Ravingdork's Crazy Character Emporium (Second Edition)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:

I like this one! Had a couple problems making her in HLO. Submitted bug reports. We'll see.

Pathbuilder has this table under "details":
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.
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Rank Qty Cost Total Spell Cost
0 20 2 gp 40 gp
1 44 2 gp 88 gp
2 42 6 gp 252 gp
3 28 16 gp 448 gp
4 25 36 gp 900 gp
5 22 70 gp 1,540 gp

SUM 3,268 / 2 = 1,634 gp (halved due to Magical Shorthand and no chance of failure)

AoN lists different numbers:

Rank Qty Total Cost
0 25 50
1 51 102
2 46 276
3 30 480
4 27 972
5. 24 1680

For a total cost, after halving, of 1780.

I wonder why the difference? I searched the Arcane spell list for Common spells from Rank 1 to 5 (AoN lists Cantrips as Rank 1) from PC1 or PC2.

By my calculations, she's about 123 GP short of being able to buy all these spells at level 14.

I didn't count common arcane spells that she already had through her levels in sorcerer.

Did you account for that? If you did, then it's possible I miscounted somewhere.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW(ISH) CHARACTER!

I have not only updated Caltrop, halfling giant slayer (male halfling hunter guardian 7), for the Remaster, but have also reimagined him as a guardian rather than a fighter. Enjoy this sneak peak of Battlecry! content!


Slayer of hafling giants? :-)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Slayer of halfling giants? :-)

Can't ever let 'em get too tall.

I've added the lesser alchemist's fire and the morph jewel, cold iron transmuting ingot, and silver transmuting ingot whetstones to Caltrop's equipment. This will allow him to shut down a troll's regeneration as well as to change his weapon's damage to bludgeoning, cold iron, piercing, silver, or slashing, as needed.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW CHARACTER!

Carbuncle, the Tiny Tax Tyrant of Andoran (Male draxie sprite tax collector guardian 11) - Pathbuilder Array

“I’m not A carbuncle! My name IS Carbuncle. Most call me “Carl” for short. I am an authorized assessor—that means NO smiting!”

Long before he became a feared tax collector of the Andoran People’s Council, Carl (short for Carbuncle) was just another mischievous draxie sprite buzzing through the meadows, playing pranks on farmers, and sweet-talking honeybees out of their nectar. His destiny changed the day he stumbled upon an abandoned ledger in a hollow log. While most sprites would have used its pages to start a campfire, or a particularly elaborate paper hat, Carl was entranced by the meticulous columns of numbers and the mysterious legalese.

Inspired, he began “collecting debts” from local animals. The squirrels paid their taxes in acorns, the field mice in dried seeds, and the owls… well, they paid nothing, but Carl learned valuable evasive maneuvers in the process. It wasn’t long before he realized that power was less about size and more about who controlled the receipts.

Years later, his knack for extracting “fair contributions” caught the attention of a passing Andoran magistrate, who witnessed Carl singlehandedly “audit” a group of loggers attempting to sneak untaxed timber downriver. Through a dazzling combination of intimidation (mostly shouting from a branch), precision paperwork (using beetle-shell quills), and truly spiteful pranks (including replacing the crew’s boots with beehives), Carl forced them to settle their “dues.” Impressed by his relentless spirit, and his unerring ability to detect liars, the magistrate recruited him.

Now officially appointed as a tax collector of the Andoran People’s Council, Carbuncle has become a pint-sized terror of tax evaders. He wears heavy armor forged from repurposed kettle lids and plates, gleaming like a walking coffer. His tiny wings allow him to swoop in unannounced, ledger in hand, his high-pitched battle cry ringing out:

“If you can’t pay, I’ll make you pay attention!”

Those who fall behind on their dues risk far more than fines. Carbuncle’s infamous pranks are legendary: delinquent taxpayers have been known to awaken with all their furniture glued to the ceiling, have their goats braided into knots, their wagons mysteriously disassembled and reassembled into “works of art,” or to find all their goods replaced with sacks of turnips with similar weight, all tagged with “Seized for Back Taxes.”

Carbuncle believes in Andoran’s ideals of fairness and civic responsibility--as long as they’re filed in triplicate, countersigned by a steward, and don’t smell like they were buried in a turnip field. While some scoff at his size, few laugh long. After all, what’s more terrifying than a fey with legal authority, diplomatic immunity, and a full understanding of back taxes?

He dreams one day of becoming Chief Assessor for the Eastern Reaches, where he can bring fiscal harmony (and just a little chaos) to all of Andoran’s frontier. Until then, he audits on, one copper at a time.

Tactics: Tax collectors can be real bullies when the job demands it, and Carl is no exception! While sprites aren’t typically known for their law-abiding nature, Carl revels in the rare joy of having official permission to harass others via diabolical pranks until they cough up what they owe.

Carl excels at battlefield manipulation, using combat maneuvers to reposition enemies into unfortunate places. Though he’s only the size of a house cat, Carl possesses the strength of several grown men. He can hurl creatures many times his size across the room, trip charging beasts, wrap his serpentine body around a giant’s limb in a submission hold, or disarm a seasoned warrior with a flick of his wrist.

This style is supported by feats like Flying Tackle, which lets him leap through the air to trip enemies; Disarming Intercept, allowing him to snatch weapons from foes trying to bypass him; and Juggernaut Charge, which lets him drag enemies into danger--be it a trap, a waiting ally, or a well-preheated oven. Punishing Shove brings the pain to those who aren’t braced for it. Thanks to Titan Wrestler and Larger Than Life, his Tiny size (or the size of his enemies) is rarely a limiting factor.

At higher levels, combos like Scattering Charge and Right Where You Want Them work wonderfully with Punishing Shove, letting Carl knock enemies around like bowling pins while repositioning himself across the battlefield. Cloud Jump and Powerful Leap extend the reach of his already impressive Flying Tackles. And if sheer presence isn’t enough, Battlecry and Terrified Retreat help ensure Carl’s reputation as a tax collector to be feared.

When the going gets tough, abilities like flight, Quick Squeeze, and Slippery Prey along with later options like Quick Climb, Quick Swim, and Invisible Trickster, make for excellent escape tools.

If time is on your side and enemies lack good ranged options, Carl can harass from above using his flight and extending feather quill to poke holes in his targets’ excuses. Just remember, staying airborne costs actions, so be mindful not to become an easy target!

If you’re guarding others, it might be better to stay grounded. Carl has numerous tools to protect himself and his allies, including Shield Block and Intercept Attack, which he can use together in the same round thanks to Reaction Time. If enemies won’t focus on him, he can activate his armor’s Change Size function to become Large. An angry sprite the size of a house is hard to ignore!

Outside of combat, simply perching on someone's shoulder while using Touch Telepathy, Quick Coercion, and Lasting Coercion can be surprisingly persuasive. For louder confrontations, Group Coercion makes entire rooms bend to his will. And with Thorough Search, Carl’s more likely to uncover the hidden assets of those attempting to underreport their worth.

Inspirations: Carbuncle could easily draw inspiration from a mix of mischievous and bureaucratic characters like Pain and Panic from Hercules, Rumpelstiltskin from Shrek or Once Upon a Time, and Dwight Schrute from The Office, blending petty enforcement with gleeful vindictiveness. His size and chaotic energy echo Tinker Bell from Peter Pan and Boo from Baldur’s Gate, while his obsessive devotion to rules and forms brings to mind Bartleby the Bureaucrat from Futurama or Inspector Zenigata from Lupin III. Add in a pinch of King Bumi’s unpredictable genius (Avatar: The Last Airbender) and the draconic whimsy of characters like Morgrem (Pokémon) or the Tooth Fairy from Rise of the Guardians, and you’ve got a full recipe for a pint-sized terror with a ledger and a vendetta.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW CHARACTER!

