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Can characters with distinctly separate personalities (like a Master Chymist or a Splintersoul Vigilante) have different Gods for their personas, and so qualify for different feats or even Prestige classes that have specific Deities as a prerequisite?


A Detached Hand will "acts as a wizard’s familiar, using your character level as your effective wizard level". Does that mean it can take Familiar archetypes, provided it has the required abilities to replace?

I think only the Elemental archetype is actually available, but a flying, Auran-speaking hand would be... interesting. And since a Detached Hand is posessed by a "ghost, spirit, or outsider", having an air elemental spirit in your pinky matches the fluff.


The Coax Information Rogue Talent allows a character to use the Diplomacy of Bluff skills when bullying someone into being cooperative. But what exactly does the PC say in such a case?

Specifically: the Bluff skill has a lot of feats, traits and class abilities that improve specific uses of the Bluff skill - like lying, or specifically telling an outrageous lie, or hiding your intentions, or claiming to be innocent... et cetera. So it's rather significant to know what type of Bluff it takes to make someone "friendly" for 1d6 × 10 minutes. Does anyone know?


If a Twinned Summoner's Eidolon has the Shared Evolution evolution, it can pass on one of its evolutions to the Summoner. If it was to pick the Extra Feat evolution for that... can the Summoner pick another feat than the Eidolon had?

I saw no rules barring it, but if true, the Summoner and their Eidolon could start playing "Feat Ping Pong": passing the Extra Feat evolution back and forth between each other and picking a new feat every time. That sort of flexibility would be a serious increase in power to the Summoner.


Fabricate: "You convert material of one sort into a product that is of the same material."
Does that really mean you can only Fabricate items made from one, single material?


Let's say you want to create a Trompe l'Oeil, which requires a "masterwork painting" as it's base material. So you pick up your brush, brush off your Craft(paintings) skill and get to work. But what's the DC you're aiming for? Is it:

A). 20, for a "complex or superior item"?
B). 15, for a ""high-quality item"?
C). 15, and then 20, per the "masterwork component" rule? But if so: what's the cost of this mw component?
D). something else?


Is every instance of a d20 roll + an Ability modifier, with no additional bonuses, an Ability Check? My search-fu yields much discussion on the subject, but no conclusive answers.

(Specifically, I wonder if a character can take 10 on a Coven Caster check.)


Can creatures who do not have blood of their own, create a Homunculus? Off-hand I'd say no, but some PCs have particular Homunculi as a class feature. Could one be made using the blood of another, and then ownership be transferred perhaps? Or are the Undead or Constructs simply out of luck here?

'cause I really like the idea of a Trompe 'l Oeil Promethean Alchemist...


Constructs - being Magical Items - have a Caster Level, which determines the DC to craft one. But does this CL qualify them for magical crafting feats?

(Nah, I don't think so either. But a CL is a CL...)


Qualifying for a feat can be done with permanent ability score bonuses (the official example given being a +2 Belt of Giant Strength worn for 24h).

Does this also apply to permanent bonuses to things other than ability scores? Specifically: can using a 24h Caster Level bonus (from for instance an Ioun Stone) help qualify for Item Crafting feats?


When creating a Sentient Waxwork Creature, it gets a 3d6 Intelligence score. Now, I imagine that's actually rolled and not selected by the crafter. But would there be any way to influence that roll? A smart creature would after all be a lot more useful than one with a three point Intelligence.


The Perfect Style feat gives "a ki pool that you can use to activate abilities of your chosen House of Perfection style".
Does that allow a character to use said ki pool for other ki-fueled abilities too?


The Spontaneous Nature's Ally feat wrote:
You can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower, instead of casting a cure spell or an inflict spell as you normally would.

Can a character with this feat still spontaneously cast Cure or Inflict spells?


The Ancestor (unchained) Eidolon may gain the Sorcerer "Simple Class Template" at level four. Cool. The template stipulates (among other things) the following:

  • Select a sorcerer creature’s bloodline when the template is added.
  • gains the bloodline arcana and bloodline powers of its chosen bloodline
So it does not explicitly say the creature gets the actual Bloodline. Does it though?


1 person marked this as FAQ candidate.

The Implant Urge spell is marked as allowing a partial Will save. But its description doesn't mention anything that's only partial - it's all or nothing. Does anyone have any idea which parts are Will-saved and which parts apply regardless?

Implant Urge:
You make the target unconsciously desire a goal you define when you cast this spell. The DC of any Diplomacy check to ask the target to act in a way that it believes will lead it toward that goal decreases by 5. The target takes a –2 penalty on saving throws against mind-affecting effects that compel it to act in a way that it believes will lead it toward that goal. Spells that reveal the target’s goals or thoughts reveal the implanted urge as the target’s most important goal and the target does not register as thinking of anything else as long as it is presented with the focus of its urge or a way to move toward its goal. Anyone studying the target’s thoughts can notice the implanted nature of this urge with a successful caster level check.


