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here's the shielder's dpr:

dpr math:

full attack w/o ranger focus or PA:
22/17 shield attacks(2d6 +2d6 +15) avg damage per hit=29
.95*1.05*29= 28.9975
.7*1.05*29= 21.315
dpr~50.3125

full attack w/ PA(penalty to ac instead of attack bonus- tiger pounce):
22/17 shield attack avg damage per hit=38
.95*1.05*38= 37.905
.7*1.05*38= 27.93
dpr~65.835

full attack w/ ranger focus:
26/21 shield attack avg damage per hit=33
.95*1.05*33= 32.9175
.9*1.05*33= 31.185
dpr~64.1025

full attack w/ ranger's focus + PA:
26/21 shield attack avg damage per hit= 42
.95*1.05*42= 41.895
.9*1.05*42= 39.69
dpr~ 81.585


some dpr values that include haste:

full attack w/ haste and PA:
23/23/18
.95*1.05*38= 37.905
.75*1.05*38= 29.925
dpr~105.735

full attack w/haste, PA, and ranger's focus:
27/27/22
.95*1.05*42= 41.895
dpr~ 125.685

so here is the dpr. its ok but not amazing but I tend to like that every hit is a bull rush which I think is pretty cool. The haste values are just so we can see some of what a party setting can do.

If this were an 11 lvl build, this would be a very different build but in 10 lvls, using ranger was the only way to make this work. :(


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Rounds per lvl: displacement and haste
Minutes per lvl:shield, protection from evil, cat's grace, monstrous physique, and mirror image.
hours per lvl: mage armor and stoneskin.

This example is 100% bs because:
1. you are spending 10 spells to do it.
2. only 2 of those buffs are going to last all day.
3. 6 of them you are only going to have up for 10 minutes. which basically means that you are not going to have them up all day or at the beginning of the first encounter.
4. 2 of them are only going to be around for 10 rounds.

So 2 rounds of every encounter you are definitely buffing your ac and 6 more rounds of most encounters, you are also buffing your ac. I am not sure if your party is going to know you are even there.

So yes cartigan, you are currently being a super troll.


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If the trait says it gives you a +2 trait bonus to damage against x and another trait gives you a +1 trait bonus damage while using x, the bonus would not stack.

I am not personally familiar with the traits you are mentioning. If these traits do not describe the bonus as a trait bonus you may be ok. Though there may be a general rule for traits that states all bonuses from traits are trait bonuses.


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Loengrin wrote:


thepuregamer wrote:
Seriously try and find the rule that states that players cannot take monster feats. monster feats like other feats have prerequisites. If the players meet those prerequisites, they can take the feat. A player doesn't need special permission to use a monster feat any more than they would need special permission to take skill focus.

The Bestiaries are not player's book... They are DM only books... So the feat in the MM are not for the players... That's as simple as that for me ;)

As a DM I can authorize some of these feats to my players but they can't choose it as they wish (well since they don't have the Bestiaries they even don't know of them all ;) )

sounds like you were unable to find any rules to support your argument because you didn't quote anything. you can of course modify things any way you want in games you dm. A dm can ban anything he wants. you would be just as justified in banning your players from using weapon focus.

thepuregamer wrote:
unless the lvl 4 synthesist uses one of the methods I already outlined.
loengrin wrote:


And you think that, as a DM, I will let him do it ? :D
He has to use a DM only books, just for that he has to ask if he can take the feat ;)

They are free to take everything from the player's book (We currently use : Core+APG+UM) everything else is subject to DM approval... ;)

yeah, you can do that as dm. but it is a house rule. which is fine but I do not see why you are touting your opinions as if they are rules in the rules forum.


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yeah, at lvl 20, a wizard ends up with an initative result of 30+dex mod+misc without rolling. So I think winning initiative is out of the question. You might want to focus on surviving the first round instead.

Though you are not too screwed. I mean if the wizard goes the option of time stop, he will be mind blanked, invisible + you will be surrounded by multiple summoned or called creatures.

But there is a bright side. The wizard is hardly a winner if he goes the time stop route because this just turns the battle into a stalemate. See once he completes his time stop, you get to start your turn and do exactly the same thing.

If your cleric has the trickery domain, then on your turn you cast time stop and basically do everything he did. Then the battle recommences with both of you being mind blanked/ invisible/ flying with a bunch of called/ summoned creatures at your command.

