Chained Spirit

Sitri's page

RPG Superstar 6 Season Star Voter. * Pathfinder Society GM. 1,019 posts (1,021 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters.


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Robert Hetherington wrote:

Try going to your organized play page and refreshing.

That did the trick. Thanks Robert!

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I left Pathfinder for a few years. Recently I started running a few small games for my wife and kids. Despite it being just us, I have been reporting them because it has been ingrained into me that is what you do when you finish a game. On the boards, I noticed I no longer had any GM stars. I think I either had two stars or was a few sessions short of two stars when I took a hiatus. Do those expire or did they get reset with PF2 came out?

More of a gee wiz question than anything.

Thanks


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There has been a lot that has been said in this thread since I last posted. While part of me wants to respond to a lot of them individually, it just isn't going to happen.

Other than simply not liking it, I don't think I have seen an opposition opinion that has lacked hypocrisy.

People cry for more sexy men, there are many threads comparing what that means to different people and what they look like. Everyone seems to support it or stay silent. Many exposed men with what I imagine to be sex appeal get printed in the new iconics lineup.

People have threads wanting more instances of homosexuality. Most people on the boards are supportive of the idea, the few that aren't have the decency to be honest and say they can't really argue why they don't like it other than the fact that they don't. Material gets published with homosexuality in a positive or neutral light.

People want more transgender material. Material gets published.

People say they want sexy women. A flood begins where claims are made of being sexist. This is evidence of a horrible society. There are claims of women being subjugated. Women who share this want of material are ignored while people keep spouting off that this is a desire of piggish men. A high ranking staff member comes in and sarcastically dismisses the concern. Nonsense about realistic battle gear is cited as evidence the women should be dressed in their massive, frumpy layers, despite the same standards not being expected of the men.....or the 32423143 other things in the game that split from realism.

Who exactly is the group of privilege here? I really couldn't hope to count the number of hours of enjoyment I have gotten out of this game. But I can safety say as a matter of principle, I have never been more disappointed by it.


Blazej wrote:
I didn't even notice anything of the sort until the thread was brought up. I've enjoyed the art thus far and have felt the clothing has worked out for the characters, but I haven't felt like anything was being overly restricted in anyway. Overall all the iconics are pretty well covered with the exception of Crowe, but none have really made me feel like they should be wearing less.

I will admit that I have become hyper-vigilant on the matter after reading some of the threads here lately. Had I not read them, I likely wouldn't have thought there was a conscious effort for this change. I also probably wouldn't have realized that the three other games I have bought since that time all have heightened sexuality in their art.

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It is worded kind of odd. Here Mike clarifies it a lot.


Shining Fool. I think either would work in this context. I can do a copy and paste from a dictionary if you like, but in my experience most people don't.

Kevin Mack. I know this is the desire of several board members and at least some Paizo Staff. One staff member was pretty hostile about the subject a few months back. Again, the art could be a coincidence, but I doubt it. There are a lot of things pointing in that direction.


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Kevin Mack wrote:

Not really seeing the censored thing maybe people are seeing intent in the artwork thats not actually there?

If memory serves Paizo tend to be fairly hands off with fine details about the iconics (They provide race/ethnicity/gender and basic armour/weapon but thats about it) letting wayne have a pretty free reign with the art and since he dosent seem to frequent these forums all that much I doubt any of his desicions were based on any threads on them.

I saw a similar post, but I wouldn't expect them to openly say they made a request to sterilize female art after the recent outcry against sexy women on the boards. It is a very poor marketing decision that couldn't be defended objectively.

Of course it is possible that this was all a coincidence and the artist(s) just happened to take this route at this time, but I don't think it likely.

KSF wrote:
Sitri wrote:
I restricted the statement to the females because they are the new iconics who seem to be censored.

Women being fully clothed = censorship? I'm wearing jeans, a tee and a light running jacket right now. I'm more or less covered up. Have I been censored?

Strawman

Marketing explicitly uses sex to sell. Fantasy and sex have extreme overlaps.

People complain about one aspect of sex and that aspect disappears from future marketing and fantasy. That looks a lot like censorship to me. This is especially true when they are pushing borders in new avenues of sexuality for other demographics that are on the party line.

KSF wrote:
Sitri wrote:
But I argue that an across the board opposition to this extremely natural pleasure is putting undue pressure on many of the same people who are claimed to be protected.

