Grau Soldado

Brendan Missio's page

Goblin Squad Member. Organized Play Member. 166 posts (540 including aliases). 3 reviews. No lists. No wishlists. 26 Organized Play characters. 7 aliases.



The Exchange

Hi all,

After finishing The Flooded Cathedral, the party sought to assist Aoinse in dedicating herself to a new deity, Brigh.

Any ideas on how this should play out/how long it might take to convert to a new god?


It is New Year’s Eve, the hustle and bustle around Gate Pass is muted with the knowledge that an army is marching upon it. Throughout the day as each of you go about your business, you are approached by people you have dealt with before, known members of the Resistance.

Ash:

A fellow graduate from Gabal’s College, Tharna Aldersnap, approaches you as you sit in a tavern, ”Ah, well if it isn’t Ash Dawncourt . Let me get you a drink” she turns to the bartender and shouts “Another two of what he’s drinking!” She then turns to you, the joviality disappearing in an instant, and under the din of the tavern banter she speaks in a hushed tone “I know this might seem forward, but the Resistance is in desperate need, the recent string of arrests have left our numbers thinned, we can offer you gold in exchange for your assistance. Go to the Poison Apple at midnight tonight, and meet with Torrent.”

Tharn was a known troublemaker at the College, quite bright but she also had a rebellious streak.


Barrack:

Your time in Gate Pass quickly lead you to finding the Resistance. They appreciated your druidic skills and your dwarven insights into fortifications and defense strategies. Soon after joining however, a bust by the guard resulted in many of those who you’d begun to build friendships with being arrested. There had been mention of going to the Poison Apple, a pub owned by Raffian Theddlewheck who was one of those arrested, to meet with Torrent, a Resistance spy as someone had very important information regarding the Ragesians in the city.

Barrack might think it’s a good idea to go along to this meeting as Torrent was not one of those arrested and there may be an opportunity to find more members of the Resistance.


Beauregarde:

It had been a sad week for Beauregarde, the Poison Apple, the largest distributer of his alcoholic productsm had closed down as Raffian Theddlewheck, its owner, had been arrested. While trying to secure new contracts to try and make up for the losses he was going to suffer as a result, a small boy approached him ”Excuse me sir, but aren’t you Raffian’s friend? without waiting for an answer, the boy continued “I hear some more of Raffian’s friends are having one of them secret meetings tonight, you might find some more busy ness there for those drinks what you’re hoiking – er – selling sorry sir. Top of the day to you sir!” He tips his cap, chuckles to himself and skips off.

Kiana:

The sedated city suited Kiana a lot better than its usual busy nature. She could survey streets and alleyways without having to deal with people getting in the way. As she landed to make some notes, a gnome from the thieves guild, Piddlenick Rutteridge, called out “Hey Kiana! Over here!” Not exactly known for subtlety, the gnome stood out in the middle of the street “Someone saw your design and wants to make it for you! They said you just had to agree to something first!”

He continues flailing and shouting for attention until Kiana approaches.

When Kiana has approached, he talks a lot quieter.”Yeah, they said that they would have it for you at midnight tonight at the Poison Apple pub. Human lass, goes by the name Torrent. Just don’t do the whole standoffish thing, she’s probably going to want something in exchange – specifically asked the guild to reach out to you and all.” With that, he wanders off.

Rose:

As Rose wandered about the irregularly quiet streets of Gate Pass, a young woman calls out “Oi Rose, is that you?” He runs over to catch up, Rose instantly recognises her as Shami, one of Jase’s best friends from the Thieves Guild.

”Can you do us a favour, there’s a get together tonight, midnight, at the Poison Apple, a pub that’s been closed down. Knock a couple o’ times, Torrent’ll meet ya. You really need to go. I think something bigs going to go down and I know you’re the best person to have around when things aren’t right.”

Rose also knows that Hudder is a member of the Resistance which was recently hit by a series of arrests.

