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GM Merisial the risen's page

875 posts. Alias of Merisal The Risen.



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Maps and slides

Venture-Captain Rashmivati Melipdra invites you to meet her in the artifact vault adjoining her office in the Pathfinder Society lodge, located in Niswan, the capital of the island nation of Jalmeray. From the lightning that crackles in the eyes of some passersby, to a street mural of a marid crushing battleships under massive waves, to the looming, multitiered pagodas that seem custom-built for oversized creatures, you can easily observe the influence of the genies summoned by the Vudrani rajahs to protect the isle on the city’s Commerce District.

Inside the artifact vault of the lodge, the heavy brass door that protected the entrance lies charred and smoking in a folded heap, as if blown from its hinges by an explosion.
The floor of the large, vaulted chamber is covered with debris not unlike the aftermath of an earthquake; broken and overturned shelves, daises, and display cases, as well as scattered sculptures, paintings, and talismans litter the floor.

A handful of Society scribes carefully clean up the mess, sorting through relics while recording observations on scrolls of parchment. Amid them, Venture-Captain Rashmivati Melipdra, a husky, middle-aged Vudrani woman with broad shoulders, kneels down to pick up the shards of a shattered glass obelisk.

feel free to introduce yourselves but expect the venture captain to be thoruoghly absorbed by the glass shard until march 4th


Maps and slides

Zartas Town house is in the Ivy district and has a butler who will show you to the waiting room for Pathfinders


Maps and slides

Any questions ask here


You have recieved the following letter

To an ill starred pathfinder

I was sorry to hear of the incident

first steps spoiler:
With the halfling who chopped the leg off your fellow agant
or was it
master of the fallen fortress spoiler:
being with the nt that fell with the siegetower
or were you the among the agents
confirmation spoiler:
who allowed Janira to fall to the minotaur
or the unspeakable events that can not be put in writing.

In any case I have a small mission that may restore some of your standing within the society. Some subterfuge may be necessary. Meet my in my town house at around noon Tell Herbert it is fo an ecumenical matter

Paracontess Zarta Dralneen

[ooc]As per title this is PFS sanctioned content run of the council of thieves book adventure path for PFS character of levels 2-4

This is not in RPG chronicles so please state
PFS char and no
Class(es) and Levels
Faction


Maps and slides

This is where discussion and sign up details go


Maps and slides

You are in the Silver Fox Inn having received a missive from Baron Jacquo Dalsine

letter:
Dear Friend.

It has come to my attention that the grand lodge is once again overbooked for the annual passion of the first siege of Absalom. We may not always seen eye to eye with my efforts to see Taldor's interests aided by the society but you are all valued agents so I have secured lodgings for you at the Silver Fox. I regret I can not join you in Absalom but I have a family matter to attend to in Oppara

Baron Jacquo Dalsine

The baron was the head of the taldor action in the early seasons of PFS Just trying to set the scene and atmosphere for this special Official start is still a week away but feel free to introduce characters and discuss what your characters have known of the shadow lodge and the pathfinder society


Maps and slides

You have arrived in the sleepy fishing village of Aaminiut in the crown of the world close to the frozen land bridge between Avistan and Tian Xia The buildiong come in two types the Long houses of the Ulfen and the more rounded dwellings common to the Erutaki

You see some fishing folk repairing a lot of nets and baskets by the shore. Further out some seal can be seen in the ocean but your attention is drawn to the Ulfen man fixing a board to wall at the entrance to a long house. It depicts a strange creatures head and underneath are some patterned scratches and under them are the words Hunters required Speak to elders

for those that read Ulfen the top markings read:
Hunters required for whitefang wyrm speak to Bjorn

for those that read Erutaki the middle markings read:
Hunters required for whitefang wyrm speak to Seshu

See whitefang wyrm in GM header for picture of poster and map of where you are


Maps and slides

Any ooc discussion here please (I am recruiting this way as I get fed up of trying to remeber to look if I have been accepted for a campaign I will remove unsuccessful applicant from campaign once we start


Maps and slides

Mirian Raas See star crossed voyages in header has put out the call for pathfinders to join her on her upcoming expedition to southern Garund three ships are docked in ready for the voyage to the Iruxi island city Ekkeshikaar

Yes this is the gameplay thread please ensure your character details are up to date before posting. I aim to post once a day but sometimes I'm not that good. I go with the rule of if 3 agree we go that direction and I only bot in combat (after 24hours after initiative is due) and usually conserving resources unless bot instructions say otherwise. Once I have accepted a group I will post a link to rpg chronicles in discussion and start when that is filled


Maps and slides

Please post your relevant skill modifiers here and add any dubious knowledge or the like I would need to know with regard to GM rolls

Arcana
Diplomacy
Nature
Occult
Religion
Society
Any Lore skills

Also perception and other such skills you may use for initiative


Maps and slides

This adventure starts in the grand lodge of Absalom:
Feel free to dot post so you can keep track of the recruitment but save introduction posts for when selections have been made which I will confirm in recruitment thread


Linking to this recruitment thread in the Cottonseed 2E recruitment thread for PFS 2E

