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The Fifth Archdaemon

Justin L. Warren's page

FullStarFullStar Pathfinder Society GM. 141 posts (6,763 including aliases). No reviews. No lists. 1 wishlist. 20 Pathfinder Society characters. 6 aliases.


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I can go either way happily, although my initial preference was to play down.

Let me see what I have available in the beginning of September, I may have another level 4 open by then. That being said, I'm fine with playing up with my kineticist, she stays in the back anyway.

If we can finish by November 1st, I could bring my level 4 Tiefling alchemist. He's signed up for the special in Nov. and I'd rather not miss it. Also, I may play him a couple of times FtF to get him up to 5 before 9-19. All my other characters in that upper tier range are tied up at the moment.

I'd like a spot in this game, I'll play Merisel.

Dotting so I don't have to search for this later.

I'd like to reserve a spot assuming this is an open recruitment.

I'd like to sign up to play with the following character. Posting at least once a day isn't a problem.

Player Name: Justin L. Warren
Character Name: Reavis Smoot
Race/Class/Level: Tiefling Alchemist (Grenadier) 4
PFS#: 60133-9
Faction: Dark Archive
Special Tricks: None that come to mind

Are we having trouble getting people to check in due to Gen Con in the U.S.? We need at least one more! :-)

I'm here. I have a level 4 Paladin or a level 6 Witch for this. I'm going to wait to see what other people are bringing in before deciding which to play.

How soon were you thinking about getting started? The next two days will be bad for me due to the July 4th holiday in the U.S., but after that I'll be consistent with my posting. I have a level 6 Witch or a level 3 Magus available, but also level 1 characters if necessary.

Edit: My Magus is only level 3.

I added myself for Sewer Dragons as well, Gerald someone else put you on there.

As one of the alternates, I'd prefer to play the series or another Season 6 scenario.


I asked Sean his thoughts on the matter, but he hasn't been able to get back to me yet. I spoke to William, though, and he's planning on running the second part of Plunder and Peril which looks to be for Tier 4-6. I'll bring #1-55 The Infernal Vault for Tier 1-7 for everyone else. Of course, if someone else wants to bring something prepared, that's good too.

If I can find some time this week, I'll try to put together a rogue for this.


Do we have someone to GM either Shades of Ice Part 3 or Storming the Diamond Gate? Since Quest for Perfection is best played in order, I'd like to know if there are going to alternatives since I haven't played QfP 1. I would volunteer, but unfortunately I'm going to be too busy in the next couple of days to prepare adequately.


Just a note, from what I understand GMs would still need to be able to access all the resources used in the scenario, only the PCs would be limited to the Core rules.


I don't believe we have enough veterans who show up regularly for which it would be a benefit to set up Core tables. I've played at the Griffon since we've started and supplement that with online play and I still haven't played at least half the scenarios out there.

On the other hand, if we know we're going to have an influx of new people, then it might be good to set up a low level Core table.

In general, I think it's best to stick to the non-core campaign, although polling people on site would be the best since many don't check the paizo boards very often.


Since I played in Shades of Ice Part 1 last session, I'll calling a player seat in part 2.


Sign me up to play Shades of Ice with my alchemist. I've wanted to play through that one with him or else I would volunteer to run.


Through PM's, it looks like we have found a replacement GM. Thank you all for the offers, it is appreciated.


Thanks for the consideration, James. I'll let you know if anyone else steps up in the interim.


I'm currently in a PbP Gameday 3 scenario which looks to need a new GM to finish it up. It's a table of #6-01 Trial by Machine. The GM has not posted in 11 days as of this post, nor has he given any indication that he would be gone for an extended period. Furthermore, the GM has stated in the past that he will be permanently unavailable after January 15th. With the holidays, I don't believe this will be enough time to finish the scenario before the 15th, so if someone could take over, the players would appreciate it.

The link to the thread is here.

Update: I'll get a kineticist made up some time tonight.

I'm very interested if you think you can power through it in time.


For the Griffon PFS sessions on November 15th, would it be possible for one of the scenario options to be a repeatable Tier 1-2 scenario? I would like to playtest one of the new Occult Adventures classes, but I need to get a scenario in before the 25th when the playtest ends.


I'll run Voice in the Void.

It must be quite auspicious to begin a pirate themed game on International Talk Like a Pirate Day.


You may want to consider continuing to post on this thread, as people from South Bend and surrounding areas will be more likely to search for 'South Bend' than 'Northern Indiana.' If the South Bend thread hasn't been updated in awhile, they may assume PFS is no longer occurring in the area.