Sobrian:

In the days leading up to New Year’s Eve, a Halfling servant of Councilman Menash, Vertal Nightfeather, had been speaking to Sobrian about his travels and his family, as news of an army marching upon Gate Pass became known, the questions started to probe at what Sobrian would be willing to do to keep his family safe. On New Year’s Eve, he tested fate by asking [b]“Sobrian, things are dire. I must let you know, I work for the Resistance an organisation which has fell afoul of the law and been punished severely for it. I know it is a lot to ask, but would you be willing to leave your family here? I can promise that they would be cared for. If you accept, please meet with Torrent tonight at the Poison Apple, it’s a small pub on the west side of Gate pass.” [b]

You all know the location of the Poison Apple and that the proprietor was recently arrested under suspicion of working for the Resistance.


Hi all

Congratulations and welcome to the game.

Please feel free to dot in this thread and post and questions or queries here.

I will be creating the Gameplay thread over the weekend with your initial hooks to adventure.


Witness the terrible face of war in a world of magic...

As the new year turns, the weather across takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, traveling by foot and horse and word of mouth—rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world.

Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule of the world? Who has the Torch of the Burning Sky?

The Game:
I would like to take a band of would be heroes through ENWorld Publishing’s War of the Burning Sky converted by myself to the Pathfinder ruleset. This campaign spans 12 books and covers a party of adventurers from 1st to 20th level.

I will be recruiting until Friday 29th of September for a group of 6 PCs to undertake this adventure, beginning on Monday 2nd of October.

Player’s Guide Here

About Me:

Having partaken in some PBPs on these forums myself, I have decided to try my hand at running one with an adventure that I don’t think I would be able to run otherwise. My experience with Pathfinder goes back to 2011 and I have both run and played in most Paizo published APs and Modules.

Character Creation:
Races: I would prefer races from the Core Rule Book but don’t let that deter you from submitting a character with an unusual race. I am happy to accommodate an character with a non-core race if provided with a good backstory.
Classes: All classes from CRB, all classes bar summoner from the APG, Magus from UM and all classes from the ACG. For campaign specific reasons, Occult classes will not be accepted. I am unfamiliar with Unchained and won’t be utilising the ruleset from Pathfinder Unchained.
Alignment: All alignments welcome, but do not expect to be selected if playing the guy who wants to watch the world burn.
Ability Scores: Characters are to be built with the 25 point buy system with no buy downs (no stat below 10 before racial modifiers)
Feats: All feats from the CRB, APG, UM and UC. Feats from other Paizo sources on review.
Traits: Any one trait from any Paizo source (including all AP Player Guides except for Wrath of the Righteous). The other is to be selected from the “Feats gained at level 1” from the players guide – they are about on par with a trait.

War of the Burning Sky Traits:
War of the Burning Sky Traits
Blade of the Resistance: Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them. With the impending threat of invasion, your cause is more important than ever.
Benefit: You gain Sense Motive as a bonus class skill. Additionally, once per day you can select an intelligent creature who has dealt damage to you or your allies to place a vendetta upon. That creature need not have dealt damage to your or your allies during the current encounter; a previous encounter will suffice. Until the end of the day, you gain a +2 bonus to weapon or ray damage rolls against the target of your vendetta.
Blessed by Dreams: You have helped the Gate Pass temples to manage the annual Festival of Dreams holiday parade, and last year you were promised good fortune. Like the rest of the religious community, you fear the heretical zealotry of the Ragesian Inquisitors.
Benefit: You gain Knowledge (religion) as a bonus class skill. Additionally, once per day you may reroll a single saving throw made by you or any ally within 30 ft. of you, using the better of the two results.
Cavalry Errant: Elements of the Ragesion military are displeased with their orders and their new ruler Leska, while commanders of Gate Pass's military desire reinforcements. You are (or were) a member of Ragesia’s or Gate Pass’s military, and are trained as a cavalryman.
Benefit: You gain Ride as a bonus class skill. Additionally, you gain the ability to help your mounted allies. Once per round, you can make a Ride check and use your check in place of an ally’s if yours is higher. The ally must be within 30 ft. of you.
Civic Minded: You are involved in the politics of Gate Pass, and know your way around the city’s laws and government. Although many politicians wish to surrender to Ragesia, you want to take a stand.
Benefit: You gain Diplomacy as a bonus class skill. Additionally, whenever an ally within 30 ft. of you uses the aid another ability, the bonus he provides increases by +1. Normally this will improve the bonus from +2 to +3. Multiple characters with this feat do not improve the bonus further, though other special abilities can.
Student of War: Gabal, the famed invoker, intends to make a stand against Ragesia. You have studied the art of war at his wizard’s school, and have practiced battling many foes at once.
Benefit: You gain Knowledge (history) as a bonus class skill. Additionally, you can strengthen your spells for use in large-scale battles. You can spontaneously modify a spell, which extends its casting time: if the spell’s normal casting time is a standard action, casting the modified version is a full-round action; for a spell with a longer casting time, it takes an extra full-round action to cast the modified version. When you do so, if the modified spell affects three or more creatures, increase the spell’s save DC by +1.
Thieves’ Guild Sympathizer: You have had dealings with the Gate Pass Thieves’ Guild, and you suspect they might owe you a favor, though you know it might not be safe to push your luck. You also know that none in the Guild are too pleased at the prospect of Ragesian martial law.
Benefit: You gain Bluff as bonus class skill. Additionally, your experience with being a lookout grants you an ability to alert your allies just before danger strikes. If you are not surprised at the start of an encounter, your allies receive a second Perception check to avoid being surprised.

