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Lantern Lodge

I am thestrongangel's (Nick Goodner's) brother. I am not sure if he knew anyone on here but I know he was very much into pathfinder as a community.

Nick has passed away. He became sick around the 27th of December. He had been fighting a virus which destroyed his immune system. He contracted the flu and was not able to recover. He passed on the evening of Jan 1st.

http://www.stithfamilyfunerals.com/home/index.cfm/obituaries/view/fh_id/150 96/id/3542710

If you know anyone he might have known or have any questions please ask, I will do my best to reply - but I may not have access to this account for very long.

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@Lessah - fair enough. If you do know anything about the shiny duck, let me know.

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*blink blink* Lessah...,

Wait, I know a Lessah from some place...

You wouldn't happen to know of a particularly luminescent water fowl, would you?

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1d20 ⇒ 20
1d20 ⇒ 7
1d20 ⇒ 6
1d20 ⇒ 18

Rolls for our PM from the other day.

Crunch is done except for last bit of gold to be spent, and spell selection. Will do my best to finish that when I get out of the office and back home tonight.

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Choon you beautiful bastard. I shall submit a character for this one, and I already know who the character is, I just need to make some adjustments.

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Dot it up.

Trying to figure out how I want to make a character for this, but it should be rather interesting.

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Very interested with the plans given.

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Couple of things i need to know so i can get rolling. What level should i build for, what gold amount? Also, monk and arcane. I have a few ideas, but i need to understand where the group is so i can put my ideas into play.

-Posted with Wayfinder

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Something wicked this way dots...

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Hello all, DM Aku.

Working on getting my myriad aliases ready for game. Going to try and have Kitara up tonight so that I have the base alias to work from.

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warning, prepare for wall of text crit.

DM Aku:
Celestial blood origins I would probably say would be paternal, probably not directly. Maybe a generation or two before the current generation in game. The celestial origins that I see here I would like to think of her as a fallen angel. Someone that started out with a lot of good things going for her, but the dark descent after the horror she witnessed consumed her.

Her skill set I think is a combination of two things. First of all, she would have learned her natural skills such as survival, perception and such from the druids as a whole. Her particular archetype is often branded as a lore keeper, and so my thoughts are that she took a particular liking to a specific druid, at this point not named, that would have started training her on speaking with people, teaching her about the nobility and the local peoples. How to converse with both high born and low born. The innocence comes from her celestial heritage, and is something that she channels. In her eyes, the innocence of the druids was violated when the Mitrans killed them without reason or provocation, and lost her own in the process. I suppose that the trait would refer to her desire to just go back to how it was all before, like none of this ever happened. Her vow to her fallen friends was that she would visit the fires of nature on the house of Mitra until it crumbled to ash twice over for burning their glade and their members and utterly destroying them.

When I envision this druidic circle, I am thinking that her mentor may have been an advisor to the Victor or his Nobles in matters of natural importance, such as how to farm without harming nature, how to hunt responsibly, how to harvest trees while replanting to keep the forest lively and thriving. In this case less of a naturalist and more of a conservationist. This person being her mentor, she would not have had as much training with how nature works in its innermost ways, but rather how to express in respectful and meaningful ways how to best live in harmony with nature. I also see in my mind where she might have accompanied her mentor, let's name him Lorian Silverstar, listening to how he spoke, what words he used, how he "worked a room" all while trying to represent nature which was his primary concern. Much of her understanding and learning in that vein as a druid would have been learning at the feet of a lorekeeper and skilled diplomat, having been taken on because he saw her natural abilities to speak and be heard. This sort of bond that formed at a young age, and so she apprenticed herself to him. With this happening, my guess is that the Mitrans probably burned him alive in front of her, and that is what sparked her desire to seek revenge.

I certainly see her having an impact on others around her. I see Kitara as probably moving up through banditry more than anything. She has her skills in diplomacy that she learned at a young age, but she also has to gain her strength and learn to fight. Her bond with the more malevolent aspects of elemental fire lean her towards the explosive and angry combatant when she is in battle, but she also has a sensible head on her shoulders. I could even see her organization that she leads now as one that she worked her way up through the ranks, and took over leadership from someone else, either through natural succession or by force. This could also have given her the chance to repurpose the organization to fit her needs, taking them from a loose association of bandits to a well oiled machine after a fashion.

I had not thought through much of her past level 1 accomplishments, but things that I know she would be doing: Raiding small villages, burning and destroying the Mitran enclaves she finds, perfecting her skills of persuasion by trying to ingratiate herself among the upper classes and nobility of society, building her organization (unnamed at the moment) which she is using both as an arm of martial power to enact her raids as well as an info/espionage organization. Once she stumbled into her ability to shapeshift, it just gave her more confidence to infiltrate and also gather information that operatives might not be capable of gathering for fear of discovery. I think that the culmination of her current things, aka how she got her funds and also how she gained her infamy, would have been the systematic underminding, and finally destruction of the town and the abbey of Mitra that was nearby her home that made the attack on the circle years before.

I do not think that her goals that I laid out in the PM are CE. Her ultimate goal, what she wants deep down inside is two things. She wants to first punish and eradicate the Mitrans that killed and executed her friends and her mentor Lorian. Her second goal is to return the island to the natural order, rather than the order of civilization. Arguably, her second goal is the same thing that the Asmodeans are trying to accomplish but with a different outcome. They are trying to overthrow the Mitrans and replace them with themselves as the ruling class. Kitara simply wants to replace the rule of the Mitrans with Nature's rule and Nature's Laws.