I can understand wanting to combine the two overlapping areas in one, simpler thread, but I don't believe it will serve to direct new people to the South Bend game as effectively as this current thread does now.

I'm planning on making a Kitsune Ninja 1, with the eventual goal of becoming an Arcane Trickster. I'll work on it tonight, should be ready late or by tomorrow.


We make it easy for you in South Bend.


There will be pre-generated characters provided if you don't have one, IronKanon. The only thing you'll need is a PFS number, if you don't have one already.


I'll run Frostfur Captives.


How about a changeling witch? Either a healer or debuffer depending on party composition.

She was about to be murdered by an ignorant mob before the Professor swooped in and rescued her. Since then she's mostly kept to herself for the sake of safety, only lured out now thanks to the Professor's death. She's very skittish around people, but willing to open herself up to trustworthy people and defend the downtrodden and defenseless.

Alrighty, added Orc Ferocity and Bestial racial traits to the character sheet. I take it that alchemical gear and potions are not allowed? Also, what about flint and steel?

I'm a little confused about the extra racial traits. Do we receive them without substituting them for another racial traits? For example, Toothy replaces Orc Ferocity. Does that mean a half-orc in this game gets both Toothy and Orc Ferocity plus another trait in addition to the ones normally listed?

Here's my Half-Orc Warrior submission, I'll create an alias once the game gets started.


The product of a nearby orc tribe's depredations, Kraull's life would have ended at birth if it wasn't for his human mother's status as a wise woman in her tribe. Despite his mother's influence, Kraull's childhood was rough with constant teasing and ostracization by other children and adults. Whenever he would attempt to fight back, he only made his position worse so he grew to be quiet and full of anger. When his mother succumbed to a fatal illness in Kruall's adolescence, the tribe finally exiled him to the Pariah mountains with only the clothing he was wearing.

Initially unwelcome by any group he met, Kraull learned most of the harsh lessons of survival by himself, stealing or making his own weapons and dealing with the dangers of the wilderness. With no access to any sort of healing, his body has become a patchwork of scars, with a pair of claw marks on his face being the most noticeable upon first meeting him. Although he's used to surviving by himself, he would welcome a group to share his burdens with if they were able to treat him like an equal.

Name: Kraull the Forsaken
Race: Half-orc
Class: Warrior 3
Alignment: Chaotic Good
Languages: Human, Orc

Str 18
Dex 14
Con 14
Int 10
Wis 12
Cha 8

Game Statistics
Initiative: +2 (+2 Dex)
Senses: Perception +5 ; Darkvision 60'
Speed: 20'

AC: 16 (10 + 4 armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 14 (10 + 4 armor)
Hit Points: 33 [3x(d12+ 2 Con) + 3 favored class]
Current hp: 33
Fort: +6 Ref: +3 Will: +2

Base Atk: +3; CMB: +7; CMD: 19

MW Stone Greataxe: +8 to Hit; Dmg 1d12+6 [+9 PA] (S); crit 20/x3
Club: +7 to Hit; Dmg 1d6+4 (B); crit 20/x2
Bone Dagger: +7 to Hit; Dmg 1d6+4 (P or S); crit 19-20/x2
Bite: +7/+2 to Hit; Dmg 1d4+4/+2 (P); crit 20/x2

Javelin: +5 to Hit; Dmg 1d6+4 (P); crit 20/x2; range 30 ft.
Bone Dagger: +5 to Hit; Dmg 1d4+4 (P or S); crit 19-20/x2; range 10 ft.

Hide Armor: +4 AC, Medium Armor, -3 ACP

Skill Ranks Per Warrior Level: 2
Acrobatics -1 (0 ranks + 2 Dex – 3 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff -1 (0 ranks - 1 Cha)
Climb +5 (1 rank + 3 class + 4 Str - 3 ACP)
Craft (Weapons) +4 (1 rank + 3 class + 0 Int)
Diplomacy -1 (0 ranks - 1 Cha)
Disguise -1 (0 ranks - 1 Cha)
Escape Artist -1 (0 ranks + 2 Dex - 3 ACP)
Heal +1 (0 ranks + 1 Wis)
Intimidate +5 (1 rank + 3 class + 2 racial - 1 Cha)
Perception +5 (1 rank + 3 class + 1 Wis)
Perform -1 (0 ranks - 1 Cha)
Ride -1 (0 ranks + 2 Dex - ACP)
Sense Motive +1 (0 ranks + 1 Wis)
Stealth -1 (0 ranks + 2 Dex – 3 ACP)
Survival +6 (1 rank + 3 class + 1 trait + 1 Wis)
Swim +5 (1 rank + 3 class + 4 Str – 3 ACP)
Languages: Common, Orc


