Harsk

Brother Bear's page

94 posts. Organized Play character for Phillip Goettsch.



Sczarni

Pathfinder Starfinder Roleplaying Game Subscriber

I've been prepping to play in Horizons of the Vast with my home group and am planning to play a mechanic with the Experimental Vehicle alternate class feature. I think it will be great to have a ready built conveyance for our exploration activities, however I have some concerns for the character at later levels.

Normally, a Mechanic's Drone/Exocortex (or any other alternate class feature that replaces Artificial Intelligence) advances in level with the character at no additional cost.

CRB pg. 74 wrote:
If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills).

The exocortex is automatic and the experimental armor/weapon prototype (from COM) can use looted gear or be changed at each level up with the same omission of cost. I also noted that the Experimental Explosives alternate class feature will never cost the character a single credit. However, the Experimental Vehicle has a very steep cost requirement of the character.

TR pg 22 wrote:
In addition, every time you gain a mechanic level, you can redesign and rebuild your vehicle with the same amount of work, though if the new design's price is higher, you must expend credits equal to the difference between their prices.

The only question I have here is are modifications (which seem to require separate purchase, similar to arming a drone) included in the design price of a given vehicle.

I'm trying to figure out why this particular class feature has a draw on the character's resources and the others do not. I'd like to know what others think or if there has been any specific information about this released. I do not believe this belongs in Rules Questions since I fully understand what the text is saying.

Thank you for any discussion.

Sczarni

Pathfinder Starfinder Roleplaying Game Subscriber

I wish to change the e-mail address associated with my account, but the system informs me that my new e-mail address is not a valid address.

I am trying to use phillip[dot]goettsch[at]gmail[dot]com for my e-mail address.

I tried reloading the page several times, but continue to get the error message stating that this was an invalid address. Please advise.

Sczarni

Pathfinder Starfinder Roleplaying Game Subscriber

To the point!

Page 301 of the CRB states:

Quote:
The modifier listed in the table below applies to some checks attempted by the science officer in starship combat as specified in the science officer’s actions ...

Page 325 of the CRB states:

Quote:
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors.

and...

Quote:
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors.

Many of the sample starships provided in this section list a Modifier to Computers in the stat block. It is presumable that this Modifier is from the sensors installed on the ship. However, the way the modifier is listed in the stat block makes it seem as if every computers check on board that vessel benefits from the modifier.

Is this true or are the Science Officer actions listed above the only actions that benefit from the Computers Modifier listed in a starship's stat block?

Sczarni

Pathfinder Starfinder Roleplaying Game Subscriber

I have been reviewing my characters recently and found one that I must have entered as a new RPG character when it should have been entered as a Core Character. The only session credited is properly reported. Would it be possible to have the character designation changed to Core in the system.

Thank you very much.

Character number is 8548-16 named Dayveed

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

When: Monday, March 23rd 2015 at 6:30 PM CDT [GMT-6]

Where: Roll20 + G+ Hangout

Who: Characters between levels 5 and 9.

What:The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead, or will the orcs' Second Home be the site of their final mission?

Signups here!

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

When: Monday, March 9th 2015 at 6:30 PM CST [GMT-6]

Where: Roll20 + G+ Hangout

Who: Characters between levels 5 and 9.

What:When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea?

Signups


Male Human GM 3 (PFS# 8548)

Thank you for participating. I would ask that each of you please post your PFS character number, initiative modifier and day job roll if you plan to make one for this scenario. If you have any specific purchases you desire before the scenario begins, feel free to announce them here.

I have been GMing PFS Scenarios for the better part of the last two years, but this will be my first foray into GMing a PbP session. If you see something I could do better please don't hesitate to make a recommendation; I really enjoy getting better at this. I expect to post at least once a day (including weekends) and ask the same of you. I will try to post more frequently to keep the pace as quick as you desire it.

Again, thank you for signing up and I hope you have a great time!


Male Human GM 3 (PFS# 8548)

As you gather in the Grand Lodge of Absalom a young lad enters with a folded sheaf of parchment. The seal of the open road marks it as a letter from Venture Captain Ambrus Valsin. The youth encourages you to open the letter and pass it around.

