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Hi All! Welcome to a Playthrough of SFS 1-05:First Mandate! Standard etiquette of one post per day and one over the Weekend, if you will find yourself away for any reason please let us know and have botting instructions in your Signature. I am based in the UK and will aim to check several times during the day here, just so you're aware of any timezone differences ^^. I will generally roll Initiative and Group Perceptions as needed just to keep
Happy to answer any Questions! Please provide the following for your PC: Name:
3 Spaces Reserved for First Refusal: Kat5e, Oda and Farol
Greetings! I am intending to run the Consortium Compact, a level 1-2 Evergreen module for the first part of Gamesday. This will start on August 25th and I aim to have it completed in the first half as I am away to New Zealand on the 6th October. As ever I would prefer one post a day minimum rate, but I do understand that life sometimes happens. I will Bot if necessary in Combat to keep things moving. Most of All have fun! I will be recruiting for 4 people as there two slots in reserve. I will take recruitment for a day and will have a slot aside for a new player if required and will give consideration to those who have GMed for me in the past. Information I need: Player Name:
Any Special Notes:
Consortium Compact
Sheila Heidmarch stands before a window in her study, sunlight glittering on her signature emerald garments. She speaks in a deep and sonorous voice, and wastes no time getting to her point. "First, thank you for gathering here on such short notice. Please have a seat. Once you've heard what I have to tell you, I believe you will forgive my enthusiasm. Documents we recovered from our Thassilonian excavations describe an elven fortress on the border between the Mierani Forest and the former Thassilonian province of Cyrusian. Because the borders of the forest have receded in the years since, any remaining ruins must be well outside of the forest as it now stands. As I'm sure you're aware, the elves of Kyonin typically guard elven historical sites closely, but in this case it seems the elves have lost all record of the site; they don't even know it exists. Needless to say, this discovery represents an invaluable opportunity for the society to explore without supervision. Take this map and make your preparations. I want you to reach the tower before news of its discovery reaches any of our rivals.” She takes a pause to allow you to digest this information before continuing, a light of fervour apparent in here eyes. "First, verify that the ruin even exists. Assuming there's still something there, I want a detailed report on the architecture of the site. We don't gain access to ancient elven ruins often, and this investigation must be thorough. Finally, bring back any surviving artifacts left by the elves who built and occupied the tower."
Consortium Compact
Discussion thread for the High Tier Game, Please post the following: Character Number:
Any other Notes(Re-roll etc)
Consortium Compact
All out of character discussion to take place here. When accepted, please post the following: Character Number:
Any other Notes(Re-roll etc)
Hi guys! I will be running the Crypt of the Everflame and may run into the other two of the trilogy based on how well it goes. I have run campaigns, modules and scenarios in real life and a few on here but my first Module. Three Slots have been Taken already and three are open. This is for level 1-2 Characters and is an Evergreen. I will be doing a lottery tomorrow Night (UK time). Information I need: Character Name:
Consortium Compact
Feel free to start interacting and roleplaying with one another, we will start once everyone has their character ready Sat in the office of Ambrus Valsin, venture-captain of the Pathfinder Society and harasser of the newbies you await for the Captain to speak. He looks you all up and down for a moment before pulling out a Journal from his desk drawer and placing it on a table in front of you. "We received word from an Explorer associate of ours Ulisha that she had come across a valuable Relic known as the Silverhex and she wishes to sell it to the Society." Ambrus breathes out a sigh before continuing. "That is where things get tricky, we sent agents to the agreed meeting place but Ulisha did not show, it would appear that she has got in some trouble with the nobility of her homeland is now on the run. Our agents however, did find this journal with six promising leads, which would give us ampl opportunity to explore more finds before we purchase the Silverhex. Your task is to investigate the finds in the journal and then meet up with Ulisha to purchase the Silverhex on behalf of the society. Clear?" Journal entry #1 - the Mausoleum: The only thing worse than working for a Galtan nobleman is working for two Galtan noblemen—in my case, Lords Tullivor and Sarvio, both of whom are happy only when the other is not. I made a tidy sum recovering their heirlooms, but when Laban Tullivor tasked me to steal a platinum chalice belonging to the Sarvios, I took my leave (and the cup), and they’ve been hounding me since. Now Laban’s deceased, and it’s rumored his mausoleum in Gralton’s cemetery harbors a treasure. I hope you’ll not balk at tomb-robbing. Remember, these are aristocrats. I say, a plague on both their houses.
