
GM Kip |
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Ok let's get started! Dot this when you get the chance and start building your character if you haven't got one ready to go.
You'll also need to register with the Parhfinder Society if you haven't already. Let me know if you need help :)

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Dotted, thanks for running!
One other to make clear is that we can't use these characters in any other scenario until we finish, eh?

GM Kip |

For those unfamiliar with Pathfinder Society organised play you can download the guide <HERE>. It's free and has all the details you'll need to build a legal character :)
You'll also need to register your character. To do this click on the "my account" link at the top of the page and scroll down to the pathfinder society box (located under the message board alias box) click the "click here to make changes" link and then the "Register a new character" link. It's similar to creating an alias.

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Hi introducing my Cleric of Shikuzu here. Feat not yet decided on. Thinking of Selective Channeling or Heavy Armour.

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If no one has a problem with a fighter being just over three feet tall. Here he is. Advice and suggestions are appreciated.
Anders Grimm
Male Halfling Fighter 1
Init +1; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +2; +2 vs. fear
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Offense
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Speed 20 ft.
Melee Light Shield Bash +4 (1d2+2/x2) and
. . Dagger +4 (1d3+2/19-20/x2) and
. . Longsword +5 (1d6+2/19-20/x2)
Ranged Sling +3 (1d3+2/x2)
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Statistics
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Str 15, Dex 13, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Lightning Reflexes, Weapon Focus (Longsword)
Traits Armor Expert, Canter
Skills Acrobatics +4 (+0 jump), Climb +4, Fly +3, Perception +4, Sense Motive +2, Stealth +5, Survival +5
Languages Common, Goblin, Halfling
SQ Cold weather outfit, Fearless
Combat Gear Dagger, Light wooden shield, Longsword, Sling, Sling bullets (20), Studded leather armor; Other Gear Backpack (31 @ 20.5 lbs), Bedroll, Belt pouch (1 @ 1.62 lbs), Belt pouch (21 @ 5 lbs), Blanket, winter, Bullseye lantern, Chalk (2), Cold weather outfit, Fishhook (3), Ink, black, Inkpen, Oil, Parchment (11), Rope, Sewing needle (2), Trail rations (3), Waterskin (2)
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Special Abilities
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Armor Expert -1 Armor check penalty.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Cold weather outfit +5 Fort save vs. cold weather.
Fearless +2 racial bonus vs Fear saves.
Anders has blue/grey eyes and light brown hair which he wears in a single braid that reaches to his shoulder blades. The braid has small bone beads woven into it. He is clean shaven except for his sideburns which reach his jawline. He usually wears typical explorer clothing with his studded leather armor over it. The armor is worn but well cared for. His longsword and dagger are good quality steel but plain and a little worn. Unlike most halfling Anders wears a pair of sturdy leather boots that reach almost to his knees. His cloak is green dyed wool, and he carries a pack and light wooden sheild slung across his back.

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Hi introducing my Cleric of Shikuzu here. Feat not yet decided on. Thinking of Selective Channeling or Heavy Armour.
Don't Qualify for selective channel. Any ideas? I may just go dodge or toughness. I won't be using a shield for this PC and power attack will be my level 3 feat.

GM Kip |

Have you considered Extra Channel? It would still be good for out of combat healing.
If I was picking between dodge and toughness I'd pick toughness unless I was after mobility and spring attack.

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Finished character - one of my traits was non PFS legal so its been updated. I have the PDF of the Dragon Empire Primer and Gazetter if you wish me to send you some screen shots of the watermarked PDFs.
Took Toughness. I may remake the character slightly after first steps is played out and before level 2 is formalised.

GM Kip |

Ok so we're waiting on
Rashly5's character
Trailjava is yet to post here, I'll PM them today.
And storycrafter, can you put Galia hartswifts details in their profile or get it to me some other way? PM me if you want my email

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And storycrafter, can you put Galia hartswifts details in their profile or get it to me some other way? PM me if you want my email
Sorry, I think we're finally good to go now.

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Seems we are ready to go :D

GM Kip |

Almost, Trailjava's character is underway
10 (0), 14 (5), 12 (2), 12 (2), 9 (-1), 17 (13)
Also with toughness and a Con of 12 your HP should be 10? (1d6+1+3)
Could everyone list there skill bonuses showing their ranks/class/ability bonuses?