Hit points: Max HP at first level, Half +1 for each level up. Animal companions use the exact average per hit die for hit points (e.g. 2HD = 9, 3HD = 13.5, 4HD = 18…)
Starting gold: Each character starts with 200gp
Deities: As written, War of the Burning Sky takes a strangely setting neutral approach to gods, rarely referencing them and then only by generic monikers such as the 'god of revelry.' Thus I've decided to offer any interested players the unique chance to engage in some worldbuilding and help develop the pantheon as they see fit. Those wishing to play any sort of religious types are free to design (or steal) whatever deities they seek to worship, which I will then work into the campaign as I see fit. Note: The citizens of Gate Pass (this adventure's starting location) have public temples for 8 gods (one of which is the god of revelry). Additional Note: The one part of the cosmology that I will impose upon you is the presence of the four primordials who created the world and represent the four elements - the Tidereaver Kraken, the Worldshaper Wurm, the Stormchaser Eagle, and the Flamebringer Drake.

Application requirements:

I understand the nature of play by post recruitments mean that people can be forced to spend a lot of time creating aliases and generating their characters stat blocks. If you wish to do so, feel free, all I will require initially is for the following to be provided in a post:

Character Name
Character Race
Character Class
Primary Role: Support/Frontliner/Divine Caster/Ranged Damage etc…

And then the deeper stuff:

Character Background: Tell me a little about what has led to your character being the person they are today. A paragraph or two is fine, if you want to write more, don’t let me stop you
Plans for the character mechanically: Let me know how you plan on building this character as they level up, any prestige classes or multiclassing options you want them to take. This will assist in ensuring a level of party balance.
Plans for the character’s own story: While this is a structured adventure, it is also a Role Playing Game. I encourage you to think of hopes and dreams for your character and goals that you would like to have met over the course of the adventure.

Upon selection, I will expect an Alias and a Character Sheet be created in the Aliases profile as per this example .

Expectations:

I expect the following from those selected to join:

Posting Rate: I expect everyone to post at least once per day on weekdays. I will be checking the adventure thread at least twice daily, including weekends.

An alternate form of contact: I will request an email address or equivalent for contacting you just in case you go quiet for a couple of days.

Planned Absence: This is a long campaign and can fully appreciate people’s lives getting in the way of posting. If you are going to be unavailable, please let me know and we can discuss botting your character or a zany sidequest while the party pushes on.
Unexpected absence: If someone hasn’t posted on any given day, I will reach out to them just to check in – if a combat is in progress, I will bot their turn. If they haven’t posted for 2 days, I will bot their PC for another 5 days. If after this point they have not responded or posted, I will remove their character from the campaign.

House Rules:
House Rules:
Appraise:
If one person in the party has max ranks in appraise I will inform you of the value of items. If not, rolls will be required.
Monster Identification:
I have remodelled the DCs for identifying monsters abilities as below:
5 + CR - Common monsters
10 + CR – Uncommon monsters
15 + CR – Rare Monsters
20 + CR – Very Rare monsters
25 + CR – Unique monsters
Upon identifying a monster I will provide information as relevant to your character. Example, a cleric identifying a wraith may learn that the wraith is vulnerable to resurrection magic while the fighter may learn that he needs to hit it with, at the very least, a magical weapon to harm it.
Magic Item Identification:
Magic Items require a DC20 + CL of the item check to correctly identify
Magic Item Crafting:
Crafting Magical Items requires both the appropriate minimum caster level and the spell required for crafting the item. These cannot be bypassed with the +5 Spellcraft DC.
Theatre of the Mind:
I will be running Combat through the Theatre of the mind. This means that things like Attacks of Opportunity as a result of movement and flanking are going to be a little harder to adjudicate. To assist, flanking bonuses will be granted when a target is threatened by two or more creatures and Attacks of Opportunity will be granted to creatures with reach against creatures with less reach moving towards them. Attacks of Opportunity can still be provoked as per the CRB.

