Ratfolk Sage

Tarkii's page

189 posts. Organized Play character for Pirate Rob.



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Blood

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)
Perception Bonus/Vision/Notes(Scent, other weirdness)
HP

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.


Blood

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.

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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)

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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.

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Questions and comments appreciated as well here. We'll address specific issues as needed once we get started.

4/5 ****

1 person marked this as FAQ candidate.

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?

4/5 ****

3 people marked this as a favorite.

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.
(Changes made to 6-01 are listed, but there's no assurance that future changes will be listed, or assurance that changes to previous products will be made public)

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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.


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Game is played here.


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This is a Game Day XIII PFS2 game. Free RPG Day 2024 The Great Toy Heist.

See here for signups.

Pregens available here.

Chronicles and Slides links available later.


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.

4/5 ****

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.

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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)

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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"

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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.

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Thanks in advance for any thoughts or error corrections. <3

4/5 ****

9 people marked this as FAQ candidate. 9 people marked this as a favorite.

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).

5-14
5-15
5-16
5-17


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.
Have you played/GMed this before? (It's replayable)
Something about you the player that's awesome.

I will not be seating BattleCry! playtest characters for this game. As always let me know about any questions.


Game is played here.


Blood

Yarr

4/5 ****

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!”

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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.

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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.

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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.

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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
Activate Cast a Spell ; Effect You cast daze.

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Activate Polished Demon Horn makes you Cast Daze.
Psi Cantrips says that you always cast Daze as a psi cantrip.
Therefore, it’s a psi cantrip and you can amp it.

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Am I missing something? Any other thoughts?


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Yarr


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Discussion goes Here

4/5 ****

"pregen" appears 42 times.

"pre-gen" appears 5 times.

Any chance we can tidy this up on the next edit? Makes searching harder.

4/5 ****

2 people marked this as FAQ candidate.

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

4/5 ****

1 person marked this as a favorite.

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
3-6: EA: 1 GA: 2 HH: 1 VS: 2 | RO: 0 VW 1
5-8: EA: 2 GA: 3 HH: 2 VS: 1 | RO: 1 VW 2
7-10: EA: 1 GA: 0 HH: 2 VS: 1 | RO: 0 VW 0
9-12: EA: 0 GA: 1 HH: 0 VS: 0 | RO: 0 VW 0

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.

4/5 ****

4-99 Blessings of the Forest

I noticed the store page lists the Repeatable Tag.

According to the OP Guide that means:

Guide wrote:

Repeatable: Players and GMs may receive credit for scenarios with this tag an unlimited number of times, though characters can still only receive credit once for a given scenario.[/url]

(As a side note big props for extending the special back up to level 8, it's clearly a lot more work, but I think makes a big difference for letting our most dedicated Players/GMs feel like they get to bring out their special high level characters that don't see much play)

4/5 ****

Without any spoilers, how are people finding the run time of this?


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Game is played here.


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RPG Chronciles

Slides

4/5 ****

6 people marked this as FAQ candidate. 5 people marked this as a favorite.

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.

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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.

Second Seekers (Jadnura) 5/55/55/55/5

Congratulations Marcel!


7 people marked this as a favorite.

Yarr,

Nice to see introductions and such with some extra info on how to contact etc.


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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.


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RPG Chronicles

Slides


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Discussion is discussed here.


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Game is played here.


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.

Paizo Employee Senior Designer

22 people marked this as a favorite.

Meet Thaleon, everyone! I love Linda's new empathic artist and her insights into vourinoi and Rahadoum ^_^


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Q1 first!

RPG Chronicles


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Game is played here.


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Game is played here.


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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.


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RPG Chronciles.


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Yarr

4/5 ****

8 people marked this as a favorite.

Yarr.

Thanks for the future reveals, really helps with planning.


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You have all received a letter from Ambrus Valsin.
See page 2 of slides (linked in my header and in the campaign header.

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.


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Chronicle Sheet generator link.

Slides Link


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Yarr


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Yarr


Yarr. This is a PbP Gameday X Event

I'm looking for 4-6 Pathfinders for 1-09 : Star Crossed Court (HH) Level 3-6 for GM X (Game will start Sept 6).

Please note that while I'm not quite as fast as posting as I used to be you should be able to post more often than the 1/day standard for many games on these forums. I tend to get antsy and bot people forward after about about 20 hours of inactivity.

To apply please post here with the following information:

1. Something awesome about yourself.

2. A bit of info on the character you're most interested in bringing. (Applying from their alias works well, or even just a brief description if you don't have a functioning profile yet).

Things you'll need by game time if selected: A character sheet and Profile Header that I can read. Access to Google Slides. (Please note I'm recruiting players rather than characters so you're not locked in to your preference from above.)