Letter from Ambrus Valsin:

Idle Pathfinders are Pathfinders needing work. Having a bit of downtime is no excuse to sit around and let our skills lapse! So I have come up with a training exercise for you and a few others waiting around the Grand Lodge for a job. I trust you are familiar with the Red Redoubt? If not, for shame! It’s an important part of Absalom’s history. You might want to spend a few minutes researching it before heading out. While it is technically a “cleared” ruin, it’s a perfect location to test your skills.

Another team has spent the last few days practicing their own dungeoneering skills by establishing an obstacle course in the Redoubt’s upper levels. Now it’s up to you to go and see how well they've done. The course follows a specific path—if you come across a symbol of three red dots inside a triangle, that means “do not enter.” Don’t go wandering—I do not want to send a third team to find you if you get lost. Otherwise, your response to the challenge is up to you. Bring your own gear, make your own plans, solve the puzzles, and bypass the traps. You’ll know when you reach the finish line. I’d wish you good luck, but skilled Pathfinders don’t need luck.

I trust you’ll impress us,

Ambrus Valsin

Venture-Captain Ambrus Valsin

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

Hi all,

I have recently been taken with the bug to play more PFS than my daily schedule will allow. I would like to do some play by post (or e-mail) but can't seem to find anyone getting started.

Is there a site (please provide URL) that people use to advertise?

I did notice that I just missed the PbP Gameday 2. Any plans to have another one some time soon?

If you can point me in the right direction or have need of another player, please let me know. I would be happy to try any manner of PbP and am currently a member of Obsidian Portal.

I am hoping for some starting level stuff (level 1 (0.0 exp) brawler), but have some characters (11 others) I might be willing to use in particular scenarios.

Honestly, thanks for reading this far and if you can provide any assistance feel free to double my thanks!

Phillip Goettsch

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

It gives me great pleasure to introduce Bryan Robinett of Jonesboro, Arkansas as my newest Venture Lieutenant. He has shown me such excitement for the Society and has already begun organizing games for me.

I expect to see great growth and prosperity in that area now.

Please take a moment and welcome him to our great Society.

Welcome Bryan!

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

A Pathfinder Society Scenario designed for levels 1–5.

Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.

“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.

Send an email to pfswesttn@gmail.com with the following information:

- Name

- Character Name

- Character PFS#

- Race/Class/Level

- Pre-mission purchases if any

- A token, if any

- Any unusual abilities/tactics you think I should know about so that we can minimize debate during gametime

This will be my first time running a PFS game on VTT, but I have some experience playing. I am using the free version of Roll 20 right now and am trying to decide if I want to upgrade. I also know this is kind of short notice, but if it goes well I may run Part 2 early next month.

Sczarni Game Space Beta Tester

Playing around with this software by myself has been rewarding and fun, but this is for use as a RPG interface and without other people it is just no fun.

I am starting this post so people have a place to invite others to join them for exploration and sharing knowledge of Gamespace.

I would like to be the first to extend an invitation to anyone that would like to join me for a taste of Gamespace. I will be online to run a tutorial/demonstration game on Sunday between 6:00pm and 10:00pm CST (GMT - 6 hours [I think]). I think I will have four characters available to play through the dungeon or just run through an encounter, your choice. Even if you don't want to play, stop by and ask some questions or just chat.

URL for my adventure is:

https://gamespace.paizo.com/play?v5748umhjtwgy

I have prepared the simple adventure from the Beginner's Box, Black Fang's Dungeon, and am ready to show off what I have done.

See you there!

Sczarni Game Space Beta Tester

Hello everyone. I thought it might be a nice idea to start a thread where we can share advice and ask questions about do stuff in Gamespace.

My first bit of advice is to maximize your Gamespace window so that you can make the most use of being able to drag the two panes around and have plenty of room for your map.

My first question is how do I close a scene I have created? I would think that minimizing the number of scenes I have active would be helpful to Paizo's servers, but I haven't been able to figure out how to "close" them. Additionally, I haven't found any way to remove (delete) a token when I am done using it. I suppose you could just rename it and change the token, but if you prepped everything before hand, you might want to delete it so it doesn't become clutter.

Anyway, if you have an answer to my question, or one of your own, post it here along with any neat tricks you have figured out.