If you have any questions feel free to ask.

The Exchange

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This will be a thread for my additions to Carrion Crown. Feel free to steal from these or provide advice as you see fit.

Some of them will come from other posters and I will do my best to provide credit when I borrow ideas.

Players stay out! Especially mine.

First of all, I will be providing information on and a connection to Key NPCs based on traits. This will be supplied to the character who takes the trait as a secret.

Chance Savior: You saved the late Professor from certain death. In thanks, you were invited back to his home for a dinner with his daughter, Kendra, and himself. Kendra thanked you profusely after hearing of your deeds. You also gain a +2 bonus on all Bluff and Diplomacy skill checks made agaisnt Kendra.

Outside of this, characters taking this trait will be approached by Kendra first for being pallbearers and when information from the journal is found. There will also be the chance for romance with Kendra through this trait.

Subject of Study: As a part of your interviews with the late Professor, you revealed to him that you were exposed to malevolent spirits. He rushed away to fetch Father Grimburrow, an old friend of his who he trusted implicitly for his discretion. The elderly man took an instant liking to you and has offered his help should ever you need it again. You will not be charged for healing from the father and all purchases from Ravengro's Chapel will come with a 10% discount when purchased through you.

Outside of this, Father Grimburrow will offer characters taking this trait free access to the chapel's library and will ask characters taking this trait to provide eulogies for the late Professor before other members of the party.

Inspired by Greatness: Following in the footsteps of your scholarly idol, you spoke to one of his confidantes, Judge Embreth Daramid of Lepidstat. Judge Daramid was impressed by your enthusiasm in following in the professors footsteps and told you of many of his endeavors. When dealing with Judge Daramid, you gain a +3 to diplomacy checks.

Outside of this, Judge Daramid will reach out to characters with this trait first to act as a representative for The Beast of Lepidstat in Trial of the Beast. Daramid will also pull strings to assist in the investigation to speed up processes for legally entering places like Vorkstag's and Grines.

Making Good on Promises: The favor that Lorrimor did for you required the Professor to pull some strings for you and that involved getting Alpon Caromarc's assistance. You met Caromarc briefly, though he too seemed the type to remember debts owed. When dealing with Caromarc, you have a +2 bonus on diplomacy checks, but a -2 penalty on bluff checks.

Outside of this, Caromarc will consider the debt more than repaid by characters with this trait when rescued and will see that the characters are also rewarded personally. He will also provide information on controlling the Beast to combat the Promethean.

On the Payroll: During your time working for the Professor, you spent some time in the Shudderwood where you stayed at Ascanor Lodge. During your time there, you often met with a Harrower and courtesan named Madame Ivanja who regularly offered to perform a Harrowing for you as well as more carnal services. You accepted the offers (in line with your characters wishes) and formed a friendship with her. You gain a +2 bonus on diplomacy checks with Madame Ivanja and a 10% discount on her services.

Outside of this, Madame Ivanja will approach characters with this trait to find out if they will partake in either of her offered services. She will also provide a chance for foreshadowing future plots through Harrow for the characters with this trait. Madame Ivanja could also provide a potential romantic interest for characters with this trait.

Teacher's Pet: In your desire to learn as much from the Professor as possible, you regularly followed him throughout the lands relying on your parents to fund your travels. Soon, another benefactor arrived in the form of a fellow scholar who sought out the late Professors lessons, Adivion Adrissant. You formed a healthy rivalry-based friendship with Adivion fueled by your desires to prove yourselves as scholars. You gain a +2 on Bluff, Intimidate and Sense Motive checks when dealing with Adivion.

