Which version of WotC psionics are we talking about? There's too many of them!
Edition bloat! Edition bloat! There are too many editions of WotC Psionics! The only way to solve it is for WotC to release a new edition to reduce the proliferation of...oh..wait a minute....
And now with Pathfinder 2 there will be even MORE edition bloat! That makes it more important than ever for Paizo to release a new edition to reduce the edition bloat!
Commoners are only week if you view the game as a competition to see who can do the most damage like an MMO. In a REAL LIFE Pathfinder game, the GM can just arrange things so that the commoner can shine. If you are finding commoners are overshadowed then you're just a bad GM.
Besides, I was playing a commoner the other day and I rolled TWO critical hits in a row! Seriously, that's how awesome commoners are. No one else was that powerful.
Now that Pathfinder 2.0 is coming out, I'm worried that a VOCAL MINORITY of Commoner-haters will complain enough that Paizo will buff Commoners in PF2. Some of us like Commoners exactly the way they are now, and if Paizo won't respect the tradition of what a Commoner is in Pathfinder 2e, I wont be playing the new Pathfinder game.
There will never be a Pathfinder 3.0. Remember, everyone who plays Pathfinder 2.0 is doing so because they hate switching editions. That's why all of them switched from 3.5 to Pathfinder 1, and then from Pathfinder 1 to Pathfinder 2. As we all know, past action is never an indicator of future action. That's why if someone switched from 3.5 to Pathfinder 1, you know they will never switch to Pathfinder 2, because they hate switching so much! Similarly, if anyone switches to Pathfinder 2, you know that those same people would be unwilling ever to switch systems again. Paizo knows this too, which is why they will never release a Pathfinder 3.
Commoners are only week if you view the game as a competition to see who can do the most damage like an MMO. In a REAL LIFE Pathfinder game, the GM can just arrange things so that the commoner can shine. If you are finding commoners are overshadowed then you're just a bad GM.
Besides, I was playing a commoner the other day and I rolled TWO critical hits in a row! Seriously, that's how awesome commoners are. No one else was that powerful.
I remember this style of play being very common in the 1980s, back then character abilities like skills were less well defined by the rules. These days hardly any tables play like that in my area. Instead all that matters now is what skills and abilities are recorded on your character sheet.
It is that influence of video games. I have X ability, I click X ability, it does Y. I don't need to explain why I have this, how it works, if it even makes sense... It is a power... I want it.
Roleplaying is dying.
Yea, when video games were invented in 1947, D&D really went downhill. We all remember how much better RPGs were in the 1930s.
No, see, I just invented a made up title for myself: I am the Arbiter of LOLing. With my new made-up title, I decree that anyone who Lols in this thread is a cheater. I'm allowed to lol, though, because it's fun, and I support fun. But only when I do it, because I have a made-up title.
TOZ, Rysky and Cpt. The Day After Yesterday! My favourite forum bromances!
I ship it.
I tried shipping it, but Ships of Golarion is totally half-assed. I won't be able to ship anything until Paizo releases a 1366 page hardcover titled Ships, Boats, and Barges of the Inner Sea.
I always thought of Paladins as needing the code because they're not really the good guys. They are hammers of the Faith but that power is too much for many to handle. So the code exists to force them on the straight and narrow because they could be corrupted by it too easily.
Must be why wizards and clerics get an even stricter code. They get even more power, so obviously they must have a stricter alignment restriction and a stricter code than paladins!
These type of things used to peeve me, but it's just amusing, now, especially since I see it all the time. Like how Shelob is an epic level encounter despite it doing nothing beyond what an Ogre Spider can do.
I remember that a lot of people couldn't except Drogon and the other dragons from GoT being considered Drakes in Pathfinder instead of True Dragons despite have little relation to True Dragons.
I can't help but imagine someone watching Back to the Future and saying "Biff Tannen must be level 20, because everyone at Hill Valley High School is afraid of him. And so George McFly, who punched out Biff, must be at least level 20, too!"
