Goblin Dog

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Been a while and for some reason my Search-fu isnt finding what I want.

Specifically This is about Zova in Ultimate Wilderness. She has the ability to recharge cards with the animal trait for her STR, DEX, & CON checks. On my STR combat check, I revealed Fire Gecko (add 1d4 and fire trait, but if you fail it has to be discarded). Then I trigger her animal recharge power using the Gecko to boost my combat. Then I fail the check. My assumption is that the card then has two places to go: Discard due to Firegecko and recharge due to her character power.

I assume you would take the worst location. There are similar threads with this and Amiri revealing a weapon then buring with character power, and Imrijka revealing a weapon then recharging for her character power.

Specifically in this case, I have the power that allows me to recharge animals I use for their power. So regardless it gets recharged.

Friend at the table thinks this is different as the power is on the gecko. Since the Fire Gecko power is waiting to see the end of the check, its locked in a limbo and cant be used for anything else. I disagree.

Going to go over this with him again.


Klar wrote:
If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
Klar Traits wrote:
Shield, Offhand

I do not know anyone proficient with the traits mentioned. I would assume that the check to acquire would also count? It list Con/Fort/Melee/Survival as ways to acquire.

or does it mean: if you are proficient with the weapon you are using for your melee check?

EDIT: Same questions applies to KAZAVON'S SHIELD


The Closing Henchman (Proxy A) is an Ashwing Gargoyle. The Danger is also an Ashwing Gargoyle.

I would assume if something causes me to encounter the danger (Ashwing Gargoyle) that I do NOT get a close attempt. I would assume that only the Proxy A version of the Ashwing Gargoyle would allow a close attempt.

Are the above assumptions correct?

I assume this due to the rules all stating that when you defeat a closing henchman. I would classify the other Ashwing Gargoyles as Danger versions, but its not really clear and could be argued either way.


If by some stroke of luck you managed to get two fortune tellers (Ally) in your hand. Would they both trigger at the end of the move phase?


Im heavily considering playing Enora (UM or WotR version undecided) for a rerun of season 1. Im looking for advice on what would be the best deck add to the UM deck for her considering the season?


Say your augury (monster) a proxy, but its a danger. Danger can be monster or barrier. You can roll to see if it a monster or barrier. Assume its a barrier per the roll, it gets shuffled back in. Next time you encounter it, it is still a danger. Do you roll again?

What happens to items or cards displayed at a location when it is closed? Let's use the Cohort-Tonbarse as an example. Does he auto return to his owners hand? does he get to move like a player?


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We just finished up S6A1 under the new rules. With the new season only having 4 scenarios per Adventure it feels like it is going much faster. With only 4 scenarios left posted in Season 6, I was curious if there was a timeline on Adventure 3? Better yet, do we have a schedule for the Season as a whole?


My group has recently finished up our last pre-core campaign. Moving on to the new Core rules we have had some time to adjust to the new rules. Recovery has bothered us the most. We feel it slows the game down more than the old rules. Recharging at the time of casting takes virtually no time. Example, when casting a cure, we normally roll the recharge die along with the d4. When using an attack spell, after the check we pick up with arcane/divine die used and roll again for the recharge. All this keeps in the flow of the game.

With the new rules there are so many options to assist others, especially with allies (which I love). So the next person ends up waiting for the recovery to finish and new hands to be drawn before drawing. This creates a dead-time we are noticing. Assuming we don't adopt recovery rules, what issues would we run into?


CD Oloch wrote:
When another character at your location fails a check to defeat a monster, that character may discard a card to evade the monster, then you encounter it.

Non-Oloch-at-oloch's-location fails the check, the power triggers and they discard a card to evade it. No damage is done by my reading. Oloch then encounters the monster.

This is similar to "if you would fail the check, you can reroll the dice" powers on weapons. Am I reading this right?


The Text "bless the check by the deity" appears on some of the new Core characters. I was curious if it was just flavor text or if the deity had an affect? Normally Paizo tries to shorten as much as possible so I thought I would ask here about the two places I have seen it.

