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Goblinworks Executive Founder. 168 posts. No reviews. No lists. No wishlists.


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Dragonchess Player wrote:
Timothy Ferdinand wrote:
Does anyone know the ancestry of Aryndhati Zoii (the author of the Plane of Fire section of Rage of Elements)? Is she an elf?
Probably an elf with the naari (planar scion, fire; PF1 ifrit) heritage (Page 112: "Elemental nexus sites like these [sandy deserts, scorching jungles, and, of course, volcanos] can also attract elementals or cause the birth of naaris like me to spike."). The implication is that she is from the desert (Vourinoi), jungle (Mualijae), or near a volcano (any, but probably not Aiudeen from the Crown of the World).

Many thanks


Does anyone know the ancestry of Aryndhati Zoii (the author of the Plane of Fire section of Rage of Elements)? Is she an elf?


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Still get a blank document ie no pdf (for single file or seperate chapter files). I cleared my browser amd rebooted. Still no luck. Very very frustrated


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H2Osw wrote:
Is that a ghast/ghoul holding a flail in the picture? Does it have a name?

I believe its Kanker, the ghast alchemist from The Pit.


Timothy Ferdinand wrote:
Aaron Shanks wrote:
Timothy Ferdinand wrote:

Will rage of elements have rules for genie eidolons?

Too soon to say.
Any update?

Can anyone who has the book/pdf answer this query? Thanks


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Aaron Shanks wrote:
Timothy Ferdinand wrote:

Will rage of elements have rules for genie eidolons?

Too soon to say.

Any update?


Any indication what the revisions to the witch class will involve?


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Rysky wrote:
Shenmen horror AP would be glorious.

Looks like someone at Paizo was listening, with the new Season of Guosts AP starting in October 2023!


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25speedforseaweedleshy wrote:
keftiu wrote:

I think the issue is that Ninjas and Samurai aren’t even universally Asian - they specifically come from one nation, Japan, which has a disproportionate reach in Western pop culture.

Things get a little dicey when that leads, as it did in 1e Tian materials, to the whole continent being full of Samurai. That’s a little tacky… but quickly rises to being outright offensive when you’re making Fantasy Korean and Fantasy Filipino characters into “Samurai,” or saying that any fighting traditions of any other culture there doesn’t deserve a full class treatment while Japan apparently earns two. Tian Xia already has three Japanese nations (Jinin, Minkai, and Shokuro) - enshrining that favoritism in the mechanics, too, is not the move.

If any classes should be “paired” with the continent, it’s the upcoming Kineticist and a reworked 2e Shaman, not “Japanese Fighter” and “Japanese Rogue.”

jinin is not a japan name

so that might change in 2e

Whilst “Jinin” may or may not be a Japanese name, the two syllables are Japanese. ‘ji” can have many meanings in Japanese depending on the kanji used. But the most likely in this case is 地 which means land, earth, ground, soil. ‘nin” is almost certainly from the kanji 人 which means people or person when used in a compound word of this sort. So Jinin likely means people of the land or people of the ground which could relate to elves connection to nature or their emergence from below the ground. At least that’s one explanation, but only the writers would know the true root of the name for this country in Tian Xia.


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This is an adventure I have longed to see. I will 100% buy this adventure path and can’t wait to see the first instalment. Shenmen has been the one country in Tian Xia I’ve most wanted to run an adventure in. I lived in Japan for a number of years and Japanese ghost stories and indeed chinese ghost stories too, have a flavour all their own. I know Shenmen is not supposed to be Japan or China, but its going to be a fantastic place for a horror adventure, rainy, overcast, forested and full of ghosts, evil fey, spiders and Jorogumo…….what could be better!


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This is really exciting, my two groups have both been keen to play a Tian Xia based adventure for the last three years. Really pleased to see the adventure path will be based in Shenmen, I love a good Asian ghost story! After all the recent fuss over OGL, etc its good to know Paizo is just getting on and producing material for the whole community to enjoy.


Will rage of elements have rules for genie eidolons?


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Is the price an error - splint mail and half plate are both cheaper (13gp and 18gp, respectively). That seems very odd - I am wondering if its supposed to be 20sp (ie 2gp) which would be more in line with other light armor?


I backed the kickstarter - where do I get the “codes” referred to in the blog?

