- Catfolk: big cat (must be level 7)
Dhampir: wolf (must be level 7)
Goblin: goblin dog (must be level 4; Pathfinder RPG Bestiary)
Tengu: axe beak (must be level 4; Pathfinder RPG Bestiary 3)
Grippli: giant frog (must be level 4; Pathfinder RPG Bestiary)
Kitsune: wolf (must be level 7)
Kobold: giant gecko (must be level 4; Pathfinder RPG Bestiary 3)
Nagaji: giant chameleon (must be level 4; Pathfinder RPG Bestiary 3)
Vishkanya: megalania (must be level 7; Pathfinder RPG Bestiary 3)
Mendevian weapon training:
- Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Explorer's endurance:
- You either grew up in or have participated in several expeditions to the Mwangi Expanse and neighboring regions, and you are accustomed to the local hazards. You gain the permanent benefits of the endure elements spell but only in hot conditions and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is an extraordinary ability. In addition, you gain a +1 bonus on all saving throws against disease and against the distration ability of swarms.
Share the wealth (companions):
- As a player, choose one boon earned by one of your characters, and transfer it to another one of your characters. The recipient's level must be high enough that he could qualify to have played the adventure; he still qualifies if his level is above the adventure's level range. Once the boon is transferred, the original recipient is treated as though she no longer possessed the boon. You can only transfer a boon in this way if it opens up access to a new type of familiar, animal companion, or similar creature associated with a class feature. Record the boon's name, Chronicle sheet name, and the creature type below.
Former crusader:
- You have aided Mendev at least once before as a crusader. You gain a +1 bonus on saving throws made to resist the spells, spell-like abilities, and special abilities of demons. Additionally, you either become specialized in Knowledge (planes) or learn the Abyssal language for free.
Varisian weapon training:
- Training You gain proficiency with one of the following martial weapons: dogslicer, earthbreaker, horsechopper, klar, rapier, or starknife. If you already have proficiency with all martial weapons, instead choose one of the following exotic weapons: bolas or bladed scarf. Write the selected weapon on the line below. Include this Chronicle sheet along with your records for the character that gains this boon.
Nexavarian Requisition:
- If you have at least 15 Fame, you may instead spend 12 Prestige Points after succeeding at the Bluff or Diplomacy check to acquire a +1 nexavarian steel melee weapon or 50 pieces of +1 nexavarian steel ammunition.
Weapons made of nexavarian steel cost 1-1/2 times as much to create as their normal counterparts. This steel is even more delicate than cold iron regarding magical enchantments; adding enchantments to the steel increases its price by 3,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. Nexavarian steel is otherwise identical to cold iron.
Favored Monument:
- Magnimar is known as the City of Monuments, and anyone who pays his respects before one of the city's more prominent monuments learns something of Magnimar's past and might receive a commemorative blessing. Choose one of the monuments below. In addition to the listed benefit, you receive a +2 bonus on Knowledge (history) checks regarding Magnimar,
☐ The Battle of Charda: You gain a +1 bonus on melee attack rolls while in Magnimar or one of its vassal settlements.
☐ The Celwynvian Charge: You gain a +1 bonus on Reflex saving throws while in Magnimar or one of its vassal settlements.
☐ Cenotaph: You gain a +1 bonus on Fortitude saving throws while in Magnimar or one of its vassal settlements.
☐ Eyes of the Hawk: You gain a +1 bonus on weapon-damage rolls against aberrations. While you are in Magnimar or one of its vassal settlements, this bonus increases to +2.
☐ The Fifth Wind: You gain a +1 bonus on Survival checks and a +1 bonus on Fortutude saves to avoid becoming sickened.
☐ Founder's Flame: Once per scenario you can gain a +1 increase to the save DC of a spell with the fire descriptor that you cast.
☐ Founder's Honor: You gain a +1 bonus on Diplomacy checks. While you are in Magnimar or one of its vassal settlements, this bonus increases to +2.
☐ Indros cul Vydarch: You gain a +1 bonus on weapon damage rolls against aquatic creatures. While yo uare in Magnimar or one of its vassal settlemetns, this bonus increases to +2.
☐ The Mapstone Monument: You gain a +1 bonus on Will saving throws while in Magnimar or one of its vassal settlements.
☐ Mistress of Angels: You gain a +2 bonus on initiative checks while in Magnimar or one of its vassal settlements.
☐ Our Lady of Blessed Waters: You gain a +1 bonus on concentration checks when casting divine spells. While you are in Magnimar or one of its vassal settlements, you also gain a +1 bonus on all caster level checks with divine spells.
