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Aspenthar
Yarr Discussion goes here. Recruitment is FCFS on the Gameday sheet. Please see campaign header for slides link and RPG chronicles link. If folks could make sure to fill in page 3 of the slides, including expected exploration activities for "exploring a ruin with purported ties to Ancient Osirion" I would find that quite helpful. Also, if you'd like to receive your chronicle sheet with as minimum a delay as possible after the end of the game, please fill in the RPGChronicles link when convenient.
Alright... so there are now at least 3 different boons that give options to Red Mantis. One from each of the Mantis themed adventures and of course they all work totally differently. 1 "A character of your choice gains access to the Red Mantis Assassin dedication feat and all associated feats" This gives you access to the dedication and all the feats, I think including the rare ones. You do still need to meet the prerequisites of the dedication which include training in sawtooth sabers for which it neither provides proficiency nor access to. --- 2: "...has access to the Red Mantis Assassin archetype and all common or uncommon options which require membership in the Red Mantis Assassins" This one doesn't give you the rare feats, but does get you all common or uncommon options that "require membership in the Red Mantis Assassins." The Sawtooth Saber doesn't actually list an access condition, in fact I'm not sure there are any options "which require membership in the Red Mantis Assassins" other than the archetype. And of course proficiency is still an issue. --- 3: "Your characters may choose Achaekek as their deity for all relevant character options. Such characters alignments must be lawful neutral. Any characters that follow Achaekek gain access to the sawtooth saber. This boon does not grant access to the Red Mantis Dedication feat or other options that require evil alignment" Obviously a pre-remaster boon. I think access to the deity post remaster is unnecessary, so all this one does is give access to the Sawtooth Saber which is obviously helpful for the other two (although doesn't solve proficiency) Am I missing something, have I misunderstood how they work?
Aspenthar
Yarr. Welcome everybody and thank you for joining me on the slightly weird game. Out of Character Discussion and the like will go here. My strong preference is to have some key stats available in your header: No preference on order but I think here's the key info for me: Defenses (AC/Saves/Notes)
Exploration Mode and Initiative. Also, notes on potential reactions as well. Either in your header or in your posts. I don't mind rolling Reactive Strikes or the like for you as long as I know they are happening, or you're more than welcome to pre-roll them in a spoiler in your posts as appropriate.
Aspenthar
Welcome to the town of Petitioner’s Port in Druma. You're not entirely sure why Venture Captain Drandle Dreng has sent you halfway across the Inner Sea to check in on an Alpaca farmer or why he's sent so many of you. But as you gather in Petitioner’s Port, outside the Meticulous Truffle Inn, you have a chance to introduce your yourselves before you head about two hours north to the Harjhack Farm to work on Dreng's cryptic mission
Yarr. This is a recruitment for the level 1 Pathfinder Society2 Bounty #2 Blood of the Beautiful This will be a somewhat unusual game, so please make sure to read carefully. --- Pathfinder Society2 Bounties are run in Adventure Mode. "This mode allows the GM more freedom to adapt those adventures, including running the adventure in Pathfinder using GM house rules and the ability to alter encounters and statistics found in the adventure." Some things that will be different: We are not limiting ourselves to 6 players. That's right we'll potentially have a whole gaggle of PCs. Adventure difficulty will scale appropriately based on how many players we get. (And since it's in Adventure Mode, you still get your rewards and character back even if things turn out to be a total disaster.) To keep things flowing smoothly, all rolls will be made by the attacker, and enemy statistics will be fully visible, so that you can fully resolve your turns without having to wait for me. (I'll include some notes about reactions later) Example: you cast electric arc, so instead of the enemy making saves at +5 vs your DC 17, you make +7 rolls against my DC 15. (Since the roller effectively wins ties, this has slightly boosted the effectiveness of abilities that would normally generate a save. I'm aware of that, and am okay with it.) Also in combat I will be aggressively delaying PCs who do not act in a timely manor. (Generally around 20+ hours since they've been up without taking an action). Do note, despite being in Adventure Mode you are required to bring a PFS character. (Ionics Pre-Gens are acceptable as well) --- Normally I'd expect a bounty like this to just take 1-2 weeks. I'm guessing at least twice as long assuming many players, but it's just guesswork given my lack of experience in this format. To participate you must both check in here, with the alias/character you plan to use, and fill in the sign-in sheet Here. Eventually I'll need easy access to your character's key statistics, Preferably via header, but can work with profile if needed. I will take everybody who signs up by the time I close recruitment about 30 hours from the time of this post, late Saturday 10/26 PDT. --- Questions and comments appreciated as well here. We'll address specific issues as needed once we get started.