Brio Merryweather, circus ringmaster (Male gutsy halfling entertainer commander 1) - Pathbuilder Array

“Every moment’s a stage! You choose whether to stand in the light or hide behind the curtain.”

Brio Merryweather grew up on the road, born into a modest family of traveling entertainers who relied on quick wit and nimble hands to make a living. His small stature and boundless charm made him a natural fit for the stage, and his knack for timing and coordination quickly caught the eye of larger, more established shows. That attention eventually landed him a place in Mistress Dusklight’s Celestial Menagerie, a troupe that promised glittering opportunity but delivered cruelty and exploitation behind the scenes.

In the Menagerie, Brio learned discipline under duress; calling cues for dangerous acts, improvising fixes mid-performance, and smoothing over mistakes so the crowd never saw the seams. His skill at holding a show together made him valuable, but the constant mistreatment of performers eroded his loyalty. When a group of fellow acts, weary of Dusklight’s abuse, chose to walk away and form the Circus of Wayward Wonders, Brio seized the chance to join them.

In the Wayward Wonders, Brio found the family he’d always longed for. There he met Myron “Thunder” Stendhal, the booming-voiced ringmaster who saw potential in Brio not just as a performer, but as a leader. Myron made him his understudy, teaching him how to command the ring, inspire the troupe, and turn chaos into spectacle. Under Myron’s guidance, Brio’s confidence flourished, and so did the quality of every performance he helped run.

That golden chapter ended abruptly when Myron was murdered, slain by poisonous snakes hidden in his costume trunk. With the troupe in shock and a major performance looming, Brio stepped forward, determined to honor his mentor’s legacy. That night, he directed the show from center ring, ensuring it went on without a hitch. The crowd roared in delight, never guessing the grief concealed behind the curtain.

In the days that followed, Brio took up the ringmaster’s duties in all but name, working tirelessly to keep the Wayward Wonders together while quietly vowing to uncover the truth behind Myron’s death. Though his voice still carries the warmth of a showman, it now bears the steel of a man shaped by tragedy and chosen responsibility.

Tactics: Consider opening up with a bola at range to trip an enemy. Then Signal a tactic (e.g., Gather to Me!) to bring allies into aura coverage around the fallen enemy. Use dueling cape and armor to soak punishment while allies reposition and mob your foes from all sides.

Consider tanking hits with your dueling cape and armor and impeding enemy movement by standing in choke points while you command your allies. Use the shove property of your fighting stick to push enemies into vulnerable positions, such as hazardous terrain, or high drop offs.

Inspiration:

= Stage and Showmanship =

Ringmasters & Circus Leaders - P.T. Barnum (theatrical presence, showmanship, commanding a crowd). Brio’s banner could be as much a prop of spectacle as a tool of war.

Shakespearean Captains or Tricksters - like Henry V’s rousing speeches or Puck’s sly mischief. Brio could pivot between inspiring bravery and distracting foes.

Vaudeville Performers - blending slapstick, timing, and charisma, which mirrors his Deceptive Tactics and Fascinating Performance.

= Military Archetypes =

Wellington or Napoleon (but pint-sized) - masterminds who reshaped battlefields with clever maneuvers, not just brute strength.

Colonel Jack O’Neill (Stargate SG-1) - sarcastic but competent squad leader, who masks sharp tactical sense with humor.

Band Leaders in Military Marches - historically, banners and music weren’t just morale tools; they coordinated troop movement. Brio’s banner is a direct echo of that.

= Fantasy Figures=

Samwise Gamgee (LOTR) - halfling resilience and the ability to keep spirits up in dire moments. Brio shares that “glue of the group” energy.

Tyrion Lannister (Game of Thrones) - clever, underestimated strategist who uses words and wit to outmaneuver stronger foes.

Matt Cauthon (Wheel of Time) - gambler-turned-general, with a mix of charm, luck, and battlefield brilliance.

= Trickster-Commanders =

Robin Hood’s Merry Men - a leader who inspires loyalty not through fear but fellowship.

Cyrano de Bergerac - charismatic, theatrical, and skilled with both words and weapons.

Jesters with Hidden Depths - Brio could play the fool to mask cunning moves (like a court jester who’s secretly the smartest in the room).

= How It All Fits Brio =

Brio Merryweather can be imagined as:

A battlefield ringmaster: directing combat like it’s a performance, with banners, calls, and dramatic flair.

A small but steady center of morale: allies feel braver and stronger just by clustering near him.

A deceptive tactician: enemies underestimate the “jovial halfling,” but his feints and diversions create deadly openings.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW CHARACTER!

Janet Paegin, acclaimed diabolic scholar (Female witch kholo acolyte sorcerer 10) - Pathbuilder Array

“Every rule is a kindness to those who would otherwise be lost.”

Janet Paegin was born among the Kholo clans of the Mwangi Expanse, where her sharp intellect and soft-spoken nature marked her as an anomaly. While her kin found purpose in the hunt, Janet was captivated by the written word--especially the meticulous logic of law, language, and the contracts that bind word to deed. Her curiosity eventually led her north to Cheliax, where she became an unlikely favorite among scholars and magistrates alike, her quiet composure belying the infernal magic coursing through her blood.

Unlike many diabolists, Janet does not seek dominion or cruelty for its own sake. She venerates Asmodeus not as a god of torment, but as the ultimate patron of structure. To her, the Prince of Darkness represents the ideal of a perfectly ordered world--one where every rule, every soul, and every syllable has its rightful place. Within the vaulted archives she tends, silence is sacred and discipline divine. The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance.
Janet’s infernal heritage manifests not in fire and fury, but in an unshakable authority that smolders beneath her calm exterior. Her words carry weight, her presence demands respect, and her commands are rarely ignored. Yet she is genuinely kind to those who honor the sanctity of study. Her assistants whisper that the warm tea she brews for weary scholars may be enchanted to soothe the mind, though none dare ask outright.

Her early years in Cheliax earned her a reputation for precision and reliability, if not warmth. Her mastery of infernal jurisprudence soon drew the attention of Riva Sarjenka, the famed Dragon Sage and founder of Allania, a rising city-state in the Stolen Lands. Invited to assist in drafting the legal frameworks of Riva’s grand library and its affiliated societies, Janet quickly proved indispensable. Where Riva’s genius burned bright and untamed, Janet’s measured patience and sense of order provided balance. In time, she was entrusted with overseeing the library’s daily operations, ensuring that even chaos itself bowed to her system of classification. Occasionally, she was also tasked with watching over Riva’s little-ball-of-chaos daughter, Tarka Firefang.

Today, Janet divides her time between her secluded library-estate in the Stolen Lands, her correspondence with Chelaxian colleges that sponsor her work, and her occasional lectures at the Magaambya, where she is both admired and quietly distrusted. A woman of contradictions, she is pious to a devil yet sincerely kind; feared for her power, yet beloved for her fairness. In her heart, she believes she serves the greater good by preserving order in a world forever slipping toward chaos.

That orderly life of catalogues and candlelight ended the day Tarka fled the township in search of her missing mother. When Janet, serving as an impromptu babysitter at the time, discovered the child’s diary--scrawled across pages torn from one of her valued tomes--it revealed a perilous journey west into the wild swamps. Reluctantly, Janet left her desk behind to pursue the child, compelled less by affection than by duty. Yet the farther she ventured from civilization, the more her infernal magic became a lantern in the dark, and the laws she once enforced on parchment began shaping destinies instead.

Tactics: In combat, Janet Paegin excels as a measured battlefield controller and punisher. She opens fights by establishing control--using fear, suggestion, or wave of despair to sap morale and limit movement, then reinforces her authority through diabolic edict, rewarding obedience and punishing defiance. Against powerful foes, she relies on banishment or vampiric maiden to remove threats outright, while hellfire plume devastates clustered enemies with infernal precision. Her blood vendetta reaction ensures that any who harm her face immediate retribution, often leaving attackers bleeding.