Thanks


So there seem to be several problems with this archtype which need errata.
1. The dedication feat is stated to be level 4, but the next feat (basic captivator spellcasting) is also level 4. As the dedication feat gives cantrips, I think it should be level 2 to be in line with other spellcasting archtypes and to make sense of the next feat being level 4
2. The third feat in the progression (captivating intensity) is stated to be available at level 6, but at that level it makes no sense! It allows you to cast all the spells you gained from basic captivator spellcasting twice (except the two highest level spells). But under basic captivator spellcasting, you would only have a 1st and a 2nd level captivator spell, so you would gain nothing taking the captivating intensity feat at level 6!. It seems to me that perhaps the captivating intensity feat ought to be level 8
Has there been an official errata to deal with this?


Quoting the first line of the Create Food spell it states: “ You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing.”

Quick question - if a vampire archetype player (Book of the Dead) casts create food, would it create blood? The spell simply states that it creates enough food for six medium creatures, so on an RAW basis, it would seem to allow a vampire character to sustain themselves without the need to drink the blood of living creatures. The second sentence of the spell description (about the food being bland, unappealing but nourishing) might imply from a vampire’s perspective, that the food is like drinking animal blood rather than humanoid blood. - any thoughts?


Many thanks, that makes good sense to me

Tim


This may have been asked previously, but I can’t find a thread.

At 1st level a bard chooses a muse and gains a first level spell for their repertoire as a result of their muse choice. Under the spell repertoire section of the rules, it states that a 1st level bard gets two 1st level spells. I can’t see any reference to whether the muse spell is in addition to the two under spell repertoire. It would seem logical, otherwise the spell choice at 1st level is insanely limited. But I wondered if anyone could guide me to the correct approach

Thanks

Tim


Will the summoner class archtype give an eidolon at 2nd level (like the Witch class archetype gives a familiar to 2nd level)?


Can we see a preview? I have ordered this already, but have big plans and would love to see a preview to help prepare for its arrival next month. Thanks


I’m pretty sure that’s Jirelle not Lady Jamandi, but I could be wrong!


In the art piece for corruptions reach, is that “bear with purple tufts” a god callers eidolon? Does that imply we might be getting rules for summoners in 2e?


Would a group of LE heretics who buy into the idea of Socothbenoth switching allegiance to Hell receive spells from the Silken Sin in the same way Nocticula's heretical followers did prior to her ascension? If so, what domains would he offer such heretics given Asmodeus is the god of pride - I assume any domains Socothbenoth might offer such heretics would have to veer towards his other "interests"? Thanks and I hope that counts as one question.


Fantastic - more monsters to inflict on my players!! Can't wait to see whats in volume 2.


Owen K. C. Stephens wrote:

[unofficial]He's part of a fiendpunk movement among younger drow to mark themselves with the symbols of demon lords they don't worship, as a way to thumb their eyes at their opponents and prove they fear nothing."[/unofficial]

[unofficial]He is part of a minor house with a different demonic patron cult that was acquired by Zeizerer as part of a.... hostile takeover.[/unofficial]

[unofficial]He made a high-stakes power play to become a major manager within Zeizerer... and lost. He was marked with that demonic sigil to ensure he'd never rise any higher. Which is why he's a contact between the House and the Starfinder Society.[/unofficial]

Many thanks Mr Stephens, any one of those would work, and that's why we'll miss you so much!! Good luck for the future by the way.


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Pantshandshake wrote:
None of my tattoos have anything to do with my job, either.

but do you work for a drow noble house overseen by a demon lord......or perhaps its best not to ask!! :)


Ceobarn Zeizerer is the interface between the Starfinder Society in Starfinder Society adventure 01-06 "A Night in Nightarch". The portrait of this character on page 6 shows him with a face tattoo which is the symbol of the demon lord Socothbenoth. But the adventure makes clear that the demon lord which acts as patron of House Zeizerer is Abraxas. It seems odd that a senior representative of the House would openly sport a tattoo on his cheek of another demon lord. Does anyone have a sensible explanation which I could use if the issue comes up at the table?


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I think this is a brilliant approach, we already have settings guides for many of the individual countries, so by moving to 10 regions, they can write updating guides which cover far more countries, allowing us to get updates much more quickly. It also means that smaller countries will get covered. It’s a sensible evolution given where the Pathfinder world sits at this stage at the end of version 1.0 of the game.