So when Flexible Spellcaster was written "Once you take a dedication feat, you can’t select a different dedication feat until you complete your dedication by taking two other feats from your current archetype." was not a general rule, but one that was printed in every archetype except Flexible Spellcaster. With only 1 total feat available for the archetype (Just the dedication), post remaster it's no longer possible to combine Flexible Spellcaster with other archetypes. This may even be a problem for existing characters. Can we add to the PFS FAQ or character options a note about Flexible Spellcaster not requiring additional feats to unlock further Dedication feats?
According to Andrew White "In the event of any discrepancy between a Foundry module and a print or PDF version of the same content, the Foundry module should be treated as the latest and most up-to-date resource unless explicitly stated otherwise." This leads us to 1 of 2 problems. 1: Andrew is not listed in Guide to Organized Play. as Campaign Leadership, and thus we ignore anything he says. (I think this technically means that people using the Foundry Errata are not following the rules as written, obviously not a desirable outcome, or what anybody thinks.) 2: What Andrew says is valid for PFS. However those without access to the Foundry material still have no way to access it that isn't hearsay. This still remains a core problem. --- To solve these problems two things need to happen" 1: Andrew/his position needs to be added to Campaign Leadership, or at the very least confirmation from somebody who is. (Alex Speidel (Organized Play Coordinator), Shay Snow (Pathfinder Society Developer), or Josh Foster (Pathfinder Society Developer)). 2: And most importantly, the errata/rulings need to actually be posted there. A promise that Foundry is the definitive version isn't good enough, even from an official source. We need an official source of that errata that's not behind an additional foundry paywall.
--- Thank you Paizo/Andrew for taking the first steps of creating a place for the errata/rulings to exist, we're just not quite there yet in terms of a fully workable solution. For those of you not in the loop, here's my Previous Thread going into detail on the issues behind discrepancies between Foundry and the PDFs.
With thanks to Isis, I think I've finally figured out what's bothering my about the alchemist remaster. With ~6 encounter power and ~8 dailies, it feels like there's this expected pattern of having about 3 rounds of quick bomb + spend 2 actions to use an elixir (or move and throw a second bomb). You can basically get through an infinite number of those encounters a day, and still have the Quick Vials and 8 dailies as back ups for when things go long or encounters stack or whatever. This is fine, and it's nice to give alchemists a nice expected plan. The problem is it's too narrow. There are plenty of alchemists out there, who's players saw the class and built something that doesn't fit into the paradigm. Personally I have 2 in PFS, a Chirurgeon who hands out buckets of items at the beginning of the scenario (some infused, some real which I generally don't tell the other players that some aren't infused so they won't be shy about actually using them) and then barely has enough bombs to get through the day. I think this'll technically be an improvement for them. The ability to chuck quick healing vials or quick bomb vials when I want to contribute without actually using any resources. Much more encounter level flexibility in making niche healing/condition removal items. But I'm sad to lose all the cool items and index cards I made to hand out to people pre combat. I like prepared spellcasting. Alchemists getting to prep 2x/3x items or get 1 on the fly was a mechanic I really liked. My other one is a lvl 6 "assassin" They are a sneaky toxicologist/archer dedication. Their combat routine is to hide and fire lots of poisoned arrows via double shot. Now instead of say spending 5/11 daily reagents making 15 poisons and just poisoning all their arrows ahead of time, they get 8 dailies + 6 encounter. Applying poison in combat is too action intensive to be effective, and they can use 2 encounter powers to prep 2 extra poisoned arrows meaning they can have 2 per encounter + 8 total and still have some other encounter powers. So it's a little less poison but much worse if the encounters are uneven. 2 long encounters is much harder to deal with etc. Also maybe I want to use 1 of those regenerating VVs on Quicksilver which will be nice to always start with and not have to try and guess when an encounter will start. Of course a couple more levels and they'll get access to triple shot, which I'm seriously reconsidering at this point. So it's probably an improvement for alchemists in general, and certainty makes them much simpler to be basically effective, but with the way PFS treats the remaster they cut off the ability of alchemists doing weirder things and I like doing weird things.
