nightdeath |
This is a Pathfinder Society Game. (PFS)
Pathfinder Society Scenario 01: Silent Tide is a Pathfinder Society Scenario designed for Tiers 1–2 (1st and 2nd level
characters) and 4–5 (4th and 5th level characters.) This scenario is designed for play in Pathfinder Society Organized
Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL)
and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
Character Creation Rules are as Per PFS rules.
Rules for Playing can be Downloaded here. It's free
So far players interested as I know it are:
Connor Thorud
Connor Thorud's brother?
Farmer Mo of Tumwater
Rednal?
Shadow Bloodmoon
Nokazi Stoneclaw
Blk4ce?
Maximum Table Size 6.
I count 4 as of now.
I own most of the resources that you're going to use so I can check.
I claim no responsiblity for the deaths of your PCs.
We shal be united and blame the dice roller on this boards and of course the Dice Gods or the Scenario writer or the you know.....
Daily Post minimum except weekends. More would be good. I'll GM Bot PCs in order to move the story along.
Basic thing like, heal, fight, run.
I go by the honor system and trust that what you say about your character and what you have is true especially in regards to Chronicle Sheets.
Do Post up your Characters and levels. Thank you.
Others I can't think off at the moment.
Thundering Dawn |
I'd be interested. Just now started PFS and am looking for that first notch in my belt. I know the rules and have read the guide book, but if you're a bit reluctant about newbies I totally understand (to PFS that is). Otherwise I've got three level 1 characters I can run:
Paladin 1
Bard 1
Ranger 1
I'd be game for whichever you'd need if you're willing to have me.
nightdeath |
I'd be interested. Just now started PFS and am looking for that first notch in my belt. I know the rules and have read the guide book, but if you're a bit reluctant about newbies I totally understand (to PFS that is). Otherwise I've got three level 1 characters I can run:
Paladin 1
Bard 1
Ranger 1I'd be game for whichever you'd need if you're willing to have me.
Keep your eyes peeled. I welcome newbies as well. We al have to start somewhere don't we? :p
Jamben Darkeye |
Good evening;
I hope I am in time to join this campaign.
Jamben Darkeye is a Wizard who used to be a Fighter. He was injured in battle during a Pathfinder mission which prevents him from using martial weapons. Because of his keen intellect and studious manner, he learned to be a wizard through schooling at the Arcanamirium in Absolom. He retains an offensive mindset from his years as a fighter and favors gaining the initiative on the enemy and finishing him quickly. He has an amazing memory which he developed as a fighter through studying enemy tactics, writing battle plans, and practicing combat maneuvers.
Jamben Darkeye
Male Human (Taldan) Wizard 1
NG Medium humanoid (human)
Init +8; Senses Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee dagger -2 (1d4-2/19-20/×2) and
quarterstaff -2 (1d6-2/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (3/day)—color spray (DC 16), enlarge person (DC 16), summon monster i
0 (at will)—resistance, daze (DC 15), flare (DC 15)
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Statistics
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Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 9
Feats Improved Initiative, Quicken Spell, Spell Focus (conjuration)
Traits magical talent, reactionary
Skills Fly +0, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +1, Spellcraft +9
Languages Common, Daemonic, Draconic, Dwarven, Elven, Kelish
SQ acid dart, opposition schools (necromancy, transmutation), specialized schools (conjuration), summoner's charm
Combat Gear Acid, Alchemist's fire; Other Gear Crossbow bolts (10), Dagger, Light crossbow, Quarterstaff, Backpack (empty), Bedroll, Belt pouch (empty), Candle (10), Chalk (5), Fishhook, Flint and steel, Ink, black, Inkpen, Mirror, Paper (5), Parchment (3), Sack (empty), Scroll case (empty), Sealing wax, Sewing needle, Signal whistle, Signet ring, Soap, Spell component pouch, Spellbook, Torch (10), Trail rations (5), Waterskin, 28 GP, 11 SP, 6 CP
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Special Abilities
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Acid Dart (8/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Magical Talent (Daze) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
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).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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Ser Willem Dargerion |
Shadow Bloodmoon here, this is my first PFS session and character. I have a new PFS code and I just registered my character.
Here are his stats:
Ser Willem Dargerion
Male Imperious Human (Taldan) Cavalier (Emissary) 1
LG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1
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Offense
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Speed 20 ft.
