Uchuujin's page

Pathfinder Rulebook Subscriber. Organized Play Member. 405 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters.

Pathfinder Rulebook Subscriber

My local venture officer just posted on our Facebook page:

"Just for everyone's clarification, Pathfinder 2E scenarios, so far, are all repeatable, even though they do not have the repeatable tag. Paizo has a note on the reporting side that scenarios are repeatable."

This was along with a screencap of the reporting screen with the words "This scenario is replayable and will grant credit each time it is reported." But it was on a scenario without the repeatable tag (#1-12: The Burden of Envy).

I have a feeling this is incorrect and an error on the reporting page, but is there an official source to confirm this either way? I'd hate for players and GMs to go through adventures and not actually get credit for them.

Pathfinder Rulebook Subscriber

I do not have much interest in the new several books for this product line, so please cancel just this subscription of mine, thank you.

Pathfinder Rulebook Subscriber

I love the idea of a Gadget Specialist inventor, but why do we have so few gadgets to choose from!? I understand that it's a new book and mechanic (no pun intended), but at the moment it feels like I would be better off with an alchemist, scroll trickster, or snare crafter dedication for a few free consumables per day.

So I'd like to ask what do we think the odds of getting a bevy of new gadgets is in the near-ish future? And if we don't think it looks good, are there any older pieces of equipment in previous books that would make sense as gadgets?

Pathfinder Rulebook Subscriber

I have not yet seen payment taken for Order 36669922 despite a confirmation e-mail, I just want to make sure something didn't get stuck this time, as it has happened to me before, thanks!

Pathfinder Rulebook Subscriber

Every other studious spell granted to the magus is combat effective. Why would the Twisting Tree hybrid study get magic mouth instead?

Pathfinder Rulebook Subscriber

The Arcane Weaving Ritual, when successful, allows "You or any secondary caster can swap any spell in your spell repertoire for a spell in the spell repertoire of any other participant."

Is this intended to allow someone to learn spells from outside of their tradition?

Pathfinder Rulebook Subscriber

I placed Order 24206333 back on June 15th, and by now it’s well past 20 business days from the date of that order. I’m hoping I can get some insight as to its status, and if I should be expecting shipping at any point soon?

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

The sidebar on page 7 states "Throughout the Strength of Thousands Adventure Path, the heroes gain XP not from winning fights, but from solving mysteries, aiding others, or even just making friends."

Does this mean that combats should have no XP award? Or rather that there are many ways to gain XP in addition to combat?

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Looking for some thoughts and feedback on a new/updated apocalypse mystery for oracles. The link goes to a better formatted version, but I have also copied it below.



With the death of prophecy, nothing is certain anymore. Old gods have died, new gods have risen. Horrors from the past have come to call, death and fire have rained from the sky! Only a madman would be blind to the signs! The End is Nigh! You have seen it! The End of All Things! You may well revere gods who embody this end, like Groetus or Rovagug, or the Tian goddess Lady Nanbyo. Perhaps even from the outer god Azathoth. Or maybe it wells up from endless destructive power of the Maelstrom or Abyss.

Mystery Benefit Choose one of acid, cold, electricity, fire or sonic damage. This is your apocalyptic energy.

Whenever you deal damage with a cantrip you may add chose to make half of that damage come from your apocalyptic energy. If you do, increase the damage by 1 point.

Trained Skill Intimidate

Granted Cantrip Telekinetic Projectile

Revelation Spells initial Doomsayer advanced Immolation greater Cataclysm

Related Domains Decay, Destruction

Curse of Ruination

The power of the end times constantly emanates from your body, destroying everything you touch. Weapons bend in your grasp, armor and clothing hangs in tatters, and small or fragile items break everywhere you go.

Minor Curse Any items you hold are damaged and warped by your destructive energy. For as long as you hold any item, and for one round thereafter, it considered to have the shoddy trait, which imposes a -2 penalty to all rolls to use them.

Moderate Curse Your worn items are wrecked and torn, gaining the shoddy trait for as long you wear them and one round thereafter, or until you refocus. Generally this means any item bonus to AC is reduced by 2, and the armor check penalty is increased by 2. The bonus damage on your cantrips improves to 1d4, and you may use the Shatter Arms reaction.