Speaking for myself, I'm not feeling any under pressure as a result of the designs of the new female iconics. I'm quite happy with how they look and what they're wearing.

If Paizo suddenly started removing and deleting old pieces of Iconic art and replacing them with more covered up versions, your censorship analogy might make more sense. But they haven't, so it doesn't.

Composition fallacy.

You don't speak for all women. If Paizo is truly the inclusive, progressive company they are made out to be (in fairness I do think they mostly do this well) the shouldn't say that an effort should be made to restrict the sexuality of one group.

And following your logic, if NBC decided that in all future recorded shows women must wear burkas, it would still be censorship. It wouldn't change anything if normal reruns could still be seen.


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Joe M. wrote:


It’s not at all a bad thing that the new iconics are covered up. Two things.

(1) Covered up in the iconic portrait still leaves plenty of room for more revealing sexiness elsewhere. And that’s a better way to do it. These characters’ primary characteristic is not “to look sexy for the players.” But more importantly …

This is utterly subjective and I firmly disagree. Since there isn't an objective way to determine the truth of this statement, and since people obviously have different opinions, wouldn't a mix in the new lineup be more appropriate?

Joe M. wrote:


(2) There are some problematic cultural dynamics at play here, and it’s important to lean against them. Whether you realize it or not, your posts play into those problematic dynamics. I’m not saying this to accuse you of being a bad person or anything. But observe how these posts might read to others. It’s a *great* thing that the game’s iconics do not follow a “practical and dangerous men, sultry and seductive women” rule.

I would agree with your first sentence, but from the opposing side of the fence. I think it is problematic that people claim that women, or men for that matter, should be covered up, and that is the appropriate direction to move.

Joe M. wrote:


You recognize, in a follow-up post, that women are sometimes interested in artwork of sexy females. But in both posts, you restrict “sexy” strictly to female characters. But of course there are a great many people—and I’m one of them—that are much more interested in sexy men.

I'm reminded of a thread that was knocking around for a while about why there aren't male gods of love and beauty in the setting. Most of the initial responses were something like, "because females are obviously more attractive, duh!”. Speak for yourself!

What your complaint reads as is the thought that the way things ought to be is that women in the game’s artwork should be depicted sexily for the enjoyment of the players, who are assumed to be straight men.

I restricted the statement to the females because they are the new iconics who seem to be censored. The men as a whole are far more exposed. Whether their art fits "sexy men" or not I really can't say. By reading the thread you referenced it is clear I am not a good judge of that. All I can say is I can see people b+*#~ about sexy looking female art and then in the new release of the Iconic art, it looks like there is a conscious effort to hide bodies of the females.

Joe M. wrote:


But of course, women aren't for the purpose of looking sexy for your pleasure. And some of us want sexy men too. Given the problematic dynamics (historical and unfortunately ongoing) surrounding the participation of women and gay men in gaming (and more broadly nerd) culture, this is a bad thing. It sends all the wrong messages. So I conclude that it’s a *great* thing that the game’s iconics do not follow a “practical and dangerous men, sultry and seductive women” rule—Paizo gets major credit for their commitment to diversity in gaming.

If I would say people are for anything, I would absolutely say they are for sex. More specifically, we are gene replicators that are programmed to want to engage in the act which replicates more genes.

Do you feel you were not marketed to in the sexy factor of the new males. Perhaps this is a problem I can't see, but as far as I can tell this is the opposite of the truth. If you can say this is a true statement, I would not fault you for saying you want a little more fantasy in your fantasy game.

It sends the wrong message according to whom? An ex girlfriend of mine, head of the pediatrics and asthma wings of a major hospital, was forced to wear a hijab while vacationing in Egypt because the locals thought the slightly exposed cleavage of her B-cups was sending the wrong message. She likened the experience to having to wear a scarlet letter.

I had another girlfriend, who when talking about why women are more prudish than they would like to be, told me it is because they fear what other women will think of them.

This argument often gets painted in the light of the "majority" or "strait men" putting pressure on women to be how the men want them. But I argue that an across the board opposition to this extremely natural pleasure is putting undue pressure on many of the same people who are claimed to be protected.

Joe M. wrote:


Again. This is *not* to say you’re a bad person, or that you intended any of this. But whether you intended it or not, it illuminates the problem here, -snip-

:-)

Likewise

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When I started PFS, I got hung up on fluff. I deeply regret that now. I screwed some people over in the name of what I thought was most realistic. PFS takes regular departures from realism. I don't think there is anything in RAW preventing these feats on this dragon.

