PFS PbP Gameday 4 - Serpent's Rise (7th Level pregen) Start 19 / 09 / 2015 (Inactive)

Game Master nightdeath

Initative:

[dice=Rataji]1d20+5[/dice]
[dice=Marnarius]1d20+2[/dice]
[dice=322]1d20+5[/dice]
[dice=Shohiraj]1d20+5[/dice]
[dice=Joliryn]1d20+4[/dice]
[dice=urnzal]1d20+2[/dice]


Maps


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Sovereign Court

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Discussion Now Opened.

Please discuss your Characters available and then have them prepared for Play.
That way Everyone can easily see what Tier is likely.

Day Jobs to be rolled here if applicable.

I'm GMT +8 but I tend to check in more then once per day except Weekends due to work.

If you're bringing any Class or Race I'm not familar with, I'll ask. Example would be the Occult Playtest. I know nothing , fellow players, nothing about...... them.


Male Human

dash


Elf

polka dot


dot

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Okay, I'm a tad confused; isn't this the one where we play pregens?

Oh, I think I see; same spiel for both games.

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Lol yea. Copy and Paste With Phone. Pregens not available though I think there's a Magus, Warpriest and Unchained Rogue involved.


Can't wait to see what PreGens are available on this one.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

I have a lot of fun with Gish type characters, so if there is indeed a magus or warpriest, I'd like to use that one.

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Start of Pregens NPCs with Backstories.

The Leader:

Confident and charming, Rataji is able to get his way with most people even without resorting to magic.

RATAJI
Male human enchanter 7
LE Medium humanoid (human)
Init +5; Senses Perception +2

DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armor, +1 deflection, +1 Dex)
hp 51 (7d6+21)
Fort +5, Ref +7, Will +9

OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4–1/19–20)
Ranged light crossbow +4 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
8/day—dazing touch
Enchanter Spells Prepared (CL 7th; concentration +12)
4th—confusion (DC 20), lesser globe of invulnerability, telekinetic chargeUC
3rd—displacement, haste, heroism, lightning bolt (DC 18), suggestion (DC 19)
2nd—hideous laughter (DC 18), invisibility, scorching ray, see invisibility, touch of idiocy
1st—charm person (DC 17), disguise self, ear-piercing screamUM (DC 16), magic missile (2), shield, ventriloquism (DC 16)
0 (at will)—detect magic, light, message, ray of frost
Opposition Schools conjuration, necromancy

STATISTICS
Str 9, Dex 12, Con 12, Int 20, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 14

Feats Improved Initiative, Lightning Reflexes, Scribe Scroll, Silent Spell, Skill Focus (Bluff), Spell Focus (enchantment), Toughness

Skills Bluff +15, Diplomacy +12, Intimidate +5, Knowledge (arcana) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +15, Linguistics +15, Spellcraft +15

Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Kelish, Orc, Osiriani, Polyglot, Sylvan, Undercommon

SQ arcane bond (amulet of spell cunning), enchanting smile

Combat Gear pearl of power (1st level), potion of cure serious wounds, scroll of glitterdust, scroll of invisibility, scroll of dispel magic (CL 12th), scroll of fly, scroll of hold monster, thunderstone (2); Other Gear dagger, light crossbow (10 bolts), bracers of armor +2, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, amulet of spell cunning, spell component pouch, spellbook, 210 gp

SPECIAL ABILITIES
Amulet of Spell Cunning This silver locket allows Rataji to prepare an additional 3 levels of spells per day. He has used it to prepare an additional 3rd level spell.
Arcane Bond Rataji can use his arcane bond to cast any spell in his spellbook. Rataji’s spellbook contains all prepared spells as well as the following spells: 1st—expeditious retreat, silent image; 2nd— bear’s endurance, resist energy; 3rd—dispel magic, deep slumber; 4th—crushing despair, fire shield.
Ear-Piercing Scream Rataji can unleash a powerful scream that only one target within 40 feet can hear. The target takes 3d6 points of sonic damage and is dazed for one round. On a successful DC 16 Fortitude save, the target takes half
damage and is not dazed.
Telekinetic Charge Rataji can telekinetically launch an ally from any location within 40 feet to any other location within 40 feet. This movement causes the ally to provoke attacks of opportunity. If he causes the ally to land adjacent to an opponent, the ally can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.

