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Tier 1-5
Pathfinder Society Organized Play
4 Players
This is a three parter, and we are going to try to blitz the bejesus out of these three.
This is possibly my all time favorite series, and I STRONGLY recommend you watch the Seven Samurai (1954) to get into the feel.
This will be PbP, I will be using Google Drive for maps, player handouts, etc.
I will roll Init, you will roll everything else.
I ask that if you are holding you lay out your terms, and only roll once.
Example:
Borris the Strong and Fair holds his action until the rogue steps up behind the BBEG, resolute to take his action before BBEG, he will imediately take his action if the rogue fails to move into combat.
"Hey Rogue, what say we tag team that skeleton! One, Two, . . GO!!
IF Rogue moves to flank
Borris charges BBEG upon Rogue taking flanking position
IF Rogue does otherwise
Borris chats up the barmaid.
1d20 ⇒ 3
Option 1: +1 BAB, +3 Str, +2 Charge +2 Flank = 11 Attack, Damage if applicable: 1d6 + 4 ⇒ (6) + 4 = 10
Option 2: -2 Cha = 1 Diplomacy
Yep, thats all. . .

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@ ShadowyFox,
This can be run for level 1 characters, so go ahead! Please refer to the guide to Organized Play (free download) for creation guidelines.
Short version: races from Core Rule Book, Aasimar, Tiefling, and tengu are allowed.
Most classes allowed unless they have a particularly evil feel (they are specified) in the Guide to Organized Play).
No evil alignments.
20 Point Buy, 150g starting Gold. All rules are RAW, never RAI.
@Amartinez, Yes, there are still spots!

ShadowyFox |

I've been reading over the guide and am definitely trying to decide. I'm thinking its really between inquisitor, bard, or rogue, for me. Probably leaning towards rogue or inquisitor. Thinking he's gonna be a sin-eater inquisitor. Basically of the mindset that permanent evil doesn't exist in mortals. Now I just gotta build out the fluff into proper crunch.

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I would enjoy playing this as well. Currently a level 1 Fighter that will likely go into Eldrich Knight. My brother is getting me to do pathfinder but have played other D&D versions in the past.
My first time doing play by post, but being able to post should be no issue with my smart phone and probably able to even post while working.
Corwin gets ready to sign the contract with his blood.

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Ralph Cauthon
Wizard (Conjurer) 1
Str 7
Dex 10
Con 14
Int 20
Wis 10
Cha 12
HP: 10
AC: 10 when big stupid fighter is no longer alive
Saves:
Fort: 2
Ref: 0
Will: 2
Initiative: +2
Feats:
Spell Focus (Conjuration)
Defiant Luck
Inexplicable Luck
Traits:
Reactionary (+2 initiative modifier)
Focused Mind (+2 concentration checks)
Skills:
Diplomacy: 6
Knowledge Arcana: 9
Knowledge Local: 9
Knowledge Nature: 9
Knowledge Religion: 9
Linguistics: 9
Spellcraft: 9
Craft (alchemy): 10
Languages: Common, Celestial, Sylvan, Draconic, Infernal, Abyssal, Giant
CMB/CMD: -2/8
Spellbook
All cantrips
Infernal Healing
Mage Armor
Grease
Color Spray
Enlarge Person
Crafter’s Fortune
Silent Image
Protection from Evil
Memorised (caster level 1, concentration +8)
Prestigitation
Detect magic
Read Magic
Mage Armor
Enlarge Person
Grease (DC18)
Infernal Healing (bonus)
Bonded Object spell
Powers:
Summoner’s Charm (+1)
Acid Dart (1d6, 8/day)
Arcane Bond: Ring
Equipment:
Clothes!
Portable Alchemist lab (75)
Staff

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I too would like to play with you guys.
I will play anything, the Kyra (Cleric) pregen if that speeds the selection process.
I can help any of you during character creation if you think you might need it. Amartinez could be a Zen Archer with a 20 Dex, Shadowy Fox could be the Charming Celebrity Bard Face or Love/Deception Domain Cleric, Corwin could be the comedic relief "Could I kill it with one swing?". I could be a Rouge- intentionally mispelled Magus. I just Disarm people to sell their weapons later. Or I can make my Kool Aid Man summoner- Oh Yeah!!!
I was ready to play a Level 2 Cav/Level One Cleric/Level One Zen Archer, but this will be better watching you guys get hooked.