Core-Kyra-Smitter Role wrote:
"You may avenge by discarding a blessing; during the encounter, your checks are blessed by the deity Sarenrae."
Core-Lem-Busker Role wrote:
On your non-combat check at an Urban location, add 1d4. (□ You may additionally recharge a card to bless the check by the deity Shelyn.)


He is proficient with Arcane and Divine but doesn't have the skill for either. I expected him to have something like CD Yoon that has CHA+0. Poor guy will be rolling a d4 for recharge for his divine spells and d6 for arcane. Also he wont be able to use anything that actually uses those skills, such as any attack spell or firesnake.

Why the hate?


How does this work?
Is it a random ally/blessing (I assume it is)?
Do I get to look at it before I shuffle it in?


Wow, its not often we lose a scenario. Most of the losses I can remember are in set 1 when no one has any good powers are upgrades. This scenario I believe was an eye opener for some players that are really reliant on blessings.

Doesn't help we had two losses to that Norgorber Cultist Set 5 bad guy that trashes 1d4 blessings, along with two failed checks at Gannet Island for two more 1d4 blessings lost. This added in with the blessings lost to playing blessings did us in.


Dreamstalker Text from pacgwiki wrote:

During your explore step, discard this card to examine the top card of any location deck, then put that card on top of your location deck and encounter it.

-
When you could attempt to temporarily close a location, discard this card to move and attempt to temporarily close your new location instead; after all attempts to temporarily close locations, move to your previous location.

My question is with the second power.

Scenario 1: Two people are at one location. Person A chooses to close, succeeds the closing condition. Can Person B still use the Dreamstalker? In Theory, he can no longer attempt to close. So he can no longer start the power.

If he can, that brings me to scenario 2: Character explores and its a villain. Can he use the dreamstalker to jump somewhere and close? Not gonna lie, thats really boss if he can do that.


Unfortunately I cant find the online S&S rule book but if I remember correctly, when you defeated a ship during a scenario you could seize it and use it for the rest of the scenario. Now there is new rules in intro for season 5 regarding seized ships. My questions is do these rules overwrite OR or they additional rules for seizing ships?

Season 5 wrote:

RULES: SEIZED SHIPS

When you seize a ship, record it on your Chronicle Sheet. At
the start of a scenario, you may cross off a ship you have
seized to use that ship instead of the Feathered Devil.


Technically this isn't limited to just her role power. I am just confirming that when she utilizes the Staff of power for the second power that she can fish any spell out of her deck and recharge/discard any boon.

The Staff text reads:

Staff of Power wrote:

For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card or a spell to add another 2d6.

Reveal this card to search your deck for a spell and draw it, then discard a spell.

If i'm understanding this correctly, this is part of the cost to active the power. And not just a price you pay after activating the power. Or better put, Talitha with the right power feats could recharge any card she wants to fish a spell out of her deck.


Kleptomaniac Ranzak has a power that reads:

"If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it."

If he is at a location with another character, and that character attempts to close a location that requires you to summon and acquire a boon but fails the attempt, does Ranzak's successful acquisition trigger the close? If so, i'm assuming he would benefit/suffer from the when closed condition.


Varanog is a homebrew from the Paizo blog Homebrew Special: “The Little Dragons that Could”. This dude is everything that a Sorcerer should have been. All sorcerers only get a +1 per feat spent on their innate ability to nuke (pre-role card). This little guy gets and additional d6 with each feat! Add into the fact that he can set traps, which are kind of redonkulus, and he can destroy any monster he runs into. The catch is he can only set a trap at the end of his turn, so he is better off for the locations with low monster counts.

His stat break down with d10 in his primary stat along with a d10 in dexterity. Dexterity and Wisdom have to be two of the most important stats outside of combat.

Not sure if this was intended, but his primary ability doesn’t have the attack trait. Dunno, think it’s a breath weapon? All I know is he laughs at those silly golems and monsters that require Wisdom checks to use powers with the attack trait.