When battle turns against her or her allies, Janet seamlessly shifts into a supportive role. Bless (in conjunction with malediction), guidance, and heal bolster companions to swing the tide, while embrace the pit grants her the durability to briefly hold position if cornered. Her Reach Spell and wand of shrouded step allow her to keep herself safely distant, using concealment and positioning to dictate the flow of combat. Calm, commanding, and unshaken, she wages war as she keeps her library--quietly, efficiently, and with no tolerance for disorder.

Inspiration:

= Minerva McGonagall (Harry Potter) =

A perfect model for Janet’s measured authority and quiet compassion. McGonagall’s stern, no-nonsense demeanor hides genuine care for her students--much like Janet’s bureaucratic “kindness through order.” Her sharp wit, restraint, and refusal to tolerate chaos make her an excellent behavioral reference.

= Inara Serra (Firefly) =

Inara embodies a similar elegant composure and moral strength beneath a veneer of diplomacy. Her grace, control over her environment, and ability to assert quiet dominance through presence rather than force mirror Janet’s Asmodean poise.

= Ra’s al Ghul (Batman mythos) =

A lawful villain archetype who, like Janet, believes discipline and control are the purest forms of compassion. Drawing lightly from his philosophy--not his ruthlessness--can help you channel Janet’s view of Asmodeus as a god of structure rather than cruelty.

= Lady Melisandre (Game of Thrones) =

While more overtly fanatical, Melisandre’s serene conviction in her faith and mastery of divine fire magic parallel Janet’s infernal lineage and calm, prophetic demeanor. She demonstrates how belief can fuel quiet certainty even amid horrific surroundings.

= Delenn (Babylon 5) =

An especially apt comparison. Delenn’s diplomatic restraint, moral clarity, and deep spiritual authority embody Janet’s best traits. She is lawful without cruelty, kind without weakness, and inspires loyalty through intellect and principle rather than fear.

= The Archivist or Librarian Archetype (e.g., Cassandra Pentaghast, Dragon Age; Yennefer, The Witcher) =

Like Janet, these characters wield knowledge as power. They command respect through intellect and self-discipline, often walking the line between scholar and enforcer. Yennefer’s pragmatic morality and Cassandra’s firm devotion both map well to Janet’s internal balance between control and compassion.

In short:
Think of Janet as a blend of McGonagall’s discipline, Delenn’s faith, and Inara’s quiet authority, with just a touch of infernal gravitas from Melisandre. She’s not a zealot or a villain--she’s a scholar who believes that order is the truest kindness in a chaotic world.


Ravingdork wrote:

{. . .} Janet Paegin {. . .}

The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance. {. . .}

I can see that sooner or later, she's going to run afoul of the Order of the Rack.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
UnArcaneElection wrote:
Ravingdork wrote:

{. . .} Janet Paegin {. . .}

The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance. {. . .}

I can see that sooner or later, she's going to run afoul of the Order of the Rack.

That would make for one hell of a plot hook.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
UnArcaneElection wrote:
Ravingdork wrote:

{. . .} Janet Paegin {. . .}

The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance. {. . .}

I can see that sooner or later, she's going to run afoul of the Order of the Rack.

That would make for one hell of a plot hook.

Emphasis on "hook."


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Nice characters! I like 'em both. Very minor nit: her Pathbuilder array list's Janet's sex as male. And a question: having been born in the Mwangi Expanse, shouldn't Janet have Mwangi as a language?

I much prefer the Harnmaster way of dealing with languages: you have a native language (the one you were born into) and may have others depending on your background. So Janet would have Kholo as her native language, Mwangi as probably her first secondary language, Taldane as the next one (based on her move to Cheliax), and then others. Of course, Pathfinder's approach is different, but the abstraction level leads to problems. Is "Common" actually a group of languages, and someone who speaks "Common" speaks whatever the common language is where she is? If she moves (Mwangi Expanse to Cheliax for example) does she automatically learn the new "common"? Most people won't care about this, just picking languages sort of at random based on INT mod, and otherwise basically ignoring linguistics and languages as an aspect of the world. And so do I, perforce, when playing this game. But, as they say, I don't have to like it. :-)

Added: Also, nobody calls the language they speak "Common". It's Taldane, or Mwangi, or Tien, or whatever.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Nice characters! I like 'em both. Very minor nit: her Pathbuilder array list's Janet's sex as male. And a question: having been born in the Mwangi Expanse, shouldn't Janet have Mwangi as a language?

Yeah, I cycled through a couple ideas before settling on the current version of the character. The original 1e Paegin was a male gnoll NPC. I decided to take the character on a different, more PC friendly route this time around. I actually forgot to change the sex on the character sheet as well. About a day passed before I spotted it and corrected it. Can't believe I didn't think to check the About tab on Pathbuilder as well. I'll be sure to adjust it.

Also, good catch on the language. Is it established in the game the Common in the Mwangi expanse if Mwangi?

Ed Reppert wrote:
I much prefer the Harnmaster way of dealing with languages: you have a native language (the one you were born into) and may have others depending on your background. So Janet would have Kholo as her native language, Mwangi as probably her first secondary language, Taldane as the next one (based on her move to Cheliax), and then others. Of course, Pathfinder's approach is different, but the abstraction level leads to problems. Is "Common" actually a group of languages, and someone who speaks "Common" speaks whatever the common language is where she is? If she moves (Mwangi Expanse to Cheliax for example) does she automatically learn the new "common"? Most people won't care about this, just picking languages sort of at random based on INT mod, and otherwise basically ignoring linguistics and languages as an aspect of the world. And so do I, perforce, when playing this game. But, as they say, I don't have to like it. :-)

I don't think "Common" covers all the languages like you describe--a character can't take Common, then speak two languages for the price of one just because they're well-traveled. I think you have Common (Taldane), Common (Tien), Common (Mwangi), Common (Osirion), or some other language based on your region, then if you want one of the other "common languages" you spend a language slot (or a feat or similar ability) to get it.

Thanks to various world guides and some adventure paths I know Taldane (Inner Sea), Tien (Tian Xia), Mwangi (Mwangi expanse) (probably), and Osirion (Geb) are all established Common languages.

Ed Reppert wrote:
Added: Also, nobody calls the language they speak "Common". It's Taldane, or Mwangi, or Tien, or whatever.

You're probably right about that! XD


Ravingdork wrote:

Also, good catch on the language. Is it established in the game the Common in the Mwangi expanse if Mwangi?

I don't think "Common" covers all the languages like you describe--a character can't take Common, then speak two languages for the price of one just because they're well-traveled. I think you have Common (Taldane), Common (Tien), Common (Mwangi), Common (Osirion), or some other...

Agree with your last. As to the first, yes, I think in The Mwangi Expanse and probably in some earlier books (Player Core?)

Not sure about Osiriani being "Common" in Geb, although it may be the most commonly spoken language there. GM choice, maybe.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Not sure about Osiriani being "Common" in Geb, although it may be the most commonly spoken language there. GM choice, maybe.

I believe it is mentioned in the Bloodlords Player's Guide that all Gebbite players begin with Common (Osirioni) rather than Common (Taldane).


Janet's staff has the flaming rune--magic staves can't have property runes (GM Core page 278, or here: https://2e.aonprd.com/Rules.aspx?ID=3211)


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VVKing wrote:
Janet's staff has the flaming rune--magic staves can't have property runes (GM Core page 278, or here: https://2e.aonprd.com/Rules.aspx?ID=3211)

Ah, yes, I had forgotten about that. She had a flaming morningstar originally, but I thought why not just use her staff?

Completely forgot about that last line. I'll get it fixed up. Thanks for pointing it out.

Man! I really liked the idea of her adding scrolls to the staff by appearing to cast them into the flames.


Ed Reppert wrote:

{. . .}

Added: Also, nobody calls the language they speak "Common". It's Taldane, or Mwangi, or Tien, or whatever.