Shatter Arms <R>

Trigger A creature strikes you with a object

The object that struck you takes 2d8 damage, subject to a basic reflex save against your divine spell DC, made by the creature holding the item. If this breaks of destroys the object, apply that effect before damage is rolled.

Major Curse Whenever you use a held item make a DC 5 flat check, on a failure it breaks. The bonus damage on your cantrips improves to 1d6 points. Your shatter arms reaction increases to 3d8 damage. Also any creature that touches you, including a via touch spell, melee attack, unarmed strike, or natural attack, takes 1d6 damage from your apocalyptic energy.

Focus Spells

Doomsayer – Focus 1

[Uncommon, Cursebound, Curse, Emotion, Enchantment, Fear, Mental, Oracle]

Cast 2 actions [somatic, verbal]

Range 30 feet; Targets 1 living creature

Saving Throw Will

You pronounce a curse that the target will die by your vision of the apocalypse, striking it with fear and vulnerability. The effect is based on the targets will save.

Critical Success No effect

Success The target gains weakness 1 to your apocalyptic energy until the end of your next turn

Failure As success, but the duration is 1 minute, and the target is also frightened 1.

Critical Failure As failure, but the targets frightened condition cannot drop below 1 for the duration.

Heightened (+1) The weakness increases by 1

Immolation – Focus 3

[Uncommon, Cursebound, Evocation, Oracle]

Cast 1 action [verbal]

Duration 1 minute

You infuse yourself with devastating energy. You take 1d6 persistent damage from your apocalyptic energy each round while this spell is in effect. Anytime you inflict damage of your apocalyptic energy's type the target also begins to take 1d6 persistent damage of that type. Additionally any creature that is taking persistent damage of that type suffers a -1 status penalty to AC and saving throws against your effects with a matching energy trait. You may dismiss this spell.

Heightened (+2) The persistent damage you inflict to others, but not yourself, increases by +1d6

Cataclysm – Focus 6

[Uncommon, Cursebound, Evocation, Oracle]

Cast 2 actions [somatic, verbal]

Area 5-foot emanation, Target you

Duration 1 minute

Your apocalyptic energy rages around you. The area within the emanation becomes difficult terrain. Every creature in range when you cast this spell or that starts it's turn in the area takes 4d6 damage from your apocalyptic energy, subject to a basic reflex save. Once per turn, starting the turn after your cast cataclysm, you can use a single action, which has the concentrate trait, to increase the emanations radius by 5 feet. You are excluded from this spells effects.

Heightened (+2) Increase the initial emanation by 5 feet and the damage by +1d6

2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

In 1E, I always enjoyed playing my summoners as spell casters first, with an eidolon to fill in some gaps in my abilities (as a mount, skill monkey, or bodyguard). I was shocked to see the spell casting ability this class decimated!

I can certainly understand why they would need lesser spell casting abilities than something that was a full caster in 1E would, but this feels like a step to far. Wouldn't just giving 2 spells per day of every level, and never giving up the lower levels, work just as well? You keep a lot more versatility, and given the mechanics of 2E spell casting it's not like it would be a huge jump in power, but it would feel like the summoner itself was more than just an anchor to keep the eidolon around.

Pathfinder Rulebook Subscriber

I am curious how everyone prefers to use their eidolon; either in 1st edition or with playtest / theoretical 2E characters you would like to play? Less about the exact rules, but more about the role and the feel.

Personally my two favorite 1E summoners had one as a high mobility mount that allowed her to keep her distance and use control spells; and one who had an earth elemental bodyguard at his side at all times, for largely the same reason actually.

Pathfinder Rulebook Subscriber

Based on a discussion I had on discord I put together this first draft of an archetype based around mastery of the the shield spell.

It can be viewed here, or I have copied it below as well.

It's a first attempt done up in a day or two, so I'd love any feedback.


Many soldiers take solace behind a shield of wood or steel, but you scoff at such pedestrian solutions. Your shield is pure magic, and your defense behind it is unparalleled.

Shieldmage Dedication - Feat 2
Archetype, Dedication
Archetype Shieldmage
Prerequisites Must be able to cast the shield cantrip

No defense if effective if you cannot keep it raised, and learning to keep your shield up is the first thing you learn. You gain the Steady Shielding reaction (see below), and after using the Shield Block reaction with your shield, you may cast it again after 1 minute instead of 10 minutes.

