Sevroth

Ivenia's page

No posts. Organized Play character for Ilmakis.




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Please fill out RPG Chronicles and enter your information on the Slides (both will be linked above) prior to the start of Gameday on September 8th.

Any GM Glyphs to share, or anything else I should know about your character before we begin?

Feel free to start introducing your characters in the Gameplay thread.


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Please Dot.


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This game is part of Outpost VII. Don't sign up here--sign up here first!

Any GM Glyphs to share?
Anything unusual about your character I should know?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I will bot that character. I will not use any consumable resources unless asked. If you'd like to share some bot instructions, please include them in your profile!

On the Slides (linked in the header), you'll find space to add your character information and token and to set a general marching order.
Please also fill out RPGChronicles. Paizo is offering door prizes for the con, but you must include an email address on RPGChronicles to be eligible to win.

Make sure there's a character sheet accessible in your profile.


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Please dot in and delete. The game begins March 4th.


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Paizo Handle:
Character Name:
PFS / Character Number / Faction:
Character Ancestry / Background / Class / Level:
Downtime Skill / Task Level / Task DC / Die Result / Outcome:


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A Pathfinder Society Scenario designed for levels 3-4.

In the jungles of the Mwangi Expanse, a large group of Pathfinders stands ready to travel beyond a magical gateway whose mysteries stymied a group of the Pathfinder Society's founders. What lies beyond the doorway is also the crux of the plot of an ancient evil fey, the Thorned Monarch. Will the Pathfinders unlock lost fey magic, restore buried secrets from the Society's history, and purge the world of the Monarch's evil, or will they fall before the fey's minions and tricks?


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Paizo Handle:
Character Name:
PFS / Character Number / Faction:
Character Ancestry / Background / Class / Level:
Downtime Skill / Task Level / Task DC / Die Result / Outcome:


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A Pathfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4).

Swindler, rogue, and occasional Pathfinder ally Guaril Karela has approached the Society with an opportunity that Valais Durant, the leader of the Society's Radiant Oath faction, can't refuse. Guaril has been charging refugees to sneak them out of Xin Edasseril, a city ruled by the Runelord of Envy, and now it looks like Guaril won't be able to fulfill his contracts. Society agents are charged with sneaking into the dangerous city and sneaking out with a handful of its citizens before their absence is noticed so that the Radiant Oath can help them find new lives beyond their current ruler's tyrannical reach.


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Player Name:
PC Name:
SFS No. w/PC No.:
Day Job w/roll:


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A Starfinder Society Scenario designed for levels 7-10.

During a routine investigation on the false moon of Salvation's End, the PCs encounter an emissary from the vault's mysterious guiding intelligence. Directed to stop an ongoing invasion of another vault, the PCs find themselves caught in the middle of a conflict that could determine the fate of the false moon. Only through the PCs' actions can the machinations of the mysterious Vault Lord be halted.


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Welcome to Siege of Gallowspire!

My goal is for you to have fun while playing a balanced Pathfinder Society game.

Please review the below, which covers some special rules for the special as well as my expectations as a GM.

Siege of Gallowspire Rules

About Champion Mode

This event has two difficulties: Soldier and Champion. Soldier is slightly more challenging than a typical Pathfinder Society special event. Champion is this scenario’s “hard mode,” with increased challenge throughout. As usual for scenarios with increased difficulty, all players at the table must agree to that difficulty. Players who begin in Champion Mode who find the challenges too great can choose to switch to Soldier Mode.

This is a Soldier table.

Aid Characters

There are two kinds of character you can play during the special: a Primary Character (the PC who personally faces the scenario’s encounters and earns a Chronicle sheet at the end of the scenario), and an Aid Character, who helps with tasks and AiD Tokens throughout.

A player can designate up to 3 of their PCs of 5th level or higher as Aid Characters. Aid Characters must be different PCs from the Primary Character (the character playing the special). The player does not need all of their Chronicle sheets for their Aid Characters—they only need the Aid Character’s most recently earned Chronicle sheet. The only information from this sheet that is relevant is the Aid Character’s name, number, and level. The Chronicle sheet is also a place to record whether anything bad happens to the Aid Character in the course of the scenario. Note that all risks Aid Characters take are opt-in. Aid Characters have two functions in this scenario: to generate Aid Tokens, and to provide support in Aid Missions that occur during the adventure.

When the player designates a character as an Aid Character, the player chooses one of the following roles and assigns the character to that role. Each table may assign up to 5 Aid Characters to each role. This restriction represents the expedition’s need for agent to take on a balanced variety of roles, and also helps to ensure that there are enough Aid Characters of each type to succeed at Aid Missions.

Your Aid Characters cannot participate in other Pathfinder Society adventures while in the Siege, and risks death.