Closest I can think of is in the Star Trek universe, in which English is occasionally referred to as "Federation standard".


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NEW CHARACTER REMASTER UPDATES!

In honor of Valentine's Day tomorrow, today I'm bringing back three of my personal favorite characters, updated to the new Remaster rule set!

Whether it's the passionate love of a man for his wife, the paternal love a father holds for his daughter, or the obsession of a sick mind for his beloved victims, it's all here on full display this weekend.

Enjoy! Trigger Warning: This content includes potential triggers for child abuse, cults, kidnapping, and imprisonment in confined spaces.

Dolgrin Tombguard, Kuthite high priest (male death warden dwarf shadow haunted cleric 13)

A descendant from a long line of Pahmet tomb guardians of Osirion, the once proud magistrate, Dolgrin, slowly devolved into insanity after seeing far too many criminal atrocities in his line of work. He has long since given up on the world, and now serves the Midnight Lord as a living atrocity himself. Empty of pity and empathy, utterly amoral and merciless, there is nothing he won't do to sate his masochistic and sadistic fetishes. The only thing that keeps his mind orderly is his unbreakable devotion to his Prince of Pain.

At his core, Dolgrin Tombguard lives to deliver pain unto others. Therefore, he relies heavily on high damage blast spells that allow him to better maim and murder his enemies, crippling debuff spells with which to torment and capture his targets, and a handful of battlefield control spells that deter pursuit while drawing blood. Craving pain himself, he chiefly relies on short range spells so as to always be in the thick of things, relying on his high hit points to endure any incoming trauma he might take.

Dolgrin generally opens up combat with a Battle Cry and harries his foes from a short distance, biding his time for when they close, allowing him to use his domain powers and focus pool to deliver powerful one-two punches. For example, he might cast a single action harm to deal 7d10 negative damage to a single target followed by cry of destruction for an additional 7d12 sonic damage to the target and anyone standing next to him. Should his enemies attempt to heal themselves or their allies, Dolgrin can punish them with anathematic reprisal (dealing another 4d6 damage and stupefy 1 to the healer).

Should his enemies live long enough to get past Dolrgin's allies, walls, and other deterrents, he can punish his attackers with retributive pain sending half of the incoming damage back at his foes (especially useful should they crit for high damage).

Should a foe prove especially resistant, Dolgrin can cast destructive aura to reduce their resistances, allowing his damaging spells to have more of an impact before following up with spells like phantom pain or savor the sting to prolong their agony and hasten their defeat with persistent damage.

Out of combat, Dolgrin is a bully who coerces others into doing his bidding. Though he is not the most clever villain and generally prefers a more straight-forward approach, he is no fool; subtlety is not beyond him. For example, though he might simply use his magic and minions to abruptly kidnap someone, he still sees the value in and might execute a subtler approach, such as befriending the target and offering them a drink laced with slumber wine. Generally, this depends on his level of control over the situation. When on his own turf surrounded by his own allies, or when he is otherwise certain to get away with it, he is more likely to use brute force. When there is a possibility of drawing unwanted attention, or becoming captured himself, he will generally opt for the more subtle approach.

When praying to Zon-Kuthon, Dolgrin relies on his marvelous medicines, stabilize spell, and Continual Recovery feat to ensure his torture victims do not perish (or lose consciousness) before his own desires have been sated. Should Dolgrin ever kill someone too soon (in or out of combat) he uses breath of life to prolong their miserable lives.

If forced into melee combat, he might use his poisoned spiked chain to deliver excruciating scorpion venom before following up with cry of destruction. A critical hit might also allow him to use his Battle Cry feat to debuff his foe for a time.

Before bringing a horrible fiend such as Dolgrin Tombguard into your games (as a PC or NPC), I encourage you to first speak to your group about their comfort levels when it comes to playing out evil acts at the table.

Jaha, seer of ill repute (male ancient elf acolyte and gambler oracle 7)

Unlike the other two characters, which were simply adapted to the Remaster, Jaha--being a diviner wizard--has been completely overhauled out of necessity to maintain his status as a seer. He is now a Lore oracle with the Knowledge domain and a wizard of the Mentalism school.

A former priest of Abadar, Jaha was excommunicated from the church due to a great many accusations of cheating and theft laid against him. In truth, Jaha is a talented seer whose greed and ability to see the immediate future caused him to develop a gambling addiction. Even as he preached the steadfast tenants of Abadar, he would use his powers of foresight to gain every edge he could in gambling games. To this day, Jaha adamantly defends his actions, claiming (truthfully) that he never (technically) broke any rules, committed any crimes, or took anything that was not due to him by the initial agreements of all who chose to participate in the games. Most tend not to see it that way, however, and much of his life has been dedicated to redeeming himself in the eyes of society.

As an intelligent and perceptive character with lots of skills, Jaha makes for a pretty good sage or detective. There's nothing he doesn't know a little something about and his astute observations of the world around him give him an edge when it comes to finding clues or ousting hidden criminals--to say nothing of his formidable divinatory powers!

Not one to take chances, Jaha is also a master of divine magic. His ability to cover wide areas in combat with deadly blasts, cast spells discreetly, or apply beneficial spells from a distance grant him a wide range of versatility in and out of combat.

Jensen, battle oracle (female aiuvarin acolyte fighter 11)

Jensen is a bastard-sword wielding town guardswoman who, between her wizard spell slots and staff of the unblinking eye, is capable of casting sure strike several times per day. This unique capability grants her unparalleled accuracy on many of her most important attacks and allows for frequent use of her Bespell Strikes feat for even more damage.

She also excels at disrupting opponents' actions and has a variety of additional tricks up her sleeve such as being able to boost her speed all day long, fly, turn invisible, use divine scrolls, and more!

It's not all build though! She comes with an exciting backstory detailing her terrible history as a former cultist of Zon-Kuthon, her unusual social rehabilitation and the ongoing threat to the future that it still represents, and her striving to be a defender of the weak despite having only one arm and a head full of dark knowledge. Unbeknownst to her the Prince of Pain's sinister agents are closing in, and it is only a matter of time before they catch up to their prized acolyte.

NEW CHARACTER AUDIO!

Don't have the time to read the backgrounds of the three new characters? Then give this condensed audio file a listen! (5 min. 50 sec.) I call it "Shadows of the Midnight Lord". Or perhaps "The Seer's Ward". I haven't decided which I like better!

It covers all three characters and their backgrounds in one tidy little narration. It is different than the written backgrounds too, so it's worth hearing even if you're already familiar with the three characters.

Audio Transcript:
Shadows of the Midnight Lord / The Seer's Ward

Born to an affluent elven sorceress and a talented human wizard in a bustling Inner Sea community, Allania Jensen inherited neither her mother's innate magic nor her father's scholarly arcane mastery. Instead, she gravitated toward martial prowess, excelling with the blade through sheer determination. Her limited magical talents—gleaned from a guardian of dubious repute—manifest as battle intuition, allowing her to foresee enemies' strikes and respond with devastating precision.

Jensen's life began in tragedy. Abducted at birth by a Zon-Kuthon cultist disguised as a midwife, her parents were deceived into believing she was stillborn. Raised in the cult's shadowy clutches from infancy, she endured years of indoctrination into the Midnight Lord's doctrines of pain, pleasure, and eternal shadow. The cult, led by the depraved dwarf cleric Master Dolgrin—a former Osirian magistrate twisted by madness and sadism—saw her as a prophesied acolyte destined for a "terrible, unknowable purpose." Under Dolgrin's influence, young Jensen was molded into a vessel of corruption, her innocence despoiled through ritualistic torment and isolation. The cult's beliefs, including the envious "Joyful Thing" transformation (where devotees are reduced to limbless torsos to amplify sensation), loomed as her potential fate, a "gift" from the Dark Prince.

