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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.
Yes you may change your spells know. Your initiative is probably 3 so you type in [*dice]1d20+2[/dice] (without the *).
Similar goes for bold [*b]type in stuff here[/b] or [*i]stuff[/i], etc. . . The other one is [*ooc]For out of character[/ooc].
As far as items, you get 150 gp to spend. I'd just look through the players guide and core book for equipement. A crossbow and staff would be good, rope, backpack, etc. . .

Apoc Golem |

For some reason, I can't edit my original post, so I'm reposting Borador with his changes. Very minor; ditched the handaxe (nonproficient--durp) for a sickle, listed my remaining GP, etc.
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
Sickle +2 Melee, 1d6+2 dmg, x2
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, formula book, sickle, dagger (2), club, sap, waterskin, backpack, bedroll, flint and steel, Rations (4), thieves' tools, small steel mirror, chalk (10), soap (1 lb).
Purse:
70gp, 7sp
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.

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Curaigh |

three different ways to do maps.
1. Don't. Describe where everyone is relative to each other. In this I recommend setting up one assumption. Frex: everyone is a move action away from everyone else, unless already in combat in which case it is a five foot step. As long as you add things like: difficult terrain, flank, hazards (such as a cliff face) it works out allright. If a spell casters wants to hit 'as many enemeies and no friends (an assumption on my part) he can 'move' to the best place 1d4+1 enemies are affected. It helps for GM to have a map that he can see.
2. Chess. Kings pawn to queens bishop seven is complicated, but if you tell us how long the area is (1-10 squares) and how wide (A-J squares) and which square mook (3D) is in we can figure it from there.
3. Photobucket (flickr?) is free, if you can scan the photo (or cut and paste from your pdf) you can upload a picture there. If you do not have/want a flicker account but can get an electronic pic, I will post it on mine. This can cause complications with secret doors, but we can work out those details if you want to go that route. I will post my email if you want to do this. :) frex

Apoc Golem |

Personally I've always been a fan of maps and minis, but of course, that's a tough one to do in a PbP. While it makes it a little easier for us, it makes a lot more work for you, so I'm thinking the first option is probably best for you, if you give enough details about the combat area. It will also help if you keep your own map at hand to oversee the results. Regardless, I'm fine with whatever route you choose to go.