The affable Rataji entered the prestigious Magaambya academy of arcane knowledge at a young age. There he amazed both his instructors and his classmates with his almost intuitive grasp of the subtler spells, and few doubted that he might one day enter the ranks of the honored sun-mages. However, the flood of successes and praise gave Rataji the impression that he was extraordinary and somehow above the rules. When a daring compulsion leveled at one of his teachers failed, he earned the sharp rebuke of the school’s headmaster as well as a lesson in humility. A sun-mage is a force for good, he was told, and only by witnessing the darker elements of humanity can one understand true compassion.

The headmaster sent Rataji to Bloodcove, a coastal city populated by pirates, owned by the Aspis Consortium, and made rich by the exploitation of the Mwangi Expanse. What he experienced there was not revulsion but admiration, for the Consortium were unabashed artists of propaganda. Impressed, he signed on as a contractor. In the four years since, Rataji has distinguished himself as an expert manipulator and coordinator, able to manage extensive campaigns of misinformation and public policy in several places at once. At long last the Consortium has recognized him for his contributions, elevating him to the rank of silver agent.

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The Vengeful:

After being trapped in a dangerous demiplane for years with virtually no reinforcements, Marnarius has become a hardened survivor. It is all the Pathfinder Society’s fault, and the price can only be paid in blood.

MARNARIUS
Male human slayer 7 (Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (human)
Init +2; Senses Perception +11

DEFENSE
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield)
hp 67 (7d10+21)
Fort +9, Ref +9, Will +7

OFFENSE
Speed 30 ft.
Melee +1 longsword +13/+8 (1d8+6/19–20)
Ranged mwk composite longbow +10/+5 (1d8+5/×3)
Special Attacks sneak attack +2d6, studied target +2 (2 targets)

STATISTICS
Str 20, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Base Atk +7; CMB +12; CMD 24

Feats Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Seething Hatred (human)ACG

Skills Acrobatics +10, Bluff +8, Disable Device +11, Handle Animal +1, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +11, Sense Motive +11, Stealth +12, Survival +10

Languages Common

SQ slayer talents (poison use, ranger combat style, swift poison),
stalker, track +3

Combat Gear antitoxin, deathblade poison (2), potions of cure moderate wounds (2); Other Gear +2 studded leather, +1 light wooden shield, +1 longsword, mwk composite longbow, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, mwk thieves’ tools, 607 gp

SPECIAL ABILITIES
Deathblade Poison (Ex) Save Fortitude DC 20, Frequency 1/round for 6 rounds, Effect 1d3 Con damage; Cure 2 consecutive saves Seething Hatred (Ex) When Marnarius chooses a human as his studied target, his studied target bonus on melee and ranged damage rolls against that target increases from +2 to +4. Studied Target (Ex) Marnarius can study a target as a swift action to get +2 on attack, damage, Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival rolls against that target. If Marnarius deals sneak attack damage to a target, he can study that target as an immediate action (and he gains the +2 to damage on that same damage roll). He can study up to two targets, but if he studies a third target, he loses the oldest target.

Marnarius has always been equal shares bully, opportunist, and restless explorer. In his teenage years, he ran away from his parents in Corentyn and hired on with an Aspis-owned ship. Over the years, he learned the Consortium’s finer arts of trickery, sabotage, and subtlety, and by the age of 22 he had earned full membership and his bronze badge. His first assignment as a full member took him across the world to Tian Xia, where he played a supporting role in the Consortium’s bid to win the prestigious Ruby Phoenix Tournament. When the Pathfinder Society stole both the victory and the Hao Jin Tapestry, Marnarius and his crew returned to Varisia to help spearhead a new initiative: entering the Hao Jin Tapestry demiplane through a backdoor created by the Aspis Consortium’s newest allies.

At first, everything went well. The creatures living in the demiplane were timid and superstitious, and the treasures they guarded were more extraordinary than anything Marnarius had ever seen. However, during his sixth trip into the demiplane, the Pathfinder Society attacked the backdoor and took control of it, trapping the Chelish explorer and his companions inside. Together, the lost Aspis team established a temporary base of operations, avoided the Society’s scouts, and began negotiating with the local communities that the sorceress Hao Jin had collected from across the world. From these people’s perspective, humanoid invaders were raiding their settlements, taking what they wanted, and disappearing into thin air, and Marnarius stoked this narrative with tales of the Society’s evil in his home world. The rugged survivor has several close comrades who are still trapped in the Hao Jin Tapestry demiplane. Chief among these is Wolona, a Garundi operative who is Marnarius’s second in command and the leader of the Aspis Consortium’s mission in the demiplane while he attacks the Grand Lodge. She’s one of the few people that commands Marnarius’s respect and whom he would never cast aside in the name of revenge against the Society. After all, several of her many scars are ones she earned while guarding his back—in one case even taking a lizardfolk javelin in the shoulder when it was aimed at his head.

