Erum-Hel

Imhrail's page

***** Pathfinder Society GM. Starfinder Society GM. 98 posts (204 including aliases). No reviews. No lists. 1 wishlist. 81 Organized Play characters.


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Sovereign Court 4/5 5/5

As others have brought up there are a few concerns about the way this rubric is setup.

1) For those of us in less populated areas or in the foreign scene, getting access to multiple Venture Captains is difficult or nay impossible due to a multitude of factors (finances, distance, inability to attend conventions, etc). Is there a workaround going to be put in place for those issues? As a personal example i live up in Ontario, Canada where for the entire province we have one Venture Captain, who is 4 hours drive away, fortunately i have access to a car and do visit the city he is located in a few times a year but for many that would not be the case.

2) I understand the thought behind limiting the online community to a one VC game but it really is the only fix i can see for those of us in more isolated/foriegn areas where as noted above we have access to one VC, and in some cases none. Virtual Table Top (VTT) and Post-by-Post (PbP) are both very different media's for a GM to work with and honestly having a GM do their test in each of those (VTT & PbP) and a third in person would be a great test of GM skill. IMO the Rubric should open up Online into the two different aspects and allow for 2/3 tests to be done there.

3) What about the Venture-Captains themselves? For example, i'm the VTT Venture Captain, so is there another person i can go to for my online test if i wish to run a game in VTT? Do we take it up with the RVCs or are we purely limited to VCs?

4) As others have stated is this going to be applicable to all the Organized Play Campaigns, SFS, PFS1/PFS2 and ACG?

5) When is this due for release? Launch of 2nd Edition? Immediately?

Sovereign Court 4/5 5/5

2 people marked this as a favorite.

So my wish list:

1) I'd love to see a demo area for Roll20/Fantasy Grounds/PbP or at least an area promoting online play. The last two years I've run Quests and players were completely unaware of the official online community, and this would be a great way to spread the word. I know we've limited space in the hall... but its a dream *Disclaimer I'm an Online VO*

2) Overnight slots, why not offer older scenario's that vary from those run during the day, or even an older Multi table Special. A small multi-table wouldn't require the Multimedia setup or the large ones or a massive organizational system, and would help bolster ticket sales / participation.

3) I would love to see the inclusion of modules or a Sanctioned Adventure Path Books at GenCon, unlikely i know due to them being a two slot game. If time is the issue have tables of the shorter modules, like the Free RPG day ones, could be a work around.

4) I really think Kid's Track should be relocated to the same side of the room as the regular Demo tables, or vice versa, and have much better signage, for both Kid's Track and Demo's. I understand the thought process behind keeping it separate, but its often gets unnoticed by the younger crowd as its is too secluded.

5) GM materials sent out ASAP to provide as much prep time as possible.

6) The Help desk, having three facings, could be broken into SFS/PFS/2E.

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1 person marked this as a favorite.

My Druid in the KingMaker AP is adventuring so he can found New Sarkoris for all his brethren who lost their nation when the Worldwound swallowed it. He's also there to remind the party not to slaughter creatures/humanoids living in the woods purely because they want to expand their city state.

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As the others have said it is limited to one class you can pull the spells from. In addition you will note it does not mention spells beyond arcane or divine, so RAW at least the other ones like Psionic are not viable to pick from. Hopefully there will be a FAQ on it so they'll be made available, since they weren't around when the Samsaran was released.

Also there is speculation whether or not you can take spells from another class you already have in your current classes list.

Sovereign Court 4/5 5/5

What Micheal Hallet said above is my understanding as well.

As for what stays and what is banned, its probably a process of figuring out what would be too overpowered either by itself or in conjunction with currently available materials.

Sovereign Court 4/5 5/5

1 person marked this as a favorite.

We had to infiltrate and take over a fortress on the plane of air. Fortunately we found an airship that was making a supply run to it, and managed to convince the captain to smuggle us in in crates filled with apple juice, because its a luxury item from the material plane on the air plane :D We bypassed 1 1/2 encounters with our silliness.

Sovereign Court 4/5 5/5

2 people marked this as a favorite.
Calybos1 wrote:

Courtesy of far too many online sessions, including TPKon today:

You get to the table and the GM, while present, hasn't even BEGUN to set up the VTT. "Maybe we'll get started in a half-hour or so... maybe...."

And five minutes in, it's clear he never read the scenario either.

As mentioned when you brought it up in the discord channel if you have an issue with the conduct of a GM bring up with them privately. If you are unable to resolve the issue escalate it to convention organizers. You've discussed this with one of us already but if you feel the need to discuss more contact one of us either via discord or PM here.

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Because i'm a horrible person and didn't update this.... *shields himself from rocks and worse* Here is the link for the warhorn signups for the event this weekend

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I usually cut and paste them into a editor like paint and cut them down to 8x10 squares then print them.

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Ooooh are we going to meet a new sage? Maybe get to run into an evil sage?

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So happy to see a great NPC returning, and trip to a non-elemental plane.

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Curious to see if its external interfence akin to 9-00 or if its just improper storage techniques akin to the constant Blakros issues.

