form and deals 1d10 points of damage with a 20 ft. range increment. A soulbolt adds her Strength modifier to damage rolls when using the mind bolt in the short range form.

Emphasis mine. I did not find any reference to Strength modifier being used for long-range or medium-range forms of the soulbolt. My interpretation would be that it doesn't apply in those cases.

However, in my Hero Lab installation, it appears to be applying the Strength modifier to long-range and medium-range forms and Strength-and-a-half to the short-range form.

So my question is - am I reading this correctly? No Str modifier for long- or medium-range, only Str modifier (not 1.5 Str) to short-range?


This is the discussion thread for Pixie Rogue's Shadowed Keep game.


A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist‐wreathed forest. Sacked by
marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints
have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the
nearby road and the local folk fear some slumbering evil has claimed the ruin as its own.

The story begins with four newly-minted adventurers, two pairs of elven siblings, coming to investigate the decrepit tower that their elders have ordered them to avoid. Until now.


Pathfinder Roleplaying Game Charter Superscriber

Can anyone shed some light on how this plays? Is it rules-agnostic or does it work better with a particular ruleset?


It seems unnecessarily difficult to locate lists of products that are officially in the pipeline. I can see what's coming up in the subscription list, but there are apparently products that have been officially announced - maybe at conventions - that are not showing in the subscription list yet.

Obviously, theoretical products would not be appropriate, but a rough calendar with high-level descriptions of coming products would be useful for those of us trying to pretend to budget our gaming expenditures.

I thought perhaps this was just something I could not find, but I have seen talk of a "Races of the Inner Seas" or "Inner Seas Races" that is expected to supercede the old "X of Golarion" racial books that were written pre-Pathfinder, and my attempts to search the site for it come up dry.

Thanks for reading!


Pathfinder Roleplaying Game Charter Superscriber
kolashakanu wrote:
Just checking to see if this is another glitch or should I be worried I am going to be charged twice for the base set. When you look at my subscription it says Base set is shipping in August and September and I am due to be charged for both of them.

I am also seeing this in my orders. I don't know if it is because someone is altering the subscriptions to help move the logjam or an error of some sort, but best to make sure you are aware.


I have the suspicion that this is a browser issue rather than a site issue, but I wanted to make you aware of it.

I use Firefox with the NoScript addon. Both upgraded this morning (Now I'm on FF 31.0 and NoScript 2.6.8.36. I was prompted that I had to allow cookies, which is not unusual on other sites because of NoScript, but I don't recall seeing it here since I have NoScript set to give paizo.com carte blanche. That only came up initially and may have resolved itself once I logged in.

Of more concern, every time I post something to the forums, I am logged out of the site. After I log back in, the login never completes. I have to kill the request and refresh the page to get back into the site.

Post to a forum, get kicked out, rinse, repeat.

I assume this is related to the upgrades and I know I can use a different browser. I wanted you to be aware of the strange interaction problem that the upgrades appear to have started.

Thanks!


This session finds the party healed up and considering their next course of action after their battle with Redfang, the Gnawer in Darkness, and the subsequent visit to return the Bearded Anvil to the Midgard dwarves.

In gratitude, the dwarves have awarded the heroes each an item of power according to their preference. Thinking back on their discussion with the Witch-queen, it appears that the next step in their assault on Demogorgon is to secure the aid of the Queen of Succubi, Malcanthet.

Gavaeriel's considerable knowledge of planar knowledge comes in handy as she explains to her allies that Malcanthet rules over the 570th layer of the Abyss, a realm known as Shendilavri. She also points out that they can access the realm via the Styx on the Sea Wyvern with its protected status on the highly variable and mystical river or they can use the wakeportal on the ship to plane shift to the Abyssian Ocean and sail into the layer's placid Scarlet Sea.

They agree that sailing on the guaranteed safety of the Styx is preferable despite the likely delay involved in sailing Charon's river. Arriving in Shendilavri, they find the waters of the bay of the city of Miomanta crowded with black barges filled with demonic overseers and souls, living and dead, destined for various types of slavery.