Two months ago, one of his team members uncovered a device capable of sending a magical missive, and they used it to contact the Aspis Consortium on the Material Plane. Less than a month ago, a Consortium team successfully helped Marnarius slip out through the heavily guarded gateway to the demiplane. Now at long last, his chance for revenge against the Society that imprisoned him is only hours away.

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The Experiment:

Long years spent under the stars’ scrutiny have left this elf haunted by distant voices. All that she once was has been replaced by what she now is: the prized experiment known only by her test number, 322.

322
Female elf oracle 7 (Pathfinder RPG Advanced Player’s Guide 42)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 59 (7d8+21)
Fort +6, Ref +7, Will +10; +2 vs. enchantments
Immune sleep

OFFENSE
Speed 30 ft.
Melee mwk dagger +8 (1d4+2/19–20)
Ranged dagger +7 (1d4+2/19–20)
Oracle Spells Known (CL 7th; concentration +11)
3rd (5/day)— cure serious wounds, dispel magic, inflict serious wounds (DC 17), tongues
2nd (7/day)—calm emotions (DC 16), cure moderate wounds, disfiguring touchUM (DC 16), dust of twilightUM (DC 16), ghoul touch (DC 16), hold person (DC 16), spectral hand
1st (7/day)—bane (DC 15), cure light wounds, deathwatch, entropic shield, murderous commandUM (DC 15), ray of sickeningUM (DC 15), shield of faith
0 (at will)—bleed (DC 14), detect magic, guidance, light, read magic, resistance, stabilize Mystery dark tapestryUM

STATISTICS
Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +7; CMD 19

Feats Dreamed SecretsISG, Extra RevelationAPG, Iron Will, Toughness

Skills Disguise +11, Heal +10, Intimidate +14, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +11, Perception +2, Spellcraft +7 (+9 to identify magic item properties), Stealth +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic items

Languages Aklo, Auran, Common, Draconic, Elven

SQ elven magic, oracle’s curse (tongues [Aklo, Auran]), revelations (cloak of darkness, gift of madness, interstellar void, wings of darkness)

Combat Gear scroll of breath of life, scroll of heal, scroll of slay living, wand of cure moderate wounds (10 charges); Other Gear mwk dagger, daggers (4), cloak of resistance +3, headband of alluring charisma +2, dust of darknessUE (2), trumpet of spirit speakingOM, 295 gp

SPECIAL ABILITIES
Cloak of Darkness (Su) 322 can conjure a cloak of shadowy darkness that grants her a +6 armor bonus to AC and a +4 circumstance bonus on Stealth checks. She can use this cloak for 7 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dreamed Secrets 322 adds ghoul touch and spectral hand to her list of spells known. Each time she attempts to cast these spells, she must succeed at a DC 20 Will save or take 1d2 points of Wisdom damage and fail to cast, though she does not lose the spell. Dust of Darkness For one minute, a creature coated in this shimmering black dust gains concealment (20% miss chance) in normal light, and total concealment (50% miss chance) in dim light. Creatures with darkvision treat this effect as normal darkness. The dust counters and dispels the outlining effects of glitterdust, and glitterdust counters and dispels dust of darkness.

Gift of Madness (Su) 7 times per day as a standard action, 322 can tap into the unthinkable void between the stars to cause a single living creature within 30 feet to become confused for 7 rounds (DC 17 Will negates). This is a mind-affecting compulsion effect.

Interstellar Void (Su) Once per day as a standard action, 322 can cloak one target within 30 feet in the void of space, dealing the target 7d6 points of cold damage (DC 17 Fortitude half).

Oracle’s Curse (Ex) In times of stress or unease, 322 speaks in tongues. Whenever she is in combat, she can only speak and understand Aklo and Auran.

Trumpet of Spirit Speaking Once per day, 322 can place the trumpet of spirit speaking to the lips of a mostly intact corpse. She can ask up to three questions of the dead creature, as if the corpse were subject to a speak with dead spell (DC 14 Will negates for creatures whose alignment is not Neutral). The corpse’s replies issue forth from the horn in ghostly whispers.

Wings of Darkness (Su) As a swift action, 322 can manifest a set of translucent, inky wings that grant her a fly speed of 60 feet with good maneuverability (her typical bonus on Fly checks with the wings is +6). She can use these wings for 7 minutes per day. The duration does not need to be consecutive, but it must be spent in 1-minute increments.

Disfiguring Touch As a standard action, 322 can inflict a deformity on a touched creature, which lasts for 7 days (DC 16 Will negates). The deformity has one of the following effects: a –2 penalty to an ability score (minimum 1), a –2 penalty on attack rolls or saving throws, or a 5-foot reduction in land speed.