All that said, Druids often times, whether good or evil, seek to restore balance. In her mind, the Mitrans destroyed the entire circle, burning them at the stake. Thus to her, justice, the rightful means to balance this, is to visit the same punishment on the mitrans. To balance the scales. This being the law of nature and druidic faith, that balance needs to be kept, is what I am thinking her driving motivation is. She is less focused on cruelty, and more just focused on visiting her revenge on those that killed her innocent friends for no reason.

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dot for interest. never played the giantslayer modules before. have an idea percolating in my head, will have it down and up after work this afternoon.

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@Agrippa

I can understand that. Had a chance last night to read through the current gameplay thread from the boat ride till now.

I forsee the dynamic for Kitara if she is accepted to be a rather unique one with the knot. She certainly is not a follower of Asmodeus, and if she were to convert would most likely impede or outright violate her natural bonds and oaths. That said, their goals do align when it comes to Mitra and the purging of their order and their kingdom from the nation.

I suppose the best way that I could describe it is that each character in the group has their own sphere of influence, their path to power. HCA is through arcane pursuits, Johan being an inquisitor of Asmodeus, Eldred almost starting to look like he is making himself into the Kingpin as it were. Kitara is a charismatic, natural born leader. She has honed and developed her ability to speak the words and take the appearance needed to resonate with people across boundaries, and draw them into her own cause.

If anything, Kitara's strength is her ability to be the right person that the situation demands. Every villain is going to be different, and the nature of villains being what they are often times they don't sit down at the end of the day and chat over tea or ale.

Flash of insight here: If this were the marvel universe, and the 9kt was the Brotherhood of Mutants, then Kitara would be Mystique.

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Quote:
So she’s not an asmodeus worshipper per se? Do you think her motive of personal revenge is strong enough to warrant her working for a cult of devil worshippers or do you see her as someone who has maybe bitten off more than she was prepared for? Mechanically, how do you see her playing out – as a caster first or a wild shaping melee beast, or something else?

Actually no, and if offered would probably vehemently refuse. That said, she is not dumb, and knows that the vengeance she seeks is going to require allies and she would see the Knot's goals aligning with her own. Kitara, or as you guys will be introduced to her Solana, is not without her many foibles. But she knows that to get what she wants, she is going to have to join up with those that can help her bring it about, though she might not have the stomach for some of the more gruesome deeds that the inner circle of the knot undertake, she tries to counter balance that with her wit, skill, power and individuality.

In combat, I see her as primarily a spellcaster. Arson being her domain, and Urban druid replacing summoning with domain spells as her spontaneous casting, in theory every spell she has is another fire spell.

She will most likely be a supportive character in nature inside combat, be it healing, crowd control, fire support (pun semi intended) or what not. She actually doesn't get access to normal wild shaping till level 8, in favor for her at will unlimited alter self shapeshifting.

Reasons Cardinal Thorne would send Solana to join the knot, I can think of three right off.

1) Voice - the group has a good leader, sage, and dirty deed skilled operative. What they sorely lack right now is a mouthpiece. Someone that can articulate their desires in such a way that it can sway the hearts and minds of those that might be swayed. Also consider that with each town that exists, there are more likely than not underground elements such to exist that might wish to undermine and overthrow the Mitrans as well, and she has the capacity to battle in the political arena like no other in the group.

2) General - Not only is she the "girl on fire", but she also has taken this quest of hers rather personally. She has been forging herself every since the incident in the circle glade to visit this vengence, and is forging herself into a commander of armies. She even has her own organization that she is putting together, one that she has been recruiting for to try and enact her vengence. Something that it seems that the 9kt does not have is someone that can rally the troops as it were, and take the field with them in order to bring about victory, rather than just seeing them as disposable pawns. Also, I think that the Cardinal could see the wisdom in providing a face to the people that might not at first be able to stomach the idea of pledging themselves directly to those who are devout followers of the Father of Lies. This also gives them an opening to show the benevolence of the Father of Lies versus the oppressive nature of the Mitrans.

5) No three sir... Medicus/Counselor - being able to heal, and also to counsel and help provide a voice to the minions and also to the various contacts the group has. Functionarily a diplomat. Sometimes, a kind face and an open ear is what is needed to truly see the problems that might lie under the surface. And as cool as the current cast are, and I may be off a little, but the impression that I get from reading some of the gameplay from the current leg of the game is that they are not the strongest in the area of people skills?

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Couple of clarifications, seeing on how I saw a couple of things that are odd on my post up of the character crunch.

1) Apparently that was the save file that I had done before I bought some miscellaneous magical healing supplies and mundane healing supplies. I it still registers over 900gp and I am planning on picking up a few things that way.

2) I had not noticed this until I looked things over to make sure it was right, her strength score is actually two higher than her real score, due to the effects of the MoMF alter self ability. It is showing her having the +2 strength for the normal elven form. So she should only have 12 str.

3) I have noticed HCA asking this of other characters, so I thought I would answer it for my character. Her main vein of learning as a younger child was in a druidic circle, and had events not taken place as they had, she might have turned out into a rather well adjusted non evil person.

The purging of the circle of druids that she loved put a deep thirst for vengence in her heart, and so she seeks to put the Mitran's to the same fires that they put her beloved circle to. Along the way, as is the way of many characters seeking revenge, she took to her particular method of revenge and has gone from seeing it as a task to reveling in it.