Can’t wait to read about these new regions because every one contains at least on country I love!


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Might also be worth remembering that a copper coin is rarely (even in ancient times) made of copper - they were usually alloys.

Silver coins were also generally alloyed - certainly one of the "hidden" reasons for the decline of the Roman empire after about 150AD was that the imperial mint systematically reduced the silver content in coins.

In fairness, gold was generally gold, but not always.

So direct comparisons of the value of copper to silver to gold are probably not necessary.

I too like the idea of 100 cp to 1 sp

Generally, I'm happy with 10 sp to 1 gp, but 100 sp to 1 gp might be more explainable if you assume the coins are alloys.

I never bother with platinum coins - I don't feel the medieval fantasy World would have the technology to extract platinum.

Like most everyone on this thread, I am delighted that the basis for the PF 2e system is silver - way more believable when you consider that the total amount of gold (above ground) in the modern World is estimated to be able to fit in a cube just 20 metres by 20 metres by 20 metres!!


So it seems (from various comments at Gencon and the entry on deities in the Players guide for this AP) that Nocticula is on the verge of ascending to Godhood (or should that be Goddesshood?) as a Chaotic Neutral - redeemed at last, but by whom......I'm assuming that this is a tale that draws from the book God's Demon and that someone has helped Nocticula on her path to redemption......maybe Shamira was sent by Sarenrae......??


super excited about this scenario - more information on Apostae and its arms dealing rulers!! Just how much mayhem can a group of adventurers cause in 24 hours with diplomatic immunity.......I'm drooling at the prospect :o)


Luke Spencer wrote:
All NPCs in Starfinder are built with a completely separate set of rules to PCs. The rules themselves aren't currently available and won't become so until Alien Archive launches in October, but it's said to be similar to Pathfinder's unchained monster creation rules.

Thanks so much for that explanation - it now makes sense (sort of) and I guess everything will be crystal clear when the Alien Archive arrives

Cheers (at least I wasn't just being dumb!!)


Maybe I am being really dumb, but pg 240 of the Core Rule Book states that EAC and KAC are calculated as 10 + relevant armor bonus + Dex modifier.

The Space Pirate Crew Member on pg 15 of First Contact is listed with second skin armor and a Dex modifier of +4 - so by my calculation its EAC should be 15 (10 plus 1 for second skin and 4 for Dex) and KAC should be 16 (10 plus 2 for second skin and 4 for Dex).

However, the stat block lists the EAC as 11 and KAC as 13 - why?

The same question arises with many of the NPCs in Incident at Absalom Station. Just trying to work out how these NPC armor classes are being calculated.

Anyone out there able to help me - I'm sure I'm just being really obtuse.


or it could be a hala demon?


Is there an evil equivalent of the Angelic Aspect spells? If so, what is it called and where can the rules be found?


Flynn Walker wrote:
Sleeves of Many Garments wrote:

These translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

Two questions about this useful little item, somewhat related. I've been using them in PFS and had mixed reactions from GMs, so I'd like some clarity if possible.

Firstly, do the clothes actually change or only appear to change? It seems to me that the word "transform," and the lack of any will save to disbelieve, means that there is an actual physical transformation of the clothes.

Secondly, what are the limits of what the sleeves can do? I've tried to use them to avoid having to buy cold weather gear, for example, and had a GM shoot it down as not working. Taking a more extreme example, could it change clothes into a Swarm Suit? Arguably yes RAW, given that it's a non-magical set of clothing, though some might quibble about the lack of a hat in that particular example.

The description of this magic item is quite clear, they "transform THE APPEARANCE of her current garments" - so its the appearance of the wearers garments (note plural) that changes. That is why the aura is faint illusion and the spell to create them is an illusion spell (disguise self). So the wearers garments do not change or transform, just the appearance of those garments - and you can change the appearance of all your "garments" - ie your whole outfit to the extent its clothing.


deuxhero wrote:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sleev es-of-many-garments

The aura is of illusion and it requires an illusion spell, but the verbage seems to have more in common with a transmutation effect: It uses "transform" while all illusion effects I can find say something about appearance or looking like/as though while all uses of "transform" are physical changes. The requirement the new clothing be "mundane" is also weird for an illusion but standard for transmutation.

This is important because a lot of clothing has mundane bonuses (such as weather appropriate clothing).