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The Ebony Bolero, from Agents of Evil, is a rather stylish and interesting piece of equipment. It has several powers, among which:

Ebony Bolero wrote:
the wearer can force a creature with the rage class ability to enter a raging state for at least 1 round (though the target can remain in this state longer if it chooses).

Seriously? Your party's Barbarian can choose to continue raging? Forever? Isn't that a bit overpowered?


Most of the Monk's Ki abilities explicitly use up Ki points from their Ki Pool.
Some sources of Ki points explicitly are not added to a Ki pool (like Drunken Ki).
Some uses and sources of Ki points don't mention Ki Pools at all.

  • Are pool-less Ki points usable as replacement for Ki points from a Ki Pool?
  • Are sources of Ki points, unless otherwise stated, added to a Ki Pool?
  • Can pool-less Ki points be transferred to a Ki Pool?
A literal reading of the rules would render everyone's favourite drunken uncle, the Drunken Master Monk, pretty much useless. But I can't find any indication Drunken Ki is actually usable for most other Monk abilities...


The Devolutionist Druid is presented as a rather evil character, in its original fluff. But I'm thinking they have a great opportunity to be... social reformers!

It makes perfect sense for a Druid to consider Animals morally superior to Humanoids. And "devolving" a captured villain into a creature unburdened by the weight of its culture and past would then be a good deed. However, it's also a bit unnatural. Humanoids are Humanoids and should live in Humanoid communities.

So how would one turn a:

Devolved Humanoid:
An affected humanoid’s Intelligence score is instantly reduced to 2; its type changes to animal; it loses all spellcasting and abilities that require intelligence; it can’t wield manufactured weapons; it gains two claw attacks and a bite attack (all dealing 1d4 points of damage for a Medium humanoid or 1d3 for Small humanoids); and it can’t use skills other than Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Stealth, Survival, and Swim.
The devolved creature starts out friendly toward the devolutionist, though it typically tries to kill and devour other sentient humanoids. The devolutionist has no special empathy or connection with a creature she devolves
..into a productive member of a Humanoid society?

I'm guessing they need an Intelligence boost, to open up access to all feats. And retraining to actually get useful ones. But can that be done to an Animal? Or would it need to learn "tricks" and remain under the control of a shepherd of sorts? Can they even be reliably pacified?

Please tell me the game has options to turn the rather anti-soical Devolutionist into a benevolent "Revolver".
Even if it's just so I get to use that name.


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The Infuse Poison feat allows characters to add a spell to a poison. Which isn't really all that big a deal in itself. However: an "infused" poison is still a poison, and the cost of infusing it with a spell is just 2 hours and 50% of the base value.

So would it be an option to take, say: Addlemind poison (75gp, 1d2 Wisdom damage), infuse it with the Invigorating Poison spell to turn that into +4 Wisdom for 1d2 minutes... and then infuse it with any other applicable buff you know?

An Addlemind pill infused with Invigorating Poison, Bull's Strength, Enlarge Person and True Strike would cost 225gp and turn your frontline warrior into a combat monster simply by poisoning her. You could even skip the Invigorating Poison spell and just cure your "victim" later, if the poison does a slow or irrelevant damage.


Can a creature with a (secondary) Natural Attack that has a 10' reach deliver a Touch Spell at that range? I don't mean holding the charge and then making a Natural Attack; I mean in the usual touching-as-part-of-casting-a-spell way.

A specific example would be: a PC with the "Reaching Vines" fungal graft wanting to cast a Cure Light Wounds spell on an ally 10 feet away.


So, Hand's Detachment. It costs a hand and three feats, but then you do get a creepy crawly hand for a pet. Cool. But how does it work?

"Use the statistics for a crawling hand (Pathfinder RPG Bestiary 2 59) to represent the detached hand" - that's clear enough.
"save that the hand isn’t undead" - Okay, not Undead. Then what is it? I'm guessing it'll be a Construct, given that it doesn't have a Constitution score. But does it keep its Undead traits? Does it get the Construct traits? Both? Neither?

Also: do you still get the benefits (and penalty) of the prerequisite feats, once the hand is loose? It'd be illogical to get the boons of a possessed hand, when said hand is off gallivanting about the countryside. But the RAW is silent.


Familiars are both useful and fun. They'd be more useful and fun with a Humanoid body though - both for social subterfuge and equipment-wise. So my brainstorming-question for you all is: in what ways can a Familiar get a Humanoid(-ish) body for a reasonable length of time (say: one hour)?
So far, I got:

  • Magic Jar (cast from an item)
  • Beastbonded Witch
  • Greater Hat of Disguise (possible preceeded by an Alter Self spell to make the head slot available)
These options require specific items and/or classes though. Can someone come up with a cheap and simple method?


