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Alright wonderful people, I need everyone to supply me with the following:
Player Name:
Character Name:
PFS #:
Day Job:
Perception modifier:
Initiative modifier:
Any weird mechanic you feel I should know about in advance?
Furthermore, if you could all provide me with a copy of your character sheet before we start that would be swell. A pdf format file would be ideal. The reason is not to audit you; but to get an idea as to what I'm dealing with here.
However if I do see things that I question, I'll be messaging you for a quick explanation as to who, why, what and where. :D
Finally, I do not honestly think you'll be ready for the season 4 special in January. However, if you are looking to get to level 19.6666667 before you play it, then this shouldn't be an issue. If this is a deal-breaker, I'm sorry to see you leave.
Trust that I won't leave you and your Seeker characters out to dry without at least an attempt at an OOC update at least. You have my word on that: You won't be stuck in PbP limbo.
We are starting on October 6th. The post in the Gameplay tab is purely for OCD reasons.

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Forum name Cartmanbeck
Character name Nalshene
PFS# 44004-3
Day jobDiplomacy, including day-long buffs: 1d20 + 50 ⇒ (11) + 50 = 61 -> 300 gp
Perception +24, Companion's perception +6
Initiative +5, Companion's initiative +5
FYI, Nalshene is an illusion-master who uses her single-level dip in Oracle to reduce enemies' effective hit dice against her illusions by her Charisma bonus (+11). She'll generally cast a buff spell on her companion, Narshala, send her into the fray, and then cast illusions to disable enemies from afar.

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Player Name: qstor
Character Name: Shump bloodaxe
PFS #: 2072-9
Day Job: n/a
Perception modifier: +0
Initiative modifier +0
Shump is a paladin mutt with a rhino mount that I don't "use" unless we're in open areas. Otherwise it's just a mount.

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Don't forget pdfs of your character sheets, or something like that!

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Sure!
rhodeislandpfs@gmail.com

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Will post PC details soon, just need to get them updated. Would you like me to use a separate alias for my familiar? (She talks and does stuff).

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Will post PC details soon, just need to get them updated. Would you like me to use a separate alias for my familiar? (She talks and does stuff).
If the familiar acts seperately in combat then yes.

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Agata wrote:Will post PC details soon, just need to get them updated. Would you like me to use a separate alias for my familiar? (She talks and does stuff).If the familiar acts seperately in combat then yes.
She mostly uses scrolls or wands or casts magic missile from a staff. Do you want her to roll initiative separately?

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Working on getting the character sheet. We moved recently and the desktop that all hiis info was stored on was still packed in boxes. I've managed to find the monitor and CPU (separate boxes....), but still trying to track down the keyboard and mouse (obviously different boxes as well, gotta love professional movers...)

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Also working on getting my character sheet to you.

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Signing in

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I had added myself to the sign up as well but missed this thread starting. Details are:
Player Name: Andrew Watson
Character Name: Urko Gallonica
PFS #: 44523-5
Day Job: Take 10 on Diplomacy for 45, gaining 300gp due to a boon
Perception modifier: +21
Initiative modifier: +16 (18 with eaglesoul, 22 with heightened awareness)
Any weird mechanic you feel I should know about in advance?
Urko is a single class Lunar Oracle. He comes with an animal companion who has Bodyguard who he normally rides. He spell shares buffs with her. He can confuse people using inflict spells via the touch of the moon revelation. He can see in supernatural darkness and doesnt have to breathe while he uses the Heavens spirit from Spirit Guide. He rarely changes from this spirit unless there is a spell from a different spirit that he particularly needs. Otherwise he is pretty straight forward. His stat block should be complete and up to date in this profile.

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Forgot to do this bit.
Player Name: Dien
Character Name: Miranda Renard
PFS #: 30341-3
Day Job: Perform Act: 1d27 ⇒ 24
Perception modifier: +10
Initiative modifier: +9
Any weird mechanic you feel I should know about in advance?
I think I covered most of it in the email (not that there's anything too weird). Has Step Up and Bodyguard. Oh, and she can technically do a type of parry, but it's not Swashbuckler's Parry and I have to give up an attack for it so I never use it...