Sczarni Game Space Beta Tester

Well, I'd like to say they were great, but...

I don't even see a map!

1. After clicking on the button to create a scene, the site loads and the buttons for "main" "chat this description" and "done" appear along with the tabs for players, initiative, tokens, groups, and draw. However, no map is displayed (loaded?). There is an "x" in the upper left corner of the window that when clicked seems to close a window that isn't there.

2. The URL for the scene is displayed as a link, haven't asked anyone else to join yet, but have clicked it myself and got sent to the sign in portion of the gamespace site.

3. The text "Added fog to scene." is displayed just after an "x" below the link to the scene. Clicking this "x" removes the text, but I see no way to restore it.

4. The "Main" button opens what may be a chat display, but it is hard to tell as no borders are evident, but clicking on the button the first time does display a bit of text showing "/" commands as well as listing the current day and time and telling me I am the GM. Opening the "Main" window also creates a text entry box on the right side of the window across from an icon/avatar on the left. I have found that I can drag this entire plane about the window, but without borders it is hard to determine if the dimensions of it can be adjusted.

5. While I have managed to locate a spot where I can click and drag the tabs, the "Chat this description" and "Done" buttons seem to be fixed in position. Again, since there are no borders (adjustable or otherwise) on the chat display it is difficult to position it such that the button will not obscure text.

For technical information, I am trying out the site utilizing a PC with an AMDx64 dual core processor 6400+ at 3.20GHz with an NVIDIA GeForce GTS 450 video card and 4.00 GB of RAM, running Windows 7 and Internet Explorer 10, and connected to the internet through a ether net router and a cable modem (using a high bit rate plan).

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

PFS will be represented at MidSouthCon in Memphis, Tennessee on March 22 through march 24 2013. There will be 9 slots, starting Friday at 2:00 pm and ending Sunday at 6:00pm, with 3 to 4 tables each slot! We will be offering a complete run of Santioned Module: Feast of Ravenmoor as well as all four parts of Eyes of the Ten (part 1 on Friday and the remained on Saturady). There are still openings at both of these tables and great GM's signed up to run them! Season 4 will be represented with Scenario #4-09 through #4-15 being run over the course of the weekend. Additionally, I will be running the exclusive, Day of the Demon, every day! For more information on the Con, please visit thier website at: www.midsouthcon.org

MidSouthCon is offering reduced badge sales for volunteering to judge/GM events; half off for 1 four hour event, $5 badge for 2 four hour events, and free admission for 3 or more four hour events.

PFS STILL NEEDS GMS Please sign up to GM an event if you plan to be at the Con and have the slot free. We still need GMs for six tables. Signups are being controlled through Warhorn, please visit www.warhorn.net to help out! Thank you.

Also, plenty of seats are available for all of our tables. Again, signups are being taken via Warhorn. Please feel free to sign up for any scenario you want to play, even if it is already filled. We will do everything we can to get any wait listed players accomodated!

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

Their Graces, Duke Sir Kane and Ilissa,

... invite the Known World to their annual party, the SCA / Sci-Fi convention, ShadowCon XVII!

Come join us for a winter weekend indoors! There will be fencing, heavy weapons and tourneys. There will be gaming, D&D, Vampire LARP, computer gaming, board games, an International game room, Merchants Masquerade (Historical, Sci-Fi, and Fantasy), Hall costume contest, Belly Dance lessons, Friday night dance with a DJ, Saturday night Haffla (Belly dance party), Kane's Auction of the Strange and Unusual, and MORE.

Addendum from Captain Ron (aka Phillip Goettsch) Venture Captain of Memphis Tennessee.

Know that many opportunities to participate in Pathfinder Society events will be presented! Twenty-one sessions have been planned and everyone is welcome to come join the fun. Show up to a slot early and we will do everything we can to get you a unique character to play in the game, not just some off-the-shelf warrior or wizard!

For more information on the convention itself, including badge fees and hotel reservations, visit thier webpage.

Signups will be available at Warhorn very soon. With 20 or more tables of Pathfinder Society Organized Play GM help will certainly be needed. In this regard, ShadowCon offers reduced Badge Fees for GM's; 1/2 off for one session and FREE for only two sessions.