Please post details of your character below in the usual format
for this pathfinder society scenario for levels 1-4

Player name and or PFS ID for character
Character name
Character number
Faction of choice and current reputation
starting gold

I will close applications after 24 hours and then post details here and in the the ottonseed thread

Maps by google slides

Grand Lodge

I make this a tier 1-2 hopefully without 4 player adjustment

Please post slotted boons here and any last minute purchases like healing serums

In combats I will bot after 24 hours

the default is jeffbot3 Shoot back focus fire if possible

Jeffbot 1and 2 are up to you to define

jeffbot4 is aim for nonlethal

jeffbot5 is get the hell out of dodge

Grand Lodge

You begin the adventure onboard a Veskarium transport ship, Kagzala’s Jewel, on the final leg of their tour through several remote worlds in Near Space First Seeker Ehu Hadif is aboard and has just pinged you all to join him in the briefing room. Feel free to post character intros as you will all have got to know each other over the previos uneventful missins

Grand Lodge

The Frozen Ambitions series is four adventures the first three are level 1-4 and can be played in any order the final is a 3-6 The plan is to run all 4 starting with freeing the herd 3-09 before heading back to 3-03 then on to 3-15 before the final adventure 3-21

The order is because I want to assign the gm credit to the character who played parts 1and 3 before I play part 4 and I played part 2 with the character who will gain all the other scenarios credit

As this is a series I will be taking character with enough room to play the first 3 before going straight into the final part so under normal progression that is level 2 to newly level 4 characters

Please post details below I will hold lottery for all applicants in 24hours


Maps and slides

Post day job rolls and other out of character stuff and purchases here


Maps and slides

“I have a mission for you,” says Istivil Bosk, the Venture-Captain of Daggermark in the River Kingdoms. After receiving the assignment from Venture-Captain Adril Hestram in Absalom, traveling for weeks across the Inner Sea and up the lengthy Sellen River, and with barely an hour to adjust to Daggermark’s sights and sounds, the Venture-Captain of Daggermark now paces back and forth across cramped quarters crammed full of maps, books, and adventuring gear.

“Your timing is perfect, friends,” explains Bosk, an elderly man with graying hair and a pinched, weathered face. He waves a parchment in his hand. “I received another letter just yesterday.” He holds up another stack of letters. “It’s from the Black Marquis—I believe his real name is Bazzak—the leader of a band of brigands surreptiously known as the Pirate Pact. In all of these letters, he claims to need our help and offers us The Memoirs of the Silver Brotherhood, a rare text—maybe the rarest—in exchange. The Society tried for years to track it down and now Bazzaks claims to be ready to give it to us. I’m sending you north to Deadbridge near the Echo Wood to meet this Black Marquis and offer him your help with whatever it is he needs. I want this book, and you’ll get it for me.”

And so the mission travels north along the Sellen River, to the aptly named village of Deadbridge, a rundown hamlet partially built on wharves. It is there, in a rundown antique manor house where stands Urdul Bazzak, the Black Marquis.

“I rule the Pirate Pact and with it the stretch of the Sellen River between here and Numeria,” proudly states the portly little man. “The waterways are the lifeblood of the River Kingdoms, so you must understand that any menace to the river is a menace to the balance of power.” The Black Marquis stops and quickly looks to his left and right before leaning in and continuing in hushed tones. “Unless someone deals with this threat soon, I could lose everything. Normally I would rely on my most trusted lieutenants, but …” Bazzak sits up, regains some composure, and resumes. “The book I’m willing to trade for your service—The Memoirs of the Silver Brotherhood—contains information about an Azlanti treasure vault deep within the Echo Wood. That’s where I sent my most trusted lieutenants. Only, on their way they were waylaid by spiders and abominations and only one returned alive. Lady Riverbane sent out another ship upon her return, the Hanspur’s Luck, to search for my men. The Luck hasn’t returned either.” Bazzak points to the only other person in the room, a silver-haired beauty standing in a corner wearing a red tricorne. “Lady Riverbane is my most trusted second, and she will take one of my best ships and guide you back to the Azlanti vault. Rid the river of these monstrous spiders and their abominations, find the Hanspur’s Luck, and uncover the whereabouts of my
men, and the book is yours. Do it quickly, do it quietly, and do it before the rest of the Pact realize I’ve sent my best men on fools’ errands that may have killed them all.”


Maps and slides

Please post the usual details here


Maps and slides

So the party sails from Magnimar back to Absalaom with the body of a dwarf preparing to find his relatives in the Hao jin tapestry

Grand Lodge

I know I asked you to post your details in the recruitment thread but can I ask you to post them again here Including Starting xp Starting gold Total Fame and current prestige. This stops me having to work out who the actual players are in the recruitment thread

Your starting gold for first level characters should include the total value of all your gear you could sell back at cost until you hit level 2 (so for a brand new level 1 character your gold is 150gp even though you have spent some of that on some gear)

So details required are

player name
character name
pfs id and character number
faction
starting xp
starting fame
current prestige
starting gold

Thank you

Grand Lodge

You begin the scenario in Eleder, the capital of Sargava.