A marilith demon tending to the docks sees the Sea Wyvern and assuming that it bears more slaves, waves the ship in. The captain looks at the heroes, a question in her eyes, and they all nod - it only makes sense. Once the ship is tied off, the crew all retreat, relying on the protection Charon has extended to the ship to keep the demons at bay. It does appear that the Boatman's edict will hold sway.

The heroes tell the marilith that they wish to meet with Malcanthet. She smiles and tells them that all they need to do is get in line, then. It is obvious from watching that those that get in line are stripped of all possessions and then led off by their new taskmasters. With honeyed words and diplomacy, they suggest that this is not what they have in mind. After some hesitation, she relents and tells them that they are welcome to attempt to achieve an audience, but they will not be allowed in unless they are "properly clothed for an audience" - meaning naked. As they query her for the particulars, they determine that they can retain much of their gear as long as they go without shirts, trousers, - and armor.

They (grudgingly, in at least one case) strip down as directed and leave their gear on the ship. The marilith points them to a glabrezu demon that sullenly leads them to the palace of Malcanthet that looks over the city. Leaving them at the door without so much as a word, he returns to the docks.


Our gaming group's live have changed to the point where we are rarely in the same place at the same time and we miss more gaming opportunities than we make. We are hoping to use the forums here to create a hybrid gaming experience. The forums lend themselves to background data (and archiving) and role-playing opportunities, but we still want to get together around a virtual table for the more active interactions like fights. As it is, we might meet once in a month to play - and lose the entire gathering to background sharing that is forgotten by the next time we meet. And I'm talking about the DM forgetting here, I won't presume to speak for the players.

So, this is an experiment to combine those characteristics together. As a result, we will not be recruiting for this thread because the players are already involved in the game - it is a long-running and oft-delayed Savage Tide AP.

That said, bystanders are welcome to make comments in the discussion thread if they so desire. We are far from the near-professional players that frequent these boards, so we might not use optimization advice that is offered, but we still appreciate suggestions.

Peace!


It does not disappoint!

But the dreaded mdashes escaped the editor again!


2 people marked this as FAQ candidate.

There appears to be some disagreement on the mechanics for weapons enchanted with the dancing property.

Specifically, I'm curious about two things. They appear to be answered by James Jacobs here, but I want to make sure I am interpreting it correctly and not just how I want to.

Question #1: Do the wielder's feats affect the dancing weapon as though the user was wielding it normally?

Several people weighed in on various threads that they do not, but I read James' response to indicate that the weapon gains all of the benefits of being wielded by the user, even while dancing, so Power Attack, Weapon Focus, Weapon Specialization, etc., could all apply.

The second is asked later in the thread above, but was not responded to officially. I have seen several unofficial negative responses.

Question #2: Do the wielder's pertinent ability scores apply to the weapon's attacks as though the user was wielding it normally?

James' response above could be taken as affirmative for this, as well, but again, I know how I want it to be interpreted and want to make sure I'm not seeing what I want to see.

Thanks for your thoughts!


It seems that the "Online Campaigns" link at the top of the campaign threads is broken. If I'm on a page that displays

Paizo / Messageboards / Paizo Community / Online Campaigns

then everything works that I've tried. But if I'm in a gameplay or discussion thread, that breadcrumb string is replaced by just

Online Campaigns

And when I click on that link, the page redraws, but there's no content, just the headers and the left-side navigation.

I hope that makes sense and is enough information for you to see what I'm talking about.

Thanks for designing and maintaining such an awesome site. The content is why I'm here, but the site crew does a great job of providing a place for the content that doesn't get in the way.

Well Done!


I spend most of my time in the game threads and don't know if they are different from the more general discussion threads, so this may only apply there. If it's been posted already, I apologize for the duplication - I didn't see it in a quick perusal.

I've noticed over the last few days that when I'm looking at the first post on a page, the 'breadcrumbs' links at the bottom of the page are missing, along with the other things that I suspect are part of the same footer - the drop-down box to jump to other areas of the message boards, etc. When I'm looking at post #50 (for example), they are all there, when I page forward to #51 and it's the last on the page, that footer is nowhere to be seen.

Thanks for all you do, the sight is amazing!


The latest changes seem to have taken away a relatively new feature - I'm hoping it's coming back.