Same circular reasoning. And no more convincing when applied to Shelob. She must be epic because she beat Frodo? And because a bunch of garrison orcs are afraid of encountering her?
The only time-traveling power in Pathfinder is Time Stop, which requires 17th level. Time travel in Back to the Future is more powerful, hence Doc must be a god.
As long as they don't have the abilities and mechanics of the Paladin that is fine.
What, specifically, in the Paladin's list of class features do you think would be inappropriate to include it (or a variant thereof, i.e. "smite chaos" for the LN flavor) in a non-LG Paladin analogue?
Pathfinder is generally not adverse to giving "signature mechanics" of one class to a different one, after all (there's lots of ways to get Rage that aren't "be a Barbarian".)
1. If they are comparatively powerful to the Paladin they MUST have the same kinds of rigid restrictions that result in loss of class abilities if not followed we are specifically told in the Gray Paladin that is why they are weaker.
2. Smite Evil is fine. Divine Grace? Paladin only. Why? Because that is why people want it to be non-LG so they can Divine Grace on Sorcs, Bards, and Oracles more easily. So that is off the table. That stays with the LGs. The rest is fine.
3. They would need to, in their restrictions list, be prohibited from at least 3 tactics that are otherwise beneficial. The Paladin can't cheat, lie, or use poison. So one of the others would need to have something like will not strike an unarmed for, will not strike a prone enemy, or something like that.
Man, I must have missed all those heavy tactical and moral restrictions in the wizard class. Mind pointing out the wizard's alignment restriction?
There is absolutely nothing wrong with the website, because rule 0 exists. If it seems broken to you, then it's your fault for not fixing it yourself and you are a bad GM. If you can't be bothered to maintain every website that you visit yourself, then stop whining and go play an MMO.
I mean, you're not going to have your RPG vampires be vulnerable to stakes, sunlight, decapitation, drowning, fire, silver, holy symbols, garlic, running water, counting, invitations,, aspen, oak, ash, maple, dogrose, wild rose, holly, juniper, millet, linden, mayflower, roses, lemon, rowan, wolfsbane, charcoal, werewolves, smashing mirrors, blood of dead things, blood of bats or rats or cats or snakes, starvation, the wrong emotions, sardine heads, soybeans, pumpkins, salt, and black dogs.
Even though you can find at least one story for each of those things where the undoing of a vampire is accomplished through those means. If you're setting up a game or a story then you need to pick and choose which aspects from folklore we want to use. So the question is "why have we chosen this one to be so central to this particular aspect of the nereid" or conversely "are there any other stories we can tell about nereids."
Well obviously, ever story about vampires in every culture prior to 2005 had vampires destroyed by all the things you list. Then Twighlight showed up and ruined it, and now people expect there to be differences between vampires in different works of fiction? Bah, everyone knows that before Twighlight, every vampire in every work of fiction functioned in exactly the same way and had exactly the same powers and vulnerabilities.
I'd like to see more size categories above Colossal, and distances like close/short/medium/long/extreme/continental/solar system/transgalactic, and to get the final DC, you'd maybe multiply the size modifier by the distance DC.
So, to notice a Medium batter (x1) from the stands (Medium range; DC 10) would maybe be a DC 10 check, but for him to read the newspaper you're holding (diminutive; x4) from that same distance would be a DC 40 check. We'd have to play with the scaling and so on, but that might be a simpler and better way to go.
But--but-- DC 40? That's too anime! If you add more size categories above colossal, the game automatically becomes indistinguishable from 4e!
That "Weapon Training" doesn't necessarily count as "Weapon Training" because a FAQ says some things that aren't called "Weapon Training" don't count as "Weapon Training" (but some do!)
NOTHING counts as weapon training. If something counted as weapon training, it would be too anime for Pathfinder and therefore can't be in the game.