Weapon Focus (Greataxe): +1 bonus on attack rolls with Greataxe. (Warrior bonus Feat)

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. (1st level Feat)

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. (3rd level Feat)


Resilient: +1 to Fortitude Saves [Combat Trait]

Outcast: +1 trait bonus on Survival skill checks [Half-orc Trait]

Half-Orc Racial Traits:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and great clubs and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc

Warrior Abilities:

Weapon and Armor Proficiency: Warrior is proficient in the use of all simple and martial weapons and with medium armor (not made of metal) and wooden shields.

Track (Ex): A warrior adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1).

Rage Power:

Scent: While in combat, gain the Scent ability.


MW Stone Greataxe [12 lbs]
Club [3 lbs]
3 Javelins [3 lbs] 6 gp
Bone Dagger [1 lb] 2 gp

Hide Armor [25 lbs] 15 gp

Sack [.5 lb] .1 gp
Whetstone .02gp
Bedroll [5 lbs] .1gp
Waterskin [4 lbs] 1gp

Unspent 'Gold': 150.78

Total Weight carried: 58.50 lbs (Light)
Carrying Capacities: 100 lbs / 101–200 lbs / 201–300 lbs

I'll work something up for this in the next couple of days.

Since I have gotten PFS credit and played through some of the first part along with Quiven, would that hurt my chances of being selected?

If not, I have an idea for a divine character.

I live in South Bend. We have active PFS in town and they also have one going in Portage if you wanted to try some new FtF groups over the Summer before you head to grad school.

I too live in Indiana (northern), but I won't be at Winter War. I will, however, be at Who's Yer Con. I figure the game will be over by then. :-)


I'll run Devil We Know Part III on the 25th, and probably Part IV on the 8th.

I'm a little swamped right now in the PbP department myself. Otherwise, I'd be totally in.

Will get the alias sorted and post sometime tonight.

So, I'm thinking it'll be an Elf Ranger. Assuming everyone else is cool with me playing, I'll work on the character tonight.

Hey, I saw one of Gerald's post about needing another person for your campaign. I'm interested (would probably want to play a Ranger), but I have played through part of the first book already for PFS credit. I can keep my knowledge separate from the character, but if you would prefer someone who isn't familiar with the AP at all then I completely understand.


I can run Devil We Know Part II on the 11th.

My submission is an Oracle of the Waves. All relevant information should be under the spoiler. If accepted into the game, I'll create an alias for it.

Yuki Okano:

Yuki is descended from a long line of Tian-min Naval greatness, but a series of military setbacks and scandals left the family disgraced and scattered. Her grandfather eventually settled in the Shackles in the Ushinawa Isles and turned piracy into the new family business.

After a number of relatives had perished by various ignoble watery fates, a superstition began to spread in the family that their ancestors were cursing those who became pirates for dishonoring the family name. Thus, Yuki's family sought to keep her out of the life, but the girl grew up to be headstrong, gregarious, and adventurous, so eventually her parents broke down and allowed her to join the same crew as her father. The elder Okano sought to teach Yuki everything he knew about piracy, taking extra time to teach her how to use various pirate armaments properly so she could defend herself.

After a few months, Yuki's time with her father came to an end one night when a sudden storm hit their ship. A series of lightning bolts sheared the mainmast, causing it to plunge into the hull and sink the ship. Yuki's father did his best to save the girl, but the storm was too strong and both father and daughter drowned. As her lungs filled with seawater, she asked the oceans for another chance to live.

When she awoke the next day on a nearby island, Yuki had mixed feelings about having her prayer answered. Sure, she was still alive, but her father was gone and she had become both physically and spiritually altered by the experience. Her eye color had turned to ice blue and she now felt a divine connection with the sea as if she had absorbed some of its essence. This affinity gave her access to strange new powers, but now she was haunted by the spirits of her ancestors, who were angry that she had somehow evaded their deadly curse and her rightful watery grave.

Eventually discovered and picked up by a friendly pirate crew looking for her father's ship, Yuki discovered that she was the only survivor. Picking up the pieces of her life and coming to grips with the Mystery of the Waves that has been thrust upon her, she heads to Port Peril to find a new start.