Dust of Twilight As a standard action, 322 can create a 10-foot radius spread of iridescent black particles within 170 feet of herself. Creatures in the area become fatigued (DC 16 Fortitude negates). All mundane light sources in the radius are extinguished, and all light spells of 2nd level or lower are affected as if targeted by dispel magic.

Murderous Command As a standard action, 322 can compel an enemy within 40 feet to spend its next turn moving up to its nearest ally and striking them with a melee or natural weapon (DC 15 Will negates). If the enemy cannot reach its nearest ally, it spends its turn moving toward its ally. Ray of Sickening As a standard action, 322 can sicken a creature within 40 feet for 7 minutes (DC 15 Fortitude negates).

Most elves are born into loving elven communities, but a small number of elves known as the Forlorn spend their childhood among humans. There the Forlorn grow up slowly, reaching adolescence as their childhood friends have children and approaching adulthood as those same friends die of old age. The elf known as 322 spent her childhood in this sad way, and for every friend she lost, the song of the stars became a little louder. She thought this the call of Desna, but as the cosmic chorus grew in intensity, 322 noticed disturbing dissonances that the goddess of dreams would never voice.

The Dark Tapestry was calling. Nighttime became a terrifying trial. The darkness outside her home was alive with silhouettes that clawed at the windows and trickled down the chimney. One night, the elf just ran, running until shadows enveloped her. It was in this time of darkness that the Professor, a masked woman who insisted on no other name, found her. The Professor explained that the creatures between the stars had chosen the elf, and the more she dissociated herself from her past life—the time before now— the more of the shadows’ song she could hear, command, and learn not to fear. The first step was abandoning her name; a title the elf has been forbidden from speaking for so long that she has practically forgotten it.

Under the Professor’s guidance, 322 has learned to control her strange connection to the worlds beyond Golarion. However, for each new technique the elf has unlocked, she has discovered yet another horrifying truth as if to maintain some terrible equilibrium. For example, the miracle of healing with but a touch quickly turned nightmarish when inky tentacles would grow out of a fresh wound and knit the flesh together. At least a dozen times 322 has fled, fearing that the Professor’s experiments were not worth the terrible costs. Every time something has drawn her back, where the same masked woman waits with a knowing smile.

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The Professional:

The Aspis Consortium may be coldly efficient in its business dealings, but it’s a lucrative employer. Shohiraj’s professional demeanor has earned her respect and good pay in the otherwise dangerous business of breaking and entering.

SHOHIRAJ
Female human unchained rogue 7 (Pathfinder RPG Pathfinder
Unchained 20)
N Medium humanoid (human)
Init +5; Senses low-light vision; Perception +12

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +6
Defensive Abilities danger sense +2, evasion, uncanny dodge

OFFENSE
Speed 30 ft.
Melee +1 sap +11 (1d6+6 nonlethal) or
mwk rapier +11 (1d6+1/18–20)
Ranged mwk light crossbow +11 (1d8/19–20)
Special Attacks debilitating injury, sneak attack +4d6

STATISTICS
Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Deft Hands, Extra Rogue Talent, Iron Will, Quick Draw, Sap AdeptUC, Weapon Finesse

Skills Acrobatics +15, Bluff +11, Climb +7, Diplomacy +7, Disable Device +22, Disguise +11, Escape Artist +9, Knowledge (local) +11, Perception +14, Sense Motive +12, Sleight of Hand +17 (+21 to conceal a weapon), Stealth +15, Use Magic Device +11

Languages Common, Kelish

SQ rogue’s edge (Disguise), rogue talents (deft palmUC, fast stealth, trap spotter, underhandedUC), trapfinding +3
Combat Gear potion of cure moderate wounds, potion of displacement, potion of invisibility, wand of true strike (5 charges), alchemist’s fire (2), antitoxin, smokestick (2), tanglefoot bag (2), tindertwig (5); Other Gear +1 glamered studded leather armor, +1 sap, mwk rapier, mwk light crossbow with 20 bolts, belt of incredible dexterity +2, cloak of fiery vanishingARG, dust of tracelessness (2), eyes of keen sightUE, handy haversack, climber’s kit, crowbar, disguise kit, grappling hook with silk rope (100 ft.), mwk thieves’ tools, bronze Aspis Consortium badge, 54 gp

SPECIAL ABILITIES
Cloak of Fiery Vanishing Once per day, when subject to an effect that deals fire damage, Shohiraj can become invisible as an immediate action, leaving behind an illusory pile of ashes and bones, as if she had been slain by the fire effect. Shohiraj’s invisibility and her illusory remains last for 5 rounds or until she attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.