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Perception should be +25, profile stat block has been updated.

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Won't be able to post until at least tomorrow morning. Sorry!
As to who made it and who didn't: I'm sorry Feral and Amazing Red. With that said though, if anyone isn't sure about being able to stick along through and through this would be a good time to bow out.
I've toyed with the idea of running two 4 person tables but I do not think that's a good idea.

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I am here for the long haul, I don't expect to play this character in anything else for a good long while. I have emailed you a character sheet.

Artemis, Animal Companion |

RAAAAARGH!

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FYI, I'm buying a few items with the 95,000 gp I got from the Moonscar module. Page of spell knowledge (disintegrate) for 36,000 gp, as well as a new set of first aid gloves (4,500 gp).

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Just a couple of things to note about Urko's various spells and abilities:
He knows the Borrow Fortune spell which lets him reroll a d20 as an immediate action taking the best result. He then has to roll twice for everything for the next two rounds taking the worst result. He pretty much only uses it for saves, generally rerolling any 1's or fortitude or will saves lower than a 5 (if you are rolling for us).
For out of combat knowledge checks he will generally use Page Bound Epiphany assuming he has the minute it takes to get the full bonus. This gives him a decent knowledge check across the board, +21, 36 for planes or religion, assuming heroism and heightened awareness are also active.
One of his regular buffs is Eaglesoul, this gives him a constant +2 initiative, +2 perception vs evil creatures and constant detect evil. It can be triggered for extra benefits and that happens automatically if he attacks an evil outsider.
Urko does make some use of gaseous spells, mostly Hallucinogenic Smoke and Blood Mist. He will be buffing the group with Life Bubble which wll block them but delay poison will also negate them (both are poison effects).
Urko uses the share spells class ability quite extensively and has the Improved Spell Sharing feat (which Artemis gets due to the Horsemasters Saddle). Artemis has the extra item slot (saddle and cloak) feats. He commonly shares buffs like divine favour, divine power, divine vessel etc as well as defensive spells like Shield of Darkness or Shield of Faith. Sadly Bestow Grace of the Champion doesn't work on her as share spells only gets around type restrictions.
I will be dropping Hunter's Blessing on the group so you may want to account for its benefits. I anticipate picking underground for terrain and constructs for the creature type. The bonuses it provides are sacred for stacking purposes.
I don't currently have commune but if we want to I can pick up a scroll to use with my Mnemonic Vestment.
Also, Artemis does have the Bodyguard feat, combat reflexes, benevolent armour and the (regular, non Halfling) helpful trait. Urko will normally be riding her at the start of combat although they tend to separate after that. She can use an opportunity attack to grant a +7AC (Magic Vestment makes her armour +4 and helpful makes her aid bonus +3) provided she is adjacent to that ally and able to attack the enemy. She will provide this to Urko initially but when she mixes it up in melee she will provide to any adjacent ally who is attacked. She gets 6 opportunity attacks per round, 8 if Aspect of the Wolf is active.
Lastly, I am going to purchase a page of spell knowledge for the Barbed Chains spell.

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Forgot to do this bit.
Player Name: Dien
Character Name: Miranda Renard
PFS #: 30341-3
Day Job: [dice=Perform Act]d27
Perception modifier: +10
Initiative modifier: +9
Any weird mechanic you feel I should know about in advance?
I think I covered most of it in the email (not that there's anything too weird). Has Step Up and Bodyguard. Oh, and she can technically do a type of parry, but it's not Swashbuckler's Parry and I have to give up an attack for it so I never use it...
I am not sure if you have seen it but you may want to check out the Lore Warden Blog

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Yeah, I just saw that shared over in Flaxseed! I had just gone through a bunch of work to make sure I was legal to the new version of Lore Warden too, haha. I'll do a quick pass through tonight to see if there's anything else I want to try to tweak with the gracious rebuild option, but I imagine I'll probably keep it mostly the same.