I'm referring to the number of posts that were visible when you respond to a thread. It recently changed to be the last x posts (I never counted, so I'm not sure how many) and was great because I could refer back to posts as I crafted my response without having to have the thread open twice. Now it appears that if I'm making the second post on a page, I'm only going to see the immediately-preceding post. If I'm making the fifth post, I'll see the four preceding posts, etc. I'm hoping we can get the expanded list of previous posts back - that was really a good thing, at least in PBP.

Also, I think this was discussed and was listed as resolved, but I liked the new feature where the profile used in that thread would be at the top of the list of choices. That seems to have gone back to previous behavior of falling in alphabetical order - which isn't bad, but it was nice to have the page recognize what profile I was probably wanting to use; helps me show the right face in the game, you know?

Thanks for all you do, the site rocks. I just wanted to toss some feedback in. I do like what you've done with the place. I just like some changes more than others.


When we rejoin our original group of heroes, Nox, Laucian, Glenna, and Aggo are leaving the meadow of the Forest Elder. Before we move on with this group, though, here's a little recap of the recent events -- at least in gametime.

------------------------
Turning away from the tree, the seriousness in Laucian's face seems to melt into a large smile. "I would love to tell you my abilities. At least, I will tell and show you some of my tricks, but a good magician never tell s his secrets."

Walking over to the camp, Laucian starts to tell stories of faeries that he can make appear, and while giving the story, a stick from the woods appears to come on its own accord to Laucian's hand.

Speaking about the faeries, "They come all times of the day, but they are best seen at night, or in the dark. Maybe sometime I can call them to our group, but they may be shy."

He continues with this stories while eating up until everyone is ready to move out. He only then stops to pack up his gear, before he picks right back where he left off.

Aggo is a bit gruff as he returns to his quickly-cooling breakfast. "If'n ye'd just waited a bit longer, we'd be done wit' breakin' 'r fast, 'n every'un 'ould 'ave been ready fer action when ye woke up th' tree's guardian." He quickly tucks away what remains of his meal.

Listening to Laucian, he interrupts, "Lad, Ah know ye're as eager t' be tellin' tales as th' one who ran off, but Ah'm fer thinkin' Nox 'as somethin' specific in mind. What exactly can we be fer expectin' from ye in a fight? Ye can't always 'ope to talk a foe into runnin' away. If'n we 'r fightin' fer 'r lives, we need t' be fer knowin' what t' expect from ye, if anythin'."

He get his bedroll and gear together, assisting the halfling with hers, and pretty soon both of them are ready to go.

Glenna says, "Graymoon and I discussed the general path. We need to go this way next, but I think Nox is going to be a far better leader in his home forest than I am. I can point the way in a general sense, but that's about all..."

With Aggo's interruption, Laucian stops and listens intently. No sooner had Aggo finished did Laucian start back up. "Well I don't have much experience in the fighting world. Most of my life has been as a performer with my tricks. I suppose some of these tricks could be used to assist you in combat. I might be able to blind and confuse some of the people. Distraction, confusion, and assistance to you two " Laucian points to Nox and Aggo, "would probably be my specialty in combat, if one was to label me. Depending on the length of time I am with you, I may be able to work up some new tricks to help as well."

Turning to Nox, "Does that answer your question, good friend?"

After furrowing his brow and looking at Laucian for a few seconds, Nox breaks into a grin and says, "Aye, friend, that is more what I was querying towards. It will be interesting to see how we can take advantage of your unique gifts." If all agree, we will head on our way."

Looking in the direction that Glenna has indicated, "After all, if Graymoon is free to find us, a group our size would be hard-pressed to hide our tracks from him, even if we were so inclined......Shall we?"

Glenna pipes up, "According to what Graymoon said, there should be a faint game trail that takes us nearly all the way to the hag's meadow. He thought we'd get there by midafternoon today."

Please make a Perception or Survival check - there's a game trail to be found!

Already received from Nox: Survival = 17 + 5 = 22


Well, it appears the time has come to dip my toe in the waters of running a play-by-post on the boards here. We will be continuing a play-by-post experiment that has had a couple of different homes that have been abandoned for different reasons.