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Could everyone list there skill bonuses showing their ranks/class/ability bonuses?
Done

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Changed HP to 10 and spread out my stats more. Thanks for pointing it out.

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Not really sure what you mean by ranks/class/ability bonuses, but here are all the my skills and their ranks and bonuses.
Class Skills
Climb (Str) 0 +4
Craft (Int) 0 +1
Handle Animal (Cha) 0 +0
Intimidate (Cha) 0 +1
Knowledge(dungeoneering) (Int) 0 +0
Knowledge (engineering) (Int) 0 +0
Profession (Wis) 0 +0
Ride (Dex) 0 +1
Survival (Wis) 1 +5
Swim (Str) 0 +2
other
Acrobatics (Dex) 1 +4 (+0 jump)
Appraise (Int) 0 +1
Bluff (Cha) 0 +1
Diplomacy (Cha) 0 +1
Disable Device (Dex)no tools 0 +0
Disguise (Cha) 0 +1
Escape Artist (Dex) 0 +1
Fly (Dex) 0 +3
Heal (Wis) 0 +1
Linguistics (Int) 0 +0
Perception (Wis) 1 +4
Sense Motive (Wis) 1 +2
Slight of Hand (Dex) 0 +0
Spellcraft (Int) 0 +0
Stealth (Dex) 0 +5
Use Magical Device (Cha) 0 +0

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Skill Ranks/Class/Ability/Total
Intimidate 0/Y/0/+0
Knowledge(Nature) 1/Y/0/+4
Profession(Soldier) 1/N/0/+1
Survival 1/Y/0/+4
Acrobatics (+4 jumps > 30') 1/Y/1/+4
Escape Artist 1/N/1/+4
Fly 0/Y/1/+1
Handle Animal 0/Y/0/+0
Perception 1/Y/0/+4
Climb 0/Y/4/+4
Swim 0/Y/4/+4

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Awesome! Looks like an interesting line-up. Here's the party:
Anders Grimm (Adventurer#33) - Male Halfling Fighter
Azeban Guitou (rashly5) - Male Human (Tian-Shu) Sorcerer (Rakshasa)
Galia Hartswift (Storycrafter) - Female Human Barbarian
Hijikata Toshizo (Helaman) - Male Aasimar (Scion of Humanity/Tien Background) Cleric of Heroism and the Sun
Jezebel Savet (Akinra) - Female Halfling Gunslinger (Mysterious Stranger)
Silverpaw Hawkstorm (Trailjava) - Male Catfolk Sorcerer (Destined)

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I hate to be the bearer of bad news, but Catfolk is not yet a PFS approved race. Although perhaps you have a Catfolk Boon? (I am not up on the Race Boons for this season...)
However, if it is the look/theme you are after, aesthetically, you could opt for a Rakshasa Spawn Tiefling (+2 Dexterity, +2 Charisma, –2 Wisdom) and looks just about the same... comes with a great stack of resistances, (Resist Acid, Cold, and Fire 5)
PRD Entry for Tiefling It is also found (along with the Catfolk) in the Advanced Race Guide.

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Silverpaw Hawkstorm
Rakshasa-Spawn Tiefling Sorcerer 1
CG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +1, Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) +1 x2 (1d4+1/x2)
Sorcerer Spells Known (CL 1, +1 melee touch, +3 ranged touch):
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Statistics
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Str 13, Dex 16, Con 13, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Eschew Materials, Toughness +3
Traits A Sure Thing (1/day)
Skills
Languages Common
SQ Destined, Fiendish Sprinter, Prehensile Tail, Touch of Destiny +1 (6/day)
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TRACKED RESOURCES
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A Sure Thing (1/day) - 0/1
Touch of Destiny +1 (6/day) (Sp) - 0/6
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Special Abilities
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A Sure Thing (1/day) 1/day, +2 to hit an evil creature.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined When you cast a Personal spell, gain a save bonus of its level for 1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Touch of Destiny +1 (6/day) (Sp) Creature touched gains +1 sorcerer level to most rolls for 1r.
I could not find the Scholar trait, but I put this together as the closest thing I could make to your Sorcerer... Figured since I was the one to bare bad news, I could atleast take the time to get you a PFS legal version....
Since there is a bias against Tieflings in some cultures, you could always call yourself a cat folk..