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Time for me to make yet another Polygot character, as the ancient languages will prove invaluable i'm guessing.

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Giving PC's a carte blanche for pretty much anything is probably going to be bad idea. I for see this scenario providing us lots of infamy, which isn't a bad thing.

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1 person marked this as a favorite.

As you said Roc i'm hoping this will introduce the different major players, Hellknight, Blakros, and maybe the different Planetary Governments of SFS Universe.

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I blame the Corpse Fleet

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Sadly there is no release date made available for the pre painted mini's at this time but they are currently in the works, they're working on ensuring the quality of them from what I've heard, but they do have unpainted mini's available at the moment.

Two flip mats have been released at launch basic starfield and basic terrain. Catina Flip Mat is due to be released Oct 18th and Starship Flip Mat in November.

Sovereign Court 4/5 5/5

Save to assume we run Construct traits as they were in Pathfinder?

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For the time being i don't think anything has received the ban hammer or adjustments, though as new stuff comes out and they start on the starfinder Additional Resources i'm sure it will come to resemble the Pathfinder one.

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I ran this several times at the demo tables at GenCon and we found the pilot have a decent chance of making the DCs required, especially if the captain was cheering them on. In addition as mentioned above for that particular capstone fight the PCs get major help vs the last fight if they did well on the other parts of the quests.

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Believe its one of the ways management is trying to track boon trading, and it is on the default template for all boons. I'm going to assume we can't trade the welcome boon :)

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Hope everyone is having a great August thus far, and ready for the foruth TPKon online convention, TP&Kon!

TP&Kon will be held online, via Roll20 and Discord, on October 6th-8th, 2017.

General GM Registration: GM SIGN UPS ARE OPEN

Player Registration: To be Announced, but will be done through Warhorn

Scenario Support Submitted to Paizo: Scenario support request will be sent on September 8, 2017. If you need scenario support, you must submit your games before then.

You may register games using the website until October 2nd, 2017 for the con.

If you submit a game on the website, you are committing to being present for the game at the registered time. If you are not present for the game at the submitted time or cancel without notifying one of the organizer by email or by tagging us on Discord (Finegas, Hels or me), you will not be allowed to GM in future TPKons. It is your duty to make sure we are notified and have received your message if you have to cancel a game.

Convention Session Slots (All times EST [UTC-4]):

--------------------------------------------------------------------------- ----

Friday, October 6th, 2017
------------------------------
A 9 AM to 3 PM
B 3 PM to 9 PM
C 9 PM to 2 AM

Saturday, October 7th, 2017
------------------------------
D 3 AM to 9 AM
E 9 AM to 3 PM
F 3 PM to 9 PM <--The Multi-Table Special will be in slot F
G 9 PM to 3 AM

Sunday, October 8th, 2017
------------------------------
H 9 AM to 3 PM
I 3 PM to 9 PM
J 9 PM to 3 AM

--------------------------------------------------------------------

GMs will submit sessions to us via the submission process detailed below.

We will then manually import those sessions into TPKon's warhorn page on a regular basis.

The PFS Registration process for TPKon will be as follows:

1) Go here and check out what sessions are already scheduled.

2) Decide what scenario you would like to run and what slot you would like to run it in. (Make sure you are eligible to run any scenarios you submit - you meet the GM Star Requirements for exclusives, for example.)

3) Go here. Click the "Submit A Game Listing" link at the bottom of the session list page.

4) Enter the requested information, making sure you enter the following information correctly:
>Primary Paizo Alias (We suggest you click your profile on Paizo and copy the alias from the end of URL. Example: http://paizo.com/people/Imhrail - Don't submit the whole URL, just the name displayed at the end of the URL.)
>Your PFS Number (No PC number)
>Your Email that you used on your Paizo.com account. (This MUST be your Paizo associated email address or you will not get scenario support)
>Which Slot you wish to run your game in.
>The Scenario you wish to run in the Slot chosen above.
>Check the "Core?" Checkbox ONLY if you are running this session as a Core Campaign game.
>"Session Full" is currently locked and cannot be marked.
"URL to Signups" can be ignored - this will be a link to the TPKon Warhorn once all sessions are imported.
Enter any Notes you wish to include. (This will be public, so anything you "note" will be publicly view-able.)
** Please double-check all values before submitting session. **

NOTE: If you make a mistake while entering a session please do not resubmit your game,just reply to the confirmation email with any changes you need to make.

--------------------------------------------------------------------------- ----

NOTES:
>Scenarios and Time Slots may be subject to approval/changes to avoid conflicts, et cetera.
>All sessions must be run using Roll20.net, that is the unofficial VTT of TPKon.
>GMs can use Google Hangouts, the built in A/V in Roll20, or Discord for audio/video in games.
>Private Games are NOT allowed. All games must be listed for open/public registration.
>Non-English games are welcome and invited - please indicate Non-English languages in the Notes section of the form when submitting your session.