A character’s class and character build does not dictate what roles he can take, though players are likely to want to pick roles that fit with their characters’ themes. If a player does not have 3 Aid Characters available, she can fill any remaining slots with generic 4th-level NPC Pathfinders of any role. These 4th-level NPCs are less likely to succeed than PC Aid Characters at all tasks, but they give all players a way to participate in this scenario’s mechanics. The descriptions below give some examples of the types of routine tasks that Aid Characters in each role perform during the mission, but these characters also perform heroic actions when they grant Aid Tokens or attempt Aid Missions.

Guard: The combat encounters detailed in this scenario are handled by the Primary Characters, but there is still plenty of danger to deal with. A character assigned to this role helps provide security for the expedition. Characters in this role drive off minor threats that crop up, protect the rear of the expedition, and generally ensure the mission can continue unhindered.

Medic: Most of the healing resources in the expedition are wielded by the Primary Characters for the benefit of further advancing the mission, but the Aid Characters are likely to need healing too. An Aid Character assigned to this role treats wounds, cares for the bodies of the fallen, and dispenses medical supplies.

Muscle: Moving what is effectively a small army into hostile terrain is a challenging task. A character assigned to this role helps move heavy objects, clears passageways, and transports equipment.

Scout: Little is known about the Gallowgarden and the areas below Gallowspire, and what information does exist is often inaccurate. A character assigned to this role roams ahead of the main expedition, learning what threats are present and giving advice on how best to navigate them.

Spellcaster: The sheer number of Pathfinders on this mission presents a heavy demand for spellcasting, particularly spells that can protect agents from harm or remove conditions that they incur. Spellcasters meet up with Pathfinder agents between battles, helping prepare them for the dangers ahead. They may have their own innate spellcasting ability, or they might carry an arsenal of magic items for this purpose.

Aid Tokens

In this scenario, Aid Tokens work a bit differently from in past scenarios. Instead of having generic Aid Tokens that PCs can improve with their skills, each Aid Token represents the efforts of a specific Aid Character.

Each Aid Character role is associated with a specific benefit that Aid Character in that role can provide. After the players assign Aid Characters to roles, the Table GM should place the Aid Token Reference Sheet on the table, which details all of these benefits (Handout will be put on Slides after we assign). Table GMs should also distribute 3 Aid Tokens to each player, corresponding to their Aid Characters’ roles (see above). The player can then write in each of their Aid Characters’ names on the Aid Tokens. For the 4th-level NPC Pathfinders, players can invent names, or just write “Pathfinder.”

At this time, each player has the opportunity to commit any number of their PC Aid Characters to a more challenging, heroic task. This task provides greater benefits, but it also introduces a risk that the Aid Character may come to harm and therefore be unable to help out during later opportunities in this scenario.

Tasks are particularly difficult for lower-level Aid Characters, who are likely to be injured in the process. The 4th-level NPC Pathfinders are unwilling to attempt the heroic tasks.

My Table Expectations

Post Frequency

Be ready to post at least once a day.
Since this is a special, I will bot you if you do not post once every 24 hours.

Maturity and communicativeness go a long way! Please post here or in any supplemental channels, the group decides to use.

Botting

Include botting instructions in your profile. If you have a preference for who runs your character, write that down too. If you or your preferred botter have not posted in more than 24 hours, I will bot your character to keep the game moving.

Marching Order & Maps

To speed things up I ask the group for a marching order at the beginning of the adventure. Unless otherwise noted I will begin your PCs on the map in this order, where the scenario says to.

Initiative

I will roll all Initiative checks for PCs and NPCs, sort them, and organize them into blocks. I will bold the names of characters whose turn it is to act. I will include status of HP, etc.

When it is your turn to act, post. Do not wait for someone else to post just because they had a higher Initiative inside your initiative block. If you know what you want to do but want to wait for someone else’s action first, just say that. To encourage timely posting and avoid unnecessary delays, I will retroactively include bonuses where it makes sense for allies who are in the same initiative block, even if one player posts before getting that bonus. For example, if a fighter posts right before the bard, and the bard always Inspires Courage, I will include the inspire bonus in the fighter's attack and damage rolls even though the player didn't do so. Where possible, I will update initiatives and note the bonuses each player is receiving.

Rolling Saves

When asked to roll a save, it must always be the first dice roll on your next post. If you do not do this, I will roll the save for your PC.

Character Taglines & Profiles

Put your character's gender (so we know which pronouns to use), race (so we know what we see), class (optional) and their status in the fields labeled "Race" and "Class." Status usually means current/maximum hit points, ACs, Saving Throws witj modifiers, Spells or spell slots, and other resources. The status tagline might look like something this (copy/pasted from my oracle) — note that I have not only included spell slots and spell-likes, also important consumables (albeit abbreviated) such as the once-a-day mnemonic vestments and the character's current disguise (which might have an impact on how NPCs interact with them):

Quote:


Gen. Neut. Oracle (they) | HP 56/56 | Init+ 5 | F:+9 R: +9 W: +10 (+18 vs chm/compul.; +12 vs illus/fear/desp.) | AC 21 T 16 F 19 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 6/8 2: 6/8 3: 6/7 4: 3/4 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils, Longstrider, Heroism, 6 Mirror Images, Shld. Faith, Death Ward

In your character profile, please include the complete stat block as well, so the GM can audit your character. Be prepared to scan or take pictures of any chronicle sheets or boons upon request.