A sea breeze brings a tang of salty air into the office of Venture-
Captain Finze Bellaugh.

You are outside his office where an assortment of pathfinders have gathered (introduce yourselves will start properly on Monday)

Grand Lodge

Welcome to my Play-by-Post!

This is a Pathfinder Society Core Scenario designed for 1st to 5 level characters.

8-21 Agents of the eye (champions chalice part 2) pfs [b]CORE[/b}

(why start part 2 well part 1 has shennaigans I dont like and basically how you get the chalice that is necessary for part 2 which is an otherwise fine adventure

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. Let's get started:

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I'll check back here in a days time if I have more than six players a lottery will follow to determine who gets selected for this scenario First four at random last two may be weighted for party balance reasons

Grand Lodge

Please post reporting details here

Char name
Character number
Current level
Faction
Normal or slow track

Grand Lodge

Gameplay thread for a retrocon table of siege of diamond city please post brief intros as you gather in Neroysan . You are in the dining area and are seated (or about to be seated) At a table. Venture captain Josiah of Lauterbury has welcomed you to the Lodge which is a tower set into the walls of Neroysan a crusader city close to the worldwound. A large gathering of pathfinders are all expecting a major announcement


Maps and slides

Ok this is a tier 3-4 game. A couple of you have let me know you have hit level 5. I believe if our APL remains at 4 this is still a viable table so can I please ask you to post your current level in discussion thread please (just your level for now the other details can wait)

Please feel free to post your name and then delete in the gameplay thread too. This will mark this campaign as active for you. Expected start remains 7 May.

Once I know what the actual APL is I can check with our esteemed overseer (preferably after he has finished the first session) that we are still good to go as planned


Maps and slides

Pathfinders Assemble

But only if you are one of the following:

Ietsuna
waynemarkstubbs
golfdeltafoxtrot
Baerlie
ElektraDawns
Lysle

At the Grand Lodge in Absalom


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Please stealth dot the gameplay thread if you are participating with an alias that incorporates your characters name

To stealth dot you post a post with the word dot or even just a . and then delete the post you have just made. Then the campaign will show in your list of active campaigns until either I make it inactive or you decide to hide the campaign thread

Other stuff

If new to PbP
There aren't any exact instructions but it won't be difficult so don't worry. For an idea of what to expect here is a little preview, This campaign is a pretty good example of what the format will look like.

I'll be using a database that generates the template for the game and I will be making posts with the blessing deck information, locations, cards, etc. The cards will be behind spoiler tags so when it is your turn you'll be able to freely explore by looking at the next card in your location and carry out your turn like normal.

The second part of the game is going to be run by a google sheet that I will share with you. This will have your character and deck info in it and will give you a template to copy into your notes. If you look at that thread then youll notice the players have at the bottom of their post text with what's in their hand. That's all managed by the google sheet and it'll make more sense once we get closer to starting and I've sent that out to everyone.

Only new thing you might need to learn is how to use the out of character (ooc) or diceroll functions. When you make a post there is a "how to format your text" button to help with this.

(ooc)Using square barackets in stead of round ones turns text blue(/ooc)
Like this. used for questions or comments of future strategy. stuff like that
Using square brackets again gives(dice=this is a test roll)1d6(/dice)
this is a test roll:: 1d6 ⇒ 5

new to Organized play
The organized play guide can be found here.

The biggest change you will find is that boons (Weapons, spells, armor, etc) are not added to your decks like normal. Instead, at the end of each scenario we'll take any acquired cards and list them out by their card type and adventure deck level.

For example we may have acquired
Armor B
Armor 1
Weapon 1
Spell B
Blessing 1
etc

Then, each character picks one card to use as a deck upgrade but we can't have multiple people pick the same card. We'll do a rolloff if multiple people want the same card. Once everyone has decided their deck upgrade then they can replace one card in their deck with one card from their blessing deck of that same (or lower) level. So if I got a Weapon 1 upgrade I could replace a weapon with one of my weapons of Adventure Deck 1 or lower in my class deck. This is meant so that in a physical setting you could take your deck anywhere and you're not pulling cards out of the box and keeping them forever.

I'll help out with how that whole process works once we finish the first scenario. There aren't a lot of other changes with organized play that will run into immediately. I guess one caveat is that organized play does go by the perma-death rule so just make sure you're not going reckless expecting free revives like in a home-game where you houseruled against perma-death.


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center. History says that this was once Ulunat, a destructive behemoth laid
low by the city’s founder and now inhabited by its elite.

There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!


Maps and slides

You are in Nantambu a large city in the middle of the Mwangi expanse in the offices of Sharrowsmiths Exports which is also the location of the pathfinder lodge in the city.

Sharrowsmith ,the venture captain who runs the lodge , has not been heard from for some time and you wait outside his office with other pathfinders awaiting your mission briefing.

Feel free to introduce your characters


Maps and slides

A set of three Pathfinder Society Scenarios designed for levels 1-5

The aim is to start part 1 straight away and include parts 2 and 3 in the gameday

This is CORE campaign run

Welcome to my Play-by-Post!