To any lurkers:

Because the game is already in progress with a group that knows each other, I'm not planning to open invitations to the game at this time. If we experience some attrition, I might consider it at a later date. If you have advice or suggestions for our players (this is their first game on these forums, but far from their first game), you are welcome to post here. Naturally, we'd rather keep the posts on the game thread to those playing in the game as much as possible.

To the players:

We will be picking up where we left off, but there have been a lot of very cool things become available during our hiatus. If you wish to modify your character in some fashion using the new rules available in the Advanced Player's Guide or just wish to try something difference in the Core Rulebook, have at it. If you have something you want to try from a third-party source, run it past me first. I'll probably say yes, but want an opportunity to look at it ahead of time.

The purpose of this thread is to discuss things that don't belong in the game thread. Once everyone is ready (alias built, character sheet filled out, etc.), I'll start a game thread. In the meantime, welcome to the new home of our poor, neglected game!


This probably won't satisfy the truly hardcore professional and pseudo-professional game designers, but we've been wanting to contribute to the playtest, so here's the little bit we have.

I don't have details on any characters, but it was an all-tenth level group built for a one-shot encounter. Human cavalier, half-orc cavalier, human oracle, gnomish summoner, human inquisitor.

First off, I've seen a lot of criticism about the over-powered potential of the eidolon and I have to admit that I was able to design her as a meatgrinder fairly easily, but I felt that there were significant trade-offs between offense and defense. A magical opponent would have eaten her lunch -- or used her to eat the party's. I'm sure the optimizers can do better, but for a little time outlay, I was pretty happy with her performance. Bipedal, Large, Extra arms, Claws, Reach, Rend. She did 98 points of damage in a single round to a stone giant -- I don't get to play with those kinds of numbers often, so it was great! (Never mind that said giant only had 8 hp left, that's not relevant.)

Both encounters were unknown going in -- the party was asked to investigate a terrible story provided by a survivor who didn't live long enough to give details -- classic vanilla hook.

In the first, we had not done much buffing when the human cavalier decided he didn't need to until he'd seen what we were facing -- and took a thrown rock in the chest for his trouble. We faced a stone giant and his two pet dire tigers. Our cavalier had the special ability to take some damage from each hit as nonlethal -- he was unconscious before the second round was over. The eidolon was enough threat that they didn't finish him off -- they turned to her and the other cavalier. The summoner and oracle primarily served as support -- buff spells and healing -- and the summoner never even used his SLA, though he could have. The inquisitor buffed himself and used greater invisibility, only to get hit anyway by a dire tiger when he attempted to approach, and never even got to attack -- the foes were all dead inside of five rounds. Might have been four, I'm not certain. Overwhelming victory for the good guys and a lot of fun was had.

Since we wrapped that up so quickly, the DM grabbed the bestiary, said reset your abilities and hit points, etc. for a completely new day, and proceeded to use the same map as a battleground for five stone giants. The only change (he says) from the bestiary was giving them all +3 weapons so they would hit our higher ACs better. This one was a fight - the eidolon essentially went toe-to-toe with two stone giants (one at a time) and was down to a single hit point when she tore the second one in half. She had some assistance, but most of the attention was with the human cavalier again, who had charged a giant (in the dim light) not realizing that he would end up within reach of three giants. He was down to 3 hp and his horse was killed before the tide turned. The other cavalier did not survive the first round. The summoner used his SLA to bring in a bralani -- an awesome addition to the summon list (or new to me, anyway) and one that I played terribly, I'm sure. Other than that, the summon was casting buff spells and trying to keep his eidolon alive. The oracle's healing and the bralani were key in my mind -- mass cure light wounds (and the bralani's healing and mobility) kept the human cavalier alive (and the others tip-top) while the others got into position to do some damage to his three playmates. I completely overlooked the bralani's DR until it was over or he would have been much more of a force to reckon with, combat-wise. At it was, he was able to use lightning bolt and hit three giants each time. Glitterdust from the summoner gave the cavalier a short respite as his foes couldn't successfully target him. The inquisitor, hasted, nearly took out a giant by himself once he got into position. The oracle also did some ranged softening-up using searing light.