Snake Oil:
Description
This mildly toxic liniment numbs flesh and can soothe injuries. Though the tincture is actually poisonous, an imbiber who avoids becoming poisoned recovers from minor injuries.
Type poison (contact); Save Fortitude DC 12
Onset 1 round; Frequency 1/minute for 5 minutes
Effect On a failed save, snake oil deals 1 point of nonlethal damage. However, on a successful save, the toxin heals 1d6 points of nonlethal damage; Cure 1 save

It's an interesting thing, this poison. Having a beneficial effect on a successful save is, afaik, unique. But on which save does it do that? On the initial one, as you then "avoid becoming poisoned"? Or on the next save, as that's when a poison would start to have an effect?

And while on the subject: is there any way to decrease a poison's DC? Or increase it's potency without increasing the DC?


Is "harmless" a game term, or a descriptive word?

I was reading the description of the Fool's Gold spell, which contains this little nugget:

Fool's Gold wrote:
if it fails a saving throw against a magic ability of yours that is not harmless and has a duration, the duration is doubled for that creature

That seems a pretty cheap way to increase the duration of all sorts of friendly magical abilities, like maybe a Bard's Performances (provided they have a save). However, most of those are harmless in effect even though they're not spelled out as such.

So: is a magical effect "Harmless" when it's effectively harmless, or merely when it is spelled out to be such?


The list of Eidolon evolutions wrote:
Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.

It's a bonus. But it's not a bonus to the skill check, but rather to the skill itself.

Does this mean the evolution is the equivalent of eight actual skillpoints? Does it make the skill trained, or help in qualifying for certain feats? If so, that seems overpowered. But the way the evolution is worded makes it look that way.


2 people marked this as FAQ candidate.

The Bestow Luck feat allows Humans the following:

Bestow Luck wrote:
You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action.

That phrase is wholly unclear to me. Is it to be taken literally? The benefactor can be halfway across Golarion, as long as the intended recipient "can hear and see"? That seems rather odd. Unless "an ally that can (see and hear its benefit)" was meant. But "its benefit" cannot be heard or seen, it's just a bonus. And the feat doesn't say whether it's SU or EX, but either way the act of bestowing shouldn't be witnessable.

So is something missing? "an ally that can see and hear you" maybe? Or "an ally that you can see and hear"?


The Wizards' Arcane Bond ability grants two options (familiar or bonded item) and has two forms (Ex or Sp).

So which is which?


Specifically a Promethean Alchemist. They can't throw bombs and they can't "hulk out" with a mutagen. So all that's left are the Alchemists' Extracts. But the Homunculus has that covered already: it can make and use them.
Where does that leave the Alchemists themselves? What do they actually do? Make constructs all day?


My search-fu has failed me; how many hours per day do the mundane Craft skills require? Creating magical items takes up eight hours a day, but I found no rule for non-magical ones.

Also: can regular gear be made while adventuring, the same way magical gear can? It seems reasonable for an archer to be fletching some additional arrows during his guard duties, but again I found no rules for it.


...or maybe not.

Anyway, I was thinking about crafting Constructs (as you do) when it suddenly dawned to me: at no point do the rules explicitly state that the Constructs you craft will actually obey you! Oh sure, several have that in their description (like the Golems) but there doesn't seem to be a general rule to that effect.

I did notice that Animated Objects are called out as following commands... in the description of Clockwork Constructs, not in their own write-up. But do Iron Cobras follow instructions other than their "kill mission"? Or do Caryatid Columns take any orders? Scarecrows?

Is there a general rule that self-crafted Constructs will obey their creator (unless their description states otherwise)?


(First: this is not about Pages of Spell Knowledge or Rings of Spell Knowledge, but the Spell Knowledge Discovery.)

Spell Knowledge wrote:
Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell's level.

That's pretty cool. But how does it work? Does the Alchemist prepare the spell like a Wizard and if so: is the spell in his Formula Book or does he need a separate Spell Book? Can Wizards read an Alchemist's spell, even though they cannot understand Formulae?

Or do they just concentrate for 15 minutes, like a Sorcerer?


1 person marked this as FAQ candidate.

How can Alchemists create an infused extract of True Strike, when they cannot make an extract that has a Focus requirement?

the Advanced Player's Guide FAQ wrote:

Alchemist and infusions: Can I use the infusion discovery to create an infused extract of a personal-range formula (such as true strike), which someone else can drink?

Yes, you can. The design team may decide to close this loophole in the next printing of the Advanced Player's Guide.

the Alchemists' class description wrote:
Extracts cannot be made from spells that have focus requirements
the True Strike spell wrote:
Components V, F (small wooden replica of an archery target)


2 people marked this as FAQ candidate.