I don't want to see anything fun in Starfinder. No fun allowed here :p
The 4e PHB asserts that the game is supposed to be fun. Hence, any game which is in any way fun is automatically the same as 4e. We all know that 4e is a conspiracy by MMO Illuminati to destroy our hobby, thus any game which is fun will be the death of Real Roleplaying games.
Despite the game doing wonders of giving the fighter more interesting things to do, my 10th level fighter was still doing the exact same thing she did at 1st level.
As opposed to the far more dynamic growth of the Pathfinder fighter, where you start at first level indistinguishable from a Commoner with higher numbers and capable of nothing but full attacks, before gaining a variety of unique game-changing capabilities that no other class can get and that are completely different from what you did at 1st level.
Please, please leave a review for any books you receive, even if it's just a couple of lines. Our third-party publishers appreciate honest feedback, which helps them develop future products.
End of the day, finding energy sources won't be the problem since nuclear power does provide a perfectly viable and relatively enviro-friendly back up option....
Nuclear is not cost effective and relies on a fuel source which (with current technology) wouldn't last 50 years if we used it to replace fossil fuels. And yeah... there are those little meltdown, hazardous waste, and weapon of mass destruction issues that go along with it.
Quote:
Water shortage will be the big killer...
70% of the planet is covered in water. Given sufficient electricity for desalination and pumping, water shortage will be a non-issue.
Setting aside vast regional variations to focus on overall global trends; natural gas, onshore wind, and utility solar PV are now roughly equal in price. Coal costs roughly twice as much (on par with residential rooftop solar). Nuclear roughly three times as much. Everything else costs more and/or has limited scope of deployment. Natural gas, coal, and nuclear are all slowly increasing in cost due to decreasing fuel supplies and increasingly being held accountable for their environmental and health costs. Wind is slowly, and solar rapidly, decreasing in cost since their supply never decreases and the technology to harness them keeps getting more efficient.
Ten years ago I was saying that it was obvious that solar WILL BE the major energy source going forward. How that can still be in question now that it actually IS the largest source of new electricity generation is a mystery to me. Maybe when it is the cheapest source nearly everywhere (~5 years) we can stop talking about dead end technologies.
Bah, just ask the GM to house-rule coal to be cheaper. Environmental science isn't an MMO!
I'll be fine as long as Pathfinder 2.0 is NOT IN ANY WAY "Fun." In 4e, the PHB asserts that the game is supposed to be Fun, and the DMG encourages you to try to make sure gaming is Fun for everyone playing with you. Everyone knows that 4e was just a conspiracy by the socialist communist capitalist illuminati to destroy our sacred hobby. Therefore, so-called "Fun" must also be a part of the conspiracy, and hence is to be avoided at all cost. In fact, any game which is "Fun" will inevitably be identical to 4e.
As long as Pathfinder 2.0 is not Fun, I'll enj-
...no, hang on, I can't enjoy it if it's not fun, let's try that again.
As long as Pathfinder 2.0 is not Fun, I'll be satisfied.
Ooh! Ooh! You're forgetting about rule 0. If you think coal is underpowered compared to solar and wind, then the GM should just change it so that coal is better! This isn't an MMO!
Just one thing, Rule 0 should be printed at the top of every page.
Even better, just get rid of every rule except rule 0, and leave the rest of the book blank. And every supplement can be completely blank. It still costs $50 a copy, though, because anyone who deserves to be playing a tabletop game can create a system that's way better than Pathfinder, just because Rule 0 is printed in a Paizo book.
I don't know ANYONE other than Kalindlara who makes multiple posts in a row with different aliases. I certainly would never do such a thing. It almost becomes painful to read after awhile...
If someone thinks that Trump is a better choice then "Not Trump" then it's more likely a problem with whoever or whatever is educating them on their choices.
The person most responsible for your education is you. There is no eliminating poor sources of information. It's each individual's responsibility to identify and make use of reliable, trustworthy sources of information.
But I wanna blame the communist socialist Muslim atheist Nazi teachers' unions for my poor education!
