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I'll roll up a character. I can probably post at LEAST once a day
K if this character works I'll go ahead and set it up as an official PFS character and input all the data.
Drake Shandrason
Male human sorcerer 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20) or
quarterstaff +1 (1d6+1) or
unarmed strike +2 (1d3+1 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks claws (2, 1d4, 7 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—burning hands (DC 15), mage armor
0 (at will)—acid splash, detect magic, light, read magic
Bloodline Draconic
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Statistics
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Str 12, Dex 14, Con 12, Int 11, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Light Armor Proficiency, Weapon Finesse
Traits havoc of the society, soul drinker
Skills Acrobatics -1 (-5 to jump), Intimidate +8, Perception +4, Spellcraft +4, Use Magic Device +8
Languages Common
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear potion of cure light wounds; Other Gear studded leather, crossbow bolts (30), dagger, light crossbow, quarterstaff, sorcerer's kit, 27 gp
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Tracked Resources
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Claws (7 rounds/day) (Ex) - 0/7
Crossbow bolts - 0/30
Dagger - 0/1
Potion of cure light wounds - 0/1
Soul Drinker (1/day) (Su) - 0/1
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Soul Drinker (1/day) (Su) 1/day, gain temporary HP equal to the HD of a defeated foe for 1 minute.

Eric Sklavos |

TORRAG GRIMM
Male Dwarf Earth 1
LN Medium humanoid (dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +1,
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 9 (1d6)+3
Fort +2, Ref +1, Will +3, +2 vs. poison, spells, and spell-like abilities
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OFFENSE
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Speed 20 ft.
Melee battleaxe (two handed) +2 ((two handed) 1d8+3/x3)
Melee dagger (two handed) +2 ((two handed) 1d4+2/19-20)
Ranged dagger (thrown) (two handed) +1 ((two handed) 1d4/19-20)
Ranged heavy crossbow (two handed) +1 ((two handed) 1d10/19-20)
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Tracked Resources
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Crossbow bolts - 0/20
Dagger - 0/1
Alechemist's Fire - 0/2
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STATISTICS
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Str 14, Dex 12, Con 14, Int 17, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs bullrush) (17 vs trip)
Feats Combat Casting, Spell Focus (EarthSchool)
Skills Acrobatics +1, Appraise +3, Bluff -2, Climb +2, Craft (Untrained) +3, Diplomacy -2, Disguise -2, Escape Artist +1, Fly +1, Heal +1, Intimidate -2, Knowledge (Arcana) +7, Knowledge (Planes) +7, Linguistics(Draconic) +7, Perception +1, Perform (Untrained) -2, Profession (Librarian) +5, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Survival +1, Swim +2,
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc
Special Qualities Acid Cloud, Air Opposition School, Arcane Bond, Bonded Object, Cantrips, Darkvision, Defensive Training, Earth School, Earth Supremacy, Greed, Hardy, Hatred, Stability, Steady, Stonecunning, Weapon Familiarity,
Spells:
Wizard: Spells per Day: (2+1/2+1 DC:14+spell level), Spells Known: 0th - All but Air School 1st - Expeditious Excavation, Grease, Mage Armor, Magic Missile, Shield, Stone Fist
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SPECIAL ABILITIES
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Acid Cloud (Su) As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6+0 points of acid damage to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save DC 13 negates the sickened effect and halves the damage. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability 6 times per day.
Air Opposition School You have chosen air spells as an opposition school. Preparing an air spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an air spell as a prerequisite.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Earth Supremacy (Su) You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.
Traits
Focused Mind: Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Librarian (Dark Archives Faction): You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (your choice) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.