GM Boons:
Every GM that runs a game will automatically get a GM boon, if we hit convention support. (Each GM gets one boon, regardless of how many sessions are run.) Table/Player boons, if we hit convention support, will also be available at every table run and GMs will receive emails on how those work prior to the convention. Both players and GMs are eligible to win Table/Player boons. Only GMs can receive the GM boons.

Paizo Scenario Support:
Free Scenario support, if we hit convention support, will be provided by Paizo for games submitted to us through the form above by the Deadline (will update later).

If you have any questions please feel free to contact me at lordjecks@gmail.com, reply to this post, or contact us through the Discord Server at http://PFSChat.com , in the #tpkon text channel .

(The Convention's PFS "Help Desk" will be on Discord during/prior to the convention.)

Look forward to seeing you all at TKPon 4: TP&Kon!. =)

Thanks!
Imhrail (Discord: Finegas) & Sayok (Discord: Sayok)
The untitled! & Venture-Agent
lordjecks@gmail.com

Sovereign Court 4/5 5/5

3 people marked this as a favorite.

It's 3000 credits minus expenses

Sovereign Court 4/5 5/5

1 person marked this as a favorite.

Current APs w/ Seeker Material:

Rise of the Runelords:
#4 “Fortress of the Stone Giants” 12–14
#5 “Sins of the Saviors” 14–16
#6 “The Spires of Xin-Shalast” 16–18

Curse of the Crimson Throne:
#5 “Skeletons of Scarwall” 13-15
#6 “Crown of Fangs” 16–18

Serpent's Skull
#4 “Vaults of Madness” 11-13
#5 “The Thousand Fangs Below” 13-15
#6 “Sanctum of the Serpent God” 16-18

Carrion Crown
#5 “Ashes at Dawn” 11-13
#6 “Shadows of Gallowspire” 13-15

Jade Regent
#5 “Tide of Honor” 11-13
#6 “The Empty Throne” 14-16

Skulls and Shackles
#5 “The Price of Infamy” 11-13
#6 “From Hell's Heart” 13-15

Shattered Star
#4 “Beyond the Doomsday Door” 11-13
#5 “Into the Nightmare Rift” 13-15
#6 “The Dead Heart of Xin” 16-18

Reign of Winter
#4 “The Frozen Stars” 11-13
#5 “Rasputin Must Die” 13-15
#6 “The Witch Queen's Revenge” 15-17

Mummy's Mask
#5 “The Slave Trenches of Hakotep” 12-14
#6 “Pyramid of the Sky Pharoah” 15-17

Iron Gods
#4 “Valley of the Brain Collectors” 11-13
#5 “Palace of Fallen Stars” 13-15
#6 “The Divinity Drive” 15-17

Giantslayer
#4 “Ice Tomb of the Giant Queen” 11-13
#5 “Anvil of Fire” 14-16
#6 “Shadow of the Storm Tyrant” 15-17

Hell's Rebels
#4 “A Song of Silver” 12-14
#5 “The Kintargo Contract” 13-15
#6 “Breaking the Bones of Hell” 16-18

Sovereign Court

Yeah i suppose cancel the following as long as they are available at GenCon, because i'll pick them up there, before getting in line for my subscription items:

Starfinder Core Rulebook Pawn Collection
Starfinder Player Character Folio
Starfinder Flip-Mat: Basic Terrain
Starfinder Flip-Mat: Basic Starfield

Many Thanks,
Imhrail

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If its enchantable then distance would definitely be a good one for alchemist to put on it.

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Yeah that would be for the best and hopefully they will arrive in time

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Thanks John i'll inquire over there.

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I'm running a few different PFS/SFS games at GenCon and just want to verify that everything i have in my sidecart currently is viable for pickup at GenCon? If you require more details please let me know and i'll be more than happy to provide them.

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If we order the flip mats and Map Packs for the scenario's listed above, are they viable for pick up at GenCon with our subscriptions?

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Firstly i just want to say thank you for all the work you guys have put into the tracker, its something i've come to depend on for quickly checking what i have and haven't played/run.

I'm not sure if anyone has mentioned it but the module's list seems to organized as parts of The Emerald Spire and intermixed with other modules. Is this intentional or just an unexpected change from working on another part of the tracker?

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I believe it either pick it all up or pick up nothing, as partial orders would cause complications.

Sovereign Court 4/5 5/5

4 people marked this as a favorite.

For those interested in playing at TPKon 3 - Absalom Drift, the online convention, we have sign ups on warhorn, and will be playing using Roll20 and the offical PFS discord channel.

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Sorry for the belated response, i'm awful at checking the forums, Player registration will be opening at 3:39am EDT Sunday July 2nd, which is little under 9 hours from this post. I'll leave a link to the warhorn below

Warhorn Signups

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Chris Lambertz wrote:
IonutRO wrote:
Getting "The requested URL was not found on this server, or you do not have permission to access this area." When trying to download the standard versions.
Sorry about that! Should work fine now.