Greetings All! I know Gamesday is underway but I have found some time to get another scenario on the go and thought I would try my hand at Silverhex Chronicles. I will open it up to the first six players to sign up. In case you haven't heard, Silverhex is open to any First level character, so no pregens needed! Information I will need: Player Name:
Anything Else:
Hello all! I will be running Scenario 5-13: Weapon in the Rift for the second slot of the Gameday so plan to start on the 12/10/2016. There has been two slots reserved so I have 4 slots available for the game. It is 5-9 but we are looking at playing this on Low Tier (5-6). I would like the following Information please: Character Name:
Consortium Compact
-THREE DAYS EARLIER…- Within the Grand Lodge in Absalom, city at the centre of the world, You all sit among the class of ‘Advanced Alchemy – The difference between Potion and Poison’. Just four fresh faces amongst a bunch of Pathfinder hopefuls, yearning to earn your confirmation and get out into the field. Your tutor, Janira is painstakingly lecturing you on ways to tell if the bottle you have found contains a lifesaving potion or a deadly poison. It is the middle of a sweltering summer afternoon in Absalom and you find yourself drifting off despite the Halfling’s eager voice, one student knocks over a vile of acid, the caustic liquid melting through their desk, and trousers, before they awake with a start. Then something unusual happens, a roar can be heard across the city and then the ground begins to shake, the very walls of the Grand Lodge rumble and creak and then, as suddenly as it started, the earthquake stopped and all returned to normal, albeit with you all albeit more awake. Janira for her part doesn’t seem to notice the strange occurrence and her lecture continues unabated. -PRESENT DAY- A few days have passed and it is lunch time at the Grand lodge in Absalom, you huddle inside the great hall as the rain hammers down outside, giving the summer day a grey overcast dismal look, lunch tray in hand you sit at the only table free in the crowded space, everyone hiding from Marcos Farabellus and his enforced fitness tests. You look around you, and the three others sat at your table…
Consortium Compact
Hello and welcome to Pathfinder Society by Play By post! Please all post below with the following information: Player Name:
Once everyone is ready I will get a move on, switch to the Gameplay tab to see my introductory post and introduce yourselves!
About Alamon Titus 'Chum' SeabornAlamon Titus 'Chum' Seaborn
Description
The young man you see before you has all the signs of a life-long sailor. Despite his apparent youth, his skin has already taken on the tone of one that has spent many years, if not decades, in the sun. He is on the small side, possibly due to his age - maybe he's not done growing - and moves with grace. He doesn't appear to be terribly strong, but he should hold his own on deck. His eyes don't appear to miss much. When he reaches up and pushes his long dark hair out of his blue-green eyes, you catch a glimpse of ears just a bit longer, a bit more pointed, than normal - and you realize that you are not looking at a young man in his teens, but a half-elf possibly twice that. Init +2 [DEX]
Daily Abilities:
Lightning Arc 6/day (30' range touch attack, 1d6+CL/2 electrical) 0 used Defense:
AC 15, touch 12, flat-footed 13 (+2 [DEX]+2 [Armor]+1 [Shield]) hp 24 (3d8 [druid]+6 [CON]) Saves:
Offense:
Base Atk +2 CMB +2 (+2 [BAB]+0 [STR]) CMD 14 (10 [base]+2 [BAB]+0 [STR]+2 [DEX]) Melee scimitar +2 (1d6, 18-20/x2)
Ranged sling +4 (1d4, 20/x2)
Feats, Skills, Abilities, Languages:
Ability Scores: Str 10, Dex 15, Con 14, Int 14, Wis 17, Cha 7 Feats: Lasting Caster [1st]; Storm-Lashed [3rd] Traits: Desperate Focus [magic], Besmara's Blessing [campaign] Skill points: 12 [druid] + 6 [INT] + 3 [favored] Class skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Acrobatics +2 = +0 [rank]+2 [DEX]