If you read the description of sleeves of many garments it is quite clear the effect is an illusion - the text reads "transforms THE APPEARANCE of her current garments" so its THE APPEARANCE that transforms, not the actual garments. As pointed out, that's why the aura is faint illusion and the creation requires an illusion spell (disguise self). You clothing doesn't change whilst wearing the sleeves, just the appearance of your clothing. Hope that helps.


blackbloodtroll wrote:

So, we are trying to saying it produces real sets of clothing, but gain no benefit from them, like normal clothing?

We are also saying, that a set of clothing, is only considered a set of clothing, if it is listed in a very specific location in the book?

I am following so far?

Sleeves of many garments "transform THE APPEARANCE of her current garments", they do not actually change one set of clothing into a different set of clothing, they only change THE APPEARANCE of your clothing - its an illusion - which is why they have a faint illusion aura and the spell to create them is "disguise self" (an illusion spell). If they actually changed one set of clothing into another the text would read "transform her current garments". Hope that helps.


Hi Chris
Can you update the artwork for this flipmat yet?
Thanks
Tim


James Jacobs wrote:
Rysky wrote:
It is mentioned that Nocticula and Socothbenoth are siblings, were they siblings when they were mortals or did it occur after they became demons? And now would the second happen? Larvae Litters?
They were not siblings before they became demons. As to how this happened... they were both born from the same mother. We have not revealed who that mother was yet... but chances are VERY GOOD that it was Lamashtu.

Hi James

Given that Nurgal is also alleged to be a half brother of Socothbenoth, would i be correct to assume his mother is Lamashtu, in which case he is presumably also a half brother of Nocticula?


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This sounds like a really useful system and one which could well be transferable to other hierarchical societies - I am thinking drow cities for example. A really useful addition to the rule set for those who enjoy roleplaying and sociela intrigue. Thanks so much.


Hi James, so sad to hear that Joe Dever (author of the Lone Wolf books) has died - were you a fan?


James Jacobs wrote:
Timothy Ferdinand wrote:

Hi James,

On pg 395 of the new release "curse of the crimson throne" updated version, I noticed some new wording not in the original part 6 "crown of fangs"! It states in the section on continuing the campaign that "Runelord Sorshen is an incredibly dangerous foes, one of the most powerful wizards to have ever ruled on Golarion, and facing her might require heroes of mythic power. In fact, she may feature in a prominent role in an upcoming Pathfinder product, so if you'd rather hold off on the return of the Runelord of Lust in your game until then, using her vampiric minions......"

So does this mean that Paizo are preparing some new module or adventure path involving the mythic rules and Sorshen and if so will you give any further details - like when we might look forward to seeing this?

Very excited by the prospect

Tim

Interesting tidbit, eh? All I have to say about that at this point is what I put in print there on page 395. Make of it as you will.

you tease, you!


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Purple Dragon Knight wrote:
Timothy Ferdinand wrote:
On pg 395 of the new release "curse of the crimson throne" updated version,
How the heck did he get that book so soon? :P O_O O_x

He paid for it and the nice folks at Paizo delivered it with their usual efficiency - its not far from Seattle to the UK!! That's how :o)


LOVE THE FACT THEY HAVE INCLUDED RULES FOR UNCHAINED SUMMONER KYTON EIDOLONS!

ALSO INTRIGUED BY THE REFERENCE ON PG395 TO SORSHEN APPEARING IN A MAJOR ROLE IN AN UPCOMING PAIZO PRODUCT AND THE HINT IT MAY INVOLVE THE MYTHIC RULES


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Hi James,

On pg 395 of the new release "curse of the crimson throne" updated version, I noticed some new wording not in the original part 6 "crown of fangs"! It states in the section on continuing the campaign that "Runelord Sorshen is an incredibly dangerous foes, one of the most powerful wizards to have ever ruled on Golarion, and facing her might require heroes of mythic power. In fact, she may feature in a prominent role in an upcoming Pathfinder product, so if you'd rather hold off on the return of the Runelord of Lust in your game until then, using her vampiric minions......"

So does this mean that Paizo are preparing some new module or adventure path involving the mythic rules and Sorshen and if so will you give any further details - like when we might look forward to seeing this?