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. I will take submissions for 24 hours and then hold a lottery

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I will bot characters in combat using conservative tactics maintaining bardic performance or rage is as much as I will expend resources. If a life or death decision is pending for a character I will wait for a post

I will leave recruitment open for 24 hours and then do a lottery submissions Good luck everyone. Lottery will be totally random for first four picks and then favour balance and tier for final 2 slots


Maps and slides

A set of three Pathfinder Society Scenarios designed for levels 1-5

This is CORE campaign run

Welcome to my Play-by-Post!

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. I will take submissions for 24 hours and then hold a lottery

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I will bot characters in combat using conservative tactics maintaining bardic performance or rage is as much as I will expend resources. If a life or death decision is pending for a character I will wait for a post

I will leave recruitment open for 24 hours and then do a lottery submissions Good luck everyone. Lottery will be totally random for first four picks and then favour balance and tier for final 2 slots


Maps and slides

Can you please list or otherwise indicate which scenarios your character has already played


Maps and slides

You find yourselves gathered round the entrance to The Office of Ambrus Valsin in Skyreach, Absalom

Please take a moment to introduce yourselves


1 person marked this as a favorite.

A Pathfinder Society Scenario designed for levels 3–7.

This is CORE campaign run

An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves?

Content in “The Slave Master’s Mirror” also contributes directly to the ongoing storylines of the Liberty’s Edge and Silver Crusade factions.

Welcome to my Play-by-Post!

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. I will take submissions for 24 hours and then hold a lottery

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I will bot characters in combat using conservative tactics maintaining bardic performance or rage is as much as I will expend resources. If a life or death decision is pending for a character I will wait for a post

I will leave recruitment open for 24 hours and then do a lottery submissions Good luck everyone. Lottery will be totally random for first four picks and then favour balance and tier for final 2 slots


Maps and slides

Discussion thread for character details including day job rolls and other discussions I will give GM granta the opportunity to join uson this leg of the quest


Maps and slides

The summons from Drandle Dreng is brief and a bit odd: “Meet Kreighton Shaine in the stables to discuss missing artifacts.” Aside from some briefings during training, few Pathfinders deal with the Society’s Master of Scrolls. In the muddy stables, Kreighton’s scholarly robes drag through the muck, and his soft shoes are clearly soaked through, though he doesn’t seem to notice.

“I’ve been working on an extensive study of religious relics, trying to ascertain whether items gain a certain aura of divinity that cannot be detected through normal means. I’ve been collecting these artifacts through a series of well-known dealers in the God’s Market. We’ve never had any trouble before, but recently several of our couriers have been waylaid by a particularly elusive bandit.”
Kreighton pauses briefly as his mud-soaked robe snags on a nail and he nearly falls over, but a stable boy catches his arm and steadies him. “As they were headed through the Ascendant Court, a group of thugs ambushed our couriers. The first time I thought it was a coincidence—a random mugging. After the second time, however, Grandmaster Torch had some harsh words with me. He suspects someone has targeted our couriers specifically. The Drandle boy suggested I have you investigate the disappearances.” There is a long, uncomfortable pause and for a minute it seems the elf has completely forgotten he was discussing something.


Maps and slides

dot here

Grand Lodge

As we have two level ones I believe can we have characters of the levels one to three variety. I hope to post the introduction in the gameplay thread once the party is decided


Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.

A PFS standard mode scenario for level 1-5 characters

Welcome to my Play-by-Post!

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. I will take submissions for 24 hours and then hold a lottery

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I will bot characters in combat using conservative tactics maintaining bardic performance or rage is as much as I will expend resources. If a life or death decision is pending for a character I will wait for a post


Maps and slides

Welcome to my Play-by-Post!

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. Let's get started:

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.


Maps and slides

There is a small note pinned to the door of Drendle Drengs study
Back in a moment. Please come in have a seat but DONT TOUCH ANYTHING ELSE,

Inside there are six chairs arranged around a desk cluttered with various bits of paper with various knick knacks holding the down including a Taldan Shoulder Epaulette from a dress uniform. There are no windows just three ropes hanging off the ceiling with continual flame cast on them and a ribbon with the same effect hanging on a wall behind the desk in front of which lies a cushioned chair

Feel free to introduce your characters here and post your details in the discussion thread. I hope to post to start properly tomorrow night

Grand Lodge

Creating this for off topic discussion

Grand Lodge

A new batch of Pathfinder agents has completed their training and now stand fresh and wide-eyed before the towering structure of Skyreach awaiting their first assignment for the Pathfinder Society.

Venture-Captain Ambrus Valsin has just the task for them, both to keep them relatively safe in the dangerous world beyond, and to familiarize them with Absalom, their new home, and some of the most influential allies of the Society in the City at the Center of the World.

Grand Lodge

Welcome to my Play-by-Post!

This is a Pathfinder Society Core Scenario designed for 1st level characters.

In Service to Lore

In your first* mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.

Written by Adam Daigle.

*It can also be your second or third mission

Here's the ctrl+P for all my games: Shamelessly cribbing from Dungeon master S

1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS at about season 2. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Agent for manchester England. If you're ever in the area, or you need help finding games/conventions in the UK. PM me.
3. I post with reasonable of frequency. That being said, if you guys can post 1/day That would be awesome if it gets slower sometimes I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. Let's get started:

Player Name:
PC Name:
PFS#:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.