Another fun fact, Traps add their bonus to “all checks against that monster during the current turn”! Are you kidding me? He laughs at those BYA Fortitude and Acrobatic checks. You walk into his trap, you are his!

Im currently playing him as part of a 4 man team through Ron Lundeen's Shield of Rannick Homebrew campaign that uses Rise of the Runelords as a base set. About to get his role card, and im pumped.


Acquisitor:

He displays a card to gain all skills listed on the check to acquire equal to his Intelligence skill until end of turn. Since this is not a replacement skill the check wouldn’t have an attribute attached to it. So if he did this to gain the Stealth skill, blessings of Milani or blessings of Irori wouldn’t add additional dice. So it would follow that his power to “On your Intelligence check, after the roll, you may bury (□ or discard) a weapon, an armor, or an item to add or subtract 3.” wouldn’t work unless it was a strait Intelligence, disable or Knowledge check. Am I correct?

His power “before he resets his hand, he may set aside any number of items; return them to your hand after you reset it” doesn’t work with weapons, spells, or armors that he is “sloting” as items when he builds his deck. My understanding is they only count as items in his deck building phase. Correct?

Channeler:

His power of “During your encounter with a bane, you may recharge a weapon, an armor, or an item that has the Magic trait to summon and play a random spell that has the Attack trait and an adventure deck number less than that of the current scenario (□and shares a trait of your choice with the card you are recharging).” says bane. Why not monster? Can you play an attack trait spell against a barrier? Since it is random, do you get to draw till you find one that applies? Using the second part of the power to share traits seems you could narrow down the scope of spells a lot. If you use this and get a spell that the monster is immune to, could you play a different spell?

Final word: He appears to be a really strong base character but I feel both roles are really lackluster. Can someone point out what I am missing?


Just looking at the adventure path by Ron Lundeen I have a few questions.

There is a card feat reward for completing the Adventure path. Is this intended? Will there be a promotional final scenario?

All Outsiders gain the trigger trait at Abyssal locations. In addition, you must encounter and they difficultly of the check to defeat are increased by 3. This seems static. Early scenarios this will be extremely hard. Why not just add the veteran trait to address the difficulty increase.

All of the Godcaller Eidolon Cohorts powers are display to trigger their power. Is there no way to return them to you hand? Was it meant to be a one and done effect with a small lingering bonus?

Balazar has powers that can trigger if he as a cohort displayed with the Eidolon trait. By the way the power is worded does this work with the Unfettered Eidolon. Is this intended?


Im noticing now that with the number of double veterans cards, Adamantine weapons feel overpowered. I don't think this was an issue previously because originally sets didn't have many cards that had this power. Now it seems common on most Henchmen causing these weapons to feel overpowered. In Set 4, this weapons have effective bonus of +8 stacked on top of whatever other bonus the card gives.

I would like to see Adamantine weapons be FAQ'd to not work on the veteran ability or henchman going forward (in the seasons and future box sets) not having the double veteran ability and just have a higher base number.

Just a thought.


Power: When you defeat a monster on your turn, you may recharge a card (□ then you may draw a card).

Do you have to recharge a card to activate the draw power after feating for the additional effect?

I dont feel like you do, but just checking.


Wrath and Mummies mask both say "When you explore, flip over the top card of your current location deck. If it’s a boon, you may attempt to acquire it; if you don’t attempt that, banish it." under the Explore write up.

Mummies mask (pg 9) under Encountering a Card: "After you flip over the top card of the location deck, put it on top of the deck and read it. If the card is a bane, you must try to defeat it. If it is a boon, you may try to acquire it for your deck; if you choose not to acquire it, it counts as failing to acquire it."

Sorry I couldn't find this while we were playing. What I found was listed under "Attempting a Check" and it reads as: "Many times during the game, you will need to succeed at checks to do things, such as acquire a new weapon or defeat a monster. When you are required to attempt a check, you may not choose to fail it."

