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Non-UK, you say?
I would be interested in US/Canada/etc. timezone play and would love to see a virtual tabletop setup such as OpenRPG/Maptools/etc. I can listen over Skype but not speak (long story), but type very fast so you won't be kept waiting long for my contributions to the story, declaring actions on my character's turn, and so on.
I even have several character concepts ready to go, would just need an evening to tweak any one of them to fit a party and the specific PFS rules.
For lack of DMing experience, I would be most interested in signing up as a regular player.

Barong |

Where is everyone? I thought we had a party put together! As for ideas, you mean which scenario we should play? There's quite a few, and they all cost money to download.
Oh, and I wouldn't mind you joining, Celestial Pegasus. That would bring our party total to six.
You should be welcome to join as well, and maybe others will be interested in a Skype game?
You mean play in real time? That might be a problem. I share this computer with my mother and brother and she has to be on it for her work at home job from 7-9 AM and from 2-5 PM. My brother likes to get on it in the evening and night. Saturday and Sunday mornings and mid-afternoons should be free though.

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I have a few already, and as I said, I don't mind taking the first game as DM. I (we) need to do a little research though, if this is going to be an official game, just to find out what we need to do as far as registering as official GMs, how we plan on doing the handouts after each adventure, etc. . .
We could also start posting characters.

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Ok. Any interest in DMing? I have a lot of the 1st season material, a few random ones, and I also have the first 2 season 3 adventures, Sewer Dragons and Frostfur.
I am going to try to print out some material to read as far as the DM requirements and those two adventures (unless someone wants to run them specifically). Otherwise, any requests for a specific adventure?

Apoc Golem |

I posted in the original thread, but I'll repost here in case anyone missed it.
As I mentioned, I'm as yet unfamiliar with--and do not at the moment have access to--any of the scenarios, so it's probably best if I'm not first GM. I have absolutely no problem with you being the starting GM, Beckett. As for adventures, I don't really know any of them (I've not had the pleasure of making a PFS event yet) so they'll all be new and exciting to me! :)
Would you like me to repost my character here, for easier reference?

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Ok. Then I'll take the first game. I'll be running "The Frostfur Captives", (Scenario 3-01). It is a Tier 1. Go ahead and post as your PFS characters, including your PFS ID number and any preexisting chronicle sheets.
I'll do one as well, for approval.
I'll be opening a second thread for the game soon, and using this for character discussion for the games.

