
GM.Kashka |

A Pathfinder Society Scenario for characters of 1st to 5th level. We will be playing Tier 1-2.
A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.
Written by Mike Shel.
This is currently invite only campaign.

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That's cool.. As an FYI I am replaying (and have GMed this one, too, but that was all in season five).
Now we'll see how the Rat deals with this all.

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I'm in. This will be my first PFS game on these forums; please take a look at my character's tagline and profile to make sure I've set them up correctly. I've also GMed this (several times back in Season 5), but have never played it.

GM.Kashka |

Looks great! If you want to shorten it, you could probably get away with +2 dwarf saves but it also looks great as is.
Welcome to pbp!

GM.Kashka |

We have confirmed a 5th player. Silbeg thinks he has a 6th. We start officially Monday the 12th.

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In
I GMd this one several times right when it came out.

GM.Kashka |

Thus far we have:
Leevl 2 wizard
Level 2 magus/monk
Level 2 barbarian
what are the other three playing?

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And there... a bird that can actually talk, instead of just saying "BERT" :D
Of course, she only speaks in Thassalonian, because Lucius believes if you aren't smart enough to understand her, then you shouldn't. Or something like that.

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FYI - Lucius is now level three. Since the game had not started, officially, I played him this weekend.
Ooooooo! You done broke da rules!

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Anyone else subjecting themselves to this madness?

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Sorry for ignoring this; I had completely forgotten I had voiced my interest. Stupid forum doesn't show games in which you've dotted only on discussion tab...
Kid's sitting on my lap, so I can't really concentrate on selecting the character and all that right now. The instant I have time I'll read everything and post accordingly.

GM.Kashka |

You're good. We are getting ready to officially start tonight - you got time.

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So, we are Wizard 3, Fighter 3, Magus/Monk 2, Rogue 1, Barbarian 2 and ???
Would we be high tier if we get a level 4? (3+3+2+1+2+4=15. 15/6 = 2.5, rounds to 3... which could be high tier with 4-player adjustment).
Not saying this is what we want to do ... but we could.

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I still have to finish up all the purchases from my last adventure. That includes a wand of CLW at least.
No healer? Oh boy.
Purchase before adventure:
+1 enhancement to armor (1000 gp)
Wayfinder (regular 250 gp or shining 2PP)
2x short sword (20 gp)
After that he'll have some 800 gp left, open to suggestions.

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"Lucious" Lucius Vizinni should meet Lionel "The Lion" Wynne.
They would get along nicely. Unfortunately Lionel's core.

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We have a druid joining us eventually but the player builds really craptastic characters.
So yeah, no healer.

graypark |

Lucius can handle the wand use... he'll succeed on a 5+ roll! No wand is beyond the mind of Lucius Vizinni.
Quick question regarding this (and I'm asking not because I believe you're "cheating", but because I sometimes find I have long-held notions about the rules which many times prove to be incorrect... so I'm simply looking to learn something new).
Anyway, I was curious to discover how you'd gotten a +15 UMD at 3rd Level, so I took a peek at your character sheet (I hope that doesn't break any PbP etiquette). In doing so, I happened to notice your INT score is 22. I thought a character couldn't start with a stat higher than 20. Was I mistaken? I see you have the Venture-Captain boon and used that to increase your INT. Baruch also has that boon, but I applied it in such a way as to not exceed (what I believed to be) that cap of 20. As I haven't played the character at 2nd Level yet, could I rebuild it using that boon to get a stat to 22?

GM.Kashka |

The wording of the rule in the guide implies you can go down to 7 or up to 18 via the purchase system. The additional rules regarding racial modifiers do not preclude a boon.
It's legal imo and from that i've seen on the boards.
As to UMD... clever wordplay puts UMD to Int.. not hard to get to 15 from there.

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We have a druid joining us eventually but the player builds really craptastic characters.
So yeah, no healer.
Seeing what was here for levels, surprise, you're getting something else. You'll meet the druid this weekend.

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"HI EVERYBODY!"
<waves frantically>
"I have a wand I can use, see!?"
<wand flies out of her hand and lands at her feet>

GM.Kashka |

Before we go any further, is everyone okay with playing tier 4-5 w/ four players adjustment?
Right now. We've got a 1, 2, 2, 3, 3 and Mr Slanky - with his 5 we are 2.6 so up. If he plays his 2, we stay down.
Just putting it out there before we get into the meat.

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I have no level 2. Have fun guys...
Seriously, I force this weekend's group to play up, or I force this group to play up. I'm out of characters again.
I could also step out. I'll leave the decision up to you all. Don't feel bad if it's "I don't want to play up", I realize that it's my desire to not make yet another level 1.

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Okay...now that I have coffee in me and my brain is working.
I just realized that I'm NOT playing a 1-5 to this weekend, so if you all want me to go down, I have a character in-tier. Up to you all. Seriously.
Play what you want. Ain't no thing with a chicken wing.

GM.Kashka |

You have time for purchases until we get on the boat.
Playing up it is.

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Randy is going to be bringing in Bleys instead, his sorcerer 4.... I've helped him set him up.
Bleys
Male human (Kellid) sorcerer 4
CG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (4d6+11)
Fort +4, Ref +4, Will +6
Resist electricity 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +2 (1d8) or
. . silver light mace +2 (1d6)
Ranged mwk light crossbow +3 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—elemental ray (1d6+2 electricity)
Sorcerer Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—scorching ray
. . 1st (7/day)—burning hands (bloodline energy type) (DC 14), magic missile, shield, shocking grasp, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, light, open/close (DC 13), read magic
. . Bloodline Elemental
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Eschew Materials, Magical Aptitude, Point-Blank Shot, Precise Shot
Traits observant, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +6, Bluff +8, Intimidate +9, Knowledge (arcana) +7, Knowledge (planes) +6, Linguistics +3, Perception +8, Profession (sailor) +7, Spellcraft +9, Survival +2, Swim -2, Use Magic Device +10
Languages Draconic, Elven, Hallit, Undercommon
SQ bloodline arcana (change energy damage spells to match bloodline energy)
Combat Gear cold iron crossbow bolts (10), potion of cure light wounds (2), potion of touch of the sea, potion of touch of the sea, potion of touch of the sea, runestone of power (1st)[ACG], oil (2); Other Gear cold iron morningstar, mwk light crossbow, silver light mace, boots of the cat[UE], cloak of resistance +1, ioun torch ioun stone[APG], traveler's any-tool[UE], backpack, bedroll, cold weather outfit, fishhook, flint and steel, hooded lantern, silk rope (50 ft.), waterskin, 2,451 gp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Boots of the cat When falling, always land on feet and take the minimum damage.
Cold weather outfit +5 Fort save vs. cold weather.
Elemental Ray (1d6+2 electricity, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Runestone of power (1st, 1/day) Use the power of the runestone to cast a 1st-level spell.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
there is a little more work to be done on him, but he should be good to go for our purposes.

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A ray-shooting sorcerer, and no snowball? (but since it'd deal electricity, it'd be an electroball!) Guess that's a nice change to the norm.
Unfortunately, I just don't think I'm a good fit for this game at this time.
I'm intrigued to know why. I'll live if it'll remain a mystery though.