So this somewhat contradicting. And there are people on both sides of the fence in my group.


Question as it specifically applies to Radovan. His ability "Once per turn, when a character at your locaion is delt damage by a bane, display a monster from the box next to a displayed devil form."

Does this work if the damage is prevented? How does the timing work? Does it matter how the damage is avoided?


So we had two goblins in our group the other day. Both played safety bubble at same location. Do both trigger to prevent damage? Or can you only use one and why?

I feel like it should only be one, but couldn't find anything to support this.


So watching this unfold in our Organized play group, characters that have good healing get to use this to generate more draws.

Specifically when our CD Damiel gets it, he uses it to reset his hand and drops the card but has plenty of healing to ignore it. Essentially upon finding a boon he can draw a new hand -1. So this can refill his hand of blessings or allies or anything else to help him keep generating explorations.

Any character with strong healing can turn this into a boon.

I feel it should have something to make it a bigger penalty. It is suppose to be one of the worst curses.


I have a question about one of the Loot 5 allies in MM.

I don’t have the box or cards in front of me (or even at home. I would need to wait till we play again). So I can’t tell you his exact name but it’s a buzzard looking guy. I think his name is Ky-utef. Or something that sounds like that.

The issue I have with this card is the crazy combos I have seen pulled off with him. Discarding him to reset your hand, then pulling him back with twitch tonics or dogfinder, then healing, then burning his hand out to explore or etc…, using the Loot 5 ally again, then hopefully drawing the tonic or dogfinder and starting the process over again.

I feel like it should be FAQ’d like the imp. Display and discard at end of turn.


Im looking for 3 modules I could chain together for an adventure. I would prefer it to start at level 3. Any advice?

Expanded info: My two DM's are a little burnt out. I was going to run something for a bit to give them a break. An adventure path is too long. So I would like to get a few Modules to get the work done. I'm not the best DM from a storytelling perspective, strait dungeon crawls would be more my thing.


Someone just pointed out that the Season 2 Adventure 3 award is no longer - "receive a role card and gain a power feat". How is this going to work out?

Alahazra's power to discard a card off the top of her deck to use use her divine skill for combat does not have the clause "This counts as playing a spell". Is this intended?

There is a location that says "When you encounter a monster, add a monster to to the top of a random open location." I think it is the warrens. Anyway, if someone encounters a monster and evades it.Does it still count as being encountered?
--------------------------------------------------
The scenarios for season two have strangely worded rewards. What exactly does it mean for:

1. The party draws one of each type of boon other than loot from the game box. (I feel this one is strait forward, just making sure)

2. Each character chooses a type of boon other than loot and draws a card of that type from the game box.

3. Each Character chooses a weapon, Spell, or Item , then draws a card of that type from the game box.

4. Each Character chooses armor, ally, or blessing, then draws a card of that type from the game box.

5. Each character chooses a blessing with an adventure deck number of 1 from the game box. Adventure Card guild characters may gain that card as a bonus deck upgrade.

6. Each character chooses a blessing that has an adventure deck number of 2 or lower and may gain that card as a bonus upgrade.

7. Each character draws an ally with an adventure deck number of 1 or 2 from the game box.

8. Each character chooses weapon, spell or item, and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

So my question is, when it tells you to draw from the box. Is this random? Do you get this card as a bonus upgrade? I thought you did until I read #5 and #8. Why does #5 tell you to choose it from the "game" box? Wouldn't this just be select it from the box? or word it like #6? or 5 and 8 the only ones that allow for two upgrades?


So why don't we have a sticky thread for our champion characters of each season like the "Pathfinder Adventure Card Game General Discussion" section does?

Could we have that with an added sections for most common party members, thoughts on that character, and what -character (example: -1003)?

I think it would be fun and promotional.


So sounds like there is a tier 7. Does this mean you get bonus feats (in tier 7) for more scenarios? Could you be forced into Tier 8?