SQ: Favored Class (Druid - +3 skill points), Low-Light Vision, Elf Blood, Elven Immunities, Keen Senses, Water Child (Can always take 10 while swimming), Nature Bond (Air Domain), Lighting Arc, Nature Sense, Orisons, Wild Empathy (1d20+CL+CHA or 1d20-1), Spontaneous Casting (Air Domain spells only - Obscuring Mist [1st], Wind Wall [2nd]), Divine Spells, Windwalker, Stormvoice, Storm-Lashed Languages Common, Druidic, Elven, Auran, Aquan
Gear:
Combat Gear None Other Gear Explorer's Outfit, Sprig of Holly (divine focus), Belt Pouch (containing 202 gp and 18 cp), Leather Armor, Light Wooden Shield, Club, Scimitar, Waterproof bag (containing Map Case (containing Nautical Charts)), Spell Component Pouch, Belt Pouch (containing Sling and 20 Bullets), +1 animal bane dagger Encumbrance 0.0 + coin
Spells:
Concentration: +3 [CL]+3 [WIS]+2 [trait] = +8 Close Range: 25' + 5'/2 levels = 30' Medium Range: 100' + 10'/level = 130' Long Range: 400' + 40'/level = 520' DRUID 4 Orisons (0-level), at will (CL 3) Create Water - Close range, Creates up to 2 gallons/level of water Know Direction - Personal, You instantly know which direction is north. Light - Touch range, Causes object to shed light like a torch (20'-radius) for 10*(CL + 2 [feat]) minutes Stabilize DRUID
1 2nd-level/day + 1 bonus + domain spell (Wind Wall) (CL 3)
Rewards:
?? track XP Experience Points: 5990 xp 50 'Barefoot' Samms helpfulness 100 First day's task 200 Second day's fistfight 150 Rosie's helpfulness 150 Rats in the bilge! 150 Fishguts' helpfulness 100 Cogsward's helpfulness 50 Scrimshaw's helpfulness 100 Owlbear's helpfulness 200 Recovering his gear 150 Rescuing Rosie 150 Surviving the storm 200 Reefclaws 100 Conchobar helpful 100 Cut-throat Grok helpful 50 Giffer Tibs helpful 50 Badger helpful 50 Tilly helpful 550 Battle with Mans' Promise 900 Battle to take the ship 300 Grindylows! 240 Hanging with the ghouls 650 Giant fauna 300 Jungle chokers 350 Hanging zombie and botflies 200 Stirge nest 400 Grindylows in the tunnel Spoils spoiler:
Spoiler:
RESOURCES Half-elf Racial Traits
Spoiler:
Traits
Spoiler:
Focused Mind: (Magic Trait) You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. Benefit: You gain a +2 trait bonus on concentration checks. Besmara's Blessing: (Campaign Trait)
Storm Druid Class Features
Spoiler:
Hit Dice: d8 1st 3; 1; —; —; —; —; —; —; —; —
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting. Orisons (Sp) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Bonus Languages A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond takes the form of a close tie to the natural world, granting the druid the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Windwalker (Ex) At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride. Stormvoice (Ex) At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level. This ability replaces trackless step. Eyes of the Storm (Ex) At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure. Wild Shape (Su) At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III. Windlord At 9th level, a storm druid can select another domain or subdomain or enhance his existing domain to an exalted domain, per Shisumo, from those available to her through her nature bond. This ability replaces venom immunity. Storm Lord (Ex) At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects. This ability replaces a thousand faces. Timeless Body (Ex) After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. Storm Kindler?:
Hit Die: d8. Requirements To qualify to become a Storm Kindler, a character must fulfill all the following criteria. Alignment: Any neutral. Deity: Must worship Gozreh. Feats: Storm-Lashed (The Inner Sea World Guide 289). Skills: Fly 3 ranks, Knowledge (history) 6 ranks, Knowledge (nature) 6 ranks, Swim 3 ranks. Spells: Able to cast 2nd-level spells. Class Skills The Storm Kindler’s class skills (and the key ability for each skill) are Fly (Dex), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Survival (Wis), and Swim (Str). Skill Ranks at Each Level: 4 + Int modifier. Class Features The following are class features of the Storm