Something that she does keenly enjoy is blending into the crowd of the Mitran believers, being able to move freely inside their society and gather information relatively undetected. She is not afraid to use her innocent self which she puts on like a dress to try and convince or encourage people into certain courses of action in order to get what she wants. She does keenly enjoy the pleasures of society, and is willing to allow herself to indulge in them, whilst at the same time gathering the information needed to be able to take action to hinder, hamper and cripple cities, setting them up in a way so that she can then put them to the torch.

Once she becomes aware of the situation that the knot is in, things I could see her doing to assist them include:

- Posing as various patrons, utilizing funds in order to hire out the adventurers in town to do quests that distract them from investigating the Horn. Also under this, coordinating with some of the other members, to lead the adventurers into traps and ambushes. Being able to gather intelligence on what their powers and capabilities are so that the rest of the party has the time to prepare for them. Can go into more detail if you like.

- Step into the role of playing the noble, working in tandem with Eldred. She would work to try and lubricate the upper classes of society where Eldred seems to have a strong affinity with working with various "underground" organizations. The strength here is several things, not limited to her ability to physically pose as any noble male or female, her quite decent knowledge of local and noble matters, and her very strong vocal skills.

- Using her natural talents to coax wildlife and other creatures into service so that she can augment the forces of the knot with more creatures of a beast or magical beast bent.

- When all else fails, burn it to the ground.

- Have not selected her spells that she normally loads up, but she does also have a decent access to nature's healing abilities, which would certainly benefit the group. Perhaps not as valuable as a cleric or an oracle, but useful to a point.

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Kitara Moonshadow:
Kitara Moonshadow
Female aasimar druid (urban druid) 7 (Pathfinder RPG Advanced Player's Guide 101, Pathfinder RPG Advanced Race Guide 84)
NE Medium outsider (native)
Init +1; Senses low-light vision; Perception +14
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 45 (7d8+7)
Fort +6, Ref +3, Will +9; +2 bonus vs. divinations and enchantment effects
Resist fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 fire-forged steel scimitar +8 (1d6+3/18-20)
Druid (Urban Druid) Spells Prepared (CL 7th; concentration +11)
. . 4th—wall of fire[D]
. . 3rd—fireball[D] (DC 18)
. . 2nd—flaming sphere[D] (DC 17)
. . 1st—burning hands[D] (DC 16)
. . 0 (at will)—spark[APG] (DC 14)
. . D Domain spell; Domain Fire (Arson domain subdomain)
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Statistics
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Str 14, Dex 12, Con 12, Int 12, Wis 18, Cha 18
Base Atk +5; CMB +7; CMD 18
Feats Cosmopolitan[APG], Elemental Focus[APG], Leadership, Voice Of The Sibyl[UM]
Traits innocent, natural-born leader
Skills Acrobatics -3 (-7 to jump), Bluff +18, Diplomacy +20, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +14, Sense Motive +14, Survival +16
Languages Celestial, Common, Druidic, Elven, Infernal, Sylvan
SQ a thousand faces, call fire, fire-forged steel, lorekeeper, nature bond (Arson domain), nature sense, resist temptation, wild empathy +11
Combat Gear caltrops; Other Gear +1 dragonhide breastplate, +1 dragonhide heavy steel shield, +1 fire-forged steel scimitar, circlet of persuasion, handy haversack, sleeves of many garments, spectacles of understanding, backpack, belt pouch, blanket, chalk, courtier's outfit, disguise kit, ear trumpet, fake footprint shoes, flint and steel, holly and mistletoe, jewelry, jewelry, jewelry, jewelry, mess kit, noble's outfit (2), pot, signet ring (6), skeleton key, soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, heavy horse (combat trained), bit and bridle, blanket, feed (per day), feed (per day), riding saddle, saddlebags, 965 gp
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Special Abilities
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A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as alter self.
Call Fire (7/day, DC 17) (Su) As a standard action, create line of fire from existing flame to self dealing 1d4 dam (Ref neg).
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Druid (Urban Druid) Domain (Arson) You express your devotion by setting the world ablaze.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Leadership (Base Score 12) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Resist Temptation (Ex) +2 save vs. enchantment and divination
Skeleton key Use a +10 Disable Device for one try to open a lock.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spectacles of understanding Translate written languages. +5 to Linguistics to identify forgeries & can do so untrained.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear bit and bridle, blanket, feed (per day) (2), feed (per day) (5), riding saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:
Kitara was a rather funloving and carefree child. Born with a touch of the celestial to her features, she was a rather good girl all things considered. She spent much of her time living with her family near a newly established Mitran monestary, Her family farmers and ranchers were quite in tune with the land, and kept good relations with a nearby circle of druids. When she started to grow older, she spent some time studying at the feet of some of the circle, learning about many things in nature. She particularly took to the Loremaster Twinleaf. He told her of wonders, life before civilization, and how the natural world had wonders all over. She spent much time learning and training with the druids.

When the Mitran's learned of the druidic circle nearby, they began to pressure them. Soon they started to try and force them from the forest, accusing them of blasphemy against Mitra. It did not take long, and soon after the Mitran's were leading forays into the woods, and eventually put the druid's glade to the torch, burning them for heresy. Kitara, who was in the glade at the time, feared for her life, and cried out for safety. Her spirit's call reached out, and bonded with the flames about her, and she vowed from that day forward to put to the flame all followers of Mitra, and the civilization that had taken everything that mattered to her.