So my Bard from SnS (tier 7) can play in WotR Set 6, I'm guessing if she does every scenario she would auto tier again and be unplayable?

Does this mean I just have to be careful not to Tier again?


So the Oracle class deck released today. I'm really impatient and was wondering if anyone could give me a link to the oracle class deck character cards. My local gaming store is suppose to get it tomorrow so I can pick up a copy but I didn't want to wait that long. In addition, this is assuming they will get their delivery on time.


First - Can you benefit from 2 of the same card? what if the effect is global? Example, if two different paladins have played "Knight Pennon" item, can everyone benefit from both? What about if they both play a "Strength" spell on the same player? My gut says no, but I can't find anything in the rules.

Second - Class Deck Harsk has a Mountaineer (Ally 5) that reads "Reveal this to add 2d8 to a survival check." Can he really reveal this for anyone on any survival check at any location? This appears broken, especially in Skull in Shackles.

Third - Dog Rider Knight Raz has a power that states "When you would bury an armor for its power, you may discard (□ or recharge) it instead". The Henchman Devastator has a power that says Armors may not be banished or buried. Could she use her power to get around the restriction?

Fourth - Society Scenario 1-6D reward states "Each character chooses a boon of a type other than loot from the box." How does this play out? Do you get to select any card in your Class Deck for an upgrade?


Harsk Vanguard Power wrote:
When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck (□ or put it facedown on the bottom of the deck) instead.

We have questions about how this works. Our current player is hoping that when he scouts and reveals a barrier, he can place it on the bottom of the deck.

After reading the way it is worded and how some barriers are worded, I interpret it to be: When the text on the barrier would leave it displayed on top of a location (most of the time as the first exploration of each turn) Harsk has the option to place it at the bottom of the deck.

I was hoping to get more input. What do yall think?


So I have a personality for a Dwarven frontliner.

How it came to be:
I had drawn up a rough draft of a dwarven slayer that would mostly be shield bashing for my new level 1. Upon talking with my brother he told me wanted to start up again in PFS and wanted to play a Zen Archer. The idea of brothers questing was cool so we ran with it. Then I got to thinking that a Slayer and Archer both combat focused didnt leave us a lot of utility out of combat to help the group so I think I might try and build him as an Inquisitor

I would like some help making him effective but still staying in line with the personality I have for him. Currently I am thinking his build would look like:

Stats:15, 12, 14+2, 13, 14+2, 8-2.
Feats: Heavy Armor Proficiency (1st), Power Attack (3rd), Improved Monster Lore (5th), Steel Soul (7th)

Conversion Inquisition
Fighting with Dwarven Axe and Shield

any tips?


Tarlin - An Observation, A Rant, and Request for Advice.

So in my local PACG Society, all the clerics have been tested out except for Tarlin. Most think he is a sad sad cleric and have no urge to play him. Since all the other clerics have seen action in our local games I thought I would give him a try (this was the observation).

While the first two scenarios proved to be kind of restrictive due to his hand size of 4, it didn't take him long to flex his muscles. For the rest of WotR adventure 1 and most of adventure 2 he has no problem Smashing his way through adventures. He always has a weapon, sports a +8 to his combat checks, can hold three cures in his deck, and has a Melee/Fortitude to match any fighter. He has Superstar written all over him (this was the rant).

Now I'm Looking ahead. At the end of Adventure 2, I will have his Strength maxed out. This means my combat effectiveness wont scale much anymore. Granted this is the same problem everyone runs into. Most fighters can recharge weapons for greater effect. Being the Demon of Adventure 2 (blood demon) is a combat check 17, I'm going to guess they get a lot worse.

I was planning on increasing hand size to 7 for my first 3rd power. Taking the Peacemaker Role along with allowing anyone to recharge blessings on my combat/charisma checks at the end of Adventure 3.

After this I didn't really know what would be better.Im tossing around two different powers.

First - Recharging an Armor to pull weapons back to my hand would allow me to Discard weapons for increased combat effectiveness.