Danger Sense (Ex) Shohiraj gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps. She also gains a +2 bonus on Perception checks to avoid being surprised by a foe.

Debilitating Injury (Ex) Whenever Shohiraj deals sneak attack damage to a target, she can also apply one of the following penalties for 1 round. Bewildered: The target takes a –2 to AC against all attacks, and an additional –2 penalty to AC against Shohiraj’s attacks.
Disoriented: The target takes a –2 penalty on all attack rolls, and an additional –2 penalty on all attack rolls against Shohiraj. Hampered: All of the target’s speeds are reduced by half (minimum 5 feet), and the target cannot take a 5-foot step.

Deft Palm (Ex) Shohiraj can make a Sleight of Hand check to conceal a weapon in plain sight, even while she is being observed. Eyes of Keen Sight These lenses grant Shohiraj low-light vision and a +2 bonus on Perception checks. These effects are already included in her stat block.

Fast Stealth (Ex) Shohiraj can move at full speed while using the Stealth skill without penalty. Rogue’s Edge (Ex) Shohiraj can use the Disguise skill to create a disguise in 1d3 minutes.

Sap Adept Whenever Shohiraj uses a nonlethal bludgeoning weapon, such as a sap, to deal nonlethal sneak attack damage, she gains a +8 bonus on her damage roll. Sneak Attack As the Core Rulebook rogue ability of the same name, except Shohiraj can sneak attack creatures with concealment, but not creatures with total concealment.

Trap Spotter (Ex) Whenever Shohiraj comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. The GM should roll this check in secret.

Underhanded (Ex) Shohiraj gains a +4 bonus on Sleight of Hand checks to conceal a weapon. Once per day, when she makes a sneak attack on the surprise round using a concealed weapon that her opponent did not know about, her sneak attack dice automatically deal maximum damage.

Danger was always a girlish fancy for the young sisters Aima and Halna Deschamp, who grew up just outside Oppara. There the two were never far from the bardic colleges and their students, who gushed odes of great heroes and dashing swordsmen to any who cared to listen. The older Aima gradually outgrew these stories, but Halna longed to live a life of swashbuckling adventure. This left the younger sister vulnerable when a charming adventurer swept Halna off her feet and promised her the world if she would be his bride. As the two sailed away from Taldor, Aima could only hope that her sister’s dreams might come true.

It was not to be. Halna’s husband’s idea of adventuring involved little profit and a lot of petty larceny and sleeping under bushes. The law eventually caught up with the couple in a lethal way, but not before Halna had given birth to fraternal twins. When one of the younger sister’s associates brought children and news of Halna’s death to Aima (who had since moved to Cassomir), there was no question in the elder’s mind as to whether she would accept her orphaned niece and nephew. Her only question was how she would afford to raise them. The answer came in the form of a Kelishite man named Kafar, who offered Aima training and a steady job with the Aspis Consortium.

Unlike her deceased sister, Aima approached the dangerous work with the Aspis Consortium as a job, not an adventure. Every time an associate dies due to a simple mistake or a moment of arrogance, it drives her to be even more coldly professional on the job. Every resulting precaution is another step toward surviving a mission and returning home to raise her adopted children, whom she loves as her own. However, feeding and clothing the two is not enough, for Aima is intent that they never idolize the dangerous life that she leads and then chase whimsical dreams like their biological mother did. As a result, few know anything of the trapsmith who calls herself Shohiraj beyond her calculating mind, skill with traps, and undeniable ability to just get the job done.

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The Artist:

Thanks to her natural mastery of magic, Joliryn has risen above the ranks of her enslaved Chelish kin and joined the Aspis Consortium.

JOLIRYN
Female halfling magus (eldritch scion) 7 (Pathfinder RPG Advanced
Class Guide 104, Pathfinder RPG Ultimate Magic 9)
NE Small humanoid (halfling)
Init +4; Senses Perception +1

DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 59 (7d8+21)
Fort +10, Ref +9, Will +7; +2 vs. fear

OFFENSE
Speed 20 ft.
Melee +1 flaming kukri +12 (1d3+5/18–20 plus 1d6 fire)
Ranged dart +10 (1d3)
Special Attacks spell combat (–2 attack), spellstrike
Magus Spells Prepared (CL 7th; concentration +11)
3rd (2/day)—force punchUM (DC 17), keen edge
2nd (4/day)—bear’s endurance, frigid touchUM, glitterdust (DC 16), invisibility, scorching ray
1st (5/day)—grease (DC 15), magic missile, shield, shocking grasp, vanishAPG
0 (at will)—acid splash, dancing lights, detect magic, mage hand, prestidigitation (DC 14), ray of frost
Bloodline arcane