Apoc Golem |

Alrighty, here he is once again for your approval and general viewing pleasuare!
BORADOR
N Male Dwarf
Alchemist 1
Ht 5'1", Wt 190lbs, Beard/hair Dark Brown, Eyes Black, Age 115
STR 10 | INT 16
DEX 14 | WIS 12
CON 14 | CHA 10
BAB +0; CMB +2; CMD 14
Handaxe +2 Melee, 1d6+2 dmg, x3
Dagger +2 Melee, 1d6+2 dmg, 19-20/x2 (Ammo: 2)
Dagger +2 Ranged, Rg 10ft, 1d6+2 dmg, 19-20/x2 (Ammo: 2)
Bomb +2 Ranged, Rg 20ft, 1d6+3 dmg (Splash 4, Ref DC 13 Avoid), x2 (4/day)
Skills:
+7 Craft (alchemy) [Rank 1, +3 Class Skill, +3 Int]
+7 Disable Device [Rank 1, +3 Class Skill, +2 Dex, +1 Trait]
+9 Knowledge (arcana) [Rank 1, +3 Class Skill, +3 Int, +2 Feat]
+6 Knowledge (local) [Rank 1, +3 Int, +2 Feat]
+5 Knowledge (any other) [Rank 0, +3 Int, +2 Feat]
+7 Spellcraft [Rank 1, +3 Class Skill, +3 Int]
+3 Sleight of Hand [Rank 0, +2 Dex, +1 Trait]
+3 Stealth [Rank 1, +2 Dex]
+4 Use Magic Device [Rank 1, +3 Class Skill, +0 Cha]
Allegiance: Qadira Lodge
Trait: Gold Finger (+1 to Disable Device and Sleight of Hand checks)
Trait: Hedge Magician (-5% cost to create magic items)
Feat: Breadth of Experience
Bonus Feat: Throw Anything
Racial: +2 Con, +2 Wis, -2 Cha. +4 to CMD vs. Trip and Bull Rush. +1 to Attack Rolls vs. goblinoids and orcs. +4 Dodge to AC vs. giants. +2 to Perception checks to notice unusual stonework. +2 to Appraise checks dealing with precious stones or gems. +2 to saving throws against poison, spells, and spell-like abilities.
Bombs: 4/Day, rg 20. 1d6+3 dmg (splash 4 dmg, Ref DC 13 Neg).
Extracts Known: 1st - Bomber's Eye, Comprehend Languages, Cure Light Wounds, Disguise Self, Reduce Person
Extracts Per Day: 2
Mutagen Prepared: +4 Dex, +2 Natural Armor, -2 Wis. Lasts 10 min.
Gear:
Studded leather armor, various alchemical instruments and ingredients, hand axe, dagger, club, sap, waterskin, backpack, bedroll, flint and steel, Rations (4), small steel mirror, chalk (10), soap (1 lb).
His Tale:
Borador hails from parts unknown. Due to what Borador calls his "moral flexibility," he was cast out of his clan, stripped of his surname and thrown to the wolves somewhere in the woods of Varisia. He barely survived several animal attacks before eventually finding his way to the city of Korvosa.
There, he began training in the alchemical arts under the tutelage of an elven alchemist named Varion Silverstar. A brilliant but troubled elf, Varion eventually took to drinking more than handing out lessons. In the interim, Varion's sister Tessara gave him a few lessons in the finer points of skullduggery. She expanded upon many of Borador's previous underhanded skills and taught him a certain amount of finesse and subtlety which he previously lacked.
Unfortunately his lessons eventually came to an end. There came a time when Varion no longer bothered coming home from the taverns at all, and his sister was too preoccupied with her brother's condition to continue their lessons. Borador had no idea what caused such anguish for the elves (he often saw Tess in a melancholy mood as well) and he never bothered to ask. Now it looked like his stay with the twins was at an end. Deciding he would learn no more from his tutors, Borador pocketed several items and fled the Silverstars' home. He later learned of the legendary Pathfinder Society, and the dangers--and riches--that could be had as one of their members.
Using the coin from selling off his pilfered alchemical supplies, he found a ship to take him along the coast to the city of Absalom. He has since allied with the Qadira Lodge, finding kindred spirits in their lust for power through control of trade routes.

Barong |

Here's mine again:
Pathfinder Society ID: 36538
Name: Aram
ALN: NG
Race: Half-Orc
Class: Sorceror, Rakshasa Bloodline
HP: 6
Traits: Magical Knack (+2 to caster level), Legacy of Sand(+1 to will)
Allegiance: Andoran
Height: 6'4 Weight: 274 pounds Age: 16
STR:10
CON:14
DEX:14
INT:10
WIS:10
CHA:18
Racial: +2 CHA, Sacred Tattoo(+bonus on all saving throws), Intimidating(+2 bonus on intimidate checks), Orc Blood, Orc Weapon Familiarity, Darkvision,
AC:12
Fort: +3
Ref: +3
Will: +4
Skills:
Bluff +7
Knowledge +4
Spellcraft +4
(all rank 1)
Intimidate +6
Feat: Spell Penetration
Originally named Klug, Aram has had a hard life. Born the result of orc breeding experiments with humans, his mother escaped the first chance she had when he was five. After suffering continued abuse for five more years, and beginning to manifest sorcerous powers, he ran away. He was starving when a kindly androsphinx named Myrix found him. Taking pity on him, Myrix took him in. He gave the name of Aram to him to replace his harsh gutteral orc name. Myrix tutored Aram on how to use his powers, and inscribed him with magical tattoos to better control his powers. Myrix was a devotee of the Empyreal Lord Kelumarion, and passed on his morality to Aram. Some time after his 16 birthday, Aram began to feel a wanderlust. He wanted to develop his powers and help people, but there was another side of him that kept feeling he was destined to live in the lap of luxury, but didn't know quite why. Myrix was worried about the source of his powers, but thought Aram should find out for himself. He gave Aram some gold and told him to find his destiny. Wondering into the nearby town, he heard about the Pathfinder Society, and knew immediately that was his destiny. He quickly made ship to Absalom, where he joined the Andoran Faction, that most closely aligned with his beliefs, although a part of him wanted to join up instead with the wealth-seeking Sczarni Faction instead.