Special You can't select another dedication feat until you have gained two other feats from the shieldmage archetype.

Steady Shielding <Reaction>
Trigger Your turn is about to begin while you under the effects of your shield cantrip
The duration of your shield spell is extended until the end of your next turn.

Force Ward - Feat 4
Archetype Shieldmage
Prerequisites Shieldmage Dedication

Your shield is particularly endured to force effects. You gain resistance to force equal to 2 plus your number of class feats from the shieldmage archetype when you are under the effects of a shield spell.

Additionally if you use the Shield Block reaction against a force effect that fails to overcome it's hardness, your shield does not end and you may cast it again without waiting 1 minute.

Heavy Aegis - Feat 4
Archetype Shieldmage
Prerequisites Shieldmage Dedication
Requirements You only have one hand occupied and your other hand or hands are free

You have learned how to enlarge your shield further when you can dedicate a free hand to it. The circumstance bonus to armor class from your shield improves to +2 as long as you continue to meet the requirements.

Re-energize Shield [One Action] - Feat 4
Archetype Shieldmage
Prerequisites Shieldmage Dedication
Requirements You currently cannot cast the shield spell because you recently blocked with it

You may once again cast your shield spell as normal.

Braced Block [Free Action] - Feat 8
Archetype Shieldmage
Prerequisites Shieldmage Dedication

After using the Shield Block reaction you may choose for your shield spell to not end, but if you do you become stunned 1.

Unflinching Defense - Feat 8
Archetype Shieldmage
Prerequisites Shieldmage Dedication

You've mastered the act of casting your shield as none other. Casting your shield never provokes reactions, and if it would be disrupted you may attempt a DC 10 flat check. On a success your action isn't disrupted.

Retributive Block [Free Action] - Feat 10
Archetype Shieldmage
Prerequisites Shieldmage Dedication
Trigger You use the shield block reaction against a melee attack

Your shield explodes in force back at your attacker, who must make a basic Reflex save or suffer force damage equal to the hardness of your shield. On a critical failure they are also knocked prone.

Instantaneous Defense [Reaction] - Feat 12
Archetype Shieldmage
Prerequisites Shieldmage Dedication
Trigger You roll initiative

You cast shield

Absolute Protection [Action] - Feat 12
Archetype Shieldmage
Prerequisites Shieldmage Dedication, Heavy Aegis
Requirements You are benefiting from the Heavy Aegis feat

You reinforce your shield with all your attention. The circumstance bonus to AC from your shield improves to +4, and you gain a +2 circumstance bonus to Reflex saves. This bonus lasts until you attack, cast a spell, move from your current space, no longer meet requirements, or end this effect as a free action.

Pathfinder Rulebook Subscriber

So, has anyone else noticed that the Regional Support Prgoam GM Incentive #3 that allows you to unlock Brenneri via GMing, turns into the Uplifted Bear boon when you share it with a friend via Otter Friends boon? I have to assume this is a typo left over from a copy/paste, but it is what is written on the sheet...

Pathfinder Rulebook Subscriber

The Hellknight Armiger dedication feat requires you to be trained in your orders favored weapon. I cannot find an official list of these weapons for 2E, at least not on Archives of Nethys. If they are the same as 1E then I have them here.

But what if the order lists multiple weapons? Are you required to be trained in all of them to choose the Hellknight Armiger feat, or is it enough to be trained in just one of them?

The specific example I have in question is in an attempt to make a sorcerer Hellknight Signifer of the Order of the Scourge. This order lists the heavy mace, scourge, and whip as it's favored weapons. Mace is easily done, as it's a simple weapon. But if the scourge and whip are also required, it becomes very difficult. I'm already spending general feats on armor proficiency (with no interest in Champion/Paladin dedication). If I have to pick up weapon proficiency too than I cannot enter the archetype until a very high level, and I'm not likely to use those weapons much making it quite the wasted feat.

Pathfinder Rulebook Subscriber

Could you use a shifting rune to change a staff into a shield boss or shield spikes, apply them to another shield, and thereby end up holding both a shield and a staff in the same hand?