Dolgrin's operation infiltrated society like a cancer, recruiting broken souls and kidnapping children to expand its ranks. His "practice sessions" of poetic torture—such as affixing red-hot iron shoes to rivals or hatching larvae in their eyes—elevated him to "Master" among Kuthites. After a decade of unchecked depravity, the cult was exposed by Jaha, an elven seer and former Abadar priest exiled for his gambling addiction and foresight-enabled "cheating." Jaha, once a recluse haunted by his sullied reputation, had rebuilt his life through marriage to a kind human woman named Jensen, whom he met while supplying her exotic flowers from his indoor gardens. Their union brought him purpose, but it ended in horror when Dolgrin, in retaliation for Jaha's divinations uprooting the cult, invaded their home and brutally tortured and murdered Jaha's wife, sculpting her corpse into a grotesque shrine.

Devastated, Jaha joined law enforcement raids as a deputized arcane consultant, wielding his divination magic to dismantle the cult root and branch. In one final safehouse, authorities discovered the half-elf child—brutalized, brainwashed, and unnamed. Too young for prosecution and too volatile for an orphanage, she was placed in Jaha's care. Honoring his late wife, he named her Jensen and vowed to redeem her from Zon-Kuthon's grasp.

Rehabilitation proved harrowing. Jensen's skewed reality made her antisocial, self-destructive, and violent; she refused food, harmed herself in secret to "please her Prince of Pain," and lashed out when questioned. Near the end of their first year, she nearly bled out from self-inflicted wounds to her left arm. Jaha intervened, amputating the limb to save her life. Desperate to prevent further harm, he performed a rare ritual to suppress her traumatic memories, freeing her from the cult's influence. The magic's intensity caused Jaha a micro-stroke, leaving him comatose for days and stripping him of some memories, power, and ritual knowledge. In a poignant twist, the confused young Jensen tended to him, revealing her innate benevolence.

With her past erased, Jensen adapted to a semblance of normalcy. Jaha wove a protective web of lies: she was rescued from an abusive family, and a "terrible illness" clouded their early memories. He never contacted her birth parents, deeming their dangerous lives unsuitable for her safety. Unaware of her origins, Jensen attended school, defended herself against bullies despite her scars, and pursued a basic education. Though academics bored her, she channeled her protective instincts into joining the local watch, extending her guardianship from playground to community.

Decades later, Jensen lives an ordinary life, her divine echoes manifesting as oracle-like battle prescience. Yet shadows linger: concealed scars, unexplained Zon-Kuthon lore, and memory gaps spark quiet curiosity. Zon-Kuthon remembers her "despoiled innocence" and resents her purification, dispatching remnants of the cult—including the escaped Dolgrin—to reclaim her. Driven by visions from his oubliette imprisonment, Dolgrin seeks to fulfill the prophecy, rewarding himself with Joyful Thing conversion. Jaha, ever vigilant, shields her from this encroaching darkness, knowing one revelation could shatter the fragile peace.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

NEW CHARACTER!

Adin Lear, aiuvarin psychic warrior (male aiuvarin war orphan fighter 13) - Possible Pathbuilder Progression

Adin Lear has fought the Worldwound for over a century. Possessed as a boy and forged in the fires of five crusades, he wields a hard-earned psychic radiance against the demons that destroyed Sarkoris. Known as Old Nahod and the Ghost of Sarkoris, he stands on the brink of the Fifth Crusade with one goal left: to see the rift closed before his watch finally ends.

Tactics: Adin Lear's strengths lay in his versatility. He can deal any type of physical damage, alternate seamlessly between melee and ranged attacks, blast multiple enemies with an area blast (once per minute), deal lethal or nonlethal damage, rely on combat maneuvers (such as Dirty Trick or Grapple), take advantage of terrain with superior mobility options (such as leaping and climbing), or buy time by going on the defensive with Dueling Parry.

Other than that, his strategy is pretty basic. Turn the enemy into mincemeat as any good fighter should. Sudden Charge and a superior land speed means that you will be able to kite most enemies pretty effectively. If you need to stay in the thick of it for the sake of your allies though, you can use your area attack and Dueling Parry to put the hurt onto multiple enemies while protecting yourself from potential retaliation.

Inspiration: Aragorn (The Lord of the Rings), Boromir and Faramir (The Lord of the Rings), Captain America (MCU version, specifically post-Winter Soldier), The Crow (Eric Draven), Drizz't Do'Urdan (Legacy of the Drow), Elric of Melniboné (Michael Moorcock), Geralt of Rvia (The Witcher), Green Lantern (specifically Hal Jordan), Jean Grey and Psylocke (X-Men), Jon Snow (A Song of Ice and Fire), Logen Ninefingers (First Law), and The Nameless One (Planescape: Torment).

Adin Lear evokes the archetype of the long-weathered guardian and haunted survivor found across epic fantasy and modern genre fiction. Like a Ranger of the North or a frontier watchman standing against encroaching darkness, he carries the memory of a fallen homeland and fights not for glory but because someone must endure. His trauma-born psychic power recalls characters whose abilities emerge from emotional fracture, yet his discipline and restraint align him with veteran warriors forged by endless war. Bearing a battlefield epithet and the reputation of a man who has outlived comrades, commanders, and even eras, he feels less like a typical hero and more like a living relic—part ghost, part sentinel—whose identity is defined not by triumph, but by survival, vigilance, and the refusal to yield.


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NEW CHARACTER!

Himar (aka Mr. Prowler), automaton head hunter (masculine personality hunter automaton bounty hunter monk 15) - Possible Pathbuilder Progression

Himar, the Ghost Panther of Jistka, also known simply as Mr. Prowler, is a 7,525-year-old automaton crafted in the final desperate years of the Jistka Imperium. Bound with the soul of a legendary Garundi bounty hunter, his sleek panther-shaped body of gleaming white alchemical steel and mithral was built for unmatched speed and predatory grace. For millennia after Jistka’s fall he continued his calling across what would become Rahadoum, Thuvia, and the Mwangi Expanse, but endless isolation slowly shattered his mind. He became the feral White Death — a ghostly white panther with a blazing blue eye that left blurred afterimages as he sprinted up walls and across rooftops, dragging down anyone he deemed guilty.
Only months ago, after being captured by adventurers and taken home as a curiosity, a kind-hearted ten-year-old girl named Lira found him chained in her family’s workshop. Through patient care, silly chalk drawings, and bedtime stories, she coaxed his fractured soul back from madness and gave him the affectionate name Mr. Prowler. Now lucid once more, Himar walks the path of Irori’s monks to keep his predatory instincts in check. He has returned to bounty hunting, faster and deadlier than ever, delivering justice with a rasping metallic growl.

Tactics: Himar's strength resides in his extreme mobility. Capable of outrunning most foes several times over and being able to seamlessly transition from striding to climbing (via Wall Run) means few without flight can escape you. Qi rush, blur, and figment allow you to lean into your ghostly reputation and keep your foes guessing at what is attacking them. Invisibility allows you to better keep a low profile before an ambush, or allows for easier escapes. Your energy beams may be of some use against enemies beyond your reach, such as fliers, but due to its limited range and your high mobility and translocate power, it will probably be used more frequently for starting fires. Astral Blink is great for getting to those few places beyond your reach, and so should probably be kept in reserve for such situations. Take care not to get too far beyond the reach of your allies though; you're pretty tough as a monk, but you're hardly invulnerable. Rely on inner upheaval and Blazing Streak to hit hard and place persistent damage on as many targets as possible, respectively. If fighting alone, continue to kite the enemies, staying out of their reach while the persistent damage wears them down. When with your party, stay close to your allies, and aid them with Stealth, flanking, and Aid actions. Inner Fire makes enemies think twice about how they choose to attack you.


Interesting. No archetype dedications. Hm. A 7500 year old automaton who only speaks two languages? Seems unlikely. :-)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Interesting. No archetype dedications. Hm.