Outside of this, characters with this trait will be the primary recipients of letters (as suggested by Loki_Thief) to the party and will also be the last to be targeted by Adivion's followers, but the first to be targetted by Adivion himself. Adivion will often taunt characters with this trait directly and will make mention of them specifically in his Big Bad speech.

I am also reworking the Paladin's Immunity to Fear as a +4 morale bonus versus haunts to prevent the "The Paladin walks in first, spends a couple of minutes walking around then the rest of the party follows" mindset.

This is it for now. I will be creating a conversion for 6 players and alternative locations for crucial items based on the presence of a Paladin in the party.

The Exchange

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So I was reading the Players Guide for Wrath of the Righteous and couldn't help but want to embrace the Redemption rules with a character for the campaign.

I just wanted to get other peoples opinions on how a character starting with an evil alignment would:

a) work in a party likely to include a paladin
b) could avoid completing the small amount of penances required at low levels to achieve redemption and prolong their "Redemption Arc"
c) work in the campaign overall

The Exchange

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The Characters:

Abu: Human Sandman Bard, follower of Norgorber
Abu was born in Katapesh and quickly found his skills in negotiations leading him to a very lucrative career. His most recent endeavour was the sale of Pesh.

Achmed Jabul-al-Hakim: Human Desert Druid, follower of Gozreh and Nethys(with plans to go Druid/Wizard/Mystic Theurge)
Achmed is a native Katapeshi and has formed a bond with the more arid locales of Katapesh. A former Pesh addict, Achmed is on the road to recovery, though temptation always seems to hound him.

Hakim Mysun: Suli Paladin of Sarenrae
Hakim is a young brash man, unaware of the true nature of his abilities, believing himself to be human. He is a devout Paladin of Sarenrae and seeks to spread her light to the dark corners of the world.

J'Zargo Raja: Catfolk Rogue, follower of Nethys
Having been born on the isle of Jamelray, J'Zargo traveled to Katapesh at a young age and has grown used to the desert climates of Katapesh. He only speaks when necessary and has a great dislike of being splashed or immersed in water.

Captured!

The trip had been going for weeks already.

The four unassuming guards of a merchant caravan had taken the job believing the trip to be reasonably risk free. Dashki, their employer, had said so.

As they set off after the afternoon heat had diminished somewhat, old arguments came to the fore again.

Achmed tried to resist Abu's promise of more Pesh, already in debt to the man to the value of 50 gold pieces. Hakim tried to intervene on Achmed's behalf preaching the redemption offered by Sarenrae, but this only infuriated the others.

Abu moved on to try and glean more information from the mysterious catfolk, J'Zargo, managing to get the name of his birthplace, the isle of Jamelray.

As their discussion continued, Abu noticed something strange about the lay of the desert sand.

His reactions were not quick enough though.

Gnolls burst out from beneath the sand, the blankets that had been laid upon their backs being tossed back as they stood.

Abu drew his bow in reaction to this surprise.

Dashki, seeing this unfold, rushed the nearest gnoll. He attempted to grapple it, but the desert sand betrayed him and he almost tripped in the attempt.

The gnolls then moved in, warhammers drawn and began knocking out the caravans guards quickly.

Everything went black for our heroes.

When they woke up, they were in a structure resembling a prison. They quickly learnt that their predicament was worse than they had first thought. The term slave was being thrown around quite often and soon they came to the realisation that this was their fate.

A muscled and tall man often came around with a checklist, inspecting his wares and making notes as he inspected each of them.

They grew resigned to their fate.

Earning their Freedom

A few weeks into their enslavement, a rather important looking man came and inspected each of them.

The muscled man spoke highly of their abilities in combat and even the newly enslaved were convinced by his argument.

After some haggling, the slaves had been purchased by this man. He spoke to them, telling them that they are now in the employ of Princess Almah.

The man introduced himself as Garavel and answered some questions about the piece of metal embedded in the side of his skull. He informed them that it was the 'Pactmasters Favor' and that he was duty bound to protect and serve Princess Almah by it.

They were equipped with Scimitars or Falchions, based on preference, and Shortbows, arrows and armor. They were told that they would be involved in reclaiming Kelmarane, a city lost decades ago, and must be equipped for the task.

Hakim was then instructed to pull the cart containing the equipment that remained.

As they traveled through the city of Katapesh, they attracted little attention with a few sideways glances here and there.

