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As Alicia moves towards the group to talk to you the man accompanying her gives her a nod and goes to tend to the unconscious dire tiger. Bending down over it he casts a spell of some sort and the some of the tigers wounds begin to close. Its eyes open and it snarls at the area on general, but the man lays his hand on it's back, appearing to calm it, before pointing in the direction the other dire tiger fled. The newly conscious dire tiger rises to its feet and bounds off in that direction, not looking back.

Alicia addresses you as you tend to your own recovery. Speaking to Auleth first, she says, "I don't recognize you from the Camp, but if you're traveling with these others I expect that you're out here searching for something, whatever it is they were looking for. My name is Alicia, one of Skeribar's rangers, guides through the desolation should you ever want to hire one. You're now in the Garden, home of the Reclaimers who are attempting to fight back against the blight that is the Desolation. As it happens you seem to be heading north through the outer garden here but the entrance to the heart of the garden is to the south. Given that no one in your group is familiar to them, the twins would have taken that as a sign that you're here as invaders."

Pointing back to the thick hedgerow to your east she continues, "I don't know if you've examined that barrier closely, but the Reclaimers have been putting the skulls of the various demons and other threats that have attacked the garden since they started to create it in the wall as a warning for those who approach. It doesn't seem to have warned you off, and it doesn't seem to deter most of the demons as the twins and the Reclaimers regularly find new skulls to add to it."

To Tristan's comment she nods, "There are certainly things out in the Desloation that new explorers don't know. It's perhaps one of the reasons you might want to hire a guide should you ever have the chance to." The sarcasm in her voice is light, but clearly there. "Not knowing what will attack you is a good way to get killed out here. Fortunately we've trained the twins to incapacitate all but obvious demonic interlopers, but in most areas of the Desolation wandering into areas without knowledge of what's there can easily get you killed."

To the floating Bannog Alicia smiles and says, "You're welcome to try to tame the twins, but beyond the training not to kill non-demons and to leave the Reclaimers, Skeribar's Rangers and those with them be, we've found them uninterested in any sort of civilizing. Granted we haven't tried that hard. Just be sure not to become a meal for the two of them, as they'll only put up with so much before they decide that you're good prey after all."

To Groff she nods, "I don't envy you the experience. Being introduced to the twins wasn't that fun for me, but at least I didn't get to try to shake their claws up close like you seem to have."

The man, having finished with the dire tiger now comes to stand next to Alicia who introduces him. "This is Jeraldus, one of the Reclaimers." He nods in a greeting, but doesn't seem overly happy to see you here. "I happened to be here in the Garden just now, so when we heard that something was happening out here I accompanied him to see what was going on. Do you seek shelter at this point? I know that I told you back at the Camp to seek this place out should you ever need it."


With a flurry of throws Tristan's aim improves and he hits the tiger three times, the starknife sinking deep in it's side all three times. The dire tiger drops Grimm from it's jaws and prepares focuses its attention on the bard, gathering itself to leap at the new source of sharp pain. Before it can launch itself through the air though a voice calls out from the Southeast, "Call her off, Jeraldus, I recoginze some of them from the Camp." This is followed by a complex whistle which the beast seems to recognize, and though it still snarls at the remaining conscious party members, instead of pouncing, it turns to the north and runs into the foliage at high speed.

Though the trees to the southeast the dogs barking has grown louder, and you can now see that it is coming from a large, shaggy wardog that bounds ahead of a human woman wearing leather armor and a cloak with shortbow in hand who you recognize as Alicia, one of Skeribar's rangers. With her is another and a tall human man clad in leather armor, holding a spear. As the three approach the party and Alicia calls out again "I see you've found your way to the Reclaimer's Garden and met some of it's protectors, the twins. Next time you should make your way directly to the heart of the garden so that the twins won't think you're up to something and attack."

Combat is over (unless someone wants to continue to attack the fleeing dire tiger at this point.)

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


After the move last time Auleth would be more than 40 feet away, so he'll have to move back to cast stabalize. For the future, pounce is a charge attack that lets the creature move up to twice its movement and make a full attack, so being 60 feet away would not have been out of range, though that doesn't matter just now.

Bannog sends a bolt of electricity which shocks the remaining tiger while Auleth stops and doubles back to cast stabilize on Grimm, stopping his bleeding, though the gnome is still held in the Dire Tiger's jaw.

Round 4 Initiative Order

Grimm: Used wand of Magic Missiles
Dire Tiger: Attacked, grappled
Bannog: Fired Elemental Blast
Tristan
Auleth: Moved, cast stabilize
Khoran: unconsious, disarmed, prone
Groff: unconsious, disarmed, prone

Round 5

Grimm: Grappled, unconsious, disarmed, not prone as the tiger is holding him up

Tristan can act.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


The save last time was for the Thundering infusion which allows a save to avoid being deafened.


Bannog heads to the skies while Tristan throws his starknife at the dire tiger that had been attacking him. His aim is good enough to hit with the first throw and the great cat falls to the ground, unconscious. The next two throws, directed at the dire tiger currently grappling Groff are less successful.

Auleth casts stabilize again, and Groff's bleeding stops for now, and then the inquisitor moves to the south.

You've seen them move, so you've got a good idea of their speed. They have a land speed of 40 feet.

Reflex save vs DC 19: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 success

Grimm's flaming sphere fails to ignite the dire tiger this time, but the magic missiles from his wand slam into the creature drawing its attention firmly to the gnome. With a snarl the creatures drops Groff and launches itself through the air towards Grimm.

Full Attack Action to Pounce on Grimm

Blue Dire Tiger Bite Attack: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Critical Confirmation Roll: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21hit, no critical
Damage (B, P and S): 2d6 + 8 ⇒ (5, 3) + 8 = 16
Blue Dire Tiger Claw Attack: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Critical Confirmation Roll: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23hit, critical
Damage (B and S): 2d4 + 8 + 2d4 + 8 ⇒ (1, 3) + 8 + (2, 1) + 8 = 23
Blue Dire Tiger Claw Attack: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23
Damage (B and S): 2d4 + 8 ⇒ (1, 3) + 8 = 12
Blue Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Damage (B and S): 2d4 + 8 ⇒ (1, 1) + 8 = 10
Blue Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Damage (B and S): 2d4 + 8 ⇒ (1, 1) + 8 = 10

Grapple Attempt with the Bite Attack: 1d20 + 23 ⇒ (6) + 23 = 29

The dire tiger's barrage of attacks on the gnome knocks him out almost before he can feel the pain, and the tiger now holds his small body in its enormous jaws, glaring at those still conscious at this point.

That's 71 Damage which puts Grimm at -14 hp (out of -15 possible,)

Over the sounds of the birds and other small animals as well as snarls of the tiger, you hear what sounds like a dog barking to the southeast.

Round 4 Initiative Order

Grimm: Used wand of Magic Missiles
Dire Tiger: Attacked, grappled
Bannog
Tristan
Auleth
Khoran: unconsious, disarmed, prone
Groff: unconsious, disarmed, prone

Round 5

Grimm: Grappled, unconsious, dying, disarmed, not prone as the tiger is holding him up

Bannog, Auleth, and Tristan can act. Grimm can make a DC 24 Constitution check to Stabilize.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


Auleth fires a round of arrows at the Dire Tiger grappling Groff, but all three miss. Groff tries to break free again from the Tiger's grasp, but this time it holds on tight with it's jaws.

Bannog meanwhile does bounce free to the west and then fires a bolt of electicity at the tiger that had attacked him.

Fort Save vs DC 19: 1d20 + 12 ⇒ (6) + 12 = 18 fails

The tiger is deafened by the thundering blast.

Grimm then conjures a flaming sphere on the tiger that has Groff grappled.

Ref Save vs DC 19: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16 fails

The tiger smoulders as the flame burns it's striped fur.

With a snarl of rage the dire tiger which Bannog hit with lightning pounces at the goblin, an enraged ball of claws and teeth.

Orange Dire Tiger Bite Power Attack: 1d20 + 18 + 2 - 4 ⇒ (9) + 18 + 2 - 4 = 25 hit
Damage (B, P and S): 2d6 + 8 + 8 ⇒ (6, 5) + 8 + 8 = 27
Orange Dire Tiger Claw Power Attack: 1d20 + 18 + 2 - 4 ⇒ (8) + 18 + 2 - 4 = 24 hit
Damage (B and S): 2d4 + 8 + 8 ⇒ (2, 1) + 8 + 8 = 19
Orange Dire Tiger Claw Power Attack: 1d20 + 18 + 2 - 4 ⇒ (2) + 18 + 2 - 4 = 18 miss
Damage (B and S): 2d4 + 8 + 8 ⇒ (1, 2) + 8 + 8 = 19
Orange Dire Tiger Rake Power Attack: 1d20 + 18 + 2 - 4 ⇒ (12) + 18 + 2 - 4 = 28 hit
Damage (B and S): 2d4 + 8 + 8 ⇒ (3, 1) + 8 + 8 = 20
Orange Dire Tiger Rake Power Attack: 1d20 + 18 + 2 - 4 ⇒ (2) + 18 + 2 - 4 = 18 miss
Damage (B and S): 2d4 + 8 + 8 ⇒ (2, 1) + 8 + 8 = 19

The tiger attempts to grapple the goblin with it's bite.

Grapple: 1d20 + 23 ⇒ (8) + 23 = 31 succeeds

That's 66 damage if nothing changes that and will be disabled. Because of the grapple with the bite attack that's the only one that Bannog will be able to attempt Roll With It on if he chooses to use it.

The dire tiger with Groff in its jaws attempts to maintain it's grapple.

Grapple Attempt: 1d20 + 23 + 5 ⇒ (20) + 23 + 5 = 48

The tiger's teeth sink in further and Groff finds himself pinned while the rear claws rake at the restrained dwarf.

Rake Damage: 2d4 + 8 ⇒ (3, 3) + 8 = 14
Rake Damage: 2d4 + 8 ⇒ (2, 2) + 8 = 12

20 damage total after DR. Groff is now Unconscious and at -10 hp.

Round 3 Initiative Order

Grimm: Cast Flaming Sphere
Dire Tigers: Attacked, at least one grappled
Bannog: Possibly Grappled, Disabled or Staggered?
Tristan
Auleth
Khoran: unconsious, disarmed, prone
Groff: Grappled, unconsious, dying, disarmed, not prone as the tiger is holding him up

Round 4

Grimm

Bannog can act after resolving his potential reaction and Auleth, Tristan and Grimm can act. Groff can make a DC 20 Constitution check to Stabilize.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


That makes the feat much stronger than I though it was, but yes, you'd be able to choose the direction. I'm going to say no to choosing up as a direction as you're supposed to fall prone at the end of the movement.