All in all, I think it was a success and I did not hear any significant concerns with the characters. Since we're not a hardcore group, we don't analyze the tactics and abilities to the nth-degree and didn't have all our buff spells pre-planned and synchronized, but we were able to utilize a lot of our class features without a lot of homework.

I guess I'm saying that the classes were usable, they each have a flavor that is their own, and they were very playable, even by a casual group like ours. The one concern I heard was regarding the cavalier's dependence (in that player's mind) on being horseback.

Hopefully there's some useful feedback in there. I did not try to record a lot of details beyond the information provided here, but if there are questions, I will try to answer to the best of my ability.

(Oh, during the fifth-level playtest using the original beta rules, we faced a pair of bearded devils and their pet hell hounds. That was very tough, but we persevered with one devil teleporting away from certain defeat. Also very fun.)


It seems like I saw a comment from Jason to use a modification in further playtesting for one of the new classes, but I didn't need it and now I can't find it.

Is there a single location where just the latest rules (errata to the beta, if you will) are located?

Full Name

Sovyal Veigh

Race

Damaya Lashunta

Classes/Levels

Operative (Spy / Star Knight) 7 | KAC 26 EAC 25 | DR 5/- | HP 46/46 SP 49/49 RP 9/9 | F +5 R +11 W +6 (+2 vs. undead immunities); Evasion| Init +9 | Perc +14 | Active Status:: -none-

Gender

Male

Size

Medium

Age

35 years

Alignment

LN

Strength 10
Dexterity 23
Constitution 12
Intelligence 12
Wisdom 12
Charisma 17

About Sovyal

SFS Character # 233690-702

Sovyal Veigh
Male Damaya Lashunta Operative (Star Knight) 7
LN Medium Humanoid (Lashunta, Necrograft)
Init +9; Senses Perception +14; (Darkvision 60ft if slotted)
--------------------
Defense
--------------------
KAC 26, EAC 25
HP 46, SP 49, RP 9
Fort +5, Ref +11, Will +6 (+2 vs. death effects, disease, mind affecting, paralysis, poison, sleep, stunning; unless it specifies it affects undead)
Evasion; DR 5/--
--------------------
Offense
--------------------
Base Atk +5
Speed 40 ft.
Melee
Survival Knife +11 (1d4+3 S) (analog, operative)
Ranged
Azimuth Laser Pistol +12 (1d4+3 F) (Cap 20/1; 80ft range; Crit=Burn 1d4)
Frost Subduer +12 (1d3+3 C) (Cap 20/1; 40ft range; Crit=Staggered; NONLETHAL)
Caliginous Shadow Pistol +12 (1d4+3 C) (Cap 40/4; 60ft range; Crit=Blind)
Special Attacks
At Will: Daze, psychokinetic hand.
1/day: Detect Thoughts.
Vampire Voice: 1/foe/day can bully a creature without sharing a language (see Intimidate skill in CRB).
--------------------
Statistics
--------------------

Abilities:
Str 10 Dex 19+4 Con 12 Int 12 Wis 12 Cha 15+2

Feats:
Skill Focus (Intimidate): +3 insight bonus to Intimidate.
Weapon Focus (Small Arms): +1 to hit with small arms.
Great Fortitude: +2 Fortitude.
Enhanced Resistance Choosing kinetic. You gain DR/- equal to your BAB.

Theme:
Dragonblood (+1 CHA):
Theme Knowledge: When you attempt a Culture or Mysticism check to recall knowledge about dragons' ways, their abilities, or the names and general personal details about dragons that are adults or older, reduce the DC by 5. +1 bonus on Culture checks. {SF Pact Worlds}
Dragon Mien: You can harness the terrifying reputation of dragons to strike fear into the hearts of those you oppose. You’ve read or seen so much of dragons’ tactics that you can mimic them with surprising accuracy and effectiveness. When you successfully use Intimidate to bully a creature, its change in attitude lasts for an additional 10 minutes. When you successfully use Intimidate to demoralize an opponent, it is shaken for 1 additional round. {Pact Worlds}