I might recommend Ranger if playing with Free Archetype, to get Hunt Prey and extend the range and utility of his energy beam attacks.

Ed Reppert wrote:
Hm. A 7500 year old automaton who only speaks two languages? Seems unlikely. :-)

He has forgotten more languages than you will ever know. ;P

Paizo Employee Community & Social Media Specialist

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Casual reminder that I love this thread. Keep doing what you do, Ravingdork.


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NEW CHARACTER!

Hestia Pringle, the Soup Saint of Sandpoint (female skilled human cook exemplar 7) - Possible Pathbuilder Progression

A tough, hunched old grandmother who spent her retirement running Pringle’s Hearth, feeding dockworkers, refugees, and goblin children. Then the Godsrain struck. Now this reluctant Exemplar wields a heavy iron khakkhara hung with pots, pans, cleavers, and a dinner bell, tenderizing bandits while handing out divine healing stew from her horn of plenty.

Humble by day, fiercely protective by necessity--she'll fuss over your wounds one moment and crack a sellsword's knee the next, all while muttering, "I’ve tenderized tougher meat than you!"

Perfect for Pathfinder 2e War of the Immortals campaigns. Everyone needs a battle grandma. ;)

Tactics: Hestia fights like the protective grandmother she is: a durable frontline hybrid who controls the battlefield with her presence while keeping her "adopted grandchildren" alive and buffed. She usually begins combat by shifting her divine spark into her noble branch (a heavy iron T-shaped khakkhara), using it to Strike or Shove enemies away from squishier allies. Her Strikes deal solid bludgeoning damage plus spirit (or fire or slashing via Energized Spark). On a solid hit she frequently follows up with Strike, Breathe, Rend to pile on additional, reliable damage. If outnumbered by several weaker foes, she can activate Motionless Cutter (since Energized Spark lets her do slashing damage with her khakkhara), chaining up to four slashing Strikes against different targets, or blast groups with Steel on Steel's 30-foot sonic/spirit cone.

When support is needed, she pivots instantly to the horn of plenty. She can draw and drink (or transfer via Feed the Masses) alchemical items in a single action--handing out elixirs of life, mutagens, antidotes, or emergency potions to allies up to 60 feet away. Every Transcendence also triggers The Radiant, instantly restoring Hit Points to a nearby ally, while Dancer in the Seasons grants her temporary Hit Points and a free Step on critical hits. With Scar of the Survivor, Toughness, Diehard, and Unassailable Soul she is shockingly hard to drop. Her returning flying pan gives her safe ranged options, letting her play the perfect den-mother role: tenderizing threats with her staff while making sure everyone else stays fed, healed, and inspired.

Inspiration: Here are characters and media that capture Hestia’s mix of humble, warm grandmotherly kindness with hidden (or suddenly revealed) badass combat ability and fierce protectiveness:

  • - Granny Weatherwax (Discworld novels by Terry Pratchett) - The quintessential stern, hyper-competent old woman with immense hidden power and a deep sense of duty.
  • - Evelyn Wang (Everything Everywhere All at Once) - An ordinary stressed-out older woman who suddenly unleashes extraordinary fighting skills and fierce maternal protectiveness.
  • - Nanny Ogg (Discworld) - A warmer, folksier, cooking-loving grandma who is deceptively tough and always ready with a good meal (or a good fight).
  • - Sarah Connor (Terminator franchise, especially later years) - Battle-hardened survivor with a gruff but deeply caring protective instinct.
  • - Carol Peletier (The Walking Dead) - Quietly nurturing survivor who becomes lethally competent when her chosen family is threatened.
  • - Genkai (Yu Yu Hakusho) - Cranky, tough old martial arts master with a soft spot for her students.
  • - Mags (The Hunger Games: Catching Fire) - Quiet elderly woman who proves deadly competent when it counts.


Like the idea. Having trouble reconciling her skills. For example, at second level she supposedly took Additional Lore (Cooking), but she already has Cooking Lore, from her background. There's others, but it's late and I'm tired. More later.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Like the idea. Having trouble reconciling her skills. For example, at second level she supposedly took Additional Lore (Cooking), but she already has Cooking Lore, from her background. There's others, but it's late and I'm tired. More later.

Yeah, I did it for the scaling benefit. Insofar as I'm aware, ever since the devs removed the word "additional" from the body text of Additional Lore for the Remaster, it's been a legal option to take it with existing lores.


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CHARACTER UPDATE!

Small Part (Male unbreakable goblin mechanic inventor 8)

Spart Largel has been overhauled and now possesses the Spirit Warrior archetype. Though he has a few less HP and speed now, this change serves to make him far more efficient in his action economy (allowing for a single-action one-two punch with his buzzsaw or pincer, and his boot), boosts his overall damage output, and frees up a number of redundant abilities to allow for more versatility in the form of Gadget Specialist.

Furthermore, many of his new abilities more than make up for what was lost. For example, rather than the 8 HP from toughness, greater ablative armor plating can now give him (or an ally) 20 temporary hit points for 1 hour, potentially three times a day. Moderate blast boots greatly aid in mobility, and help to make up for the loss of Manifold Modifications/Speed Boosters. He also has (or can have) any number of other useful gadgets to handle most any situation.

Enjoy!


Ravingdork wrote:
Insofar as I'm aware, ever since the devs removed the word "additional" from the body text of Additional Lore for the Remaster, it's been a legal option to take it with existing lores.

It seems to me the "addditional" requirement is implicit in the first sentence of the description: "Your knowledge has expanded to encompass a new field". (Emphasis mine). Herolab seems to agree, since I can't select Cooking again for additional lore there.

Went and read some threads. Still not sure I agree with it, but I did find a way to make it work in HLO: effectively retrain Cooking Lore under Cooking to Alchemical Lore (arbitrary choice, but she did take the dedication :)) and select Cooking Lore under Additional Lore. I guess that works. :-)


found this while I was futzin' around. :-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
found this while I was futzin' around. :-)

Yeah, but it's only 1d4 damage and can't be thrown accurately, which is why Hestia wields a flying pan instead of a frying pan. :P


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I didn't see Eibon Ruiz in your Remastered folder, so I thought I'd take a shot at it. Which ended up with me going to bed at eight this morning and getting up at 1:30. What a ride!

Here's the still unfinished pathfinder build.

What have I learned?

1. You can't put property runes on a specific magical staff.
2. Many spell names, ritual names, and gear names have changed.
3. One spell I looked for doesn't have a "Remastered" equivalent. I don't remember which one.
4. Neutralize poison (Spell 3), Remove Disease (Spell 3), and Remove Curse (Spell 4) have all been replaced by Cleanse Affliction (Spell 2). So now he needs to pick two 3rd rank spells he didn't have before.
5. He only has eight skill increases; he needs nine. If there's a way to get one more (through feats?) I haven't found it yet. So either he's not legendary in one of Arcana or Religion or he's not expert in Society or he's not master in Deception. I chose to leave Deception at expert at least for the moment, which means he's not qualified for Slippery Secrets.
6. If it's possible to create a custom staff in HLO with all the properties of a Staff of True Healing I haven't figured it out yet.
7. A lot of things are "Uncommon, requires GM approval". I don't really care. :-)
8. He currently has (in HLO) 210 PP, 13,480 GP, and 4 SP. He's overburdened and can't move -- at least until I figure out what to do with all that Gold.
9. The change to Arcane Schools means he can't pick Necromancy so I gave him School of the Boundary. Which means his school cantrip is different.
10. The current Validation Report contains 1 Error and 17 Warnings of which 12 are about needing GM permission for uncommon things.
11. His skill list on your character sheet marks three skills of twenty as legendary, one as master, one as expert, and eight as trained. Seven are not marked as any of the above (which should mean they're untrained, but based on the stated modifier, they're trained. I can, I think, make them all trained, with the help of some feats.