As always if you have any questions or concerns please feel free to post those as well.


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Yarr


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Yarr

Full Name

Lucretia "Indiana" de Artois

Race

Thiefling (Demon Spawn) hp 31/31 AC19/17/12; Fort:4 Ref: 3 Will:2; Perc +6; Init+2; CMD 18; current buffs none

Classes/Levels

Gestalt Bloodrager(Rageshaper)4/ Oracle (spirit guide)(life)4 Rage HP 43/43

Gender

Female

Size

medium mostly

Age

25

Special Abilities

Bloodrage 9/9 Channel 4/4 level 1 spells 6/6

Alignment

CG

Deity

Desna/Gorrum/Callistria

Location

Just out of Ravengro

Languages

Common, Abyssal, Necril

Occupation

Skilled violence provision; Archeological spelunking; Escort Service

Strength 17
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 8
Charisma 18

About Lucretia de Artois

Statblock:

Lucretia de Artois non bloodrage
HP=32/32 Init +2 Perception +6
Defenses: AC 19/17/12
Saves Fort:5 Reflex: 3 Will:3
Will vs fear =4
Resistances: Fire 5 Cold 5 electricity 5
Speed 30
-------------------------------
Offense:
Bardiche+7 1d10+4
Bite +2 1d8+1

Lucretia de Artois bloodrage
+7 STR -2 dex from size +5 Con -4 AC (dex and size mali) +3 will (due to extreme mood swings feat)
HP=38/38 Init +1 Perception +6 Base speed 40 (+10 from bloodrager), adjusted speed (wearing medium armor) 30
Defenses: AC 17/15/10
Saves Fort:7 Reflex: 4 Will:6
Reflex vs traps 6 will vs fear 6
Offense:
left claw, Power attack +8 2d6+11
right claw, Power attack +8 2d6+11
bite Power attack +8 d8+11

Ranged
Pilum +6 d8+3
Coin shot +7 d10+3+2 (Platinum)

Ranged rage
Coin shot +5 d10+7+2 (Platinum)
Pilum +4 d8+7

Channel 4/4 2d6 positive

-----------------------------------------
Oracle cantrips: 6/6
Light
Mending
Purify food and drink
stabilize
Detect Magic
one not yet chosen

Level 1 spells: Spells per day 6/6
4/4 spells known
Cure light wounds (postive energy affinity)
Divine favor (chosen)
Prot from Evil (chosen)
Command (chosen)
one not yet chosen
Detect undead (mystery)
Identifiy (from spirit known spell, this will change frequently)

Level 2 Oracle spells per day 4/4
lesser restoration from life mystery
cure moderate wounds from positive energy affinity
Burst of radiance (chosen)

3 Wizard spells from lore spirit
Grease
Burning hands
Shield

Level 1 Bloodrager spells 2/2 per day
Long arm
Coin shot

----------------------------------------------

Traits and feats:
Alternative racial trait beguiling liar
Alternative racial trait maw
Alternative racial trait prehensile tail

Campaign trait: Making good on promises (+2 to fear saves)
Combat trait: Coherent rage (allows bluffing/feinting while raging)
Equipment Trait extremely fashionable (bluff as class skill, +1 to several skills)
Drawback: Attached to her masterwork dancers garb

Feats: Power attack (free)
Mad magic (level 1) (cast non bloodrager spells while raging)
Extreme mood swings (level 3) (+1 to any morale bonus)

--------------------------------------------------------

Equipment: 3K gold
+1 mwk agile breastplate 1550 gp
Cold Iron Bardiche 26 gold labeled "slash demon with sharp end"
Cryptstone Lucerne Hammer labeled "in case of skeletons smash skull" 515 gp
wand of cure light wounds =750
scroll case with a
scroll of remove blindness 375
scroll of remove disease 375
750 in scrolls

Masterwork dancers garb (100) Attached drawback activates if destroyed or stolen
59 gp remaining

---------------------------------------------

Curse: Possessed
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result.

Effect

You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.

At 5th level, if you become dazed or stunned, you can choose instead to become confused for twice the duration the daze or stun effect would have normally lasted

At 10th level, add possession to your list of 5th-level oracle spells known

At 15th level, add greater object possession to your list of 7th-level oracle spells known.