Motivation:
Kitara seeks to destroy all of those that took the lives of her friends and her mentor. She seeks to visit upon them nature's wrath, and her very tight bond with fire and flame that she formed in that moment has been her weapon. Her skill to blend into any enviornment, to take other forms and shapes of men and women, and her liquid golden voice she uses as a means to ingratiate herself to her enemies and others, and size them up before putting them all to the torch.

Personality:
Kitara is a rather mercurial woman. No one has seen in a very long time her planetouched natural form, most often now taking the form of a firey red haired elven woman, her hair matching the reddish hide of her dragonhide shield and breastplate. Her eyes seem to smolder slightly, as if their very gaze could set unwary flammables alight. The name she takes in this form is Solana Everflame.

She has many personalities, and various different names and identities, often adapting some of them so that she can mix and mingle into the various cities and other places that the group might go.

Kitara is a patient woman, her voice cool, though there is always a sultry almost smoky edge to her words.

Note: Alignment is listed as NE, will change to LE. Mainly that way so that herolab doesn't throw a fit at me. Any questions or concerns feel free to ask. I have a general idea for the character, but am perfectly willing to adapt her capabilities and or her power in order to fit in better with the party.

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Foible - Str 8
Dex: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Int: 1d10 + 7 ⇒ (5) + 7 = 12
Focus - Wis 18
Cha: 1d10 + 7 ⇒ (3) + 7 = 10

Nope, that is hideous enough I am just going to take a 25 point build.

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Dotting interest. Going to do 25pt build urban druid that I have been considering doing for a while now.

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Dot for interest.

Very interested in the setup and direction of this Kingmaker. Two that strike me as my natural bents would either be Druid or Arcane.

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Wolf, would you still be interested in accepting characters?

Did not notice this thread until this afternoon, but I am confident that this evening I could put something together with a competent backstory.

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Rough morning at the office this morning, will do my best to update today, but today is not looking good.

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First time building a gestalt character, think i'm getting close to having it together, just trying to make sure I don't screw up anything too terribly.

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Ok guys.

Just to bring everyone up to speed. I am back home from the hospital, and am going to work on getting my character together so that I can be ready to start here when GM is ready for me.

Sorry to be so late, but had a fairly natural infection that I had to get poked and prodded for.

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Looking at probably an arcanist build of some sort, but not sure which one I would rather go with just yet. Could either go with a summoning build, specialized damage dealer, battle controller, or something else depending on what the party feels they need.

4d6 ⇒ (2, 6, 4, 6) = 18
4d6 ⇒ (4, 1, 6, 2) = 13
4d6 ⇒ (2, 2, 2, 5) = 11<---drop
4d6 ⇒ (2, 6, 3, 1) = 12
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (5, 1, 1, 6) = 13
4d6 ⇒ (2, 1, 3, 6) = 12

16
12
11
12
12
11

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Claxon wrote:

If it's not a ray or a weaponlike spell the answer is no.

So acid splash, shocking grasp, acid arrow, are definitely no.

I'd need to double check on produce flame.

I'm not sure why you would need to check produce flame. This is one of those really odd situations whereby effectively things like produce flame, acid splash, acid arrow to an extent are all effectively the same spell effect as scorching ray, polar ray and whatnot. However, given the execution of the spells, and the fact that they are a subtype of spell (rays), effectively makes them "better" than acid splash or produce flame in the sense that you can gain benefits via feats and other class abilities/spells.

I have seen the range of answers to this from 100% no, to I have no idea, to 100% yes. I am just looking for a single cogent answer.

I mean, the question really pans out to even more silly things such as: if they do benefit from those abilites, should I take a feat line that looks something like:

Point Blank Shot
Precise Shot
Arcane Strike
Weapon Focus
Deadly Aim

I am sure I am leaving out some possibilities here. But just looking at those there: Focus, PBS which almost always applies, Precise. I gain touch attacks because all rays to my knowledge are touch attacks. Since rays are considered weapons, arcane strike also boosts them. Deadly aim giving bonuses there as well.

Ray of frost now turns into a devastating spell damage wise.

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Was away for the weekend, I'll catch the next one.

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Unfortunately that isn't what I am needing in this situation. This occurred in a PFS game, and mixed opinions were had among the various players there, most of whom GM either on the side or quite often.

Normally the way that I call it in my games is that if you have to make an attack roll and damage roll like a weapon, that it qualifies, though I am looking for a response in an official capacity in this regard.

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1 person marked this as FAQ candidate.

This Faq states that rays count as weapons in all senses when dealing with things like bardic performance.

My question is this: when dealing with other spells that function identically to a ray or weaponlike spell, but are not a ray or weapon like, do the bonuses still apply?

Examples: Acid splash, Shocking Grasp, Acid Arrow, Produce Flame.

My real question is: Do buffs like Inspire courage, Divine favor and such affect only spells that have weapon like types, or do they affect all spells that make attack and damage rolls like weapons do?

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Sorry for the late response, it has been a nightmare day. Will have an alias made up in a little while, still an hour before I get off of work. Will get to it asap.

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I could play a level one arcanist for you. Would need to make up the alias but I could do that in a couple hours.

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Working on an Arcane/Divine hybrid Sin Specialist, and may also have a wizard/druid stormcaller build together. Work on it tonight. Don't know which would be more appropriate.