Ed Reppert wrote:
3. One spell I looked for doesn't have a "Remastered" equivalent. I don't remember which one.

It was Restoration (Spell 2). I also found that the Legacy True Staff of Healing has 3 rank 6 and 3 rank 7 spells, while the Remastered version has 3 rank 6 but only 1 rank 7. :-(


Ed Reppert wrote:
Ed Reppert wrote:
3. One spell I looked for doesn't have a "Remastered" equivalent. I don't remember which one.
It was Restoration (Spell 2). I also found that the Legacy True Staff of Healing has 3 rank 6 and 3 rank 7 spells, while the Remastered version has 3 rank 6 but only 1 rank 7. :-(

Restoration has been split between Clear Mind and Sound Body. For the "lessen a toxin" effect, I guess that's just Cleanse Affliction too.


I don't suppose it makes a lot of difference but according to AoN, Clear Mind replaced Remove Fear and Sound Body replaced Restore Senses. If you look up Restoration it shows as a legacy spell with no link to a Remastered replacement. Maybe AoN is wrong. <shrug>


Glyph of Warding is a legacy Hazard item from several APs. Looking at it in AoN there's no link to a Remastered version, but poking around I found Rune Trap, a Rank 3 Ritual that seems to be functionally identical. Rune Trap links back to the legacy Glyph of Warding entry.

On another note, Eibon's Wizard School was Necromancy. Going by the focus spell and its Remastered equivalent the corresponding Remastered school would be the School of Protean Form, which seems to me more about fleshwarping then Necromancy per se. Originally trying to Remaster the character I switched his School to School of the Boundary, which via the focus spell corresponds roughly to Conjuration. Which school makes more sense for this character?

I think I now have a fairly complete list of all the magical stuff associated with Remastering this character. Anyone interested (RD?) drop me a note if you want it.


Okay, here we go. Eibon Ruiz Remastered, at level 1:

Eibon Ruiz 01
Human wizard 1
Medium, Human, Humanoid
Heritage versatile human
Background criminal
Perception +6
Languages Common, Diabolic, Gnomish, Halfling, Necril, Varisian
Skills Acrobatics +4, Arcana +7, Athletics +4, Crafting +7, Deception +3, Intimidation +3, Society +7, Stealth +4, Underworld Lore +7
Str +1, Dex +1, Con +0, Int +4, Wis +3, Cha +0
Items staff, backpack, bedroll, chalk (10), fine clothing, flint and steel, rations (1 week) (2), rope (50 feet), soap, Spellbook, torch (5), waterskin, writing set, 2 gp, 5 sp
--------------------
AC 15; Fort +5; Ref +4; Will +8
HP 14
--------------------
Speed 25 feet
Melee [1] staff +4 (two-hand (1d8), monk), Damage 1d4+1 B
Arcane Wizard Spells DC 17, attack +7; 1st enfeeble (in staff), mystic armor, spider sting Cantrips (1st) divine lance, gouging claw, light, shield, telekinetic projectile, void warp (in staff)
Focus Spells 1 Focus Point, DC 17; 1st scramble body
Ancestry Feats Adapted Cantrip
General Feats Canny Acumen
Skill Feats Experienced Smuggler
Other Abilities arcane school (school of protean form), arcane thesis (staff nexus), school of protean form, staff nexus
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And at level 5, he looks like this (RD's version may be different, we'll see :-)):

Eibon Ruiz 05
Male human wizard 5
Medium, Human, Humanoid
Hair black Eyes black Skin fair
Age 40 Height 5'10" Weight 150 pounds
Heritage versatile human
Background criminal
Perception +11
Languages Common, Diabolic, Gnomish, Halfling, Necril, Varisian
Skills Acrobatics +9, Arcana +13, Ascension Lore +13, Athletics +9, Crafting +11, Deception +9, Diplomacy +7, Intimidation +7, Religion +11, Society +11, Stealth +9, Underworld Lore +11
Str +2, Dex +2, Con +0, Int +4, Wis +4, Cha +0
Items +1 staff of healing, +1 striking handwraps of mighty blows, backpack, bedroll, chalk (10), fine clothing, flint and steel, minor healing potion, rations (1 week) (2), rope (50 feet), soap, Spellbook 1, torch (5), waterskin, writing set, 8 gp, 5 sp
--------------------
AC 20; Fort +9; Ref +11; Will +13
HP 38
--------------------
Speed 35 feet
Melee [1] [i]+1 staff of healing[/i] +10 (magical, staff, two-hand (1d8), monk), Damage 1d4+2 B
Melee [1] striking fist +10 (magical, nonlethal, agile, finesse), Damage 2d4+2 B
Divine Cleric Spells DC 21, attack +11; 1st bane Cantrips (3rd) guidance, stabilize
Arcane Wizard Spells DC 21, attack +11; 3rd illusory disguise, one with stone, vampiric feast 2nd humanoid form, invisibility, tailwind, translate 1st disguise magic, enfeeble, mystic armor, spider sting Cantrips (3rd) divine lance, gouging claw, light, shield, telekinetic projectile, void warp
Focus Spells 1 Focus Point, DC 21; 3rd scramble body
Ancestry Feats Adapted Cantrip, Adaptive Adept
Class Feats Basic Cleric Spellcasting, Cleric Dedication
General Feats Canny Acumen, Incredible Initiative
Skill Feats Additional Lore, Experienced Smuggler, Unmistakable Lore
Other Abilities arcane school (school of protean form), arcane thesis (staff nexus), school of protean form, staff nexus
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At Level 5, Eibon's Spellbook 1 contains 18 Cantrips, 9 first rank spells, 5 second rank spells, and 3 third rank spells.


Eibon at level 10:

Eibon Ruiz 10
Male human wizard 10
Medium, Human, Humanoid
Hair black Eyes black Skin fair
Age 40 Height 5'10" Weight 150 pounds
Heritage versatile human
Background criminal
Perception +16; Darkvision
Languages Common, Diabolic, Draconic, Gnomish, Halfling, Necril, Varisian
Skills Acrobatics +15, Arcana +19 (expert), Ascension Lore +21 (master), Athletics +14, Crafting +17, Deception +14 (expert), Diplomacy +12, Intimidation +12, Medicine +16, Nature +16, Occultism +17, Religion +18 (expert), Society +19 (expert), Stealth +15, Survival +16, Underworld Lore +17
Str +2, Dex +3, Con +1, Int +5, Wis +4, Cha +0
Items +1 striking greater staff of healing, +1 striking handwraps of mighty blows, backpack, bedroll, chalk (10), fine clothing, flint and steel, moderate healing potion, rations (1 week) (2), rope (50 feet), soap, Spellbook 1, Spellbook 2, torch (5), waterskin, winged sandals, writing set, 323 gp, 5 sp
--------------------
AC 26; Fort +16; Ref +18; Will +19
HP 78
--------------------
Speed 35 feet
Melee [1] [i]+1 striking greater staff of healing[/i] +15 (magical, staff, two-hand (1d8), monk), Damage 2d4+2 B
Melee [1] +1 striking fist +16 (magical, nonlethal, agile, finesse), Damage 2d6+2 B
Divine Cleric Spells DC 28, attack +18; 3rd cleanse affliction 2nd silence 1st bane, bless Cantrips (5th) guidance, stabilize
Arcane Wizard Spells DC 29, attack +19; 5th darkvision, see the unseen, slither, toxic cloud 4th blindness, fly, mountain resilience, translocate 3rd illusory disguise, one with stone, vampiric feast, wall of wind 2nd humanoid form, invisibility, tailwind, translate 1st disguise magic, enfeeble, mystic armor, spider sting Cantrips (5th) divine lance, gouging claw, light, shield, telekinetic projectile, void warp
Focus Spells 1 Focus Point, DC 29; 5th scramble body
Rituals DC 24; call spirit (DC 29), create undead, resurrect
Ancestry Feats Adapted Cantrip, Adaptive Adept, Multitalented
Class Feats Basic Cleric Spellcasting, Cleric Dedication, Convincing Illusion, Divine Breadth, Monk Dedication, Quickened Casting
General Feats Canny Acumen, Incredible Initiative, Weapon Proficiency
Skill Feats Additional Lore, Courtly Graces, Experienced Smuggler, Skill Training, Unmistakable Lore
Other Abilities arcane school (school of protean form), arcane thesis (staff nexus), school of protean form, staff nexus
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Spellbook 1 contains 100 spells. Spellbook 2 contains 72 spells.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
5. He only has eight skill increases; he needs nine. If there's a way to get one more (through feats?) I haven't found it yet. So either he's not legendary in one of Arcana or Religion or he's not expert in Society or he's not master in Deception. I chose to leave Deception at expert at least for the moment, which means he's not qualified for Slippery Secrets.