I'll check back here in a days time if I have more than six players a lottery will follow to determine who gets selected for this little errand run

Grand Lodge

This is the bit where you discuss characters

Grand Lodge

This is a start for a face to face game that will finish friday

Venture-Captain Esmayl ibn Qaradi sits behind his immaculately clean desk with his head in his hands. He sighs, takes a deep breath, and rises to address his guests. “Originally, I wasn’t planning on sending a team back out to the Zho Mountains. The risk of losing another team is, frankly, too high. If that weren’t enough of a reason, the Society’s assault on the Worldwound has left the lodge’s coffers much lighter—too light to fund another expedition into dangerous territory so soon. However, following some conversations with fellow agents, I am reminded that all Pathfinders must come home—no matter the cost, no matter the danger. The lessons of the Shadow Lodge still resonate.” He nods toward a Pathfinder who stands silently in the corner. “In fact, the recent disappearance in the Zho Mountains has brought a surge of monetary support from the onetime disciples of Grandmaster Torch. It was enough to finance your voyage here, and I would happily provide you the remainder if you succeed.”The venture-captain takes a few steps toward a map of Qadira hanging from his wall. “Six years ago, a team of Pathfinders received a map of an unexplored area in the Zho Mountains, and ever since they have stayed busy surveying the region and sending me updates. Until recently, they had uncovered only a few dozen small sites and a plethora of new plant and animal species, but their most recent update referenced a large illusory barrier. Since then we have not heard from them, and I believe they found something dangerous beyond.“I ask that you use what notes I have on file to track down these agents and make sure they return safely. Investigating the nature of this illusory... field, barrier, shield... is secondary at best. Esmayl pauses for a moment before continuing. “If you have any questions, I shall answer them as best I can, though most of what the Society knows about the mountains is in the logbooks of those agents.

Grand Lodge

Season Five was when the factions moved from nation based to what they are today and there were various letters from each faction head at that time that gave some hint of these changes and what to look out for in season five scenarios specific to that faction the relevant letters for this scenario are shown below

Grand Lodge:
Arodus, 4713
Determined Delver,
We leave Varisia a safer place, thanks to the efforts of you and your fellow Pathfinders. The long-slumbering Krune is now forever at rest, and the masters Aram Zey and Kreighton Shaine personally traversed the Hao Jin Tapestry to escort the runelord’s immensely powerful artifacts back to the Grand Lodge for study.
No doubt you have heard of the unexpected discovery made while agents explored the depths beneath Janderhoff and Koldukar: we learned of a long-lost dwarven Sky Citadel in what was once Sarkoris and we now know as the Worldwound. An expedition into a demon-ravaged wasteland is perhaps our most dangerous undertaking yet, and making the journey will require considerable preparation. Fortunately, Venture-Captain Jorsal of Lauterbury and Venture-Captain Thurl have been hard at work in Nerosyan for years, and we have an excellent base of operations awaiting the arrival of loyal agents. I have no doubt that you, one of the most reliable Pathfinders I have had the pleasure to work with, will be among the first to travel north for this grand undertaking.
In the coming months, we will need to acquire as many outside resources as possible to ensure success. Representatives of the Decemvirate have already approached the dwarves of the Five Kings Mountains for aid, and they have agreed to assist us in reaching the citadel so long as they can reclaim it once we have explored it to our satisfaction. The details are still being worked out, and negotiators are on their way to Nerosyan to finalize the details.
Your mission is, as always, the Pathfinders’ mission. Ensure that you are doing everything you can to make this expedition a success, and in the event that complications should arise, I will need trustworthy Pathfinders on hand to send in and resolve the problem without causing an international debacle.
Explore, Report, Cooperate!
Venture-Captain Ambrus Valsin

Osirion/Scarab Sages:
Arodus, 4713
Faithful Servant of the Past,
Returning to Osirion was a bittersweet experience, for as much as I appreciated the sweatless warmth of the desert sands, I am also the bearer of dire news.
When I walked into the royal apartments where the Ruby Prince reclined, I could see that at least one of my cures had halted the ongoing decay of our monarch’s arm, but the damage was hardly undone. To say that he was impatient to be rid of this affliction would be akin to calling a boot-trodden asp mildly irritated; every other breath was accompanied by a curse disparaging our tireless work. Although I assured him that this cure would take a few days to work, he furiously reprimanded everyone present before calling upon his own power to crush the infection himself. In a flash of light, he banished the Thassilonian affliction but at great cost to his own health. It pained me to see him taxed so heavily by the spellcasting, but it pained me even more when he dismissed me from his service.
You and I are no longer servants of the Ruby Prince in anything but spirit. We have not been exiled, but neither are we welcome and honored. I spent three days humbly requesting that you not share my fate, but our prince’s counselors were unwilling to hear me; however, do not despair—especially those who might have returned to life as a Risen Guard.
I still have my title of the Sapphire Sage, for it was not granted to me by the reigning dynasty. In fact, it is not a self-proclaimed title but one that I inherited a rather long time ago when I became a Jeweled Sage. These sages have long existed in Osirion to protect the kingdom’s historical integrity, guide its rulers, and guard the secrets of the past. The Ruby Prince may have released me from his service, but in truth he has allowed us the opportunity to extend our protection to far more than just Osirion.
I long acted with the understanding that I was the only remaining sage, but several years ago I communicated with a venerable man named Zuberi who promised me information about one of the other sages should I assist him. Someone interrupted the ritual he needed, and the trail died with him.
Assist the Pathfinder Society, and I shall work to reestablish our network of contacts. Ensure that you keep alert for any signs of the Jeweled Sages, learn what you can, and report back to me. Do not, however, pester everyone you meet. If any other sage is alive and has not made himself known, I do not doubt he would frown on tactless, indiscriminant inquiries.
Together we shall persevere,
Amenopheus, the Sapphire Sage