  • Alchemists with the Clone Master archetype get the Clone spell as a 6th-level extract.
  • Clone cannot be made into an Extract, as it has a Focus requirement.
  • Clone cannot be made into a magical item, as none exists for it. No Wand or Potion, obviously. But also no Staff or other kind of item that I'm aware of.
So what's a Clone Master to do with that Clone formula? Why does it get an option it cannot possibly ever use for anything?


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It has already been established that the casting of Stilled & Silenced spells can be observed, since bystanders get to roll a Spellcraft check. So what's the point of the Warlock's Concealed Casting talent? It's definitely not concealing anything, since it merely hides Verbal and Somatic components.

Also: the talent's description specifies it works on "the target". If that is the target of the spell, then a third party would still see and hear everything. "Observers" are only mentioned in relation to an already hidden Vigilante.


Homunculi can be jointly created by several people: "it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it". So who's the actual "maker"?

  • "A homunculus is a miniature servant created by a spellcaster from his own blood." So the blood-donor is the maker?
  • "A homunculus’s creator determines its precise features." Or is it the one rolling the Craft(sculptures) check?

It's relevant, since:

  • Homunculi Familiars have to be created by their master.
  • "the process of creating one links it telepathically with its creator"
  • "They are extensions of their creators, sharing the same alignment and basic nature."


The Homunculus' description has this little titbit:

Quote:
it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it
So how does that work?
  • Can one character have required feat, and another roll the skill check?
  • If so, what happens when the DC is increased to gain speed or cover a lack of requirements?
  • Would they both need to be present and actively work on their shared creation for the whole duration of the process?


A summoner and his eidolon share magic item slots. Does this also apply to:

  • Magical Tattoos? They're already priced as slotless anyway.
  • Fungal Grafts? They're not actually magical, they just render a slot inaccessible.


There are a lot of different ways Feats (and magical items) refer to the requirement of having a Familiar:

  • Levels in a class that grants a Familiar
  • Familiar class feature
  • Spellcaster with Familiar class feature
  • Familiar
  • Ability to acquire a Familiar
  • ...you get the idea.
Are any of these meant not to work on Familiars acquired in a specific way (Arcane Bond class ability, Witch's Familiar class ability, Arcane Bond bloodline power, Familiar class ability, Summon Familiar class ability, Tumor Familiar discovery, Tattoo Familiar class ability, et cetera), or is it all just sloppy terminology?


In an attempt to find some use for the Lesser Simulacrum spell, I came up with the following scenario:

  1. The spellcaster Bob Zero creates a Simulacrum copy of himself: "Bob One".
  2. Bob One creates a Lesser Simulacrum of himself, "Bob Two". Bob Two is therefor a lesser simulacrum of a simulacrum.
Now the question: would Bob Two "inherit" Bob One's absolute obedience to Bob Zero, even though he has no such compulsion towards Bob One?


1 person marked this as FAQ candidate.

The effect of some spells depends on the Material Components used. How does this work for spells cast from items, when there are no Material Components involved?

If someone was to use a Scroll of Simulacrum, for instance, would it:

  1. create a specific Simulacrum, determined by the creator of the scroll?
  2. create any Simulacrum the user of the scroll wishes, as long as it has the Hit Dice predetermined by the scroll's creator?
  3. create any Simulacrum the user of the scroll wishes, as long as it does not exceed the Hit Dice predetermined by the scroll's creator?
  4. create any Simulacrum the user of the scroll wishes, regardless of the value of the scroll?
I doubt (d.) is the case, since this would be rather abusable. (a.) makes logical sense, but severely limits the use of having certain spells in items at all. So it's probably (b.) (you get something of equal value) or (c.) (you get something up to equal value, or less), but do any rules exist to support that notion? My search-fu has failed me.


Peacemaker's Parley wrote:

Casting Time 1 swift action

Saving Throw Will negates; Spell Resistance yes
You can attempt to influence unfriendly or hostile creatures, altering their attitudes toward you. After casting, make a Diplomacy check against the creatures as a free action; you gain a +2 sacred bonus on this check against creatures that failed their saves against the spell.

So you just cast this spell (as a swift action, no less) and you get a free Diplomacy check? Diplomacy is an easy skill to boost, and the DCs are fixed. Since it doesn't matter if the targets made their Will save or not, you could be guaranteed to take enemies out of the fight before there even is a fight.

I haven't done the math, but how hard can it be for a dedicated Oracle to make a 30+ Diplomacy check?


"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it."

Does this mean that an intelligent bonded object cannot use its own powers?