Alright. So I have a lvl 8 Cosmos Oracle Tarkii. With Player Core 2 out, I decided to try and figure out how they would function without a rebuild. Here's my reading of things. Please let me know if you see any mistakes or even things that aren't completely clear. Obviously I could avoid this all by rebuilding but I wanted to think about how it would work. --- After Aug 12th until rebuilt (Once they finish their current pbp), they'll still have the old chassis, but the new mystery. Looking at feats first (because they are easier): Blessed One is in Player Core 2, The Dedication seems the same Old Mercy did fear or paralyzed. Now I have to choose a category of Body/Grace/Mind and get several conditions to remove. Technical action economy changed slightly but not effectively. (From 1+1 to 2) Level 8 Debilitating Dichotomy now just gives me a Cursebound ability {instead of a revelation (cursebound) focus spell} Scaling is slightly worse (scales at even levels 10+ instead of odd levels 9+). Casting it no longer uses focus points though. Level 2 Divine Access now an 11th level class feature with the same name and function as my level 2 class feat. I obviously don't get the new one as I don't get the new chassis. I think this makes my current feat choice invalid (Since it's now a class feature and not a class feat) and since it shares a name it counts as errata and I have to replace it. (Not 100% sure though) -- Biggest changes are of course the mystery. Cosmos Mystery loses Physical DR (2+ 1/2*level) Granted Focus Spell Spray of Stars got improved damage. The chassis says "Revelation spells have the cursebound trait" so even though Spray of stars no longer inherently has it, my chassis gives it the trait. Related Domains (Choose a domain spell, it gains the cursebound trait.) There are more domains available, but Moon remains on the list, and Moonbeam (already in PC1) has improved damage. Note that since it's the Oracle Chassis, and not the mystery that gives this spell the cursebound trait, it retains that trait. Curse of the Sky's Call is part of my mystery and shares the old name. Now it enfeebles and reduces defenses against forced movement based on my "cursebound value" My curse also has the Oracle Feat "Oracular Warning." and "Granted Spells" It's unclear to me if I receive these or not, since the Legacy Oracle Chassis doesn't provide information on what to do with these features. Is the "Reading a Mystery" section in the remastered oracle part of the chassis that I don't have access to, or it it just instructions for how to use the new mystery, which I am using? ¯\_(ツ)_/¯ It looks like I still retain the Minor/Moderate/Overwhelmed Curse progression(Major and Severe at higher level). Still can't reduce below Minor during the day, but Minor/Moderate no longer do anything. Overwhelmed still locks out my Revelation Spells, but doesn't stop me from using things like my new Debilitating Dichotomy (Since it's no longer a revelation spell, and my overwhelmed only says "you can't Cast or Sustain any revelation spells" --- Tl;DR: I lose DR, and the jumping/weight benefits of Cosmos. I think I have to replace my Divince Access feat. I may or may not get some spell access, and the Ocular Warning ability. I'll never actually trigger the Cursebound #s to make my curse do anything. My low level focus spells are slightly improved, but I can use my high level cursebound feat every round (will quickly lock out my cursebound focus spells, but not my LoH from Blessed One. --- Thanks in advance for any thoughts or error corrections. <3
So, there's a growing problem with Pathfinder 2 Society Scenarios. Several times in the recent past we've had scenarios with mechanical issues, especially regarding subsystem/scaling math. In each of these cases a non-Campaign Leadership forum member has passed on changes present in the Official Foundry module Are these changes/clarifications official? Who made them? Why are they behind an additional $150 product and not present on the product pages or GM discussion threads, or updated PDFs? Instead of reading a clarification/errata from a source I know to be official, such as the Developer of a Scenario or an OP official. I have a forum poster, claiming that foundry claims, that Paizo told them. (I have no reason to disbelieve the poster, or Foundry, but no way to confirm either) Let me be clear: This is a problem. Links below go to GM discussion, noting the foundry changes, spoilers for those scenarios present (duh).
