Faun Chirurgeon

Corvus Emberfog's page

38 posts. Alias of chadius.



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This is a game for characters between levels 7-10.

Scenario product listing

Please post your characters and levels.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (10) + 5 = 15

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You begin in the countryside in the outskirts of Ardis, the former capital of Ustalav. Zarta Dralneen instructed you to carry an ornate box to the Venture-Captain Evni Zongnoss.

Please introduce yourselves to your teammates.


Feel free to post your character and levels. This is a level 1-4 game.

>Scenario description<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You receive a summons to visit the Pathfinder Lodge in Iceferry, near the town of Kalsgard within the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen asks for you by name to join on an incredible mission.

Please introduce your characters.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (12) + 5 = 17

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


3 spots remaining.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (4) + 5 = 9

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The adventure begins at Anthusis Lodge in the capitol of Vidrian, where Venture-Captain Finze Bellaugh has summoned you to meet him.

The office of Venture-Captain Finze Bellaugh is densely packed with shelves of books, maps, scrolls, and even more esoteric methods of note-keeping. The room’s wide windows are open, allowing a cool breeze to pass through the office. As the venture-captain stands to greet the gathered Pathfinders, a small crystal ball that had been used as a paperweight rolls off of his desk, falling into a nest of scrolls that are covered in scribbled notes. “Whoops,” the venture-captain says with a chuckle, deftly navigating the mess to replace the paperweight.

As he picks up the globe, feel free to introduce yourself to the rest of the team.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (3) + 5 = 8

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


Hello folks, I have 3 spots open for >4-10: Arclord's Abode<, designed for level 1-4 characters. This is the follow up to 4-05, which my table already completed. We will only do 4-10.

By posting here, you agree that you are ready to start playing ASAP (I do expect some slowdown during the last week of the year.)


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

"Next stop, Quantium, the capitol city of Nex!" The captain's voice rings through a brass tube within your room. The Pathfinder Society secured the ship for you and requested you pose as simple merchants. Do not flaunt your affiliation to the Pathfinder Society until you reach the Nexus House Lodge.

The Opportune is rickety, the bunks are uncomfortable, and the captain likes to sing every morning. Loudly. But the anonymity pays off. The port inspectors pay little attention to you as you leave the ship an hour after dawn.

Feel free to introduce yourselves.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (2) + 5 = 7

Get your >Pathfinder Provisions<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Another day aboard the Sixwing Dixie brings more singing from the crew. You'd love to celebrate the trip, but the bottomless bag and the missive from Venture-Captain Ambrus Valsin remind you of your quest.

"We'll be in Hinji by the morrow." The dwarven captain speaks. "Chileax is nice this time of year. Not too hot, if you catch my drift." She grins.

Ambrus Valsin's Missive:

Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough assignment for fresh agents.

Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination, they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her disposal, and then reported to the Grand Lodge that our agents were missing.

Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances, make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.

After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for being members of the Society, so don’t go about flashing wayfinders and demanding answers.

Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.

Explore, Report, Cooperate.
Amburs Valsin

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (1) + 5 = 6

Get your >Pathfinder Provisions<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.
Example Occultism roll:

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

2-23 An Agent's Obligation

Another day aboard the Sixwing Dixie brings more singing from the crew. You'd love to celebrate the trip, but the bottomless bag and the missive from Venture-Captain Ambrus Valsin remind you of your quest.

"We'll be in Hinji by the morrow." The dwarven captain speaks. "Chileax is nice this time of year. Not too hot, if you catch my drift." She grins.

Ambrus Valsin's Missive:

Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough assignment for fresh agents.

Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination, they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her disposal, and then reported to the Grand Lodge that our agents were missing.

Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances, make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.

After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for being members of the Society, so don’t go about flashing wayfinders and demanding answers.

Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.

Explore, Report, Cooperate.
Amburs Valsin

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. Thanks for joining 5-05: The Island of the Vibrant Dead.

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (20) + 5 = 25

Get your >Pathfinder Provisions< for your character.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The Island of the Vibrant Dead


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. Thanks for joining 1-07: The Flooded King's Court.

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (13) + 5 = 18

Get your >Pathfinder Provisions< for your character.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

1-07: Flooded King's Court


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (6) + 5 = 11

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Your summons brings you to the city of Anthusis. Pathfinder Mirian Raas seeks explorers for an expedition on behalf of the nation of Vidrian.

Feel free to introduce yourselves.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (8) + 5 = 13

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

4-99: Blessings of the Forest


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

PFS Sessiontracker shows all of the scenarios I've played in.