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Ok. I'll delve into them when I get a chance. Are you guys interested in using these characters in the PathFinder Society? I guess I should ask that before we go to all the work of worrying about PFS legal. Secondly, have you all looked through the PFS guidelines?
Secondly, have any of these characters already been used in any PFS games?
Mine has not, (and is "by the book"), so just curious.

Apoc Golem |

Borador is fresh off the psychotic, ridiculously prolific character creation assembly line that is my brain (seriously, some people count sheep to fall asleep; I conjure character ideas). He's never been part of a PFS scenario (I'm unaware of any in my immediate area, sadly), so whether he is a genuine PFS character isn't a big deal to me. While it might be fun to have at least one PFS character, I'm happy to play him either way.
So far as I've read, he's up to spec as far as the creation guidelines go. I'll give them another read tomorrow to double-check, however.
And Beckett, I can see either a gunslinger or an inquisitor fitting that archetype nicely. Perhaps multiclassing into both? Ranger always works well with the vigilante archetype too, I've found (those favored enemy bonuses are handy). Just some ideas. :)

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I was really thinking about a Rogue dip, (just for skill points and evasion really), but I appriciate the tips. Ranger may work.
Also for a tip, Frostfur takes place partially in the Lands of the Linnorm Kings (norse-like). You will have an opertunity to purchase gear at the start, but an unofficial heads up in buying some winter gear or having a little money set aside for some is a good idea.
I'll also give a little more info on the area once I finish reading the adventure. Otherwise, feel free to use this to discuse plans, tactics, or to help eachother out until then. I'm thinking less than a week, if my schedule doesn't switch up to much.

Apoc Golem |

Aram, if you go here, you can download the PDF for rules on creating characters using the Pathfinder Society standards. The link is on the right-hand side. The PDF contains all you need to know to make your character PFS compliant: traits, Society factions to start from, point-buy info for stats, etc. Hope that helps. :)

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Just a quick look through. . .
Does Sacred Tattoo give a +1 to saves? From Orcs of Golarion, right?I'm still learning PFS too, so no worries.
Something I do know is that it is a lot more "by the book" in a lot of ways. There is no crafting (outside a few instances like Alchamists crafting their potions), and no item creation. All spells end after a scenario, so no permanent magic. Things of that nature. Feel free to ask questions, also.

Barong |

The 6 HP is from the PFS guide. It says that each class starts with a set number of HP and they gain a set number of HP each level. I just realized with that rule I don't really need a high constitution. Oh well :(. Yes, Sacred Tattoo gives a +1 on all saving throws. I didn't know it was from 'Orcs of Golarion'(thought it was from the APG). I can change it if you want.
My spells known:
0-Level
Acid Splash
Daze
Detect Magic
Spark
1-Level: (bonus spell from having high charisma)
Color Spray
Grease
Endure Elements
Bloodline Abilities:
Silver Tongue (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mind Reader (Sp): At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.
Hide Aura (Sp): At 9th level, you can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.
Alter Self (Sp): At 15th level, you can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.
Outsider (Su): At 20th level, your natural form becomes an animal-headed humanoid, like a true rakshasa. This does not affect your ability to speak or cast spells. You can use your alter self or other disguise and polymorph abilities to assume your original form or other forms when it suits you. You are forevermore treated as a native outsider rather than as a humanoid (or whatever your original type was) for the purpose of spells and other magical effects. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. You gain DR 10/piercing.

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The 6 HP is from the PFS guide. It says that each class starts with a set number of HP and they gain a set number of HP each level. I just realized with that rule I don't really need a high constitution. Oh well :(.
What I mean is that you also add your Con modifier to that, so your total HP should be 8, unless I missed something. Also, a side note. in PFS, when you level, you get a set number of HP based on your class rather than rolling. For Sorcerer, I believe it is 4 (+Con mod).
Yes, Sacred Tattoo gives a +1 on all saving throws. I didn't know it was from 'Orcs of Golarion'(thought it was from the APG). I can change it if you want.
You don't need to change it, I was just checking. I mistook it for one of the character Traits, so my mistake. However, I did notice that Magical Knack is not allowed, so you will need to change that. (sorry)
I can suggest either Focused Mind: +2 Concentration, or Gifted Adept: +1 Cl to one chosen spell as similar?