Now if he tries to take you out in 1 turn, then he will instead do a quickened enervation + a save or die. So then your other contingency should be an item of spell turning so that he eats his own enervation.


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you could order your eidolon to nudge you awake every 2 minutes... then he would always be with you.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So many people get hung up on how to calculate durations for PaO, but what about when you use it to turn into things greater polymorph spells does not mention?

What bonuses, abilities, etc do you get when turning into a fey, outsider, or other unmentioned creature?


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as the title suggests I was trying to list all the ways one can boost caster lvl for spell effects.
So far I have:
1. Death Knell(temporary +1)
2. gifted adept trait(1 spell)
3. Loreseeker or missionary traits(pick 3 spells)
4. Moon Circlet(situational +/- 1 or 2)
5. Arcane beacon from arcane domain(+1 for arcane spells)
6. orange ioun stone of (+1 cl)
7. greater strand of prayer beads(karma bead- +4 cl for 10 mins, once per day)
8. Varisian Tattoo from the Campaign Setting book and the Rise of the Runelords Player's Guide. It has a prerequisite of Spell Focus in the appropriate school, upping the DC +1 for every spell in that school cast and upping your level +1 in spells from that school. Divination is the only restricted school.
9. (Witch only) coven hex. Lasts 1 rd, needs at least 2 witches, but no maximum boost (+1 per coven witch within 30' aiding )

Are there any others I am missing? I have been adding new ones in as people mention them.


5 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.
MicMan wrote:

Umm, no, it has been discussed but no definite conclusion has been reached.

But if you compare the descriptions it is pretty much clear:
...
Soo, if you read it so that a smoke bomb deals fire damage in addition to creating a cloud then a frost bomb should do soo too - which is clearly not the case.

I disagree on your frost bomb comparison.

"When the alchemist creates a bomb, he can choose to have it inflict cold damage. "

1. the description only appears to state what it changes. Which is damage type. the alchemist can choose to have it inflict cold damage. Look to concussive bomb for the precedent for this.

concussive bomb:

Concussive bomb*: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6."

2. The general rule for bomb damage is in the bomb ability description. The bomb discoveries state what things they change actively. If they removed or changed damage they would state these changes as they do in the concussive, dispelling, force, and madness bomb discoveries. They all state how they change bomb damage.

So there could have been an oversight on the stink and smoke bombs but I would hardly say that it is clear that they are not supposed to do damage. As for now, it is relatively clear that they should do damage and anybody who is unsure should rightfully press the faq button.


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

So looking at the monk ability slow time, It states that as a swift action you can gain three standard actions in a turn instead of just 1. He can use these actions to take a melee attack action, use a skill, use an extraordinary ability, or take a move action. He cannot combine them to use a spell like ability or take a full-attack action.

So what if before activating slow time you
a) take a full attack action.
b) use a standard action to activate a spell like ability.

and then use a swift action to activate slow time. What happens then? Do you get 3 standard actions? Do you get 2 standard actions? Or is using slow time not an option because you have used your actions in a way that the ability does not allow? The ability seems to need a line of text clarifying its use. IE, slow time must be used before you take other actions in a round. That sort of thing.

Because I could see a monk in melee range, use flurry and then pump slow time and do 2 standard action combat maneuvers or some vital strikes.


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A while back in 3.0, I was a huge fan of chainmail bikini's, "Beyond monks- The Art of the Fight". I think it is Open content but I am unsure as the company is no longer around and further information was hard to find. They had quite a few interesting takes on the monk in that book and many of them could be polished up to fit into pathfinder.


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James Risner wrote:


thepuregamer wrote:
There is no ethical component to this discussion.

First off, there is no "One True RAW" for anything in debate. There is a One True RAW for Medium Longsword damage is 1d8, but for things like this using many rules and intersecting between these rules you end up with a variety of RAW interpretations. Your GM picks the RAW he wishes and he may sprinkle in a little RAI if none of the RAW are to his liking (resulting in house rule.) I don't care about RAI/House Rules etc, have fun. But when talking about RAW, and when multiple RAW interpretations are valid no one gets the right to say the other RAW interpretation is wrong. Well no one except Paizo.