Skills:
(9 +2spec skills per level)
~Acrobatics +19 (7Rank+3Class+3Insight+6Dex)
~Athletics +11 (7Rank+3Class+3Insight)
~Bluff +18 (7Rank+3Class+3Insight+3Cha+2racial) (+4 additional bonus if used to trick attack)
~Computers +8 (1Rank+3Class+1Int+3Insight)
~Culture +15 (7Rank+3Class+3Insight+1Int+1Theme)
Diplomacy +6
~Disguise +16 (7Rank+3Class+3Insight+3Cha)
~Engineering +14 (7Rank+3Class+3Insight+1Int)
~Intimidate +19 (7Rank+3Class+3Insight+3Cha+2racial+1enh)
Life Science --
~Medicine +8 (1Rank+3Class+3Insight+1Int)
Mysticism --
~Perception +14 (7Rank+3Class+3Insight+1WIS)
Physical Science --
~Piloting +19 (7Rank+3Class+3Insight+6Dex)
~Profession (Sommelier, CHA) +11 (+4 when using kit, +1 circumstance with profession clothes) (2Rank+3Class+3Cha+3Insight)
~Sense Motive +8 (1Rank+3Class+1Wis+3Insight)
~Sleight of Hand +13 (1Rank+3Class+6Dex+3Insight)
~Stealth +18 (7Rank+3Class+3Insight+6Dex)
~Survival +8 (1Rank+3Class+3Insight+1Wis)

Languages:
Common, Lashunta, Elven, Drow, Draconic, Vesk, Infernal, Ignan, Kiirinta, Triaxian.

Equipment:

Racial Capabilities:
Lashunta Magic: Lashuntas gain the following spell-like abilities:
At will: daze, psychokinetic hand
1/day: detect thoughts
Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice (Bluff and Intimidate).
Limited Telepathy: Lashunta can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

--------------------
Weaknesses
--------------------
Necrograft Subtype: Creatures with this subtype are also damaged by spells that damage undead, and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature, but does affect undead, the creature can be targeted, but it gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (+2 in Sovyal's case).
--------------------
Special Abilities
--------------------
Operative's Edge (Ex): +3 insight to all skills and to initiative. (next increase at Lvl 11)
Specialization (Spy): Spec. skills are Bluff and Disguise. Can make a bluff check to trick attack with a +4 bonus.
Skill Focus (Bluff, Disguise): +3 insight to Bluff and Disguise.
Trick Attack (Ex): You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. (Currently 4d8)
Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Armor Mastery: (Star Knight) You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor.
Quick Movement: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet.
Weapon Specialization: Basic melee & Small Arms!
Debilitating Trick: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Challenge: (Star Knight) As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours.
Specialization Exploit: Master of Disguise You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit.
Order of the Eclipse: Create Darkness (Su): A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level.
Specialization Skill Mastery: Can take 10 on Bluff, Disguise and Intimidate.
Uncanny Agility: You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

SFS-specific Details:
Fame: 35
XP: 18
Acquisitives Reputation: 37
Second Seekers (Luwazi) Rep: 2
Second Seekers (Jadnura) Rep: 1
Exo-Guard Rep: 2
Dataphiles Rep: 1
Wayfinders Rep: 2
Chronicles:
|||See Drive Link|||
1-01, 1-05, 1-10, 1-12, 1-16, 1-99, Dead Suns 1, 1-06, 1-33, 1-30, 1-17, 2-06, 2-08, 2-00, 2-16, 2-23.

Boons:
----Social

  • Faction's Friend (Social Boon; 3/3 Uses): While slotted, if you fail to earn fame at the end of an adventure, you can use a use of this to still earn 1 reputation with your faction (but no fame) as if you can still fulfilled the condition for earning fame. (1-01)
  • Honorary Spider (Social Boon): Gain a circumstance bonus to either Intimidate or Sense Motive, selected when you start a scenario, equal to half your acquisitives tier, rounded up, plus your infamy level. (1-05)
  • Abadarcorp Augmentations (Social Boon; 2/3 Uses): At the end of a scenario where you have this boon slotted, you can buy a single augmentation and gets a 20% discount on it. If its item level is 8 or more, the discount is only 10%. You can use this boon a limited number of times. (1-10)
  • Contractor's Respect (Social Boon; 3/3 Uses): Ulrikka Clanholdings loans a set of armor or nonconsumable weapon (loaded w/ conventional ammunition if applicable) for 1 scenario. Loaded equipment can be of item level equal or less than character level+1, up to max of 8. (1-12)
  • Pharmaceutical Forewarning (Social Boon): At the end of a scenario where you have this boon slotted, you get up to four medicinals of any tier that you pick at the start of the scenario, and pay only 80% of their cost for them.
  • Savior of the Scoured Stars (Social Boon): 1/session, you can reroll any skill check made to present a positive view of the Starfinder Society to an NPC. This may also have a repercussions in the future.