As stated above, familiars change when you get and unget them. I have never seen his stats, they aren't on the boon and the GM didn't show me the book. But I know at a minimum his skills changed when he became mine, if he is like every other familiar, there were even more changes in the bonding process. If you have to fluff the feats in, there is an avenue to do it.

As far as my rename/repersonality. I fluffed it as if I crushed his old personality (I later saw something like this on game of thrones.) I said that I did this once, rightfully no one cared whether they heard this story or not when I introduced Yogal-Hoth in later scenarios.

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The fact that it is a specific Dragon seems like fluff to me. I don't have the specific text in front of me, but I don't remember reading anything that would explicitly block the normal rule of feat swapping.

I hated RiddiWipple. I almost died to his trap; I thought I was dead for about 30 seconds. When I got the boon I got the dragon Nogthletepp....or something close.....that character is long retired now and I forget the exact name I gave it. No one ever thought twice about it.


The Shining Fool wrote:

snip

I doubt you'd argue that my saying "I enjoy pizza as much as the next American" implies that *only* Americans enjoy pizza. Perhaps I'm wrong.

I would argue that you have given them some level of undeserved status in the manner.......But I have to admit that my disappointment in the threads I earlier referenced, and their seeming influence, has perhaps made me a little quick to be argumentative.


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I don't think it fair to say "as much as the next male." It implies that only males are interested in attractive female portrayals.

Easily the most sexual characters I have seen were played by female players. I can think of four ladies off the top of my head which each use more innuendo and overt sexuality than the entire sum of male players that I have played with combined. Enjoyment of sex isn't just for men.

@Magnuskn I doubt the same people get so worked up by the lack of helmets or backpacks on all the characters.


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I have read several threads somewhat lately where people have been complaining about art where some of the women display some level of sexuality. I can't help but think that contributed to the very sterile looking new iconics. If they pull up the brawler's belt a half inch, the entire female lot is ready to go for 1960's prime time television decency standards. Obviously there are some people that are very happy about this, but does anyone besides me find this a bad thing?

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Next thing you know these people will start slow playing these outsiders. Will the horrors never end? >.>

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GM Lamplighter wrote:
We have folks here planning on running Master of the Fallen Fortress five(!) times in a day to make a bunch of 1xp tieflings and aasimar. While they are cool for RP, both give a net +2 to abilities over any other race. Some players don't want to lose the "best" mechanical option in the game; others have concepts that work well with tor depend on the various mechanical options available to them.

Only aasimar give the net plus two over others. Humans can do this also, on any two stats you want, not just few found on aasimars. Most people don't think it is worth the feat and skill points to do it though.

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Is it safe to say the desire is to reduce the accessibility of these races and increase the accessibility of others (presumably selling more books in the meantime)? It isn't like they are trying to remove them from PFS play; they mentioned making future boons for them. Isn't that goal of shifting racial figures achieved by the rules as suggested without trying to create more stipulations on the matter?

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If it means enough to someone to back to back play 6, or even 10, level one characters in anticipation of future play opportunities, they are paying time, effort, book cost, and possibly mini cost in order to later get enjoyment out of this game.

Explain to me again who is gaining enjoyment by pulling them aside and telling them they can't or shouldn't do that?

I could be wrong, but I thought enjoyment is the point of playing a game.

EDIT: I know I have never set at a table and lost fun due to someone's race. Class however is a different story. I would be willing to open up every PC-offered race* to everyone but me, if it would mean the ban of paladins at the same time.

*drow noble not included

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Thanks for the info.

While a part of me is sad to see native outsiders go, I have wanted to make a kitsune and wayang for a long time (actually got to make a kitsune for a non PFS game lately.) I think that definitely softens the blow a lot.

Also, I am happy they decided 1 exp was enough to keep the outsiders running. I have a level 1 aasimar that I have no idea when I would be able to play again, but I did enjoy this character a lot the one time I was able to play him.

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I am falling out of the loop here but hoping to find a new PFS group close to my new area. Can someone please link me to rules relating to this?

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My imp witch flies into the lodge with a gimp carrying a dead body behind him.


In one of the other threads like this, I saw people disagreeing about what was sexy for men and then showing examples of more "manly men" that looked exactly the same to me as the "feminine males" that were being decried.