*edit* I guess that falling prone is if you hit something, but I'm still going to go with no for the up as a direction. For something the feat describes as an uncontrolled bouncing roll, the ability to choose your direction really does make it quite tactical when it works.


Auleth, after stabilizing Khoran, moves to the Southeast, away from both the tigers.

The dire tiger that has Khoran in it's paws releases the shaman, now that he is no longer moving, and focuses it's attention on the goblin that seems to have made a rock fly towards it.

5 foot step to the northeast, full attack on Bannog

Orange Dire Tiger Claw: 1d20 + 18 ⇒ (2) + 18 = 20 Miss
Damage (B and S): 2d4 + 8 ⇒ (3, 2) + 8 = 13
Orange Dire Tiger Claw: 1d20 + 18 ⇒ (1) + 18 = 19 Miss
Damage (B and S): 2d4 + 8 ⇒ (2, 2) + 8 = 12
Orange Dire Tiger Bite: 1d20 + 18 ⇒ (13) + 18 = 31 Hit
Damage (B, P and S): 2d6 + 8 ⇒ (6, 1) + 8 = 15

Bannog can use Roll With It here, but if he doesn't (or it doesn't succeed, or the movement leaves it within range) the Tiger will attempt to grapple with the bite attack. If Bannog uses the Roll With It feat and moves, then let's set north as 1 on a d8 and go clockwise from there (so 2 would be northeast and so forth) for the direction.

Grapple Attempt: 1d20 + 23 ⇒ (11) + 23 = 34 succeeds if applicable

The other tiger, having had it's grip on Groff broken, attacks the dwarf once more.

Blue Dire Tiger Claw: 1d20 + 18 ⇒ (6) + 18 = 24 Miss
Damage (B and S): 2d4 + 8 ⇒ (1, 4) + 8 = 13
Blue Dire Tiger Claw: 1d20 + 18 ⇒ (1) + 18 = 19 Miss
Damage (B and S): 2d4 + 8 ⇒ (4, 4) + 8 = 16
Blue Dire Tiger Bite: 1d20 + 18 ⇒ (13) + 18 = 31 Hit
Damage (B, P and S): 2d6 + 8 ⇒ (1, 1) + 8 = 10

7 Damage after DR

With it's bite, the Tiger once again tries to hold the dwarf in place.

Grapple Attempt: 1d20 + 23 ⇒ (20) + 23 = 43 Succeeds

Tristan then throws his starknife once more at the tiger now attacking Bannog, this time faster, thanks to Grimm's spell. The first two knives hit and the tiger howls furiously.

Round 2 Initiative Order

Grimm: Cast Haste
Dire Tigers: Attacked, at least one grappled
Bannog: Possibly Grappled or Staggered?
Tristan: Attacked
Auleth
Khoran: unconsious, disarmed, prone
Groff: Grappled

Round 2

Grimm

Bannog can act after resolving his potential reaction and Auleth, Grimm and Groff can act.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


Tristan's first round of daggers miss, but Bannog hits the tiger with rock and Groff does break free from the tiger's grasp. Auleth's spell stops Khoran's bleeding and Grimm's incantation causes everyone to move at an accelerated pace.

@Auleth, which direction did you want to move? There are tigers to your northeast and southwest, so there's not an obvious away from them direction.


Groff the glib wrote:
Zorblag wrote:
Breaking grapple is an option, but you can also attack if you like (with a -2 to hit and using the dorn-dergar as a one handed weapon.) It's the pinned condition that stops you from doing much of anything else.
A dorn dergar is a two handed weapon, it cannot be used one handed without a feat which I don't have. Hence I can break the grapple or fight a giant tiger unarmed.

I was thinking you could do that now, but it's using it for reach or not that you can manage now which is less helpful.

@everyone, I'm just getting in the car for camping, so the rest of the party can act and then I'll resolve it probably on Friday when I get back. Have a great, tiger-free week!


Breaking grapple is an option, but you can also attack if you like (with a -2 to hit and using the dorn-dergar as a one handed weapon.) It's the pinned condition that stops you from doing much of anything else.


Right, that would apply, good catch. It's not triggering on the grapple, it's extra attacks with the pounce.

Orange Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24 hit
Damage (B and S): 2d4 + 8 ⇒ (3, 4) + 8 = 15
Orange Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35 hit
Damage (B and S): 2d4 + 8 ⇒ (4, 2) + 8 = 14

29 more damage to Khoran who is indeed now unconscious.

Blue Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
Damage (B and S): 2d4 + 8 ⇒ (4, 3) + 8 = 15
Blue Dire Tiger Rake Attack: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
Damage (B and S): 2d4 + 8 ⇒ (4, 3) + 8 = 15

24 more damage to Groff

Round 1 Initiative Order

Grimm: Cast create pit
Dire Tigers: Attacked, both grappled
Bannog
Tristan: Attacked
Auleth
Khoran: Grappled, unconsious, dying, disarmed, not prone because the tiger is holding him more or less upright
Groff: Grappled

Round 2

Grimm

Bannog, Auleth, Grimm and Groff can act. Khoran can make a Constitution Check to stabilize.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


If you're still grappled at the start of next turn and the Dire Tiger makes a successful grapple check to maintain the grapple then the rake (if any) kicks in.

Rake wrote:
A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.


Dire Tiger Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

Grimm manages to act before the tigers have a chance to close on the party, and summons a pit beneath the feet of the one approaching from the west.

Orange Dire Tiger Reflex save vs DC 17: 1d20 + 11 ⇒ (16) + 11 = 27

The huge beast leaps out of the way and pounces at the larger, non-flying target.

Full Round Action to Charge with Full Attack Action (Pounce) against Khoran.

Orange Dire Tiger Claw: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27 hit
Damage (B and S): 2d4 + 8 ⇒ (4, 1) + 8 = 13
Orange Dire Tiger Claw: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38 hit
Damage (B and S): 2d4 + 8 ⇒ (4, 2) + 8 = 14
Orange Dire Tiger Bite: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 hit
Damage (B, P and S): 2d6 + 8 ⇒ (5, 5) + 8 = 18

45 damage total

With the first claw attack the Tiger attempts to hold Khoran in place.

Orange Dire Tiger Grapple Attempt: 1d20 + 23 ⇒ (10) + 23 = 33 succeeds

Khoran finds himself held tight by the feline foe.

The other tiger similarly launches itself at Groff from the northwest, covering the ground in great leaps and bounds.

[ooc]Full Round Action to Charge with Full Attack Action (Pounce) against Groff.

Blue Dire Tiger Claw: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 miss
Damage (B and S): 2d4 + 8 ⇒ (3, 4) + 8 = 15
Blue Dire Tiger Claw: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32 hit
Damage (B and S): 2d4 + 8 ⇒ (3, 4) + 8 = 15
Blue Dire Tiger Bite: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33 hit
Damage (B, P and S): 2d6 + 8 ⇒ (3, 5) + 8 = 16

25 damage after DR

This tiger also tries to lock down his opponent with a claw attack.

Blue Dire Tiger Grapple Attempt: 1d20 + 23 ⇒ (7) + 23 = 30 succeeds

Round 1 Initiative Order

Grimm: Cast create pit
Dire Tigers: Attacked, both grappled
Bannog
Tristan
Auleth
Khoran: Grappled
Groff: Grappled

Round 2

Grimm

The entire party can act.

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


As a heads up, I'll be camping with my daughters starting on Monday, so I probably won't be able to post at all during the coming week. After that I should be around more than I have been lately, so I'm hoping to pick up the pace of the game compared to what it's been for the past bit (the end of the quarter ended up being on the busy side!) We can get things going for a dire tiger fight this weekend perhaps, but probably it will need to finish up after I'm back.


Hidden Dice Rolls:

1d20 + 23 ⇒ (12) + 23 = 35
1d20 + 23 ⇒ (12) + 23 = 35
1d20 + 18 ⇒ (20) + 18 = 38
1d20 + 22 ⇒ (6) + 22 = 28
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 11 ⇒ (1) + 11 = 12
1d20 + 19 ⇒ (1) + 19 = 20
1d20 + 11 ⇒ (12) + 11 = 23

The skulls do not seem to be magical, just foreboding. After some examination Groff does manage to find faint signs of the the trail you've been tracking. After reaching the very edge of the tangled hedge in front of you it backtracks slightly and heads to the north. Following it for a while through the dense jungle, Groff finds a spot where the tracks seems to disappear again after making a couple erratic movements.

Before he can determine anything else about the tracks though, Auleth's sharp eyes pick up some subtle movement in the trees just in time to warn the party about a pair of dire tigers that seem to be about to attack the party.

Everyone can roll initiative!