Very excited by the prospect

Tim


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I like this a lot because it hasn't been "spoiled" with a lot of dungeon decor that requires you to work it into the story. A relatively blank dungeon map allows the GM to go to work with no limitations imposed by strange coloured pools, or markings which imply a particular deity. More like this please. I'll definitely buy this one.


that's very helpful, thank you


1. Do NPC classes grant the character a favoured class bonus - for example would a ratfolk expert be able to take expert as his/her favoured class and either add one skill rank or one hit point?
2. Do NPC classes give the right to take full hit points for the first hit dice or is that just player classes?

Race

Male Undine Psychic 10 | AC (21)17/17/14| HP 72/72 + __20_____ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 |

Classes/Levels

Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

About Ashwell

Ashwell

PFS Info:

Spoiler:

12445-19
XP: 27
Prestige: 37/46 (spent 2 on Wand of CLW, spent 2 on Wand of Mage Armor, spent 2 on Wand of magic missiles, + 1 for Sky Key Core boon, spent 2 to learn Aquan from Savior of Tapestry boon, only gained one PP for 4-17 Tower of Ironwood Watch, spent 2 PP for wand of Endure Elements)
Fame: 46

Scenarios Completed:
1. The Confirmation (1 xp, 2 PP, 480 gold)
2. Master of the Fallen Fortress (1 xp, 1 PP, 499 gold)
3. The Silverhex Chronicles (1 xp, 2 PP, 505 gold)
4. 8-06 Reaping what We Sew. (1 xp, 2 PP, 536 gold)
5. 9-04 The Unseen Inclusion (1 xp, 2 PP, 529 gold)
6. AP-97 In Hell’s Bright Shadow (3 xp, 4 PP, 3711 gold)
Bonus Chronicle: Rebellion Leader and Rebellion Schemes (no boxes checked yet)
7. 6-00 Legacy of the StoneLords (1 xp, 2 PP, 1300 gold)
8. AP-91. Battle of Bloodmarch Hill. (3 xp, 4 PP, 3711 gold)
9. 10-02 Bones of Biting Ants (1 xp, 2 PP, 2274 gold)
10. 9-21 In the Grandmaster’s Name (1 xp, 2 PP, 2232 gold)
11. 10-00 The Hao Jin Cataclysm (1 xp, 2 PP, 2520 gold)
12. 10-03 Death on the Ice (1 xp, 2 PP, 2559 gold)
13. 4-17 Tower of the IronWood Watch (1 xp, 1 PP, 2517 gold)
14. 10-19 Corpses in Kalsgard (1 xp, 2 PP, 2605 gold)
15. 09-02 A Case of Missing Persons (1 xp, 2 PP, 2307 gold)
16. 07-98 Through Maelstrom Rift (1 xp, 2 PP, 2910 gold)
17. The Emerald Spire: level 8 (3 Xp, 4 PP, 11792 - 3000 gold)
18. 05-13 The Weapon In The Rift (1 xp, 2 PP, 5501 gold)
19. Raid on the Cloudborne Keep (1 xp, 2 PP, 5251 gold)
20. The Gauntlet (1 xp, 2 PP, 5600 gold)
21. 6-97 Siege of Serpents special (1 xp, 2 PP, 6500 gold)
Boons:
1. Explore, Report, Cooperate (The Confirmation)
2. Friend of Janira Gavix (The Confirmation)
3. Confirmed Field Agent (The Confirmation)
4. Prized Find (Silverhex Chronicles)
5. Exilir of Treasure Seeking (Silverhex Chronicles)
6. Pleasure Doing Business (Silverhex Chronicles)
7. Banish the Hag: (Reaping What We Sew) mark off boon to get +4 on save versus curse or witch’s hex. Or mark off the noon and get +4 on caster level check to have curse removed from you.
8. Leshy Token (Reaping What We Sew): token worn in neck slot grants +1 to all Cha checks against plants or plant like creatures. Cross off boon to give token to a plant to increase bonus to +5, or +10 against a leshy.
9. Rosehaven Redemption (Reaping What we Sew): 2 times you can add your ranks in a craft or perform skill to a saving throw before making that saving throw.
10. Debt of the Scarred Sage: as a rep of the Jeweled Sages, you promised Grandmaster Torch he could help confront any threat to the organization. Not sure if that is good or bad.
11. Sky Citadel Reclaimer:
A. Secrets of Creation: 1/day, cast magic weapon as a SLA. In addition, when casting Greater Magic Weapon or Magic Vestment, treated as +1 CL for effects of spell.
B. Unrelenting Defense: use boon as a move action to gain DR/admantine equal to 1+ Class Level for five rounds. If you already have DR/adamantine (such as from Stoneskin) increase DR value by 3 for one minute. Cross this boon off when used.
12. Sky Key Core: when recovering pieces of the sky key, regain one PP.
13. Armed with Agrimmosh.
14. Power of the Giants: you gain the ability to double in size and fight giants on their own terms.
15. Siege’s Resolve: as a free action, you can cross this boon off your sheet and gain a +2 insight bonus to AC for one minute when threatened by three or more enemies. Against creatures with the giant or orc subtype, this bonus increases to +3 and extends to adjacent allies.
16. Gremlin’s Token: 4 times, as an immediate action, can add a +2 to saves versus curses for one hour. Once used four times, mark through the boon.
17. Mushroom Masher: 4 times, as a swift action, can activate this boon and gain a +2 insight bonus to attack and damage rolls for one minute against fey and vermin. Once used four times, cross the boon out.
18. Ulfen Ally: at the start of any adventure you may gain a 3rd Level or lower bard spell without paying the associated costs. The scrolls are made for you and cannot be sold. You gain a +5 on UMD checks to activate the spell. This boon can be used to gain scrolls for five Spell levels total and then the boon must be crossed out. Used three spell levels. Two levels left.
19. Whispers if the Amberhollow: Two total times, you can, as a standard action, use the boon for a Sanctuary Spell (DC 15) against all creatures of the vermin subtype for one hour. After two uses, mark off the boon.