A half decent artist can make a female attractive by adding some T and A (or according to some parting their lips or having them stand in a awkward pose; I don't buy it but supposedly this is a big deal.) I don't think there is any simple add on touch that you can add to any male picture and evoke "sexy" across the board.

Trying to do a tally of sexy pictures on both sides says next to nothing about intent or "fairness" in my opinion, and more about how easy one gender can become visually sexy compared to the other.

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Reading this it sounds like "GM at cons=get race boons." But I know this certainly isn't enough to do it. I have GMed at Phoenix Comicon 2 years in a row with no boons. Ultimately this irrelevant for me now since I just moved to a very Pathfinder light area and my free time has dropped dramatically. But I do think it still a relevant point for others.

Also Brom, I suggested something very similar probably close to a year ago and it never got much feedback.


Nope. To do that you need lenses of figment piercing (or something close, I am on the phone now). To roll on sight is something like 17k and an eye slot.

Edit: 12k


Or possess object for that matter. On phone now, the name may be slightly different.


Homunculus and familiar melding . Be prepared to retrieve your "dead body" perhaps when the guards dump it.


Every table I have ever sat at, these type of spells keep trying as long as there are valid targets and the HD limit of creatures with failed saves has not been met. Never once have I heard anyone say anything along the lines of "OMG this overpowered, game breaking, ect..." and I have seen them used on both sides of the table.


Quote:


Bleed (Ex)

A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature’s turn.....p

Quote:


Sleep

...Creatures with the fewest HD are affected first...Sleep does not target unconscious creatures, constructs, or undead creatures.

I can't see the meaningful difference you are talking about.

Also, as listed in this spell, and reinforced by the holy grail of "save equals affected" arguments I have seen to this point, only not being a legal target (which is different than being immune, making a save, or having spell resistance) does not add to the HD affected pool.

I am not 100% that I have gotten the main idea of your first point. If you were pointing to the idea of who is rolling the dice instead of the language used for the effects, remember that the characters are doing things to prevent themselves from being hit, even if you don't roll the dice. Only a character with no defensive feats, no armor, and 1 dex would would be making no contribution to defending from an attack. Such a person would have an AC equal to a door, spot on the floor, or whatever: 5.


If someone swings at you with an attack that causes bleed damage and their attack roll is above 4 but doesn't hit you, did they affect you?

If not, what about the language makes successfully defending against a spell different than successfully defending against a physical attack?


Well a few points about it matter. If only things that are "truly affected" count as affected, you would have to carry a lot of heavier, larger, more expensive animals to ensure your immunity. For the sake of sleep, this might not matter for some characters, but at later levels when you are looking at some of the death spells it certainly will for many more. I have many characters that carrying capacity is a problem for, so it is going to matter for me right out of the gate.

Also it points to the fact that the whole "counts as affected" but isn't "truly affected" argument doesn't make any sense.

And as I stated earlier, if I am having to roll for all these creatures, I am less likely to do it. I don't want to bog down the game. However, if I can use immune creatures, I don't have to worry about slowing down the game, and I am much more likely to do it.


1 HD

Even the non-familiar can't be truly affected by this spell, but according to the logic previously expressed, everything except for illegal targets sucks up the potential HD that can be affected by area spells that care about total HD.


reika michiko wrote:

So, I got an official ruling on this issue.

I don't feel its right to state the ruling as it should come from horses mouth.

But in conclusion there should hopefully be a faq produced soon if all goes well.

So keep your fingers crossed.

I didn't realize they did this. But Rieka, in light of a few weeks passing and no official word here, would you be willing to share how you would currently rule this at your table?

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I don't intend to get into the meat of this again, but I did want to comment on the whole not bringing a cure stick to the table.

I was playing at a low level table with an archery fighter I had never seen who didn't have any healing with him. After a fight, he said rather harshly, "I have taken a some decent damage." Everyone kind of set there for a second not really sure what to say. He then followed with, "I am thinking one of the many clerics at the table can fix this?" I am not really sure who he was talking about. We had a monk with a one level dip in cleric, a druid in the form of a dinosaur, me as an inquisitor, and a sorceress (his wife). The monk ended up using his wand to heal the guy for the session.

To preempt the notion that he was a new guy that didn't know any different, we were all about level 4 and this guy and his wife knew the rules better than many of the people I had played at the con with this weekend.