Yarr, I'm currently looking for a few Pathfinders for [PFS2] 1-23 Star Crossed Court (Levels 3-6 Replayable) For play we'll be using these love Gameplay and Discussion threads as well as Google Slides. Some basic expectations for this pbp: Obviously some times real life can get in the way but please try and post more than once a day. Even if you don't have anything to move forward with even a small post with a bit of roleplay or description lets me know that you've read and are engaged and that I don't need to wait for you. If it approaches 24 without a response I will likely "bot" you forward taking whatever reasonable action makes sense to me for your character. If you wish feel free to leave "botting" instructions in your profile and I'll happily follow them as well etc. Looking to start within the next 24 hours, so you'll know quickly. This is not a first come/first serve recruitment and posting speed expectation are significantly faster than "once most days" that is most common in these forums. I hope with your collaboration and speedy posting that we'll be done before PaizoCon but I can't guarantee it. Things I would like from you for this recruitment: What character you would like to bring.
I will not be seating BattleCry! playtest characters for this game. As always let me know about any questions.
Is Rasuna a Pathfinder, or just studying the Maze with their permission etc? She says "“I’m an elementalist working out of the Grand Lodge, and Venture-Captain Ambrus Valsin gave me permission to study the disturbances we’ve been seeing lately. I didn’t expect to end up in this situation!” --- Various Rewards: "If at least half the PCs succeed at their retuning check, the raw energy responds to their desire, so long as it’s unanimous." Do I just ask the players if their characters want a diplomatic boon or a combat boon, and then provide nothing unless they hive the same answer? I'm a little puzzled by the expectation here. --- Plane of Metal: Folded Hounds can get the speeds and strikes of animal forms. I've included them in the spoiler below. Animal Forms:
Ape Speed 25 feet, climb Speed 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing. Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing. Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing. Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing. Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing. Frog Speed 25 feet, swim Speed 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning. Shark swim Speed 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air. Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison. Rust Beetle gains a rust cloud aura (as metal wisp) but Metal Wisps are not statted anywhere in the scenario. So this text might be useful: Rust Cloud A metal wisp is constantly surrounded by a cloud of rust flakes that cause it to be concealed from creatures more than 5 feet away from it. --- Plane of Fire: Please read the chase rules as the scenario incorrectly describes them. "Each round, the PCs face a fresh challenge unique to one area of the Incandescent Terrace" That's not true. PCs advance in a chase when they accumulate enough points, potentially mid round. The Development then goes on to say "Development: After the flame flowers, Farah leads PCs through a small cave behind a lavafall that’s spilling over a basalt cliff. If the group earned at least 3 Chase Points per PC, they make it before the lavafall spatters explosively" So I guess it is just 1 obstacle per round, and the chase points listed in each round are actually not relevant, and instead we've removed the one bit of agency in a chase which is choosing what order to have PCs try and overcome each obstacle. It feels like whomever wrote this encounter did not understand the chase rules. --- Plane of Water: I pity the party with a troublemaking goblin or gnome etc who doesn't follow instructions well and picks up the shell before the party gets all bubbled and causes some of them to drown since it takes a minute to turn the shell back on.
My initial thoughts were that you couldn't amp a cantrip that came from a spellheart. Assuming it's one of your psi cantrips I now think it works but wanted to see if I was missing something. Relevant notes: You can apply an amp only to a psi cantrip, which is called the amped cantrip. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. Polished Demon Horn
---
--- Am I missing something? Any other thoughts?
