
DM Kludde |

An earthquake recently shook the lands, and rumour has it it caused the collapse of one of the siege castles dotting the Cairnlands just outside Absalom.
Our heroes, a group of first level characters are looking to explore the ruins of the Fallen Fortress, as locals have started calling it. Anyone looking to be one of those heroes should leave a reply describing their character.
Master of the Fallen fortress is a Tier 1 scenario. It is not part of any of the PFS seasons, but rather serves as a introduction to Pathfinder Society. Player characters are assumed not to be members of the society, but to get introduced to the society along the course of the adventure.
Character should be first level. Although this module is meant to introduce players to the Pathfinder society, I don't mind if a player already completed a module. Just mind that faction benefits will be unavailable for the course of this scenario. I'm looking for players that can post at least once or twice a day for the duration of the module.

DM Kludde |

@RyckyRych: I certainly do not mind. Have you played the module before?
@SAMAS, yes, with some reservations (e.g. only standard races plus Tiefling, Aasimar, Tengus). I'll check the character anyway, so don't worry if you pick something that would not be allowed.
@Brayden: I thought you very busy drinking tea :). You can be involved in one quest at a time, but you're free to create a new character, of course.
I have the following interested people
1. RyckyRych (Please post as your character to confirm)
2. Samas (Please post as your character to confirm)
3. Brayden? (If interested, please post as a new/other character to confirm)
4. ?

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I think I have got everything correct.
Just need to buy gear. 150gp is starting for PFS yea?
Aliben Dunekeeper
Elf Wizard(Conjurer) 1
NN Medium Humanoid(Elf)
Init +7; Senses Perception +10; Low Light Vision
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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 +3 (+2 against enchantment spells and effects, Immune to magic sleep effects)
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Offense
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Speed 30 ft.
Melee Unarmed-1 (1d3-1)x2
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Spellcasting
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Cantrips Memorised DC 14, 3 per day Detect Magic, Read Magic, Jolt.
1st level spells Memorised DC 15, 2+1 per day Mage Armour, Grease, Burning Disarm.
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Statistics
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Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats: Toughness, Spell Focus(Conjuration), Alertness(when familiar within reach).
Traits: Tomb Raider(Osirion), Forlorn
Trained Skills: Arcana +8, Dungeoneering +9, Linguistics +8, Profession(Guide) +5, Perception +10, Spellcraft +8(+10)
Languages: Common, Elven, Celestial, Draconic, Gnome, Sylvan, Dwarven.
Other Gear
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Special Abilities
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Weapon and Armour Proficiency/Familiarity Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Arcane Bond:Familiar(Greensting Scropion)
Arcane School(Teleportation) A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Summoners Charm Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift(Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposed Schools Enchantment and Evocation.
Spell Focus At 1st level a Wizard gains Spell Focus(School) as a bonus feat.
Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Spell Book Oth level: all but from opposition schools. 1st level: Endure Elements, Mage Armour, Gravity Bow, Grease, Colour Spray, Burning Disarm, Animate Rope.
Favoured Class Bonus(+1HP) +1HP or +1 skill point per level.
Jafar
N Tiny Vermin
Init +3; Senses Dark Vision 60ft.; Perception +4
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Defence
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 5 (half of master's)
Fort +2, Ref +5, Will +2
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Offence
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Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
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Special Abilities
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Familiar The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.
Poison(Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Natural Armour Bonus +1
Intelligence Score 6
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link(Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Let me know if something isn't right.

Broken Prince |

I'm sure this is a silly question, but we would still get XP for this scenario right? Just want to be sure given its introductory nature.
I would like to tailor background to the scenario, can you tell us where we would be starting, etc.? I'll happily google it, but I always seem to get spoilers even from official intros, etc. Rnador's a mounted combat focused summoner, created in Herolab using PFS settings, so hopefully there won't be many issues.
Radnor Acton
Male Human Summoner 1
CG Medium humanoid (human)
Init +1; Senses Perception -2
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +0
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Offense
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Speed 30 ft.
Melee club +4 (1d6+4) and
. . lance +4 (1d8+6/x3)
Spell-Like Abilities
. . 5/day—summon monster
Summoner Spells Known (CL 1st; concentration +3):
1st (2/day)—mage armor, mount
0 (at will)—guidance, detect magic, light, read magic
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Statistics
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Str 18, Dex 12, Con 14, Int 12, Wis 7, Cha 14
Base Atk +0; CMB +4; CMD 15
Feats Mounted Combat, Ride-by Attack
Traits ease of faith, heirloom weapon (proficiency)
Skills Acrobatics -1, Climb +2, Diplomacy +7, Escape Artist -1, Fly -1, Handle Animal +6, Ride +3, Spellcraft +5, Stealth -1, Swim +2, Use Magic Device +6
Languages Common, Terran
SQ eidolon link, life link, share spells with eidolon
Combat Gear Keros oil; Other Gear Lamellar (leather) armor, Club, Lance, Backpack, masterwork (4 @ 10 lbs), Bedroll, Marked cards, Signal whistle, Silk rope, Spell component pouch, Tindertwig, Wrist sheath, spring loaded (1 @ 1 lbs), 2 GP, 1 SP
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Special Abilities
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Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Nuzzle, Eidolon
Quadruped
CG Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 6 (+1)
Fort +3, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+2) and
. . 2 claws +3 (1d6+2)
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Statistics
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Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Power Attack
Skills Acrobatics +2 (+6 jump), Bluff +4, Perception +4, Sense Motive +4, Stealth +6
Languages Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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Pathfinder Roleplaying Game: Ultimate Magic
(...)
Archetypes: broodmaster summoner, clone master alchemist, gravewalker witch, pack lord druid, master summoner, reincarnated druid, synthesist summoner, undead lord cleric, vivisectionist alchemist archetypes are not legal for play.
Emphasis mine. See Additional Resources about what's legal or not for PFS.