11:40 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


Another set of dice for another character concept if needed for later:

124d6 ⇒ (2, 6, 1, 4, 3, 4, 2, 6, 2, 2, 1, 4, 5, 2, 2, 5, 3, 2, 2, 6, 5, 2, 3, 2) = 76
2d6 ⇒ (5, 1) = 6

224d6 ⇒ (5, 5, 5, 6, 2, 3, 1, 3, 2, 1, 4, 2, 4, 3, 3, 1, 4, 1, 3, 3, 6, 2, 4, 4) = 77
4d6 ⇒ (6, 5, 5, 5) = 21

324d6 ⇒ (4, 4, 6, 3, 2, 6, 5, 4, 1, 4, 4, 5, 3, 2, 3, 5, 1, 6, 6, 3, 5, 3, 1, 5) = 91
3d6 ⇒ (3, 5, 5) = 13

424d6 ⇒ (5, 4, 3, 3, 6, 6, 2, 4, 3, 2, 6, 4, 5, 2, 5, 5, 3, 1, 3, 3, 1, 5, 4, 1) = 86
3d6 ⇒ (5, 3, 6) = 14

524d6 ⇒ (2, 6, 6, 1, 3, 5, 2, 1, 3, 2, 4, 2, 1, 6, 1, 6, 5, 5, 4, 4, 1, 6, 5, 6) = 87
5d6 ⇒ (5, 3, 3, 2, 5) = 18

624d6 ⇒ (6, 6, 6, 5, 5, 5, 6, 4, 5, 1, 2, 6, 3, 1, 2, 3, 1, 5, 6, 6, 4, 6, 6, 2) = 102
3d6 ⇒ (5, 1, 6) = 12

724d6 ⇒ (6, 5, 3, 2, 4, 3, 2, 3, 6, 2, 1, 4, 3, 2, 6, 1, 2, 2, 6, 5, 6, 6, 4, 5) = 89
2d6 ⇒ (1, 4) = 5

824d6 ⇒ (6, 3, 1, 2, 4, 2, 5, 2, 1, 3, 1, 5, 2, 5, 1, 1, 6, 6, 4, 4, 5, 6, 4, 3) = 82
5d6 ⇒ (1, 5, 5, 2, 3) = 16

924d6 ⇒ (6, 1, 5, 4, 4, 2, 6, 2, 1, 5, 5, 6, 4, 6, 1, 5, 1, 3, 4, 2, 6, 4, 1, 2) = 86
5d6 ⇒ (2, 1, 4, 6, 3) = 16

1024d6 ⇒ (5, 4, 3, 3, 6, 3, 6, 4, 6, 2, 1, 3, 4, 5, 3, 5, 3, 4, 5, 1, 1, 4, 2, 3) = 86
3d6 ⇒ (5, 6, 6) = 17

1124d6 ⇒ (6, 6, 1, 3, 1, 4, 6, 1, 3, 3, 6, 5, 2, 5, 6, 3, 1, 2, 3, 2, 6, 5, 2, 5) = 87
4d6 ⇒ (3, 2, 1, 2) = 8

1224d6 ⇒ (3, 1, 3, 6, 2, 5, 4, 2, 3, 1, 4, 1, 3, 6, 1, 2, 6, 1, 1, 6, 2, 1, 3, 3) = 70
6d6 ⇒ (5, 6, 2, 1, 4, 5) = 23

From set 6: 18, 18, 18, 16, 14, 14


You follow the tracks east, into the dense foliage. They lead about 40 feet before they become hard to find. Another survival check is needed to tell where they lead next. The lush foliage and undergrowth becomes an impossible tangle here. The trees and plants are now intertwined with a thick hedgerow of vines and thorny plants. It stretches in either direction as far as you can see gradually curving away from you and stretches over 30 feet high. From within this tangle, trees still rise above, though their trunks are obscured in the thicket. Dangling on the face of this hedge wall is a horribly twisted and distorted skull of possibly demonic origin. Vines grow through the eye sockets and gaping maw and firmly affix it to the hedge. To the left and right you can see other white spots on the hedge wall in the gloom beneath the tree canopy. Apparently these skulls are placed at intervals along the hedge.

11:30 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


There is no magic aura other than what the party produces in your vicinity right now.


As you peer into the verdant growth you see a variety of small animals that seem to scurry away from you if they notice you at all, but nothing that seems like a threat and Auleth detects no evil where he directs his scans. The tree grow up to 80 feet tall and, though their foliage is enough to dim the sun shining down, don't seem to have done anything to hamper the undergrowth in the area. The soil is a rich loam, completely at odds with the dusty wastes that you've been traveling through.

The tracks that you followed up to here lead directly east into the stand of trees.

11:25 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


Hidden Dice Rolls:

1d100 ⇒ 50
1d6 ⇒ 6

Setting out once again the party continues to follow the tracks. They head north for a while before turning back to the east and a bit before noon through the continuous chalky haze of the Ashen Wastes emerges a strangely out-of-place sight, verdant plant life, trees, and lush foliage — a seeming mirage in the wasteland. However, the vision doesn’t waver as you approach proving it to be no mirage. Whitish dust steals the luster from the fringes of this green zone, but beyond the edges you see the vivid greens of leaves and vibrant colors of flowers and plants undiminished by the dust. Squawks of birds and the occasional animal call rises from this virtual paradise.

11:25 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.

There is a new map of the area on the maps. Your location is the tent symbol.


I think that Smiles-a-lot (Rhunn) and Sotor Elendor are really like to hop on and start playing shortly. If they're not here by the time we get to an encounter I can play the monk as well, sure.


The visibility in the Ashen Wastes isn't as bad as it was two days ago, but by the time Bannog gets to 120 feet in the air he can't see the party on the ground through the dust that fills the air. There's nothing in the immediate vicinity that seems to be interesting within the short range he can make out.

I got a message from Groff saying that he's having trouble posting now for some reason, so I'm going to have him check for tracks.

Groff takes a look for signs of the tracks that you were following the previous day.

Survival to follow tracks: 1d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31

They're faint, but the dwarf does find enough signs of the trail to be able to continue to follow it should the group want to.

8:00 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


Hidden Dice Rolls:

1d100 ⇒ 91
1d6 ⇒ 2
1d100 ⇒ 68
1d6 ⇒ 1

Deciding that discretion is the better part of the valor you eat another cold dinner and spend the night in the sylvan hideaway uneventfully. The next morning when you emerge you see that the weather conditions haven't changed noticeably; it's still fairly clear and no more windy than normal, though the dust is still shifted around degrading the trail you've been following in expected ways. You make your preparations and see if the winds of the night have blown away evidence of the tracks.

Someone can roll a Survival Check to follow tracks (one person can aid another if you like.)

8:00 AM on Djinsdag, the eleventh of Eostre, 3517 I.R.


@Kolvar that does sound like the sort of thing that a founding member might want to do if he's come back to rejoin the organization and sees how the past couple decades have gone (they haven't been pretty from the backstories we've got.)

Rolling another set of stats for a monk build I'm playing around with:

124d6 ⇒ (3, 2, 4, 4, 6, 2, 4, 5, 6, 2, 3, 1, 5, 2, 4, 6, 6, 1, 2, 6, 6, 3, 1, 1) = 85
4d6 ⇒ (6, 5, 2, 4) = 17

224d6 ⇒ (5, 3, 5, 3, 5, 1, 5, 3, 1, 1, 6, 5, 1, 2, 6, 4, 1, 2, 4, 1, 4, 2, 4, 1) = 75
6d6 ⇒ (1, 2, 2, 2, 3, 5) = 15

324d6 ⇒ (6, 6, 3, 4, 1, 4, 6, 4, 3, 5, 6, 3, 3, 2, 1, 3, 3, 2, 6, 6, 1, 2, 4, 4) = 88
3d6 ⇒ (5, 3, 4) = 12

424d6 ⇒ (2, 1, 2, 5, 4, 5, 5, 4, 6, 2, 5, 2, 4, 6, 5, 6, 4, 1, 2, 2, 4, 6, 2, 4) = 89
2d6 ⇒ (6, 3) = 9

524d6 ⇒ (1, 6, 5, 5, 2, 4, 5, 3, 1, 2, 5, 4, 4, 5, 1, 6, 3, 6, 3, 6, 2, 2, 2, 3) = 86
3d6 ⇒ (2, 6, 4) = 12

624d6 ⇒ (2, 5, 6, 1, 4, 1, 6, 6, 1, 5, 6, 3, 2, 6, 6, 4, 2, 6, 1, 3, 5, 1, 1, 6) = 89
6d6 ⇒ (2, 6, 1, 5, 3, 2) = 19

724d6 ⇒ (5, 3, 4, 5, 6, 4, 3, 3, 6, 4, 1, 3, 5, 3, 2, 6, 5, 1, 2, 1, 1, 4, 2, 4) = 83
4d6 ⇒ (5, 1, 1, 4) = 11

824d6 ⇒ (3, 6, 5, 2, 3, 4, 5, 5, 5, 3, 3, 5, 5, 3, 2, 4, 4, 1, 5, 2, 1, 5, 4, 4) = 89
2d6 ⇒ (5, 3) = 8

924d6 ⇒ (6, 5, 5, 4, 5, 3, 5, 1, 4, 5, 2, 4, 5, 6, 2, 5, 2, 3, 3, 4, 1, 3, 4, 2) = 89
2d6 ⇒ (4, 4) = 8

1024d6 ⇒ (6, 4, 6, 4, 4, 2, 3, 2, 6, 5, 6, 5, 1, 6, 5, 3, 2, 4, 2, 2, 2, 3, 4, 1) = 88
2d6 ⇒ (1, 1) = 2

1124d6 ⇒ (6, 6, 4, 3, 2, 6, 4, 1, 4, 4, 4, 4, 4, 3, 2, 2, 5, 3, 4, 5, 6, 6, 5, 5) = 98
1d6 ⇒ 5

1224d6 ⇒ (3, 6, 5, 1, 3, 1, 4, 3, 6, 3, 3, 4, 2, 4, 4, 5, 2, 2, 4, 5, 3, 3, 6, 5) = 87
2d6 ⇒ (5, 2) = 7

Using Set 6 I could go with 666 666 664 556 554 333


The trail hasn't been quite so straight a line as that, but that's close enough, yes.


Though the trial seems like it might be lost at several points, Groff is able to find enough traces to continue to follow it throughout the rest of the day. It continues to lead to the northeast and you encounter nothing else during the trip until you get close to evening. As the sun gets low you'll need to decide whether to camp for the night, letting the dust have a chance to cover the tracks you're following, or push on through the darkness.

Your current position is the campsite on the map.

5:55 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


Hidden Dice Rolls:

1d100 ⇒ 70
1d6 ⇒ 1

Now prepared the group sets out, following the tracks. The shifting dust of the Ashen Wastes threatens to cover the trail, and after about an hour you need to work harder to keep track of where they're going.

Someone can roll a Survival Check to follow tracks (one person can aid another if you like.)

3:05 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


Auleth doesn't detect any particular evil auras in his scan, and the group has the 15 minutes needed for Khoran to prepare his spells without incident.

1:55 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


Both bodies obviously died in battle from the wounds they bear, however the wounds on their bodies match the weapons they hold in their own hands. The human bears many thin stab wounds and still clutches a bloody rapier. The dwarf has vicious, deep cuts and gouges and still clutches the broken haft of a battleaxe with the blade of the axe sunk deep into the calf of his right leg, seemingly self-inflicted. There are three sets of tracks from these two and one other medium humanoid coming from the southwest; a single set of light tracks was left by a medium humanoid leading off to the northeast.

A quick search of the bodies reveals nothing remaining of particular value.


Getting close enough to cast detect magic Tristan detects nothing with a magical aura on or near the bodies.