Melee light shield bash +3 (1d3+2/×2) and
. . dagger +3 (1d4+2/19-20/×2) and
. . longsword +3 (1d8+2/19-20/×2)
Special Attacks challenge
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Statistics
--------------------
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 15
Base Atk +1; CMB +3; CMD 15
Feats Combat Reflexes, Mounted Combat
Traits civilized, oathbound
Skills Bluff +4, Diplomacy +8, Knowledge (nobility) +5, Ride +3, Sense Motive +7 (+8 when opposing a Bluff check); Racial Modifiers +2 Sense Motive, ride mount, sword's skills
Languages Common
SQ imperious human, orders (order of the sword), silver tongued
Other Gear Chain shirt, Light steel shield, Dagger, Longsword, Backpack (16 @ 15.5 lbs), Belt pouch (2 @ 0.02 lbs), Flint and steel, Soap, Torch (10), Trail rations (5), Waterskin, 1 GP
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Special Abilities
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+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
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Willem Dargerion was born in one of the many noble families of Taldan and like many of his peers, was squired off to a knight to learn the fine arts of chivalry and war. Willem took to this very well and excelled in his studies, even surpassing some of his friends. However, a feud developed between the families of both his and a good friend of his. Bound by the laws of chivalry, Willem betrayed his friend and turned him in for spying on his own house's activities. Willem still feels guilty about it, regardless that he has openly reconciled the feelings.
Willem is very charming and polite, being well versed in the ways of court. His ire only seems to come out when fighting the foes of justice and civilization. Otherwise, he laughs off jokes about his demeanor, wearing diginity and pride as if another coat of armor.
Willem is as handsome as he is charming. He has strong chiseled features and a regal bearing, as if born to rule.
Malcolm "Mal" Graves |
Init+3 Prception +5
AC 13 Touch 13 Ff 10
F/R/W 3/3/1
HP 8
Speed 30 ft
Melee
STR 13 DEX 16 CON 12 INT 19 WIS 8 CHA 7
BAB 0 CMB 3 CMD 14
Feats Weapon Finesse
Traits Magical Lineage (Shocking Grasp) Wayang spellhunter (Frostbite)
Skills Climb +5 Fly +7 Kn Dungeon +8 Perception +5 Perform Dance -1 Spelcraft +8
Languages Common, Elven, (placeholder)
Do you have suggestions for equipment? I know for a weapon I should take scimitar. And about provisions?
nightdeath |
ok So far:
Table 1:
Connor Thorud - Tiefling Sorceror, Char not seen yet.
Connor Thorud's brother - Gnome Druid 1/Assimar Paladin 1, Char not seen yet.
Farmer Mo of Tumwater - Ranger 1, Char not seen yet.
Shadow Bloodmoon - Ser Willem Dargerion, Cavalier 1, forgot his horse stats.
Nokazi Stoneclaw - Tengu Slayer 2
Blk4ce - Malcolm "Mal" Graves, Magus 1
Interested/ Alternatives: (Table 2)
Merck - Various
Kyras - Unknown
Jamben - Wizard
Thundering Dawn - Various
Falcon Dragorion - Fighter 1
Edit: You know what? I'll just run 2 tables.
Table 2 has one more slot.
Table Slot 2 People post here and confirm seating. Game will start approximately Friday, 8pm UTC +8/GMT +8
nightdeath |
ok So far:
Table 1:
Connor Thorud - Tiefling Sorceror, Char not seen yet.
Connor Thorud's brother - Gnome Druid 1/Assimar Paladin 1, Char not seen yet.
Farmer Mo of Tumwater - Ranger 1, Char not seen yet.
Shadow Bloodmoon - Ser Willem Dargerion, Cavalier 1, forgot his horse stats.
Nokazi Stoneclaw - Tengu Slayer 2
Blk4ce - Malcolm "Mal" Graves, Magus 1Interested/ Alternatives: (Table 2)
Merck - Various
Kyras - Unknown
Jamben - Wizard
Thundering Dawn - Various
Falcon Dragorion - Fighter 1Edit: You know what? I'll just run 2 tables.
Table 2 has one more slot.