Expedition Manager:
- You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0 gp and cannot be sold. In addition, your arcaeological findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus on a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet.
2 PP: The item acquired costs 1,000 gp or less
4 PP: The item acquired costs 2,000 gp or less
Genie grudge:
- ☐ ☐ ☐ Genies may wield wondrous powers, but they are also merciless bargainers and powerful combatants. Whether you've been on the receiving end of a djinni's blade, a marid's magic, or an efreeti's unfair deal, you have steeled yourself against any future tricks they might play on you. Choose one of the following descriptors or subtypes: air, cold, earth, fire, or water.
As an immediate action, you can check one of the boxes before attempting a saving throw against a spell with the chosen descriptor or against an ability created by a creature with that subtype. You gain a +4 bonus on your furst saving throw against the effect.
As an immediate action when a creature with the chosen subtype attacks you, you can check one of the boxes above to gain a +4 bonus to your AC against that creature's attacks until the beginning of your next turn.
As a free action, you gain a +4 bonus on an Intelligence, Wisdom, or Charisma-based skill check made to identify, influence, or study creatures with the chosen subtype. If the check involves a genie of the chosen subtype, the bonus increases to +6.
If you have an animal companion, familiar, eidolon, or similar creature gratned by a class feature or feat, you can expend uses of this boon to benefit that creature as well.
Martial Tradition:
- You have located and trained with a famous practitioner of a region's martial art, and even if you have not mastered the forms, you can incorporate a few techniques into your fighting style. Choose one of the fighting styles blow, each of which focuses on aparticular feat and a location (a grou pof countriees or a large geographic feature). As a free action on your turn, you can check one of the boxes that precede this boon to gain one of the listed feats for 3 rounds; you do not need to meet the feat's prerequisites. When participating in an adventure associated with the fighting style, you can use this boon once during the adventure without checking a box.
Aldori Dueling (Combat Expertise, Dodge, or Exotic Weapon Proficiency [aldori dueling sword ISG] Brevoy and the River Kingdoms): Sirian Aldori was a master of the curved blade that now bears his name. Although the style rarely travels beyond the River Kingdoms,the Aldori duelists' reputation for agile swordplay has spread far and wide.
Ironstock Sharpshooting (Deadly Aim, Exotic Weapon Proficiency [firearms UC], or Quck Draw; Geb, Katapesh, Mana Wastes, and Nex): The Grand Duchy of Alkenstar is the origin of most of the world's firearms, and Ironstock Hall is the primary training ground for black pwoder enthusiasts. Its teachers know that a firearm can only achieve its potential if a student can draw the weapon quickly and aim it effectively.
Northern Fury (Cleave, Improved Overrun, or Power Attack; Hold of Belkzen, Irrisen, Land of the Linnorm Kings, and Realm of the Mammoth Lords): Giatns, megafauna, and more talk the northern frontier, where only a show of strength can stave off hungry beasts. In battle, these warriors favor bold, staggering strikes intended to fell mighty foes in one swing.
Shackled Soldier (Catch Off-Guard, Improved Unarmed STrike, Throw Anything; Andoran, Cheliax, Isger, and Nidal): Whether it's the Bellflower Network Freeing halfling slaves or Desna's faithful working against Nidal's Umbral Court, covert operatives have learned to wield unlikely weapons against unsuspecting tyrants.
Arcane Ammunition:
- You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. You may purchase +1 corrosiveUE, +1 flaming, +1 frost, and +1 shock ammunition in sets of 10 instead of sets of 50. You can cross this boon off the Chronicle sheet at the beginning of an adventure to gain 5 pieces of this ammunition in any combination for free; this free ammunition has a sell value of 0 gp.
Have:
Mounted Tradition
Mendevian weapon training
Explorer's endurance
Share the wealth (companions)
Former crusader
Varisian weapon training
Nexavarian Requisition
Favored Monument
Blood of the city
Expedition Manager
Genie grudge
Martial Tradition
I have so many PFS characters and I love them all equally. How do I choose who to play? Just made my -9 last night and I'm eager to try him out but I feel bad shelving all my other beloved characters.
Can an evergreen mod like PFS 6-10: The Wounded Wisp be played with the same character twice for credit? Or just multiple characters but never the same one twice for credit?
I'm not an optimizer so take my advice with a grain of salt.
Asura-Spawn seems like a good tiefling heritage.