Stynkk wrote:
Brass Knuckles: These close combat weapons
When using a BK, you are using a weapon. You are not using the Unarmed Strike weapon for starters.

Look, I am not disagreeing that there are points when RAW is unclear. IE, in dnd 3.5 there was a long while when people argued over whether monk unarmed strike passage saying their unarmed strikes could benefit from spells and effects that natural attacks allowed them to gain access to improved natural Attack because there was no direct passage that defined feats as a effects. Thus some people believed that it worked and some didn't.

This is not like that case. We have directly defined terms and groups in this discussion. The fact that a brass knuckle is a weapon does not change anything. Consider that the unarmed strike is a weapon. It is on a weapon table, it is said to be considered a light weapon. I agree that using a BK is not the same as using an unarmed strike. A BK does not need to be an unarmed strike to utilize stunning fist and other abilities that clearly state they work with unarmed attacks.

brass knuckles description:

1. These close combat weapons are
designed to fit comfortably around the knuckles, narrowing
the contact area and therefore magnifying the amount of
force delivered by a punch.

2. They allow you to deal lethal
damage with unarmed attacks. You may hold, but not
wield, a weapon or other object in a hand wearing brass
knuckles. You may cast a spell with a somatic component
while wearing brass knuckles if you make a concentration
check (DC 10 + the level of the spell you’re casting). Monks
are proficient with brass knuckles and can use their monk
unarmed damage when fighting with them.


The first part of the BK description could be considered fluff because it does not really tell us how the BK works. Sure it mentions that a BK is a close combat "weapon" but it also talks about the knuckles being a modifier of a punch.

The second part gives us some how to use information but not all of it. The weapons table tells us the type of damage the weapon deals, that the bk is a monk weapon, and that it is in the unarmed attack category. These three things are only found in the table. The weapon table is one of the sources we use to obtain information about weapons. The other weapon categories also are important to how weapons are used(IE, how much strength mod to add on damage, how they work with twf, weapon finesse, etc). Weapon categories are relevant.

So to sum it up, I would say that there is no such thing as multiple RAW accounts of how things work. RAW is either clearly spelled out or it is not(like my above example where it came down to interpretations of english word meanings because in game terminology was not robust enough). The BK does not suffer from this issue. Unarmed strikes and Unarmed Attacks are well defined as separate entities. I would say that you are just unwilling to separate them personally. That is all.


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James Risner wrote:
StabbittyDoom wrote:

you have no stated any supporting arguments for your opinion other than a provably false one.

Ether_Drake sums it all up pretty nicely.

According to you it is prove-ably false, I don't agree your evidence proves your point. Continuing to state it does doesn't help you prove it does.

Ether_Drake and I have hashed it out in previous posts in this thread. Not only do I think he doesn't sum it up nicely, I think he is wrong on several points.

It all comes down to neither side can ethically claim they have proved their side until Paizo comes out with a clarification.

Ethically? I am confused. There is no ethical component to this discussion. But forget that as it is not worth focusing on.

James, if this is a discussion or a debate, then you need to interact with the counter argument. Your short I disagree posts that have no argument other than the other kind of argument need to be expanded. Ether_Drake and others have step by step built the supposed bridge across the chasm. If a step is incorrect you need to show it. Obtain the evidence you need from the PRD or other pathfinder source material. Contrary to popular opinion we do not represent a heinous rules lawyering power gaming cabal. I have nothing to gain from stunning fist being more inclusive than you think. I am playing a Cavalier in game right now.


11 people marked this as FAQ candidate. 1 person marked this as a favorite.

So my quick question is, Does fast healer work with fast healing?
fast healer states, "When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."
and fast healing states, "Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts."

The way I look at it, it says fast healing works just like natural healing and thus it makes me think that fast healer would basically increase your fast healing per round by your con mod/2. Also if the fast healing is from a magical source it should also work with the feat. Does this sound right to you?