If you have any other questions, contact me at PFSWestTN@gmail.com

Captain Ron
aka Phillip Goettsch
Venture Captain - Memphis, TN

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

Memphis Comic and Fantasy Convention (MCFC) is being held at the Memphis Hilton and FORGE will be sponsoring the Pathfinder Society with 15 tables of adventure and character creation sessions at six out of seven time slots.

We are gearing up to bring in new players and have planned for mostly low level games, but we are in real need of some GMs to assist with judging. If you are interested, please check out the FORGE website and the schedule at Warhorn.

For your information running scheduled events for FORGE at MCFC entitles the GM to a number of benefits:

If you GM for one 4-hour session, you get into the convention for only $20.
If you GM for two 4-hour sessions, you get into the convention for only $5.
If you GM for three or more 4-hour sessions, you get into the convention for FREE!

Warhorn signup will remain open until midnight on the 7th of Novmeber.

If you have any questions, feel free to contact me or alan.black@forgeweb.org.

See you at the Con!
Phillip Goettsch
Venture Captain - Memphis, TN

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

I will be running a couple Season 4 scenarios next weekend and due to complications have not been able to review them yet. I was looking for some help so that I may purchase useful flip mats for #4-01 and #4-03.

Please post which flip mats I should use for these two scnearios.

If the maps are small, let me know if I can get away with using a battle mat or something similar.

Thanks for all the help.

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

Pathfinder Society will be in full swing at GameCon in Memphis TN again this year. Sessions are scheduled starting Friday September 28th through Sunday September 30. Check out the GameCon Website for more details. The schedule of sessions is online at Warhorn.

I hope to meet a lot of Society members from the area as well as from afar. If you are planning to attend or have questions about the event feel free to comment on this post.

I will be there Friday and Saturday nights and Sunday morning.

Happy gaming!

Sczarni 3/5 5/55/5

Pathfinder Starfinder Roleplaying Game Subscriber

I am getting ready to run this adventure and without spoiling anything I have a couple of questions about overland travel and the use of environmental effects.

As I have never played this scenario I was wondering if most GM's require survival checks of the party to determine if they become lost. It seems to me that with the provided items the party should be able to easily accomplish this task and stay on course, but I could see how with poor rolls and loose reins a party could end up in Osiria or some place else as crazy!

*wink*

So basically I would like to know if the rules from the Pathfinder Core Rulebook (page 424) with regard to getting lost were used when you played or GMed this scenario.

Before you get rankled about me leading a party astray and using 2 to 3 hours of play time making continued survival checks as the party becomes more and more astray, I would be reasonable. I was expecting that the DCs for the checks would actually be quite low due to the circumstances and if too many "unlucky" rolls were made I would simply "nudge" the party in the correct direction to keep the game on track and fun.

Please let me know your thoughts on this aspect of wilderness adventures.

Classes/Levels

Cleric 6 |HP 80/80 | AC 18 | Class DC 22| F+13 R+8 W+14 | Perc+14, Init +14 | Heal: 1/5 |Focus: 1/1| Hero Point: 2| Default exploration: Search | ◆◇↺

About Carrufikus

HP 80/80 | AC 18 | Class DC 22| F+13 R+8 W+14 | Perc+14, Init +14 | Heal: 5/5 |Focus: 1/1| Hero Point: 2| Default exploration: Search

Name: Carrufikus Gimblegrim Stumblemoss
Ancestry: Fey Touched Gnome
Background: Pilgrim
Class: Cleric 6

Alignment: CG
Traits: Fey, Gnome, Humanoid
Speed: 25 ft.
Languages: Common, Gnomish, Sylvan, Elven

__________________________________________________________
Abilities:
___________________________________________________________

8 Strength -1
10 Dexterity 0
16 Constitution +3
14 Intelligence +2
19 Wisdom +4
18 Charisma +4

Abilities
Ancestry: +2 Con, +2 Cha, -2 Str, +2 Wis
Background: +2 Wis, +2 Cha
Class: +2 Wis
Choice: +2 Wis, +2 Con, +2 Int, +2Cha
5th Level Boost: +2 Con, +2 Int, +1 Wis, +2 Cha