Pathfinder Rulebook Subscriber

So, I realize the guide says to give out about one per hour, but with hero points being so crucial to the system now I find it unfair to only give one at a time. So, I generally go with the assumption that each PC should earn one at some point in the game.

Therefor, just to keep things easy, I give one out to each PC at either the halfway point of the scenario, or the two hour mark, whichever comes first. Then if things are running long I give one more each at the four hour mark.

Does this sound like a fair system? Is it giving out too many Hero Points, or not enough? Any input is appreciated.

Pathfinder Rulebook Subscriber

The feat states:

You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up. (Emphasis mine)

Does this mean the spell is down to one component, and thus takes only one action to cast? Because it so that means you could spam this cantrip three times per round, which seems a bit much, even if it would take multiple attach penalties.

Pathfinder Rulebook Subscriber

I've seen a few people mention that they prefer the old style of experience. That is to say that a given monster grants the same XP depending on it's level, no matter the party's level, and that this XP would be divided equally among the party members.

Taking this approach, and assumptions drawn from the current math, I've applied these rules to creating a D&D 3rd / PF 1st style XP system.

A) It takes 25 equal level creatures to level
B) That a Moderate Challenge equals two equal level creatures
C) That something 1 level higher should grant 1.5 times the XP
D) That something 2 levels higher should grant 2 times the XP
E) That a creatures XP total (based solely on it's level) is divided among all the PCs
F) That the party has four PCs
G) That it should take 1,000 XP to advance form level 1 to level 2.
H) That experience does NOT reset at each level, and instead continues to be additive

Giving the following results LINKED HERE.

It's a bit messy, granted, but if you prefer the old way of doing things I hope it can work for you.

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Has anyone considered using the Starfinder health system in PF by chance?

I personally am a fan of it both as a player and a GM just because it means a 10 minute rest is pretty much guaranteed to get you back in fighting shape without a lot of time spent between encounters. Certainly helps get rid of the camping out for hours / sleeping in the middle of a dungeon.

Of course it would mean altering a lot of healing abilities and skills, not to mention the death and dying rules, so it wouldn't be as simple as a copy paste.

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

So, someone on Reddit asked about a Final Fantasy style dragoon as an archetype, and I decided to have a wack at it. It's not edited or play tested at all, so try and assume RAI rather than RAW. Nonetheless I figured I'd share what I've managed thus far:

Dragoon Dedication [Archetype, Dedication] – FEAT 2:

Prerequisites: Str. 14, Trained in Athletics, Trained in any martial polearm or spear.

Dragoons are powerful and mobile melee attackers, specialists in the lance, polearm, and spear. Some dedicate themselves to the cause of serving, or slaying dragons, and gain draconic abilities they can draw on.

You become an expert in Athletics. If you were already an expert in Athletics you become trained in a skill of your choice. You gain Quick Jump as a bonus feat. If you already possess Quick Jump you gain a bonus skill feat of your choice that you meet the prerequisites for. Finally whenever you are wielding a polearm or spear my may add its potency rune bonus to any Athletics checks you make to Leap, High Jump, or Long Jump.

Special: You cannot selection another dedication feat until you have gained two other feats from the dragoon archetype.

Dragoon Strike <2A>[Archetype] – FEAT 4:

Prerequisites: Dragoon Dedication

You make mighty leaps through the battlefield, evading enemies to reach your target. Make a High Jump or Long Jump, compare your check result against the Reflex DC of each opponent whose space you wish to pass through.

Success: You move through your opponent’s space, and this movement does not provoke any reactions. You may make a melee strike at the end of your jump.

Failure: Your movement ends just before your opponent’s space. You may make a melee strike at the end of your jump.

Critical Failure: Your movement ends just before your opponent’s space and you fall prone.

Dragoon Step <R>[Archetype] – FEAT 4:

Prerequisites: Dragoon Dedication

Requirements: An attack against you just failed or critically failed

Take a Step action. If you were benefiting from Dragoon Deflection you may step 10 feet.

Dragoon Leap [Archetype] – FEAT 4:

Prerequisites: Dragoon Dedication

Your leaps carry you further, as if propelled by invisible wings. You never suffer an armor check penalty to Athletics checks made to Leap, High Jump, or Long Jump. When you Leap or succeed at a High Jump or a Long Jump, increase the distance you jump by 5 feet. Finally you gain Cat Fall as a bonus feat.