Working fine now, atleast the widescreen ones. Thanks for the fancy new backgrounds, and the First Contact Free RPG goodies :D

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My RAI take on this would be they are tagging on mercies to the channel energy and thus anything that would effect mercies capabilities on lay on hands would effect the channel energy of the Merciful Healer based on "Feats and effects that affect a paladin’s mercy also affect this ability." part of Merciful healing. Effectively: Lay Hands Req replaced by Channel Energy for the relevant feats.

My RAW take on it would be yes you would still require the prerequisites for the feats as it doesn't not state it bypasses or replaces them. Meaning you would need to dip into Paladin.

Either way it needs looking at so we have a firm ruling on what is does and what it requires.

Sovereign Court 4/5 5/5

To the best of my knowledge once its applied to a character its a done deal and can't be undone.

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Dean Ludwig wrote:

Balistyc,

We are the process of making some website changes and enhancements. We will keep your suggestion in mind when scoping out the navigation of the site.

Thank you very much for your feedback.
Dean

Firstly i just want to say thank you for all the hardwork you and the rest of the site team do.

Firstly I was wondering if we could get somethign akin the pfstracker's reporting tool, but only in the sense of displaying what scenario/modules/Adventure Paths we have played. The current system doesn't make it easy to quickly filter through what we've played beyond the tradtional ctrl+f to find a scenario name.

Secondly could we have a more indepth tracking system for individual characters as well, specifically just to track experience and fame. Again this would streamline figuring out what characters we have in tier for games rather than digging through sheets of chronicles/character binders/etc.

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Always glad to see more seeker tier material being offered. Any chance of it becoming a regular thing per season?

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The usual request for a list of maps?

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The usual request for a list of maps?

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1 person marked this as a favorite.

The usual request for a list of maps?

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Can't wait to GM it as my first PFS GenCon Special, and i'll second the request for maps whenever the staff has a chance. Curious to see if there will be an similarities to the Season 2 Special.

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GM Registration is now open for TPKon 3: Abasalom Drift!

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I too shall be hiding away in the Sagamore Ballroom GMing the weekend away as Ezren, feel free to drop by and say hi :).

Sovereign Court 4/5 5/5

2 people marked this as a favorite.

PFS Discord Link where we have a audio stream going currently of Paizo Con, courtesy of IronHelixx our beloved online Venture Captain. In addition one of users StoneSnake is provide some visuals for us :D

Sovereign Court 4/5 5/5

I lucked out with a very nice schedule this year :D

THURSDAY
Slot 1, Thursday AM (0800-1300): SFS Quest: Into the Unknown (Square)
Slot 2, Thursday Afternoon (1400-1900): SFS Quest: Into the Unknown (Square)
Slot 3, Thursday PM (2000-0100): SFS 1-00 Special: Claim to Salvation
Slot 4, Thursday Overnight (0200-0700): OFF

FRIDAY
Slot 5, Friday AM (0800-1300): OFF
Slot 6, Friday Afternoon (1400-1900): OFF
Slot 7, Friday PM (2000-0100)*: 9-00 Assault on Absalom (level 3-4)
Slot 8, Friday Overnight (0200-0700: OFF

SATURDAY
Slot 9, Saturday AM (0800-1300): SFS Quest: Into the Unknown (Square)
Slot 10, Saturday Afternoon (1400-1900)*: SFS Quest: Into the Unknown (Square)
Slot 11, Saturday PM (2000-0100)*: 8-99 The Solstice Scar (level 3-4)
Slot 12, Saturday Overnight (0200-0700): OFF

SUNDAY
Slot 13, Sunday AM (0900-1400)**: SFS Quest: Into the Unknown (Square)

Andrew Shumate wrote:
I've got all of the slots for #8-25: Unleashing the Untouchable. If you're playing that scenario, I'm running it.

My wife and I shall see you Friday at 2:00pm then if we managed to snag tickets.

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Now to play the waiting game for volunteer schedule so i can figure out what i can potentially play :D

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Source for information below

3.. 2... 1.. blast off! Okay, maybe living on the Space Coast is starting to rub off on me. Either way, I think you'll agree that this is an exciting new chapter in the history of SmiteWorks and Paizo. Fans of Fantasy Grounds and Pathfinder can look forward to a steady stream of great gaming content to play online or to enhance their in-person play.

Three ways to buy!

All new releases will be available from our website, from Steam, and in the near future, from paizo.com. In addition, you can get a PDF for free with your purchase if you buy from fantasygrounds.com or from Paizo. To do so, check the instructions below. ...

If you already own the corresponding PDF from Paizo, and you purchase the add-on for Fantasy Grounds on paizo.com, you'll get a discount equal to the price of the PDF. Then follow steps 2 and 3 above and Retrieve paizo.com Purchases. Once you do that, those purchases will automatically be linked to your account and will get picked up and installed when you run your next update.