IIRC, the original psionics were super overpowered, which turned people off from them.
Yea, I once played a totally different game with totally different rules. That game had a subsystem with the same name as a common synonym for supernatural power. I didn't like that subsystem. Therefore, any other game using that word is automatically terrible, even if the only thing it has in common is the name and is in a totally different game system.
What oogs me out is that it's being promoted as bombastically and as intelligently as a WWE event, not a political debate. I expect to see Richard Dawson as emcee.
I kinda expect Vince McMahon to be in the audience, goading Trump to kayfabe it up.
I think it's also worth avoiding publicly telling people you've flagged their posts. In my mind there's two likely outcomes of that, neither of them positive:
1. You're right that the post is outside community guidelines and the moderators are going to remove it thanks to your flag. Now they also have to remove your post, so you're just increasing their workload and whatever you wanted to say is hardly going to be up there for long.
2. You're wrong in your opinion - but you're now inviting public dispute with the poster you flagged which could well lead to the thread deteriorating and an eventual need for the moderator to step in and do a whole bunch more work cleaning up the mess you were pretty much responsible for.
I can't see any circumstance where publicly telling people "I've flagged your post" is actually beneficial. Best case scenario it doesn't do any harm, but given the risk of causing dispute and resentment, what's the upside?
I just flagged every post you've ever made as "just wanted to try the flagging system."
Which version of WotC psionics are we talking about? There's too many of them!
Edition bloat! Edition bloat! There are too many editions of WotC Psionics! The only way to solve it is for WotC to release a new edition to reduce the proliferation of...oh..wait a minute....
I think the point is metals in general are generally poisonous to life,
Oh, yea, having iron in your body is horrible! It's not like your body uses iron in hemoglobin! Iron deficiency is a totally healthy condition, and not a common cause of dizziness, fatigue, or a weakened immune system!
light crossbow and a quiver of bolts(12).
her share of the bugbear gold (5gp)
Caver's Bolt: A caver's bolt resembles a weighty, iron-banded crossbow bolt with a steel tip, capped with prongs and hooks. It resizes itself to fit any Small or Medium crossbow, and can be used as a nonmagical grappling arrowUE. The bearer loads the bolt into a crossbow, chooses a solid surface within weapon range, and speaks a command word to launch the bolt and embed it in the surface. The launched bolt trails a ghostly purple chain of force connected to the crossbow. Anyone holding the crossbow can speak a command word to retract the chain at a rate of 30 feet per round, pulling the user toward the embedded bolt. The force chain can support 500 pounds (hardness 10, 10 hp, break DC 28). Once the chain is fully retracted, the bolt can be used again. If the force chain is severed or broken, the caver's bolt ceases to function for 24 hours.
[ooc]Casting [/url=http://www.d20pfsrd.com/magic/all-spells/g/glitterdust/]Glitterdust[//url]: Will save DC17 or be blinded![//ooc]
[spoiler=Thundercall!]At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell *Sound Burst (having the same range and area and allowing the same saving throw).
*10 foot radius spread!
*Fort DC:17 to avoid being stunned (no actions) for 1 round!
[dice=Damage(Sonic)]1d8[/dice][//spoiler]
[spoiler=Shadow Trap Will DC 16 (Neg)]Target one creature, duration 1 round/level. You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.[//spoiler]
Stats:
Stormspeaker Vitranna of the Tamir-Quah (Wind Clan)
Level 6 Bard (Thundercaller) - VMC Sorcerer (Stormborn)
LN Medium Female Human (Shoanti)
Init +4; Perception +7
Religion: Gozreh
STATISTICS:
Str 12, Dex 16, Con 13, Int 12, Wis 11, Cha 18(20)
Base Atk +4; CMB +5; CMD 19
Size: 6"
Weight 175 lbs
Speed 30ft.