Second - Recharge a weapon to recharge a random card. This would stop weapons from piling up in my hand or graveyard. It also can heal spells and blessings.

Any tips? Anyone tried him out before (this was the advice). Also, I posted this so that Tarlin can get some love.


Can it hold a shield?


Got some questions I hope yall can help me with. Also posting from my phone, sorry if there is a formatting issue.

Quote:
Build Your Own Character - If the scenario you’re playing has an adventure deck number of 3 or higher, you may use any cards that have the set indicator B, as well as any cards with an adventure deck number at least 2 lower than that of the adventure you're about to play. Your character (and role card, if you're playing a scenario with an adventure deck number of 4 or higher) may not have any feat boxes checked when you start play.
Quote:
If you advance a tier by completing an adventure, you automatically gain any remaining feats for your tier and you gain a die bump for use with this character (see “Die Bumps,” below.)

Does this mean if you suffer through an adventure, you can pick up all the feats you are missing?

My next question would be about upgrading your deck once you hit the upper tiers.

Can you replace cards in your deck with cards two levels lower than the adventure number you are playing? If not, it seems like it would shift people's focus to getting low level cards banished from their decks to replace them with Adventure Deck Number -2.


Updating characters before sunday games. Advice or tips on some ways to spend my money.

Paladin Level 9
*Cookie cutter build
*Full Plate +1
*Keen Falchion +1
*Cloak of Resistance +1
*Belt of STR +2
*Headband of CHA +2
*Bracers of Mericful Knight
*Boots of Striding and Sprinting
*Pearl of Power (1st level)
*Adamantine Greatsword (because you know, season 6)
*assorted consumables
About 15k to spend

Hunter level 5 (w/ wolverine pet)
*Bardiche +1
*Agile Mithral Breastplate +1
*Cloak of resistance +1
*Assorted consumables
About 7k to spend


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Game seems to be too easy at the current rate. I'm fairly sure I can increase the difficulty with more players but since that isn't always convenient, I was thinking of adding the adventure path number to ALL checks when playing that scenario.

Any other ideas?

Anyone found things they really liked?


So I had a thread earlier posted HERE. Thought I would start a new one for my new questions after playing this weekend.

1) Can you evade a boon? If so, then it would get shuffled back into the location deck. Correct? This is due to concern to Merisiel's power to evade her encounter.

Closing locations have some text that are confusing:

rules wrote:

If you succeed at meeting the When Closing requirement, search through the location deck, take out any villains, and banish the other cards. Any villains you found become the entirety of the location deck, and the location is not closed.....

Characters may move to closed locations, and if there are cards there, they may explore and encounter those cards as normal.(Most closed locations don't have cards to explore, but some effects can put cards there.)

2) If you don't find the villain then are the cards still banished? There is text there than you can still explore locations that are closed. Is the quoted section the only way cards would end up at a closed location?

I had more questions but they are escaping me right now. I will have to write them down as we play.


The display mechanic kind of confuses me. At the end of your turn, do all displayed cards stay in play? If no, what happens to them. Is this different for spells or weapons? If so, does it matter if you used the item?

Also, do you die when you cant draw up to your hand size? or is it when you are out of cards? If its the first one, then increasing your hand size is essentially giving you less "life" or card pool.


Any ideas? I'm a Zen Archer, so while my fist do have decent damage I can't flurry with my fist.

Even if I can't get some good damage, are there alchemical items for battle field control I could be using? I don't own the Alchemical Item book (whatever it is called) yet. Trying to decide if its worth buying.


Why does the Sacred Huntsmaster exist? I personally feel it trivializes the hunter class. You get everything good in hunter and domain with Inquisitor abilities. Only downside is the delayed Animal Focus, which you still get.

Am I missing something?