Pathfinder Character Folio

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (7) + 5 = 12

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

GM Chadius 3-04: The Devil-Wrought Disappearance


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (14) + 5 = 19

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

"Finally!" The gangplank slams into the dock with a definitive thud. "Welcome to Ekkeshikaar!"

You arrive in the island-city full of iruxi (sometimes called Lizardfolk), alongside Venture-Captain Eras the Needle and Calisro Benarry herself, leader of the Horizon Hunters faction. As ship hands begin moving supplies and arguing with the quartermaster, a delegation begins to lead you to the embassy suite. Mirian Raas set up the expedition but she's an explorer, not a politician. She quickly bids her goodbyes and best wishes as she points you at the embassy.

A palace of white stone reaches above the city line and gives you a beautiful view of the sun-soaked island. The conference room is just large enough to fit all of you. Eras the Needle begins preparing documentation while Captain Benarry pulls out her favorite rum. Eras waits for you to finish introducing yourselves to your teammates before speaking about the mission.

Feel free to introduce yourselves.

Does anyone have the Ally of the Iruxi boon? Anyone with the Bane of the Iruxi boon?


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (5) + 5 = 10

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Pathfinders hurry around the makeshift camp, packing and unpacking supplies, making repairs, and scribing scrolls. The atmosphere is excited but tinged with some trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta—goddess of doorways, portals, thresholds, and transitions—hangs fromherneck,showing two faces in profile.

Please introduce your characters.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Hi everyone.

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (11) + 5 = 16

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

"Finally!" The gangplank slams into the dock with a definitive thud. "Welcome to Ekkeshikaar!"

You arrive in the island-city full of iruxi (sometimes called Lizardfolk), alongside Venture-Captain Eras the Needle and Calisro Benarry herself, leader of the Horizon Hunters faction. As ship hands begin moving supplies and arguing with the quartermaster, a delegation begins to lead you to the embassy suite. Mirian Raas set up the expedition but she's an explorer, not a politician. She quickly bids her goodbyes and best wishes as she points you at the embassy.

A palace of white stone reaches above the city line and gives you a beautiful view of the sun-soaked island. The conference room is just large enough to fit all of you. Eras the Needle begins preparing documentation while Captain Benarry pulls out her favorite rum. Eras waits for you to finish introducing yourselves to your teammates before speaking about the mission.

Feel free to introduce yourselves.

Does anyone have the Ally of the Iruxi boon?


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (13) + 5 = 18

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<

---

Once you have your character selected, please post this information:

Character name: (the PC you are playing in Golarion)
PFS/Organized Play number: (It should look something like 133608-2001.)
Faction:
XP:
Money: (usually written in GP)
Earn Income: (feel free to roll it. Also mention any feats that may impact your job roll. >Here's a calculator< you can use to figure out your earnings.)
Perception Bonus:
Initiative Bonus:

PFS School Items: (Optional, >See this chart< for your options)
Slotted Boons: (Optional, you can determine this after the mission briefing)


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Anthusis, a village in the Mwangi territory of Vidrian. Tensions smoulder between Chileax colonists, descendants of the original colonists, indigenous inhabitants, and outsider traders. There is a fragile peace in the region.

The ship captain drops the plank ashore. "Welcome to Anthusis. I'll be leaving tomorrow, but there are plenty of other ships here if you aren't joining me." As you disembark from the ship, the captain laughs. "Tis a fine day to go fishing!" You notice the captain is holding a dark green rod in one hand and a bucket of worms with the other.

The docks host a thick crowd. Mechants shout over each other to sell bait, tackle, and fishing lines. Storytellers regale tales of catching The Big One, only to let it go. Some fishers argue about the proper technique, posturing their homeland's traditions as the "proper way." And of course there's plenty of smoked fish to munch on.

Crowds are outside The Broad Captain Inn. You've heard this inn is well suited for adventurers who treat Anthusis as a rest stop rather than a home. The food is cheap, the rooms are reasonable, and most importantly their bulletin board is well-maintainted.

As you enter the inn you bump into other adventurers, and a few of them catch your eye as potential teammates.

Feel free to describe and introduce yourself.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You receive a summons to visit the Pathfinder Lodge in Iceferry, near the town of Kalsgard within the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen asks for you by name to join on an incredible mission.

A half-orc dressed in a thick wool tunic, hide pants and furred boots greets you. He motions you into the lodge with a simple grunt. A small gnome named Lirall nods. “He wants you to come inside. Come on. Come on, Mahki!” A black and white furred dog follows and leads you all to a calming fireplace.