Chronicle Information

In order to be able to generate a PFS chronicle, I ask that each character please provide me the following information here, in the discussion thread. I would also like you to provide the names and numbers of all Aid Characters, along with a link to their profile. You can fill in the Aid character info piecemeal, just as long as it's there.

Player Name:
Character Name:
PFS & Character Number:
Faction:
Day Job Roll:
Aid Character 1:
Aid Character 1 Character Number:
Aid Character 1 Profile link:
Aid Character 2:
Aid Character 2 Character Number:
Aid Character 2 Profile link:
Aid Character 3:
Aid Character 3 Character Number:
Aid Character 3 Profile link:

Rules Questions and OOC Information

Please post rules questions in the discussion thread. Try not to interrupt the flow of gameplay. Don’t hesitate to correct me if I make a mistake and/or PM me.

Taken from GM Doug


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[b]


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Chronicle : What chronicle number will this be for your character?
Player name : Your name, as you want it to appear on the chronicle
Character name : The name of your character
Organized play #-#: Your society play and character numbers
Faction : Characters Faction slotted
XP : Your starting XP
Fame : Your starting fame
Credits : Opening credits before purchases
Day job : Your day job skill and roll. (or alternative such as training or true savior)
Reputation : Which factions you have reputations with (and how much) before participating in this scenario.
Boons : Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role : This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Taken from GM Aerondor


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In order to retrieve valuable resources necessary to repair the Wayfinders' flagship, the PCs follow-up on another team's investigative mission to a long-abandoned Starfinder Society lodge on a world in the Vast. Finding the lodge submerged and already partially flooded, the PCs quickly realize they are far from alone in the depths of the distant world's ocean.

Scenario Tags: Faction (Wayfinders)


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Chronicle : What chronicle number will this be for your character?
Player name : Your name, as you want it to appear on the chronicle
Character name : The name of your character
Organized play #-#: Your society play and character numbers
Faction : Characters Faction slotted
XP : Your starting XP
Fame : Your starting fame
Credits : Opening credits before purchases
Day job : Your day job skill and roll. (or alternative such as training or true savior)
Reputation : Which factions you have reputations with (and how much) before participating in this scenario.
Boons : Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role : This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Taken from GM Aerondor


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Recovering from its recent trials in the Scoured Stars, the Starfinder Society finds itself the target of a vicious media smear campaign. To combat this unexpected threat, the Society sends a group of agents to build up some standing in the Pact Worlds by taking part in a series of televised events orchestrated by the undead media mogul, Zo!. What these heroic agents don't know, is that their competition is willing to do whatever it takes to stop them from restoring the Society's tattered image.

Scenario Tags: Faction (Acquisitives)


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Welcome to Siege of Gallowspire!

My goal is for you to have fun while playing a balanced Pathfinder Society game.

Please review the below, which covers some special rules for the special as well as my expectations as a GM.

Siege of Gallowspire Rules

About Champion Mode

This event has two difficulties: Soldier and Champion. Soldier is slightly more challenging than a typical Pathfinder Society special event. Champion is this scenario’s “hard mode,” with increased challenge throughout. As usual for scenarios with increased difficulty, all players at the table must agree to that difficulty. Players who begin in Champion Mode who find the challenges too great can choose to switch to Soldier Mode.

This is a Soldier table.

Aid Characters

There are two kinds of character you can play during the special: a Primary Character (the PC who personally faces the scenario’s encounters and earns a Chronicle sheet at the end of the scenario), and an Aid Character, who helps with tasks and AiD Tokens throughout.

A player can designate up to 3 of their PCs of 5th level or higher as Aid Characters. Aid Characters must be different PCs from the Primary Character (the character playing the special). The player does not need all of their Chronicle sheets for their Aid Characters—they only need the Aid Character’s most recently earned Chronicle sheet. The only information from this sheet that is relevant is the Aid Character’s name, number, and level. The Chronicle sheet is also a place to record whether anything bad happens to the Aid Character in the course of the scenario. Note that all risks Aid Characters take are opt-in. Aid Characters have two functions in this scenario: to generate Aid Tokens, and to provide support in Aid Missions that occur during the adventure.

When the player designates a character as an Aid Character, the player chooses one of the following roles and assigns the character to that role. Each table may assign up to 5 Aid Characters to each role. This restriction represents the expedition’s need for agent to take on a balanced variety of roles, and also helps to ensure that there are enough Aid Characters of each type to succeed at Aid Missions.

Your Aid Characters cannot participate in other Pathfinder Society adventures while in the Siege, and risks death.