Full Name

Rar'gul

Race

| SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft

Classes/Levels

| Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Gender

Male LG Trox Dream Prophet Vanguard 7

Size

Height: 12 ft

Age

25

Deity

Hylax

Strength 16
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 13
Charisma 10

About Rar'gul

Background:
Rar'gul had been content with life. Almost as far back as he could remember, he had either been serving, or training to serve, within the sacred halls of the Forever Queen on Nchak. His time, when not spent training or rostered for guard duty, was devoted to guiding and advising the visitors and pilgrims to the Forever Hall; he never wanted for companionship or stimulating conversation.

He had a routine, a schedule; there was order. That was, until recently, when order began to unravel. Small things at first but increasing over time. And if they weren't happening directly to him, they were happening around him. Then one day, during a particularly grueling training session, his sparring partner was badly injured when Rar'gul inadvertently redirected the accumulated force of the blows he had been enduring back toward his opponent.

And then the dreams began...

His dreams resonating with the song of the Dreamers on nearby Liavara, Rar'gul began glimpsing hints of signs and portents. Scared, yet convinced certain clues pointed at the location of an impending momentous event, Rar'gul set off on a ship bound for the Vast. Low on credits and without uncovering any leads, he books passage aboard the Chimera, preparing to return home a failure.

Rar'gul
Vanguard 7
LG Large monstrous humanoid (Trox)
Init +6; Senses Perc +13, SM +1, Dark vision 60 ft.

--------------------
Defense
--------------------
EAC 17, KAC17 (when wearing armour)
SP 84 HP 57 RP 8
Fort +10, Ref +8, Will +7 (+5+2)
Defensive Abilities bulwark, mitigate (7 damage), uncanny agility

--------------------
Offense
--------------------
Speed 40 ft, Burrow 20 ft.
Melee entropic strike +11 (2d6+12 A/B, Force, critical corrode) or called thrown diamagnetic storm hammer +11 (1d8+10 B&E; critical knockdown; powered 2; 10ft) or glamered assault hammer +11 (1d6+10 B)
Ranged subzero hail pistol +9 (1d4+3 C&P; critical bleed 1d4; 20 ft) or called thrown diamagnetic storm hammer +10 (1d8+10 B&E; critical knockdown; powered 2; 20ft)
Space 10 ft.; Reach 10 ft.
Special Attacks
Offensive Abilities frenzy, grappler

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 20, Int 10, Wis 13, Cha 10

Skills
Acro +12
Ath +13
Com +0 +2* computers/recall knowledge
Cul +9 +2* recall knowledge
Dip +10
Intim +9
Myst +10 +2* recall knowledge/identify creature
Perc +13
SM +1
Stealth +6
Surv +1
+1 to checks to recognise shape changers

Reduce the DCs of Mysticism checks to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions by 5.

*For the rest of the adventure, the PC who received the credstick has a bizarre affinity for sensing creature genetics and understanding cryptic data structures, receiving a +2 insight bonus on checks to identify creatures, checks to recall knowledge, and Computers checks.

+1 to recognise shape changers - link to post

Starship-Combat Version of Skills

Feats
Improved Combat Maneuver (Sunder), Tight Fit, Weapon Focus (Advanced Melee), Improved Initiative , Iron Will

Languages Akitonian, Aklo, Brethedan, Castrovelian, Common, Halfling, Kasatha, Nchaki, Reptoid

Other Abilities entropic pool (max 5), flash of prescience (1/day), reactive (1/day), uncanny agility, vanguard aspects (boundary - insight, embodiment), vanguard disciplines (dampen, entropy shield, entropic veil), vestigial arms

Combat Gear Serum of healing mk1 (3)
Other Gear basic Defrex hide armor (upgrades: radiation buffer, thrower arms), called throwing diamagnetic storm hammer (2 handed; 20/20 charges), assault hammer (glamered fusion seal), subzero hail pistol (20/20 charges), spare battery (20/20 charges), ceremonial clothing, everyday clothing, formal clothing, bed roll, holy book (Hylax), hygiene kit, industrial backpack, personal comm unit, titanium alloy cable line (50 ft), credstick (838 cr)

Upgrades: synaptic accelerators mk1 (CON)

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Special Abilities
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Abilities & Descriptions:

Boundary - Aspect Insight (Ex) You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Perception checks.
Boundary - Aspect Embodiment (Ex) Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.
Bulwark When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally.
Burrower Trox have a burrow speed of 20 feet.
Chitin Trox chitin can help deflect effects, granting trox a +1 racial bonus to Reflex saves
Darkvision Trox have darkvision with a range of 60 feet.
Dampen (SU) You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area.
At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.
Entropic Attunement (Su)
Spoiler:
As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.