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So i get to terrorize PCs with water combat rules right? :D

About Naïlo - Xiloak Quanc

Private Name: Xiloak Quanc
Public Name: Naïlo (pronounced NAE-i-loe with I as in It)

Race: High Elf Assimar of Oltwood
Height: 6'4" ... Weight: 136 lbs ... Age: 134 yrs ... Hair: Long Golden Blonde ... Eyes: Vibrant Emerald Green ... Skin: Bronze Tan
Attributes: Str 14(+2) .. Con 12(+1) .. Dex 13(+1) .. Int 14(+2) .. Wis 12(+1) .. Cha 18(+4)

Class: Oracle ... Level: 2

Init: +2 ... BAB: +1 ..... CMB: +3 ..... CMD: 14
AC: 16 (Armor +5, Dex +1) .... T: 11 .... FF: 15
Fort: +2 .... Rflx: +1 .... Will: +3
....... Immune to Magic Sleep effects; +2 Racial Bonus on Saves vs Enchantment spells and effects
....... Acid, Cold, and Electricity Resistance 9
....... Fire and Sonic Resistance 4

Weapons:
Long Sword +3 .... Dmg: 1d8 .... Crit: 19/x2 .... Type: S
Dagger +2 .... Dmg: 1d4 .... Crit: 19/x2 .... Type: S/P .... Rng: 10 ft
Longbow +2 .... Dmg: 1d8 .... Crit: 20/x3 .... Type: P .... Rng: 100 ft
.... Arrows 20 / 20

Gear:
Kikko ... 250gp ... 25 lb
Signal Whistle ... PK ... 0
Silver Holy Symbol ... 25gp ... 1 lb
Wrist Sheath (QR) ... 5gp ... 1 lb
Wand of Cure Light Wounds ... 750gp ... 0 ... 50 / 50
Wrist Sheath (QL) ... 5gp ... 1 lb
Wand of Secluded Grimoire ... 750gp ... 0 ... 50 / 50
Spell Component Pouch ... 5gp ... 2 lbs
Beltpouch ... PK ... 0.5 lbs
... 10gp

Long Sword ... 15gp ... 4 lbs
Dagger ... PK ... 1 lb
Longbow ... 75gp ... 3 lbs
Quiver ... 1gp ... 1 lb
Arrows x20 ... 1gp ... 1 lb

Pathfinder Kit ... 12 gp

Backpack (MW) ... 48gp ... 4 lbs
... Bedroll ... PK ... 5 lbs
... Fishhook x2 ... PK ... 0
... Flint-n-Steel ... PK ... 0
... Sewing Needle ... PK ... 0
... Thread 50ft ... PK ... 0
... String 50ft ... PK ... 0.5 lbs
... Tankard ... PK ... 1 lb
... Trail Rations 7 days ... PK ... 7 lbs
... Waterskin x2 ... 1 gp ... 8 lbs
... Whetstone ... PK ... 1 lb

Combat Weight: 45.5 lbs
Total Weight: 72 lbs

Carrying Capacity: LL 58 lbs ... ML 116 lbs ... HL 175 lbs ... Drag 875 lbs
w/Masterwork Backpack
.. Carrying Capacity: LL 66 lbs ... ML 133 lbs ... HL 200 lbs ... Drag 875 lbs

Encumberance
... Light -- No Effect
... Medium - Max Dex +3 ... Chk Pen: -3 ... Spd 20 ft ... Run x4
... Heavy -- Max Dex +1 ... Chk Pen: -6 ... Spd 20 ft ... Run x3


Spells Prepared:
Spell Slots: 1st-5

Cantrips
.... Create Water
.... Detect Magic
.... Ghost Sound
.... Guidance
.... Mage Hand
.... Mending
.... Purify Food/Drink
.... Spark
.... Stabilize
.... Touch of Fatigue

1st-Level
.... Bless
.... Cure Light Wounds
.... Doom
.... Ray of Enfeeblement


Spell Book:
Cantrips
.... Acid Splash(C)
.... Anonymity
.... Arcane Mark
.... Breeze
.... Chameleon Skin
.... Dancing Lights
.... Detect Fiend
.... Detect Magic
.... Detect Poison
.... Drench(C)
.... Flare
.... Ghost Sound
.... Grasp
.... Haunted Aspect
.... Jolt
.... Light
.... Mage Hand
.... Mending
.... Message
.... Open/Close
.... Penumbra
.... Prestidigitation
.... Ray of Frost
.... Read Magic
.... Resistance
.... Root
.... Scoop
.... Scrivener Chant
.... Spark
.... Vacuous Vessel

1st-Level
.... Comprehend Languages
.... Enlarge Person
.... Shift(C)
.... Silent Image
.... Summon Minor Monster(C)


Skills:
* Armor Check Penalty ... # Trained Only ... @ Background ... ^ Class Skill