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I did read 4 players, but I'm happy to let the new people run.
Full Name Scorpius
Race Human
Gender Female
Size M
Age 18
Alignment Lawful Good
Languages Common
Occupation Warrior
Strength 19
Dexterity 13
Constitution 10
Intelligence 10
Wisdom 10
Charisma 11
About Scorpious Prime
The Red Scorpion tactical warlords train to strike first, strike hard, protect the innocent from evil.
Excited by the legacy of her clan, Nijere (Nie'Yere)hopes to bring greatness back to the hall of heroes, representing a new generation of protectors, and trying hard to be humble knowing that her pride and strength can devestate the battlefield.
Four-mirror armor 45 gp +6 +2 –5 30% 20 ft. 15 ft. 45 lbs
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs
Naginata 35 gp 1d6 1d8 ×4 — 9 lbs. S reach
3 potions of cure light wounds 150gps
(3)Javelins 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P —
Greatclub 5 gp 1d8 1d10 ×2 — 8 lbs. B —
AC 19 AC 17(Shieldless)Touch AC 11 Flat-Footed AC 18
Scorpions hope to attack first, holding shields only as long as it takes to close and do massive damage.
HP 10 (Favored Class 11) CMB +5 CMD 16
Warrior Base?
Fort+0 Ref+1 Will+0
Traits
Reactionary +2 Init
Courageous: Your childhood was brutal, yet you
persevered primarily through force of will and faith that
no matter how hard things might get, as long as you kept a
level head you’d make it through. You gain a +2 trait bonus
on saving throws against fear effects.
Feats Improved Initiative +4
Combat Reflexes
Acrobatics +1
Climb +4 (+0)
Appraise
Craft
Bluff
Craft
Craft
Diplomacy
Disable Device*
Disguise
Escape Artist
Fly
Handle Animal*
Heal
Intimidate (+0)
Knowledge (arcana)*
Knowledge (dungeoneering)*
Knowledge (engineering)*
Knowledge (geography)*
Knowledge (history)*
Knowledge (local)*
Knowledge (nature)*
Knowledge (nobility)*
Knowledge (planes)*
Knowledge (religion)*
Linguistics*
Perception
Perform
Perform
Profession*(Soldier)+3 (-1)
Profession*
Ride
Sense Motive
Sleight of Hand*
Spellcraft*
Stealth
Survival
Swim
Use Magic Device*

FiddlersGreen |

Exiel Tang of the Hall of the Wind God
(Friend/Rival of Master Cauthon above)
Azata-blooded Aasimar
Draconic Sorcerer
Hit Points: 8
Initiative: +2
Movespeed: 30
Darkvision (60ft), Perception +7
AC: 12 (touch 12, flat 10)
CMD: 10
Stats
Str 7 (-2)
Dex 12+2 (+2)
Con 15 (+2)
Int 7 (-2)
Wis 12 (+1)
Cha 18+2 (+5)
Feats:
Extra traits: Ease of Faith (faith), Clergy Member (racial)
Varisian Tattoo; Evocation
Traits: Precocious Caster (regional)(burning hands, acid splash), Gifted Adept (magic) (burning hands)
Skills
Diplomacy: +15
Perception: +7
Bluff/Intimidate: +5
Languages: Tian, Common, Celestial
Racial Abilities
Glitterdust (1/day, dc16)
Celestial resistance: 5 (acid, cold, electricity)
Class Abilities
(+1 fire damage/die rolled)
(tattoo familiar: thrush)
(varisian tattoo: evocation)
Spells
0
Prestigitation
Detect magic
Dancing Lights
Acid Splash
1
Burning hands
Silent Image

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Exiel Tang of the Hall of the Wind God
(Friend/Rival of Master Cauthon above)
Hmph. Hardly a rival. We are as alike as a fine flute and a smith's hammer. My abilities are characterised by variety, finesse and precision. Your's have the subtlety of a girallon in heat!
Which is not to say that a raging girallon does not have its uses. I have not met many who can match his ability to set things on fire...it's about the only this hot-head is good for, so he might as well do it well I suppose.
Just make sure to point those flames of your's AWAY from me! ;p