Full Name

Donimah Southlander

Race

Human (Shoanti)

Classes/Levels

[Transmuter 5/Cyphermage 1, AC12, T12, FF10 | HP 49/49, F+5 R+4 W+5 | CMB +5, CMD 15 | Init +3, Perc. +9 | Telekinetic Fist 7/7, Acid Ray 4/4 | Hero Points 1]

Gender

Female

Size

Medium

Age

25

Alignment

Neutral

Deity

Nethys

Location

Sandpoint, Varisia

Languages

Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Minkaian, Shoanti, Thassilonian, Varisian

Occupation

Apprentice Cyphermage

Strength 10
Dexterity 14
Constitution 15
Intelligence 17
Wisdom 10
Charisma 13

About Donimah Southlander

Donimah Southlander
Female human (Shoanti) cyphermage 1/transmuter 5 (Pathfinder RPG Adventurer's Guide 56, 63)
N Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 49 (6d6+23)
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4/19-20) or
. . harpoon +3 (1d8/×3)
Ranged light crossbow +5 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 7/day—telekinetic fist (1d4+2 bludgeoning)
Bloodline Spell-Like Abilities
. . 4/day—acidic ray (1d6+2 acid)
Transmuter Spells Prepared (CL 6th; concentration +11)
. . 3rd—fly (3), haste (2)
. . 2nd—bull's strength, create pit[APG] (DC 16), frigid touch[UM], communal protection from evil[UC], visualization of the mind (2)
. . 1st—enlarge person (2, DC 15), grease, long arm[ACG], mage armor, shield
. . 0 (at will)—detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 18, Wis 10, Cha 13
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Cypher Magic[ISWG], Deadly Aim, Eldritch Heritage[UM], Exotic Weapon Proficiency (harpoon), Extend Spell, Power Attack, Scribe Scroll, Skill Focus (Knowledge [dungeoneering])
Traits arcane temper, scholar of the ancients, shoanti tribesman (varisia)
Skills Acrobatics -1 (-5 to jump), Climb +1, Disable Device +1, Fly +3, Knowledge (arcana) +14, Knowledge (dungeoneering) +12, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +14, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +13, Perception +9, Sense Motive +3, Spellcraft +13, Swim +2, Use Magic Device +7
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Minkaian, Shoanti, Thassilonian, Varisian
SQ arcane bond (harpoon), cypher lore (swift scroll), finesse weapon attack attribute, hero points, physical enhancement (+2)
Other Gear crossbow bolts (10), dagger, harpoon[UC], light crossbow, backpack, bedroll, belt pouch, donimah's grimoire, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 5 gp
--------------------
Special Abilities
--------------------
Acidic Ray (1d6+2 acid, 4/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe.
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Harpoon) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Cypher Magic Gain bonuses to caster level when using scrolls
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greed (Transmutation) Transmuters use magic to change the world around them.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Swift Scroll (Ex) Do not provoke when retrieving a scroll; retrieve a scroll as a free action as part of a move.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Donimah's Spellbook:
0: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read of Magic, Resistance, Touch of Fatigue
1st: Enlarge Person, Feather Fall, Grease, Long Arm, Mage Armor, Magic Missile, Magic Weapon, Protection from Evil, Shield, Snowball, Touch of Gracelessness, True Strike
2nd: Bull's Strength, Communal Protection from Evil, Create Pit, Frigid Touch, Visualization of the Mind
3rd: Fly, Haste