01 ... Acrobatics* (Dex)
** ... Animals#@ (Cha)
02 ... Appraise^@ (Int)
04 ... Bluff (Cha)
02 ... Climb* (Str)
04 ... Diplomacy (Cha)
** ... Disable Device*# (Dex)
04 ... Disguise (Cha)
01 ... Escape Artist* (Dex)
01 ... Fly^* (Dex)
05 ... Heal (Wis) Ranks: 1
05 ... Intimidate (Cha) Ranks: 1
** ... Legerdemain*#@ (Dex)
03 ... Linguistics^#@ (Int) Ranks: 1
09 ... Perception^ (Wis) Ranks: 2 Bonus: +3
01 ... Ride (Dex)
05 ... Sense Motive (Wis) Ranks: 1
07 ... Spell Craft^# (Int) Ranks: 2
01 ... Stealth* (Dex)
07 ... Survival (Wis) Ranks: 1
02 ... Swim* (Str)
09 ... Use Magic Device^# (Int) Ranks: 2
-------
Knowledge# (Int)
07 Arcana^ Ranks: 2
** Engineer^@
** Geography^@
06 History^@ Ranks: 1
** Local^
07 Nature^ Ranks: 2
** Nobility^@
06 Planar^ Ranks: 1
06 Religion^ Ranks: 1
** Underdark^ (aka Dungeoneering)
-------
07 Craft[Alchemy]^@ (Int) Ranks: 2
02 Craft[ ]^@
01 Perform@ (Cha)
** Profession@ (Wis)
-------
Languages: Elven, Senzar, Keolish (Common), Sylvan, Aklo, Draconic


Racial Features:
[b]Attributes: Dexterity +2, Charisma +2
Size: Medium
Speed: Normal 30 ft
Senses: Low Light Vision
Keen Senses: Gain a +2 Racial Bonus on Perception checks.
Elven Immunities: Immune to Magic Sleep effects and +2 Racial Bonus on Saves vs Enchantment spells and effects.
Weapon Familiarity: Proficient with Bows (long, short, composite), Long Sword, Short Sword, and Elven Weapons are considered Martial Weapons.
Skilled: They have a +2 Racial Bonus on Survival checks.
Halo: They possess the ability to manifest a Halo. They can create Light centered upon their head at will as a spell-like ability. When using their Halo, they gain a +2 Circumstance Bonus on Intimidation checks against evil creatures. This racial feature replaces Dark Vision with Low Light Vision.
Languages: Elven and local common (Keolish)
Additional Bonus Languages: Celestial, Draconic, Goblin, Human (???), Ork and Sylvan.

Traits:

Scholar of the Ancients (Campaign): Growing up with their nose in books, they have had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, they know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From their life of study and dogged research, they have pieced together the language and partial history of this once-great empire. They gain a +1 Trait Bonus on Knowledge [Arcana] and Knowledge [History] checks, and begin play able to speak and read Thassilonian.

Warrior of Old (Racial): As a child, they put in long hours on combat drills, and though time has made this training a dim memory, they still have a knack for quickly responding to trouble. They gain a +2 Trait Bonus on Initiative checks.

Resilient (Combat): Growing up partially within the rather unforgiving wilds often forced them to subsist on food and water from questionable sources. They have built up their Constitution as a result, and gain a +1 Trait Bonus on Fortitude Saves.

-------{ Additional Traits from Feat }---------------------

Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, their approach is more pragmatic. They may use their Intelligence modifier when making Use Magic Device checks instead of their Charisma modifier.

Seeker (Social): They are always on the lookout for oddities and danger. They gain a +1 Trait Bonus on Perception checks, and Perception is a class skill.


Feats:
1st-Level - Additional Traits: They gain two Character Traits of their choice. These traits must be chosen from different lists, and cannot be chosen from lists from which they have already selected a Character Trait.

Class Features:
Alignment: Any
Hit Die: d8
Starting Wealth: 1,000 gp

Weapon Proficiency: Simple Weapons
Armor Proficiency: None

Class Skills: 4 + Int Mod
Diplomacy, Heal, Perception, Sense Motive, Spell Craft, Survival, Use Magic Device, Knowledge[Arcana], Knowledge[History], Knowledge[Nature], Knowledge[Planar], Knowledge[Religion], Knowledge[Underdark], Craft [ ] (Wis), Profession [ ] (Int)

Archetype Dual-Cursed: All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with hindrances, they also can manipulate fortune and gain greater insights into their mystery. They must choose two Curses at 1st-Level. One of these Curses (their choice) never changes its abilities as they gain levels. The other Curse comes with its normal benefits. They gains no additional Class Skills from their mystery due to their secondary Curse and the gain the following:

Bonus Spells: Ill Omen (2nd), Oracle Burden (4th), Bestow Curse (6th). These bonus spells replace the Mystery bonus spells at these levels.

Revelations: They gain a new revelation at 5th-Level and 13th-Level. These are in addition to the normal revelations they receive. In addition, they may select the following revelations in place of a mystery revelation:

Misfortune (Ex): At 1st-Level, as an Immediate Action, they can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the original roll. They can use this ability once per day at 5th-Level, and one additional time per day for every six levels thereafter (11th and 17th).

Fortune (Ex): At 5th-Level, as an Immediate Action, they can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it is worse than the original roll. They can use this ability once per day at 5th-Level, and one additional time per day for every six levels thereafter (11th and 17th).

Curse (Su): They are cursed, but this curse comes with a benefit as well as a hindrance. This choice is made once made, it cannot be changed. Their curse cannot be removed or dispelled without the aid of a deity. Their curse is based on their level plus one for every two levels thereafter. They must choose a single curse.