FiddlersGreen |

FiddlersGreen wrote:Exiel Tang of the Hall of the Wind God
(Friend/Rival of Master Cauthon above)Hmph. Hardly a rival. We are as alike as a fine flute and a smith's hammer. My abilities are characterised by variety, finesse and precision. Your's have the subtlety of a girallon in heat!
Which is not to say that a raging girallon does not have its uses. I have not met many who can match his ability to set things on fire...it's about the only this hot-head is good for, so he might as well do it well I suppose.
Just make sure to point those flames of your's AWAY from me! ;p
I keep telling you, your hair got singed only because it was too long to begin with. And I took down that ghoul, didn't I? ;)

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Fox you are good, no pressure check this pregen-
Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the
helpless and to not spare the blade when the time for redemption has passed.
KYRA
Female human cleric of Sarenrae 1
NG Medium humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+2/18–20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4+0)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light woundsD, shield of faith
0 (at will)—detect magic, light, stabilize
D Domain spell; Domains Healing, Sun
STATISTICS
Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check –2
Traits Deft Dodger*, Flame of the Dawnflower (Advanced Player’s Guide 333)
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, scimitar,
sling with 10 bullets, backpack, wooden holy symbol, waterskin, 6 gp
SPECIAL ABILITIES
Channel Positive Energy Kyra can release a wave of positive energy by
channeling divine power through her holy symbol. This energy can be
used to cause damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type
(either undead or living) in a 30-foot radius centered on Kyra. Creatures
that take damage from channeled energy receive a DC 12 Will save to
halve the damage. Creatures healed by channeled energy cannot exceed
their maximum hit point total—all excess healing is lost. Kyra can channel
energy 5 times per day as a standard action that does not provoke an
attack of opportunity. Kyra can choose whether or not to include herself in
this effect. She must be able to present her holy symbol to use this ability.
Flame of the Dawnflower When Kyra scores a critical hit with a
scimitar, she deals an additional 2 points of fire damage.
Rebuke Death Five times per day, Kyra can touch a living creature as a
standard action, healing it 1d4+1 points of damage. She may only use
this ability on a creature that is below 0 hit points.
Selective Channeling When Kyra channels positive energy, she can select
up to two creatures within the area of the burst; these targets are not
affected by her channeled energy.
Spells For full descriptions for Kyra’s prepared spells, see Chapter 10 of
the Pathfinder RPG Core Rulebook.
Spontaneous Casting Kyra can exchange any prepared spell that is not
an orison or a domain spell for a cure spell of the same spell level or
lower as she casts the spell.
Sun’s Blessing When Kyra channels positive energy to harm undead
creatures, she adds 1 point to the damage dealt. Undead do not add their
channel resistance to their saves when she channels positive energy.
* The effects of this ability have already been calculated into Kyra’s statistics.
Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra lost her family and home to raiders. Yet where another
might be consumed by a thirst for revenge, Kyra has found peace in Sarenrae, goddess of the sun, healing, and redemption and in the
belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain. While her faith runs deep, she does
not see herself as an evangelist and saves her sermonizing for those with ears to hear her enlightenment—a virtue largely learned after
many frustrating philosophical arguments with fellow Pathfinders.

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You can play anything "The illusion of choice". The best character builder in this game is a guy named Derek in Wisconsin.
He always starts by asking "What is it that you want to do?"
One trick ponies might not be your thing but I think the Monk and the two Sorcerers will be the party.
They are great builds with ranged spells and Super Diplomacy bonuses.
Kyra has healing and she heals well, after the PCs drop below zero she still uses baby heals. I have played the pregens more than anyone else in pathfinder history so I can root for them.
If I made the stats I posted for a Samurai, it would be better than a fighter only becuase I have one or two tables of credit to add cash and healing potions. Will save rerolls, and still up below zero stuff. Honor is awesome to me.