Age: 18
Height: 5'3”
Weight: 90 lb

An attractive young woman of Tian-Min ancestry. Her jet-black hair is kept in a bouncy ponytail under her worn tricorne hat, but her most striking feature are her ice blue eyes. Her slender figure is clad in a form fitting pirate outfit when not wearing her armor. Friendly and adventurous, she smiles easily, especially when getting into trouble.

Game Statistics
Name: Yuki Okano
Race: Human (Tian-Min)
Classes/Levels: Oracle (Waves) 1
Alignment: Chaotic Good

(Ability Scores generated using 20-point buy)
Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 11
Charisma 18

XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +0;
Speed: 30 ft.

AC: 15 (10 + 2 Dex + 3 armor)
Touch: 12 (10 + 2 Dex)
Flat-footed: 13 (10 + 3 armor)
Hit Points: 9 [1x(d8+Con)]
Current hp: 9
Fort: +1 Ref: +2 Will: +2

Base Atk: +0; CMB: +1; CMD: 13

Rapier +2 to Hit; Dmg 1d6+1 (P); crit 18-20/x2
Dagger: +2 to Hit; Dmg 1d4+1 (P or S); crit 20/x2;
Quarterstaff: +2 to Hit; Dmg 1d6+1 (B); crit 20/x2;

Light Crossbow: +2 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft
Dagger: +2 to Hit; Dmg 1d4 (P); crit 20/x2; range 10 ft

Studded Leather: +3 AC, Light Armor, -1 Armor Check Penalty

Skill Ranks Per Oracle Level: 4 + 0 Int modifier + 1 Human bonus + 1 Favored Class
Acrobatics +5 (1 rank + 3 class + 2 Dex - 1 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +4 (0 ranks + 4 Cha)
Climb +1 (1 rank + 1 Str - 1 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +8 (1 rank + 3 class + 4 Cha)
Disguise +4 (0 ranks + 4 Cha)
Escape Artist +1 (0 ranks + 2 Dex - 1 ACP)
Heal +0 (0 ranks + 0 Wis)
Intimidate +4 (0 ranks + 4 Cha)
Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
Perception +0 (0 ranks + 0 Wis)
Perform +4 (0 ranks + 4 Cha)
Profession (Sailor) +4 (1 rank + 3 class + 0 Wis)
Ride +1 (0 ranks + 2 Dex - 1 ACP)
Sense Motive +0 (0 ranks + 0 Wis)
Stealth +1 (0 ranks + 2 Dex - 1 ACP)
Survival +0 (0 ranks + 0 Wis)
Swim +5 (1 rank + 3 class + 1 Str + 1 trait bonus - 1 ACP)
Languages: Common


Martial Weapon Proficiency (Rapier): Yuki is proficient with a rapier. (1st level Feat)

Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons, elven curve blade, rapier, whip, or spiked chain. (Human Bonus Feat)

Touched by the Sea: After becoming an Oracle of the Waves, Yuki felt the call of the sea and her blood surges with the ebb and flow of the tides. She is comfortable in the sea as she is on land. Benefit: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. [Skull & Shackles Player's Guide Trait]

Charming: Yuki is blessed with good looks and uses that to her social advantage. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. [Basic (Social) Trait]

Oracle Abilities

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

0-Level Spells Known:
Create Water
Purify Food and Drink

Bonus Curse Spells:
Mage Hand
Ghost Sound (DC 13)

1-Level Spells Known (3/Day):
Doom (DC 14)
Cure Light Wounds


Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier.


Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Starting Wealth = 150 gp

Rapier 20 gp [2 lbs]
Dagger 2 gp [1 lbs]
Quarterstaff [4 lbs]
Light Crossbow 35 gp [4 lbs]
10 Bolts 1 gp [1 lb]

Studded Leather 25 gp [20 lbs]

Sack 1 sp [1/2 lb]
Compass 10 gp [1/2 lb]

150 gp – 93.1 gp = 56.9 gp left

Total Weight carried: 33 lbs (Light)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs

Cool, then his primary concern is keeping the balance between the prime material plane and the First World in check. I'm also happy to see that the Druid's +4 saving throws against Fey will come into play.


I'll run Devil We Know Part I on Saturday and Devil We Know Part II on the 28th.

We won't have 2 or 3 of our regular low tier players this Saturday, but I'll prep the scenario just in case.

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