Vahanian 89 |

Here is Quartz the Alchemist i mentioned earlier.
Male gnome alchemist (grenadier) 2
Init +4; Senses low-light vision; Perception +7
—————Defense—————
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) hp 15 (2d8+2)Fort +4, Ref +5, Will +1 Defensive Abilities defensive training
—————Offense—————
Speed 20 ft.Ranged acid bomb +5 (1d6+3 Acid) or bomb +5 (2d6+3 Fire) or light crossbow +4 (1d6/19-20)
Special Attacks bomb 6/day (1d6+3 fire, DC 14), hatred
Alchemist (Grenadier) Extracts Prepared (CL 2nd; concentration +5) 1st—bomber's eye shield, true strike
—————Statistics—————
Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 10 Base Atk +1; CMB +0; CMD 12
Feats Martial Weapon Proficiency (lucerne hammer), Splash Weapon Mastery, Throw Anything
Traits excitable, insider knowledge
Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy +5,Disable Device +6, Handle Animal +1, Heal +5, Knowledge (arcana) +7, Knowledge (local) +5, Knowledge(nature) +7, Perception +7, Sleight of Hand +6, Spellcraft +7, Stealth +7, Survival +5, Use Magic Device
+4; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Osiriani, Sylvan SQ alchemical weapon, alchemy (alchemy crafting +2), discovery (acid bomb), mutagen (+4/-2, +2 natural armor, 20 minutes), precise bombs
Combat Gear cold iron crossbow bolts (50), wand of cure light wounds (50 charges) , acid (2), alchemist's fire (3), bottled lightning, pellet grenade, iron (2);
Other Gear mwk leather armor, light crossbow, beltpouch, flint and steel, ink, black, inkpen, sunrod, thieves' tools, donkey, acid, alkali flask, backpack, bitand bridle, feed (per day), holy water, mess kit, pack saddle, pellet grenade, iron, torch, trail rations,
1,304 gp, 1 sp, 4 c
p—————Special Abilities—————
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage.Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round
later.
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon. Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day, DC 14) (Su)
Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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I've got this never-used Nagaji sorcerer!
Ss'alat remembers virtually nothing of his early childhood, except two things. His nightly prayers to Nalinivati and the traumatic memory of being captured by slavers seeking 'exotic wares'. He vaguely remembers a cramped and long voyage chained in a ship's hold that left him in the Sothis slave markets.
He was bought, then adopted, by a kindly tradesman, Imhotpe, and his wife, Duathor. They never had children of their own. They also bought and adopted the adoptive siblings of Ss'alat: his older human brothers, Djeru and Nenebni, his younger half-elf brother, Mah, and his younger half-orc sister, Anet.
Despite the strange mix of blood, Ss'alat and his adoptive family got along quite well. They all worked hard in the spice and perfume business of Imhotpe and Duathor. Ss'alat had what proved a useful talent in a place like Sothis where vipers are commonplace. Vipers were calm and placid around him. Ss'alat soon made extra money for the family by safely removing dangerous vipers from the houses and shops of many Sothis merchants.
Ss'alat never killed the vipers he caught. Nor would he sell them to people to be killed for food. They felt like kindred spirits. He released most outside the city walls of Sothis. He also sold some to travellers who were in search of exotic, if dangerous, pets or guard animals.
As he got older, Ss'alat started to be bullied by local toughs. Always when he was alone and returning home after releasing his venomous charges. He was an easy target for bulling, with his green scaly hide and his bright gold reptilian eyes. Because of his dense reptilian hide and bones, he was heavy and tough for his lithe frame. But this did not lessen the bullying.
He was strangely stoic about his plight. Whenever he was bullied, he would have vivid dreams at night. Always of a large viper with gold and precious stones for scales and smelling of exotic perfumes. She always talked to him in a kindly way. Assuring him that he was not helpless. He was small, but he was powerful. Just like his legless kindred, the vipers.
One day the dreams of Ss'alat became manifest. While escorting Anet home, they were confronted by several toughs who had bullied Ss'alat in the past. They let it be known that they were going to beat him to death this time and then have some "fun" with his sister, who was scarcely less freakish than him!