DMFrank |

One more Gender Changing Option might be...
Lirianne has set her sights on a life of adventure and faces any problems
the world throws at her with both barrels blazing.
LIRIANNE
Female half-elf gunslinger 1 (Ultimate Combat 9)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune magic sleep effects
OFFENSE
Speed 30 ft.
Melee longsword +2 (1d8+1/19–20)
Ranged pistol +5 (1d8/×4)
STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing*, Skill Focus (Perception), Weapon Focus (pistol)*
Skills Craft (alchemy) +4, Intimidate +4, Knowledge (engineering) +4,
Perception +7, Sleight of Hand +7; Racial Modifiers +2 Perception;
Armor Check –1
Traits Elven Reflexes*, Killer
Languages Common, Elven
SQ deeds (deadeye, gunslinger’s dodge, quick clear), elf blood*, grit (2),
gunsmith
Combat Gear alchemist’s fire; Other Gear studded leather, longsword,
pistol with 30 bullets, backpack, dagger, gunsmith’s kit, hemp rope
(50 ft.), paper cartridges (5), powder horn with 10 doses of black
powder, sunrods (2), waterskin, 19 gp
SPECIAL ABILITIES
Deeds Lirianne can spend grit points (see below) to accomplish the
following deeds:
Deadeye: Lirianne can resolve an attack against touch AC instead of
normal AC when firing beyond her firearm’s first range increment for
a cost of 1 grit point per range increment beyond the first. Lirianne
still takes the –2 penalty on attack rolls for each range increment
beyond the first when she performs this deed.
Gunslinger’s Dodge: Lirianne can spend 1 grit point to avoid a ranged
attack by moving 5 feet as an immediate action, granting her a
+2 bonus to AC against the attack. This is not a 5-foot step, and
provokes attacks of opportunity. Alternatively, she can drop prone to
gain a +4 bonus to AC against the attack.
Quick Clear: As long as Lirianne has 1 grit point, she can, as a standard
action, remove the broken condition from her pistol, if the condition
resulted from a misfire. If she instead spends 1 grit point, she can
perform quick clear as a move-equivalent action.
Grit Lirianne begins each day with 2 grit points. Her grit goes up or
down throughout the day, but cannot go higher than this maximum.
Lirianne always dreamed of living the adventures she read about in fairy tales and penny dreadfuls. When a storm of primal magic sent
the dutiful Alkenstar shield marshal to the distant land Avistan, Lirianne found herself in just such an adventure. She now struggles to
balance her resurgence of childhood wonder and adult dedication to justice, all while confronting her long-ignored elven blood.

ShadowyFox |

Honestly, that gunslinger has the most appeal of anything I've seen in quite awhile. If it's alright, I'll just alter some fluff there, obviously the name, and fingers crossed, I'll get selected. But, like I said, I definitely want to get my feet wet, so if cleric is what is necessary, cleric it is. If not, I'm going gunslinger.

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The pregens have magic also Fox. If the GM let's "you" play up to level 4 your party might be able to survive with the Average Party Level rules. My 4th level characters can solo games, I played Merisel, the thief, in a 7-9th level teir and with three potions of invisibility she soloed it.
If you "Base" your character from something think party dynamic. The Gunslinger "Hits a lot" and is ranged. If you guys spread out and focus fire you have a chance to protect the spellcasters.
If the Monk is a Zen Archer with a 20 Dex you guys are trying to get the highest initiative. Using free actions to talk and then act and or move , maybe even withdrawl until the healing can get there.
You guys should snipe, but I won't stiffle any creativity. Two dueling fire starters will make bragging rights oh so sweet. The DM might set up for 5 PCs, I can see only one party built like this to win, If you guys could all Color Spray with a high DC "Derek's Gnome" and the Monk finishes them or ties them up after they get blinded and knocked out.
The gunslinger might be an Engineer, knowledges help you complete faction missions.

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Ok, going with six on first come, first serve.
ShadowyFox
Amartinez
FiddlersGreen
Corwin Illum
Ralph Cauthorn
Scorpius Prime
Make up your characters!
I will open discussion so you can all help each other review and build.
My advice is make sure you have a focus, but not completely blind to the skills and RP aspects. RP makes the game fun, and there are more skill checks than combats in PFS.

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You can play anything "The illusion of choice". The best character builder in this game is a guy named Derek in Wisconsin.
He always starts by asking "What is it that you want to do?"
One trick ponies might not be your thing but I think the Monk and the two Sorcerers will be the party.
They are great builds with ranged spells and Super Diplomacy bonuses.
Kyra has healing and she heals well, after the PCs drop below zero she still uses baby heals. I have played the pregens more than anyone else in pathfinder history so I can root for them.
If I made the stats I posted for a Samurai, it would be better than a fighter only becuase I have one or two tables of credit to add cash and healing potions. Will save rerolls, and still up below zero stuff. Honor is awesome to me.
Sir! I take issue with the accusation that I am a sorcerer. A SORCERER! I am not some fool fumbling with powers he can barely control!
(On a more serious note, thanks for the vote of confidence! We do cover very different roles, and in-game banter notwithstanding we actually worked together quite well last game. A monk (buffed with mage armor and enlarge person) and a cleric should round us out perfectly.)