Yarr. Curse Breaker wrote: ...You can spend Downtime erasing the item’s stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost. Naturalist wrote: ...Making the item with the Verdant Wheel’s method the standard rules for Crafting the item, with the following exceptions. First, you must use Nature, Survival, or Herbalism Lore in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost. So I had always assumed that these boons let you craft. Recently however I've encountered the opinion that they do not remove the need for any of the prerequisites, including the need for crafting feats. A strict reading seems to support that, but also makes these boons a lot less exciting. Is there some clarification I'm missing somewhere, and if not, any chance we can make that happen. (My preferred resolution is that they cover crafting feat but none of the other requirements to avoid weirdness with potentially crafting items above level) Thanks. <3
We've got 4 major factions and 2 minor factions. Since we've got scenario info through the end of season 4 I thought I'd do some quick math: 1-4: EA: 4 GA: 1 HH: 2 VS: 3 | RO: 2 VW 2
Total: EA: 8 GA: 7 HH: 7 VS: 7 | RO: 3 VW 5 4 major factions feel equitable from a # of scenarios perspective. Makes sense that the minor factions have fewer scenarios.
I noticed the store page lists the Repeatable Tag. According to the OP Guide that means: Guide wrote:
Can we please get some official guidance on how influence encounters are supposed to be run. Most specifically knowledge of the Influence Skills. A: You know the skills, but can use discovery to order them. or B: You don't know the skills and discovery both reveals and orders them. --- Personally I vastly prefer A but playing have almost solely run into people using B. It makes a vast difference on how challenging these encounters are and in my experience how fun they are. I know we had some discussion of this in years past but I don't remember any sort of useful resolution.
Aspenthar
The adventure begins in the Grand Lodge of the Pathfinder Society in the great city of Absalom. Inside the Grand Lodge’s central hub structure of Skyreach, you wait to meet with the three deans of the Pathfinder Society in one of the lodge’s many meeting chambers. Feel free to introduce yourself etc.
Yarr, I'm currently looking for 2-3 more Pathfinders for [PFS2] Intro 2: United In Purpose (1-2) Replayable For play we'll be using these love Gameplay and Discussion threads as well as Google Slides. Some basic expectations for this pbp: Obviously some times real life can get in the way but please try and post more than once a day. Even if you don't have anything to move forward with even a small post with a bit of roleplay or description lets me know that you've read and are engaged and that I don't need to wait for you. If it has been more than 24 hours without a response I will likely "bot" you forward taking whatever reasonable action makes sense to me for your character. If you wish feel free to leave "botting" instructions in your profile and I'll happily follow them as well etc. Looking to start in the next day or so, so you'll know quickly. I expect, but don't guarantee that we'll be done before game day. As always let me know about any questions.
Aspenthar
Yarr For play we'll be using these love Gameplay and Discussion threads as well as Google Slides. You can also find the link in the header of this campaign and in my "character" header as Wishes. There are a couple slides there I would like you to fill out before we get started for ease of play. Also the RPG chronicles link in the campaign header should be filled out so I can easily provide chronicle sheets.
Aspenthar
You have all received a letter from Ambrus Valsin.
Having arrived in the Blackwood Swamp around the same time the group of you all have some time to kill and introduce yourself before meeting with any of leaders mentioned in the letter.