Upon reaching the outskirts, Hakim asked where he was to leave the cart.

Garavel looked at him incredulously and said "Where I tell you to leave the cart."

They soon reached Almah's camp.

As they moved towards the center of the camp, J'Zargo and Abu spotted Dashki, sharpening his blade. They acknowledged him and he waved back before getting back to work on his blade.

Dashki had a new scar, running from his shoulder to halfway down his forearm. It seemed he had gotten away, but at a price.

They continued on and finally stopped at the center of the camp. Garavel instructed Hakim to leave the cart here.

Then, Trade Princess Almah made her appearance.

The slaves were impressed by her beauty and grace and prostrated themselves in front of her.

She then spoke to them, saying "Ah, you must be our final warriors. Come to assist in reclaiming Kelmarane. Come now, stand up, don't be silly."

The slaves all said that this was the case and stood.

She then inquired about each of them.

Abu was quick to speak and told her of his prowess as the greatest bard in Katapesh. She was impressed by this, but skeptical as she asked how a slave could possibly be a bard. He replied saying that he worked as an entertainer for his previous owners.

Achmed spoke next and betrayed himself, letting on to his former addiction to Pesh. This troubled Almah, she inquired as to whether or not this would be an issue, seeming to know something more about Kelmarane.

She then asked Hakim to speak. He told her of his devotion to Sarenrae and about his paladinhood. She was surprised to see a paladin enslaved and asked if he had a holy symbol, he admitted that he did not and she quickly rectified this, ordering one of her servants to collect one for him.

When she came to asking J'Zargo about his history, he told her of his movement from Jamelray to Katapesh when he was younger and his familiarity with the desert. She seemed impressed by his talk of desert survival skills.

Achmed then spoke up, talking of how they had previously spotted Dashki as they made their way into the camp. She told them that he was the groups guide and gnoll expert. She also noted that he was very skilled with his weapons and that he was a 'funny' man, often showing off scars at inappropriate times.

Achmed and Abu then laughed and began to describe a scene at a pub where Dashki had gotten a particularly inappropriately placed scar before thinking better of it and ceasing.

Achmed inquired about assisting Dashki, but Almah seemed convinced that Dashki was more than capable. Through persistence, Achmed was eventually assigned as an understudy to Dashki.

Almah left them then to retire to her tent for some rest before leaving on their expedition in the morning.

Garavel then led them to meet the resident priest, Father Zastoran.

The rickety old man seemed quite at ease playing with some potions when the slaves met him.

The paladin, Hakim, began by introducing himself as a Paladin of Sarenrae, to which Zastoran replied, "Surely you know that it is through magic that true greatness is achieved!"

It was at this point the party noticed a pendant hanging from the mans neck in the shape of a mask, with half of the face black and the other half white. Noticing this, J'Zargo and Achmed quickly noted their devotion to Nethys which seemed to impress the old man.

They spoke and discussed some minor things before Zastoran spoke to them, though mostly to Hakim, "I'm the resident priest here, so don't go stepping on my toes."

Garavel then took them to speak with Dashki.

They greeted him as an old friend, though were soon reminded of his poor hygiene as the smell of the man almost caused Achmed to throw up. Dashki informed them that he thought that they had died in that attack, detailing how he had fought some of them off before more had come which is when he broke free and left them, believing that they were dead.

After some minor discussion, the party decided to sleep for the night. Preparing for adventure in the morning.

The Exchange

I have a Half-Orc Paladin of Iomedae who I want to give a big hurrah to in his final game of 1-11 play.

Are there any recommendations for particularly epic scenarios with good doses of role play, combat and general tomfoolery?

Thank you members of the Pathfinder Society in advance.

The Exchange

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I was looking around the interwebz for a list of who gives the missions for each scenario.

However, my search turned up nothing.

So I went and put one together in the hope that someone else might garner some use from it.

Below is each legal scenario currently available to everyone (not including Specials or Exclusives) with the person who assigns the mission to the band of Pathfinders in each.