========================================================================
Character Concept and Background:
1. Donimah is an apprentice wizard of Riddleport's infamous Order of Cyphers, unusual among the organization as an indigenous Shoanti woman.
2. Tall like most Shoanti, Donimah is unusually thin and wiry compared to her people's average. She keeps her head shaved, as she was raised, and wears sturdy, plain robes and travel-clothing, preferring yellow for the majority with blue and sea-green accents. Across her skin are a number of different tattoos, including Thassilonian runes, more conventional sailor icons and marks familiar to the Axe Clan, or Shadde-Quah, of the Shoanti. Most prominent is a small broken circle of runes around her left eye, which correspond to the runes on Riddleport's Cyphergate, as well as a prominently-placed rune of The Precious Gleam in the gap. These runes begin glowing yellow with arcane energy whenever Donimah casts a spell.
3. Donimah's father was born a member of the Axe Clan, but was banished from his quah for a crime or betrayal he refuses to speak of. He took baby Donimah with him to Riddleport, using the swimming and seafaring skills he had learned among his people to support himself and his child as a whaler, fisherman and later dock-hand. This has given Donimah a very mixed view of her heritage: her father still has pride as a Shoanti and raised her in as many traditions as he could remember when he wasn't at sea, but Donimah still knows that this same quah cast him out and feels like they refuse to live in the modern world. The reason she uses "Southlander" as her last name is because she has not come of age among a Shoanti community, never earning an honorific to be called by.
4. Like most Cyphermages, Donimah is fascinated with the history and magical power of ancient Thassilon, whose ruins dot Varisia. She has noted how many of her people's totemic icons share similarities with Thassilonian runes, so in addition to her power and knowledge she feels her studies are a way to reconnect with her heritage in a way the nomadic quahs are too stubborn to even consider.
5. A very goal-oriented and ambitious woman, Donimah seeks Thassilonian lore and secrets that could put her ahead of her fellow apprentices. She has a tendency to hoard, whether it's wealth, power or secrets and is reluctant to part with what she considers hers, a habit she developed growing up in Riddleport. Her father wanted to give her a better life, and together they scraped together enough money to pay for Donimah's tuition, and she now seeks to return the favor and give her father a comfortable life in his old age. She is somewhat awestruck by the ancient Thassilonians, regarding them as nearly godlike in their command of magical power, hoping she can match them in some small way, proving herself in a world where she feels the Harrow Deck was stacked against her from birth.
Goals:
1. Donimah has come to Sandpoint following some leads her research has uncovered, and is looking to coordinate with local scholar Brodert Quink to investigate further. She hopes what she uncovers from this will make her a full-fledged Cyphermage.
2. Something I want to explore through Donimah's character is her coming to learn just how awful Thassilon and especially its Runelords could be, and doing some soul-searching to decide whether that's a path she still wants to pursue.
Secrets:
1. Donimah's experiences with the Cyphergate began long before she actually joined the Order and she has developed a hypothesis that it may not be an arch at all, but a ring.
2. To be discussed between us and the GM if Donimah is recruited!
Contacts:
1. Ahdak Dives the Deepest, Donimah's father, was born to the Axe Clan of the Shoanti, but was banished for reasons he never speaks of. His honor already thrown away, he decided making a living in Riddleport, a city his quah loathed as a den of untrustworthy criminals, wouldn't make things much worse. He made a living on various whaling and fishing ships that sailed out of Riddleport, leaving Donimah in the care of whatever sailor's wife would take her in while he was away, scraping together enough money to pay her tuition with the Cyphermages, allowing her a more permanent home and an opportunity to build a better life than he could provide on his own. As he's gotten older, he finds himself going out on ships less and less, now instead helping them load and unload at Riddleport's docks.
2. Elias Tammerhawk, the current Speaker for the Order of Cyphers, is a man Donimah regards with equal parts awe and fear. She is an eager student of his, in the times he deigns to teach between his dealings with Riddleport's underworld, if only to curry favor with him. But she also regards him as something of a flighty dilettante, more concerned with his political status in Riddleport than serious academic achievement, and not truly committed to learning the deepest Thassilonian secrets, given his arcane methodology as a diviner rather than following the Thassilonian Specialist practices Donimah embraced.
3. Fiaro Belagrossi is an older member of the Cyphermages who Donimah has had as a teacher for several years. He and Donimah have had many spirited discussions about their respective heritages as well, since Belagrossi claims descent from the oldest of Varisians, and he's helped her see some of her father's point of view in having pride in a heritage that may not have treated him best, especially since all of Donimah's understanding of the Shoanti came from him and she's never really encountered other Shoanti herself and been able to form her own opinions about them. Recently he has departed Riddleport to pursue the Order's interests in Magnimar, bidding Donimah a fond farewell and encouraging her to visit him should her travels bring her there.
Memories:
1. When she was a child, Donimah often scavenged flotsam in and around Riddleport's docks, competing with packs of goblins and beggars for the best scrap and junk to pawn off so she and her father could have some extra money. She was always more daring than some of them, accepting dares to swim out into the harbor, dodging the hungry fish in search of items stuck down in the brown water. It was on one such dives that she swam all the way out to the edge, and down to try and touch the base of the Cyphergate. When she did, she thought she'd spotted something buried in the muck and despite all her instincts telling her to resurface for more air, she attempted to dig it out with her bare hands, and discovered the base of the Cyphergate didn't just stop at the dirt of the harbor, but continued beneath it, bending back. She touched the exposed rune and got a shock to her mind that made her open her mouth, letting all the air out before she blacked out in turn, strange murmurs and images swimming through her mind. She woke on the beach hours later, her father worrying over her as a few other scavengers watched over his shoulder. He sobbed as she woke up and made her swear on her blood to never do something that dangerous again. Ever since that day, those murmurs and images will return to her mind, and it eventually sparked her interest in wizardry.
2. The most significant memory Donimah has about the Cyphermages actually has nothing to do with magic: the day she and her father gathered up all the money they had scrimped and saved, the pay from so many voyages her father had sailed, the profits from selling salvaged sea junk and helping local fishmongers with their gutting, along with a few charitable donations from some of the families who'd taken Donimah under their wing while her father was at sea. Donimah had never seen that much money in a single place, and she worried constantly as they made their way to the Cypher Lodge that some enterprising cutpurse would target them. But they made it and Donimah never forgot how the mage who received them looked at her, a wharf urchin and a Shoanti-blooded too, like the idea that SHE could become a wizard was some kind of joke. But his expression immediately changed when her father emptied the purse out for her tuition. That uncertainty and contempt melted away almost immediately, and she was ushered into perhaps the cleanest and nicest rooms she'd ever seen and told this would be her new home during her apprenticeship, before she even had a chance to hug her father goodbye. She'd known money was important before, but this had showed her just how much power it gave, almost as much as magic, and she decided she'd ensure she'd have both in equal measure so no one ever looked at her or her father like that ever again.
3. A memory that Donimah actually looks fondly on was a time when she was bullied by a wealthier student. She'd seen how she dressed more plainly than the others, her shaved head and her battered, secondhand books and realized she must be barely able to afford the tuition and deduced her Shoanti heritage, not wasting any time before showering her with condescending cruelty. Offers of aid in studying as a way to lure her to her circle of friends for mockery, magical pranks to show her superior arcane skill and cornering her to lecture her on her meek barbarian brain. Dominah endured this treatment for weeks, her fellow students and even instructors not aiding her because generally the Cyphermages were a callous, competitive lot, and if Dominah couldn't handle this she probably wasn't cut out for it. But one aspect of her Shoanti heritage that Dominah did value was stoic resilience and stubborn pride. She endured the insults, knowing her bully was a coward and a fool, and when the time was right, she challenged her to a non-lethal spell duel. She couched the challenge in terms she knew her enemy couldn't resist, stroking the other girl's ego and suggesting this was her chance to prove her superiority to Donimah once and for all. Then when the actual duel came, Donimah protected herself with her own magic and whaled on the other girl with a barrage of telekinetic fists. She sneered at her former bully, and left her on the floor bruised in body and ego. She never dared cross Donimah's path again.

========================================================================
1. What time zone are you in?
Central Daylight Time (I'm in Minnesota, near the Twin Cities)
2. How long have you been playing TTRPGs?
I started playing TTRPGs back in the early days of 3.5e D&D. I got into play-by-post gaming in college (2006 to 2010) and have been involved in at least one at all times since then. I've played Pathfinder specifically since at least 2012 (at least that's when my oldest post on these forums is from) to the present date.
3. What's your favorite part about playing TTRPGs?
The experience of creating a story, both through interacting with what the GM's conjured and between our own player-characters. I've had characters go in very different directions than I'd initially written them, and that's always a blast!
4. What do you expect from this game?
My deepest hope is to play through Rise of the Runelords through to completion. The first play-by-post I was ever in here on these boards was Rise of the Runelords, and it was a great experience, even though it lost momentum midway through the second adventure, so it has a special place in my heart.
5. What do you expect out of your fellow players?
To help keep the game flowing (though obviously IRL commitments always take precedence, do NOT exacerbate a bad situation by putting it off in favor of an online game!), a standard I hold myself to as well, and to generally be respectful and communicative to one another. I don't have any hard lines or veils or whatever the nomenclature is myself, but I'll accept their boundaries as my boundaries.
6. What do you expect out of me?
Similarly, to keep the game going (but again, if you need breaks or hiatuses, PLEASE take them and I'll be ready to begin again whenever you are) and the same level of respect and open communication.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
I'm relatively desensitized to dark stuff, especially since what I haven't played of Rise of the Runelords myself I know by reputation as taking very dark turns, but as a courteous player am happy to respect whatever lines or veils both player and GM set. The important part of this game is to have fun, and you can't have fun if someone at the table is uncomfortable!
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