Looking closely at the at the scene, the party finds two corpses lying on the ground. Both are but a few days dead with the blood on their clothing and armor mostly dry and a light layer of the white ash stuck to the tacky ooze. They are a chainmail-clad dwarf and a leather-clad human.

1:40 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


Hidden Dice Rolls:

1d100 ⇒ 62
1d6 ⇒ 4
1d100 ⇒ 18
1d6 ⇒ 3
1d100 ⇒ 96
1d6 ⇒ 2
1d100 ⇒ 45
1d6 ⇒ 2

The group settles in for the night in the Ashen Wastes, making do with a cold dinner and watching Tristan's evening dance under the largely dust-obscured stars. Although Groff and Bannog hear howls coming through the trap door to the shelter at around 4 in the morning which Groff recognizes as the screams of screamers like those who invaded the sylvan hideaway before, this time they don't seem to notice the entrance. In the morning, after another cold meal and standard preparations, the group heads out with a new plan formed.

The day is slightly less hazy than yesterday, though certainly visibility is still bad, and it's getting warmer, though not to the point that heat is the main discomfort anyone feels. Trudging back to the road, following it south for a while, and then back into the Ashen Wastes there are no signs of life at all other than your companions. The tedium of the landscape mixed with the constant fear that something might be lurking just outside your vision, obscured by the dust, combine to make a dull but stressful journey.

Early in the afternoon the lonely winds blowing their powdery dust are all the company you have in this ashen plain. Not even a small hill breaks the monotony around you. This changes as you spy something on the ground ahead. It looks like it may be bodies — recent if the dark stains visible upon them are any indication.

1:40 PM on Ardsdag, the tenth of Eostre, 3517 I.R.


Locmore wrote:
Zorblag wrote:
For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.
Oh for sure! I wasn't trying to ask about that though, I wanted to know about the stuff that uses "whenever you use the attack action", so stuff like Blooded Strike from the duelist sphere and Fatal Thrust from the fencing sphere, which is supposed to happen *when* you use one of the things you talked about but aren't their own special attack actions.

Ah, I see. I'd actually expect those to apply with attacks made with strike maneuvers. For things like fatal thrust we know that they only apply to the first attack for special attack actions like barrage or dual attack (dual wield sphere) that give extra attacks, so I guess that I'd expect that to happen here to for strike maneuvers that give more than one attack, but in general I see these as more like sneak attack damage (which I certainly expect would apply to strike maneuvers.) Like I said though, I'm not the one who decides.


For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.


I can see the maps as well. I've also created an alternate Minstrel version of my character if everyone else ends up using Spheres of Might Archetypes (instead of general Spheres archetypes.) It's less directly powerful, but probably gets a fair amount more out of actions both directly and from allies, so I'm happy to use either.


Anyone who wants to edit the maps will need to get permission from me to do so. You should be able to request that permission from the document (I know I've given it to a three people already and am happy to do it for others!)


Agreeing that somewhere else is the best place to be for now the group heads back towards the road, giving themselves some space between themselves and the building. The trudge through the Ashen Waste is silent and the ever-present dust continues to swirl thick in the air, but nothing in encountered along the way until it starts to get darker. When it gets close to evening you estimate that you're still about an hour away from the road. Would you like to stop and camp for the night or continue until you get to the road?

5:55 PM on Solstag, the ninth of Eostre, 3517 I.R.

If there's somewhere else on the maps (the Ashen Waste or the others) you'd like to head for we can start going there and find some new adventures!


And now that that's done I've just realized that for the Sphere Archetype you specified Spheres of Might and I went with Champions of the Spheres. I'm sure I can modify this without too much work to the Minstrel Archetype if the Kung Fu Exemplar (and the Spheres of Power stuff) isn't what you wanted, just let me know! Sorry in advance for the misunderstanding on my part!


Right, I've put together the mechanics for the build. I still need to work out the background and buy a bit more gear, but I think this is the build that I'm going with. If anything looks out of place let me know!

Vhinservun Build:

Vhinservun Tekra
Female Human Bard(Archaeologist, Kung Fu Exemplar, Rubato) 8 VMC Wizard
NG Medium humanoid (human)
Init +15; Senses Low-light Vision; Perception +2
--------------------
Defense
--------------------
AC 24, touch 20, flat-footed 18 (+4 Defense Bonus A, +5 Dex +1 Dodge +2 Natural Armor +2 Shield)
HP 112 (32 1st + 56 Bard + 24 Con)
Fort +11; Ref +17; Will +14
Special Defenses Evasion (take no damage instead of half on successful Ref save), Trap Sense (+2 to AC and Ref saves vs traps), Uncanny Dodge (Can’t be caught flat footed, doesn’t lose Dex to AC vs Invisible), Well Versed (+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects)
--------------------
Offense
--------------------
Speed 45 feet (30 with no martial focus)
Melee +4 Keen Adamantine Dagger +20 +15 (1d8 +8 B and P or S/15-20 +5 to confirm crits) or Adamantine Dagger +17 +12 (1d8 +4 P or S/18-20 + 3 to confirm crits)
Ranged +4 Keen Adamantine Dagger +20 +15 (1d8 +8 B and P or S/15-20 +5 to confirm crits, range 30 feet) or Adamantine Dagger +17 +12 (1d8 +4 P or S/18-20, range 30 feet)
--------------------
Statistics
--------------------
Statistics
Str 18 (+2 Enh), Dex 20 (+2 Enh), Con 16 (+2 Enh), Int 10, Wis 14, Cha 24 (+2 R, +2 Level, +2 Enh)
Base Attack +6; CMB +10; CMD 25; MSB +8; MSD 19
Feats Combat Expertise, Combat Stamina, Combatant Caster, Deadly Aim, Dodge, Extra Stamina, Fuse Styles, Great Focus, Improved Initiative, Magic Focus, Power Attack, Push the Limits, Signature Skill (All), Skill Focus (Perform (Dance)), Veiled Moon Style, Weapon Finesse, Weapon Focus (Light Blades)
Skills Acrobatics +27, Autohypnosis +27, Bluff +24, Climb + 15, Diplomacy +24, Disable Device +17, Fly +27, Knowledge (Arcana) +15, Knowledge (All others) +8, Linguistics +4, Perception +19, Perform (Dance) +27, Perform (String) +24, Sense Motive +15, Spellcraft +27, Stealth +27, Swim +12, Use Magic Device +21
Traits Adopted (Elves, Forlorn), Combat Training (Minute Hand), Fate’s Favored, Gift for Magic (Enhancement), Outlander (Exile), Unorthodox Method (Veiled Moon for Golden Lion)
Languages Common, Elven
Honor 24/100
--------------------
Oath
--------------------
Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.

Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
--------------------
Resources
--------------------
Bardic Performance Rounds: 25/25
Lore Master: 1/1
Lucky Horseshoe: 1/1
Martial Focus: 2/2
Send Senses: 3/3
Spell Points: 17/17
Stamina Points: 12/12
Secondary Stamina Points: 3/3
Tempo: 11/11

Active Element: Air
Stance: Elemental Flux Stance
Maneuvers Readied (4): Calm the Storm, Ghost Walk, Eldritch Fang, Raging Flux

Maneuvers Known: Calm the Storm, Eldritch Fang, Fading Strike, Flowing Creek, Ghost Hunting Blow, Ghost Walk, Minute Hand, Raging Flux
Stances Known: Elemental Flux Stance, Elemental Nimbus, Spirit Sensing Stance

Spell Slots
Level 1: 6/6
Level 2: 6/6
Level 3: 4/4

Spells Known
Level 0: Detect Magic, Ghost Sound, Light, Message, Prestidigitation, Summon Instrument
Level 1: Charm Person, Comprehend Languages, Cure Light Wounds, Grease, Feather Fall, Saving Finale, Silent Image
Level 2: Delay Poison, Glitterdust, Heroism, Invisibility, Mirror Image, Reckless Infatuation
Level 3: Charm Monster, Confusion, Infuse Self

Masterpiece Known: Triple Time
--------------------
Equipment
--------------------
Adamantine Dagger (3002)
Darkwood Buckler (205)

Belt of Mighty Constitution +2 (Belt, 4000)
Circlet of Persuasion (Head, 4500)
Cloak of Resistance +3 (Shoulders, 9000)

Handy Haversack (2000)
Lucky Horseshoe (6800)

Masterwork Thieves’ Tools (100)

29607 gold spent


Powers and Special Actions (by Action Type):