    ----Starship

  • Defender of the Fleet (Starship Boon): Whenever you slot this boon, you can pick one of 3 options to upgrade your starship: A) Improve your computer bonus by either increasing node count by 1 or increasing bonus by 1. B) Increase ship thrusters by 1 category, generally increasing speed by 2 units. C) All weapons on the ship get to reroll damage dice that roll 1s. (1-99)
  • Star Monster Slayer (Starship Boon): You dunked a Besmaran Whelp! While slotted, you gain +2 bonus to skill checks made in battle vs. a living starship of any kind. Plus, your fellow crewmates that don't slot this boon get a +1 on their skill checks vs. living starships. (1-12)

    ----Ally

  • High Society Influence (Ally Boon): Sovyal impressed the following people at the Gala; Iteration-177, Naiaj, Zo!, Royo. See chronicle for details (1-05)
  • Dream Whispers (Ally Boon): Get cryptic hints from Whisperer of Solar Winds! 1/adventure, when you miss an attack or fail a save, you can immediately count your roll as being 2 higher, which may allow you to hit or to make your save. If you roll a nat 1, this doesn't help you. (1-16)
  • Gun Runner (Ally Boon; 1/1 Use): While the boon is slotted, you can buy grenades at 10% discount. Plus at the end of a scenario where you have it slotted, you can consume the boon for a one-time 20% discount on a weapon purchase.

    ----Personal

  • Halfling Admittance (Personal Boon; 1/1 Use): One of two uses. Either it allows you to make a new halfling character (at 1st level as normal), or you can add it to an existing halfling to improve one of their ability scores.
  • Scoured Stars Survivor (Personal Boon): 1/day as free action, reduce the number of Resolve points to stabilize by 1 (to minimum of 0 RP). When you do this and stabilize, you also regain 1d6 HP for every 2 character levels. (1-99)
  • Half-orc Admittance (Personal Boon; 1/1 Use): One of two uses. Either it allows you to make a new half-orc character (at 1st level as normal), or you can add it to an existing half-orc to improve one of their ability scores.
  • Devolved (Personal): Simian - You gain a climb speed equal to your land speed due to the horrible mutating radiation of Izal-4. (1-17)
  • Kiirinta Admittance (Personal, 1/1 Use): If you have Drat that Rat! boon and at least Tier 3 Rep with a faction, you can make a kiirinta character.

    ----Slotless

  • Marked Field Agent (Slotless Boon): You have a subdermal graft with the Society symbol. See chronicle for details. (1-01)
  • Journey to the Scoured Stars: Segment 1 (??? Boon): Collect all segments for a future bonus! (1-05)
  • Protector of the Future (Slotless Boon): Saved Luwazi from an assassin! Gained a free Second Seekers (Luwazi Elsebo) Champion boon! (1-05)
  • Scoured Stars Veteran (Slotless Boon; 1/1 Use): Use this up to make a new character that starts at 2nd level with 5 Fame. (1-99)
  • Private Vault (Slotless Boon, Vanity): You have a rad space in the Communion Vaults to store your stuff. Its a 20x20 ft chamber for storing magical goodies, and you can bring your friends to check it out. It has only 1 tangible benefit: its warded by Nondetection (CL 10th) (1-16)
  • Counter Innovation (Slotless, 1/1 Use): Use up your downtime to be allowed to purchase Cerebral Countermeasures for only 3000 creds. (1-30)
  • Journey to the Scoured Stars: Segment 4 (Slotless): Collect all for fun! (1-17)
  • Ralveen's Visor (Slotless, 1/1 Use): If you buy a motion-detector and x-ray visor, you can treat them as a single 10th level item called Ralveen's visor that works as both. You switch between modes as a move action. (1-17)
  • Drat that Rat! (Slotless): Datch beat us to the prize of Sangoro's Arsenal. No effect. (2-06)
  • Kiirinta Linguist (Slotless): Any of your SFS characters can learn the Kiirinta language. (2-08)
  • Kadrical Rises (Slotless): For any characters you make, they can worship Kadrical! (2-00)
  • Overcome the Past (Slotless; Single Use): You gain 4 Fame upon using this. (2-00)
  • Izalraan Megafauna (Slotless): You've saved Izalraan megafauna from horrible radiation. You can choose a megafauna companion when you would purchase a companion. (2-16)
  • Nuclear Tools (Slotless; 1/1 Use): You can purchase a staff of nuclear vengeance. See boon for details. (2-16)
  • Furry Friend: Can take the Squox Companion feat.