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I think I may bow out as well. I am working on an Arcanist2/Adept or Expert, and have an idea of the character background, but my muse has not hit me for a couple of days.

I will try again after I get some sleep, I need to take some time to stop thinking so hard on it and let it simmer for a bit.

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Certainly going to make a character for the RotR. Current idea right now is a cleric or oracle/arcane priest of Nethys, looking to possibly garner a following in the sandpoint area.

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DM Nerk wrote:

Garrak's dead, skinned, impersonated, buried, gone. I can't see any way of bringing him back without breaking the continuity of the game. If anyone can see a way, I'm open to ideas, and of course, you're welcome to try again with a new character.

@ TSA: P6 is pretty much just pathfinder with a level 6 cap. This game adds a single level of an NPC class as a bonus. Advancement proceeds after level 6(+1) with feats. Some 7th and 8th lvl class abilities are allowed as "epic" feats, but you won't see ordinary high (or even mid) level play. If low level play is something you endure on the way to being a god, a P6 game isn't going to work for you, but if you like the gritty, struggling style of play where characters are super humans as opposed to superhumans, it can be great fun. If you like to plan your build all the way through, you can't go too far off by simply building a 6th level character that does what you want.

No worries there. I have a base idea in mind. Just trying to decide which mechanics work better, and what would be more beneficial for my character, given the backstory I have for him/her.

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Does anyone know of an application, or perhaps a data pack for herolab that assists with P6 character creation?

Been working at trying to decide how I want to build my character, and its hard to understand what things can go where.

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cartmanbeck wrote:
thestrongangel wrote:
Looks like its going to be a slow day today, so I should be able to get some basics up, working on a pure arcanist.
Advanced class guide isn't allowed, just FYI. Original post says any Paizo EXCEPT the Advaned Class Guide.

Derp, I totally misread that. It will be a full arcane then. Going to adapt the idea, just not sure which way yet. Probably Sorcerer.

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Oh God CC, I'm laughing so hard right now. You just made my morning.

-Posted with Wayfinder

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Looks like its going to be a slow day today, so I should be able to get some basics up, working on a pure arcanist.

Lantern Lodge

Have a 3rd level druid if you are still looking for another for Sands, ready to play.

Lantern Lodge

Put Dorje on the Sands trilogy list if you guys are still taking on new characters

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I'll be doing an Aasimar arcanist.

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dotting

Lantern Lodge

I have a couple level 1 aasimar characters I would love to get in.

Lantern Lodge

Dotting for interest.

Would you have a use for a character that is an arcane, or arcane/divine hybrid crafter? Both in the mundane and magical senses? Have an idea for a character that I have been toying around with for a while now.

Lantern Lodge

If there is still a spot open, I would love to sneak a first level arcanist into the mix.

Lantern Lodge

Dotting for interest, just noticed the thread and can have an arcane submission up when I get home from the office in a couple of hours.

Lantern Lodge

William Silverheart:
William Silverheart
Male Human Wizard 3
NG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +3; +1 vs. devil's mind-affecting
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Offense
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Speed 20 ft.
Wizard Spells Prepared (CL 3rd; concentration +7):
. . 2nd—summon monster ii[S], summon monster ii, web (DC 17)
. . 1st—burning hands (DC 15), grease, magic missile, obscuring mist[S]
. . 0 (at will)—acid splash, detect magic, light, open/close (DC 14)
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Statistics
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Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Craft Wondrous Item, Scribe Scroll, Spell Focus (conjuration)
Traits diabolist raised, hedge magician
Skills Appraise +10, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Linguistics +10, Profession (scribe) +6, Spellcraft +10
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
SQ acid dart, arcane bonds (arcane bond [familiar]), opposition schools (enchantment, necromancy), specialized schools (conjuration), summoner's charm
Other Gear 3,000 gp
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Special Abilities
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Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diabolist Raised +1 Bluff, Diplomacy, Intimidate, Sense Motive vs. Westcrown's nobility. +1 save. vs. mind-affecting spells from devils.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Hedge Magician Magic item gp costs -5%.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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Zagarus
Female Thrush
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
hp 10 (1d8-2)
Fort +0, Ref +4, Will +5
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +0 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Appraise +1, Fly +12, Linguistics +1, Perception +5, Spellcraft +1
Languages Custom Language
SQ improved evasion
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Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Basic crunch done, working up a basic backstory for him, will try to have it up before I crash tonight.

Lantern Lodge

Just stumbled onto this thread, are you still accepting applicants?

Lantern Lodge

Leaving the office right now, been working on an idea that I think would be fun, will try to have a basic mock up in a couple hours.

Lantern Lodge

I'll work on it during my breaks, planning out an arcane.