Qadira/The Exchange:

Arodus, 4713
Fellow Entrepreneur,
Despite its rich markets and the ravenous appetite for exotic goods, I am comforted to think that this is the last that I shall see of Varisia for a long while. I often mentioned my homeland when greeting local merchants, but instead of prompting curiosity or hospitality, being the direct representative of a nation seemed to establish me as an invader who had designs to carve up the region for Qadira’s benefit. Fortunately the dwarves of Janderhoff were not so easily ruffled, and I suspect the first caravans shall arrive in Katheer in another month. You played an instrumental role in securing this trade route, and the entire empire thanks you.
Being viewed askance for being a foreign agent in a distant land is nothing new, and several regions—particularly those dominated by our competition—have often restricted Qadiran shipments. Thus far we have fought every competitor, rarely showing any willingness to shake a hand over anything but a transaction. The crusaders of Mendev, who accept soldiers of any background and train them to work together, might serve as an example for us. Let us build friendships and alliances with one or more powerful trade partners.
I am sending agents throughout the Inner Sea, but we have a history together that I shall honor; I trust your logic and intuition more than most, and it will be your opinion that helps to shape the future of our faction’s economic might. If a prospective trade partner seems a good fit, court that organization as best you can. If someone offers to ally with us whom you believe unsuitable, I trust you to reject him or her politely.
To our shared fortunes,
Trade-Prince Aaqir al’Hakam

Grand Lodge

Season Five was when the factions moved from nation based to what they are today and there were various letters from each faction head at that time that gave some hint of these changes and what to look out for in season five scenarios specific to that faction the relevant letters for this scenario are shown below

Grand Lodge:
Arodus, 4713
Determined Delver,
We leave Varisia a safer place, thanks to the efforts of you and your fellow Pathfinders. The long-slumbering Krune is now forever at rest, and the masters Aram Zey and Kreighton Shaine personally traversed the Hao Jin Tapestry to escort the runelord’s immensely powerful artifacts back to the Grand Lodge for study.
No doubt you have heard of the unexpected discovery made while agents explored the depths beneath Janderhoff and Koldukar: we learned of a long-lost dwarven Sky Citadel in what was once Sarkoris and we now know as the Worldwound. An expedition into a demon-ravaged wasteland is perhaps our most dangerous undertaking yet, and making the journey will require considerable preparation. Fortunately, Venture-Captain Jorsal of Lauterbury and Venture-Captain Thurl have been hard at work in Nerosyan for years, and we have an excellent base of operations awaiting the arrival of loyal agents. I have no doubt that you, one of the most reliable Pathfinders I have had the pleasure to work with, will be among the first to travel north for this grand undertaking.
In the coming months, we will need to acquire as many outside resources as possible to ensure success. Representatives of the Decemvirate have already approached the dwarves of the Five Kings Mountains for aid, and they have agreed to assist us in reaching the citadel so long as they can reclaim it once we have explored it to our satisfaction. The details are still being worked out, and negotiators are on their way to Nerosyan to finalize the details.
Your mission is, as always, the Pathfinders’ mission. Ensure that you are doing everything you can to make this expedition a success, and in the event that complications should arise, I will need trustworthy Pathfinders on hand to send in and resolve the problem without causing an international debacle.
Explore, Report, Cooperate!
Venture-Captain Ambrus Valsin