Dragoon Dive <Free>[Archetype] – FEAT 4:

Prerequisites: Dragoon Dedication, Dragoon Leap

Requirements: You are wielding a polearm or spear and take the Dragoon Strike action.

You put more power behind your strike at the end of a leap. If the strike hits you deal a bonus die of weapon damage. If you have master proficiency with the weapon increase this to two dice, and to three dice if you are legendary. If you possess the Draconic Breath feat you may choose to change Dragoon Dives bonus damage type to match that of your dragon patron.

Draconic Blessing [Archetype] – FEAT 4:

Prerequisites: Dragoon Dedication

You’ve dedicated yourself to either the cause of serving or slaying dragons. Choose a chromatic or metallic dragon patron type. You gain resistance to its associated energy equal to 1 + your total number of Dragoon Archetype feats.

Dragoon Deflection <1A>[Archetype] – FEAT 6:

Prerequisites: Dragoon Dedication, Dragoon Step

Requirements: You are wielding a polearm or spear

You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Dragoon Weapon Expertise [Archetype] – FEAT 6:

Prerequisites: Dragoon Dedication

You become an expert in all simple and martial polearms and spears, and trained in all advanced polearms and spears. If you would gain Master or Legendary proficiency with any weapon, your proficiency with polearms and spears increases to Master or Legendary as well. You gain access to the weapon critical specialization effect for polearms and spears.

Draconic Breath [Archetype] – FEAT 6:

Prerequisites: Dragoon Dedication, Draconic Blessing

You can borrow the destructive power of dragons. You gain the Dragon Breath focus spell. You gain a focus pool of 1 focus point if you don’t already have one.

Dragoon Talon [Archetype] – FEAT 8:

Prerequisites: Dragoon Dedication, Dragoon Strike

When you use Dragoon Strike you may make the strike at any point during your movement, instead of just when you land.

Draconic Wings [Archetype] – FEAT 10:

Prerequisites: Dragoon Dedication, Draconic Breath

Thanks to your draconic power you are no longer limited by mere leaping. You gain the Dragon Wings focus spell. Increase the size of your focus pool by 1. If you currently have a fly speed you do not need to Leap, High Jump, or Long Jump during Dragoon Strike, and may instead move up to twice your speed so long as you are flying. Still make an Athletics check to move through any opponents spaces are normal.

Draconic Ally [Archetype] – FEAT 10:

Prerequisites: Dragoon Dedication, Draconic Blessing
Frequency: Once per day

Calling out with the power of your dragon patron you bring a powerful ally to your side. You may cast Summon Dragon as if it were a focus spell, and increase the size of your focus pool by 1 point. When casting Summon Dragon you can not summon chromatic dragons if your patron is a metallic dragon, and vice versa.

Dragoon Quake <A>[Archetype] – FEAT 12:

Prerequisites: Dragoon Dedication

Requirements: Your last action was to use Dragoon Strike

The force of your landing shakes the ground beneath you. Creatures on the ground within a 20-foot emanation take bludgeoning damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds. If you possess the Draconic Breath feat you may choose to change Dragoon Quakes damage type to match that of your dragon patron.

Pathfinder Rulebook Subscriber

So, I'm just curious. How many people are using each type of character sheet? What's the kind of demographic and demand for each?

I'm personally a fan of pencil and paper. Might be a bit old school, but I personally find it easier to find whatever stat I need on those quickly, without scrolling and zooming in on a tiny handheld screen.

Of course I can see the versatility in having the ability have your character on the cloud for yourself or sharing with others in your group, and makes it a lot harder to lose a character sheet.

Pathfinder Rulebook Subscriber

So my soldier finally hit 45 Acquisitives reputation last session. Is there any reason to keep going with acquisitives at this point, or is it much wiser to start working on another faction?

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Put as simply as possible, I want to get Hand of the Apprentice on my fighter.

However that feat requires you to be a universalist wizard. Strangely when you become a multi-class wizard you don't have to / get to choose a school, unlike some other similar class features gained when multi-classing (bloodline, instinct, order. etc.) I see that the wizard dedication feat Arcane School Spell lets you choose a school and gain it's initial school spell, but universal isn't a school per say, and doesn't grant a spell.