A character’s class and character build does not dictate what roles he can take, though players are likely to want to pick roles that fit with their characters’ themes. If a player does not have 3 Aid Characters available, she can fill any remaining slots with generic 4th-level NPC Pathfinders of any role. These 4th-level NPCs are less likely to succeed than PC Aid Characters at all tasks, but they give all players a way to participate in this scenario’s mechanics. The descriptions below give some examples of the types of routine tasks that Aid Characters in each role perform during the mission, but these characters also perform heroic actions when they grant Aid Tokens or attempt Aid Missions.

Guard: The combat encounters detailed in this scenario are handled by the Primary Characters, but there is still plenty of danger to deal with. A character assigned to this role helps provide security for the expedition. Characters in this role drive off minor threats that crop up, protect the rear of the expedition, and generally ensure the mission can continue unhindered.

Medic: Most of the healing resources in the expedition are wielded by the Primary Characters for the benefit of further advancing the mission, but the Aid Characters are likely to need healing too. An Aid Character assigned to this role treats wounds, cares for the bodies of the fallen, and dispenses medical supplies.

Muscle: Moving what is effectively a small army into hostile terrain is a challenging task. A character assigned to this role helps move heavy objects, clears passageways, and transports equipment.

Scout: Little is known about the Gallowgarden and the areas below Gallowspire, and what information does exist is often inaccurate. A character assigned to this role roams ahead of the main expedition, learning what threats are present and giving advice on how best to navigate them.

Spellcaster: The sheer number of Pathfinders on this mission presents a heavy demand for spellcasting, particularly spells that can protect agents from harm or remove conditions that they incur. Spellcasters meet up with Pathfinder agents between battles, helping prepare them for the dangers ahead. They may have their own innate spellcasting ability, or they might carry an arsenal of magic items for this purpose.

Aid Tokens

In this scenario, Aid Tokens work a bit differently from in past scenarios. Instead of having generic Aid Tokens that PCs can improve with their skills, each Aid Token represents the efforts of a specific Aid Character.

Each Aid Character role is associated with a specific benefit that Aid Character in that role can provide. After the players assign Aid Characters to roles, the Table GM should place the Aid Token Reference Sheet on the table, which details all of these benefits (Handout will be put on Slides after we assign). Table GMs should also distribute 3 Aid Tokens to each player, corresponding to their Aid Characters’ roles (see above). The player can then write in each of their Aid Characters’ names on the Aid Tokens. For the 4th-level NPC Pathfinders, players can invent names, or just write “Pathfinder.”

At this time, each player has the opportunity to commit any number of their PC Aid Characters to a more challenging, heroic task. This task provides greater benefits, but it also introduces a risk that the Aid Character may come to harm and therefore be unable to help out during later opportunities in this scenario.

Tasks are particularly difficult for lower-level Aid Characters, who are likely to be injured in the process. The 4th-level NPC Pathfinders are unwilling to attempt the heroic tasks.

My Table Expectations

Post Frequency

Be ready to post at least once a day.
Since this is a special, I will bot you if you do not post once every 24 hours.

Maturity and communicativeness go a long way! Please post here or in any supplemental channels, the group decides to use.

Botting

Include botting instructions in your profile. If you have a preference for who runs your character, write that down too. If you or your preferred botter have not posted in more than 24 hours, I will bot your character to keep the game moving.

Marching Order & Maps

To speed things up I ask the group for a marching order at the beginning of the adventure. Unless otherwise noted I will begin your PCs on the map in this order, where the scenario says to.

Initiative

I will roll all Initiative checks for PCs and NPCs, sort them, and organize them into blocks. I will bold the names of characters whose turn it is to act. I will include status of HP, etc.

When it is your turn to act, post. Do not wait for someone else to post just because they had a higher Initiative inside your initiative block. If you know what you want to do but want to wait for someone else’s action first, just say that. To encourage timely posting and avoid unnecessary delays, I will retroactively include bonuses where it makes sense for allies who are in the same initiative block, even if one player posts before getting that bonus. For example, if a fighter posts right before the bard, and the bard always Inspires Courage, I will include the inspire bonus in the fighter's attack and damage rolls even though the player didn't do so. Where possible, I will update initiatives and note the bonuses each player is receiving.

Rolling Saves

When asked to roll a save, it must always be the first dice roll on your next post. If you do not do this, I will roll the save for your PC.

Character Taglines & Profiles

Put your character's gender (so we know which pronouns to use), race (so we know what we see), class (optional) and their status in the fields labeled "Race" and "Class." Status usually means current/maximum hit points, ACs, Saving Throws witj modifiers, Spells or spell slots, and other resources. The status tagline might look like something this (copy/pasted from my oracle) — note that I have not only included spell slots and spell-likes, also important consumables (albeit abbreviated) such as the once-a-day mnemonic vestments and the character's current disguise (which might have an impact on how NPCs interact with them):

Quote:
Gen. Neut. Oracle (they) | HP 56/56 | Init+ 5 | F:+9 R: +9 W: +10 (+18 vs chm/compul.; +12 vs illus/fear/desp.) | AC 21 T 16 F 19 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 6/8 2: 6/8 3: 6/7 4: 3/4 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils, Longstrider, Heroism, 6 Mirror Images, Shld. Faith, Death Ward

In your character profile, please include the complete stat block as well, so the GM can audit your character. Be prepared to scan or take pictures of any chronicle sheets or boons upon request.