Osirion/Scarab Sages:
Arodus, 4713
Faithful Servant of the Past,
Returning to Osirion was a bittersweet experience, for as much as I appreciated the sweatless warmth of the desert sands, I am also the bearer of dire news.
When I walked into the royal apartments where the Ruby Prince reclined, I could see that at least one of my cures had halted the ongoing decay of our monarch’s arm, but the damage was hardly undone. To say that he was impatient to be rid of this affliction would be akin to calling a boot-trodden asp mildly irritated; every other breath was accompanied by a curse disparaging our tireless work. Although I assured him that this cure would take a few days to work, he furiously reprimanded everyone present before calling upon his own power to crush the infection himself. In a flash of light, he banished the Thassilonian affliction but at great cost to his own health. It pained me to see him taxed so heavily by the spellcasting, but it pained me even more when he dismissed me from his service.
You and I are no longer servants of the Ruby Prince in anything but spirit. We have not been exiled, but neither are we welcome and honored. I spent three days humbly requesting that you not share my fate, but our prince’s counselors were unwilling to hear me; however, do not despair—especially those who might have returned to life as a Risen Guard.
I still have my title of the Sapphire Sage, for it was not granted to me by the reigning dynasty. In fact, it is not a self-proclaimed title but one that I inherited a rather long time ago when I became a Jeweled Sage. These sages have long existed in Osirion to protect the kingdom’s historical integrity, guide its rulers, and guard the secrets of the past. The Ruby Prince may have released me from his service, but in truth he has allowed us the opportunity to extend our protection to far more than just Osirion.
I long acted with the understanding that I was the only remaining sage, but several years ago I communicated with a venerable man named Zuberi who promised me information about one of the other sages should I assist him. Someone interrupted the ritual he needed, and the trail died with him.
Assist the Pathfinder Society, and I shall work to reestablish our network of contacts. Ensure that you keep alert for any signs of the Jeweled Sages, learn what you can, and report back to me. Do not, however, pester everyone you meet. If any other sage is alive and has not made himself known, I do not doubt he would frown on tactless, indiscriminant inquiries.
Together we shall persevere,
Amenopheus, the Sapphire Sage

Qadira/The Exchange:

Arodus, 4713
Fellow Entrepreneur,
Despite its rich markets and the ravenous appetite for exotic goods, I am comforted to think that this is the last that I shall see of Varisia for a long while. I often mentioned my homeland when greeting local merchants, but instead of prompting curiosity or hospitality, being the direct representative of a nation seemed to establish me as an invader who had designs to carve up the region for Qadira’s benefit. Fortunately the dwarves of Janderhoff were not so easily ruffled, and I suspect the first caravans shall arrive in Katheer in another month. You played an instrumental role in securing this trade route, and the entire empire thanks you.
Being viewed askance for being a foreign agent in a distant land is nothing new, and several regions—particularly those dominated by our competition—have often restricted Qadiran shipments. Thus far we have fought every competitor, rarely showing any willingness to shake a hand over anything but a transaction. The crusaders of Mendev, who accept soldiers of any background and train them to work together, might serve as an example for us. Let us build friendships and alliances with one or more powerful trade partners.
I am sending agents throughout the Inner Sea, but we have a history together that I shall honor; I trust your logic and intuition more than most, and it will be your opinion that helps to shape the future of our faction’s economic might. If a prospective trade partner seems a good fit, court that organization as best you can. If someone offers to ally with us whom you believe unsuitable, I trust you to reject him or her politely.
To our shared fortunes,
Trade-Prince Aaqir al’Hakam

Grand Lodge

You begin the adventure in an opulent parlor in the Druman capital of Kerse, part of the manor home of Temel Passad, a prominent Kalistocrat. Served the finest Chelish wine and delicate sweetmeats while awaiting their host, you have time to peruse a letter from Venture-Captain Ambrus Valsin and introduce yourselves to your fellow pathfinders

letter:
Pathfinder

Society agents recently learned of a lost, previously undocumented Sky Citadel in what was once Sarkoris, the land now consumed by the Worldwound. As we cannot push into that demon-infested wasteland ourselves, we have recruited dwarven aid in the dangerous expedition. In exchange for military assistance and historical expertise, the dwarves will have the opportunity to reclaim this lost stronghold.

Two weeks ago, Highhelm sent an entourage of diplomats and tacticians north toward Mendev to meet with Venture-Captain Jorsal of Lauterbury to discuss terms and develop a plan of attack. When they failed to arrive in a timely fashion, Jorsal commissioned sending magic to contact Rakuska Ingardam, the mission’s leader. Rakuska’s return message—cut off due to the magic’s limit—was as follows:
“Passed Xer, paid our way, but attacked and overcome. Razmiri priests hold us for unknown purpose. We are held somewhere near the Glass River at...”

One of several possible places they are held is the Gray Revelation Inn, about thirty miles east of Xer—we suspect the Razmiri priesthood uses the site to interrogate prisoners. You must investigate and liberate the three dwarven envoys—if indeed that is where they are imprisoned—and then escort them to Mendev. Accompanying you are two other dwarves who will take the captured envoys’ places if you aren’t successful: merchant Metella Raugar and respected Pahmet mystic Amauhak. The Kalistocrat Temel Passad, a Druman with whom we have dealt in the past, has volunteered a boat to transport you north, and I see little reason why we should not take him up on this offer. Building a good working relationship with one or more influential merchants would be to everyone’s benefit.

Good Luck
Ambrus Valsin

Grand Lodge

You begin the adventure in an opulent parlor in the Druman capital of Kerse, part of the manor home of Temel Passad, a prominent Kalistocrat. Served the finest Chelish wine and delicate sweetmeats while awaiting their host, you have time to peruse a letter from Venture-Captain Ambrus Valsin and introduce yourselves to your fellow pathfinders

letter:
Pathfinder

Society agents recently learned of a lost, previously undocumented Sky Citadel in what was once Sarkoris, the land now consumed by the Worldwound. As we cannot push into that demon-infested wasteland ourselves, we have recruited dwarven aid in the dangerous expedition. In exchange for military assistance and historical expertise, the dwarves will have the opportunity to reclaim this lost stronghold.