DM Kludde |

Status update:
@BP: The module awards 1 XP.
1. RyckyRych -> Xan-Tei (Monk 1)
2. Samas -> ?
3. wanderer82 -> ?
4. Aliben Dunekeeper (Conjurer 1)
5. Aetherys Dawnblade (Magus 1)
6. Broken Prince -> Radnor Acton
Please confirm participation by posting as your (final) character in the discussion thread (which is now up)
@Samas, wanderer 82: do you think you can manage to have a character up and running the next 24h? Drop a line if that would cause problems.
Table full, recruitment closed. Thanks all for responding.

SAMAS |

Really? Lemme double check:
On a 20-point buy, you start with stats of 10, and add 20 points where you see fit (and exchange points between stats), then factor in the adjustments by race (In this case, +2 Dex, +2 Cha, -2 Str), correct? (Italiziced where I could've made a mistake)
Going by that, Subtracting 10 from each stat and putting the two together should end up with 22 points:
16+16+12+12+12+14 = 82
82-60 = 22 Given that two racial adjustments cancel each other out, that seems right. Maybe I was mistaken on that one part...

DM Kludde |

Ah, I see what went wrong. The 20-point-buy system works as described here.
Basically, you start out with 10/10/10/10/10/10, then you can use points to raise those stats (so far so good).
The only difference is: raising stats might cost more than one point. To make life easier, the ability score cost table is as follows (from the page above):
Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
So in your characters case, you would have needed (before racials bonuses
18 -> 17 points
14 -> 5 points
12 -> 2 points
12 -> etc.
12
12
Which is a total of 30 points. I'm afraid you'll have to adjust the stats a little.

wanderer82 |

Apologies, have been dealing with a major equipment failure at one of my restaurants.
Basic: Halfling Bard, reviewing two different options (Dawnflower Dervish vs Archeologist)
- does anyone know if they ever officially errata'd archeologist's ability Fortune's Favor to increase rounds per day like bardic performance?

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from Wanderer
I present Renli Rumblebelly, a happy-go-lucky adventurer who relies on luck more than anything else. Proficient with a blade, a touch of magic, and a whole lot of luck and personality.
Renli Rumblebelly
Male Halfling Archeologist Bard
NG Small Humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +5, Will +1;
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Offense
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Speed 20 ft.
Melee Longsword +2 (1d6+1, 19-20/x2),
Melee Dagger +2 (1d4+1, 19-20x2),
Melee Club +2 (1d4+1, x2),
Ranged Short Bow +4 (1d4, x3)
Special Attacks
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Statistics
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Str 13, Dex 16, Con 10, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Lingering Performance
Traits Maestro of the Society, Fate's Favored
Skills Acrobatics +2, Bluff +9, Diplomacy +7, Disable Device +6, Knowledge (local) +7, Knowledge (other) +3, Perception +5, Sense Motive +3, Sleight of Hand +9, Stealth +8, Use Magic Device +7
Languages Common (Taldane), Halfling, Varisian, Draconic
SQ bardic knowledge, cantrips, archaeologist's luck
Spells (unl/2) 0th - daze, light, lullaby, mage hand; 1st - cure light wounds, sleep
Combat Gear ; Other Gear studded leather, longsword, dagger, club, shortbow with 20 arrows, backpack, bandolier, belt pouch, bedroll, whistle, flint & steel, canteen, wandermeal x5, candle x20, chalk x5, silk rope 50', grappling arrow, thieves' tools, 25 gp, 2 sp