Chronicle Information

In order to be able to generate a PFS chronicle, I ask that each character please provide me the following information here, in the discussion thread. I would also like you to provide the names and numbers of all Aid Characters, along with a link to their profile. You can fill in the Aid character info piecemeal, just as long as it's there.

Player Name:
Character Name:
PFS & Character Number:
Faction:
Day Job Roll:
Aid Character 1:
Aid Character 1 Character Number:
Aid Character 1 Profile link:
Aid Character 2:
Aid Character 2 Character Number:
Aid Character 2 Profile link:
Aid Character 3:
Aid Character 3 Character Number:
Aid Character 3 Profile link:

Rules Questions and OOC Information

Please post rules questions in the discussion thread. Try not to interrupt the flow of gameplay. Don’t hesitate to correct me if I make a mistake and/or PM me.

Taken from GM Doug


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Please, give me :

Player name:
PC name:
PFS #:
Faction:
day job roll:
Slow or normal speed:


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The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?


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Chronicle: What chronicle number will this be for your character?
Player name: Your name, as you want it to appear on the chronicle
Character name: The name of your character
Organized play #-#: Your society play and character numbers
Faction: Characters Faction slotted
XP: Your starting XP
Fame: Your starting fame
Credits: Opening credits before purchases
Day job: Your day job skill and roll. (or alternative such as training or true savior)
Reputation: Which factions you have reputations with (and how much) before participating in this scenario.
Boons: Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role: This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Taken from GM Aerondor


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Starts August 26th


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Chronicle: What chronicle number will this be for your character?
Player name: Your name, as you want it to appear on the chronicle
Character name: The name of your character
Organized play #-#: Your society play and character numbers
Faction: Characters Faction slotted
XP: Your starting XP
Fame: Your starting fame
Credits: Opening credits before purchases
Day job: Your day job skill and roll. (or alternative such as training or true savior)
Reputation: Which factions you have reputations with (and how much) before participating in this scenario.
Boons: Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role: This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Taken from GM Aerondor


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please dot.


1 person marked this as a favorite.
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To make it easy for me to fill in the chronicles, could you please provide for the character you want to credit this to...

Chronicle: What chronicle number will this be for your character?
Player name: Your name, as you want it to appear on the chronicle
Character name: The name of your character
Organized play #-#: Your society play and character numbers
Faction: Characters Faction slotted
XP: Your starting XP
Fame: Your starting fame
Credits: Opening credits before purchases
Day job: Your day job skill and roll. (or alternative such as training or true savior)
Reputation: Which factions you have reputations with (and how much) before participating in this scenario.
Boons: Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role: This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Taken from GM Aerondor


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Dot here


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To discuss.


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You have been summoned to the Grand Lodge in Absalom.


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Please put your character's info here

Player Name:
Character Name:
PFS#:
Day Job:
Faction:


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Each of you received the same missive directing you to the Grand Lodge in Absalom. These messages were hand-delivered by couriers to wherever you were in the world.

As each of you arrives at the grounds of the Grand Lodge, you’re informed that Marcos Farabellus, the Master of Swords, awaits at the Wall of Names.

As you arrives at the Wall of Names, you spot Farabellus pacing the length of the wall, inspecting the names inscribed upon it with grim solemnity. By the time you approaches, Farabellus nears the end of the wall, and the most recent inscriptions.
As he spots you he hails over for your briefing.


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Let's discuss here :)


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The City of Absalom is abuzz with excitement. The streets are full of revelers and feasting, as residents celebrate the city’s independence from tyranny. All seem most eager to witness the evening’s biggest event, the annual Passion of the First Siege of Absalom, where hundreds dress in elaborate costume, don fake armor and weaponry, and crowd the Irorium floor to participate in a mock combat, reenacting the first siege of Absalom.


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To make my life easier when it comes to filling in chronicles, if you could each put in a single post with:

Chronicle: What chronicle number this is for the character
Name:(the player) real name (as you have it appear on your chronicle)
AKA: Character name
Faction: Your faction
PFS: # for the character
XP: starting XP,
Prestige: Starting prestige
Fame: Starting Fame
Gold: Starting wealth you bring into the adventure. This should be the total on your previous chronicle. If you want to buy any new stuff... see further on.
Day job: include the roll or that you don't have one. If you want to use a reroll at the end just note here you may want to use a reroll. If you don't include a roll I'll be assuming you take ten.
Spend: If you want to buy anything before the scenario starts (apart from your initial 150gp if you are a new character) include it here. This will appear in the "items bought" and/or "items sold" part of the chronicle.