About Vardan ArgiderVardan Argider
Childhood:
Vardan was born in Kenabres, just before the start of the Fourth Crusade, the child of Crusaders.... and has never been allowed to forget it. His father Ansil was a planetouched halfling paladin of Erastil, and one of the group that fought against the Storm King alongside the Silver Dragon Terendelev. His mother, Rilka, was a fomer Chelish slave and cleric of Sarenrae was forced to stay behind in order to raise their infant son... despite her desire to take up her scimitar and cut down the Balor's hoarde. Instead, she worked as a healer, using her divine gifts to save the lives of the Crusaders injured in battle... especially when the Kenteberes Wardstone was damaged and they were forced to flee their home to keep out of danger. Perhaps as a result of not being able to fight herself, Rilka dedicated herself to grooming Vardan to take up arms and fight the righteous fight as a blade of Sarenrae or Iomedae, trying to instil a strong sense of morals and, more importantly, a sense of duty... lessons she only redoubled when she learned of the death of her husband in combat against the Storm King's hoarde. Vardan was quick to learn the morality, however, he chafed under the pressure to take up arms and march into the Worldwound. He attended the training and drills.. and yet, something in his soul longed for something more than a drab, martial life of duty. The life his mother promoted simply struck him as.... ugly.... somehow, and not only because of the Worldwound and its demons... but there was simply a lack of joy and beauty that he could not reconcile. On his own:
These feelings came to a head as his training finished... and so, rather than travel to Nerosyan and take his vows to Iomedae, he headed east. Using the money he was to offer to the Inheritor instead to travel across the Lake of Mists and Veils, out of Mendev and into Brevoy, heading toward the River Kingdoms to be the master of his own destiny... There, he met "Lord" Nastir, a man who claimed to be fighting to create a small, stable pocket in the River Kingdoms. Nastir told the young warrior about his plans to build schools, roads, and even a bardic college -- and these ideas resonated within him. He offered his lance to the man's service, looking to fight the good fight for freedom, rather than face the meat-grinder of the Worldwound. Unfortunately, the naivety that allowed Vardan to think that he was fighting the good fight for freedom was stripped from him in a rather dramatic fashion, when the "good man" he thought he was working for ordered the destruction of a village that could not pay its "tribute" in fish and textiles. He objected, but to his own horror, did nothing as the innocent people were put to the sword, and the torch. He watched, horrified, as people he trusted, people he thought were noble of spirit, turned to looting and slaughter... until, finally, it became too much for him to bear. He turned to ride into the forest and away from the horror when he saw two of Nastir's men emerge from a hut with the comely young daughter of one of the weavers... calling her a "spoil of war". Something within him snapped, he could not allow the girl's beauty to be obliterated, and instead, he turned and ran through one of the men. He managed to fell the second, but not before he called out an alarm... Vardan barely had time to get the woman onto his pony and start fleeing before the bolts started to fly. Thankfully, he managed to make it into the woods and escape, though he rode his poor, overburdened pony past the point of exhaustion to do it. He gave the poor animal a quick death, and brought the girl to the safety of Restov. Darkest Before the Dawn...:
There, he beagn to drink, wracked by guilt from allowing the death.. and worse.. of the villagers, and mentally re-examining past missions to "collect taxes" or "deal with bandits" with a more critical eye... and he was not pleased with what he found when he did. He began to spend more and more time in the darker parts of the city, using his coin to buy small escapes from the pain within him... heading out into the wilds, looking for things to sell to buy him a night's peace or release. As his coin began to run out, he began spending more and more time in the woods, eventually moving into the abandoned den of a she-wolf where he found a young cub. He began to raise the thing, hoping to sell it in exchange for a few more bottles or a night or two at the brothels. It was on his way to the city for such a night that he first heard the song of Shelyn - literally, in the form of a young acolyte singing her praises while admiring a sunset. Something within Vardan made him stop and listen to her song, finding solace in the sad notes... and drawing hope from the messages of a deep, inner beauty that exists within.... By the end