This guy's attitude made me want to contribute nothing to him. While part of me thought, I don't want the monk to carry all the burden of this guy's healing, I also thought, "This guy is an entitled ass, and I don't want to give him anything." Had he said something like, "I don't have a way to heal, could someone please help me?" I would have been happy to. I probably would have mentioned that wands are dirt cheap, but I would have been happy to heal him rather than making it an expectation of someone else.

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1. Why would someone rules lawyer a 10 year old? (or whatever the girl was in the gift story earlier)

2. Could someone please link to the appropriate text that says only Mike and John's posts are binding for PFS? I have always been operating under the impression that SKR and the antipaladin's posts were binding also.

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The druid thinks "BUT HE IS A PRIME APE" is a good argument for why his animal companion should be able to use its climb speed on the ceiling of a cave.


Ashiel wrote:
Ipslore the Red wrote:
Parody, possibly.

I'm not sure if it's parody or not honestly. It's funny to me, and it probably comes off as silly to people reading it from my post, but the question itself is just as relevant.

My biological origins are a mixture of a little bit of Irish (not much), German (more), and Native American (cherokee specifically). Over time various amounts of biological features have been exchanged and retooled in my bloodline. I have lighter skin than my grandmother (who has darker skin and super-black hair that turned a beautiful silver shade as she got older, a trait that she inherited being closer to our native American family members), and I have my mother's eyes and my grandmother's hair, my dad and uncle's facial features, and my grandfather's brain (but don't tell anyone).

Where's my god? What if I want to play a Cleric of "slightly darker than pale skin tones with black, brown, and silver hair, green/brown alternating eyes, that is above average height"? What domains should I pick?

Interesting these are my main three as well. I have never heard anyone outside of my family claim the three of them exclusively.


What Raving Dork said. I think that was one of the things they listed in the "How to make a FAQ request" thread.


I have tried to read most of this thread, and correct me if I am wrong, but as far as I can tell one side's only argument is "JJ says." On its own, you can't even really invoke RAW with this. Once he was quoted as saying the opposite, it sounds like there is really nothing left to argue. Am I missing something?


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You'd look like Elton John. :)


If the players accept the social contract that they are all playing together, you don't have to ban anything. It is just when a player is so superior to the others that you can't make a real challenge without TPK if the allstar falls that you run into trouble. If they are not trying to eclipse anyone, let it run.


But blackbloodtroll, it says it works like disguise self but it doesn't repeat that disguising you includes your clothes or actually giving a bonus to disguise checks. Plus this item only cost 800 gold! We have to find some way to make it less useful for that price. At my table this item will only make you look like a small human, halfling, or gnome, and only if you are trying to look like a shopkeeper, blacksmith, or peasant; your normal clothes won't appear to fit anymore if you are medium. And no aasimars or tieflings using this item! Charm person is ok for them because not being humanoid is BS, but disguise self can't make them appear humanoid when they really aren't.

/sarcasm


I too thank you for all the work you put into the site.

As far as the subdomains, I have always been under the impression that they were limited, but you raise some interesting points. I didn't realize that JJ was the only one who has said that they are limited (taking your word on this.) He brings some good mojo and is fantastic about replying to people in the Ask JJ thread (not being binding does make this easier for him than others), but on occasion I find his logic quite suspect.

I would love to find out that you were right and someone officially came out and said that subdomains are a suggestion. I am a fan of the more obscure gods. But until then I am reluctant to just bring any sub-domain to a PFS table.


Like the skull I mentioned, it creates a net effect similar to an illusion spell so they opted to go with that spell in the creation without giving a lot of concern to why it works. Since I am sure they write the item and then decide what spell is similar to what makes it, not pick a spell and decide what magic item could I create with this, I would follow the description instead of the crafting reqs. If you are wanting to use crafting reqs to criticize/change how items work, you can create a very large (and very subjective) list.


A soulspeaker head gives off a faint illusion aura. I wouldn't say that it isn't really opening its eyes or speaking a message. The text says these things happen. Had they chose to use speak with dead instead of magic mouth (which I would think more appropriate considering the flavor and descriptions of why the mechanics work) then it would probably glow necromancy instead.


Whatever happened to "specific trumps general?" An item's personal text is obviously more specific than a quick reference table for lots of gear that doesn't duplicate entries in other similar tables regardless of potential overlap.