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The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

Dark Archive 5/5 5/5 **

Hi, fellow DM

I just finish running the Midnight Mirror module.

Spoiler:
All players except for one survive but they let escape the other BBEG who just kill Anya and Stepan. They manage to save the boy and after discovering the truth about the "true heir" decide to let him become the next Baron Boroi.

So, how can I manage the result in PFS ?

I think they all earn their 3 XP, but I think they don't deserve their 4 PA. Can I gave only 2 PA for this module, or 3 or 1 ?

The guide doesn't gave any answer to my thought ...

Dark Archive 5/5 5/5 **

PFS Blog wrote:
(...) Keep in mind you may still only perform the free action on your turn, so even if your animal wins initiative, it's not going to automatically do what you want before can you order it.

This sentence on the newest PFS blog make me think at a rule question I just asked on the Rules messageboard, here.

Can I, in PFS, make a free action as part of an AoO ?

I know that no FAQ answered this question, but what's your opinion on this topic fellow MJ ?

Dark Archive

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

Yesterday, during a PFS session, I had an argument with a player on the fact that I can use the grab hability (which is a free action) of a monster as part of its AoO.

I know that the only free action you can do - when it's not your turn - is speaking a short sentence.
But the FAQ here and the fact that the Rules said

PRD wrote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally

Make me think that I was right to do that (using a free action as a part of another action which is an AoO).

But when I searched this messagebord for an obvious answer (and may be an official), I found only speculation and hot debate.

So I was wondering if I was wrong or not.

Did somebody have an official answer / ruling which can close this argument between my player and I ? Or it's a DM call ?

Dark Archive

Hi everybody,

Hello, I have a question for the imp as a "companion animal".

The PrC Diabolist give an Imp as companion animal with the level from PrC and the class. But this Companion Imp is still a creature of the Devil, outsider, Evil and Law types ?

If it is, he gain all the benefits and drawbacks of theses types of creature right ? (immunity to fire and poison, see in darkness and others)

If not what type of creature is it ? Only outsider or a mix between outsider and an animal ?

Thanks for yours answers

Dark Archive

Hi everybody,

I live in Paris, France and my local retailer can't sell me your fantastic miniatures from wizkids for the simple reason that noone distribute them in France.

So my question is, for me and my local retailer :

Where can I command or find these miniatures in France or in Europe ?

Thanks for your answer

Dark Archive

Hi everybody

During one of our session my Asmodeus Cleric wanted to use its channel negative energy against Vermin (in this case some Spider).
He use the Rulership Variant Channeling witch daze those who failed their will save.

My question is : Is the daze effect of this variant channeling a mind affecting effect or some Negative Energy effect of the channeling ?

Thanks for your answer.

Race

AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5

Classes/Levels

Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Gender

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision

Languages

Common, Pahtra, Vesk, Skittermander, Azlanti, Ysoki

About Fengsai

Bot Me!:

[dice=Perception]1d20 + 5[/dice] Dark vision
★ ---- ★ ---- ★ ---- ★
Defense and Saves
★ ---- ★ ---- ★ ---- ★
[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+7[/dice]
★ ---- ★ ---- ★ ---- ★
Attacks
★ ---- ★ ---- ★ ---- ★
[dice=Commercial battleglove]1d20+7[/dice]
[dice=Damage B]1d4[/dice]

[dice=tactical Pulsecaster ]1d20+8[/dice]
[dice=Damage E nonleathal]1d6 [/dice]

◆[dice=Incendiary Grenade, Commercial Damage F]1d8 [/dice]
creatures who critically fail their saving throw against
Incendiary grenades are knocked away from the grenade.

↺ Quantum Pulse to Warp Reality as a free action when rolling initiative.
WARP REALITY: quantum field 15-foot-radius enemy creature –5-foot status penalty, allies +5 foot movement.

◆ WARP REALITY quantum field 15-foot-radius enemy creature –5-foot status penalty allies +5

◆ Sustain quantum field

◆ DEBRIS ZONE quantum field becomes difficult terrain

◆◆ Injury Echo Basic will save DC 17
[dice=Injury Echo Damage P]1d6 [/dice]
(Choose bludgeoning, piercing, or slashing damage.)
If the target fails its
save and then takes the same type of damage before the
end of your next turn, it takes an additional

[dice=Injury Echo Damage persistent bleed damage P]1d4 [/dice]

◆◆ ELDRITCH LANCE Range 30 vs AC
[dice=Eldrich Lance]1d20+7[/dice]
[dice=Mental Damage ]2d6[/dice]

◆◆ SONIC SCREAM 15-foot cone Basic fort save DC 17
[dice=sonic damage ]1d8[/dice]
failed save sickened 1.
If cast in my quantum field, Sustain quantum field for free

★ ---- ★ ---- ★ ---- ★
Skills
★ ---- ★ ---- ★ ---- ★
Expert skills
[dice=Acrobatics]1d20 + 10[/dice]

