Glass River Rescue

Game Master Krash4031

A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives. CURRENT MAP


Liberty's Edge

I would like to run The Glass River Rescue, the first scenario of Season 5. This will be first come, first serve, up to 6 players. 7 will be considered. I will determine tier based on levels of submissions. Please have a completed profile when submitting.

Grand Lodge

2nd level summoner ready to take up the task.

Liberty's Edge

Sweet! So far it is just you...

Grand Lodge

The boards being down most of the weekend can't have been good for recruitment.


I have a 2nd level set up for my usual haunt on Myth-Weavers. Actually, I have 2 available:

2nd level polearm fighter
2nd level archaeologist bard.

Silver Crusade

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.

Dark Archive

Kraang. . .Is . . .Here!

Grand Lodge

I would like to offer up my level 1 Magus(Hexcrafter) Tiefling, Xeros Felshar.

Grand Lodge

I also have a Swashbuckler and Warpriest, both 2nd level, that I could bring around instead depending on the party composition.


Barham, if you want to bring your Warpriest, I'll bring Brigid, my Polearm fighter.

If you want the Swashbuckler, I can bring my Bard (if someone has a healing stick) and can play healer.

Grand Lodge

Even the Swashbuckler has a CLW wand, so we'll have healing as long as at least one of the party has the appropriate list.

Liberty's Edge

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

Grand Lodge

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.

Pathfinder Chronicle

Liberty's Edge

Gameplay is ready when you guys are! I am on my way to work now, so I won't be able to post again until fairly late this evening, PST.

Grand Lodge

Sounds good. I don't think either of my free characters are of a relevant faction, so I'll bring along the Warpriest.

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chibiamy


Lady
Amy Gillespie

Female Human Geek 6/Mother 14
(380 posts)
Shoanti Tribeswoman
Grand Lodge Iryana Rehmani

Female Human (Keleshite) Bard (Archaeologist) 2 - HP 16/16 - AC: 16/T: 12/FF: 14 - Perception +9 - F: +1/R: +5/W: +4 - CMB +1 - CMD 13 - Speed: 30 - Init +2
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Krash4031


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Male Human Gamer 12/Game Designer 1
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Nebten


Witchwyrd
Dark Archive Kraang

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

(196 posts)

Roidrage


Palaveen
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Male Tiefling Magus(Hexcrafter):1 HP:6/10 AC-16 T-12 FF-14 Perception:+0 Fort-+3 Ref:+2 Will:+2 CMB:+3 CMD:15 Initative: +3 Spd: 30ft
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Zahmahkibo


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Zahmahkibo

(219 posts)
Half-Orc
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Male Half-Orc Warpriest 2 - HP 9/17 - AC: 19 /T: 11 /FF: 18 - Perception +2 - F: +6 / R: +3 /W: +7 - CMB +5 - CMD +16 - Speed 20 - Init. +1
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