Can I take this feat anyway, for no spell gained, to become a universalist? Would I be considered a universalist if I simple don't choose a school with this feat in the first place? Or is there no way to take universalist wizard feats without being a wizard?

Pathfinder Rulebook Subscriber

So, I'm seeing that "A character with a high Intelligence score can select bonus languages from the list of modern human languages above or the bonus languages listed in the source for the character’s ancestry."

So if I have an elf whose backstory involves spending years among dwarves is there really no way for me to speak dwarven at character creation? Dwarven isn't on elf language list, and I can't find any background or feat that would allow me to take dwarven until getting a general feat at 3rd level.

Pathfinder Rulebook Subscriber

When using a grenade arrow, do you choose the kind of grenade it emulates when you buy/craft it, or when you fire it?

I could almost see the high cost being worthwhile if you've got one item that can turn into all sort of different blasts for different situations. Need to put it a fire, okay, I have a grenade arrow, so foam grenade. Need to cover your escape, smoke grenade. Need to take something alive, riot grenade. Etc.

Pathfinder Rulebook Subscriber

So, I am playing an unusual build in Dead Suns with a power armor wearing, melee focused exocortex mechanic. And I simply don't have enough actions. I need to combat target, I need to use miracle worker, I need to move up into combat, I need to use energy shield, I need to full attack. It seems that the combats mostly over before I'm even ready to begin. Any ideas on how such a concept could perhaps come together in an efficient manner?

5 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

I've had some of my fellow players swear that in the CRB there are rules that state you can hook up to six grenades to a single detonator, and use it as a single powerful (and expensive) grenade. I can't find this rule anywhere for the life of me.

Has anyone else seen this or are they pulling a fast one on our GM?

A six grenade bomb took a huge chunk out of what was supposed to be the BBG for the adventure.

Pathfinder Rulebook Subscriber

I find this aspect to be a bit odd because it's abilities don't play well together, specifically it's aspect embodiment and catalyst.

The Embodiment encourages double move or run actions to get into the fray quickly. Great, for a melee focused class this makes sense.

Then the catalyst blasts your opponents back out of melee range. Why would I ever want this? I want to stay close at that point, and be able to make full attacks, or at least have the option to, not to keep chasing my targets.

I get these both have a flavor of motion, but it may not add up to the best effect.

8 people marked this as FAQ candidate. 2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Where do I even begin with these crazy items.

They are listed on the small arms table, but they are 2 bulk, and their description on P. 53 says they are heavy weapons. Which is correct?

I'm going to make an assumption that you don't need to make an attack roll to hit with them, if only because touch spells that effect allies don't require a roll to hit, so there is precedent, yet nothing clearly states either way.

Also they don't exactly cause damage, so does anything (specialization mostly, but also trick attack, deadly aim, overcharge weapon, etc.) make their temporary hit point gain scale? If not they seem under-powered. A 1d4 temporary HP isn't a lot, and they don't scale any better leveling up.

3 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I currently find the heritage options to be, well, not very flavorful generally speaking. I would really like to see something big picture, like Aasimar, Teifling, Ifrit, Drow, Duergar, etc. With an Ancestral Paragon option for an extra feat from your base ancestry if you want to keep closer to the base line.

With that in mind, I decided to write up aasimar, as a base heritage feat that can be taken by any ancestry, and a series of ancestry feats available to assimar of any ancestry.

This is obviously a first draft, and may not balanced, but I wanted to get my ideas out there.

Universal Ancestry Feats

Aasimar – Feat - 1 (Heritage)
Holy power courses through your veins, a distant and faint flickering light for now, but burgeoning with potential. For now you gain the Light cantrip as a divine spell you can cast at will, except rather than touching an item the glow emanates from your body. This spell is heighten to a level equal to half your level, rounded up.

Dazzling Brilliance – Feat 5 (Aasimar)
You gain the Dazzling Brilliance reaction.
[Reaction] Trigger You are attacked in melee while the Light cantrip gained from the aasimar heritage feat is active.
You may immediately end the Light spell to force the triggering creature to make a Fortitude save.
Critical Success The target is unaffected and bolstered against further uses of this reaction
Success The target is unaffected
Failure The target is dazzled until the end of it's turn
Critical Failure The target is blinded until the end of it's turn

Exalted Resistance – Feat 5 (Aasimar)
Your skin takes on a metallic sheen as your celestial heritage protects you from certain elements. You gain resistance 5 to acid, cold, and electricity.