Now that I've had a chance to try and rebuild the character myself (ongoing), I can help with some of it.

He got Society to Expert via the Pathfinder Agent Dedication feat. Does that solve the skill issue?

Also, turns out he doesn't need Weapon Proficiency twice to get Martial Weapons anymore, since wizards now begin with Simple Weapon Proficiency.

That frees up one of his General feats. Therefore, I propose taking Leverage Connections at 15, Unified Theory at 16, and the newly added Divine Guidance at 18.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm starting to think Reveal Machinations would be a great 20th-level skill feat for Eibon Ruiz. I can almost see him breaking someone to his will with naught but words:

Eibon Ruiz, the Heart Collector wrote:

"Look at me. No, truly look.

Do you still not recognize these eyes?

I was the stranger who gave you directions in Absalom on the day your life began to unravel. That meeting was not chance. Nothing about your life has been chance.

I placed you upon this road.

I remember the exact moment. You were frightened. Lost. So eager for purpose. A single conversation, a single nudge, and the course of your destiny bent precisely where I required it to go.

Do not flatter yourself by calling it fate.

It was me.

For decades I have watched you. Guided you. Preserved you. When assassins sought your life, they vanished. When disasters threatened to claim you, circumstances shifted. When obstacles stood before you, unseen hands moved them aside.

Did you think yourself fortunate?

You survived because I deemed you necessary.

Every victory. Every heartbreak. Every companion gained and lost. Every choice you believed was your own. They were threads in a design I have been weaving since before you understood the shape of your own ambitions.

You are not the hero of this story.

You are merely a component in a ritual spanning decades.

I have walked forgotten worlds in search of secrets older than the gods themselves. I have plundered the tombs of dead divinities, stolen wisdom from celestial servants, and torn knowledge from beings that should never have existed. I have delved into eons of history, and I have assembled every piece required for my ascension.

Every piece but one.

You.

Do you understand now?

While you imagined yourself pursuing your destiny, you were fulfilling mine.

The gods sit upon their thrones because lesser minds kneel before them and accept their place. I do not kneel. I do not worship. I do not beg for scraps from divine tables.

I will join them.

Then I will surpass them.

And when the final hour arrives, when the last gate is opened and the cosmos itself is forced to acknowledge my claim, your purpose will finally be fulfilled.

That is why I protected you.

That is why I shaped you.

That is why I have allowed you to live.

Not because you mattered.

Because you were useful.

And now, after all these years, you stand before me imagining you can refuse your role?

How extraordinary!

How tragically naive.

I set your story in motion with a whisper in the streets of Absalom.

And if you force my hand, I will end it with the same ease."


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

TOOL UPDATE!

The Spell Value Calculations Excel worksheet has been updated to include the values for all of the arcane, divine, occult, and primal spells from Player Core 1 and Player Core 2.

Now you can easily determine how much Learn A Spell will cost you to pick up all of the Player Core 1 spells of 5th-level and lower on your wizard, or how much a handful of divine spells for your witch might set you back.

Enjoy!


That Spell Value SS is awesome. Thanks for that. :-)

Nice narrative on Reveal Machinations. I like it!

Yes, the Pathfinder Dedication fixes the skill increase problem -- but I couldn't fit the dedication in until Level 10. Is that what you found?

I don't see Pathfinder Agent Dedication in Pathbuilder. :-( Is there a way to add it manually?


He needs a level 17 Ancestry Feat (unless I missed something). I'd recommend Shadow Pact. What do you think?

He needs a level 19 General Feat. Candidates: Diehard, Fast Recovery, Feather Step, Fleet, Toughness, or Ancestral Paragon, though I don't know which Ancestry Feat I'd take. Any ideas?


Okay, I've updated my Pathbuilder build for Eibon as best I can. What's missing is Pathfinder Agent Dedication at level 6, which at that level would give him Trained in Pathfinder Lore and expert in Society. The downside to missing those things is that Leverage Connections at level 15 throws an error. BTW, this build goes all the way to 20.

Crap. It's late, I'm tired, and I screwed up. Eibon can't take Pathfinder Agent Dedication at level six because he needs a 2nd Cleric Dedication Feat first, and the ones on his list are already at the minimum level for them (Divine Breadth at 8, Expert Cleric Spellcasting at 12, Master Cleric Spellcasting at 18. His non-dedication Feats are also at their minimum level, so I can't move any of them down. So he's either got to give up on Pathfinder, or give up one of his other higher than level 6 class feats. I think. Heck with it, I'm going to bed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Crap. Seems like I may have made the same mistake with Pathfinder Agent Dedication (called Guild Agent Dedication in Pathbuilder) during my own attempt to rebuild him.

Here's what I have so far.

I'm surprised Pathbuilder didn't flag it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Made some revisions that fix the Expert in Society issue.

Had to swap out Versatile Heritage for Skilled Heritage. That got us Expert Society and made it so we no longer needed Pathfinder Agent Dedication.

Lost Additional Lore (ascension) and had to pick it up again at 6th in place of Dubious Knowledge (which I'm not sure was a good fit for the character anyways).

Trying to decide between Conceal Spell, which is just generally useful, or Domain Initiate (Trickery) to get sudden shift, which would be great to further augment his martial capabilities or to break away from a bad situation.


Bastard Sword? My first thought would have been Short Sword, but okay. What about his staff? What does he do with it when he wants to use the sword? Drop it on the ground, I guess. Or use the sword one-handed and hold the staff in his off hand. Hm. Can he cast spells with the staff while wielding the sword?


I need to be more awake. :-(

No, total of seven skills for Wizard with INT +4 is not wrong. The rule is 2 + INT mod + Arcana. It's not a bug in HLO.

The problem is in your Pathbuilder, you selected Society twice: once from his Wizard skills and once from Skilled Heritage. I don't know why PB didn't flag it. I clicked on the red T at level 1, and now PB says his wizard skills are one short, but the T is still red. :-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
The problem is in your Pathbuilder, you selected Society twice: once from his Wizard skills and once from Skilled Heritage. I don't know why PB didn't flag it. I clicked on the red T at level 1, and now PB says his wizard skills are one short, but the T is still red. :-)

It does that sometimes when swapping a lot of options around.

Need to remember to uncheck and recheck skills to fix that whenever I make a big change like that. Thanks for catching it!

Now that I've got it fixed, we can pick up trained proficiency in Medicine and get Deception to Legendary at 19.

Ed Reppert wrote:
Bastard Sword? My first thought would have been Short Sword, but okay. What about his staff? What does he do with it when he wants to use the sword? Drop it on the ground, I guess. Or use the sword one-handed and hold the staff in his off hand. Hm. Can he cast spells with the staff while wielding the sword?

I imagine him wielding the sword in both hands at the start of battle, then switching to one-hand and drawing the staff for healing when he's around half health. Situation varies of course; if he's expecting to fight something known to cause afflictions, he may start with sword and staff in hand instead.

You can cast spells with your hands full in Pathfinder 2e Remaster. They just can't be bound or otherwise prevented from moving.

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