GM Kip |

Your character looks good to go. Though you have a light shield but you haven't added it's +1 bonus to your AC.
You should have a +5 to concentration (+4 Cha, +1 Caster level)
I had the worst day today... Busted a windscreen at work and was abused via a sign.

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Dang. D: Sounds awful. Hope yer evenin' will be decidedly much better.

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I use a character builder and I hadn't set the shield as being equiped so the program didn't add it to my AC
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Defense
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AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +2; +2 vs. fear

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@Trailjava
While for the online game I don't think this will be an issue, you should later invest in the Blood Of Fiends product (either book or PDF) for any sit down PFS games you play after this PbP game as the GM may want to see the materials and its a pre-req to have the materials on hand.
Also do you have your alternate alias set up? You are showing as a really cool Paladin Cleric Monk :)

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@Trailjava I got the Rakshasa Spawn from Blood of Fiends, page 23. Last column on the right...
I got the Alternate Racial's from Advanced Race Guide, Pages 168-169.
There are 10 variant Tieflings, and a half that number of variant Aasimar from Blood of Fiends, and Blood of Angels ($10.99 each sticker price, although you can find them cheaper at various bookstores). The Basics are (Only including the variants that have +Cha):
Kyton-Spawn
(Shackleborn)
Shackleborn are fascinated by mutilation and turtler. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity.
Ability Modifiers: +2 Con +2 Cha -2 Wis
Alternate Skill Modifiers: Escape Artist, Intimidate
Alternate Spell Like Ability: Web
Rakshasa-Spawn
(Beastbrood)
Beastbrood regard themselves as deserving of appreciation and opulence. Though deceit and sheer willpower, they often achieve privileged stations in society.
Ability Modifiers: +2 Dex +2 Cha -2 Wis
Alternate Skill Modifiers: Disguise, Sense Motive
Alternate Spell Like Ability: Detect Thoughts
AASIMAR:
Agathion-Blooded
(Idylkin)
Idylkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
Ability Modifiers: +2 Con; +2 Cha
Alternate Skill Modifiers: Handle Animal and Survival
Alternate Spell-Like Ability: Summon Nature's Ally II
Azata Blooded:
(Musetouched)
The musedtouched epitomize freedom and joy, traveling the world to liberate less fortunate individuals.
Ability Modifiers:+2 Dex; +2 Cha
Alternate Skill Modifiers: Diplomacy, Perform
Alternate Spell Like Ability: Glitterdust.
Peri-Blooded
Emberkin
Masters of fire magic, emberkin feel the dual pull of their peri fore bearer as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and bad.
Ability Modifiers: +2 Int; +2 Cha
Alternate Skill Modifiers: Knowledge (Planes), Spellcraft
Alternate Spell LIke Ability: Pyrotechnics.
Use the Ability Modifiers listed with the sub-race in place of the ability listed with the race.
Swap the Alternate Skill Modifiers with the base race skills.
Remove the base race's SLA, and replace with the Alternate SLA.
If you decide to play Aasimar, or Tiefling, I highly recommend the books. Cheap, good art, interesting fluff, new feats, all around good deal.

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They look good but Jack of all stats = master of none.
Again its your character but by dropping 1 point from any two of your 13 stats you can bump on of the other 13s to a 14 and hence a +2 (or +3 after racial bonuses). A 13 gives you no more benefit than a 12 unless you intend to bump them up at level 4, 8 or 12.
Not a bad idea to have your Int at 16.