Quite the contrary, it states very clearly what it does. There is just a population of people who think that if an item cost less than they think it should then it is their job as GMs it instill table variation and nerf items for the session.


I have heard it said before and have experienced it myself. Many times social skills have a "peak zone" of where they tend to work well.

Player: Bluff = 32
GM: Oh yeah he totally buys it hook line and sinker. You have him wrapped around your finger

Player: Bluff = 52
GM: He believes you but doesn't seem to care.

1/5

Is there any reason you can't buy a spellbook for 15 gold and then have other wizards or paid NPCs write in it for you?


I don't think you can change them with command words. Perhaps that is what some of the "oh no players can't buy efficient gear" crowd fail to consider as well. You only choose what the sleeves do when you put them on. So you are probably looking at a full round or two standard actions in combat (with free hands) to get your sleeves to give you some DR from the swarms. I don't know about how most of your combats go, but most of the swarm combats I have seen only last 2-4 rounds. The only reason I would choose to do this instead of dealing damage to them is if I happen to be playing a character that is otherwise useless against them.

EDIT @ Blaphers: How do you think your customer will react when you take the sleeves off to give them to them and they turn back into sleeves?


I looked it up before, and holding to the wording that made the loophole for the quick burnout reading, it would make insects valid for sucking up HD but not for actually being put to sleep. Since it was a bit of a mock point, I haven't bothered to look it up again, but if you would like I would be willing to find the relevant lines of text.


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Matthew Downie wrote:
Sitri wrote:
Matthew Downie wrote:
Sitri wrote:
If for some reason they rule those that make the save count towards the HP total, my characters are going to start buying house centipedes.

As GM I'd rule that bugs don't have hit dice. Otherwise you'd get situations like this:

GM: The bone mage casts Circle of Death... here! Catching the entire party. You're under 40HD total so you all have to make a save or die.
Player: Ah, but there's a tree there in the middle. There must be hundreds of insects living on and under that tree. Forty of them have to save or die. Everyone else is fine.
In a home game, this issue doesn't really matter that much, you can rule how you like. In PFS where GMs are mandated to follow the rules, this would also be a violation.
A swarm of thousands of centipedes has nine hit dice. Therefore by RAW a jar of dozens of centipedes has less than one hit dice.

So if part of the name matches with a swarm, you can combine and divide them with impunity to pick and choose what bits of text to use from each regardless of size, HD, or other mechanics? Sweet; I am going to start using swarm skin to have all my diminutive centipedes trample for 1354d6 damage. >.>

Full Name

Korez

Race

male undine shaman of heavens 3 | HP 24/24, stardust 1/2 | AC 20, T 14, FF 17 | F +5, R +5, W +8, resist cold 5 | CMB +2, CMD 15 | Spd 20', Swim 30' | Perc +12 | Init +7

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 18
Charisma 8

About Korez

Korez
male undine shaman 3 of heavens
neutral good medium outsider (native)

Init +7; Senses darkvision; Perception +12

XP 8 Fame 16 Prestige 15
PFS # 161871-19 Faction Scarab Sages

DEFENSE
AC
20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 deflection)
HP 24 (3d8 +3 Con +3 FC)
Fort +5, Ref +5, Will +8
Special Defenses cold resistance 5, hydrated vitality

OFFENSE
Speed
20 ft land, 30 ft swim
Melee longspear +2 (1d8, x3, P, brace, reach)
Ranged mwk light crossbow +6 (1d8, 19-20/x2, 80' range, P)
Special Attacks stardust 2/day, heaven's leap, misfortune

STATISTICS
Str
10 (+0), Dex 16 (+3), Con 13 (+1), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
BAB +2, CMB +2, CMD 15

Feats
Alertness:
bonus feat from familiar You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Initiative: You get a +4 bonus on initiative checks.
Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits
Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Skills 4 skill points/level +1/level (Int)= 15
Climb -1, Diplomacy +5 (+7 in Irrisen or vs Plane of Air), Intimidate -1 (+1 vs Plane of Air), Knowledge (nature, planes, religion) +5, Perception +12 (+14 to find hidden objects in the Gloomspires), Profession (astronomer) +8, Spellcraft +6, Sense Motive +6, Survival +8, Use Magic Device +5
AC Penalty -3

Languages
Common, Aquan, Auran

Racial Abilities
Base Speed:
Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Energy Resistance:
Undines have cold resistance 5.
Spell-Like Ability:
Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Hydrated Vitality:
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