__________________________________________________________
Offense:
___________________________________________________________
+14 Perception [4(Wis) + 10(Expert)]
22 Class DC [10+4(Wis) + 8(Trained)]

Melee Strikes +7/2/-3 [-1(Str) + 8(Trained)]
+8 Starknife [0(BAB) + 0(Dex) + 8(Trained)](1d4-1 P; Agile, Deadly d6, Finesse, Thrown 20 feet), Versatile, S

Ranged Strikes
+12 Spell Strike [4(Wis) + 8(Trained)]
+8 Starknife [0(BAB) + 0(Dex) + 8(Trained)](1d4-1 P; Agile, Deadly d6, Finesse, Thrown 20 feet), Versatile, S

____________________________________________________________
Defense:
____________________________________________________________

Hit Points: 80 [8(Ancestry) + ((8(Cleric) + 3(Con) +1 (Toughness) )x 6(Level))]
Armor Class: 18 [10 + 0 Item +0 Dex + 8(Trained)]

+13 Fortitude [3(Con) + 10(Expert)]
+8 Reflex [0(Dex) + 8(Trained)]
+14 Will [4(Wis) + 10(Expert)]

____________________________________________________________
Skills:
____________________________________________________________
+8 Acrobatics Dex (T) [0(Dex)+8(Trained)] Deity
+2 Arcana Int [2(Int)]
-1 Athletics Str [-1(Str)]
+2 Crafting Int 2(Int)]
+4 Deception Cha [4(Cha)]
+14 Diplomacy Cha (T) [4(Cha) + 10(Expert)] Choice #1 (Level 5 Expert)
+4 Intimidation Cha [4(Cha)]
+10 Lore, Desna Int (T) [2(Int) + 8(Trained)] Background
+7 Lore, Int
+14 Medicine Wis(E) [4(Wis) + 10(Expert)] Choice #2 (Level 3 Expert)
+12 Nature Wis (T) [4(Wis) + 8(Trained)] Choice #3
+2 Occultism Int [2(Int)]
+12 Performance Cha (T) [4(Cha) + 8(Trained)] Background
+12 Religion Wis (T) [4(Wis) + 8(Trained)] Cleric
+2 Society Int [2(Int)]
+0 Stealth Dex [0(Dex)]
+12 Survival Wis [4(Wis) + 8(Trained)] Choice #4
+0 Thievery Dex [0(Dex)]

Trained = 2+2(Int)

Treat Wounds:

Proficiency DC Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary*40 2d8+50 4d8+50


____________________________________________________________
Class Features and Feats:
____________________________________________________________
Deity: Desna
Divine Font: Heal
Divine Skill: Acrobatics
Favored Weapon: Starknife
Domains: Dreams, Luck, Moon, Travel
Cleric Spells: 1st: Sleep, 3rd: Dream Message, 4th: Dreaming Potential
Doctrine: Cloistered Cleric
1st Doctrine: Domain Initiate Cleric Feat
2nd Doctrine: Expert Fortitude
Healing Hands (2nd Level) [When you cast heal, you roll d10s instead of d8]
Reach Spell (4th Level) [◈ If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet.]
Selective Energy (6th Level)

____________________________________________________________
Ancestry Feats:
____________________________________________________________
Fey-Touched Gnome (p. 43) [Gain one cantrip from primal spell list (p. 314). This may change daily]
Lowlight Vision (p. 43)
First World Magic (p. 44)(1st Level) [Gain one cantrip from primal spell list(p. 314)]
Eclectic Obsession (p.44)(5th Level) [(1/day) Gain a temporary Lore for 10 minutes]

____________________________________________________________
Skill Feats:
____________________________________________________________
Pilgrim’s Token (p. 208) (1st)
Battle Medicine (p. 258) (2nd) [◈ Attempt a Medicine check to treat wounds]
Continual Recovery (p. 260) (4th) [When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour.]
Ward Medic (6th). [You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.]