of her litany, Vardan found himself weeping. He approached the young priestess, seeking forgiveness and atonement for his past actions, and was shocked to learn that it was the girl he'd rescued a year before. He offered her his lance and shield in service, for, despite himself, the duty his mother had driven into him would never allow him to sell the gear. She accepted, not for herself, but for the small flock of artisans that worship the Eternal Rose. Vardan returned to civilization, taking the young wolf as a new mount. Unlike the liturgies of his youth, he found himself excited to take in the teachings of Shelyn, to internalize the teachings of love, art, and especially, the inner beauty of the soul, and how it is not so easily tarnished, even from dark acts. Slowly returning to a place where he could love himself once again, he even began to send letters north to his mother. Vardan began to thrive, and started making ready to take his vows to the Eternal Rose, serving as a warrior of the faith, rather than a defender, when he received a letter from Kenteberes -- his mother had taken ill. Unwilling to risk losing her before he could apologize in person, and worse, allowing her to die before she could see what he had become, Vardan said his goodbyes and headed north, a Cavalier returning home. He managed to meet his mother on her deathbed, and she forgave him for leaving, wishing him redemption... and told him the truth about his father, and how he carried the blood of an Angel... which is why she pressed him so hard. The realizations rocked Vardan, and yet, hardened something within him to. He knew his duty now, and it was to protect the beauty of this world from the ugliness of what lay beyond the Worldwound... and to find and nurture the inner beauty in those who have lost hope, or allowed themselves to fall into only a grim existence. Now, finally, he was ready and willing to join in the Crusade. Personality:
Vardan's looking to redeem himself, to atone for his past misdeeds ... and, more importantly, inaction. However, like many converts, he's more zealous that one born into the faith -- as such, he strives to find the beauty and wonder in all things.... possibly even when he shouldn't. He may, also, be willing to put himself at risk in ways that he shouldn't -- partially out of zeal, and partially from his belief that he, like his goddess, is now Incorruptible. And, based on his part, he's embraced the ideal of the Crusades, but does so as a Shelynite -- thinking it his duty to protect the wonder and beauty of the world from those who would ruin it with their ugliness... ... while still feeling that there is beauty and good in all things which could be nurtured and brought out -- as it was in him. As such, he would rather redeem his opponents, to bring those small few notes of the beautiful song into a loud harmony with everything than he would silence the voice and lose the unique things they could offer. Party Role:
Vardan has a high charisma and social skills, and would be an excellent face for a party. Beyond that, his mobility and speed make him an excellent skirmisher/striker -- who can, if needed, stand in the front line, or, more effectively, spin through combat, running down enemies from the flank. Future Plans/Build:
Vardan will two levels as a Paladin of Shelyn (he's a Cavalier of the Star and the order ability to stack half levels with paladin for LoH makes it almost necessary). Beyond that, he's likely to stay straight cavalier -- however, he might head toward the Mammoth Rider PrC -- if only because the thought of a Mythic Cavalier charging into battle on a Huge-sized full-on Battlecat to tear apart demons is just too cool to pass up. ================================================= DEFENSE ================================================= Resists: Cold: 5, Electricity: 5, Acid: 5. Using Heavy Shield: AC 20, Touch 12, Flat-footed 19, CMD 18 (+2 Shield, +6 Armour, +1 Dex, +1 Size) Without Shield: AC 18, Touch 12, Flat-footed 17, CMD 18 (+6 Armour, +1 Dex, +1 Size) HP 36 (4HD - 12,8,8,8) Fort: +6 [+7], Ref: +2 [+3], Will: +1 [+3] Special: Can reroll save vs. domination/mental incapacity from a demon (1/day); +2 morale (challenge) ================================================= OFFENSE ================================================= Speed: 30 ft. (6 Squares) or Mount's Speed (50 ft/10 squares) Melee One-Handed Longsword +9 (1d6+4/19-20) {Slashing} Lance +9 (1d6+4/x3) {Piercing, Reach, Double damage on Charge} Two-Handed Lucerne Hammer +9 (1d10+6) {Reach, Piercing/Bludgeon, Set against Charge} Ranged Longbow +6 (1d6/x3) {Piercing, 100' range increment} Special: +1 to hit and damage vs. evil outsiders, Challenge, Ride-by Attack, Cavalier's Charge,Spirited Charge Base Atk: +4, CMB: +7 ================================================= STATISTICS ================================================= Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 15. ================================================= FEATS ================================================= Armour Proficiencies: Light, Medium, Shield. Weapon Proficiencies: All Simple and Martial. Mounted Combat:
(Bonus Feat)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. Ride-by Attack:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. Spirited Charge:
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). ================================================= TRAITS ================================================= Child of the Crusades (Campaign Trait) [Marshal] Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Seeker (Social Trait) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. ================================================= RACIAL TRAITS ================================================= Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Alternate Trait: You gain a +1 racial bonus on attack and damage rolls against evil outsiders. This racial trait replaces the spell-like ability racial trait. Scion of Haliflingity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (halfling) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for a halfling without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled. ================================================= SKILLS ================================================= Class Skills are italicized, Trained Skills marked with * Skill Name [Total] = Rnk + Stat + Misc (Description) Acrobatics [-3] = 0.0 + 1 + -4 (AC) Appraise [+1] = 0.0 + 1 + 0 Bluff* [+6] = 1.0 + 2 + 3 Climb [+0] = 0.0 + 4 + -4 (AC) Diplomacy* [+9] = 4.0 + 2 + 3 Disguise [+2] = 0.0 + 2 + 0 Escape Artist [-5] = 0.0 + 1 + -6 Heal* [+4] = 1.0 + 0 + 3 Intimidate [+2] = 0.0 + 2 + 0 Knowledge (Religion)* [+6] = 2.0 + 1 + 3 Linguistics* [+5] = 2.0 + 1 + 2 (Truespeaker) Perception* [+8] = 4.0 + 0 + 4 (Seeker Trait) Perform (Sing)* [+6] = 1.0 + 2 + 3 Ride* [+2] = 4.0 + 1 + 3 -6 (AC) - (Bonded Mount) [+8] (No AC penalty) Sense Motive* [+9] = 4.0 + 0 + 5 (Truespeaker) Stealth [-3] = 0.0 + 1 + -4 (AC) Survival [+0] = 0.0 + 0 + 0 Swim [+0] = 0.0 + 4 + -4 (AC) ================================================= SPECIAL ABILITIES ================================================= Challenge (Ex) 2/day (oo) [Swift Action] (General): +4 damage to target of challenge; -2AC vs everyone except the target of challenge; lasts until target is dead or unconscious or until combat ends. (Order of Star): +2 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. In or Out of the Saddle (Ex) At 1st level, an emissary can move at normal speed when wearing medium armor. This ability replaces tactician. Order of the Star (Ex) An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith. Calling (Ex) (Skill o, Ability o, Attack o, Save o) At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. [+2] He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands. Bonded Mount (Ex) (Thorne, see below) Mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. Cavalier's Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted. Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to half his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first increases the DC by +2. ================================================= GEAR ================================================= Carried/Equipped Outfit (Explorer's), Breastplate, Heavy Shield (Wooden), Lucerne Hammer, Longsword, Composite Longbow, 20 arrows, Cape of Free Will (+1/+2). Masterwork Backpack: [Bedroll, Trail Rations (2 days), Torch, Waterskin (Full), Mess Kit ] Beltpouch #1: [Chalk (x5), ] Beltpouch #2: [Flint and Steel, Whetstone] Coinpurse: [53gp, 17 sp, 18 cp] Current Load: 53.25lbs (Light) [75 (Light), 150 (Medium), 225 (Heavy)] Thorne's Saddlebags: [20 Arrows, Trail Rations (5 Days), Feed (7 days), Rope (50 ft.), 9 x Torch, Lance] Thorne:
Male Wolf Animal 4 (LG Medium Animal) Init +1; Senses: Low-Light, Scent (Perception +6) ========================= DEFENSE ========================= AC 16, Touch 12, Flat-footed 14, CMD 19 (23 vs trip) hp 31 (4HD - 10,7,7,7) Fort: +6, Ref: +7, Will: +2 Special: None. ========================= OFFENSE ========================= Speed: 50 ft. (10 squares) Melee: bite +7 (1d6+3) + trip Base Atk: +3; CMB: +6; ========================= ABILITIES ========================= Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Feats: Armor Proficiency (Light), Weapon Focus (Bite), Blind Fight. Skills: Acrobatics +6, Acrobatics (Jump) +14, Climb +0, Perception +6, Stealth +6. Possessions: Barding (Studded Leather); ============================ Trained for Combat Riding Knows the tricks: attack, come, defend, down, guard, and heel. Additional Tricks: Attack II Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. |