Season 0:

Spoiler:
1 Silent Tide: Adril Hestram
2 The Hydra's Fang Incident: Osprey (Not a venture Captain)
3 Murder on the Silken Caravan: Adril Hestram
4 The Frozen Fingers of Midnight: Adril Hestram
5 Mists of Mwangi: Adril Hestram
6 Black Waters: Drandle Dreng
7 Among the Living: Eliza Petulengro
8 Slave Pits of Absalom: Alissa Moldreserva
13 The Prince of Augustana: Alissa Moldreserva
14 The Many Fortunes of Grandmaster Torch: Yasmin Kal'al
16 To Scale the Dragon: Osprey (Not a Venture Captain)
17 Perils of the Pirate Pact: Adril Hestram & Istivil Bosk
20 King Xeros of Old Azlant: Adril Hestram
22 Fingerprints of the Fiend: Adril Hestram
23 Tide of Morning: Dennel Hamshanks
24 Decline of Glory: Osprey (Not a Venture Captain)
26 Lost at Bitter End: Adril Hestram
27 Our Lady of Silver: Osretia Cassomiran
28 Lyrics of Extinction: Tuukna (Not a Venture Captain)

Season 1:

Spoiler:
29 The Devil We Know Part I - Shipyard Rats: Hestia Themis
30 The Devil We Know Part II - Cassomir's Locker Hestia Themis
31 Sniper in the Deep: Adril Hestram
32 Drow of the Darklands Pyramids: Norden Balentiir
33 Assualt on the Kingdom of Impossible: Vasuman Mihir
34 Encounter at the Drowning Stones: Osprey (Not a Venture Captain)
35 Voice in the Void: Adril Hestram
36 Echoes of the Everwar Part I - The Prisoner of Skull Hill: Norden Balentiir
37 The Beggar's Pearl: Brackett
38 No Plunder, No Pay: Adril Hestram
39 The Citadel of Flame: Dennel Hamshanks
40 Hall of Drunken Heroes: Osprey (Not a Venture Captain)
41 The Devil We Know Part III - Crypt of Fools: Hestia Themis
42 Echoes of the Everwar Part II - The Watcher of Ages: Norden Balentiir
43 The Pallid Plague: Brackett
44 Echoes of the Everwar Part III - Terror at Whistledown: Norden Balentiir
45 Delirium's Tangle: Drandle Dreng
46 Eye's of the Ten Part I - Requiem for the Red Raven: Eliza Petulengro & Osprey (Not a Venture Captain)
47 The Darkest Vengeance: Basia Kalistoff
48 The Devil We Know Part IV - Rules of the Swift: Hestia Themis
49 Among the Dead: Drandle Dreng
50 Fortune's Blight: Shevala Iorae
51 The City of Strangers Part I - The Shadow Gambit: Drandle Dreng
52 The City of Strangers Part II - The Twofold Demise: Dakar (Not a Venture Captain)
53 Echoes of the Everwar Part IV - The Faithless Dead: Norden Balentiir
54 Eyes of the Ten Part II - The Maze of the Open Road: Eliza Petulengro
55 The Infernal Vault: Drandle Dreng
56 The Jester's Fraud: Aram Zey

Season 2:

Spoiler:
1 Before the Dawn Part I - The Bloodcove Disguise: Aram Zey
2 Before the Dawn Part II - Rescue at Azlant Ridge: (Aram Zey continued)
3 The Rebel's Ransom: Norden Balentiir
4 Shadows Fall on Absalom: Drandle Dreng
5 Eyes of the Ten Part III - The Red Revolution: Eliza Petulengro
6 The Heresy of Man Part I - The First Heresy: Retief VanSchuyver
7 The Heresy of Man Part II - Where Dark Things Sleep: Obo
8 The Sarkorian Prophecy: Thurl
9 The Heresy of Man Part III: Beneath Forgotten Sands: Obo
10 Fury of the Fiend: Drandle Dreng
11 The Penumbral Accords: Drandle Dreng
12 Below the Silver Tarn: Osprey (Not a Venture Captain)
13 Murder on the Throaty Mermaid: Sheila Heidmarch
14 The Chasm of Screams: Osprey (Not a Venture Captain)
15 Shades of Ice Part I - Written in Blood: Drandle Dreng
16 The Flesh Collector: Brackett
17 Shades of Ice Part II - Exiles of Winter: (Drandle Dreng continued)
18 The Forbidden Furnace of Forgotten Koor: Osretia Cassomiran
19 Shades of Ice Part III - Keep of the Huscarl King: (Drandle Dreng continued)
20 Wrath of the Accursed: Norden Balentiir
21 The Dalsine Affair: Muesello
22 Eyes of the Ten - Part IV: Nothing Ventured, Nothing Gained: Eliza Petulengro
23 Shadow's Last Stand Part I - At Shadow's Door: Dennel Hamshanks
24 Shadow's Last Stand Part II - Web of Corruption: Alissa Moldreserva
25 You Only Die Twice: Ambrus Valsin
26 The Mantis's Prey: Shevala Iorae