SQ
Weapon and Armor Proficiency:
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit: A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
Spirit Animal: At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.
Deliver Touch Spells: If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Heaven’s Leap: The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Stardust: As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Misfortune: The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Spells Prepared
2 (2/day) - barkskin, lesser restoration
1 (3/day) – bless, burning hands, monkey fish
0 (5/day) - detect magic, guidance, light, mending, resistance
Caster Level 3 Concentration +7

Spirit Magic
2 (1/day) - hypnotic pattern
1 (1/day) - color spray

Spell-like Ability
1/day - hydraulic push

GEAR
Combat Gear
masterwork breastplate, longspear, masterwork light crossbow, 20 bolts, 2 1 flasks acid

Other Gear antiplague, antitoxin, 2x scroll of shield, wand of cure light wounds (41 charges), cloak of resistance +1, ring of protection +1, noble's outfit, explorer's outfit, shaman's kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol, climber's kit These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks

Money 3206 gp

FLUFF
Description
Korez's aquatic heritage is strikingly evident in his visage. He has vestigial gills and his hair seems quite fin-like.

History Korez comes from a small coastal community in Varisia. He found he had an innate connection with the stars as he spent long nights as a youth gazing up at them. This time spent in the out of doors on the coast led to his further communing with the spirits of the sea and the air. When he matured, he felt the pull of the stars calling him to make his own permanent mark on the world. He traveled to Absalom and earned an invitation to join the Scarab Sages.

Age 72

Deity Desna

SPIRIT ANIMAL

Charlie the Rat:
Rat
neutral tiny outsider (native)

Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 13 (3d8)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft., fly 5 ft.
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats Weapon Finesse

Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

SQ
Familiar: Master gains a +2 bonus on Fortitude saves.
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Chronicles

6-06: Hall of the Flesh Eaters:
XP 1
Fame/Prestige 2
Gold 507
Day Job 0

Boons
Gloomspire Explorer:
Despite having studied only a small portion of Sevenfingers's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. One unchecked box.

Items Available for Purchase
horn of fog (2000 gp)
sandals of quick reaction (4000 gp)

0-04: The Frozen Fingers of Midnight:
XP 1
Fame/Prestige 2
Gold 467
Day Job 0

Boons
The Yegevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all Diplomacy rolls when you mention the Yagevna family and how you assisted them.

Items Available for Purchase
potion of cure moderate wounds (300 gp)

Pathfinder Quests: Phantom Phenomena / GM CREDIT:
XP 1
Fame/Prestige 2
Gold 500
Day Job 0

Boons
Draw from the Deck:
You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society - an organization of archaeologists and explorers - has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Used
Well-Earned Reward: Dr. Quolorum's principal mission in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5000 gp), necklace of fireballs (300 gp), and robe of useful items (2500 gp).

Items Available for Purchase
gloves of swimming and climbing (6250 gp)
necklace of fireballs (type I) (one 3d6 bead remaining; 450 gp, limit 1)
robe of useful items (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve 8 Medium creatures; 3500 gp)

4-01: Rise of the Goblin Guild / GM CREDIT:
XP 1
Fame/Prestige 2
Gold 520
Day Job 0

Items Available for Purchase
brooch of shielding (40 points remaining; 600 gp, limit 1)
elixir of hiding (250 gp)
necklace of fireballs (type II) (2 2d6 spheres; 600 gp, limit 1)
potion of cure moderate wounds (300 gp)
potion of gaseous form (750 gp)
potion of resist energy, fire (300 gp)
wand of cure light wounds (24 charges; 360 gp, limit 1)

8-08: Tyranny of Winds, Part 1: The Sandstorm Prophecy:
XP 1
Fame/Prestige 2
Gold 1192
Day Job 0

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ ☐ Strength of the Scorpion Coast (Scarab Sages): Your studies at the Sandflow Source have taught you how to draw upon the powers of air and earth to strengthen yourself. You may check a box that precedes this boon to add a bonus equal to twice the number of Air Affinity boons you have earned with this PC on a combat maneuver check. Alternatively, you may check a box to add a bonus equal to twice the number of Earth Affinity boons you have earned with this PC to your CMD until the beginning of your next turn as an immediate action.
Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forebears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character's records.
Ifrit: Ifrit bloodragers with the elemental (fire) bloodline and ifrit sorcerors with the efreeti bloodline treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Oread: Oread bloodragers with the elemental (earth) bloodline and oread sorcerors with the deep earth or shaitan bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Sylph: Sylph bloodragers with the elemental (air) bloodline and sylph sorcerors with the djinni or stormborn bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Undine: Undine bloodragers with the elemental (water) bloodline and undine sorcerors with the aquatic or marid bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Oread's Favor: You have earned the respect of the oread researcher Qiarah. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.