This vile threat to his sister caused Ss'alat to lose his temper for the first time. Ss'alat immediately grappled with the ruffian closes to him, which took everyone by surprise. Instinctively, Ss'alat bit the ruffian he was struggling with. Suddenly, two of his fangs were much larger than before this bite and immediately dwindled back to their original size as soon as Ss'alat drew back. His foe started convulsing immediately and died soon after. The other toughs lost their courage in numbers and fled in terror.
Although he was defending Anet and was not punished for the killing, Ss'alat was confused and frightened about what happened. He was fearful he might harm his family. Fortunately, an old friend of Imhotpe and Duathor had recently come for a visit. It was Chatkhanu, a sorceress of no mean skill originally from Varisia. She stayed with the family longer than planned, to teach Ss'alat how to control his talents. She also paved the way for him to become a novice in the Scarab Sages faction of the Pathfinder Society.
Ss'alat seems shy and retiring when anyone first meets him. Although his charm and elegance are obvious when he speaks. He is fastidious and will berate friends for slovenly behaviour. Seldom angry, will will become volatile if a friend is threatened, or anyone tries maltreating vipers. With scaly skin banded in stripes of bright and muted green, and round reptilian eyes of bright yellow with slits for pupils, he usually considers disguise an exercise in futility.
Ss'alat is just plain curious about the world. He is interested in finding and experiencing magic. He also wants to find out where he came from before becoming a slave.
Character
Nagaji Sorcerer (Serpentine bloodline) 1
CN M Humanoid (reptilian)
Initiative: +1
Perception: +4
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DEFENCE
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AC 12 Touch 11, Flat-Footed 11
HP 7
FORT +1
REF +1
WILL +3
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OFFENCE
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SPEED: 30 ft.
MELEE:
- Dagger (1d4; 19-20/x2)
Sickle (1d6; x2)
RANGED:
Dagger (1d4, 10 ft.; 19-20/x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN:
- level 0 (at will): Daze (DC 15), Light, Mage Hand, Read Magic
level 1 (n/day): Charm Person (DC 16), Unprepared Combatant (DC 16)
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STATISTICS
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STR 11 (0), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 18 (+4)
BAB +n; CMB +n; CMD n
Feats: Spell Focus (enchantment)
Traits: Ancient Historian (faction), Civilized (social), Savannah Child (regional)
Drawback: Overprotective
Skills:
- Diplomacy +8 (1 rank) (bloodline skill)
Linguistics +5 (1 rank) (Ancient Historian trait)
Perception +4 (1 rank) (Serpent's Sense bonus)
Profession (scribe) +5 (1 rank) (Day Job)
Languages: Common, Nagaji, Draconic, Osiriani, Ancient Osiriani
SQ (Class Features):
- Proficient with simple weapons, and not proficient with armour nor shields
Serpentine Bloodline Arcana: mind-affecting or language-dependent spells cast affect animals, magical beasts, and monstrous humanoids as if they were humanoids who understood the spell caster's languages.
Serpent's Fang: poisoned natural bite attack up to 7 rounds per day (1d4 damage, DC 12, 1/round for 6 rounds, 1 CON damage, 1 FORT save cures)
Cantrip
Eschew Materials
Current Kit (Stuff)
- Explorer's Outfit
Backpack
Bedroll
Belt pouch
Flint & Steel
Iron pot
Mess kit
Soap
Trail Rations (3)
Water skin
Ink (4 x 1 oz bottles)
Ink pen (4)
Journal (2)
Leather Scroll Case
Scroll (level 1)
Dagger (2)
Sickle
Total encumbrance of 36 lbs. (light)
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SPECIAL ABILITIES
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Race Traits, Traits, and Feats … in Brief
- Armored Scales: +1 natural armor bonus to AC for scaly flesh.
Resistant (Ex): +2 for saves against mind-affecting effects and poison.
Serpent's Sense (Ex): +2 racial bonuses on Handle Animal checks against reptiles, and on Perception checks.
Low-Light Vision: can see twice as far as humans in conditions of dim light.
Ancient Historian trait: Linguistics is a class skill and can speak Ancient Osriani
Civilized trait: +1 Knowledge (local) and Knowledge (nobility), and Knowledge (local) is a class skill
Savannah Child trait: get +1 trait bonus on Handle Animal, and it is a class skill.
Overprotective drawback: If an ally falls unconscious from HP damage, take -2 on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Spell Focus (enchantment) feat: add +1 to DC of Enchantment spells cast
======
PHYSICAL DESCRIPTION
======
Age: 22 years old
Height: 5 ft. 10 in. (178 cm)
Weight: 200 lbs. (91 kg)
Skin: Scaly skin, striped with bands of light and dark green
Build: Slender
Hair: none
Eyes: Bright yellow, no whites, pupils are slits
Special: Slender, but unusually heavy due to his scaly hide and dense bones