Haunted: Primal magic energies swirl about them wherever they go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Due to these magical distorations retrieving a stored item from their gear requires a Standard Action, unless it would normally take longer. Further any item they drop lands 10 feet away from them in a random direction. At 1st-Level, they add Mage Hand and Ghost Sound to their list of Spells Known. At 5th-Level, they add Levitate and Minor Image to their list of Spells Known. At 10th-Level, add Telekinesis to their list of Spells Known. At 15th-Level, add Reverse Gravity to their list of Spells Known. These spells cannot be swapped out and are in addition to their normal known spells.

Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, Senzar, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. Senzar (aka First Speech)

Mystery (Primal): They draw upon a divine mystery to grant them spells and powers. This mystery also grants additional Class Skills and other special abilities and represents a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, if they had the waves mystery they might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the they gain levels. They must pick one mystery upon taking their 1st-Level of Oracle. Once made, this choice cannot be changed. At 2nd-Level, and every two levels thereafter, they learn an additional spell derived from their mystery. These spells are in addition to the number of spells given on Class Advancement Table. These bonus spells cannot be exchanged for different spells at higher levels.

Oracles of the Primal Mystery have been touched in some way by Primal Magic. Alternatively, a Primal Oracle might simply be a person who was affected in their past by a Primal Magic event or perhaps both.

Skills: They add Knowledge [Arcana], Knowledge [Nature], Survival, and Use Magic Device to their list of Class Skills.

Bonus Spells: Touch of Fatigue (1st), Ray of Enfeeblement (2nd), Obscure Object (4th), Dispel Magic (6th), Lesser Globe of Invulnerability (8th), Break Enchantment (10th), Antimagic Field (12th), Spell Turning (14th), Spellscar (16th), Mage Disjunction (18th).

Orisons: They know 4 Orisons, or 0-level spells, as noted Class Advancement Table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spell Casting: They cast Divine spells drawn from the Cleric Spell List. To learn or cast a spell, they must have a Charisma score equal to at least 10 + Spell Level. Their base daily Spell Slots are given on their Class Advancement Table. In addition, they receive bonus Spell Slots per day if they have a high Charisma score. Unlike other Divine Spell Casters, their selection of spells is extremely limited. They begin play knowing two 1st-Level spells of of choice. At each new level, they gain one or more new Spells Known, as indicated on their Class Advancement Table. Unlike Spell Slots, the number of Spells Known is not affected by their Charisma score. In addition to the spells gained by them as they gain levels, they also add all the Cure Spells to their list of Spells Known. These spells are added as soon as they are capable of casting a spell of that level. Upon reaching 4th-Level, and at every even-numbered level thereafter (6th, 8th, etc.), they can choose to learn a new Spell Known in place of one they already know. In effect, losing the old Spell Known in exchange for the new Spell Known. The new Spell Known must be the same level as the old Spell Known it is replacing. They may swap only a single spell at any given level, and must choose whether to do so or not at the same time that they gain their new Spells Known for that level. They cannot swap out any Cure spells nor Mystery spells that they have gained. Unlike a Cleric, they need not prepare their spells in advance. They can cast any spell that they know at any time, assuming they have not used up all their Spell Slots for spells of the level they are wanting to cast. They do not need to provide a Divine Focus to cast their spells that list Divine Focus (DF) as part of the components.

Revelation: At 1st-Level as they advance in level they uncover a new secret about their Mystery that grants them powers and abilities. They must select a Revelation from the List of Revelations available to their Mystery. If a Revelation is chosen at a later level, they gain all of the abilities and bonuses granted by that Revelation based on their current level. Unless otherwise noted, activating the power of a Revelation is a Standard Action.

1st-Level Revelation (Eldritch Resistance): They gain Resistance 2 to Acid, Cold, Electricity, Fire, and Sonic. This resistance increases to 5 at 5th-Level, 10 at 11th-Level, and 20 at 17th-Level.

Consume Spells: They can expend an available Spell Slot as a Move Action, making it unavailable for the rest of the day, just as if they had used it to cast a spell. They can use this ability a number of times per day equal to their Charisma modifier (minimum 1). Doing this adds a number of points to their Arcane Reservoir equal to the level of the Spell Slot consumed. They cannot consume Cantrips (0 level spells) in this way. Points gained in excess of the maximum for the Arcane Reservoir are lost.