I think Soul Seer sounds like a good thematic fit for a alternate racial trait for an inquisitor. However, on my level 3 tiefling I have used it never, not even once. So, anything you use once an adventure might be mechanically stronger.
You will likely be mostly dex based and crossbows aren't giving you a strength bonus are they? Well, if you are dumping str perhaps you should think about Dervish Dance for when things end up in your face? Though, you likely will be feat starved. Maybe something to think about in the future.
I've always been an alt-aholic. In MMOs I'm always last to max level. I get enamored with an idea and need to get that idea out of my system before I can return to "progression".
Melee katana +6 (1d8+6/18-20) for single attacks or Flurry +5/+5 (1d8+4/18-20).
Male Agathion-Blooded Aasimar (Idyllkin) Cleric (Crusader) of Shizuru 1/Monk (Sohei) 2 (Pathfinder RPG Ultimate Combat 0, 0)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 25
Fort +6, Ref +6, Will +6
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +6 (1d8+6/18-20) and
unarmed strike +5 (1d6+4)
Special Attacks channel positive energy 2/day (DC 11, 1d6), flurry of blows
Spell-Like Abilities (CL 3rd; concentration +2)
1/day—summon nature's ally ii
Cleric (Crusader) Spells Prepared (CL 1st; concentration +2):
1st—divine favor, shield of faith[D]
0 (at will)—detect magic, light
D Domain spell; Domains Glory, Honor
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +5; CMD 18
Feats Crusader's Flurry[UC], Deflect Arrows, Dodge, Improved Unarmed Strike, Toughness, Weapon Focus (katana)
Traits reactionary, xa hoi soldier
Skills Acrobatics +7, Climb +7, Diplomacy +3, Escape Artist +5, Perception +7, Sense Motive +7, Stealth +5
Languages Celestial, Common
SQ aura, devoted guardian, honor bound, truespeaker, unarmed strike
Other Gear lamellar (leather) armor, mithral breastplate, katana, 30 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Crusader) Domain (Honor)
Cleric Channel Positive Energy 1d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Devoted Guardian +1 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
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, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Honor Bound (4/day) (Su) Allow target to re-attempt a save vs. Compulsion or Charm.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Truespeaker Learn two languages for each rank you put in Linguistics.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Some great points. I plan on playing PFS and my max character level for years of that is 5. So , I don't usually put too much thought into 6+. I thought flurry at low levels might be fun. Maybe I should think on it some as you all have presented excellent alternatives.
I'm trying to work on a character design based around an Idyllkin who Flurry of Blows with his katana. Monk and Cleric (Crusader) make the build happen and bring it online at level 3. I thought Sohei might make his AC a bit better since his dex and wisdom aren't too high. This would allow him to nab a mithril breastplate somewhere in his future.
I'm struggling between going 'all in' with an 18 Str or being a bit more rounded.
How does this look as a character whose primary role will be as a damage dealer?
Allow me to rephrase. These Aasimar have bestial features. Is there any limit to the amount of bestial features one could have? For example, could an Idyllkin possess fur, manes, and talons?
Agathion-Blooded (Idyllkin) possess bestial aspects. Is there any limit to this as long as there is no mechanical benefit? I purchased a pretty rad rabbit samurai miniature at a local convention and thought it would make a cool PC (Very Usagi Yojimbo).
Description of Idyllkin:
Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails.
From http://paizo.com/PRD/additionalMonsters/agathion.html
About the different types of Agathion:
The following pages describe only a few of the best-known kinds of agathions, but other types exist, corresponding to other conventional animals (bears, dinosaurs, fish, wolves, and so on), with a few having shapes that resemble insects (particularly beetles, butterflies, and mantises); a handful resemble stranger creatures (such as basilisks and owlbears) or unique “animals” native to extreme environments on distant worlds.
Considering a character for Society so house-ruling isn't an option. Seems like there is some disagreement in this thread. Exocrat provides an excellent precedent but since there is no general rule I think I better stay away from the concept. Thank you all.
For those unfamiliar with the boon, it awards a permanent +1 bonus on saving throws against spells of one school of magic, boon holder's choice. It also provides a +2 bonus to Spellcraft checks to identify spells of the same school.
Want:
Some cool race? Have 2 cons coming up (Templecon in RI and Totalcon in MA) so I'm making 2 new PFS characters!
It can help if you talk about things you want to do with this character and what sort of backstory they have and what your attached to. Hard to talk about what to do or how a character looks with no idea what the goal is.