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Idk... I'd ping ToZ about it, as he seems to have a pretty solid handle on some aspects of the Vigilante over the Lore Warden that would essentially replace and benefit even further your build.
I'm not going to rush you into combat and I imagine that any rebuild is not going to affect skills that much. If anything it might bump them up. So take the time you need to get the most bang for your buck out of the rebuild.

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Well, I just did a rebuild I'm reasonably happy with although it mostly just affected feats (swapped out bodyguard and step up for weapon spec. and fencing grace) and gear (did some resells/new purchases, gosh reselling at full cost sure is nice).
To be fair, my "build" is something that isn't quite as feasible at such a high level of play anyway-- for most of her career until level 11 or so, Miranda was focused on disarms a lot, and would have been a swashbuckler probably if the class had existed when she was first created-- but at this level, it's like, well, you can't disarm an elder black wyrm, so....
Her damage output is certainly nowhere near the level of a lot of dedicated power attacker builds, but that's okay. Right now I sort of run her as a highly mobile tank-- wand of shield bumps her to 44, and combat expertise to 49; and then she can draw battlefield aggro to a certain degree.
I'll poke at Vigilante, but I'm willing to start play with the rebuild that's currently in her character sheet.
(Perception also jumped to +18, since you'd asked for it in the general info)

dien RPG Superstar 2015 Top 16 |

Okay, I'm messing with a vigilante version, and I admit there's some fun stuff there. Not 100% sold on it yet-- this is my first time poking at the vigilante, and I don't know where to look to find the verdict on how communities/renown works in PFS play-- was it that your favored community has to be Absalom, or something?

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I signed up Hugo on the sheet but was not sure if accepted. Should I post anything yet?

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If you were in the first six then I think so. I believe we are going with 6.

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Player Name: GM Aarvid
Character Name: Hugo Victor
PFS #: 9884-2
Day Job: sailor: 1d20 + 15 ⇒ (5) + 15 = 20
Perception modifier: +28
Initiative modifier: +4
Any weird mechanic you feel I should know about in advance?
Uses dimensional hops and divine interference...mainly to for enemy to reroll criticals. Also uses std action summons of inevitables with ring.
(Do you need a PDF or is the sheet on profile sufficient?)

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Yes, the first six are in. Keep those character sheets coming!

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Player Name: Abraham Z.
Character Name: Agata
PFS #: 100198-5
Day Job: might want to skip this to use a boon instead - can I decide later?
Perception modifier: +24 (+26 in dim light)
Initiative modifier: +6 (or +10 if heightened awareness is active)
Any weird mechanic you feel I should know about in advance?
- Charm Hex: if the subject fails their will save their attitude is shifted two steps towards friendly. It's unclear whether using this hex should be considered a hostile action (i.e. if they make their save we go to combat); if yes, I'll probably never use it, so just let me know how you rule on it.
- Spell Perfection (Enervation): I combine this with Quickened spell and Maximized spell to potentially cast Enervation twice in one round.
- Duck and Cover teamwork feat - my familiar and I both have this (the familiar has it from a ring of Tactical Precision).
- Lore Needle - this item gives me the ability to, 3/day, use my Knowledge bonus for any one Knowledge skill (in my case it'll be Arcana) to any other Knowledge check. In a tabletop game using this ability is simple - I just tell the GM I want to use it before making my Knowledge check. I'm not sure how this will work for PbP (I'm new to PbP, so I'm a bit unclear about how Knowledge checks are made).
- Runeward Tattoos - I have one of these for each of the 8 schools of magic, which means that I "know when a spell or SLA [of any given school] has been cast within 60 feet." Doesn't appear to require line of effect, though I will certainly understand if you rule that it does. It definitely doesn't require any active questioning on my part - if a spell or SLA is cast within range, I should be told about it, even if I may not see the caster.

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Alright, I think I've figured out how the renown stuff works for Society play, and it sounds like I will indeed switch over to Vigilante. I get to basically keep most of my goodies-- my disarm takes a hit, but, so be it, and I overall get more effective at various other things. I'll get the vigilante sheet up soon/send you a pdf, GM.