Two weeks ago, Highhelm sent an entourage of diplomats and tacticians north toward Mendev to meet with Venture-Captain Jorsal of Lauterbury to discuss terms and develop a plan of attack. When they failed to arrive in a timely fashion, Jorsal commissioned sending magic to contact Rakuska Ingardam, the mission’s leader. Rakuska’s return message—cut off due to the magic’s limit—was as follows:
“Passed Xer, paid our way, but attacked and overcome. Razmiri priests hold us for unknown purpose. We are held somewhere near the Glass River at...”

One of several possible places they are held is the Gray Revelation Inn, about thirty miles east of Xer—we suspect the Razmiri priesthood uses the site to interrogate prisoners. You must investigate and liberate the three dwarven envoys—if indeed that is where they are imprisoned—and then escort them to Mendev. Accompanying you are two other dwarves who will take the captured envoys’ places if you aren’t successful: merchant Metella Raugar and respected Pahmet mystic Amauhak. The Kalistocrat Temel Passad, a Druman with whom we have dealt in the past, has volunteered a boat to transport you north, and I see little reason why we should not take him up on this offer. Building a good working relationship with one or more influential merchants would be to everyone’s benefit.

Good Luck
Ambrus Valsin

Strength 18
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Chantilly Bralinni

Resources
Current AC - 21
Current HPs - 43
Channel Energy (2d6) - Used 0/4
Sacred Weapon (+1 Bonus) - Used 0/4 Rounds
Glories (Glory and Strength) - Used 0/5 (Save DC 14)
Effects None

Chantilly Bralinni
CG Female Half-Orc Warpriest of Gorum 5
Speed 20'

Stats:

Initiative +0
HP 43 (28+10Con+5FC) Current HP 43
AC 21 (+10 Armor, +1 Def) FF21 T12
Speed 20
Fort 7 Ref 2 Will 7
BAB 3 CMB 7 CMD 19

Melee +1 greatsword +9 (2d6+6/19-20x2)
PA +1 greatsword +8 (1d6+9/19-20x2)

Range mw Composite Longbow (+4 Str) +4 (1d8+4)

Languages Common


Skills:
2 Skill Points/Level (10 Total)

Knowledge (religion) 8 (5+3CS+0Int)
Intimiate 11 (5+3CS+1Wis+2Race)


Feats and Traits:

Traits

Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.

Linebreaker (Region) Growing up along the border between Belkzen and Lastwall has taught you how to storm human battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.

Feats
Level 1 Bonus Weapon Focus (Great Sword)
Level 1 Blood Vengeance (Rage +2 Str and +2 Con when Ally Falls for 4 Rounds)
War Priest 1 Spiked Destroyer (Attack with swift action with Armor Spikes when Overrun or bull rush)
War Priest 3 Power Attack (-1 to hit, +3 Dam)
Level 3 Improved Overrun (+2 to Overrun, opp can't avoid)
Level 5 Charge Through (Can overrun during charge)


Class/Racial Abilities:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits

Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Weapon and Armor Proficiencies: Chantilly is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields)

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.

A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 in the Core Rulebook).
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its
name.

Channel Energy (Su): A warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that does not provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he selected to spontaneously cast cure spells or negative energy if he selected to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to 1d6 at 2nd level, increasing by 1d6 at every 3 levels after 2nd (to a maximum of 7d6 at 20th level). Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage (DC = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma modif ier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. A warpriest may channel energy a number of times per day equal to 3 + his Charisma modifier.

Sacred Weapon (Su): At 4th level, the warpriest gains the ability to imbue his focus weapon with divine power. As a swift action, the warpriest can enhance a weapon of the same type as the weapon selected for the focus weapon class feature. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.

The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count gainst the total duration, unless the ability is resumed). If the arpriest uses this ability on a double weapon, the effects only apply to one end of it.


Equipment:

Money 0 pp 15 gp 0 sp 0 cp

40 Arrows
Bedroll
Waterskin/Rations
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Backpack
Caltrops
Manacles
Earplugs
Smoked goggles
Crowbar
2 Iron Spikes
Sack (2)
10 Torches


Magic Items:

Plate Mail +1 (2650) w/armor spikes
+1 Greatsword (2350)
mw Composite Longbow +2 Str (600)
wand of cure light wounds - 50 (750)
Ring of protection +1 (2,000)
Cloak of Resistance +1 (1,000)

Appearance:


Background:


Dice:

[ooc]Initiative[ooc] [dice]1d20+1[dice]

[ooc]Attack with scimitar[ooc] [dice]1d20+7[/dice]
[ooc]Damage[ooc] [dice]1d6+3[/dice]

[ooc]Power Attack with scimitar[ooc] [dice]1d20+6[/dice]
[ooc]Damage[ooc] [dice]1d6+5[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+6[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+2[/dice]
[ooc]Will Save[ooc] [dice]1d20+7[/dice]

Skill Checks