Table Slot 2 People post here and confirm seating. Game will start approximately Friday, 8pm UTC +8/GMT +8
And the last slot for table 2 is taken up by Atisael Blood Spawn of Haagenti
Ser Willem Dargerion |
Ser Willem Dargerion, Cavalier 1, forgot his horse stats
Not so much forgot as wasn't sure if you needed them. Here they are:
Destrier
Male Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +6
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Defense
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AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 15 (+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +1
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Offense
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Speed 50 ft.
Melee bite +3 (1d4+3/×2) and
. . 2 hooves +3 (1d6+3/×2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick]
Skills Perception +6
SQ combat riding, fetch
Other Gear Bedroll, Bit and bridle, Feed (per day) (5), Mess kit, Pot, Riding saddle, Rope, Saddlebags (8 @ 65 lbs)
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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.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
nightdeath |
Table 2 Report Here
Recruitment is now closed. Will the respective players please report in. Thanks.
Jamben Darkeye |
Checking in for table 2.
Mind numbing boredom would often proceed moments of the sheer horror of combat. In an effort to cope with the nightmares the trauma of battle brought to him nightly, Jamben turned to Shiver for dreamless sleep. The after effects of the Shiver would leave him groggy so he would use Flayleaf to regain his mental alertness. This cocktail of narcotics took its toll on his body and mind. He became sloppy in his duties as a soldier, resulting in the needless death of one of his men. This tragedy nearly broke Jamben. He sought help from the unit cleric of Sarenrae. Daily prayer, service to others, and a developing interest in magic helped Jamben bring back some balance and purpose to his life.
After spending six years in the army of Talidor, Darkeye traveled to Absolom and joined the Pathfinder Society. As a Pathfinder Society Agent, Jamben explored much of the Inner Sea. He lived to explore, report, and cooperate. Unfortunately, this lust for the open road and dungeons deep would also take their toll on his relationships. Darkeye has not been able to keep a steady relationship. He gambles his earnings, sometimes winning, mostly losing.
While on a Pathfinder Society mission in Ustalav, Jamben’s team met with disaster in the Ghorcha Passage. Injuries from a battle with vampires nearly killed him. Though he survived, these injuries prevent him from using martial weapons or wearing armor. Jamben learned to adapt to his new circumstances. Because of his keen intellect and studious manner, he learned to be a wizard through schooling at the Arcanamirium in Absolom. His education in the arcane arts cost him his meager life savings so he must continue to work as a researcher and adventurer for the Pathfinder Society.
nightdeath |
Table 2 Report Here
Recruitment is now closed. Will the respective players please report in. Thanks.
Jamben report to the above link.
Connor, No problem get well soon.
Adgar Dunheim |
Hey all, Connor Thorud here. I'll bee playing as Adgar Dunheim, a Half Elf Rogue.
Adgar Dunheim
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Male Half Elf Rogue 1
CN Medium humanoid
Init +3; Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee
- Dagger +1 (1d4+1/19-20/×2)
Ranged
- Shortbow +3 (1d6/60 ft./×3/40 arrows)
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Statistics
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Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 14
Feats: Skill Focus: Diplomacy, Point-Blank Shot
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Feats
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Skill Focus: Diplomacy
- Bonus of +3 on all Diplomacy checks
Point-Blank Shot
- Additional +1 on attack and damage rolls at a range of 30 ft. or less
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Traits
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World Traveller (Race)
- Bonus of +1 on all Knowledge(Local) checks
I Know a Guy (Campaign)
- Bonus of +2 on Diplomacy checks to gather information and +1 bonus on Knowledge(Local)
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Class Features
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Sneak Attack
- Bonus +1d6 to damage rolls if opponent is flanked or would be denied a Dex bonus to AC
Trapfinding
- Add 1/2 Rogue level to Perception Checks made to find traps and to all Disable Device Checks (Minimum of +1) and can disable magical traps
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Skills
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Acrobatics +7
Bluff +4
Diplomacy +7 (+9 when gathering information)
Disable Device +8
Knowledge Local +6
Perception +8 (+9 when looking for traps)
Sense Motive +6
Stealth +7
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Equipment
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Melee
-Dagger
Ranged
-Shortbow w/40 arrows
Armor
-Leather Armor
Gear
-Backpack
-Bedroll
-Flint and Steel
-Torches (5)
-Waterskin
-Trail Rations (5)
-Thieves' Tools
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Wealth
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PP-0
GP-69
SP-3
CP-5
I'll post description and story stuff as soon as I get the chance to write it.