20. Society Infiltrator: can buy disguise kits at half price.
21. Sommelier’s Private Collection: 3 times, you can drink one of these bottles as a standard action to regain 1d8 hit points per two levels, up to 10d8. After three uses, Mark this boon off your sheet.
22. Savior of the Tapestry (Serene Kappa @ Eternal Lake): spent 2 PP to learn Aquan language. Skills: Heal, Sense Motive. Special: the kappa casts water breathing, using your level as caster level. Skill modifier is based on level...1-2 is +6, 3-4 is +8, 5-6 is +11, 7-8 is +14, 9-10 is +18, 11+ is +22. Two times you can call on help with the listed skills, or ask for the special benefit. After the two times, cross the boon off the sheet.
23. Radiant Ruby Feathers: Two times you can use this boon before crossing off sheet. As a standard action using your level as the caster level, you can create special effects based on level. At level one, can use special ability for Burning Hands, Cure Moderate Wounds, and Lesser Restoration. At level 5, add Cure Serious Wounds, Fireball, and Scorching Ray to list. At level 9, add Cure Critical Wounds, Restoration (healing a permanent negative level checks off both boxes) and Wall of Fire. At level 12, add Heal and Sirocco (either of these spells use both boxes to cast).
24. Icewalker: 4 total times you can activate this boon as a standard action and either gain the benefits of an endure elements spell for 24 hours or you can gain cold resistance equal to your character level for 3 hours.
25. Varki Archaeology: whenever you attempt a knowledge check against the Erukatai, the Varki, undead, magical beasts, or the Crown of the World, you can check a box and gain a +4 on that check. This boon can be used five times.
26. Blessing of Nivi: 4 times as a swift action, you can cast Blur using your character level as the caster level. After four times using the boon, you gain Gnome as a bonus language.
27. Gnomes of the North: 4 times you can use Bluff, Know. Local, or Sleight of Hand to replace you day job checks. This result doubles the amount of gold you would normally be entitled to.
28. Eliza’s Insight: you can roll twice and take the higher result to notice or decipher a clue as part of an investigation. Mark the boon out after. (Case of Missing Persons).
29. The Real Lofton’s Aid: (Case of Missing Persons) if your character is sent to jail or otherwise imprisoned, you may cross off this boon to remove the gold or PP requirement to secure release from jail.
30. Air Affinity.
31. Elemental awakening :
* Air affinity—gain electricity resistance 1. +1 on charisma based checks versus creatures with the air subtype.
32. Sting of Serpentfolk Magic: you can use this boon as a swift action to increase your caster level by two for a spell or SLA. Alternatively you can use the boon as an immediate action, before making a saving throw. if the saving throw succeeds, and the spell has a lesser effect, it is negated, like evasion or the stalwart ability. After using the boon, cross this off your sheet.
33. Mendevian Commendation: +1 cumulative bonus on skill and ability checks vs Mendevian crusaders.
34. Ghalcor’s Spellcraft: with this boon, all of your PFS characters can access Burst With Light, Detect Demon and Righteous Blood from the Demon Hunter’s Handbook.
35. Air Affinity.
36. Hurricane Tempered: can cross this boon off your sheet and you can treat wind effects as if they were one category weaker for each Air Affinity boon you have for a number of rounds equal to that total. This includes penalties on ranged attacks, whether the wind checks blow you away, or the penalty the wind imposes on fly checks. Treat the wind effects that make ranged attack impossible as a windstorm.
37. The Wraithstone Recovery: you may expend one downtime to attempt a Knowledge Arcana check. If you succeed, check one of the three boxes for this boon. The first is Dc 18, the second is DC 21, and the last is DC 24. One box is currently checked. Once all three boxes are checked, you can spend another downtime and make a DC 18 Will save. If you succeed, you destroy the WraithSoul Stone. If you fail, the stone possesses you until the Society tracks you down (costing your downtime). You can make another attempt by using another downtime. Upon destroying the stone, you receive the attention of a celestial being. Chose vulpinial agathion. Once per adventure, you can cast invisibility as a gift from this creature. By crossing off the boon, you can summon this creature as a planar ally without paying a material cost or paying the patron. The creature helps in a non evil task for an hour. One success so far, two more required.
38. Gauntlet Pin: you can use this pin three times before it becomes powerless. You can check a box to A. Recover a spent prestige point, B. Gain the benefits of Heroism for four hours as a standard action, or C. Inspire your group as a 7th level bard for 7 rounds. Pin hasn’t been used yet.
39. Pathfinder’s Excellence (Resilience): Two times as a swift action, you can gain 1d8 + twice your character level in temporary hit points. They last for ten minutes and do not stack with other temporary hit points. So long as you have one of these temporary hit points remaining, you gain DR 2/- against attacks by Apsis members or anyone in their direct employ. Alternatively, you can re gain 1d2 points of ability damage to one ability score. After two uses, this boon is crossed off your sheet.