Season 3:

Spoiler:
I1 First Steps Part I - In Service to Lore: Ambrus Valsin
I2 First Steps Part II - To Delve the Dungeon Deep: Amara Li
I3 First Steps Part III - A Vision of Betrayal: Drandle Dreng
1 The Frostfur Captives: Ambrus Valsin
2 Sewer Dragons of Absalom: Drandle Dreng
3 The Ghenet Manor Gauntlet: Wulessa Yuul
4 The Kortos Envoy: Nashota Bloodhoof (Not a Venture Captain)
5 Tide of Twilight: Brackett
6 Song of the Sea Witch: Amara Li
7 Echoes of the Overwatched: Drandle Dreng
8 Among the Gods: Muesello
9 The Quest for Perfection Part I - The Edge of Heaven: Amara Li
10 The Immortal Conundrum: Kreighton Shaine
11 The Quest for Perfection Part II - On Hostile Waters: Amara Li
12 Wonders in the Weave Part I - The Dog Pharoah's Tomb: Aram Zey
13 The Quest for Perfection Part III - Defenders of Nesting Swallow: (Amara Li continued)
14 Wonders of the Weave Part II - Snakes in the Fold: (Aram Zey continued)
15 The Haunting of Hinojai: Amara Li
16 The Midnight Mauler: Marcos Farabellus
17 Red Harvest: Amara Li
18 The God's Market Gamble: Kreighton Shaine
19 The Icebound Outpost: Aram Zey
20 The Rats of Red Mountain Part I - The Sundered Path: Aram Zey
21 The Temple of Empyreal Enlightenment: Aram Zey
22 The Rats of Red Mountain Part II - Pagoda of the Rat: (Aram Zey continued)
23 The Goblinblood Dead: Drandle Dreng
24 The Golden Serpent: Ambrus Valsin
25 Storming the Diamond Gate: Marcos Farabellus
26 Portal of the Sacred Rune: Aram Zey

The Exchange

I have ended up with a character with 2hp and 6 CON at first level due to some bad rolling.

What can people recommend doing during combat (tactics, tips, tricks etc.) for keeping this character alive?

The Exchange

Can an Inquisitor receive his divine powers from the prophecies of kalistrade under PFS guidelines?

The Exchange

I was looking at this archetype to be part of a group that will more than likely cover ''all" the bases (8 players).

Reasons for selection:
Perception and Sense Motive (he is going to be LG and I want him knowing what the party tries to get up to behind his back)
Combat Maneuvers (I've never tried focusing on combat maneuvers and it'd be a great way {in my mind} of non-lethally restraining said party members)
Offer something different to the party (nerfing the opposition with flurries of disarms, grapples and trips would be beneficial to the party and a different way to contribute)

Party composition is relatively unknown, a Druid and gunslinger will both be in the party with at least the gunslinger having evil in its alignment section.

I just worry that it gives up too much.

Thoughts?

The Exchange

Hi there,

I'm wondering what my options are for creating a character who adventures with a beagle.

At the moment I know that at first level both the Druid and the Summoner can start off with companions, but still being new to the system (and D&D) in general I'm not 100% sure on how to go about this.

I'm not sure whether having a dog animal companion skinned as a beagle counts as reskinning which is why I am worried about the idea of a druid.

The character will be human with a 16 at least in Charisma.

Pathfinder society is a 20 point buy stat wise and I am looking at something along the lines of:

Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 13
Cha: 16 (+2 racial)

The idea behind the character is a huntsman (who might multiclass into gunslinger for a "hunting" musket) who travels with his beagle in the pathfinder society. He enjoys the hunt and cares for his companion deeply.

Name will come once I have determined his class and faction.

All ideas and suggestions will be appreciated.

Thanks in advance,
Brendan

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