--------------------
Free Actions
--------------------
Bardic Performance (Rubato) Once per round trade rounds of bardic performance for tempo (either way) 2 to 1
Dagger Dancer Draw or sheath a dagger as a free action
Fortissimo 3 rounds of bardic performance and 2 tempo to increase damage from strike maneuver by 50%; wait 3 rounds to use again
Recover Maneuver Spend 3 tempo to recover a maneuver
--------------------
Swift/Immediate Actions
--------------------
Archaeologist’s Luck 11 rounds per day; +3 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.
Fuse Styles Enter a both a stance and a style with a swift action
Recover Maneuver Spend 2 tempo as a swift action to recover a maneuver
Taste of Victory If an attack hits a worthy enemy can spend 1 SP to use swift action to give +2 circumstance to hit and damage for 1 minute or until damaged and heal 12 temporary HP (1 SP to exceed normal HP max) or spend 1 SP to heal 3d8 + 6 HP; if attack crits or reduces to 0 hp don’t need to spend first SP
--------------------
Move Actions
--------------------
Bardic Performance 25 rounds per day; move or standard action to activate, free action to maintain; spend an extra round of bardic performance to activate when using a strike maneuver
-Cannon Allies recover a maneuver once per turn when they expend a maneuver of a different type
-Counterpoint Affected allies gain +4 on all non-damage rolls made as part of initiating counters.
-Countersong Range 30 feet; allies can use Perform (String) check from bard instead of normal save for sonic or language-dependant magical attacks
-Dirge of Doom Range 30 feet, no save; enemies are shaken.
-Dissonance Range 30 feet, DC 21 Will to negate; enemies take –2 on all non-damage rolls made as part of their attacks or strikes
-Distraction Range 30 feet; allies can use Perform (Dance) check from bard instead of normal save for illusion (pattern) or illusion (figment) magical attacks
-Fascinate Rrange 90 feet, DC 21 Will to negate; out of combat can fascinate an audience
-Inspire Competence Ally gets +3 competence bonus on one skill check.
-Inspire Courage Allies get +2 to saves vs fear and charm effects and attacks and weapon damage rolls
-Metronome While maintaining this performance, +2 tempo at the beginning of each turn
-Suggestion DC 21 Will to negate; suggestion on fascinated creature
Ki Metabolism Sleep only 2 hours per night, hold breath for 16 hours, consume 1/4 amount of food and water; move action to spend 1 SP to enter suspended animation
Mobile Focus Regain martial focus when move action moves at least 10 feet, less than half full movement
--------------------
Standard Actions
--------------------
Aegis Duration 8 hours; spend 1 SP for +2 Deflection to AC, 16 energy resistance to acid, cold, electricity, fire, or sonic, +4 Morale to saves vs Death Effects, or spend 2 SP for SR 16
Barrage Special attack action to make two ranged attacks at -2 to hit; expend martial focus to make three ranged attacks at -4 to hit
Change Active Element Focus to change active element
Charming Strike Make a weapon attack; if it hits can use Sleep charm on that target
Deadly Shot Special attack action to make ranged attack which ignores cover (not total) and miss chance from concealment (not total); expend martial focus to do +2d10 damage (+3d10 with daggers)
Energy Strike Make a weapon attack; if it hits target takes 3d4 P (1 SP for 6d4) damage (half if neutral, none if good) and DC 20 ref save or entangled and unable to move; if entangled creature is flying another DC 20 ref save or fall to ground
Enhance Equipment Mark and enhance armor, weapons to +4 with duration concentration, keen or blunt DR bypass; can spend a spell point to increase duration to 80 minutes; don’t need to spend a spell point to increase duration for light blades
Lore Master Take 10 on all knowledge checks; once per day take 20 as a standard action
Qinggong Power (Barkskin) 1 SP for +3 Natural Armor for 80 minutes
Qinggong Power (Restoration) 2 SP for Restoration on self
Send Senses 3 times per day create scrying sensor within 180 feet for 4 rounds
Sleep (Charm) Range 40 feet, DC 20 Will to negate, target must share a language and be able to hear; stagger target for 1d4 rounds or 1 SP to put target to sleep for 8 minutes (as per spell)
Temporal Strike Standard action to make a weapon attack; if it hits DC 20 fort save or exhausted (fatigued creatures fall asleep) or spend 1 SP and target makes DC 20 Will save or dazed and (I) gain standard action
--------------------
Other
--------------------
Climb Package Climb at half speed, full speed when taking -5 penalty
Clever Explorer (Ex) Disable complex devices in half the time, take 10 on Disable Device checks, even if distracted or endangered, can disarm magical traps
Combat Expertise When attacking take -2 to attack rolls, CMB and +2 Dodge to AC until the start of next turn
Combatant Caster While wielding a dagger +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield
Coordinated Movement Whenever you take the withdraw action, you regain your martial focus
Deadly Aim When making a ranged attack take -2 to hit, +4 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers)
Dodge/Mobility +4 Dodge bonus to AC vs AoO when moving out of or within threatened area
Fast Stealth Move at full speed using Stealth with no penalty
Forewarned Always act in the surprise round
Great Focus Maintain a second martial focus which is gained and expended independently from the first.
Lingering Performance Bardic performances and archaeologist’s luck last 2 rounds after performance stops
Melee Archer +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
Perfect Shot When suffering a miss chance due to concealment, roll the miss chance twice and take the most favorable result; don’t automatically miss when rolling a natural 1 on a ranged attack roll
Power Attack When making a melee attack take -2 to hit, +4 damage on melee attacks until next turn (-3 to hit, +6 damage for daggers)
Precise Shot No penalty for ranged attacks into melee
Run Package move five times your normal speed while running, +4 to make a jump after a running start, retain your Dex bonus to AC while running.
Swim Package May perform the charge and withdraw actions while swimming; move full speed while swimming as full-round action or 1/2 speed as move action
Throwing Mastery Thrown weapons bounce back to hand (if free) or space after attack resolves
Triple Time 1 minute to use 1 round of bardic performance to give up to 8 allies +10 enh to move for 1 hour
Veiled Moon Style 10 feet of movement each round is done as teleportation

Feats and Talents (by Level and Source):

Level One

Elephant in the Room Feat: Weapon Finesse
Casting Tradition Drawback Feat: Combatant Caster
Casting Tradition Drawback Feat: Magical Focus
Casting Tradition Talent: Enhancement Sphere
-Enhancement Talent: Deadly Weapon
-Enhancement Talent: Greater Enhance Equipment
Casting Tradition Talent: Mind Sphere
-Mind Talent: Charming Strike
-Mind Talent: Expanded Charm
-Mind Talent: Sleep
Kung Fu Exemplar Skill Discipline Feat: Skill Focus (Perform (Dance))
Martial Tradition Talent: Athletics Sphere (Run Package) (Associated Feat: Run)
Martial Tradition Talent: Barrage Sphere (Associated Feats: Point-Blank Shot, Rapid Shot)
Martial Tradition (Equipment) Talent: Dagger Bravo (Associated Feat: Weapon Focus (Dagger))
Martial Tradition (Equipment) Talent: Dagger Dancer (Associated Feat: Critical Focus)

Bonus Feat (Human): Improved Initiative
Level Feat: Dodge
Level Talent: Protection Sphere
-Protection Talent: Deathless
-Protection Talent: Energy Resistance
-Protection Talent: Spell Ward

Level Two

Campaign Feat: Combat Stamina
Campaign Feat: Push the Limits
Elephant in the Room Feat: Combat Expertise
Elephant in the Room Feat: Deadly Aim
Elephant in the Room Feat: Power Attack
Weapon Discipline: Weapon Focus (Light Blades)

Level Feat: Extra Combat Talent (Equipment Shield Expert, Associated Feat: Shield Focus)
Level Talent: Equipment Throwing Mastery

Level Three

VMC Wizard Familiar: Alertness

Level Feat: Extra Combat Talent] (Athletics [b]Swift Movement)
Level Talent: Time Sphere
-Time Talent: Lethargy
-Time Talent: Steal Time
-Time Talent: Temporal Strike

Level Four

Level Feat: Veiled Moon Style
Level Talent: Sniper Sphere (Associated Feat: Precise Shot)

Level Five

Campaign Feat: Signature Skill (Varied)
Kung Fu Exemplar Bonus Feat: Lingering Performance

Level Feat: Fuse Styles
Level Talent: Destruction Sphere
-Destruction Talent: Crystal Blast
-Destruction Talent: Energy Strike
-Destruction Talent: Wingbind

Level Six

Level Feat: Extra Combat Talent] (Sniper [b]Perfect Shot)
Level Talent: Athletics Expanded Training (Climb, Swim)

Level Seven

Campaign Feat: Extra Stamina

Level Feat: Extra Combat Talent] (Barrage [b]Mobile Focus)
Level Talent: Life Sphere
-Life Talent: Aggressive Vitatility
-Life Talent: Deeper Healing
-Life Talent: Taste of Victory

Level Eight

Rogue Talent (Combat Trick) Feat: Great Focus

Level Feat: Unhindering Shield
Level Talent: Sniper Steady Shot


Trait and Racial Trait Details:

--------------------
Traits
--------------------
Adopted (Elves, Forlorn), Social You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Combat Training (Minute Hand), Combat You learn one 1st-level maneuver (strike, boost, or counter) from any one discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier). If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines.

Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Forlorn, Race Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Gift for Magic (Enhancement), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.

Outlander (Exile), Campaign You gain a +2 trait bonus on Initiative checks.

Unorthodox Method (Veiled Moon for Golden Lion), Regional You trade one of your class’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.
--------------------
Racial Traits
--------------------
Ability Score Modifiers Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoid creatures with the human subtype.
Base Speed Humans have a base speed of 30 feet.
Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bonus Feat Humans select one extra feat at 1st level.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.


Skills Details:

--------------------
Skills
--------------------
Ranks: 91 (48 Class +16 Background +3 FCB +24 Sphere)

**Acrobatics +27/+16 (8 Ranks +5 Dex +3 Class)
Appraise +0 (+0 Int)
**Autohypnosis +27/+2 (2 Wis)
**Bluff +24/+10 (7 Cha +3 Circlet of Persuasion)
Climb +15 (8 Ranks +4 Str +3 Class)
Craft +0 (0 Int)
**Diplomacy +24/+10 (7 Cha +3 Circlet of Persuasion)
Disable Device +17 (+19 with tools) (8 Ranks +5 Dex +4 Clever Explorer)
Disguise +10 (7 Cha +3 Circlet of Persuasion)
Escape Artist +5 (5 Dex)
**Fly +27/+5 (5 Dex)
Handle Animal NA (7 Cha +3 Circlet of Persuasion)
Heal +2 (2 Wis)
Intimidate +10 (7 Cha +3 Circlet of Persuasion)
Knowledge (Arcana) +15 (8 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Dungeoneering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Engineering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Geography) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (History) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Local) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Martial) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nature) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nobility) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Planes) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Religion) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Linguistics +4 (1 Rank + 0 Int +3 Class)
Perception +19 (8 Rank +2 Wis +3 Class +2 Feat +4 Clever Explorer)
Perform (Dance) +27 (8 Rank +7 Cha +3 Class +3 Feat +3 Familiar +3 Circlet of Persuasion)
Perform (String) +24 (8 Rank +7 Cha +3 Class +3 Familiar +3 Circlet of Persuasion)
Profession NA (2 Wis)
Ride +5 (5 Dex)
Sense Motive +15 (8 Rank +2 Wis +3 Class +2 Feat)
Sleight of Hand +5 (5 Dex)
**Spellcraft +27/NA (0 Int)
**Stealth +27/+5 (5 Dex)
Survival +2 (2 Wis)
Swim +12 (8 Rank +4 Str)
Use Magic Device +21 (8 Rank +7 Cha +3 Class +3 Circlet of Persuasion)

** Acrobatics, Autohypnosis, Fly, Sense Motive, Spellcraft and Stealth checks can be made using Perform (Dance) +27; Bluff and Diplomacy checks can be made using Perform (String) +24
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Skill Unlocks
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Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Bluff The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
Climb You are no longer denied your Dexterity bonus when climbing.
Diplomacy The time required to influence a creature’s attitude or gather information is halved.
Disable Device Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
Fly A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.
Knowledge (Arcana) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Perform Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
Sense Motive If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
Spellcraft Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
Stealth Reduce the Stealth penalty from sniping by 10.
Swim You gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.
Use Magic Device You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.