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ill dot in here is my character
sangre
ill admit i dont know anything about the campaign but i would enjoy gettig into it.

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@Deane Beman; I'm fine either way, but I agree..some characters with xome xp/lvl 2's will increase the chances of your survival.
I'm fine with running 2 table, once I've got the maps set up and read the adventure it's not that much work to run two games.
To tally interest:
Luke_Parry
Deane Beman
Aweynedd88
Dustin Ammerman
Heofthehills - ?
Ss'alat - nagagi sorcerer lvl 1
Vahanian 89 - Quartz - alchemist lvl 2
Hales8808 - Alexandria Shardonz cleric
Doombringer the GM - paladin 1.2
Chaul Drammerson
Erik Sklavos - Toragg the grimm - dwarf wizard lvl 1
Dylos - various
Xien - lvl 2 Paladin (As a note, don't expect too much roleplay in this, it's not a scenario..it's a dungeon crawl module)
Elvis Littlegoat
Tenerek Argentson - Slayer lvl 1
Just to check that everyone understand this is Society play and you need a legal PFS char set up to play and I didn't miss anyone/have someone down twice.
In order of signing up:
Tenerek Argentson and Erik Sklavos can join this game, should make for a 6 player table
I'll set up a second (possibly a 3th as well) table later today

Riuk |

@Deane Beman; I'm fine either way, but I agree..some characters with xome xp/lvl 2's will increase the chances of your survival.
I'm fine with running 2 table, once I've got the maps set up and read the adventure it's not that much work to run two games.To tally interest:
Luke_Parry
Deane Beman
Aweynedd88
Dustin AmmermanHeofthehills - ?
Ss'alat - nagagi sorcerer lvl 1
Vahanian 89 - Quartz - alchemist lvl 2
Hales8808 - Alexandria Shardonz cleric
Doombringer the GM - paladin 1.2
Chaul Drammerson
Erik Sklavos - Toragg the grimm - dwarf wizard lvl 1
Dylos - various
Xien - lvl 2 Paladin (As a note, don't expect too much roleplay in this, it's not a scenario..it's a dungeon crawl module)
Elvis Littlegoat
Tenerek Argentson - Slayer lvl 1Just to check that everyone understand this is Society play and you need a legal PFS char set up to play and I didn't miss anyone/have someone down twice.
In order of signing up:
Tenerek Argentson and Erik Sklavos can join this game, should make for a 6 player tableI'll set up a second (possibly a 3th as well) table later today
you forgot my dot Soulveliss sangre....

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@Soulveliss Sangrel not as much forgot as that you posted while I was making the list ;)
Think I've got everyone now and divided the parties somewhat balanced:
So table 1 (staying here) will be:
Luke_Parry
Deane Beman
Aweynedd88
Dustin Ammerman
Tenerek Argentson
Erik Sklavos
Table B (going here will be:)
Elvis Littlegoat
Dylos - various
Xien - lvl 2 Paladin (As a note, don't expect too much roleplay in this, it's not a scenario..it's a dungeon crawl module)
Ss'alat - nagagi sorcerer lvl 1
Hales8808 - Alexandria Shardonz cleric
Heofthehills - ?
Table C (going here)
Vahanian 89 - Quartz - alchemist lvl 2
Soulveliss sangre
Doombringer the GM - paladin 1.2
Chaul Drammerson
Tabitha Roland
Alex Mack lvl 2 druid
And 3 tables will be my maximum, not opening up any more for now