The Half-Orc Venture Captain sits down in a large wooden chair and waits for everyone to sit by.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (5) + 5 = 10

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (7) + 5 = 12

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Letter from Evni Zongnoss:
Greetings Pathfinder,

I hope this letter finds you well. The Pathfinder Society has found itself in dire need of agents in the Gravelands region, so I am requesting your help for a mission. My home lodge in Vigil is, shall we say, inaccessible at the present time, so please meet me in Caliphas at my temporary headquarters in the Vodavani Lodge and present this letter to me upon arrival.

Destination: Goldenflame

Thank you for your assistance,

Venture-Captain Evni Zongnoss

No matter where you were or what you were doing, you received a letter bearing the Glyph of the Open Road on the back. The Gnomish Venture-Captain calls for you.

As you approach the town gates, you meet other like minded allies.
Feel free to introduce yourself.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

Please post on the >Recruitment< thread if you haven't been selected yet.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (20) + 5 = 25

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Welcome to 1-06: Lost on the Spirit Road, Table 2


>Lottery Sign Up is here<

I will run a lottery on March 1 and then again on March 4 if the table doesn't fill up. Please fill out the entire row, or I won't be able to consider you for the lottery drawing.


>Lottery Sign Up is here<

I will run a lottery on March 1 and then again on March 4 if the table doesn't fill up. Please fill out the entire row, or I won't be able to consider you for the lottery drawing.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

3-04: The Devil-Wrought Disappearance


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

If you have not been selected to play, please post in the >Recruitment< Thread.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (14) + 5 = 19

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and fill out one of the sign up slots. >Sign Up page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

Please post on the >Recruitment< thread if you haven't been selected yet.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (10) + 5 = 15

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and fill out one of the sign up slots. >Sign Up page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Welcome to 1-06: Lost on the Spirit Road


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (9) + 5 = 14

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please post this information:

Character name: (the PC you are playing in Golarion)
PFS/Organized Play number: (It should look something like 133608-2001.)
Faction:
XP:
Money: (usually written in GP)
Earn Income: (feel free to roll it. Also mention any feats that may impact your job roll. >Here's a calculator< you can use to figure out your earnings.)
Perception Bonus:
Initiative Bonus:

PFS School Items: (Optional, >See this chart< for your options)
Slotted Boons: (Optional, you can determine this after the mission briefing)


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Welcome to 3-99: Fate in the Future

Full Name

Randall

Race

Human

Classes/Levels

Sea Singer Bard 5 | HP: 41/41 | AC 17/12/14 | Fort +3, Ref +7, Will +5 | Init: +2 | Perc: +10

Gender

Male

Size

Medium

Alignment

CN

Deity

Besmara

Location

The Shackles

Languages

Common, Elven, Polyglot, Varisian

Occupation

Pirate

Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 18

About Randall McNelly

Height: 5'9"
Weight: 167 lbs
Eyes: brown
Hair: brown
Skin: tanned

Durability:
Hit Points: 41
Initiative: +2
Armor Check Penalty: 0
Speed: 30 feet
Armor Class: 17 (10 + 3 Armor + 2 Shield + 2 Dex)
Touch: 12
Flat-footed: 14

Saves:
Fortitude: 3 (1 +1 Con +1 Magic)
Reflex: 7 (4 +2 Dex +1 Magic)
Will: 5 (4 +0 Wis +1 Magic)
Situational Bonuses: +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone.

Combat:
Base Attack Bonus: +3
Melee Attack Bonus: +4(3 BAB+1 Str)
Range Attack Bonus: +5(3 BAB+2 Dex)
Combat Maneuver Bonus: +4 (3 BAB+1 Str) CM DC: 16 (10 +3 Base +1 Str +2 Dex)
scorpion whip: +4 Melee (1D4+2; X2; S)
MW short sword: +5 Melee (1d6+2; 19-20/x2; P)

Feats:

Traits
Barroom Tale-spinner
Fast-Talker

Class Abilities:
World Traveler 2/day (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

This ability replaces bardic knowledge.

Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level.

This ability replaces versatile performance.

Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.

This ability replaces well-versed.

Bardic Performance: 14 rounds per day
Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): A bard can use his performance to cause one or more creatures within 90 feet to become fascinated with him. The bard must also be able to see the creatures affected. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Inspire Courage +2 (Su): A bard can use his performance to inspire courage in his allies (including himself). To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a morale bonus on saving throws against charm and fear effects and a competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

This performance replaces countersong.

Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

This performance replaces inspire competence.