Class and Archetype Features:

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Bard Class Features
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Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Versatile Performance (Dance, String) (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
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Archaeologist Archetype Features
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Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Uncanny Dodge (Ex) Starting at 2nd level, an archaeologist can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Trap Sense (Ex) At 3rd level, an archaeologist gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Rogue Talents At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Combat Trick (Great Focus): A rogue that selects this talent gains a bonus combat feat (see Feats).

Evasion (Ex) At 6th level and higher, an archaeologist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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Kung Fu Exemplar Archetype Features
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Proficiencies Kung fu exemplars are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice. (See Spheres of Might Section for martial tradition.)

Casting The kung fu exemplar may combine spheres and talents to create magical effects. A kung fu exemplar is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) (See Spheres of Power Section for casting tradition.)

Spell Pool The kung fu exemplar gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training A kung fu exemplar gains a combat or magic talent every time they gain a class level. Kung fu exemplars use their casting ability modifier as their practitioner modifier.

Skill Discipline At 1st level, a kung fu exemplar gains Skill Focus as a bonus feat, except that the skill chosen must be an Artistry, Craft, Perform, or Profession skill. Artistry, Craft, Perform, and Profession skills that the kung fu exemplar has the Skill Focus feat for are considered the kung fu exemplar’s kung fu skills. This ability replaces bardic knowledge.

Weapon Discipline (Ex) At 2nd level, a kung fu exemplar gains the Weapon Focus feat as a bonus feat. Additionally, they can calculate the damage of weapons they use and have selected with the Weapon Focus feat using the sacred weapon damage value of a warpriest, treating their kung fu exemplar levels as warpriest levels to determine the damage dealt.

Exemplar Strike (Ex) At 2nd level, whenever a kung fu exemplar performs an attack action, attack of opportunity, combat maneuver, or an attack granted by a martial talent with a weapon they have selected with the Weapon Focus feat, they may replace their base attack bonus with their ranks in any one kung fu skill they have (up to a maximum of their kung fu exemplar level) and use that skill’s governing attribute to calculate their attack bonus instead of Strength or Dexterity for that attack. This replacement of base attack bonus affects all abilities affecting the attack.

Ki Power (Su) At 4th level and every two levels thereafter, a kung fu exemplar gains one ki power from the unchained monk’s list of ki powers, treating their kung fu exemplar level as their unchained monk level and using their practitioner ability modifier in place of their Wisdom modifier when determining the effects of ki powers the kung fu exemplar gains.

Some ki powers require the kung fu exemplar to be of a specific level or higher before they can be chosen. Instead of spending one or more ki points on a ki power, the kung fu exemplar may instead spend one spell point per ki point required. As long as the kung fu exemplar has one or more spell points in their spell pool, they are treated as having at least one ki point in their ki pool for the purposes of ki powers.

Qinggong Power (Barkskin): 1 Ki point

Ki Metabolism: A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

Qinggong Power (Restoration): 2 Ki points

Skill Unlock At 5th level, the kung fu exemplar gains the Signature Skill feat for a kung fu skill they have a general (non-combat) feat as a bonus feat.
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Rubato Archetype Features
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Maneuvers A rubato begins his career with knowledge of three martial maneuvers. The disciplines available to him are Elemental Flux, Golden Lion, and Mithral Current.

Once the rubato knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by rubati is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A rubato’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

The rubato learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through rubato levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A rubato must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the rubato can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the rubato need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A rubato’s initiation modifier is Charisma, and each rubato level is counted as a full initiator level.

Maneuvers Readied A rubato can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A rubato must always ready his maximum number of maneuvers readied. He readies his maneuvers by practicing weapon drills or communing with the primal rhythm for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The rubato does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers.

A rubato begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

In order for the rubato to recover maneuvers, he must expend tempo. A rubato can recover a single expended maneuver as a swift action by spending 2 points of tempo, or as a free action by spending 3 points of tempo. A rubato may not recover a maneuver by spending tempo in the same round that he initiated it, though he might be able to recover it in another way.

Stances A rubato begins his career with knowledge of one stance from any discipline open to rubati. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through rubato levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the rubato does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a rubato cannot learn a new stance at higher levels in place of one he already knows.

Tempo (Su) As the rubato fights and draws on the Primal Song, he builds a supernatural energy known as tempo. Outside combat, a rubato has no tempo to spend. When a rubato enters combat, he gains a tempo pool equal to 1/2 his class level (minimum 1) + his rubato initiation modifier at the start of his first turn, and adds one point of tempo to his tempo pool at the start of each of his turns thereafter. His tempo pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. The rubato may not gain tempo out of combat, even if another ability would normally permit him to. A rubato can spend tempo as if it were animus when augmenting maneuvers or using feats such as Animus Healing.

Bardic Performance Like all bards, the rubato can use his performances to create magical effects on those around his. Once per round as a free action, a rubato can expend one round of his bardic performance to add 2 points of tempo to his tempo pool. Alternatively, he can spend 2 points of tempo to regain one round of his bardic performance. He may only use one of these abilities in a given round. In addition, a rubato can start a bardic performance in the same action as initiating a strike by spending one additional round of his bardic performance ability.

Rubati learn different performances than most bards. A rubato still learns inspire courage, inspire competence, and soothing performance, but otherwise learns performances from the list below. A rubato’s performances may all use either audible or visual components, even if they would otherwise only use one or the other.

Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.

Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.

Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.

Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.

Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom.
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Variant Multiclass Wizard Features
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School (Divination, Scryer): At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.

School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).

Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.

You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Path of War Details:

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Elemental Flux Discipline
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Elemental Flux’s associated skill is Spellcraft, and its associated weapon groups are light blades, monk, and thrown.

Active Elements: Many Elemental Flux maneuvers deal damage of the initiator’s active element’s associated energy type. The four available active elements (and their associated energy type) are air (electricity), earth (acid), fire (fire), and water (cold). A character that knows at least one Elemental Flux maneuver chooses his active element when he readies his maneuvers, and can change it by focusing as a standard action. A character can only have one active element at a time. An Elemental Flux maneuver that deals energy damage gains that damage type as a descriptor. If a character is psionic, they can change their active energy type whenever they change their active element, and vice versa. A psionic character’s active energy type need not match their active element.

Elemental Nimbus (Level 1 Stance) Channeling the strength of the elements lends your attacks strength and fury. While you maintain this stance, you gain one of the following benefits, based on your active element:

*Air You gain a +2 bonus on attack rolls against opponents wearing metal armor, and your attacks deal an additional 1d6 points of electricity damage. At initiator level 10th, the bonus on attack rolls increases to +4 and the additional damage increases to 3d6.
*Earth The strength of the earth empowers your weapon, causing it to deal damage as if it was one size category larger. Starting at initiator level 10th, your weapons instead deal damage as if they were two size categories larger.
*Fire Your attacks deal additional fire damage equal to your initiation modifier. At initiator level 10th, this damage increases to be equal to twice your initiation modifier.
*Water When you successfully hit an opponent with an attack, they must succeed at a Fortitude save (DC 11 + your initiation modifier) or become staggered for one round. A creature cannot be staggered by this stance more than once per round. The save DC for this stance’s effect increases by +1 at initiator level 5th and at every four initiator levels thereafter.

Eldritch Fange (Level 2 Boost) You fill your strike with eldritch energy that overwhelms the senses of your target. After initiating this boost, the next attack you make this round deals an additional 1d4 points of force damage and automatically overcomes damage reduction. If it hits, the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become staggered for one round.

Animus augmentation: You may spend one point of tempo to increase the additional damage of this boost to 2d4.

Element Flux Stance (Level 3 Stance) Filling both your body and soul with the power of the elements, you open yourself up to new powers. While you maintain this stance, your attacks deal an additional 2d6 points of damage of your active element’s associated energy type, you gain energy resistance 15 to your active element’s associated energy type, and you gain one of the following effects, based on your active element:

*Air Your speed and perception are heightened, granting you a +4 bonus on initiative checks and a +4 dodge bonus to your AC.
*Earth The strength and durability of the earth suffuses your bones, granting you DR 5/adamantine.
*Fire Your body is filled with warmth and healing light, granting you fast healing 1. In addition, you glow like a torch as if under the effect of a light spell.
*Water Your body is inured against debilitating effects, granting you a +2 bonus on all saving throws.

Raging Flux (Level 3 Strike) You know how to strike with such eldritch force that it drives your foes backwards. Make an attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage of your active element’s associated energy type. For every 10 points of damage you deal, the target of this attack is pushed 5 feet away from you in any direction. If this movement causes the target to collide with a solid object (such as a tree or a wall), it takes an additional 1d6 points of bludgeoning damage from striking the surface.

Animus augmentation You may spend one point of tempo to push the target an additional 5 feet.
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Mithral Current Discipline
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Mithral Current’s associated skill is Perform (dance), and its associated weapon groups are light blades, heavy blades, and polearms.

Flowing Creek (Level 1 Counter) Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.

Calm the Storm (Level 2 Counter) By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.
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Riven Hourglass Discipline
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Riven Hourglass’ associated skill is Autohypnosis, and its associated weapon groups are flails, hammers, and light blades.

Minute Hand (Level 1 Boost) You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.
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Veiled Moon Discipline
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The key skill for Veiled Moon is Stealth, and its associated weapon groups are light blades, double weapons, and spears.

Ghost Hunting Blow (Level 1 Boost) By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.

Spirit Sensing Stance (Level 1 Stance) By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

Fading Strike (Level 2 Strike) The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.

Ghostwalk (Level 3 Boost) The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver.


Spheres of Might Details:

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Martial Tradition: Dagger Dancer (Custom)
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-Athletics Sphere (Run Package)
-Barrage Sphere
-Dagger Bravo
-Dagger Dancer
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Athletics Sphere
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When you gain the Athletics sphere, you gain one of the following packages (Run) with its included abilities. You may take the Expanded Training talent to gain additional packages.

Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.

Climb Package You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.

Run Package You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. [/b]Associated Skill:[/b] Acrobatics. Associated Feat: Run.

Swim Package You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed). Associated Movement Mode: Swimming. Associated Skill: Swim.

Expanded Training Choose and gain two packages you do not already possess. You may select this talent multiple times, gaining two new packages each time.

Swift Movement When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
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Barrage Sphere
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Melee Archer You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.

Barrage As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess beyond 6, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.

Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot

Mobile Focus Whenever you move at least 10 ft. but no more than half your total speed using a move action on your turn, you regain your martial focus.
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Equipment Sphere
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Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

Dagger Dancer You can draw or sheath a dagger as a free action and you gain a +3 circumstance bonus on attack rolls to confirm critical hits with daggers. At +10 base attack bonus, this circumstance bonus increases to +6. Associated Feat: Critical Focus

Shield Expert You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0). Associated Feat: Shield Focus.

Throwing Mastery When using an attack action, attack of opportunity, or additional attack granted by class features or talents to make a ranged attack against a creature with a thrown weapon, you may apply extra spin to the throw, causing the weapon to bounce back towards you after the attack resolves. As long as you have at least one hand free, you may automatically catch a weapon after it rebounds in this manner, otherwise the weapon lands in your square (or the nearest legal square beneath you if you are flying, levitating, or otherwise not standing on the ground).
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Sniper Sphere
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Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.

Deadly Shot As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.

Steady Shot (snipe) When performing a deadly shot, you may ignore the cover bonus to AC granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. At +10 base attack bonus, you also ignore total concealment.

Perfect Shot As long as you have martial focus, whenever you would suffer a miss chance due to concealment, roll the miss chance twice and take the most favorable result. In addition, as long as you have martial focus, you no longer automatically miss when rolling a natural 1 on a ranged attack roll; your attack must still hit the target’s AC as normal. At +10 base attack bonus, you can reroll a result of 1 on a ranged attack roll once per round.


Spheres of Power Details:

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Casting Tradition Dagger Dancer (Custom)
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Galvanized Your magic was forged by war, and is integrated with your fighting abilities. To use or concentrate on your abilities, you must be wielding a martial or exotic weapon with at least some metal components (even some metal decorations on a wooden weapon are sufficient). You must be able to attack with the weapon (it cannot be tied down or otherwise unusable), and you must have proficiency with it. The weapon itself does not need to have any special abilities, but cannot have the broken condition.

Being disarmed or having the weapon sundered counters any sphere abilities you are casting or maintaining. If a polymorph spell causes the weapon to become part of your body you lose your abilities, unless you can still attack with the weapon somehow. You can still switch between weapons while maintaining sphere abilities.

Magical Signs Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.

Dagger dancers carve elven runes in the air with a weapon to create magical effects. The runes then attack themselves to the target of the spell and remain visible until the effect ends.

Skilled Casting (Perform (Dance)) You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing any armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so by whispering and thus not automatically break stealth.

Somatic Casting x2 You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.

You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Bonus Spell Points +1, +1 per 6 levels in Kung Fu Exemplar

Drawback Feat: Combatant Caster You have an increased selection of weapons. As long as you wield any kind of weapon that you are proficient in and can attack with, it counts towards meeting the requirements of Galvanized.

For the purposes of unarmed strikes or natural attacks you are considered wielding your weapons when you are not impeded in using them. Having your arms bound, or wearing heavy chains on your legs are an example of how an average human would be considered unarmed with unarmed strikes.

While wielding a weapon appropriate for your drawback, you gain a +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield.

Special: This feat counts as Combat Casting for the purposes of meeting other prerequisites that depend on it. This feat's benefits to concentration checks do not stack with Combat Casting.

Drawback Feat: Magical Focus Whenever you enhance your focus or a weapon you are wielding with Galvanized Casting, you may choose to have the effect continue without concentration without spending a spell point. This feat only applies to the spell point spent to relinquish concentration. If another feat, talent, or class feature grants you the ability to spend more spell points when relinquishing concentration to improve the effects, you still need to spend the additional spell points to gain those benefits.
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Destruction Sphere (CL 6)
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Drawback: Aligned Combatant (Good) Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your destructive blast deals no damage to creatures who possess this alignment and full damage to creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Neutral creatures (those who possess neither your selected alignment nor its opposite) suffer only half damage from your destructive blast.

Drawback: Energy Focus (Crystal) Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.

Drawback: Shape Focus (Energy Strike) You may only make a destructive blast of a single shape. You must select a (blast shape) talent with the bonus talent granted by this drawback, and cannot make destructive blasts except when using that (blast shape). You may not select any other (blast shape)

Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).

When augmenting a destructive blast with Destruction talents, you may only apply 1 (blast type) talent and 1 (blast shape) talent to each individual destructive blast. If a blast type or blast shape grants a combat maneuver check, that maneuver ignores normal size limitations.

Crystal Blast (blast type, crystal) Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4 instead of d6 as its damage die and deals piercing damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.

Energy Strike (blast shape) [strike] As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.

Wingbind When using a blast type that entangles, flying entangled targets that are entangled must succeed at an additional Reflex save or be unable to fly and fall to the ground. This does not affect creatures with magical flight.
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Enhancement Sphere (CL 8)
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Drawback: Marking Enhancements A mark appears on any creature or object you enhance. This mark always appears on a body part or portion of the object where it is easily visible. The mark can be easily removed; it can be rubbed away as a standard action (which requires a touch attack and provokes an attack of opportunity if the creature is not willing), or fades away after being exposed to water or another solvent for one minute. Once the mark has been removed, the enhancement ends prematurely.

Drawback: Personal Magics You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.

Enhance As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.

Each time you use enhance, you choose one enhancement to bestow.

Deadly Weapon (enhance) You may enhance a weapon, granting it the keen special ability if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (minimum 0).

Alternatively, you may instead alter the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing.

Enhance Equipment (enhance) You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

Greater Enhance Equipment When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1, and raise the maximum enhancement cap to +6. Additionally, when spending a spell point to allow Enhance Equipment to endure for 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level. If you possess Deep Enhancement, this enhancement instead lasts for 1 hour per caster level.
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Life Sphere (CL 6)
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Drawback: Glorious You are not a healer, you are a soldier, and life cannot be given before it is taken. You cannot use your Life sphere abilities without successfully attacking a worthy enemy first. You gain the Taste Of Victory talent as your bonus talent for this drawback, but you can only use your Life abilities when Taste Of Victory is triggered.

Drawback: Limited Restoration (Cure/Invigorate) Choose either restore or cure/invigorate. You can only use this ability or abilities and lose the ability to use the ones not chosen.

Drawback: Regenerate You may only target yourself with your Life sphere abilities.

Taste Of Victory Whenever you successfully hit a creature with at least half as many Hit Dice as your character level with an attack that requires an attack roll, you may spend an additional spell point to use a Life sphere ability as a swift action on any willing creature within range. If the attack was a critical hit, knocked the target creature unconscious, or reduced the enemy to 0 or fewer hit points, you may use the Life sphere ability without spending the additional spell point required to use this talent.

Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).

Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).

Greater Invigorate When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 1 hour per caster level. You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond their usual hit point total, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.

Vitality (Vitality) talents are benefits a caster may grant to any ally at the same time they use any other Life sphere ability on them. (Vitality) talents always have a duration of up to 1 minute starting at the time the effect was used, or until the target takes damage from either failing a saving throw or being hit with an attack roll.

If a caster possesses multiple (vitality) talents, they may only grant one to the target of their Life sphere effect, but may choose to grant different benefits to each target of a particular Life sphere ability.

A creature can benefit from a (vitality) talent attached to a Life ability, even if they do not actually gain anything from the Life ability (such as using cure on a creature at full hit points).

Aggressive Vitality (vitality) Your Life magic gives the target a fevered strength. This grants the target a +2 circumstance bonus on attack and damage rolls with weapon attacks.
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Mind Sphere (CL 6)
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Drawback: Blatant Side-Effects (Mark) Your mind-affecting magic acts more like a hammer than a scalpel, and produces odd, unintended changes in your target, effectively giving your mind-affecting effects a signature, recognizable trait. Deadpan speech patterns accompanied by an echo and a change in vocabulary, strange glowing halos, curious tremors in the earth whenever the target draws near, the temporary growth of horns or antlers, or even inexplicably vibrant, sometimes swirling, eyes are just some of the traces that your magical mind-affecting effects might leave on their targets.

These side effects vanish without a trace when a target is no longer under the effect of one of your mind-affecting effects, making it incredibly obvious when you are influencing someone’s mind and when you are not. Whatever the nature of the signs, a person speaking to or observing a target so affected will recognize the creature’s signs with a DC 10 Perception check, and may know (either through personal history or a DC 10 Spellcraft check) that the target is under mental control. In addition, a DC 15 Sense Motive check will suggest mental coercion and allow someone to detect the enchantment at work, as will a DC 5 Sense Motive check for incredibly blatant mind-affecting effects (such as the Enthrall or Mind Control talents or the dominate person spell).

Drawback: Empath You do not gain the Suggestion charm. You must select a (charm) talent with the bonus talent granted by this drawback.

Drawback: Lost In Translation Your charms become language dependent effects; the targets of your (charm) talents must share a language with you in order for the charms to take effect, and the language must be properly spoken to them as part of the casting. Creatures incapable of hearing you cannot be affected by your charms. You may not select or use (cloud) talents.

Charm You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

Charming Strike [strike] You may deliver charms via a melee touch attack. As a standard action, you may make a single weapon attack in conjunction with using a charm. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by the charm. If using a scatter weapon, the charm only applies to a single target, chosen at the time of attack.

Expanded Charm Your charms may affect creatures of any creature type, instead of just your own. This does not allow you to affect creatures immune to mind-affecting effects with your charms.

Sleep (charm) You put the target to sleep.

Lesser Charm: You make the target lethargic, making it staggered for 1d4 rounds (Will negates).

Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action (an application of the aid another action).
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Protection Sphere (CL 6)
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Drawback: Limited Protection (Aegis) Choose either aegis or ward. You lose the other ability and cannot take talents that only grant or alter the lost ability.

Drawback: Protected Soul You cannot target other creatures with your aegis, only yourself. You must use the bonus talent gained from this drawback to gain an (aegis) talent.

Drawback: Second Skin Your aegis not only surrounds creatures, it enchants their skin directly. You may only apply an aegis to a creature who is wearing no armor, and wearing armor suppresses its effects. You must use the bonus talent gained from this drawback to gain an (aegis) talent.

Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.

Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.

Deathless (aegis) You may create an aegis that blocks direct attacks on one’s life. This grants the subject a +4 morale bonus to saving throws against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects, as well as harmful effects originating from healing spells, Life sphere abilities, channeled positive energy, and other magical healing effects. The subject is granted a Will save to negate these effects even if one is not normally allowed.

Deflection (aegis) You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.

