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I would like to join. At a quick glance I see the group has no healing, so I could fill that role if needed, though if someone comes along with a healer I would prefer to play a witch that I am in the process of creating.
So, here are my three options:
Background:
Bartleby is an unpleasant gnome just shy of falling victim to the bleaching. His greed might have easily put him in the ranks of the Aspis Consortium, but he believes strongly in fate, and has attached symbolic significance to certain events in his life leading him to join the Pathfinder Society instead, through a chapter affiliated with the Sczarni Faction. He’s more of a treasure hunter than a scholar, and follows the direction of the Society because he knows he’ll end up richer in the end.
Character Sheet:
RACE: Gnome LEVEL: 1 (Cleric of Pharasma 1)
ALIGNMENT: CN
INIT: +1 FOR: +5 REF: +1 WIL: +5
AC: 15 [F: 14 T: 12] HP: 12
STR 6 DEX 12 CON 16 INT 10 WIS 16 CHA 16
BA +0 CMB -2 CMD 9
Club (-2, 1d6-2, x2)
Light Crossbow (+2, 1d6, x2)
Icicle (+2 ranged touch, 1d6, x2) *6/day
SKILLS (ranks only): diplomacy 1, knowledge (religion) 1
FEATS: selective channeling
TRAITS: birthmark, sacred touch
SPECIAL: channel energy 1d6 (6/day), domains (healing - rebuke death 6/day, water - icicle 6/day), low light vision, defensive training (+4 vs giants), gnome magic 1/day (prestidigitation, ghost sound, dancing lights, speak with animals), hatred +1 to hit goblins & reptilian humanoids, illusion resistance (+2 to saves vs illusions), keen senses (+2 to perception), obsessive (+2 to craft or profession)
Cleric Spells (Caster Lvl 5 - DC 13+)
(3)0 - detect magic, light, virtue
(2+1)1 - cure light wounds (domain), magic weapon, shield of faith
POSSESSIONS: hide armor, club, dagger, light crossbow, 10 bolts, backpack, monk's outfit (robes and sandals), flint and steel, 2 empty flasks, 1 empty potion vial, chalk, wooden holy symbol, vial of ink, inkpen, 4 sheets of parchment, scrollcase, belt pouch, 2 scrolls of cure light wounds
GP 539
SP 2
CP 6
Carrying Capacity - Current 20 Lbs
Light 20 lbs. or less
Medium 21–40 lbs.
Heavy 41–60 lbs.
Completed Scenarios:
Mists of Mwangi (509 gp)
Description:
Maps is tall man with a thin dour face. With the exception of his face, tattoos of exotic maps cover his skin, peeking out from under clothing, giving the impression that his whole body might be decorated with them.
Character Sheet:
Senses: Perception +6, Sense Motive +1
RACE: Human LEVEL: 2 (Pistolero Gunfighter 1/Alchemist 1)
ALIGNMENT: LN
INIT: +6 FOR: +5 REF: +8 WIL: +1
AC: 18 [F: 14 T: 14] HP: 18
STR 14 DEX 18 CON 12 INT 14 WIS 12 CHA 7
BA +1 CMB +2 CMD 16
Battered Pistol +5, (1d8, x4)
*Using Point Blank Shot & Deadly Aim +5, (1d8+3, x4)
Thrown dagger +5, (1d4+5, x2) Range 10
Throwing axe, melee +3, (1d6+2, x2)
Throwing axe, ranged +5, (1d6+5, x2) Range 10
Starknife +5, (1d4+5, x3) Range 20
Mwk Cold Iron Guisarme +4, (2d4+3, x3)*Reach/Trip
Bomb +6 (1d6+2, x2)
SKILLS: acrobatics 2 (+9), craft (alchemy) 2 (+7), disable device 1 (+6), knowledge (arcana) 1 (+5), knowledge (engineering) 1 (+5), knowledge (geography) 1 (+6), perception 2 (+6), sleight of hand 1 (+8), stealth 1 (+8), survival 2 (+6)
FEATS: gunsmithing, point blank shot, deadly aim, extra bombs, throw anything
TRAITS: reactionary (+2 initiative), scholar of ruins (+1 to knowledge - geography and it is a class skill)
SPECIAL: grit (1), deeds (up close and deadly, gunslinger's dodge, quick clear), alchemy, bomb (1d6+2 5/day), mutagen (+4 dexterity, +2 natural armor, -2 wisdom)
KNOWN EXTRACTS
Lvl 1 - expeditious retreat, true strike, shield, cure light wounds
PREPARED EXTRACTS
Lvl 1 - shield, (open)
POSSESSIONS: chain shirt, 8 alchemical cartridges (bullets), 12 daggers, throwing axe, guisarme, backpack, hemp rope with grappling hook, traveler's outfit
GP 2372
SP 2
CP
Completed Scenarios:
We Be Goblins! (500gp)
Frostfur Captives (502gp +10gp day job = 512gp)
Frozen Fingers of Midnight (467gp + 50gp day job = 517gp)
(GM Credit) First Steps Part 1 (417gp)
(GM Credit) First Steps Part 2 (419gp)
XP: 5
Fame: 9
Prestige: 7
-Prestige Spent
2PP wand of cure light wounds (50 charges/0 charges used)
Money Accounting:
BUY silver weapon blanch x5 25gp
SELL guisarme 4.5gp
BUY masterwork cold iron guisarme 318gp
SELL studded leather 12.5go
BUY chain shirt 100gp
BUY wayfinder 250gp
BUY ioun torch 75gp
BUY backpack 2gp
BUY sack 1sp
BUY belt pouch 1gp
BUY map case 1gp
BUY thieve's tools 30gp
BUY powder 1 cp
BUY 3 empty flasks 9cp
BUY liquid ice x2 80gp
BUY 50' silk rope 10gp
BUY 20 bullets 10gp
BUY 2 powder horns 6gp
BUY 20 doses of black powder 20gp
BUY Wand of Disguise Self (5 charges when bought/1 charge used) 75gp *From Service to Lore Part 1
BUY oil of magic weapon x2 100gp
Cost Total
gp 1091
sp 8
Background:
A young man from a family with a long tradition of witchcraft, Finnin was always fascinated with the traditions and stories taught to him as a child. But they were limited to the spoken word, and over the generations many gaps had been lost to failed memory, unpopular tales, persecution, and untimely deaths. After meeting a Pathfinder who had a written account of one of his people's lost stories Finnin decided to travel to Absalom and join their ranks.
Character Sheet:
In progress.

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I may hold out if enough people join for a second group at a higher level.
BTW, Sr. Gilbert what type of mapping system do you plan on using, if you are using one at all? Any specific rules on who rolls what: such as Initiative, certain skills, or saving throws?
Is there anything else particular about the style of game you run?