Spell Book: They must study their Spell Book each day to prepare their spells. They cannot prepare any spell not recorded in their Spell Book, except for Read Magic which they can prepare from memory and any spells that they always have prepared. They begin play with a Spell Book that contains all Wizard Cantrips plus three 1st-Level Spells of their choice from the Wizard Spell List. They also select a number of additional 1st-Level spells equal to their Intelligence modifier to add to their Spell Book. At each new level, they gain two new spells of any spell level or levels that they can cast to add to their Spell Book. At any time, they can also add spells found in other Spell matter what their native language or culture is. Books of either Wizards or Arcanists to her own Spell Book. To record an arcane spell in written form, they use complex notation that describes the magical forces involved in the spell. The writer uses the same system no what their native language or culture is. However, each individual uses the system in their own way. Thus another person’s magical writing remains incomprehensible to even the most powerful wizard until they take the time to study and decipher it. To decipher arcane magical writing (such as a single spell in the spellbook of another or on a scroll), the character must make a Spell Craft check (DC 20 + Spell Level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A Read Magic Cantrip automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular piece of magical writing, they do not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives them some idea of its effects (as explained in the spell description). If the magical writing is a scroll and the reader can cast arcane spells, they can attempt to use the scroll. They can add new spells to their Spell Book through several methods. They can only learn new spells that are found on the Wizard Spell Lists, unless otherwise specifically allowed by some other feature or due to independent research.

Spells Gained at a New Level: They perform a certain amount of spell research between adventures. Each time they attain a new level, they gain two spells of their choice to add to their Spell Book. The two free spells must be of spell levels they can cast.

Spells Copied from the Spell Book or Another or a Scroll: They can also add a spell to their Spell Book whenever they encounter one on a magic scroll or in the Spell Book or another. No matter what the source of the spell, they must first decipher the magical writing. Next, they must spend 1 hour studying the spell. At the end of the hour, they must make a Spell Craft check (DC 15 + Spell Level). If they have specialized in a School of spells they gain a +2 Bonus on the Spell Craft check if the new spell is from their specialty school. If the check succeeds, they understand the spell and can copy it into their spellbook. The process leaves a Spell Book that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, they cannot understand or copy the spell. They cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spell Craft check does not cause the spell to vanish. In most cases, a spell caster will charge a fee for the privilege of copying spells from their Spell Book. This fee is usually equal to half the cost to write the spell into a Spell Book. Rare and unique spells might cost significantly more.

Independent Research: They can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spell Craft and Knowledge [Arcana] checks.

Writing a New Spell into a Spell Book: Once they understand a new spell, they can record it into their Spell Book. The process takes 1 hour per spell level with Cantrips (0 levels spells) taking only 30 minutes to record. The cost for writing a new spell into a Spell Book depends on the level of the spell, as noted on the following table. Note that they do not have to pay these costs in time or gold for spells they gain for free at each new level. A brand new Spell Book contains 100 pages and spells take up one page per spell level with Cantrips taking up only half a page. The pages can written upon both sides allowing for a total of 200 spell levels minus half the Cantrips recorded within.

Spell Casting: They casts arcane spells drawn from the Wizard Spell List. They must prepare their spells ahead of time, but unlike a wizard, their spells are not expended when they are cast. Instead, they can cast any spell that they have prepared consuming a Spell Slot of the appropriate level, assuming they have not yet used up their spell slots per day for that level or higher. To learn, prepare, or cast a spell, they must have an Intelligence score equal to at least 10 + Spell Level. The Save DC against an their spells is 10 + Spell Level + their Intelligence modifier. They can only cast a certain number of spells of each spell level per day. Their base daily spell allotment, called Spell Slots, is given on their Class Advancement Table. In addition, they receive bonus spells per day if they have a high Intelligence score. They may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four Cantrips, 0-level spells, and two 1st-level spells each day. At each new level, the number of spells they can prepare each day increases, adding new spell levels as indicated on their Class Advancement Table. Unlike the number of spells they can cast per day – Spell Slots, the number of spells they can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spell caster instead affect the number of spells they can prepare. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell book. While studying, they decide what spells to prepare and they refresh their available Spell Slots for the day. Like a Sorcerer, they can choose to apply any Metamagic they know to a prepared spell as they cast it, with the same increase in casting time. However, they may also prepare a spell with any Metamagic they know and cast it without increasing casting time just like a Wizard. They cannot combine these options – a spell prepared with a Metamagic cannot be further modified with another Metamagic at the time of casting (unless they have the Metamixing Exploit).


Background:
Born and mostly raised in the wilderness of the Sano Forest he is a close cousin of the lady Elf Hannah Velerin who is the proprieter of Hannah's a local lesser healer house in Sand Point and she is also on the Sandpoint Council. He has more recently, since he has been in town and staying with her, accompanied her on reagent gathering trips into the local wilderness. He is also acquainted with and sometimes works for Nisk Tander an Aiuvarin (half-elf) that is the proprieter of the Bottled Solutions which is an alchemical shop located in Sand Point. He knows and has spent some time with Ilsoari Gandethus, a human ex-adventurer, and sometimes helps him with the Turandarok Academy that he runs when he has extra time, he has also gotten to see Ilsoari's arcane museum which he has dutifully kept a secret about so that the kids of the academy do not find out. He has also heard about the Sandpoint Devil and believes that some aspects of it could very well be true while others are merely misguided rumors. He knows Mia Vespertine having met her and her father back when her father was still present in town and Mia was still just a kid. He has kept in touch with her over the years and while they are really good friends they have a tendency to mix like oil and water. As to which one is the oil and which is water, well let us just say Mia is much more slippery than Tomo is.