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I don't like full on optimization with dropping every stat you don't need to ridiculous levels, but if I were to make a Magus, I think my stat array would look like:
02 Points = Str 12 (For carrying Capacity, and low level to hit bonuses.)
13 Points = Dex 17 (+2 from Racial) because Dervish Dancer just seems cooler to me than a strength build.
02 Points = Con 12 (+1 to saves is NEVER a bad idea, and when it comes with +1 HP/level, it is just that much better)
05 Points = Int 14 (Will get you every spell you need. Most of your spells are no save type spells. Focus on those)
02 Points = Wis 12 (Because tanking saves can come back to bite you in the bum)
-4 Points = Cha 7 (Because you need points, and low cha on a bookworm type just makes a little sense to me)
2+13+2+5+2-4 = 20
Race: Daemon Spawn Tiefling --> +2 Int; +2 Dex; -2 Wis.
Stats after Race applied:
Str: 12 Dex: 19 Con: 12 Int: 16 Wis: 10 Cha: 7
Spells: Shocking Grasp (Because it is a great damage touch level 1 spell: #1 No Save. #2 +3 to hit if they have metal... Who doesn't have metal?!?!)
From PRD:
"Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal)." and;
Color Spray (Yes it requires save, but if they fail, it is AMAZING, and it is area, so you get to make lots of people save)
Traits Magical Lineage (+1 to the level of Shocking Grasp) and
Quantium University Graduate (Because that is one of the best names for an arcane school ever, and because +2 Concentration will rock when you are ALWAYS casting defensively)
Feat: Weapon Finesse (So you can get Dervish Dance)
Armor: Chain (because Magus is a front line fighter, and .. well armor is good for front line fighters)
If weight is a concern, you can go with Leather, +2 AC instead of +4, and the added bonus of dex problem limits, no armor check penalty.
Weapon: Kukri 1d4 isnt good, but 18-20 crit range is, and it is a light weapon, so you get your dex to hit instead of Str. meaning you will hit at +5 at level 1.
Shortsword is also a light weapon 1d6 19-20/x2
Light Crossbow because it is nice not to have to close or to have a ranged option for when you cannot close.
Other: Pathfiner Kit (12g)
SKills: Perform (Dance) (2 ranks gets you Dervish Dance) ; Spellcraft, and whatever floats your boat.

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Wasn't gonna go that far to say but yep - THATS a decent Magus build. Not every ones cup of tea and I've seen and played different magus builds BUT that is a good solid build and the spells there are good.
Remember you get 3+ Int bonus in known spells. You can have a few different spells to pick from.
A Rapier wouldn't hurt with this build for First Steps... later as you level this build works towards and into the Dervish Dancing feat which makes you LUNATIC good with a Scimitar - not normally a finesse weapon but with that feat you can finesse and use dex instead of str for damage... coupled with the great crit range, it is no wonder that Magus characters often rely on the scimitar.
Have a think and see what you want from this guy. You can also rebuild the character at the end of 1st level (the end of the first steps series) into ANY first level character you want (inc. stat changes or class changes) before you lock yourself down by playing them at 2nd level.
May need you to invest in a few books later but that is a good thing as the books needed are good ones...
I recommend locking in your decision for this game soon though so we can get started. Don't worry if its not perfect.

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i know you get more spells, but those 2 are, in my humble opinion, the most powerful 2 choices at level 1. Intensified Spell at level 5 will let the spell [EDIT: Shocking Grasp] run up to 10d6. Combat Casting at level 7 will let you cast easier and avoid losing spells. Level 9 and 11 I would take extra arcane pool, just because, in general, you can get a hell of a lot of use out of arcana than a feat just because of the versatility. If running low on health regularly, swap out for Improved Initiative at level 7 (If they die before they hit you, it saves you more HP than Toughness will grant). Lunge gets you reach! Never a bad idea.
Grease: No save, Acrobatics Check. Use against heavilly armored/armed people with shields on. (Armor check from armor + shield makes Arcrobatics really hard.)
Truestrike: +20 (lets face it, auto hit). Worth memorizing when you know you will be facing a horrible BBEG. (You get to pick what happens first, the spell or the strike, so pick this and you get a +18 to hit. Spellstrike is -2 to hit....)
Shield: Shield bonus to AC, you wont be using a shield so you can pick the AC up with this spell.
Level 2 spell: Frigid Touch: NO SAVE!!!!! From PRD "This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead." Can't you just imagine how AMAZING this is with Keen? 15-20/x2 ... 8d8+ Staggered for 1 minute! (30% chance).

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i know you get more spells, but those 2 are, in my humble opinion, the most powerful 2 choices at level 1. Intensified Spell at level 5 will let the spell [EDIT: Shocking Grasp] run up to 10d6.
Not doubting your selections here (you really know your stuff), just letting him know he was more than 2 spells to pick from for his spell book.
I really REALLY like the magus as a class. It can be a real beast.

GM Kip |

Another long day over...

GM Kip |

Ok! The gameplay thread is operational. Check it out and introduce your character. You can navigate there by clicking the "gameplay" tab near the top of the page.