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Player Name: Abraham Z.
Character Name: Agata
Hi, I was looking at your buff list and wondering how you were splitting your buffs between you and your familiar? I do something similar with my animal companion using Improved Spell Sharing and a horsemasters saddle but I was curious if I was missing an alternative way of doing it.

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Agata wrote:Hi, I was looking at your buff list and wondering how you were splitting your buffs between you and your familiar? I do something similar with my animal companion using Improved Spell Sharing and a horsemasters saddle but I was curious if I was missing an alternative way of doing it.Player Name: Abraham Z.
Character Name: Agata
No, that stuff is all old and out of date. I was trying to get at least a version of my character sheet up by our start date so I just copied the whole stat block out of Hero Lab, and it also copied old notes that I had stuck in the Personal tab. I will hopefully have all that stuff cleaned up in the next day or so.
Once upon a time I had Improved Spell Sharing (teamwork) on my PC and my familiar had the valet archetype (which gives them your teamwork feats) but then I found out that the valet archetype is not valid for Improved Familiars (one of the many ways that Hero Lab can easily trip you up) so I retrained out of the feat. I do share one teamwork feat with my familiar (Duck and Cover) but I do that by giving her a ring of Tactical Precision (which also requires her to have the Extra Item Slot feat). Once I had 10 ranks in Spellcraft I thought of adding the Improved Share Spells feat (which is different from Improved Spell Sharing), which does much the same but doesn't require the familiar to also have the feat, but I haven't fit it in yet (and it has a significant limitation that the shared spells end if you ever move more than 5' apart).

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Fellas, I'm going to step down and let Feral take my spot. Having been away from PFS for the last year and a half and having just returned in the last month coupled with the fact that I have yet to track down my character sheets or the entirety of my computer due to a recent move and not up to speed on all of the current nerfs makes me realize you guys would be better served with Feral as a part of the party. Trying to manually bring him up to legal playing readiness brought that home this week. Thanks and sorry for any delay I have caused.
*Sorry Aarvid, I was looking forward to reuniting Hugo and Ez.
GM, if you could remove Ez from the player roster, thanks.

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See you around Tektite!
Player Name: Feral aka Nick
Character Name: Marduk Beastblooded
PFS #: 10774-5
Day Job: None
Perception modifier: +19
Initiative modifier: +1
Any weird mechanic you feel I should know about in advance? Nothing particularly weird. Marduk has a suite of buffs he casts in the morning, usually: extended mage armor, extended false life, and extended greater magic weapon.
I saw you wanted character pdfs emailed to you. Was putting everything in the character profile sufficient or did you want the pdf anyway?

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I would like the .pdf anyway; also if you could format your tag line to something resembling what the others have, that would be much appreciated. Let me know if you need a template.

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Done and done.

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Hi all, assuming we have a day to prepare Urko will provide the following buffs to everyone. As far as I can tell we have 6 PC's (me, Miranda, Nalshene, Agata, Hugo and Marduk, is Shtump not with us anymore?), 2 animal companions (Artemis and Narshala) and and a familiar (Mawd).
Life Bubble - 32 hours each
Delay Poison - 16 hours each
He will add the following:
Magic Vestment (+4) - 16 hours to:
Narshala and Miranda's armour
Hugo's armour and buckler
Greater Magic Weapon (+4) - 16 hours to:
All of Hugo and Miranda's weapons
Marduk looks like he covers himself. All of these last long enough that they can be cast the day before we enter the Mount and will persist for at least 8 hours worth of exploration, freeing up the various spell slots as well as uses of his extend rods for during the exploration.
Urko will also drop his various personal buffs on himself and Atemis.
Extended delay poison on both
Extended magic vestment on two sets of armour and his buckler
Greater Magic Weapon on his morning star
Ant Haul, Life Bubble and Overland Flight on both of them
Eaglesoul on himself.
He will have some stuff to activate before we enter and I would suggest that we get a Hero's Feast from Hugo if possible.

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Urko has also picked up a couple of scrolls of carry companion just in case.

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Are any of those buffs reflected in the stat line, or do I need to manually add them on using the buffs spoiler?
Also, I hope you don't mind the roundabout way I'm getting you to the sanctioned content.