--------------------------------------------

skills and hp calcs:

HP=10+3*6 +4=32 non rage
HP=10+3*6+16=44 rage

Background skills 6/8
Perform Dance=1+3=4
Linguistics=2+1=2 (chosen languages Abyssal, Necril, Sylvan)
Kn. history 1+1+3=5
Handle animal=1+3+3=7
kn. Geography=1+1=2

Adventure skills (20+4 skill points from favored class)
Current ACP=2

Scouting Skills: 9/9
Perception=3+3-1+1=6
Acrobatics=3+2+3-ACP=8-ACP=7
Swim=1+3+3=7-ACP
Ride=1+2+3=6-ACP
Climb=1+3+3=7-ACP

Face skills 5/5
Bluff=3+4+3+3+1=14
Diplomacy=1+3+3+1=8
Intimidate=1+3+3+1=8

Kn Skill 4/4
Kn. planes=1+3+1=5
Kn. Religion=1+3+1=5
kn. arcana=1+1+3=5
Spellcraft=1+1+3=5

Appearance:
Appearance:
Lucretia, while exceedingly attractive, cannot pass as human. The eyes are too red, the bodyshape to hour glass like, the tail too sineous.

stats and traits and class features reference:

Class features
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Ragershaper side
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Bloodline Abyssal
Claws (Su)

At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Fast Movement (Ex)

A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (Ex)

At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Oracle side side:

Level 1 Revelation
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Bonded Spirit (Su)

At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.

She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Currently chosen spirit lore, currently chosen shaman hex Arcane enlightenment

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Feats
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Free feat EITR=Power attack

Level 1 Feat Mad Magic
Mad Magic (Combat)

Magic is in your blood, allowing you to cast spells no matter how furious you become.

Prerequisite(s): Bloodrage class feature or perfect clarity rage power.

Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage.

If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage.

Level 3 Feat:
Extreme Mood swings
Benefit(s): Increase each morale bonus you receive by 1. You take a -1 penalty on saves against emotion and fear effects.

When you are drunk (or worse), this penalty doubles, but you increase each morale bonus you receive by 2 instead.
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Traits

Campaign Trait:Making good on promises
(+2 vs fear saves)

Trait: Irrepressible.
Benefit: Use CHA instead of WIS vs charm and compulsion effects.

Trait: Coherent rage:
Benefit: Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth.
You may use this skill normally while raging.
Skill chosen: bluff

Drawback: Attached (to her black Silk dress)
You have a strong emotional attachment to a person or object that you’re terrified of losing.

Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
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Racial traits
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Alternate racial traits: Maw (replaces SLA)
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Alternate racial trait: Prehensile tail (replaces fiendish sorcery)
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Alternate racial trait: beguiling liar (replaces skilled)
Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

---------------------Background starts here--------------

first research note:

I have interviewed one Lucretia de Artois, who presented herself with a rather unusual set of circumstances. Patient can manifest claws on command and enter a heightened stance of Bloodrage, while also manifesting oracular powers, curiously enough life themed. While reporting the presence of a secondary ID, particularly during Bloodrage Episodes. Physical strength during bloodrage is far above human norms.

I manage to communicate with the secondary ID. She was rather specific about nutritional needs, recommended to me a phyisical workout program to improve my physical capabilities and refered to the primary ID as... a sleepyhead? Most interesting, demons would not be as good natured... Possibility that this is a more conventional split personality, amplified by clearly existing abyssal influences, rather then actual possession or perhaps a demonic entity that... went native in a way?

second research note:

I, Professor Lorrimor am indeed gifted! I believe to have, not exactly cured but greatly ameliorated an oracles curse, normally something requiring divine intervention! The writing pauses

Using a wand of contact entity, I have enabled my research subject, Lucretia de Artois, to establish a contact with her other personality! Clever use of diplomacy resulted in both sides reaching an accord, greatly increasing quality of life, and making her rage rather coherent! Furthermore, patient is, due to more consensual nature of her bloodrage transformation, expression the anticipation of triggering desired physical alterations, effectively shaping her rage! in the future!

Having seen Mrs. De Artois capability for violence while Bloodraging firsthand, especially now that her secondary ID has entered an accord. I have taken her on my payroll in view of further operations. The secondary ID instantly requested to be paid double, which I of course anticipated and granted, having paid Mrs. De Artois only have of what she could have reasonably asked for in the first place! Both IDs have freely and willingly promised to protect my person and interests!
She invested a fair bit of her first salary into her appearance, becoming extremely fashionable and her efforts at schmoozing succesfully contributed to my acquisition of an important research grant from Lepidstad university! She displays a perhaps unhealthy degree of attachment to her formal dancing dress which was one of her first purchases, but compared to her earlier psychological issues brought upon by being a bloodrager tiefling with an active possession curse it is rather minor.


She may be an excellent fit for that expedition in Lastwall I am planning together with the church of Pharasma! Her abilities at violence may be wasted here, but it seems that the whipsering way was once active in this ruin complex, and his bears investigating!

Third research note:

I, Professor Lorrimor have made a fortidious discovery! I have discovered the Demoness who the grandmother of my occassional research assistant Lucretia is! I planar inquired an Alu-Demon and she came up with a most interesting answer! The context of which...