Secret Caster:
a Dawnflower dissident can disguise his spellcasting with a Bluff check (for spells with verbal components), opposed by the observer's Sense Motive check, and/or a Sleight of Hand check (for spells with somatic components), opposed by the observer's Perception check.
Secret Signs:
If you cast a spell that has only somatic components, an observer must make a Perception check opposed by your Sleight of Hand check to notice your spellcasting
Let us for the sake of argument say you are using both of these abilities. Would they overlap when it comes to the Sleight of Hands check? Or do you get to make two? And does the same apply to the observers' Perception checks?


What is the "fluff" of the Summoner class? Is their magic innate, learned or granted? And how do they get their Eidolon?

  • Does a Summoner simply answer the door one day? "Hello. I'm your Eidolon. Where's my room?"
  • Does a Summoner select an Eidolon? "Eidolon #3, if you had one wish for the future, what would it be?"
  • Is an Eidolon formed, based on the Summoner's subconsciousness? "...What was I drinking?"
  • Is an Eidolon formed, based on the Summoner's wishes? "Yes, I'll have three claws, wings... oh, and hold the anchovies."


Does a Lesser Simulacrum know it's a simulacrum, and if so: is there any reason it wouldn't run off and go do the things people do, when they have less than 24h to live?
And if it doesn't know, does it think it's its original?


Based on the Simulacrum spell, I have some questions about ice.

  1. Where do you get it / how do you make it?
    In cold climates it would be a matter of leaving a trough filled with water outside, or hacking chunks out of the river.
    In moderate climates, there might be ice-houses which store large blocks. But there's no spell that makes ice and a simple catrips can unspoil food anyway, so... why bother with an icehouse? And where does ice come from in other climates? Judging be the (Lesser) Simulacrum write-up, you need a full sized ice sculpture of whatever you're creating. For some creatures, that is a lot of ice!

  2. What kind of damage does it do to keep a hand on a block of ice for twelve hours? And what might protect against it, while still allowing spellcasting?
    The Cold-Weather Outfit mentions no gloves, and mere leather ones probably won't cut it that long.

  3. How long does creating an ice sculpture take, based on its size?
    I've no experience whatsoever in sculpting, but I do recall making small snowmen seemed to take forever.


Do the Shield Other and Unwilling Shield spells pass on the type of damage done? Or its nonlethality, should that be the case?


Gnomes have this "Bewildering Koan" feat available to them:

Bewilderking Koan wrote:
As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.

The feat description says the target loses "its next action". SKR has clarified they lose "their turn".

So what can and can't a bewildered mark do? Do they still get Attacks of Opportunity? Can they Speak? Are they blocked from speaking, but having just failed their "next action" can now do anything again?


Familiars wrote:
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.

When a familiar uses its master's skill ranks, and said master is trained in that particular skill, is the familiar considered trained too?

Race

HP 35/35, AC 19 w Niyahaat (20 w Shield raised), Fortitude** +7, Reflex* +6, Will** +11, Perception* +9 (LLV), apparition sight (imprecise sense) Stealth +1 |

Classes/Levels

Speed 25 ft. | Exploration Activity Search | Active Conditions | ◆◇↺

Gender

[R] Male Dark Fields Kitsune Medium Animist 3 | Willing Host |

About Delta Variant

----------

PFS INFORMATION:
PFS #: 2403787-2018
Lore: Pathfinder Society* +5
Faction: Envoy's Alliance

Chronicles & Boons
1 B10 Hillcross Roundup
2 Boon - Kitsune Ancestry
3 B16 Boom Town Betrayal
4 Boon - Wayfinder
5 Q01 The Sandstone Secret
6 Boon - [][][] Sand Slide Reaction: gain reaction to help avoid traps
7 B12 Somewhere Below
8 B01 The Whitefang Wyrm
9 B02 Blood of the Beautiful
10 B03 Shadows and Scarecrows
11 B04 Cat's Cradle
12 B05 Witch's Winter Holiday
13 B06 The Road from Otari
14 Q5 In the Footsteps of Horror

Level 2
15 S99-01 The Second Confirmation
16 Boon: Second Confirmation Wayfinder
REMASTER REBUILD
17 Boon: Deathtouched Explorer
18 Q21 Infernal Infiltration
19 S03-98 Expedition into Pallid Peril (GM)
20 Q17 Escorting a Mirage

Level 3

----------

BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 35/35
Current AC: 19
Current Condition(s): ---

Innate Cantrip (Rank 1) fr Kitsune Spell Familiarity: Daze, Forbidding Ward, or Ghost Sound

Prepared Animist Cantrips (Rank 1): Needle Darts, Rousing Splash
Prepared Animist Spells (Rank 1): [] Animate Dead, [] Necromancer’s Generosity
Prepared Animist Spells (Rank 2): [] Final Sacrifice