STATISTICS
Str 11, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +5; CMB +4; CMD 18
Feats DisruptiveB, Extra Magus Arcana, Slashing Grace, Step Up, Weapon Finesse, Weapon Focus (scimitar)
Skills Acrobatics +5, Climb +1, Fly +9, Handle Animal +5, Intimidate +14, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +1, Spellcraft +10, Stealth +8, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception

Languages Common, Halfling, Infernal

SQ eldritch pool (7 points, +2), magus arcana (arcane accuracy, disruptiveUC, empowered magic), medium armor proficiency
Combat Gear potion of cure serious wounds; Other Gear +1 chainshirt, +1 flaming scimitar, darts (4), cloak of resistance +2, headband of alluring charisma +2, spellguard bracersUE, spell component pouch, 184 gp

SPECIAL ABILITIES
Arcane Accuracy (Su) Joliryn can spend 1 point from her eldritch pool as a swift action to grant herself a +4 insight bonus on all attack rolls until the end of her next turn.

Bloodline The effects of Joliryn’s arcane bloodline are already included in her stat block and in the descriptions of the abilities below.

Disruptive (Ex) While an enemy is within Joliryn’s threatened area, as long as Joliryn is aware of that enemy and capable of taking an attack of opportunity, the DC of the enemy’s concentration checks to cast spells defensively increase by 4 (or by 6, if Joliryn is in a state of mystic focus; see eldritch pool below).

Eldritch Pool (Su) Joliryn can spend 1 point from her eldritch pool as a swift action to enter a state of mystic focus for 2 rounds. While she is in a state of mystic focus, she can choose one of the following spells and apply its effects to herself: blur, protection from arrows, resist energy (chose one energy type), or spider climb. She can spend 1 point from her eldritch pool as a swift action to grant her scimitar a +2 enhancement bonus for one minute. She can grant her scimitar any of the frost, keen, or shock weapon properties in place of 1 point of enhancement bonus each. Alternatively, she can grant her scimitar the icy burst or shocking burst property in place of both points of enhancement bonus.

Empowered Magic (Su) Joliryn can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or level of the spell.

Spell Combat (Ex) Whenever Joliryn is in a state of mystic focus (see eldritch pool above), she can cast spells and wield her scimitar at the same time. As a full-round action, she can make all of her weapon attacks and can also cast any spell she knows. If she does so, she takes a –2 penalty on all attack rolls during her turn. If she casts the spell defensively,she can choose to take an additional penalty of up to –2 on her attack rolls to add the same amount as a circumstance bonus on her concentration check. Spellguard Bracers These bracers grant Joliryn a +2 bonus on concentration checks made to cast defensively. Three times per day, she can choose to roll a concentration check to cast defensively twice and take the better result.
Spells Unlike a standard magus, an eldritch scion like Joliryn casts spells spontaneously.

Spellstrike (Su) Whenever Joliryn casts a spell with a range of touch, she can deliver the spell through her scimitar as a part of a melee attack. Instead of the free melee touch attack normally allowed to deliver a spell, she can make a free melee attack with her scimitar at her full attack bonus as a part of casting the spell. If successful, this melee attack does its normal damage as well as the effects of the spell. The spell uses the scimitar’s critical range (18–20).

Force Punch As a standard action with a range of touch, Joliryn can deal 7d4 force damage and push her target 15 feet away from her, minus 5 feet for every size category of the target above Medium, minimum 0. A successful DC 17 Fortitude save negates the movement but not the damage.

Frigid Touch As a standard action with a range of touch, Joliryn can deal 4d6 cold damage and stagger her target for 1 round (no save). If the attack is a critical hit, the target is staggered for one minute instead.

Vanish As a standard action, Joliryn can make herself invisible, as the spell invisibility, for 5 rounds.

Like most halflings in Cheliax, Joliryn was born into servitude. She was an unremarkable slave who earned her share of beatings and harsh words, but as she approached adulthood, she began to notice strange auras about the manor house—especially her master’s ring, which glowed brightest of all. Her master was Alranair Leroung, a young scion of the Leroung noble house famed for its mastery of arcane powers. To Alranair’s shame, he was magically inept and often covered for his failures with the help of his magical ring.