Energy Resistance (aegis) You may create a ward that suppresses one energy type of your choice (acid, cold, electricity, fire, or sonic). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either acid, cold, electricity, fire, or sonic. These effects only absorb damage and may not protect from other side effects of an attack.

Spell Ward (aegis) Spend 2 spell points instead of 1 to create an aegis that grants the target spell resistance equal to 10 + your caster level.
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Time Sphere (CL 6)
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Drawback: Altered Time (Haste, Slow) Choose either Haste or Slow. You lose this ability. You may take this drawback twice, losing both Haste and Slow.

Drawback: Temporal Blade You must select the Time Strike talent with the bonus talent gained from this drawback. You cannot use any alter time ability except through the use of the Time Strike talent.

Time Strike [strike] As a standard action, you may make a single weapon attack in conjunction with using an alter time effect that targets a single creature. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the alter time effect. If using a scatter weapon, the effect only applies to a single target, chosen at the time of attack.

Lethargy (time) You may spend a spell point and make a melee or ranged touch attack against a target within range, causing them to experience a massive amount of time in a single instant, rendering them exhausted unless they succeed at a Fortitude saving throw. Targets who are already fatigued or exhausted fall asleep.

Sleeping creatures are helpless. Slapping or wounding awakens a sleeping creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action), and the target awaken exhausted if it got less than 1 hour of sleep, or fatigued if it got less than roughly 8 hours.

Steal Time (time) You may spend a spell point to attempt to erase a creature’s turn from existence. The target is dazed for 1 round (Will negates). If successful, you immediately gain an additional standard action. An individual target cannot suffer the effects of this ability more than once per round. Even if you successfully target multiple creatures in the same round with this ability (such as through the Mass Time talent), you cannot gain more than a single standard action in a round in this manner, nor can you use this new standard action to activate this talent an additional time by any means.


Stamina Combat Tricks:

Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Critical Focus If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Dodge When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.
Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Rapid Shot When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.
Point-Blank Shot You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.
Shield Focus When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.
Weapon Focus (Light Blades)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.


Sebecloki wrote:
Krat the Brutal wrote:

Would Krat recognize the term Malachite Ring? In theory for his backstory he's cleared his activities with the local thieves guilds and the like, but there's nothing mechanical tied to that.

Krat nods to Eleven_Zee_Alpha, acknowledging her observation, but continues speaking to the voice anyhow, answering the question directed to Gigar. "I'm certain the rumors were nothing you haven't heard given your obvious resources, but we were just investigating the cause of the iron ore shortage from the Vensnak and the new source coming from the Maquaoran Fleet. When there's this sort of change in a system there are often opportunities to be had for those who seek them out, but I'm sure I don't have to explain that to you."

Deciding that it won't be unknown for long and wanting to offer something that might be new to the speaker and usable as a hook or show of good faith Krat offers up the piece of information he's learned which they might be least likely to know at this time. "We did chance to overhear something about a submersible war vessel which was news to us and might or might not have anything to do with the ore shipments, but you probably known more about that we do already."

I honestly hadn't read that in your background. I'll make a longer post tomorrow to incorporate that. The set up will be that there's one psionic thief guild (the Diamond Knives) and one non-psionic one (the Malachite Ring). Krat will be associated with the psionic one. How does that sound?

Sounds good. Krat would do whatever possible to keep on good terms with both organizations without getting too deeply involved with either one (though he'd expect either or both to take a cut of whatever he steals from various targets and is fine with that.) Since he's new in town he shouldn't be too deeply invested in either organization just yet, but being associated with the Diamond Knives would make more sense given his psychic powers.


@Soto Elendor, if you're wanting to keep the Spheres of Power/Might as simple as possible you might consider the Sphere Paladin Archetype from spheres of Power. It would just give you another source of magic; a total of 5 Talents/Spheres total and nothing too unweildly. For buffing and Cavalier-ish purposes you might consider the War Sphere which will let you make totems (essentially create an area of effect that gives allies buffs or debuffs enemies depending on the totem you create,) and rally allies (use immediate actions to give allies affected by your totems reactions to various things that might happen.) It can get more complicated than that even just in the War Sphere, but you can easily keep it pretty simple and just give yourself some extra options through that.

Spheres of Power and Might are wide open for things you can do with them, but that might be a simple starting place?


@Sebecloki, I'm going with a VMC wizard, and we're getting crazy things already, so two more feats wouldn't offend me at all, (though anything I'm adding at this point isn't particularly necessary for my character idea.)

@The Lucky Halfling, I would support a martial healer of sorts with us!


Sebecloki wrote:
Zorblag wrote:
Kung Fu Exemplar gets Signature Skill (the Skill Unlock Feat) for a single skill at level 5. For this campaign (as we already have that,) is there anything that would make sense to replace it? A single talent or feat? A particular talent or feat that you can think of? Some skill ranks? Just let it go as it's only the one feat that's getting wasted and not a huge deal?
Just suggest something you think is fair.

Hmm, perhaps a general (non-combat) feat then if that sounds reasonable to you.


I hear you; the build that I've got is (like any combining base pathfinder, Spheres and Paths of War) mechanically complex. Generating that document is taking some time. But it's also been fun learning new things along the way, so time well spent!


Kung Fu Exemplar gets Signature Skill (the Skill Unlock Feat) for a single skill at level 5. For this campaign (as we already have that,) is there anything that would make sense to replace it? A single talent or feat? A particular talent or feat that you can think of? Some skill ranks? Just let it go as it's only the one feat that's getting wasted and not a huge deal?


Hidden Dice Rolls:

1d100 ⇒ 67

When Auleth tries to charge and attack Khoran he is put into a nice gentle sleep allowing Grimm to recover his weapon for now. While this happens outside Bannog looks around and sees almost no one left to interact with, just Tristan dragging Groff through the door. In his confusion, the goblin decided to sneakily once again attack himself!

Bannog self damage: 1d8 - 1 ⇒ (1) - 1 = 0 1 damage

After this, Tristan is able to drag Groff through the doorway, out of sight leaving Bannog on his own while the rest of the party restrains the sleeping Auleth and Groff so they won't hurt anyone when they awake. A short time later, with no more damage done, the spell wears off the the party takes stock of the situation.

The total duration of the spell is 12 rounds.

The encounter is over and you are now outside the building in the Desolation in the late afternoon.

4:35 PM on Solstag, the ninth of Eostre, 3517 I.R.


I think the question is can The Lucky Halfling take the benefit of forgoing the class feature from the archetype (in that example getting the spheres instead of Hunter's Bond,) and also get normal benefit from the class (in this case also keep Hunter's Bond from the main Ranger class.) I assume the answer is yes.


@Sebecloki, if I have Versatile Performance or the like which lets me use the bonuses in one skill in place for the bonuses in another can I use the ranks in the first skill to satisfy rank requirements for feats, skill unlocks and the like?

Versatile Performance wrote:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill.

For example, suppose I have Versatile Perform (Dance) which lets me use dance for at least Acrobatics and Fly. Suppose I don't have any ranks in Acrobatics.

Would the ranks in Perform (Dance) give me the skill unlocks in Acrobatics?

Would the ranks in Perform (Dance) let me gain the Dodge benefits for fighting defensively (if you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2)?


The other sets of dice rolls for stats to see if I can improve on the first:

2 24d6 ⇒ (6, 6, 3, 5, 5, 1, 6, 4, 2, 5, 6, 6, 6, 4, 1, 1, 3, 6, 3, 2, 6, 3, 4, 5) = 99
3d6 ⇒ (3, 1, 4) = 8

3 24d6 ⇒ (2, 5, 5, 3, 1, 1, 4, 3, 5, 2, 1, 3, 3, 5, 5, 2, 2, 3, 2, 2, 1, 3, 6, 2) = 71
4d6 ⇒ (2, 1, 4, 1) = 8

4 24d6 ⇒ (3, 1, 3, 6, 4, 3, 1, 3, 3, 6, 5, 2, 6, 1, 1, 3, 4, 3, 4, 5, 1, 6, 1, 3) = 78
6d6 ⇒ (1, 4, 3, 5, 3, 4) = 20

5 24d6 ⇒ (5, 6, 5, 2, 5, 6, 2, 5, 5, 2, 3, 5, 5, 5, 6, 2, 3, 1, 4, 1, 6, 2, 2, 6) = 94
2d6 ⇒ (1, 5) = 6

6 24d6 ⇒ (6, 4, 2, 3, 3, 6, 3, 3, 4, 3, 6, 1, 6, 3, 5, 3, 4, 2, 1, 3, 5, 6, 5, 3) = 90
2d6 ⇒ (3, 4) = 7

7 24d6 ⇒ (5, 6, 6, 1, 2, 1, 6, 6, 4, 4, 4, 1, 2, 3, 5, 2, 2, 5, 1, 1, 2, 4, 3, 2) = 78
5d6 ⇒ (6, 3, 2, 3, 4) = 18

8 24d6 ⇒ (2, 6, 2, 5, 2, 1, 1, 1, 5, 3, 5, 1, 5, 2, 1, 4, 6, 3, 4, 1, 3, 3, 1, 4) = 71
6d6 ⇒ (4, 6, 2, 1, 6, 1) = 20

9 24d6 ⇒ (1, 3, 6, 4, 1, 5, 5, 4, 1, 4, 3, 5, 3, 6, 2, 6, 2, 3, 1, 2, 6, 3, 6, 4) = 86
4d6 ⇒ (4, 1, 4, 2) = 11

10 24d6 ⇒ (5, 1, 1, 5, 3, 4, 6, 4, 3, 2, 4, 3, 3, 2, 3, 4, 6, 6, 6, 6, 5, 6, 3, 5) = 96
2d6 ⇒ (4, 5) = 9

11 24d6 ⇒ (5, 2, 5, 2, 4, 4, 3, 4, 1, 3, 5, 3, 2, 3, 5, 3, 6, 6, 2, 3, 4, 3, 2, 5) = 85
1d6 ⇒ 4

12 24d6 ⇒ (6, 3, 1, 4, 5, 3, 6, 2, 1, 6, 3, 4, 3, 2, 6, 3, 1, 1, 2, 6, 1, 2, 6, 2) = 79
4d6 ⇒ (6, 2, 3, 1) = 12

So from set 2 (the set one rolled here) it's 8 6s, 4 5s, 4 4s, 2 3s

So 18, 18, 16, 16, 12, 10 or some such.

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