Kindler prestige class. Weapon and Armor Proficiency: A Storm Kindler gains no additional weapon or armor proficiencies. Oceanic Spirit (Su): A Storm Kindler gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10. At 9th level, these resistances increase to 20. Seasight (Su): At 2nd level, a Storm Kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Storm Kindler to see through thick silt and other aquatic precipitates. Storm Shape (Su): At 2nd level, a Storm Kindler becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as the universal monster rule, Bestiary 306) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments. As a swift action, the Storm Kindler can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall. At 4th level, and again every two levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level. If the Storm Kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can’t leave the water). The Storm Kindler can breathe water while in vortex form. If the Storm Kindler does not possess a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed when in storm shape. With a fly speed, she has average maneuverability. The Storm Kindler can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each one that fails a Reflex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Strength modifier) and lifting it into the air if it fails a second Reflex save. At 4th level, and again every two levels thereafter, the size of creatures the Storm Kindler can affect increases by one step, to a maximum of Huge at 8th level. Aura of Calm (Su): At 3rd level, allies within 5 feet of a Storm Kindler (including herself ) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors. At 5th level, and every two levels thereafter, the Storm Kindler’s aura of calm extends by 5 feet (to a maximum of 20 feet at 9th level). At 7th level, allies in the Storm Kindler’s aura are treated as two size categories larger for the purpose of wind effects, and the bonus on their saving throws doubles to +4. Wave Breaker (Su): At 4th level, a Storm Kindler gains a swim speed equal to twice her base land speed. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments. Thunderstruck (Su): At 5th level, a Storm Kindler becomes immune to the deafened condition. Weather’s Fury (Su): At 6th level, a Storm Kindler can deal additional damage with her storm shape. In addition to her unarmed strike damage, she deals 3d6 points of electricity (while in whirlwind form) or cold (while in vortex form) damage to creatures that fail their Reflex saves. This damage increases to 4d6 at 8th level, and 5d6 at 10th level. Eye of the Storm (Su): At 7th level, a Storm Kindler becomes immune to damage and detrimental effects from nonmagical wind and waves. In addition, against spells and effects with the air or water descriptors, she receives a +4 insight bonus on saving throws and to AC. Fickle Winds (Sp): At 8th level, as a swift action, a Storm Kindler can call the winds to her defense, protecting her as the spell fickle winds (APG) for a number of rounds per day equal to her level. These rounds need not be consecutive. Echoing Thunder (Su): At 9th level, any time a Storm Kindler resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the resisted damage to another creature within 30 feet. The creature must make a Reflex save (DC 10 + the Storm Kindler’s class level + the Storm Kindler’s Wisdom modifier) or take an amount of electricity or sonic damage equal to the amount the Storm Kindler resisted. Storm Mastery (Su): At 10th level, a Storm Kindler becomes one with the storm, allowing her to use her storm shape ability at will. Additionally, she gains a fly speed equal to double her base land speed, and gains the aquatic subtype and the amphibious special quality. The Storm Kindler never takes penalties on her attack or damage rolls because of fighting underwater. Storm Kindler
Storm-Lashed feat:
A life spent enduring gales and storms has hardened your body to the elements. Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects. |