____________________________________________________________
General Feats:
____________________________________________________________
Toughness (3rd Level) [+1 hp per level, reduce recovery DC by 1]

____________________________________________________________
Domain Spells:
____________________________________________________________
◈◈ Bit of Luck (p. 389) [When attempting a save, roll twice]

____________________________________________________________
Heal Font:(5/day)
____________________________________________________________
◈◈◈ Heal III [ ◈ Heals 3d10, ◈◈ Heals 3d10+16, ◈◈◈ Heals 3d10 in a 30 ft. emanation.]"Reinvigormend!"
____________________________________________________________
Innate Cantrips:
____________________________________________________________
◈◈ Electric Arc (p. 335) (Zapplearkem)[Zap one of two creatures with lightning (3d4+4 Electric Damage) Basic Reflex
◈◈ Ray of Frost (p. 362)(Fizzlefrost) [Blast an icy ray. (3d4+4 Cold Damage)

____________________________________________________________
Divine Cantrips:
____________________________________________________________
◈◈ Detect Magic (p. 328)[Sense whether magic is nearby]
◈◈ Disrupt Undead (p. 331)[Damage Undead (3d6+4 Positive Damage), Basic Fortitude]"Perturbare Immortui!"
◈◈ Divine Lance (p. 331) [Throw divine energy that damages evil (3d4+4) ]"Guddommelig Lanse!"
Guidance (p. 342)[Divine Guidance improves one roll]
◈ Light (p. 348) [Object glows 20ft radius bright. Dim next 20 feet.]"Illumigumi!"
____________________________________________________________
1st Level Spells: (3 spells/day) (Prepared)
____________________________________________________________
◈◈ Sleep (p. 370) [Each creature in a 5ft burst might fall asleep (Will Save)]
◈◈ Bless (p. 321) [+1 bonus to attack rolls to allies (5-ft emanation)
◈◈◈ Heal [ ◈Heals 1d10, ◈◈ Heals 1d10+8, ◈◈◈ Heals 1d10 in a 30 ft. emanation.]
◈◈◈ Harm (Heal Undead) [ ◈Heals 1d8, ◈◈ Heals 1d8+8, ◈◈◈ Heals 1d8 in a 30 ft. emanation.] Malareki

____________________________________________________________
2nd Level Spells: (3 spells/day) (Prepared)
____________________________________________________________
◈◈ Dispel Magic [ End a spell or suppress a magic item’s effect]
◈◈◈ Heal II [ ◈Heals 2d10, ◈◈ Heals 2d10+16, ◈◈◈ Heals 2d10 in a 30 ft. emanation.]
◈◈◈ Heal II [ ◈Heals 2d10, ◈◈ Heals 2d10+16, ◈◈◈ Heals 2d10 in a 30 ft. emanation.]
feet.]
____________________________________________________________
3rd Level Spells: (2 spells/day) (Prepared)
____________________________________________________________
◈◈ Dream Message (p. 333) [Send a Message through Dreams]
◈◈ Searing Light (p. 367) [The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.][/s]
◈◈◈ Heal III[ ◈Heals 3d10, ◈◈ Heals 3d10+24, ◈◈◈ Heals 3d10 in a 30 ft. emanation.]

__________________________________________________________
[b]Equipment:

____________________________________________________________

Armor Bulk
Explorer’s Clothing L

Weapons
Starknife L 2 gp

Magic Items
Wand of Heal
Scroll of Restore Senses
Wand of Heal (From Kobold Queen)
Holy Prayer Beads

Equipment
Backpack - 0.1
Bandolier - 0.1
2 Belt Pouches - 0.08
10 Pieces of Chalk - 0.1
Flint and Steel - 0.05
Rations, (2 Weeks) 0.2 0.8
Soap - 0.02
Healer’s Tools 1 5
Religious Symbol (Cube) L 2
2 Scroll Case - 0.2
Religious Text (Desna) L 1
Musical Instrument (Flute) 1 0.8
Waterskin L 0.05
Expanded Healer's Tools
2 Vials of Moderate Antiplague

Silver Pieces(25)
Totals 2.7 12.5

Encumbered if carrying 5 bulk or greater.

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Journal:
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Journal Date: XP:

Gold:
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Background:
Carrufikus Gimblegrim Stumblemoss was born in Varisia.
Parents: Father was a great gnome inventor. Mother was a garden gnome extraordinaire. Carrufikus was always a clutz and despite trying to tinker with toys, always ended up jamming the machinery. So, he took to dancing and frolicking in the fields instead.