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Don't fret man, no matter what happens have fun. You had me at the Asmodean contract signing (I Heart invisible fine print). I play General Ghost, an internal affairs special forces Hellknight, Haunted Oracle, Sin Eater, Soul Drinker. "LAWFUL GREAT". I built it for Vin Deisel, I am being honest.
He is used to playing Witch Hunters and I just took that to mean Summoners/Dummoners...With Spiritual Weapon he floods the battlefield with Spectural Warpicks and counters the Celestrial Hounds and chipmunks and badgers the Summoner trips and spawns when his Super Rooster boasting dire bear Arms is not there......yet.
I like freaking my tables out so the fun was being haunted by my mother QuickPick the two weapon fighting hemophrodite hero. When she died 9 months pregnant, I refused death and ripped myself into fruition.
I play him like Anthony Perkins in Psycho...A Field General in my land is a "Lictor"- rank...so I get temp hps when I lick the chaos fallen before me. I write party member citations, the whole nine.
Pork Chop my Half-Orc Monk, Papercut my Scroll Master Insurance salesman, and G-Man, the strongest Gnome ever, but it takes 6-7 rounds to get there so I go under tables or in outhouses and don a mask.
If you go Cleric on me, ask to swap Guideance O-Level for stabalize, it might help you?

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You keep playing a character for many many sessions (33+ assuming you live), so don't pick what you want just to round out this group. Play what you want! PFS is based on the premise you will not always have a rogue, wizard, cleric, warrior, and bard. Figure out what interests you, and go from there.
Do you like casting spells?
Do you like melee combat?
Do you like weapons and armor?
Do you like skills?
Do you like range or close combat?
Do you have a hero, character from a book, comic book character, movie, etc. to get your idea started?
Sometimes it is easier to write up a background first.
Also, keep in mind, you get to rebuild at any point every last detail of your character once before you hit level 2. Don't feel too trapped, and after each scenario, I will ask who wants to rebuild.

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Knowledge-Arcana and Spellcraft
Are super important. I've seen people drink things that were never meant to be "chugged in a PFS game".
I once "Aligned (Good) the PC Goblin's teeth and Brightened his smile with an oil of Daylight"...in character and made a follow up appointment too. It had the convention rolling out of their chairs.
If you look at the skills, Sleight of hand is used a lot for faction Missions, "Perception" is used even more, Diplomacy then so on.
Profession sailor, perform Dance, be careful about ignoring Liguistics also.
Play the slinger, I have the Kitsune Kid (Really an Evocker Wizard with magic missles) She is the fastest alive like in the Quick and the Dead. She bluffs her hand movement with still and silent spell and when the bounty hunters put the wanted poster to her face she shape shifts.
I'll play the Kyra pregen. She will "Aid" diplomacy if the GM gives me Guideance instead of Stabilize. But Fox look at the factions, choose wisely.
Maybe Akinra will like us and run the First Steps for us after they revamp it. 21092-36 "I'll be the Priest"

ShadowyFox |

Akinra: Thanks for that. I'm gonna take a look here and really see what has grabbed my attention over time. I'll honestly tell ya, my two favorite individuals from comic books/movies have been John Constantine (from Hellboy) & Karl Ruprecht Kroenen (from Hellboy).
I definitely like the option to have skills. As far as ranged or melee, it definitely is a toss-up. For me, armor has never been high on my list. I always tend to go light armor.
Spells have always been an area that I've played, but I always consider them a secondary part of a character. Never a focus.
I'm definitely gonna play a gunslinger. Now I just gotta build him.