Full Name

Borus Evanklin

Race

HP: 120/120 | AC: 27 / T: 14 /F:25 | F: +11 R: +8 W: +15; +2 Fear, +4 Grip, +2 specified opp | CMD: 27; 31 disarm,34 sunder | Init: +15 | Perc: +27, darkvision 120 ft., scent

About Borus Evanklin

Borus
Male half-orc fighter (two-handed fighter, myrmidon) 10/incanter 10/gestalt 10 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human, orc)
Init +15; Senses darkvision 120 ft.; Perception +27
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Defense
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AC 27, touch 14, flat-footed 25 (+10 armor, +2 deflection, +2 Dex, +1 natural, +2 shield); +2 vs. attacks by a specific opponent you have designated
hp 120 (10d10+20)
Fort +11, Ref +8, Will +15 (+2 vs fear and compulsion effects), +4 vs. effects that cause you to lose your grip on weapons, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities orc ferocity, unity (1/day)
Weaknesses bodily enhancement, magical signs, painful magic, skilled casting
Borus
Male half-orc fighter (two-handed fighter, myrmidon) 10/incanter 10/gestalt 10 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human, orc)
Init +15; Senses darkvision 120 ft.; Perception +27
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Defense
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AC 27, touch 14, flat-footed 25 (+10 armor, +2 deflection, +2 Dex, +1 natural, +2 shield); +2 vs. attacks by a specific opponent you have designated
hp 120 (10d10+20)
Fort +11, Ref +8, Will +15 (+2 vs fear and compulsion effects); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities orc ferocity, unity (1/day)
Weaknesses bodily enhancement, magical signs, painful magic, skilled casting, wild magic
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +13/+8 (1d3+3) or
. . sharding living steel orc skull ram +19/+14 (1d10+10/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . unarmed strike +13/+8 (1d3+3) or
. . bite +10 (1d4+3)
Special Attacks 1 galebreaker's stance, 1 running hunter's stance, 2 rising zenith strike, 3 goring strike, 3 primal warrior stance, 3 scarlet eye's perception, 3 strike of defeat, 5 piercing gale, 5 sanguine perfection, backswing, channel positive energy 8/day (DC 16, 7d6), deeds (heroic recovery, man of action, ready for trouble, unbreakable, utility trick, warrior's determination), grit (5), overhand chop, shattering strike, weapon trainings (trained initiative, spears +4)
Domain Spell-Like Abilities (CL 10th; concentration +12)
. . 8/day—acid dart (1d6+5 acid), bit of luck, calming touch (1d6+10)
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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 20, Cha 13
Base Atk +10; CMB +13 (+16 sunder); CMD 27 (31 vs. disarm, 34 vs. sunder)
Feats Advanced Study, Alertness, Ancestral Weapon Mastery, Cleave, Cleaving Finish[UC], Combat Expertise, Combat Reflexes, Combat Stamina, Cut From The Air, Deadly Aim, Deep Sight[APG], Extra Magic Talent, Extra Readied Maneuver, Great Cleave, Greater Weapon Focus (orc skull ram), Improved Initiative, Improved Unarmed Strike, Orc Weapon Expertise[ARG], Power Attack, Smash From The Air, Spellcut, Sphere Focus, Weapon Finesse, Weapon Focus (orc skull ram), Weapon Group Adaptation, Weapon Specialization (orc skull ram)
Traits arcane temper, tusked
Skills Acrobatics +19, Appraise +6, Bluff +10, Climb +6, Craft (weapons) +6, Diplomacy +10, Disable Device +3, Fly +4, Handle Animal +5, Heal +6, Knowledge (arcana) +12, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (martial) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +27, Profession (soldier) +9, Ride +4, Sense Motive +22, Sleight of Hand +13, Spellcraft +12, Stealth +1 (+11 when underground), Survival +9, Swim +5, Use Magic Device +11; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Aboleth, Aklo, Common, Draconic, Giant, Orc, Undercommon
SQ after image (time), casting, charm, cleave, cleaving finish, cleric domains (caves[APG], community, luck), combat expertise, combat reflexes, confusion (charm), confusion (greater), confusion (lesser), confusion (powerful), deadly aim, deep enhancement, easy focus, enthrall (charm), enthrall (greater), enthrall (lesser), enthrall (powerful), expanded charm, gatekeeper (knowledge [planes]), good fortune (1/day), great cleave, greater weapon focus, group charm, group time, haste (time), improved haste, improved initiative, improved unarmed strike, inspiration (charm), inspiration (greater), inspiration (lesser), inspiration (powerful), living steel, mental enhancement (enhance), myrmidon maneuver recovery, orc blood, orc weapon expertise, paralyze (charm), paralyze (greater), paralyze (lesser), paralyze (powerful), physical enhancement (enhance), power attack, powerful charm, ranged mind, ranged time, slow (time), specializations (channel energy, cleric domain, cleric domain, cleric domain), steal senses (enhance), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), suggestion (powerful) (charm), tunnel runner, weapon finesse, weapon focus, weapon specialization
Combat Gear quick runner's shirt[UE], ring of foe focus[UE], wand of cure light wounds, wand of enlarge person, acid (4), alchemist's fire (3), liquid ice[APG], tanglefoot bag; Other Gear +2 mithral lamellar (steel) armor[UC], sharding living steel orc skull ram, spear, spear, spear, spear, boots of elvenkind, eyes of the eagle, gloves of dueling[APG], handy haversack, muleback cords[APG], phylactery of positive channeling, ring of sustenance, bedroll, belt pouch, blanket[APG], brush, shaving (0.1 lb), canteen[UE], chalk, chalkboard[APG], cup, shaving (0.2 lb), earplugs[APG], flask, flask, flask, flask, flask, flint and steel, folding ladder[UE], folding pole[UE], grappling hook, hammer, hemp rope (150 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (20), pot, sack, sack, sack, sack, sack, sack, scroll case, shaving powder (one shave) (0.01 lb) (50), shovel, snorkel[UE], soap, spear-thrower, straight razor (0.2 lb), tindertwig (3), torch (10), trail rations (5), twine (50')[APG], waterskin (3), weapon cord[APG], whetstone, winter blanket, wooden holy symbol, 5 gp, 4 sp
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Special Abilities
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1 Galebreaker's Stance (Ex) Ignore weather effects and wind wall (and related spells) while in this stance.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage.
3 Goring Strike (Readied, 1/Encounter) Attack all creatures in a line as long as your reach, with +2d6 dmg and 1d4 bleed (Fort neg.)
3 Primal Warrior Stance (Ex) Stance: The martial disciple and the equipment he is using is considered one size category larger.
3 Scarlet Eye's Perception (Readied, 1/Encounter) (Ex) Boost: Next melee attack is resolved as a touch attack.
3 Strike of Defeat (Readied, 1/Encounter) (Ex) Strike: Make a melee attack against a foe, deals additional damage based on current hit points.
5 Piercing Gale (Readied, 1/Encounter) (Ex) Ranged attack deals 10d6 damage in a line
5 Sanguine Perfection (Readied, 1/Encounter) (Ex) Counter: Temporarily overcome negative condition ailments.
Acid Dart 1d6+5 acid (8/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Advanced Study (Fighter Maneuvers Readied: 6 of 6) You've delved deeper into your martial learning to find new skills.