Apparitions: Witness to Ancient Battles (primary), Custodian of Groves and Gardens
Apparition Lores: Battlegrounds Lore, Heraldry Lore, Farming Lore, Herbalism Lore
Known Apparition Cantrips (Rank 1): Shield, Tangle Vine
Known Apparition Spells (Rank 1) []: Sure Strike, Protector Tree
Known Apparition Spells (rank 2) []: Enlarge, Gentle Breeze
Focus Spell []: Embodiment of Battle

Background Feature: [] Host Spirit

Invested Items (1/10): Wayfinder
Worn Items: +1 Greataxe, Niyahaat, Cold Iron Chunk, Silver Chunk, Healer’s Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap

----------

During Daily Preparations, Delta attunes to two apparitions as his primary and secondary apparitions. Each grants him knowledge in the form of Lore skills and a repertoire of additional spells he can cast using apparition spellcasting, and his primary apparition grants him even further power in the form a unique vessel focus spell and, when he is higher level, a unique avatar form.
During Daily Preparations, choose one (from Kitsune Spell Familiarity): Daze, Forbidding Ward or Ghost Sound

Below are the apparitions he can attune to:

Spoiler:
Crafter in the Vault
Skills: Architecture Lore, Engineering Lore
Cantrip: Sigil
Spells: (1st) Mending, (2nd) Knock
Vessel Spell: Traveling Workshop

Custodian of Groves and Gardens
Skills: Farming Lore, Herbalism Lore
Cantrip: Tangle Vine
Spells: (1st) Protector Tree, (2nd) Gentle Breeze
Vessel Spell: Garden of Healing

Echo of Lost Moments
Skills: Fortune-Telling Lore, Genealogy Lore
Cantrip: Figment
Spells: (1st) Déjà vu, (2nd) Dispel Magic
Vessel Spell: Store Time

Impostor in Hidden Places
Skills: Fortune-Telling Lore, Underworld Lore
Cantrip: Telekinetic Hand
Spells: (1st) Ill Omen, (2nd) Invisibility
Vessel Spell: Discomfitting Whisper

Lurker in Devouring Dark
Skills: Ocean Lore, Sailing Lore
Cantrip: Caustic Blast
Spells: (1st) Grim Tendrils, (2nd) Acid Grip
Vessel Spell: Devouring Dark Form

Monarch of the Fey Courts
Skills: Art Lore, Fey Lore
Cantrip: Tangle Vine
Spells: (1st) Charm, (2nd) Create Food
Vessel Spell: Nymph’s Grace

Reveler in Lost Glee
Skills: Circus Lore, Fortune-Telling Lore
Cantrip: Prestidigitations
Spells: (1st) Dizzying Colors, (2nd) Laughing Fit
Vessel Spell: Trickster’s Mirror

Stalker in Darkened Boughs
Skills: Forest Lore, Hunting Lore
Cantrip: Goughing Claw
Spells: (1st) Runic Body, (2nd) Vomit Swarm
Vessel Spell: Darkened Forest Form

Steward of Stone and Fire
Skills: Mountain Lore, Volcano Lore
Cantrip: Ignition
Spells: (1st) Interposing Earth, (2nd) Exploding Earth
Vessel Spell: Earth’s Bile

Vanguard of Roaring Waters
Skills: Mountain Lore, River Lore
Cantrip: Rousing Splash
Spells: (1st) Hydraulic Push, (2nd) Mist
Vessel Spell: River Carving Mountains

Witness to Ancient Battles
Skills: Battlegrounds Lore, Heraldry Lore
Cantrip: Shield
Spells: (1st) Sure Strike, (2nd) Enlarge
Vessel Spell: Embodiment of Battle

Animist Spellcasting
Two Prepared Cantrips: Needle Darts, Rousing Splash
Two Prepared Spells (Rank 1): [] Animate Dead, [] Necromancer’s Generosity
One Prepared Spell (Rank 2): [] Final Sacrifice

Apparition Spellcasting
Attuned Apparitions: Witness to Ancient Battles (primary), Custodian of Groves and Gardens
Lores: Battlegrounds Lore, Heraldry Lore, Farming Lore, Herbalism Lore
Cantrips: Shield, Tangle Vine
Spells (Rank 1) []: Sure Strike, Protector Tree
Spells (Rank 2) []: Enlarge, Gentle Breeze
Focus Spell []: Embodiment of Battle

PRIMARY APPARITION: Witness to Ancient Battles
SECONDARY APPARITION: Custodian of Groves and Gardens
At Round 1 of Encounter mode, Delta draws his +1 Greataxe and Demoralizes the nearest enemy to him before raising his shield.
[dice=Intimidation to Demoralize]1d20+9[/dice] vs target’s Will DC
If the target gains Frightened condition, Delta gains via ↺ Invigorating Fear temporary HP equal to the creature's level or 3, whichever is higher which lasts 1 minute.
◆ Interact to draw weapon
◆ Demoralize
↺ Invigorating Fear
◆ Shield

At Round 2, he allows to be taken over by his apparition that shields him from outside forces.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.