For weeks on end, Carrufikus has a recurring dream. It started simple enough, children dancing in a circle about a Desnus Pole. But over time the dream shifted.The Desnus Pole gave way to children dancing around a lighthouse.The children became ghostly.And the night before you se t out, the ghostly children, dancing about the pole sang a nursery rhyme which you remembered upon awakening.
When the fog is creeping,
And the moon is low;
When the town is sleeping,
Gauntlight starts to glow!
That’s when she arises
For her midnight lunch.
Naughty kids are prizes
For her teeth to crunch.
But if you obey me,
And obey the rules;
You’re safe from Belcorra;
She just eats the fools!

Background Pilgrim:
Source Advanced Player's Guide pg. 49
In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You're trained in the Religion skill, and a Lore skill for your patron deity. You gain the Pilgrim's Token skill feat.

Desna:

Source Core Rulebook pg. 438 2.0
The night didn’t know beauty until Desna came into existence. While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. After surveying her artistry, she hung the brightest star high in the north and made it her home. Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. Desna provides safe passage through the darkness to all, should they choose to follow.

Edicts
aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer

Anathema
cause fear or despair, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Areas of Concern dreams, luck, stars, and travelers
Follower Alignments NG, CG, CN

Devotee Benefits
Divine Ability: Dexterity or Charisma
Divine Font: heal
Divine Skill: Acrobatics
Favored Weapon: starknife
Domains: dreams, luck, moon, travel
Alternate Domains: star, void
Cleric Spells 1st: sleep, 4th: fly, 5th: dreaming potential

Desna Names
The Song of the Spheres
The Great Dreamer
Starsong
The Tender of Dreams
Lady Luck
Resplendent Goddess of Fortune
Goddess of the North Star
Queen of the North Star
Mother Moon

Aphorisms
A copper for the song, a copper for the road.
A star cannot see its place in the sky.
Be ready for challenges and unexpected friends.
Learn from what is different.
You are never lost following butterflies.

Summary
Desna is the goddess of travel and journeys, and there are few who traverse the roads who wouldn't spare her a prayer or a simple-worded plea for benediction. Scouts, sailors, and those who travel for travel's sake make up a large number of her followers, though her focus on luck also makes her a favorite deity among gamblers and thieves. Whatever their calling, followers of the Song of Spheres search the world for new experiences, and try to live their life to the fullest.

The informal clergy of Desna is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path. In addition, spherewalkers are paragons of the Desnan ideal: they see new sights each day and discover unheard of locales.[2][5][3]
Her clergy usually garb themselves in white robes with black trim and silk caps, highlighted by varied decorative elements (especially among priests of high status), and usually accompanied by one or more starknives.

Temples and shrines
Temples of Desna are few and far between, with most locations no more than roadside shrines erected in her honor. Travelers often leave markings and dedications in newly discovered areas and secluded locales. Those few temples that do exist often serve as observatories and are open to the night sky,[2] with plentiful texts, charts, and instruments to help track the stars and determine astronomical events.

Dedicated to the faith of Desna, seven bell towers are believed to have existed at one point throughout the Inner Sea. The seven towers represented the Seven Towers of Desna's palace and each tower housed a sacred Bell of Mercy. Pilgrimages to all seven towers were often undertaken by Desna's faithful.

Holy texts
Writings sacred to Desna tend to be easily portable, written in simple language and often containing references to exotic, beautiful places and roads containing a shrine.

The Eight Scrolls
These writings detail Desna's early days and the basic edicts of her faith.[2][5]
Shrine Wall Writings
Almost all Desnan shrines are covered with the observations and prayers of travelers and priests of her faith, containing the wisdom of the road and hints for the start of new journeys.

Living Arrangements:
One day in town, Alymora Inkleholtz catches you in pleasant conversation. She's on the lookout for people with knowledge to help foster literature, mathematics, science, and history, into the children. If you take the job you can Earn Income via the Religion Skill

As for living, you can rent an room for a Fine living out of one of the homes (which has a separate apartment.)
For a Subsistence you can also rent a place at the Farmer's Guild
You find Comfortable living arrangements in the Crook's Nook or Rowdy Rockfish