Undine Psychic 10
N Medium Outsider
Init +3; Perception +15
Darkvision 60'
Cold Resistance 5
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Defense
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AC 17, touch 17, flat-footed 14, (+2 Wis, + 3 Dex + 2 Deflection)
HP 72/72 (10d6 + 20 Con + 10 Toughness)
Fort +9, Ref +9, Will +12
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Offense
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Speed 30 ft/. 30' Swim speed as well.
Melee Touch Attack +4
Ranged Touch Attack +8

Psychic Spells Known

Spoiler:
(CL 10th)
5th (4/day)—Mind Thrust V, + Echolocation.
4th (6/day) —Dimension Door, Summon Monster IV, + Freedom of movement
3rd (7/day)— Debilitating Pain, Dispel Magic, Fly, + Haste.
2nd (7/day)—False Life, Invisibility, Knock, Mirror Image, See Invisibility (via spell lattice), Silence (via spell lattice), + Bear’s Endurance
1st (10/day)—Air Bubble (via spell lattice), Comprehend Languages, Feather Fall, Heightened Awareness, Ill Omen (via Spell Lattice), Magic Missile, + Expeditious Retreat
0 (at will)--Daze, Dancing Lights, Detect Magic, Grave Words, Light, Mage Hand, Prestidigitation, Read Magic, Telekinetic Projectile

Discipline: Self Perfection

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Statistics
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Str 7, Dex 14(16), Con 14, Int 18 (22), Wis 14, Cha 12

Base Atk +5; CMB 3; CMD 18

Feats

Spoiler:

1. Spell Focus (divination)
3. Greater Spell Focus (divination)
5. Spell Penetration
7. Greater Spell Penetration
9. Toughness

Traits

Spoiler:

Resilient
Librarian: (Faction trait) +1 on Linguistics and Profession (Librarian) checks. Also, once a day when you would gain a bonus on a check by reading a book, that bonus is increased by one.