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Hey Beckett, I've already played the Frostfur Captives scenario (I've only played 2 total, and it just happened to be one of them), which as I understand it means I shouldn't normally replay it, plus I wouldn't get any additional credit for doing so if I did.
I might start up another scenario, but for now I'll just keep an eye on this thread and see what comes up.

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No, I was just checking. I am deployed, and really only have access to books from my Nook, which can take a long time to load, and very difficult to search for something I don't recognize. So really just wanted to know where. As long as it's legal, I'm cool with it.
How about Season 1 01 scenario Silent Tide?

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Maximo Interresante
DESCRIPTION A handsome and distinguished man with dark hair and beard just starting to show gray. He wears armor and a military uniform of Taldor style, but without emblem or rank.
RACE Human
ALIGNMENT LG
DIETY Shelyn
CLASS/LEVEL Paladin 1
AGE 34 HEIGHT 6'1" WEIGHT 180
STR 14 DEX 12 CON 12 INT 12 WIS 12 CHA 17
COMBAT STATISTICS
Initiative +1
Base Attack +1 CMB +3 CMD 14
DEFENSES
HP 12
AC 16 [Flat 15 Touch 11]
FOR +3 REF +1 WIL +3
OFFENSES
Greatsword +4 (2d6+3, 19x2)
SKILLS [ranks only] diplomacy 1, intimidate 1, Knowledge (religion) 1, knowledge (nobility) 1
FEATS power attack, weapon focus (greatsword)
TRAITS
Iron Liver
Source Adventurer's Armory 30
Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Chivalrous (Taldor)
Source Inner Sea Primer 21, Taldor: Echoes of Glory 13
You were raised on stories of heroic knights and benevolent wizards, and wish to emulate their great deeds. You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
SPECIAL ABILITIES: aura of good, detect evil, smite evil (1/day)
POSSESSIONS scale armor, greatsword, warhammer, heavy wooden shield, dagger, traveler's outfit, backpack, waterskin, flint and steel, 3 sunrods, mapcase, 5 pitons, 50ft hemp rope & grappling hook, signet ring
GP 11
SP 5
CREATION NOTES
Favored Class Bonus - HP

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Initiative 1d20 + 1 ⇒ (20) + 1 = 21
A suggestion: I've noticed that PBP games progress much faster if the GM makes certain rolls, like initiative, saving throws, and certain reactive passive skill checks (like perception, knowledge, and spellcraft). Not every player likes this of course, but it can be torture to wait a day (or more if it's a casual group) for someone to make a requested roll. Another option is to have everyone roll a dice pool you can refer to when needing a roll. Basically, everyone rolls 10 or 20 d20's and you go down the list when a roll is required.

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A good point.
I would like to use the following format for responses, to aleviate some confussion.
In character statements in bold
In characer thoughts in italics
Out of character things (jokes, comments, etc. . .) in blue
And any rolls with
Please, feel free to offer suggestions on any alternate rolls you feel might apply, such as rolling Knowledge Nature rather than Arcana, and also to roll things before being asked, if you feel it is likely to happen. At worst, we will not use it.
Also, in case you can't make it for a day or two, please give a few examples of what sort of actions you would like your character to default to. I (or someone else if you like) will not use any consumable items (minus ammo or the like), spells, etc. . . without you, with the exception of maybe a spell to save someones life (such as a cure spell). I mean more along the lines of "if I am gone for a full day, I default to going full defensive", or "avoiding melee and attempting to Aid Another to grant the AC bonus"
I did plan on rolling some things for you, but not commonly, and (if everyone is ok with that), mostly to either speed things up or to preserve a sense of in game knowledge. An example might be to disbelieve an illusion when you (player) don't actually want to attempt to do so.
I'm going to ask one more time. Does anyone want to play specifically a PathFinder Society Legal game? It seems many people don't have the intention of using said character for a legal game outside of this, and if that is the case, I will switch things up a little. But, if even one person does want to, I'll stick with that so as not to ruin it for them.

Barong |

How do I find my Initiative? My generated character sheet says '2' but that doesn't look like the others. Also, since we're not doing the frost fur campaign, can I change my 1st level spell known from Endure Elements to Mage Armor? And what sort of possesions should I start with? I want to make sure I don't make a mistake and ruin the game for everyone else.