If there is an enemy on melee, he casts his focus spell, Embodiment of Battle, that makes him trained in his +1 Greataxe. He then attacks target on melee.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+8+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
Embodiment of Battle - Delta becomes trained in martial weapons, gains ↺ Reactive Strike, and –2 status penalty to spell attack modifiers and spell DCs
◆ Strike
↺ Reactive Strike (apparition) - [samller]Trigger: a creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.[/smaller]

Otherwise, he casts Protector Tree spell and plants a Medium-sized tree next to an ally (AC 10, HP 10).
◆◆ Protector Tree (Rank 1), HP 10/10, AC 10
At Round 3, he continues to let the apparition take control of him. He also raises magical shield and sustains the focus spells that makes him trained with greataxe.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.
◆ Shield (apparition)
◆ Sustain Spell, Embodiment of Battle

If there is an enemy in melee, he attacks it.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+8+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
◆ Strike
↺ Reactive Strike (apparition) - [samller]Trigger: a creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.[/smaller]

At Round 4, he takes over of his own body, and provides support by healing wounded allies after raising shield.
◆ Shield
◆◆ Rousing Splash – [dice]2d4[/dice] HP to ally or ◆ Stride and ◆ Battle Medicine - [dice=Battle Medicine]1d20+9[/dice] for [dice=Healing]2d8[/dice] HP to ally

[dice=DC 15 Battle Medicine]1d20+9[/dice]
[dice=Trained Healing]2d8[/dice] HP to target

◆ Host Spirit, once per day - attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so to a maximum of 10 min

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CHARACTER INFORMATION
Name: Delta Variant
Ethnicity, Heritage & Ancestry: Dark Fields Kitsune Alternate Form Fox (stats of 1st-level Pest Form)
Background: Willing Host Home Region: Tian Xia Nation: Oppara, Taldor Languages: Common
Sub-Class & Class: Medium Animist Level: 3
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +2, DEX +1, CON +0, INT +0, WIS +4, CHA +2
HP 35/35, AC 19 w Niyahaat (20 w Shield raised), Fortitude** +7, Reflex* +6, Will** +11, Perception* +9 (low-light vision), apparition sight (imprecise sense)
Acrobatics +1
Arcana +0
Athletics +2
Crafting +0
Deception +2
Diplomacy +2
Intimidation** +9
Lore: Pathfinder Society* +5
Lore: Battlegrounds* +5
Lore: Farming* +5
Lore: Heraldry* +5
Lore: Spirit* +5
Medicine* +9 – ◆ Battle Medicine
Nature +4
Occultism* +5
Performance +2
Religion* +9
Society +0
Stealth +1
Survival +4
Thievery +1

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OFFENSE & DEFENSE
Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +7 Damage 1d4+2 B
Melee+1 Greataxe (sweep, magical) +3 Damage1d12+2[/b] S
Melee ◆ Longspear (reach) +7 Damage 1d8+2[/b] P
Armor Niyahaat AC Bonus +3
ShieldShield AC Bonus +1 (raised) Hardness 10 HP(BT) 0(0) Others ↺ Shield Block

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SPELLS (* denotes Signature Spells)
Animist DC 19 Spell Attack +9
Max Focus Points 1
Focus Spells
◆ Embodiment of Battle

Prepared Divine Spells (Rank 2)
◆◆ Final Sacrifice

Prepared Divine Spells (Rank 1)
◆◆◆ Animate Dead
◆◆ Necromancer’s Generosity

Prepared Divine Cantrips (Heightened Rank 2)
◆◆ Needle Darts
◆◆ Rousing Splash

Apparition DC 19 Spell Attack +9
Apparition Spells (Rank 2) []
Enlarge
Gentle Breeze

Apparition Spells (Rank 1) []
Sure Strike
Protector Tree

Apparition Cantrips (Heightened Rank 2)
◆ Shield
Tangle Vine

Kitsune Spell Familiarity
DC 17 Spell Attack +7
Innate Cantrips (Heightened Rank 2)
During Daily Preparations, choose: ◆◆ Daze, ◆◆ Forbidding Ward or ◆◆ Ghost Sound

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GEARS & ITEMS
Invested Items: Wayfinder
Worn Items: +1 Greataxe, Niyahaat, Cold Iron Chunk, Silver Chunk, Healer’s Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 2.5 (Encumbered 7.0, Maximum 12.0)