Angelic Wings – Feat 9 (Aasimar)
You gain access to the Angel Wings power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Improved Exalted Resistance – Feat 9 (Aasimar)
Prerequisite Exalted Resistance
Your heavenly heart helps to protect you from more insidious aliments. Whenever you succeed at a saving throw versus paralysis, petrification, or poison you critically succeed instead. Whenever you critically fail such a saving throw, you fail instead.

Blinding Brilliance – Feat 13 (Aasimar)
Prerequisite Dazzling Brilliance
Your light shines so much brighter, increasing the effectiveness of your Dazzling Brilliance reaction with new saving throw effects.
Critical Success The target is unaffected
Success The target is dazzled until the end of it's turn
Failure The target is blinded until the end of it's turn
Critical Failure The target is blinded for 1d4 rounds

Consecrated Strike – Feat 13 (Aasimar)
You gain the Consecrated Strike reaction
[Reaction] Trigger You succeed or critically succeed at an attack roll against an evil creature, or an evil creature fails or critically fails a saving throw against on of your damaging spells or powers.
You cause an additional 1d6 good damage against the target or targets and regain hit points equal to the level of the highest level creature affected.

Superior Exalted Resistance – Feat 17 (Aasimar)
Prerequisite Improved Exalted Resistance
Your skin becomes fully metallic, improving your acid, cold, and electricity resistance to 10, and granting you resistance 5 to bludgeoning, piercing, and slashing damage.

Radiant Blast – Feat 17 (Aasimar)
You gain access to the Radiant Blast power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Angelic Wings – Power 5
Casting Somatic Casting, Verbal Casting
Duration 1 minute
Feathered wings sprout from your back, giving you a fly speed of 60 feet. When the duration would end, if you have Spell Points, you can spend 1 Spell Point to increase the duration by 1 minute. When it ends, you float to the ground, with the effect of feather fall.
Heightened (7th) The duration increases to 10 minutes. Spell points increase the duration by 5 minutes.

Radiant Blast – Power 9
Casting Somatic Casting, Verbal Casting
Area 40 foot aura
Holy light explodes outward from your body is an explosive wave, blinding and damaging your enemies. Each enemy in the area takes 6d10 good damage and may be blinded. You may choose any number of targets within the area to exclude from the effects of this power.
Critical Success No damage and no blindness
Success Half damage and dazzled 1d10 rounds
Failure Full damage and blinded 1 minute
Critical Failure Double damage and permanently blinded

Pathfinder Rulebook Subscriber

Our local GM has a habit of forgetting to fill out parts of the chronicle sheets before handing them out, namely the Reputation and Fame gains.

Is there a list anywhere of what the gains for each scenario are?

I'd like to make sure everything is properly tallied on my character before I take it to another table.

Pathfinder Rulebook Subscriber

I'm noticing that at least most tools have a bulk of 2. This may be realistic, but it bogs down a character fast.

I rolled a Goblin Cleric of Cayden Cailean, who, in addition to being the groups healer, is also their cook. Cookware weighs 2 bulk, as does a Healer's kit.

Combine this with 1 bulk for a rapier, and 2 for scale mail, and I'm already at 7 bulk on a Str 12 character, before buying any other adventuring gear.

I just think for something that's not quite as essential as weapons and armor, the tools take up too much of your bulk limit. Either that, or the bulk limit is to low in general, but I'm willing to give that the benefit of a doubt.

Pathfinder Rulebook Subscriber

I find it disappointing that Intelligence still determines how many skills you receive. It has a sort of logic behind it, but really favors the classes who use Int anyways, and penalizes those who would prefer to RP less bookish characters.

Pathfinder Rulebook Subscriber

I recently picked up the hardback of Curse of the Crimson Throne and am hoping to run it, but I can't with Lamm's Lamb as written. Two of my players suffered from child abuse, and using abused children as a plot device is something I can't do. Is there a good alternate way to start off this campaign that doesn't involve such? Do I need to be worried about encountering this again later?

Pathfinder Rulebook Subscriber

Sorry if this has been asked before, but I couldn't find an answer.

