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A Pathfinder Society Scenario designed for 1st- through 4th-level characters. A new year comes for the Pathfinder Society, and what better way to start it off than by attending a fancy event? The Pathfinders find themselves invited to a charity dinner to benefit the Knights of Lastwall fighting in far-off lands against the lich king, Tar-Baphon. They're not the only important Absalom-based faction there however, as the event is filled with lords and ladies and socialites of all kinds, including the Peacebuilders, a group dedicated to ensuring the Pathfinder Society pays for any of its mistakes. In the middle of dinner, evidence of a strange ritual is found and the Pathfinders must investigate before dinner becomes a murder mystery! Written by Rigby Bendele N.B. NOT RECRUITUNG
Good Evening Distinguished Members of the Forum,
I have a few questions: After this is done what might be good to run for the players? If the players get to 6th level and they want to continue with modules, or AP's what might be a good campaign to build around. I understand that in scenario play they would only be 2nd level so we could then go into scenario play with 2nd level characters, correct? In Adventure Mode it is totally possible to limit characters to the Remaster options correct? Thank you so much in advance for your guidance and help.
I have a PFS champion who is a Knight of Last Wall. I was looking at the Sanctioning document and see that the knights tabard is not on a restricted list, so I should be able to purchase it without a boon, correct? Also I am going to be playing a wizard who I want to be a part of the Knights of Last Wall but not take any of the archetype classes. Can I just buy the additional faction boon for access to the options in the Knights of Last Wall book?
I understand that there are new hires tht must be trained but how long are we expected to wait for a response to email inquiries? It has been going on 2 weeks that I sent an email with a question, and I have yet to hear back. The email had to do with the June shipment and still nada in my Inbox. Getting rid of your CS forums is becoming more and more inconvenient to customers.
This is not at all directed towards CS. I understand that they are stressed. This is directed towards Management whose decisions in the last month or so have helped to cause this mess. Why are customers having such a difficult time downloading their tracking information? Why are people having issues downloading their pdfs? I have followed your directions on how to download and it is still showing up as a blank folder. NOT COOL! When can I and the rest of your customers, expect any of this to be rectified?
Hello Esteemed Members of the Board,
My order was indicated to have been shipped on the 16th of this month with a 4 to 8 business day arrival expectation. I was not able to track the package until today. It seems that it was not processed until yesterday and shipped out today (24th) which will not be within the shipping date that I pay for. I am requesting that a new package be shipped out so that the shipping that I pay for is actually realized.
Good Evening Esteemed Members of the Forums,
I think that I would allow most of the books in terms of classes, talents, feats, and Force Powers, PRCs (with DM approval).
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Go ahead and put pertinent info
I will have slides up tomorrow.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Go ahead and put pertinent info Character Name
I will have slides up tomorrow.
About Pfarna Norc___________________________________________________________
+5 CMB (+4 BAB, +1 Str)
+9 Cutlass [+4 BAB, +4 Dex, +1 Masterwork] - Damage: 1d6+4+3 (+4 Dex, +3 Swashbuckler Level (Precise Strike))
Max hp: 41 (+10+7+9+8, +4 Con, +3 FC)
+7 Fort (+3 base, +1 Con, +1 Cloak, +2 Luck(race/trait)) [+2 Slayer, +1 Swashbuckler]
Special Abilities Charmed Life - 3/3
Swashbuckler Finesse
Skills:
+8 Acrobatics (+4 Dex, Ranks 1, Class Skill +3)
+0 Appraise (+0 Int, Ranks 0) +6 Bluff (+2 Cha, Ranks 1, Class Skill +3) +5 Climb (+1 Str, Ranks 1, Class Skill +3) +* Craft(Weapons) (+0 Int, Ranks 0, Class Skill +3) +6 Diplomacy (+2 Cha, Ranks 1, Class Skill +3) +* Disable Device (+4 Dex, Ranks 0) +7 Disguise (+2 Cha, Ranks 2, Class Skill +3) +8 Escape Artist (+4 Dex, Ranks 1, Class Skill +3) +* Fly (+4 Dex, Ranks 0) +2 Handle Animal (+2 Cha, Ranks 0) +4 Heal (+0 Wis, Ranks 1, Class Skill +3) +7 Intimidate (+2 Cha, Ranks 2, Class Skill +3) +* Knowledge, Arcana (+0 Int, Ranks 0) +* Knowledge, Dungeoneering (+0 Int, Ranks 0) +* Knowledge, Engineering (+0 Int, Ranks 0) +4 Knowledge, Geography (+0 Int, Ranks 1, Class Skill +3) +* Knowledge, History (+0 Int, Ranks 0) +6 Knowledge, Local (+0 Int, Ranks 1, Class Skill +3, Race +2) +* Knowledge, Nature (+0 Int, Ranks 0) +4 Knowledge, Nobility (+0 Int, Ranks 1, Class Skill +3) +* Knowledge, Planes (+0 Int, Ranks 0) +* Knowledge, Religion (+0 Int, Ranks 0) +* Linguistics (+0 Int, Ranks 0) +6 Perception (+0 Wis, Ranks 3, Class Skill +3) +2 Perform(untrained) (+2 Cha, Ranks 0, Class Skill +3) +6 Profession(sailor) (+0 Wis, Ranks 3, Class Skill +3) +4 Ride (+4 Dex, Ranks 0, Class Skill +3) +4 Sense Motive (+0 Wis, Ranks 1, Class Skill +3) +* Slight of Hand (+4 Dex, Ranks 0, Class Skill +3) +* Spellcraft (+0 Int, Ranks 0) +8 Stealth (+4 Dex, Ranks 1, Class Skill +3) +4/+5 Survival (+0 Wis, Ranks 1, Class Skill +3) (+1 Track) +5 Swim (+1 Str, Ranks 1, Class Skill +3) +6 Use Magic Device (+2 Cha, Ranks 1, Class(trait) Skill +3) Each level skill points gained:
Traits:
• Fates Favored - +1 on all Luck bonuses
• Dangerously Curious - +1 UMD, class skill Feats:
Endurance (Half-Orc alt Trait Bonus) Combat Reflexes (Level 1) Weapon Finesse (Piercing only) (Swashbuckler Bonus) Pirate's Skewer (Level 3) - (essentially Dervish Dance, but with Cutlass, also makes cutlass do piercing damage as with Dervish Dance) Racial:
+2 Dex Humanoid(human) & humanoid(orc) Medium Speed - 30 feet Intimidating: See Alt Traits
Alternate Racial Traits
Sacred Tattoo - Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
Shaman's Apprentice - Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Skilled - Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.
Favored Class:
Favored Class: Swashbuckler Lvl 1 (0) - Slayer/1 Lvl 2 (HP) - Swashbuckler/1 Lvl 3 (HP) - Swashbuckler/2 Lvl 4 (HP) - Swashbuckler/3 Lvl 5 +1 Dex @ level 4
Swashbuckler:
Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency:
Panache (Ex):
Critical Hit with a Light or One-Handed Piercing Weapon:
Killing Blow with a Light or One-Handed Piercing Weapon:
Deeds:
Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of times equal to her Dexterity modifier (minimum 1). Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach. Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead. Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action. Precise Strike (Ex): At 3rd level, as long as she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check. Swashbuckler’s Grace (Ex): At 7th level, as long as the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when using Acrobatics to attempt to move through a threatened area or an enemy’s space. Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can spend a standard action to purposely miss a creature that she could normally hit with a light or one-handed weapon melee attack. When she does, that creature is denied its Dexterity bonus to AC until the start of her next turn. Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make a single light or one-handed piercing weapon melee attack that cripple’s part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal extra bleed damage. The amount of bleed damage is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (swashbuckler’s choice) instead. Creatures immune to sneak attacks are also immune to these types of bleed damage. Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge. Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding. Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is instead –2. Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single attack made with a light or one-handed piercing weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction. Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even if she’s in immediate danger or distracted. She can use this ability in conjunction with the derring- do deed. Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduces to 0 or fewer hit points, she can spend all of her remaining panache (minimum 1) to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are unaffected by this ability. Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inf lict a deadly stab. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or die. This is a death attack. Performing this deed does not count for regaining panache. Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures immune to critical hits are also immune to this effect. Swashbuckler Finesse (Ex):
Charmed Life (Ex):
Nimble (Ex):
Bonus Feats:
Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every four levels beyond 5th level (to a maximum of +4 at 17th level). Swashbuckler Weapon Mastery (Ex):
Slayer:
Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Weapon and Armor Proficiency: Simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks. Slayer Talents:
Deadly Range (Ex): A slayer with this talent increases by 10 feet the range at which he can deal sneak attack damage. A slayer can select this trick more than once; its effects stack. Foil Scrutiny: A slayer with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, and on Will saves to resist detect thoughts, discern lies, and similar mind-reading magic. Poison Use (Ex): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon. Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style style. At 6th level, he may select this talent again and adds the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list. Slowing Strike* (Ex): An opponent damaged by the slayer’s sneak attack has its speed is halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence modifier). Against creatures with multiple types of movement, you must choose which movement type to affect. If you affect a creature’s flight movement while it’s airborne, it must succeed at a DC 10 Fly check to remain airborne; regardless, its maneuverability is reduced by one step. If you target a creature already affected by this ability, its speed and maneuverability are not further reduced; you may either extend the duration by 1d4 rounds or choose another movement type to affect. Terrain Mastery (Ex): A slayer with this talent chooses a favored terrain on the ranger’s Favored Terrains table (Pathfinder RPG Core Rulebook 65). The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). A slayer can take this ability multiple times, each time applying it to a new terrain, and increase by +2 the bonuses granted with all favored terrains previously taken. These bonuses don’t stack if the slayer is in terrain that falls into more than one category of favored terrain. Trapfinding: The slayer gains Disable Device as a class skill, and adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). Just like a rogue, the hunter can use Disable Device to disarm magic traps. The slayer gains trap sense as a rogue of the same level. Sneak Attack: At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Equipment:
Arms, Armor, and Clothing
Dagger x2, 2 lbs
20 Arrows - 3 lbs. (3lb/20)
31 lbs In Backpack (50) Backpack, Masterwork 2 lbs
23+12 lbs - 1/2 encumbrance from MW Backpack = 11.5+6 = 17.5 Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Encumbrance: 48.5 = 31 Equipment + 11.5 Backpack + 6 Waterskins Light Load: x < 50 lbs.