Trained skills
[dice=Athelitics]1d20 + 7[/dice]
[dice=Crafting]1d20 + 8[/dice]
[dice=Lore Sports]1d20 + 8[/dice]
[dice=Ocultism]1d20 + 8[/dice]
[dice=Piotling]1d20 + 8[/dice]
[dice=Society]1d20 + 8[/dice]
[dice=Stealth]1d20 + 8[/dice]
[dice=Thieverey]1d20 + 8[/dice]

Untrained skills
[dice=Arcna]1d20 + 3[/dice]
[dice=Computers]1d20 + 3[/dice]
[dice=Decption]1d20 + 1[/dice]
[dice=Deplomancy]1d20 + 1[/dice]
[dice=Intimidation]1d20 + 1[/dice]
[dice=Medicine]1d20 + 0[/dice]
[dice=Nature]1d20 + 0[/dice]
[dice=Performance]1d20 + 1[/dice]
[dice=Reglion]1d20 + 0[/dice]
[dice=Survival]1d20 + 0[/dice]

★ ---- ★ ---- ★ ---- ★
Attributes
★ ---- ★ ---- ★ ---- ★
Str: (+2)
Dex: (+3)
Con: (+0)
Int: (+3)
Wis: (+0)
Cha: (+1)

★ ---- ★ ---- ★ ---- ★
Spells
★ ---- ★ ---- ★ ---- ★
Tradition occult.
Cantrips: Adhere, Detect Thoughts, Eldritch Lance, Guidance, Injury Echo.
1st Level: Fleet Step, Sonic Scream, Shifting Surge, Sure Strike.
2nd Level: Instant Virus, Doom Scroll, Selective Invisibility
SIGNATURE SPELLS: Sonic Scream, Selective Invisibility

--------------------
Feats and Abilities
--------------------
Ancestriey and Haratiage Ablities
POUNCER PAHTRA FEAT 1 You excelled in the war games of your youth, and you’ve trained hard to maintain your athletic ability even on worlds where higher gravity makes such feats more tiring. You have lean and long legs that let you run exceptionally fast, and a large tail that acts as a rudder to maintain your balance during sharp turns. Your speed increases by 5 feet. In addition, you don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first

Ancestriey Feat
COMPETITIVE SPIRIT [reaction] FEAT 1 PAHTRA Frequency once per hour Trigger An ally attempts a skill check with a skill that you have trained or better proficiency rank in. You push yourself to be the best by competing with the triggering ally. Until the end of your next turn, you can attempt the same skill check to perform the same action or activity that the triggering ally performed. You gain a +2 circumstance bonus to this skill check. If you achieve at least one degree of success higher than the triggering ally, this use of Competitive Spirit doesn’t count toward its frequency. If you roll a critical failure on this skill check, you take a –1 circumstance penalty to all skill checks attempted with that skill for the next hour as you try new techniques to improve your future attempts.
2nd level skill Feat

LONG WHISKERED FEAT 1
Your whiskers function as advanced electroreceptors, allowing
you to orient yourself more easily. At the end of each round
in which you are untethered, attempt a DC 15 flat check. On
a success, you ignore the clumsy and off-guard conditions
imposed by being in zero-g for 1 minute.

Genral Feat
Ancestry Paragon

CAT FALL Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Background: BRUTARIS PLAYER
BRUTARIS PLAYER BACKGROUND The sound of a roaring crowd still sends your heart pumping as you recall your glory days as a brutaris player. Whether you retired successfully or were taken out of commission at the height of your career, you have maintained your conditioning and will always be ready for your next big game. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. You’re trained in the Athletics skill and the Sports Lore skill. You gain the Quick Jump or Titan Wrestler skill feat

Class Feats and Features

Anchor FOCAL POINT You’re intensely focused on a specific subject or idea, to the point that other things fade into the background—even paradoxes and alternate realities. Your focal point might be a field of study, an abstract concept, a hobby, or even your favorite media. Anchor Benefit Your single-minded focus helps you concentrate. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Anchoring Action Intense Focus 128 3 INTRODUCTION ANCESTRIES BACKGROUNDS CLASSES Envoy Mystic Operative Solarian Soldier Witchwarper SKILLS FEATS EQUIPMENT SPELLS RULES INTENSE FOCUS [one-action] ANCHORING CONCENTRATE WITCHWARPER Frequency once per round Your focus becomes so intense that you can easily reassess your condition and surroundings. Reduce the value of your clumsy condition by 1, or ignore the effects of the suppressed condition until the start of your next turn.