Items Available for Purchase
cloak of resistance +1 (1000 gp)
feather token (fan; 200 gp)
potion of cure moderate wounds (300 gp)
potion of levitate (300 gp)
ring of feather falling (2200 gp)
ring of sustenance (2500 gp)
scroll of invisibility (150 gp)
wand of glitterdust (4 charges; 360 gp, limit 1)
wand of magic missile (8 charges; 120 gp, limit 1)
bracers of armor +2 (4000 gp)
sandals of the lightest step (5000 gp; Pathfinder RPG Ultimate Equipment 232)
wand of cure moderate wounds (10 charges; 900 gp, limit 1)
wand of magic missile (CL 5th; 8 charges; 600 gp, limit 1)

8-10: Tyranny of Winds, Part 2: Secrets of the Endless Sky:
XP 1
Fame/Prestige 2
Gold 1205
Day Job 20

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ Jairo's Generosity: Jairo has not forgotten your friendly and respectful demeanor toward him when you first met. He provides you with a free noble's outfit. In addition, he offers you a discount if you wish to purchase one of his flying carpets. You may check the box that precedes this boon to purchase a carpet of flying at the following discounted price: 5 ft. by 5 ft. (18,000 gp), 5 ft. by 10 ft. (31,500 gp), or 10 ft. by 10 ft. (54,000 gp).
Uneasy Alliance: You have accepted Ashasar's offer of alliance with the Concordance. This boon may play a role in future adventures.

Items Available for Purchase
elemental flux (20 gp; Pathfinder RPG Advanced Race Guide 203)
feather token (whip, 500 gp)
keylight lantern (2000 gp)
spell lattice (1000 gp, Pathfinder RPG Advanced Class Guide 235; contains shock shield, Pathfinder RPG Ultimate Combat 243)
wand of mage armor (3 charges; 45 gp, limit 1)
+1 cloudburst chain shirt (6250 gp; Pathfinder RPG Advanced Race Guide 160)
cloak of resistance +1 (1000 gp)
elemental gem (air, 2250 gp)
elemental gem (fire, 2250 gp)
elixir of forceful exhalation (900 gp; Pathfinder RPG Advanced Race Guide 160)
horn of fog (2000 gp)
potion of fly (750 gp)
ring of protection +1 (2000 gp)
wand of mage armor (10 charges; 150 gp, limit 1)

8-12: Tyranny of Winds, Part 3: Caught in the Eclipse:
XP 1
Fame/Prestige 2
Gold 1312
Day Job 20

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ ☐ ☐ Foe of All Winds: Striking into the depths of the Plane of Air, you've defeated the resurrected champion of Hshurha, the Duchess of All Winds. Word spreads of how you defied the will of a demigod, and as a result, you gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air. In addition, your time on the Plane of Air has granted you some means of control over its natural powers. Once per adventure, you can check a box that precedes this boon to cast gust of wind as a spell-like ability (CL 6th). If you have two or more Air Affinity boons, you can instead cast wind wall (CL 8th). If you have three or more Air Affinity boons, you can instead cast wind walk (CL 10th).

Items Available for Purchase
Horn of the Hurricane (20,000 gp)
scroll of dimension door (700 gp)
wand of glide (4 charges; 360 gp, limit 1)

8-02: Ward Asunder:
XP 1
Fame/Prestige 2
Gold 1300
Day Job 10

Boons
▫ Jiraku’s Respect:
You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
Subtier 3–4: You may cast invisibility, longstrider, stone shape, or wind wall.
Kami Reunited: Even if their ward is forever broken in two, you have brought the two kami wardens together once more and received their blessing. You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.
Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
Tanbaru’s Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.

Items Available for Purchase
oil of barkskin (CL 6th; 600 gp, limit 1)
oil of enlarge person (CL 5th; 250 gp, limit 1)
oil of jump (CL 5th; 250 gp, limit 1)
scroll of expeditious retreat (CL 5th; 125 gp, limit 1)