Appearance:
Pfarna's short sleeves reveal the many tattoos, many of orcish, or perhaps animalistic, design, which cover most of her body other than her face and neck. Under the worn sleeveless blouse you can see the glint of mail shining through. Over her shoulder is a large bow and at her side hangs a well used and cared for cutlass. Although her face is pleasant to look at, the pronounced canines, greenish tinge to her skin and broad shoulders clearly show that a strong taint of orcish blood runs in her heritage. When she moves, it is clear that her agility has a stronger tie to her human mother than to her orcish father. Each step treads lightly on the ground, belying her size. Despite her clear martial appearance, the motion of her body and way she wears her clothes draws the eyes of men of most races. Some viewing her as a challenge, others as exotic, and yet others as a beautiful abomination.
Background:
Life is never easy when one is born with orcish blood. And Pfarna Norc's upbringing was no different. Born to a mother who wanted nothing to do with the offspring of a Riddleport rape, Pfarna never knew either of her parents. Her earliest memories were of a Desnan orphanage where she was cared for, but abused and ridiculed by most others who were not crossbreeds. At the age of seven, she fled the orphanage and soon found herself in the wild. Survival was not simple, but Pfarna survived. She stole food and slept in haylofts and gutters. Soon, she was living with other urchins and committing a steady stream of minor criminal acts. Eventually she was caught stealing from a wealthy merchant's home. She likely would have been killed, except the kindly merchant interceded and asked that she be given into his care. The authorities agreed. Normally, this is when a person is given a great gift, but not so for Pfarna. The man was not kindly, few merchants are. Within a week, she had been sold to a slaver who took her out of the city and sold her to an orc shaman who lived a few days from the city. Initially, he desired to have an apprentice, and thought that she would serve him in this role. However, it soon became clear that while Pfarna's personality could shine through, her wisdom and knowledge of things arcane and divine was sorely lacking at best. Thus, for several years until the age of 16, Pfarna served the mad shaman. She hunted, washed, cleaned and was frequently was used by the shaman for all types of tests, poison, disease, spells and other horrors. On more than one occasion, she nearly died, but the abuse did strengthen her physically and mentally to be able to resist the effects of all these things. During her 16th year, the orc was creating some concoction when the cauldron he was using suddenly exploded knocking the mad orc unconscious. Knowing that she might never again have a chance to escape (the orc kept her chained in a poorly constructed hut when not serving him), Pfarna took a large log and clubbed the shaman until he was dead. The next period is a blur, Pfarna fled back to Riddleport where she stayed for a short time. However, her former friends, the few who were still alive, were no longer friends having joined various thieves guilds or the guards. Thus, at the first chance, she boarded a ship and signed on as a deck hand. For two years she travelled up and down the Varisian coast and even to such distant places, or so she thought, as Cheliax. Then, in her 18th year, she signed on with a larger ship in Magnimar which was heading to places south. The was the first time that she ever saw the strange lands of the south, Osirian and its deserts, Katapesh and its markets. Then one day, the ship was hired to take a shipment of spices from Qadira to distant Sargava. The ship never made it. Despite making a wide arc around the perpetual hurricane, the ship was attacked by pirates. Having learned to fight while on the ship, Pfarna knew when she was beat and did not even attempt to resist the pirates as they boarded the galleon. Shortly thereafter, Pfarna found herself in Port Peril, the heart of the pirate lands of the Shackles. Not really caring for whom she worked, the now fully grown woman quickly found a pirate ship seeking new recruits. It was not the best of ships and booty was not all that it was promised, which is probably why after a year several of the other crew members decided to dispose of the pirate captain. Which brought Pfarna to Rickety Squibs. The new captain wanted his men, and she was not one of his inner group. Not that she was unhappy with her current predicament as the past year had not been the most lucrative. The nice thing with this port was that if one wished to join a ship, there were always more ships passing through and in the need of new crew, since most had been recently liberated from their prior owners and in need of skilled crew. As for her name, well, if you spent your life with everyone calling you "orc" and laughing in your face, you would name yourself "Not an orc" as well. Pfarna just shortened it by dropping a few letters. |