Prerequisite: Must be a martial disciple of 4th level or higher.

Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Armor Specialization +2 (Lamellar [steel] armor) (Ex) Increase armor bonus of chosen armor.
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Bodily Enhancement You cannot enhance equipment or objects
Calming Touch (1d6+10 nonlethal damage, 8/day) (Sp) Heal 1d6+10 nonlethal damage and cure conditions by touch.
Casting (CL 10, Wisdom) You can cast sphere effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave.
Cleaving Finish Make additional attack if opponent is knocked out
Cleaving Finish [Combat Trick] 5 stamina points to get another Cleaving Finish.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deeds Use Grit to perform special abilities
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Enhancement: Deep Enhancement You can make your enhancements last longer
Enhancement: Mental Enhancement +4 Give a creature an enhancement bonus to one mental attribute
Enhancement: Physical Enhancement +4 Give a creature an enhancement bonus to one physical attribute
Enhancement: Steal Senses Rob a creature of one sense
Extra Readied Maneuver (Myrmidon Maneuvers) Ready an additional martial maneuver from your maneuvers known.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Great Cleave [Combat Trick] 5 stamina points to make another cleave attack anyway after missed attack.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Incanter Channel Positive Energy 7d6 (8/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Incanter Domain (Caves)
Incanter Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Incanter Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Magical Signs Your use of magic is obvious to all observers
Mind: Charm You may place charms on creatures.
Mind: Confusion You may unravel a creature’s mind and make them behave erratically.
Mind: Confusion (Greater) Confuse target for 1 minute/CL
Mind: Confusion (Lesser) Confuse target for 1 round
Mind: Confusion (Powerful) As Greater Confusion, but target takes mental penalties
Mind: Enthrall You cause a creature to regard you as its friend.
Mind: Enthrall (Greater) Make target friendly for 1 min/CL
Mind: Enthrall (Lesser) Improve target's disposition for 1 min/CL
Mind: Enthrall (Powerful) As Greater Enthrall, but lasts longer
Mind: Expanded Charm Charm creatures not of your type
Mind: Group Charm (5 targets) Charm multiple targets
Mind: Inspiration You inspire competence in the target.
Mind: Inspiration (Greater) +2d4 Target gains bonus to attack roll or skill check they just rolled
Mind: Inspiration (Lesser) +2 Target gains bonus to attack roll or skill check they just rolled
Mind: Inspiration (Powerful) +2d4+5 Target gains bonus to attack roll or skill check they just rolled
Mind: Paralyze You freeze the target in place.
Mind: Paralyze (Greater) Stun target for 1 round per caster level
Mind: Paralyze (Lesser) Daze target for 1 round
Mind: Paralyze (Powerful) Paralyze target for 1 round per caster level
Mind: Powerful Charm You may use powerful charms
Mind: Ranged Mind You can charm targets at longer range
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
Mind: Suggestion (Powerful) As lesser Suggestion, but even more powerful
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Orc Weapon Expertise (Defender) +1 shield bonus to AC (+2 if two-handed weapon).
Orc Weapon Expertise [Combat Trick] 5 stamina points to gain another benefit of this feat for 1 min.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Painful Magic (DC 15) When using magic, you must make a Fort save or be sickened/nauseated
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Skilled Casting (Perception, DC 20) You must succeed at a skill check to use magic
Smash from the Air Cut from the Air can be used against massive ranged weapons and ranged attacks from spells
Spellcut (1/round) 1/r: Use your BAB in place of your save bonus for a Ref save or a spell that only targets you
Sphere Focus (Mind) Gain +1 DC with abilities from chosen sphere
Time: After Image (35% miss) Target gains concealment and a miss chance
Time: Group Time (6 extra targets) Affect more targets with your alter time abilities
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Ranged Time Use alter time abilities at range
Time: Slow Target becomes staggered
Trained Initiative (Weapon Training [Spears] +4) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Tunnel Runner (+10 stealth, +5 init, 10 minutes/day) (Su) At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvi
Unity (1/day) (Su) As an imm action, allies in 30' may use your save bonus against something that affects you both.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Spears) +4 (Ex) +4 Attack, Damage, CMB, CMD with Spears
Wild Magic 10% of random effect when you spend a spell point
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Borus Evanklin, the Atheistic Oracle.