If it is true that the Lady in Shadows seeks to find Pharasmas favor by quote "regulating the undead population on Golarion", then these are most auspicious news of my own order! Lucretias grandmother is apparently a member of the Blades of midnight, a demonic organization that can perhaps be described as akin to the black talons of the midnight isles! The Alu I was using was terrified of the very thought of finding out her rank, or anything else she was quote "not supposed to know". Apparent those pledged to Midnight eternal have seeded, so to speak, areas of Golarion with the progeny with a view towards later operations?
the handwriting pauses

The Alu most certainly inform relevant Nocticulan authorities that I made such inquiries, I must discover which exactly, and then inform them in turn that I very much wish to bargain/negotiate etc. The risks are considerable, but so are the potential gains! It is best if I recall Lucretia as quickly as possible!

a letter:

Dear Mrs. de Artois!

It is most auspicious news I am bringing, as I have made a breakthrough in assessing the origin of your bloodline!
Please, make haste to Ravengro, from your current expedition to Lastwall, as your varied skillset may come in very handy!

P.S. Did you know your grandmother is a Blade of Midnight?[/b]

Signed, Professor Lorrimor

Oi Sis Her rage self thought as she read the letter
For referoince, the blades of midnight are Lady Nocticulas f~!+ing special operation hitsquad! The professor is a mice dancing with cats here! They may not kill him, but they will exploit him and he may even like that.
Well shit! Good call about the warning Sis! Lucretias primary self thought back as she endeavored to take the first caravan back to Ravengro.

a holdup:

You understand that we must... keep you quarantined for 3 weeks. Inspite of your noble deeds in defense of our expedition. The Lastwallian officer seemed... apologetic almost

A good friend of mine may well be in real danger!She replied

Miss, I have seen you bite a vampire spawns head off, moments after ripping a ghoul in two.
Lucretia recalled the event, chaos, exhilaration, narrowly parrying the ghouls bite and then unleashing her fury into it with all her claws and teeth! Then the mental assault of the vampire spawn! For a moment, it was the most beautiful thing in the night, BUT THAT WAS WRONG! SHE WAS THE MOST BEAUTIFULL THING IN THIS NIGHT! As her rage prevailed over the domination! The thing thought it had her, as it leant in it left itself exposed! Right into her waiting claws and fangs!
Its blood alas tasted like ash and dung, Vampires are bad losers as far as bitewars go.

That probably saved us, but Vampirism can be spread by such actions, and we cannot allow you to skip quarantine.The guard continued. Unfortunately, it wasnt just one lastwall officer, he had several guards with him. Guards who had harsh, experienced eyes, tingled with the habitual suspicion of thieflings.

If I flee, they will hunt me, if I fight, I have to kill them. If I stay, the officer whose live I probably saved will make it tolerable. And I actually like the officer, its cute how he has a crush on me I think. Ah f+~! it.

21 days passed uneventfully, she even got a cryptstone Bec de Corbin by way of apology.

On to Ravengro, lets hope I am not too late!

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Progression starts here
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progression and significant strength increases:

Level 4:
Lucy becomes large when she bloodrages (Abyssal bulk), gains her first Bloodrager spells, gains +1 charisma, her claws, due to rageshaper, gain another size increase and become 2d6 claws.

Lucy gains level 2 oracle spells. Spells chosen will likely be
Bust of radiance or bone fists, she gains lesser restoration via her mystery.

Level 5: Steadfast personality, arcane strike or iron will are all possible options for the feat. Alternatively, deft maneuvers for access to greater feint.

Level 6:
Bloodline feat will be toughness or powerful maneuver

Level 7:
Greater feint may come online now.

Level 8:
Intelligence increase for access to level 3 wizard spells via lore arcane enlightenment hex.

item wishlist:

At some point she will need an amulet of mighty fists. There are various shenangians I can go for to make it not a terribly big deal if I dont ge these quickly.

Possible plot beats:

Lucretia may or may have not:

--Been mistaken for a Vampire, on account of being fairly attractive with fangs.
It resulted in her being fairly experienced in holding "look, I cannot possibly be a Vampire" speeches, refering to her being existing in sunlight, not just being healed by positive energy but being able to channel it, her 41 degree celsius body temperature etc.

--Know Rajuna from some jobs they jointly performed for the professor
In combat, she has a tendency to loudly trashtalk whatever they are fighting, something Rajuna can likely exploit

--Know Park because she "studied" at the university
A very obvious tiefling who makes no qualms whatsorever to deny or hide her heritage could have been interesting for him.

--Be somewhat notorious in the Lepidstadt university for *partying* very hard.
Her actually true excuse was that she sought to bait a cult into trying to abduct her. They did, and did not enjoy the results.