It's a bunch of themes I enjoy. I like divinely inspired characters but I always end up playing a healer so this time I was looking for a Gandalf/Keeper of the Light (Dota2) feel. I even had a Gandalf inside joke floating in my head in regards to the eagle not solving all my quests for me by flying halflings into volcanos.
Animal Companions and Wildshape are my 2 favorite RPG abilities ever but honestly they seem pretty complex in PF. This lets me try out the critter and keep the character pretty basic so not to slow down gameplay.
Agathion-Blooded Aasimar (Idyllkin) Sorcerer (Wildblooded) 1
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle -1 (1d6-1/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Spell-Like Abilities
1/day—summon nature's ally ii
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
1st (4/day)—magic missile, mage armor
0 (at will)—acid splash, detect magic, read magic, light
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Boon Companion, Eschew Materials
Traits havoc of the society, savannah child
Skills Handle Animal +11, Knowledge (arcana) +5, Spellcraft +5, Survival +2, Use Magic Device +8; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Sylvan
SQ mutated bloodlines (sylvan)
Combat Gear Acid; Other Gear Crossbow bolts (10), Light crossbow, Sickle, Backpack (empty), Backpack (empty), Feed (per day) (3), Flint and steel, Signal whistle, Torch (5), Trail rations (2), Waterskin, 89 GP, 10 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white vision only).
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, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Animal Companion - Roc
Ooof. 7hps. Maybe Toughness at 1st level? Can a Roc wear barding?
Animal Companion - Roc:
--------------------
Spirit
Roc
NG Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 7 (-2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +5 (1d6+1/×2) and
2 talons +5 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Seek [Trick]
Skills Fly +8, Perception +5
SQ attack, attack any target, come, defend, down, heel, seek
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
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.nder license.
Good point Derek: only losing 1k gp to pay full price for the first upgrade.
So, could you just pay full price 2k at Fame 13 to bump your Arcane Bonded weapon to +1? Then later after level 5 get your discount on future enhancements?
I like the weapon option for a few reasons, but I'm curious why you wanted to do it.
Not to go off topic but... I really like the flavor of Hand of The Apprentice. I know I know, it isn't a popular choice. I was looking for a few plusses that a INT/STR wizard build that would eek out to making hitting more likely (So MAD though!).
I think I'll stray away from the Arcane Bonded Weapon. I don't get to play all that often and using a masterwork weapon for 15 or so sessions seems like too much of a pain.
A character with the arcane bond class feature may create a bond with any item he owns, either magical or mundane, as long as the item falls within the categories permitted by the arcane bond ability (the cost for bonding with a new item still applies). If a caster later wishes to upgrade an existing bonded item, he may do so for the cost (not price) of the final item as listed in the item's statblock.
For items which can be enhanced incrementally (such as weapons or a ring of protection), the caster must meet all prerequisites for the item as outlined in the item crafting rules. For example, a nonmagical bonded dagger can be enchanted to a +1 dagger for 1,000 gp instead of the normal 2,000 gp, but the caster must be at least 5th level (a prerequisite for the Craft Magic Arms and Armor feat). To upgrade the item further to a +2 dagger, the caster must have a caster level of 6 or higher (three times the item's enhancement bonus).
A bonded item that is enhanced must still conform to all the campaign rules for access to and upgrading of magical items. The final and total price of the item (not the cost) is used on the Fame chart to determine whether a caster can apply such an enhancement to a bonded item.
Am I correct in reading:
1. To upgrade the MW dagger to +1 the caster must be at least 5th level - So you can't upgrade your dagger until level 5? That's a long time to wait for a + 1 weapon if I'm reading this right. +1 weapons are always available to PFS characters and even if that weren't true the Fame 13 cost requirement would be met by about lvl 3.
Also:
2. The upgrade discount. I see threads mentioning a 1 time "first-only" cost discount but I can't find anything anywhere that states this rule.
Main focus - Keeping the party alive with Cures, Channel Energy and liberal uses of Misfortune.
Secondary focus - Melee combat with scimitar.
I'd imagine my typical combat round to be:
Rnd 1: Bless, move closer.
Rnd 2: Draw weapon (Standard because of Haunted) if I didn't have it out already ELSE attack.
I'll be playing PFS all weekend at Totalcon in Boston Next week. I planned this character up to level 4 so I wouldn't have to make quick decisions before games. http://paizo.com/people/ShootingStar
I choose Tiefling/Rakshasa-Spawn because I thought it would be pretty cool to have bestial features for the Egyptian feel. Anyone see any flavor issues with what what I chose? All suggestions are welcome!