Borus was born as a child of two worlds. The son of hated enemies become lovers and then torn apart by war between their peoples, he is a noble bastard born into orphanhood and raised by an entire tribe. Having more family to love and hate, abuse and care for him, than he could handle, he fled his mother’s cave-dwelling mountain orc tribe to try to live among his human ancestors, finding their ways bizarre yet comforting.

Borus studied with the human soldiers, but always found his tribe’s weapons more appropriate, and so he adapted these to the soldiers’ methods, or, more appropriately, adapted the methods to his preferred weaponry.

Borus became a sell-sword, but one of singular discretion: he would only hire out to causes he found worthy and honorable. This led to near starvation, and Borus became frustrated with the status-quo. All around him, he saw the suffering of the good and poor and the profit of the rich and (more often than not) evil. Frustration led to anger, which Borus tried to channel into religious fervor. This attempt ended badly, and Borus bitterly and utterly disavowed the gods.

The very night Borus declared the failure of the gods and swore on his own life to never surrender his own free will to theirs, he dreamt of the Maelstrom-- in its entirety. The dreaming unconscious of his mind surrendered to the overwhelming chaos, and something new within him was born. When he woke, he had no memory of the dream.

Months later he began to develop magical talents. His thesis is that by sublimating his will to the gods he was suppressing his own natural magical talents and now that he had free it, he was finally free to pursue the talents given by his ancestry and upbringing.

Borus does not rely on formulas or gestures to affect the minds and bodies of his enemies and allies, rather he visualizes the energy flowing between them and the effect he wishes, using his freed will to create these effects. When he uses his magics, his eyes glow and he is wracked with the effort it takes to exercise such will. The extreme willpower needed occasionally makes him sick, bleeding from his eyes momentarily, but most of the time now he has enough practice to avoid this unfortunate side-effect. Additionally, he can call on his ancestors for blessings. From the mountain orcs, he has gained the ability to conjured an acidic fungus bolt and the ability to move easier and see better in the deepest depths. From his human ancestors, he gains a soothing touch and a greater ability to defend one another against the depredations of antagonists. From both, he gains a blessing upon his destiny and the ability to bestow such blessings upon his allies. He has learned how to tap his inner life force and connect it to his ancestors, channeling it forth as healing energies without the need to beg from any god such blessings.

Borus now travels with a group of adventurers whose work he admires, continuing to practice his craft and armsmanship, becoming ever more adept at both while deepening his resolve to live a deity-free existence.

Borus is a decent-sized half orc at 6’2”, with olive-green skin, brown eyes and hair, and a pronounced underbite marked with sharpened and elongated canines. He tends to wear utilitarian, loose fitting clothes of deep russet and golden-hued greens. Rarely seen without his specially-commissioned magic orcish skull ram, he has a jovial, care-free disposition, razor-sharp wit, and generous spirit. He strives to find a way to unite his two peoples, the orcs and the humans, and to free the faithful from their bind of servitude to the gods. Anytime he can make peace between struggling factions, he feels he has accomplished good, more so if he can find common ground between those divided for religious reasons.

Borus has been selected as Yidhra’s oracle for reasons only she can fathom. This is, of course, a ridiculous notion. Borus would deny any
Borus has been selected as Yidhra’s oracle for reasons only she can fathom. This is, of course, a ridiculous notion. Borus would deny any such relationship between his powers and the goddess’ portfolio, insist that his magic comes not from any deity, but rather his ancestry and the fact he has freed himself from any such celestial shackles. Yidra would laugh and agree. Fueled by the Maelstrom Dream, Borus's mind conjures and projects images onto others' minds, causing them to become confused, controlled, distorted, enthralled, unable to act, etc., or offering them inspiration to greatness. He can borrow energy from the Maelstrom to enhance himself or his friends’ bodies and alter the flow of time. He does this through a process of visualization, allowing his active imagination to contact that part of his subconscious that lies unseen and eternally connected to the ever-shifting chaos of the Maelstrom. Such powers were not made for mortal frames, and if were not for Yidhra’s hidden purpose and protection, they would surely tear him apart. As it is, the process of utilizing this magic is quite painful for Borus as his consciousness struggles not to recognize the facts known by his subconscious mind. When he fails in this struggle, he bleeds from the eyes and becomes sickened temporarily.

While Borus had lost both his parents by the time he was born, he nonetheless has had several influential figures in his life. The mountain orc chieftain Heracul was the first of these. Heracul was Borus’s mother’s cuckolded husband, and after killing her in a fit of rage at Borus’ mixed heritage, demanded that Borus be raised by the tribe in his mother’s memory. Heracul was cruel and distant, encouraging the torment of the boy, while savagely beating or killing anyone who dared actually harm him.

Secondly, the militia commander Gale Hemswolf taught Borus much of what began his career as a mercenary, short-lived as it was, and the adventuring career that followed it, in terms of martial prowess. Gale was kind, but formal and strictly disciplined. He taught Borus the ways and means of civilization. Gale and Borus parted on good terms with the understanding that Borus was gifted, but not military material.

Honorable mention goes to Almadae Cornasta, priestess to Zadastha, whose initial affections for Borus have turned to red-hot hatred flamed by sexual tension after many heated theological arguments over a glass of wine or two. Since Borus left her at Bard’s Gate without a word to go to the Dungeon of Graves with those creeps he hangs out with, she shouldn’t be relevant, right?