At 5th level, choose one of the following weapon special properties: breachAR, bright, feintAR, forceAR, or penetrating. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property.

At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.

At 10th level, you can extend your field of entropy far enough that your entropic strike gains the reach weapon special property. The reach granted by this property increases by an additional 5 feet at 13th level, 16th level, and 19th level.

At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the blast weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet.

At 16th level, as a standard action you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare the result to the EAC of creatures and objects within 20 feet (other than yourself). You damage each creature and object with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1).

At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.


Entropic Strike (Su)
Spoiler:
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.

You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.

At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.


Entropic Veil (Su) Like a fever burning away an infection, your inner entropic forces can overwhelm harmful magic. As a reaction when you fail a saving throw against a spell or spell-like ability with a duration of at least 1 round, you can spend 1 Entropy Point to attempt the save again. If you succeed, you suppress the spell’s ongoing effects for 1 round. At the beginning of each turn, you can spend 1 EP and attempt another save as a reaction to keep the spell suppressed for another round. If you fail the save, you can’t use entropic veil to suppress the spell further. Each round a spell is suppressed in this way counts as two rounds for the purpose of calculating the spell’s duration.
Entropy Shield (Su) As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it.

At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield.
Flash of Prescience When you fully open yourself to the psychic resonance around you, especially in the split second when your life is on the line, time seems to come to a halt. In these fleeting moments, you can sense the reverberations of actions that you have not yet taken, and guide your course accordingly. Once per day as a standard action, you can cast augury as a spell-like ability, though you can see only 1 minute into the future. This functions in all other ways as augury.
Frenzy Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute.
Grappler Trox gain a +2 racial bonus to grapple combat maneuvers.
Mitigate (Ex)You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.
Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.
Reactive (Ex) Once per day, you can take up to two reactions in a single round. You can still only take one reaction per triggering event.
Spiritual Fervor Trox gain a +2 racial bonus to Intimidate and Mysticism skill checks.
Swift Trox have a land speed of 40 feet.
Tight Fit While you’re squeezing, you don’t gain the entangled condition and your speed is reduced by 5 feet instead of halved. You still can’t run or charge while squeezing.
Uncanny Agility (Ex)You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
Vestigial Arms A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items.
Weapon Specialization You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.

Bot Me!:

Rar'gul...

[dice=Glamered assault hammer (vs KAC)]1d20+10[/dice]
[dice=Bludgeoning Damage]1d6+9[/dice]

MELEE
[dice=Called thrown diamagnetic storm hammer (vs KAC)]1d20+10[/dice]
[dice=Bludgeoning & Electricity Damage]1d8+9[/dice]

[dice=Entropic strike (vs EAC)] 1d20+10[/dice]
[dice=A&B Damage, Force]2d6+11[/dice]

RANGED:
[dice=Called thrown diamagnetic storm hammer (vs KAC)]1d20+9[/dice]
[dice=Bludgeoning & Electricity Damage]1d8+9[/dice]

[dice=Subzero hail pistol]1d20+8[/dice]
[dice=C&P Damage]1d4+3[/dice]
[dice=Crit damage]1d4+3[/dice] +[dice=Bleed]1d4[/dice]

In ship combat, he is a capable gunner or chief mate

[Dice=Gunnery]1d20+8[/b] BAB +6

[Dice=Chief mate (Athletics)]1d20+12[/dice] 6 ranks