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You keep playing a character for many many sessions (33+ assuming you live), so don't pick what you want just to round out this group. Play what you want! PFS is based on the premise you will not always have a rogue, wizard, cleric, warrior, and bard. Figure out what interests you, and go from there.
Do you like casting spells?
Do you like melee combat?
Do you like weapons and armor?
Do you like skills?
Do you like range or close combat?Do you have a hero, character from a book, comic book character, movie, etc. to get your idea started?
Sometimes it is easier to write up a background first.
Also, keep in mind, you get to rebuild at any point every last detail of your character once before you hit level 2. Don't feel too trapped, and after each scenario, I will ask who wants to rebuild.
Both me and Ralph Cauthorn will be leveling after part 1 of the adventure, so we will only have 1 more chance for rebuild. But the up-side is that we both know our characters well, and higher level characters never hurt a party (as long as we don't bump the group into the next tier). =)

Hawktitan |

If I may add things about skills. Even some of the 'lesser' used skills may see use in PFS for faction missions. Things like Appraise, Knowledge Geography, Knowledge History, may be needed for faction missions. If you can spare the points it's a good idea to fill out your class skills. Even if you may not need it for your faction mission someone else may. Hopefully they will help you in return.

FiddlersGreen |

Updated with saves and gear. Ready and eager to rock n roll. =)
Exiel Tang of the Hall of the Wind God
(Friend/Rival of Master Cauthon above)
Azata-blooded Aasimar
Draconic Sorcerer
Combat stats
Hit Points: 8
Initiative: +2
Movespeed: 30
Darkvision (60ft), Perception +7
AC: 12 (touch 12, flat 10)
CMB: -2
CMD: 10
Fort:2
Ref:2
Will:3
Stats
Str 7 (-2)
Dex 12+2 (+2)
Con 15 (+2)
Int 7 (-2)
Wis 12 (+1)
Cha 18+2 (+5)
Feats:
Extra traits: Ease of Faith (faith), Clergy Member (racial)
Varisian Tattoo; Evocation
Traits: Precocious Caster (regional)(burning hands, acid splash), Gifted Adept (magic) (burning hands)
Skills
Diplomacy: +15
Perception: +7
Bluff/Intimidate: +5
Languages: Tian, Common, Celestial
Racial Abilities
Glitterdust (1/day, dc16)
Celestial resistance: 5 (acid, cold, electricity)
Class Abilities
(+1 fire damage/die rolled)
(tattoo familiar: thrush)
(varisian tattoo: evocation)
Spells
0
Prestigitation
Detect magic
Dancing Lights
Acid Splash
1 (5/day)
Burning hands (4d4+4, dc16)
Silent Image (dc 16)
Equipment:
Pathfinder Chronicle: Knowledge Arcana
Quarterstaff
Acid flask
Warm weather outfit

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The Maps and Missions! link at the top of the page contains stuff. When we start, or have need of a specific hand out, I will direct you what to look for, and where to find the handout in the sub folders. Please don't read other people's mission, unless they share the mission with you. Please don't peek until directed to.
Oh! Please remember to make a PFS character alias.
Under class please put the following:
Class [|] HP: Current/Max | AC: X/ FF Y/ T Z | Fort: +X Will: +X Ref: +X | Perception: +X | Init: +X [|]
Under AC FF=Flat Footed, T=Touch
EDIT: When your Aliases are complete, check in on Discussion, and I will give them a once over. If I see anything blatantly wrong, I will let you know. Please remember to double check against Additional Resources or any given book's FAQ as needed. Also remember to check Mike Brocks official comments on various unanswered FAQs, and some answered FAQs, and PFS rules do not alway align with the Pathfinder rules in general (See Animal Companions item slots, for instance).

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Sorry about comin' up last:
Genki Miyamoto
Combat stats
Hit Points: 10
Initiative: +0
Movespeed: 30
AC: 13 (touch 13, flat 13)
CMB: +2
CMD: 15
Fort:3
Ref:2
Will:5
Stats
Str 15 (+2)
Dex 10 (0)
Con 13 (+1)
Int 8 (-1)
Wis 15+2 (+3)
Cha 14 (+2)
Feats:
Improved Unarmed Strike, Crushing Blow, Catch Off-Guard
Traits: Fast-Talker, Charming
Skills
Diplomacy: +3
Perception: +7
Sense Motive: +7
Stealth: +4
Languages: Common
Class Abilities
Flurry of Blows
Stunning Fist
Equipment:
Traveler's Outfit
Backpack w/: 5x trail rations
Waterskin
Dice, Cards
Bottle of wine

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Race/Class? (Human Monk) but good to put on sheet somewhere. Just get the alias built, and I will go check it over!
Oh, and Fast-Talker and Charming are both social traits. You can only select one trait from each category.
Trait Bonuses don't stack, so there is no advantage to having 2 traits that both grant bluff.
If you want, Ease of Faith makes Diplomacy a class skill with a +1 to the class.