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FEATS
Level 1
Skill Feat (from background) trained in Spirit Lore
Background Feature ◆ Host Spirit – Frequency once per day; Effect You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're fatigued until the obligation is fulfilled. PFS Note: If you select the Willing Host background, use the following clarifications to streamline play. For organized play purposes, the spirit doesn't ask for things that are beyond your means or that would be disruptive to the flow of the adventure (for example, they don't require you to provide a gourmet meal while your group is on the road). Since organized play games typically do not track the costs of every meal that characters eat, you do not need to pay additional money to procure sensory experiences for the spirits. You can choose to spend money on the spirits' requests for roleplaying reasons if you wish.
Ancestry Feature ◆ Change Shape – You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
General Feat (from Heritage) Dark Fields Kitsune – You can exert your unsettling presence to subtly Demoralize others. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the Invigorating Fear reaction. Your alternate form is a fox, which has the statistics of 1st-level pest form. > ↺ Invigorating Fear – Frequency once per hour; Requirements A creature within 60 feet gains the frightened condition. You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.
Class Feat ---
Ancestry Feat Kitsune Spell Familiarity – You've picked up a few magical tricks. During your daily preparations, choose daze, forbidding ward, or ghost sound. Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Class Feature Animist Spellcasting – As a keeper of knowledge, you are constantly learning new techniques and spells. Each day, you can prepare one 1st-rank spell and 2 cantrips from among the common spells on the divine spell list or from other divine spells you've gained access to and learned via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as an animist, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Animist Spells per Day. You are a prepared spellcaster for the purposes of determining how you interact with staves and other items or effects that differentiate between prepared and spontaneous spellcasters.
Class Feature Animistic Practice – At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third. > Medium – You are particularly good at acting as a conduit for spiritual energy and tend to associate more freely with a wide array of apparitions, though you tend not to form the deep bond with a single apparition that other animists often develop.
Class Feature Invocation of Unity – The lines between your body and your apparition are blurry. You gain the Relinquish Control feat. > ◇ Relinquish Control – Trigger Your turn begins. Your apparition takes over and shields you from outside influence. Until the start of your next turn, you gain a +4 status bonus on saves against spells and effects that give you the controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait. You gain a +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions. Special This feat requires a particularly strong bond with a specific apparition to learn. Choose one apparition you have access to; once you learn this feat, you must always choose that apparition as one of the apparitions you attune to each day.
Class Feature Apparition Spellcasting – You can draw upon your attuned apparitions as a second source of magical knowledge and power. You gain additional spontaneous spell slots and a spell repertoire from your attuned apparitions. At first level, you can cast two apparition cantrips and one 1st-rank apparition spell per day. You must have the spell in your apparition spell repertoire to cast it; this is a collection of spells granted to you by all your attuned apparitions. You can cast any spell in your apparition spell repertoire by using an apparition spell slot of an appropriate spell rank. Any of these spells that aren't normally on the divine list are still divine spells if you cast them this way. As you increase in level, you gain further apparition spell slots, and your apparitions grant you higher-rank apparition spells, as detailed in each apparition entry.
Class Feature Apparition Attunement – Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether. Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist's journey takes them. Each day during your daily preparations, choose two apparitions to attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form. When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can't use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.
Class Feature Vessel Spells – Your primary attuned apparition can use your body as a conduit, allowing you to cast a unique vessel spell. Vessel spells are a type of focus spell. Because vessel spells are a manifestation of a specific apparition, an animist can't cast or Sustain a specific vessel spell in the same round they have already cast or Sustained it (for example, an animist who has cast earth's bile during their turn can't then cast or Sustain another instance of earth's bile during that same turn). It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to treat with nearby spirits, meditate on resolving an issue pertaining to the balance of spirits and mortals, or tell a story. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, though certain feats or abilities adjust this number, but it can never be more than 3 points.

Level 2
Class Feat Apparition Sense – You can see and interact with things others can’t. You have apparition sight, an imprecise sense that allows you to detect the presence of invisible or hidden spirits, haunts, and undead within 30 feet of you. You can allow a spirit or undead otherwise incapable of speech to speak through you as long as you are in direct contact with it. As an activity that takes 10 minutes, you can act as a link between disembodied souls and their mortal bodies. As long as you are in contact with both a spirit and a living body that belonged to it in life during that entire time, the spirit can use you to return to that body; this does not allow you to bring the dead back to life, but can assist in restoring a disembodied soul to a still-living body. If the body is occupied by another spirit or soul, that entity must succeed at a Will save against your spell DC or be cast from the body when its original owner is returned.
Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Level 3
General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Class Feature Fortitude Expertise – Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert.

Level 4
Class Feat ◆ Circle of Spirits
Skill Featp Intimidating Glare

Level 5
Ancestry Feat Kitsune Spell Mysteries – Bane, Illusory Object, Sanctuary

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