Paradox PRECOG Some event has unstuck you in time. You might come from the distant past or a far-flung future. Perhaps you’ve traveled from some forsaken timeline to stop a cataclysmic event. Whatever the reason, you’re now gifted with the ability to see and manipulate time in a way that few others comprehend. Tradition occult; Paradox Skill Piloting Granted Spells cantrip: injury echo; 1st: fleet step*; 2nd: instant virus; 3rd: flashfire; 4th: cairn form; 5th: overload systems; 6th: rocket dash; 7th: contingency*; 8th: moment of renewal*; 9th: implosion*

Warp Spells initial: warp time; advanced: accelerate; greater: time loop Quantum Field You have a modicum of control of the flow of time that surrounds you, allowing you to speed yourself and others up, or decrease the flow of time for others. An enemy creature that uses a move action inside your quantum field takes a –5-foot status penalty to its Speed during that action. You and your allies gain a +5-foot status bonus to Speed when you use a move action inside your quantum field during that action.
ANCHORING SPELLS 3RD You become more familiar with magic you practice regularly, drawing on those spells as another anchor to reality. When you are inside or adjacent to your quantum field and cast a signature spell (page 126), the spell gains the anchoring trait.

SIGNATURE SPELLS 3RD You’ve learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

WITCHWARPER FEATS
DEBRIS ZONE [one-action] FEAT 1 ANCHORING WITCHWARPER ZONE Whether covered in debris, partially flooded, or otherwise troublesome to traverse, the area of your quantum field becomes difficult terrain.

Quantum Field
Spell Repertoire

WARP REALITY [one-action] CONCENTRATE WITCHWARPER Requirements It’s your turn, and your quantum field isn’t active. Your quantum field activates and lasts as long as you Sustain it (up to 10 minutes) or until the end of your next turn. Your quantum field is a 15-foot-radius burst centered on a point you choose within 100 feet. While your quantum field is active, you can use actions that have the anchoring trait. Your quantum field’s other specific effects are determined by your paradox. You can choose whether creatures in the area are affected by your quantum field. Your quantum field automatically deactivates if you’re knocked out, you dismiss it, or if you move more than 100 feet away from it.

WARP TIME [one-action] FOCUS 1 UNCOMMON ANCHORING CONCENTRATE FOCUS WITCHWARPER Paradox precog You temporarily alter the timeline within your quantum field. Choose one of the following effects. • Rewind You rewind your personal timeline to an earlier point in your life cycle. You gain 10 temporary Hit Points, which last for 1 minute. • Fast Forward You accelerate the personal timeline of a creature in your quantum field to the end of its natural life cycle. The creature takes 1d10 void damage with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is enfeebled 1. Critical Failure The target takes double damage and is enfeebled 1 for 1 minute. Heightened (+2) Increase the damage by 1d10 and the temporary Hit Points by 5.

◆ [dice=WARP TIME Fast Forward (Void Damage) ]1d10[/dice]
DC 16 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is enfeebled 1. Critical Failure The target takes double damage and is enfeebled 1 for 1 minute.

SKILL FEATS
Cat Fall: Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Witchwarper Spellcasting

--------------------
Equipment
--------------------
Starting Credits 150
Current credits 18
Bulk 4.7 /
Encumbered 5 + 2(str) +7
Maximmium bulk 10 + (str) +12

Held items

Consumables

Items Worn

Weapons

=================

Microcord Armor 25c 1b
Battleglove 10c 1b
Tactical Pistol +1 tracking 380c 1b (charges 9/10)
Battery, Commercial 10c -b
INCENDIARY GRENADE 10c Lb x2 -1
Infiltrator’s Toolkit 30c Lb
Container, ordinary 1c -b utility belt
Container, ordinary 1c -b sports duffle bag/backpack
Comm unit 7c Lb
Clothing ordinary Rafemii Hellcats brutaris jersey 1c -b
Clothing ordinary Atuity Music Festival T-shirt 1c -b
Clothing explorer rebel poncho 1c Lb
Hygiene kit 2c Lb
Canteen (sports water bottle 1c Lb
Field rations 1 week (sports protein bars) 1c 1b

2 spare battery
2 commercial hypopen
2 medpatch -1
1 set of tactical hardlight handwraps

The pouch contains two shimmerstone serums, two commercial medpatches

medpatch:
Usage held in 1 hand; Bulk L
Medpatches accelerate the body’s natural healing processes
and immune system.
Activate—Apply [one-action] (manipulate) Effect You regain the listed
number of Hit Points and gain an item bonus to saving
throws against disease and poisons for 10 minutes.
Type commercial; Level 1; Price 30 credits
The medpatch heals 1d6 Hit Points, and the bonus is +1.

commercial hypopen:
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
This device contains specialized nanites that heal many sorts
of mental and physical energies or temporarily boost the
body’s performance. Different types have different effects.
Type commercial; Level 1; Price 40 credits
Remove the fatigued condition or decrease the value
of the clumsy or sickened condition by 1.

shimmerstone serums:
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
This iridescent blue tincture is distilled from shimmerstone
crystals mined on Vesk-7. You gain a +1 item bonus to saving
throws against mental effects and a +2 item bonus to checks
made to Recall Knowledge for 10 minutes.