Does the Expanded Defense wild talent allow both known defenses to be used simultaneously, or must you choose one or the other to be active at once?

If both are active together does taking burn allow both defenses to improve for the day? Does taking any burn activate both short term benefits?

Pathfinder Rulebook Subscriber

I've been trying to come up with a sort of offensive caster priest class, but rather than write an entirely new class for that, I've made up a new sorcerer bloodline instead, and I've love some opinions on it.

Divine Bloodline

Pathfinder Rulebook Subscriber

So, I love the idea of the Synthesist, but even at a casual glance it is obviously terribly broken, so this is my attempt to create something with a similar feel that is not quite so OP. I'd love to get some opinions on it.

Evolved Warrior

Pathfinder Rulebook Subscriber

So, I've had a player who wants to play a synthesist, but as published there is no way I was going to allow it. As he was more interested in the evolutions than the spell-casting, I've come up with the following class. Any comments would be appreciated.

Evolved Warrior

Pathfinder Rulebook Subscriber

So, I tried to throw together a combo of these two classes for a quick, unarmored, destroyer of evil. I do believe I've overpowered the archetype, so would like a few suggestions on how to bring it in line with other archetypes.

Monk of the Sun-Kissed Blade
Alignment: Monks of the Sun-Kissed Blade must be of Lawful Good alignment, and follow a lawful good deity who grants the Sun domain, most commonly Shizuru.
Weapon and Armor Proficiencies: Monks of the sun-kissed blade are proficient with Katanas and Wakazashi in addition to monks normal weapon proficiencies, and may treat such weapons as if they had the monk special quality.
Unarmed Strike (Ex): A Monk of the sun-kissed blades unarmed damage never improves after 1st level.
Radiant Fist (Su): A Monk of the sun-kissed blade gains Radiant Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. At 5th level, and every 5 levels thereafter, the damage Radiant Fist is increased by +1d4, or +1d8 vs. Undead and vulnerable targets (2d4 / 2d8 at 5th level, 3d4 / 3d8 at 10th level, and so on), and the duration of blindness on a failed Fort. save by one round. Blinded opponents get a new saving throw each round to end the effect. This ability replaces stunning fist.
Weapon Training (Ex): At 4th level the monk receives weapon training (as the fighter ability) with Katanas and Wakazashi. At 8th level and every 4 levels thereafter, the bonus granted by weapon training improves by +1, but the monk gains training with no other weapon catagories.
Ki pool (Su): At 10th level as long as the monk has at least one point in her Ki pool her unarmed attacks are treated as good weapons for the purpose of overcoming damage reduction. This ability replaces Ki pool (Lawful).
Sun-Kissed Eyes (Ex): At 5th level a monk of the sun-kissed blade gains immunity to blindness and the dazzled condition. This ability replaces purity of body.
Sun-Blessed Vision (Ex): At 11th level the monk gains immunity to gaze attacks, and make spend 2 ki points to use See Invisibility as a supernatural ability. This ability replaces diamond body.
Glorious Beacon (Su): At 12th level the monk may radiate Daylight as the spell by spending 2 ki points. Additionally while this effect is active anyone attacking the monk in melee is automatically dazzled (no saving throw) for 1 round. Her caster level for this effect is equal to her monk level. Using this ability is a standard action that costs 2 ki points. This ability replaces abundant step.
Smite Evil (Su): At 15th level the monk of the sun-kissed blade may smite evil once per day as the paladin class ability, using her Wisdom in place of Charisma in all respects. Her paladin level for this ability equal her monk level. This ability replaces quivering palm.
Perfect Self: A monk of the sun-kissed blade receive DR 10/evil instead of DR 10/chaotic with this ability.

Radiant Fist (Combat)
Your fist glows with the power of the sun.
Prerequisites: Cha 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +8
Benefit: When you use Radiant Fist a successful attack deals damage normally plus 1d4 points of damage. If the target is an undead, fungi, mold, ooze, or slime the bonus damage is improved to 1d8. Additionally a creature who takes damage from radiant fist must make a Fortitude save (DC 10 + ½ your character level + Wis mod.) or be blinded for 1 round. You may attempt a radiant fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the sun-kissed blade receives radiant fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk may attempt a radiant fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.