Skills

Spoiler:
2/level + 3 Int + 1 FC= 60 ranks

Acrobatics +13 (10 ranks + 3 Dex)*
* skill associated with headband.
Bluff +5 (1 rank + 1 Cha + 3 Class)
Diplomacy +9 (5 ranks + 1 Cha + 3 Class)
Intimidate +9 (5 rank + 1 Cha + 3 Class)
Knowledge (Arcana) +19 (10 ranks + 6 Int + 3 Class)
Know. Dungeoneering +10 (1 rank + 6Int + 3 Class)
Knowledge (History) +14 (5 rank + 6 Int + 3 Class)
Knowledge (Planes) +17 (8 rank + 6 Int + 3 Class)
Linguistics +11 (1 rank + 6 Int + 3 Class + 1 Trait)
Perception +15 (10 ranks + 2 Wis + 3 Class)
Profession Librarian +10 (4 rank + 2 Wis + 3 Class + 1 Trait)
Sense Motive +15 (10 ranks + 2 Wis + 3 Class)
*skill associated with headband.
Spellcraft +19 (10 ranks + 6 Int + 3 Class)

Languages:

Spoiler:

Common, Auran, Aquan, Draconic, Elven, Ignan, Infernal, Hallit, Terran.

Racial Abilities:

Spoiler:

*Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, and –2 Strength.
*Type: outsiders with the native subtype.
*Size: Medium creatures and thus have no bonuses or penalties due to their size.
*Speed: Sylphs have a base speed of 30 feet on land and a 30' swim speed. Swim is always treated as a class skill.
*Languages: Common and Aquan. Undinr with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
*Energy Resistance: Sylphs have cold resistance 5.
*Acid Breath: 1/day can expel acid breath in a 5' cone. Damage is 1d8/2 levels (max 5d8). Reflex Save is 10+1/2 level + Con modifier for half.
*Darkvision: can see perfectly in the dark up to 60 feet.
*Hydrated Vitality: gains fast healing 2 for one round when submerged in a body of salt water, fresh water, or brackish water. Can heal 2 HP per level per day this way.

Self Perfection Discipline Abilities:

Spoiler:

Phrenic Pool Ability: Wisdom

Bonus Spells: Expeditious Retreat (1st), Bear’s Endurance (2nd), Haste (3rd), Freedom of Movement (4th), Echolocation (5th)

Discipline Powers:

*AC Bonus: when unarmored and unencumbered, you gain your Wis modifier to AC and to CMD.
*Physical Push: when attempting a Str, Dex, or Con based skill or ability check, you can add Wis modified to the check. Can do this a number of times equal to your Wis modifier. When successful, you regain one phrenic point.
*Bodily Purge: gained at 5th level. 5d8/day. Can expend dice for lesser restoration, restoration, remove disease, or neutralize poison (self only).
*Pure Body: gained at 13th level.

Base Psychic Abilities:

Spoiler:

Phrenic Pool (Su) (6 points): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:

*Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
*Overpowering Mind: can expend two points from pool to add +1 to DC of a mind affecting spell that allows a will save.
*Relentless Casting: can spend a point from Phrenic pool to roll twice on a caster level check to beat spell resistance and take the better result.

Detect Thoughts: 1/day.

Telepathic Bond.

Gear:

Spoiler:

10365 gold.

Handy Haversack, 2000 gold
Lesser Extend Metamagic Rod, (x2) 6000 gold
Ring of Protection +2, 8000 gold
Headband of Vast Intelligence +4, 16000 gold
Cloak of Protection +3, 9000 gold
Wand of Magic Missiles (x28), 2 PP
Wand of CLW (x48), 2 PP
Wand of Mage Armor (x46), 2 PP
Wand of Air Bubble (x5), 400 gold (09-21 purchase)
Wand of Endure Elements (x50), 2 PP
Scroll of Enlarge Person, 25 gold
Scroll of Endure Elements (x2), 50 gold
Scroll of Monkeyfish, 25 gold
Wand of Resist Energy, (6 charges) 540 gold, from Unseen Inclusion.
Spell Lattice (IllOmen), 1000 gold
Spell Lattice (Air Bubble), 1000 gold
Spell Lattice (See Invisibility), 4000 gold
Spell Lattice (silence), 4000 gold
Potion of Remove Fear (x2), 100 gold

*Sorcerer's kit, 8 gold. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
*Dagger, 2 gold.
*Alchemist's Fire (x2), 40 gold.
*Acid, 10 gold.
*CLW potion, 50 gold.
*Parchment and writing utensil, 10 gold.
Waterproof bag (x2), 1 gold.
Scroll case, 1 gold.