    Boons Currently Slotted:
    Ally: Dream Whispers
    Faction: Acquisitives' Champion
    Personal: Scoured Stars Survivor
    Promotional:
    Social: Honorary Spider (+2 circumstance bonus to Intimidate)
    Starship: Defender of the Fleet
    Slotless: See boon list above. All Slotless boons apply.

  • Character Fluff:
    Appearance: A gaunt damaya lashunta, dressed in a smartly fitted black business suit. His long, pale face, jet black hair and waxed mustache all lend him the aura of an uptight businessman, but the way his lips quickly quirk upwards in a grin suggests otherwise. A closer look at his outfit reveals it to be more unsettling than at first glance. His earrings seem to be made of the preserved eyes of some alien beast, his bracelets and necklace are made of jagged and rusty-colored bones, and his suit's tie appears to be made of a patchwork of blood-stained military insignia from a variety of worlds.

    Background: Sovyal was a rebel as a child. When he was finally done with schooling and familial requirements, he went on a long journey through the Pact Worlds, eventually reaching Triaxus. There, he became enamored with the grand dragons that live there. The majesty. The wealth. The power. But most of all, he became enamored with a particular dragon who spurned him for being a small, weak, poor and altogether unimpressive child. Determined to win her favor, he went in search of all those things.

    In the process of securing wealth and power and all those goodies, he became a cutthroat, a thief, a killer, and an altogether horrid person. When he finally recognized that the dragon he was seeking to impress would be repelled by the person he'd become, it had already become deeply ingrained in him. Nevertheless, he sought to rectify the worst of his traits and to pursue more noble behavior. His exploits brought him to the attention of the Hellknight Order of the Eclipse, who recognized that his diligence and penchant for strongarm-ing those who opposed him were a perfect fit for their organization. He found their ethos quite reasonable and was soon a loyal servant of the Eclipse.

    Now, he also works on loan to the Starfinder Society, pursuing opportunities for wealth while leaking information about their inner workings to the Order. Once yearly, he returns to Triaxus to once again propose to the dragon he's set on. Each time he's sent away. But this only strengthens his resolve to become greater.

    Personality:

    BOTTING & MACROS:
    Sovyal stays at range and attempts trick attacks with bluff, using debilitating trick to make enemies flat-footed vs. his allies, OR off-target if flat-footed is already accounted for. Furthermore, the first time he trick attacks each enemy, he'll try to Challenge them using his Star Knight feature. The following macro should work once brackets are fixed:
    [dice=Trick Attack (Bluff)]d20+19+4[/dice]
    [dice=Az. Laser Pistol]d20+12[/dice]
    [dice=Az. Laser Pistol damage (F); 4d8 is trick attack damage]d4+3+4d8[/dice]
    [ooc.]If Trick Attack is successful, enemy is flatfooted until my next turn.[/ooc]
    [dice=Challenge (Demoralize)]d20+19+2[/dice]
    [ooc.]If enemy is shaken, the shaken penalty also applies to their weapon damage rolls. Shaken lasts 1 additional round due to theme. Also, they are off-target for all attacks except those made vs. Sovyal for the same duration as shaken.[/ooc]
    [ooc.]As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.[/ooc.]