As Joliryn’s ability to see magic grew, she also developed her own arcane talents. It was not long before Alranair learned of her natural skill that overshadowed his own tricks, and he beat her savagely and demanded that she never cast another spell. However, the more she watched Alranair’s charlatanry, the more incensed she grew that he could flaunt his lies while she was forbidden from expressing her spellcasting in any way. When Alranair was entertaining prestigious guests at a dinner party, the halfling’s frustrations boiled over, and she loudly announced that he was a fraud in the middle of his favorite parlor trick. His retaliation was swift and brutal, and she awoke the next morning covered in wounds and informed that she had been sold to an estate in Ostenso.

Her new master insisted on being called by her first name, Suliji, and she had purchased Joliryn specifically so that she could use her magic as she liked and as a free halfling. Of course, Suliji also wanted some assistance with other jobs, but she was willing to release Joliryn from her slavery and pay a fair wage. Ever since, the halfling has proudly worked with Suliji, who in turn has trained her in the arts of swordplay and given her a prestigious role in the Aspis Consortium. The young protégé is a natural, and many of her coworkers tell stories of the unrepentantly lethal halfling who paints the battlefield with blood, wielding spells as her palette and a scimitar as her brush.

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Chronicle Sheets GM Busy At Work........

The Ambitious:

All his life, people have told Zurnzal that he could never succeed, yet he has harnessed the anger he feels toward these critics and used it to break his enemies and impress the few allies he has. When those who doubted him stand broken and bloodied, he will know that he was right.

ZURNZAL
Male half-orc brawler 6/assassin 1 (Advanced Class Guide 23)
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 65 (7 HD; 6d10+1d8+20)
Fort +8, Ref +10, Will +5
Defensive Abilities orc ferocity

OFFENSE
Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+6) or
mwk short sword +12/+7 (1d6+5/19–20)
Ranged mwk composite shortbow +9/+4 (1d6+5/×3)
Special Attacks brawler’s flurry, brawler’s strike (magic), close weapon mastery, death attack (DC 13), knockout strike (DC 18), maneuver training (dirty trick +1), martial flexibility (swift action) 6/day, sneak attack +1d6

STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 dirty trick, +13 disarm, +13 trip); CMD 25 (28 vs. dirty trick, 27 vs. disarm, 27 vs. trip)

Feats Combat Expertise, Improved Disarm, Improved Dirty TrickAPG, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike)

Skills Acrobatics +12, Climb +10, Disguise +11, Intimidate +9, Perception +11, Sense Motive +11, Stealth +12; Racial Modifiers +2 Intimidate

Languages Common, Giant, Orc, Varisian

SQ martial training, orc blood, poison use

Combat Gear potion of cure moderate wounds, potion of invisibility, antitoxin, tanglefoot bag (2); Other Gear +2 leather armor, mwk short sword, mwk composite shortbow with 40 arrows, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, sandals of quick reactionUC, disguise kit, 15 gp

SPECIAL ABILITIES
Brawler’s Flurry (Ex) When Zurnzal makes a full-attack, he has the Two- Weapon Fighting feat while using unarmed strikes, close weapons, and monk weapons, and he adds his full Strength modifier to all attacks.

Brawler’s Strike (Ex) Zurnzal’s unarmed attacks count as magic.

Close Weapon Mastery (Ex) Zurnzal can deal 1d6 damage with any weapon from the close weapon group (such as daggers) if he wants.

Improved Dirty Trick Zurnzal does not provoke an attack of opportunity when using the dirty trick combat maneuver. He gains a +2 bonus on combat maneuver checks to perform dirty tricks and to CMD to defend against them. Knockout Strike

(Ex) Once per day Zurnzal can attempt a one-hit knockout, declaring his attempt before rolling his unarmed attack roll. If he hits and deals damage, the target must succeed at a DC 18 Fortitude save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. This ability doesn’t work if the target is immune to critical hits or nonlethal damage.
Martial Flexibility (Ex) Zurnzal can spend a move action to gain any two combat feats he doesn’t possess, as long as he meets the prerequisites, or he can spend a swift action to gain any one combat feat. He keeps the feat for 1 minute. If he uses the ability again before that time, he loses all the feats from the previous use. If the feat has a daily limit and he picks it more than once, it doesn’t reset the limit. Good choices include Greater Trip or Power Attack.

Martial Training (Ex) Zurnzal counts his brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.

Sandals of Quick Reaction When Zurnzal acts on the surprise round, he can take both a standard and a move action.

Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger.

He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those who doubted him.

Sovereign Court

Chronicle Sheets GM Busy At Work........

To my players, please do Choose your 'Appropriate NPC' and have their stats in your player stat line., Do Include your #PFS.

