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Greetings.
I have just recently found interest in playing via the forums and I've been looking to join a new campaign. I haven't played any PFS yet, but I've gone over the guidelines for PFS play and I would like to give it a shot, if you're willing to work with someone new to the system, but is familiar with 3.5/PF itself.
This would be my character I would be using. Details are all in the profile.
Thanks for your time.

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Ok I am good with what we have. Recruitment is now closed.
You guys can go ahead and figure out which characters you will use. Looks like we will have 3 level 2's and 2 level 1's, making the APL just under 2, so this will be a tier 1-2. I just got home from my local PFS session, and I have to work in the morning, so I will start tomorrow evening. You can go ahead and move to the discussion board when you are ready. Go ahead and make your in character intrductions in the Gameplay thread if you wish. You can just assume you are in an boardroom type room with a long table with numerous chairs around it, and that a servant escorts you into it. There will be more details when I start the game tomorrow. Good luck you all! I will go over your character sheets, so please have a complete profile, and I would like your AC, HP, Saves, Init, Perc, and Sense Motive in your race/class line

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All right then, I'll go with the Archaeologist Bard.
Iryana Rehmani
Female Human Bard 2
NG Medium humanoid (human)
Init +2; Senses Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex)
hp 16 (2d8)+3
Fort +1, Ref +5, Will +4
Defensive Abilities Uncanny Dodge,
OFFENSE
Speed 30 ft.
Known Bard Spells (CL 2nd, concentration +4):
1st (3/day) - comprehend languages (DC ) , cure light wounds (DC 13) , dancing lantern
0th (at will) - detect magic , know direction (DC ) , light , prestidigitation (DC 12) , read magic (DC ) STATISTICS
Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Armor Proficiency, Light, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +7, Appraise +7, Bluff +7, Climb +4, Craft (Untrained) +3, Diplomacy +7, Disable Device +5, Disguise +2, Escape Artist +6, Fly +2, Heal +1, Intimidate +2, Knowledge (History) +9, Knowledge (Untrained) +4, Linguistics(Goblin) +7, Perception +9, Perform (Untrained) +2, Ride +2, Sense Motive +8, Spellcraft +7, Stealth +2, Survival +1,
Languages Common, Dwarven, Elven, Goblin, Azlanti
Archetypes Archaeologist,
SQ Archaeologist's Luck, Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Feat, Cantrips, Clever Explorer, Skilled, Uncanny Dodge,
Gear
+1 (MW) Studded Leather Armor
MW Thieve's Tools
Explorer's Outfit
Rapier
Whip
Hooded Lantern
Backpack
SPECIAL ABILITIES
Archaeologist's Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level., (6 uses per day with +1 bonus)
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance Archaeologists do not gain the bardic performance ability or any of its performance types.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Clever Explorer (Ex) At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Uncanny Dodge (Ex) At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
TRAITS
Loreseeker (Lissala):
Benefit: You gain a +2 trait bonus on Spellcraft checks made to identify magical items.
Prehensile Whip (Equipment):
Benefit: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.