DEFENSE:
AC 18, touch 14, flat-footed 15
HP 40 (d8 +1 +6 + 6 + 6 + 6 + 6 + 1 Favored Class Bonus)
Fort +4; Ref +8; Will +6;
Immunities/resistance/etc.
*ABP: +1 to all saves (3rd Level)
*Well-Versed(Ex):+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Special Attacks/Abilities:
*Spells, Bardic Performance, VMC (Varient Multiclass - Sorcerer)
*VMC Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Drawbacks- (+1 Trait)
*Provincial:You have only one way of looking at things: the right way. Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
-Traits-
*Auspicious Tattoo (Racial):You bear a Shoanti tattoo depicting one of the totems listed for your clan that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
*Resilient (Combat): You gain a +1 trait bonus on Fortitude saves.
*Arcane Temper (Magic): You gain a +1 trait bonus on concentration and initiative checks.
-Alternate Racial Traits (Human)-
*Military Tradition (Human Trait): Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Choices: Shoanti Totem Spear and Shoanti Bolas)
*Practiced Hunter: (Human Trait):Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
Background Skills: 12 pts (2/lvl)
(x)Perform (Wind) +14 (+2 with MW Totem Spear)
(x)Perform (Dance) +14 (Can be used in place of Acrobatics and Fly skills)
(x)Linguistics +5 (+ Auran)
Handle Animal +6 (+1/2 Bard level bonus)
Languages: Common, Shoanti, Auran
SQ
Bardic Performance: (18rds/day) The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing (Lingering Performance Feat).
~A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
~Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action
~Available Performances:
*Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
*Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
*Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
*Inspire Courage +2, (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
*Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell Sound Burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level. This performance replaces inspire competence.
*Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion.
A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
~Dance (Acrobatics, Fly)
Advanced Versatile Performances(Ex)
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.
*Martial Performance:
The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Dance (monk, spears).
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Favored Class Bonus (Human Bard): Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. (+1/0 level spells@3rd; +2/1st level spell@4th)
Combat Gear:
*Feather Token (Tree) (400gp)
*Wand of Protection from Evil [50ch]-1ch.(750gp)
*Wand of Cure Light Wounds [50ch] (750gp)
*+1 Keen, Called Shoanti Totem Spear (425gp)(Exotic Weapon)
~Description: If the user is trained in the spear’s use, a totem spear can be used by bards to create bardic music effects using Perform (wind instrument). The spear itself has a strong, flexible shaft, and in the hands of one trained in its use, grants a +2 circumstance bonus on Acrobatics checks. The spear’s relatively wide head allows it to be used as a slashing weapon, swung side to side, or as a piercing weapon in a more traditional spear-fighting technique.
*+1 Shoanti Hide shirt(+4AC +0ACP)
*Dagger (2gp)
*2 Shoanti Bolas (30gp)
*Bard's Kit (41gp): Backpack, a bedroll, a belt pouch, a common musical instrument (Pan Pipes), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Starting Money: 3000gp (3rd level)
After: 132gp
Basic Background/Apprearance:
Vitranna had only recently finished her training as the Tamir-Quah’snewest Stormspeaker, when she began having odd dreams of a far off storm, huge in magnitude and duration. Unsure whether it was a dream or a nightmare, Vitranna knew in her blood that she had to see it for herself...in person. Even in her homeland of Varisia, her people knew of the perpetual hurricane known as the Eye of Abendego, and she quickly understood that she was what called to her. Probably unknown wind spirits of that great storm for some reason. Knowing her destiny was up to her, she decided she would say her goodbyes to her Quah for now and left quickly for the teeming docks of Magnimar.
With raven-black hair and the obvious Shoanti exotic look, Vitranna is a graceful beauty who does not understand her own allure sometimes. She can't help denigrating non-shoanti, often to her own detriment, and is obviously more comfortable around raw nature than in any urban setting. She dresses in traditional shoanti armor and always carries her clan's traditional weapon (and preferred musical instrument!): a Shoanti Totem Spear. This special item has been handed down, generation upon generation for centuries.