I'll also be making some rolls on behalf of players in order to speed things up.

Let's do this! :P


Male Human

Can you deactivate me from this game? Thanks.


I am going to go with the Professional. I will create an alias with it and dot once I am out of work today.

Sovereign Court

Chronicle Sheets GM Busy At Work........

That's one scary looking avatar

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

322 sounds like she was MADE for me. That's kind of just it, though; I have no trouble seeing myself make my own character like that (and I'd been interested in an Oracle for quite some time).

That is why I choose Rataji instead - I'd be unlikely to ever play a an Enchanter, or a Lawful Evil character of any sort, otherwise.

THAT SAID, I'll happily play 322 instead if anyone else really really wants to play Rataji.

Sovereign Court

Behold, my inner Machiavellian Prince!

I'm actually kind of conservative about making avatars, so I made this as a permanent blanket "character actor" for any and all future one-off characters I'll be playing - besides, what a plum of a name to scoop!

Do you need us to also stipulate which character we intend to attach the Chronicle to? I assume it's applicable to anyone 7th-level or lower?


Id be interested in The Vengeful if thats ok with everyone.

Sovereign Court

Chronicle Sheets GM Busy At Work........

For reporting purposes and yes the Chronicle Sheet is applicable to anyone of 7th level and lower.

Dark Archive

AC 19/15/14 HP 45/45 Fort +3/Ref +10/Will +6 Init +5 Perception +12 CMD 21

bes753

Adding the profile now. PFS is 184842-5.


I would be interested in playing either the Artist(magus) or the Ambitious(brawler) as I would like to see how they work at a higher level. However, as I was last to join, I will give the others a few days to choose first.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

I'll take the magus. Looks like it'll be fun!

I'll get the profile and all that made tonight when I get home from work.


Elf

I will play whatever :)

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Took the Experiment :)

Sovereign Court

Chronicle Sheets GM Busy At Work........

Taken:
Magus
Experiment
Leader
Professional

Left
Artist
Ambitious

I'll take the Ambitious then.


The Leader(enchanter) - I'm Hiding In Your Closet
The Vengeful(slayer) - ginganinja
The Experiment(oracle) - Gilthanis
The Professional(rogue) - bes753
The Artist(magus) - GM Evil
The Ambitious(brawler) - me? (I'm a little confused by your last post nightdeath)

Sovereign Court

Chronicle Sheets GM Busy At Work........

lol That should have gone into the thread I'm playing. lol

That's embarassing.....

Gameplay thread up for Dotting.


lol, that's funny. I discovered in PbP3 that I have to limit the number of games I play at once. I was mixing up which character was playing which scenario. I'll get a profile together soon.

Sovereign Court

And here's me currently in 7 presently active games (2 of which are NOT Pathfinder Society), with 2 others just finished, and this and 3 others coming up!

I'm doing my best to make up for the 2-3 years I was out of the loop due to my local group breaking down.

Sovereign Court

Chronicle Sheets GM Busy At Work........

The PCs have an opportunity to purchase any additional supplies before traveling into the Grand Lodge. This is primarily a chance for them to fill any perceived gaps in their starting equipment, as none of the PCs has an especially large amount of discretionary gold.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Should we discuss our plans here or in character in the gameplay thread?

Sovereign Court

Chronicle Sheets GM Busy At Work........

Best to have it in Character on Gameplay thread. You could also discuss here.

Sovereign Court

...

Sovereign Court

Chronicle Sheets GM Busy At Work........

I'm gonna expect that the player for Jolyn is out.

We can still go on with what we have here.
Let's go all out on this guys. I can set the tone but I need you guys to complete it.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

I'm not out. Work pulled me away again with no warning.

Good news is, I'm done with that job now and shall be back to my normal posting rate very soon.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Welcome back.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

We are still short a player. The Professional(rogue) - bes753 never posted after the start.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Will send PM.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

Ah, I never even noticed he was missing. My post is coming up shortly.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Will need your PFS Number in order to send in for reporting though We're behind time.....

Sovereign Court

#40025-4

Sovereign Court

Chronicle Sheets GM Busy At Work........

I need the rest of your PFS#.

THank you.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

# 174394-12
Sovereign Court
Takkit Shinrou


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

#106385-2

Dark Archive

66852-18

Sovereign Court

Chronicle Sheets GM Busy At Work........

Missing one more.

The Leader - 40025-4
The Vengeful - 66852-18
The Artist - 174394-12
The Ambitious - 106385-2
The Experiment -

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

I will apply it to 63386-8, Ryskovich Rellik

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