Lore Master 1/day (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Nikima the monkey:
Nikima
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +3 natural, +2 size)
hp 16 (1d8)
Fort +2, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats Weapon Finesse
Tricks Come, Fetch, Heel, Perform, Seek, Stay
Skills Acrobatics +15, Bluff +1, Climb +15, Diplomacy +1, Perception +8, Spellcraft +2, Stealth +17, Swim +7, Use Magic Device -1; Racial Modifiers +8 Acrobatics
SQ come, fetch, heel, improved evasion, perform, seek, stay, speak with master
--------------------
Special Abilities
--------------------
Climb (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

[b]Other Special Abilities and Special Qualities:

Spoiler:
(Human) ability Bonus:+2 to Charisma
(Human) Favored Class (Bard)
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Skills: Skillpoints gained/level (8) 6+2(int):
*Acrobatics: +11 (3 ranks; +3 trained; +2 Dex; +3 familiar)
*Appraise: +1 (0 ranks; +0 trained; +2 Int)
*Bluff: +13 (5 ranks; +3 trained; +4 Cha; +1 trait)
*Climb: +5 (1 ranks; +3 trained; +1 Str)
*Craft (any): +1 (0 ranks; +0 trained; +2 Int)
*Diplomacy: +13 (5 ranks; +3 trained; +4 Cha; +1 Trait)
*Disguise: +0 (0 ranks; +0 trained; +4 Cha)
*Escape Artist: +2 (0 ranks; +0 trained; +2 Dex)
Fly: N/A (0 ranks; +0 trained; +2 Dex)
Handle Animal: +0 (0 ranks; +0 trained; +4 Cha)
Heal: +1 (0 ranks; +0 trained; +0 Wis)
*Intimidate: +0 (0 ranks; +0 trained; +4 Cha)
*Know (Arcane): +2 (0 ranks; +0 trained; +2 Int)
*Know (Geography): +8 (1 ranks; +3 trained; +2 Int; +2 class)
*Know (History): +2 (0 ranks; +0 trained; +2 Int)
*Know (Local): +10 (3 ranks; +3 trained; +2 Int; +2 class)
*Know (Nature): +4 (0 ranks; +0 trained; +2 Int; +2 class)
*Linguistics: +8 (1 ranks; +3 trained; +2 Int; +2 class)
*Perception: +10 (5 ranks; +3 trained; +0 Wis; +2 Familiar)
*Perform (keyboard): +10 (1 ranks; +3 trained; +4 Cha; +2 MW)
*Perform (Oratory): +13 (5 ranks; +3 trained; +4 Cha; +1 class)
*Perform (Singing): +11 (4 ranks; +3 trained; +4 Cha)
*Profession(sailor): +9 (4 ranks; +3 trained; +0 Wis; +2 Class)
Ride: +1 (0 ranks; +0 trained; +2 Dex)
*Sense Motive: +7 (2 ranks; +3 trained; +0 Wis; +2 Familiar)
*Sleight of Hand: +2 (0 ranks; +0 trained; +2 Dex)
*Spellcraft: +9 (4 ranks; +3 trained; +2 Int;)
*Stealth: +9 (4 ranks; +3 trained; +2 Dex; - armor)
Survival: +0 (0 ranks; +0 trained; +0 Wis)
*Swim: +13 (2 ranks; +3 trained; +1 Str; +2 racial; - armor, +5 ring)
*Use Magic Device: +10 (3 ranks; +3 trained; +4 Cha)

Spellcasting:
Bard (Sea Singer) Spells Known (CL 4th; concentration +8=4+4 +12 when casting underwater)
2nd (3/day)—allegro[UM], heroism, Hold Person (DC 17)
1st (5/day)—cure light wounds, grease, silent image (DC 15), sleep (DC 16), Clarion Call
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 14), prestidigitation, read magic

Carrying Capacity:
Light Load: 0 lbs - 58 lbs
Medium Load: 87 lbs - 173 lbs
Heavy Load: 174 lbs - 260 lbs
Lift Over Head: 260 lbs
Lift Off Ground: 520 lbs
Push or Drag: 1240 lbs

Possessions (54.5 lbs):

Spoiler:

Backpack 2 lbs 2 gp(12 lbs):
+1 crossbow bolts (5), potion of cure light wounds, screaming bolt (3); Other Gear mwk studded leather, +1 buckler, club, crossbow bolts (20), dagger, light crossbow, mwk short sword, scorpion whip[UC], ring of swimming, bedroll, belt pouch, boatswain's call (worth 0.8 gp), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork Concertina, mess kit[UE], mirror, pirate's clothes, soap, spell component pouch, trail rations (5), waterskin, whetstone, Spyglass, Cloak of Resistance +1, Ring of Spell Knowledge 1.

Pouch with Coins (1 lbs):
CP:8
SP:11
GP:1538
PP:4

Appearance: Of average height, Randall is decked out in the layered, clothing of a sailor over which, som quality leather armor helps to keep him warm. His brown hair is unkempt. Hanging from his hip is a sheathed, shortsword and a coiled whip.

Story/Background: