Survivor

Nicole Flames's page

513 posts. Organized Play character for Frozen Frost.



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Horizon Hunters

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This is for Pathfinder 2E. And this is my 100th post as Frozen Frost.

After running games with a wonderful group of players for 2.25 years, we finally achieved our long-term goal of bringing everyone’s characters to level 5. It was a steady and committed journey, with no one leaving the campaign—save for one beloved player who sadly passed away this year.

Now that this campaign has concluded, I am looking to form a new group of six players for another adventure through a series of repeatable PFS scenarios. This new run will begin with fresh, level 1 (0 XP) PFS-legal characters. I’m seeking players whose characters can work well with others, so party composition and class synergy will be taken into account. Most importantly, I’m looking for players who can commit to the full progression up to level 5.

The following repeatable PFS scenarios will be run throughout the campaign:
Level 1
• S99-01 The Second Confirmation
• S99-02 United in Purpose
• S03-01 Intro: Year of Shattered Sanctuaries
Level 2
• S04-01 Intro: Year of Boundless Wonder
• S01-14 Lions of Katapesh
• S05-12 Mischief in the Maze
Level 3
• S05-01 Intro: Year of Unfettered Exploration
• S01-23 Star-Crossed Court
• S03-13 Guardian’s Covenant
Level 4
• S06-01 Intro: Year of Immortal Influence
• S01-06 Lost in the Spirit Road
• S06-05 Silver Bark, Golden Blades

We will utilize the following tools for various aspects of our campaign: RPGChronicles website as the platform for the Sign-Up Sheets; Google Sheets for managing Character Info and Macros; and Google Slides for displaying NPCs and Maps during gameplay.

If you’re interested, please answer the following questions in your posting below:
1. What is the ancestry and/or class of the character you plan to bring, and what can it mechanically contribute to the group?
2. Will you be able to post regularly, preferably at least once daily and once on weekends, and provide botting instructions when you’re away?
3. Are you amenable to using the block initiative system, in which PCs in the active block may post their actions, resolved in posting order; the GM rolls secret checks unless DCs are provided; players roll their own saving throws; and the following symbols are used in combat posts: ◆ (one action), ◆◆ (two actions), ◆◆◆ (three actions), ↺ (reaction), ◇ (free action)?
4. Most importantly, are you willing to commit to playing with the same group for the long term, barring unexpected personal events that may prevent you from continuing?

Recruitment will remain open until 30 November 2025. After that date, a post will announce the closing of recruitment. I will then review all applications over the following days and notify the selected players via private message. Once the selection is complete, a post will be made to announce that the players have been chosen.


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Hello, everyone! Welcome to the game. Before we begin, here are some important instructions for a smooth experience:

1. Sign up on the Sign-Up Sheet (linked above) and provide Player Name, Character Name, Organized Play Number, Character Number, etc. We'll use the RPG Chronicles website for this.

2. Fill in your character and minion tokens, and marching order on page 2 of Slides and Encounter Maps (linked above). Also, update your character’s basic information, core stats, and skill modifiers on Google Sheets Macros (linked above).

3. Ensure your character's stat block/header includes HP, AC, Saving Throws (Fortitude, Reflex, Will), Perception bonus, and Speed.

4. Area templates (burst, cone, emanation, line) are on pages 3-7 of the Slides and can be copied to the Encounter Map.

5. Post regularly, preferably at least once daily and once on weekends. Follow the Organized Play Foundation Community Standards: "Explore, Report, Cooperate." Non-consensual character conflict is prohibited and can result in Infamy points.

6. I will roll initiative checks and use a block initiative system. PCs in the active block can post their actions, resolved in posting order. I will roll secret checks; players roll saving throws.

7. Use these symbols in combat posts: ◆ for single action, ◆◆ for two actions, ◆◆◆ for three actions, ↺ for reaction, ◇ for free action.

8. We’ll use the X-Card for safety. If something makes you uncomfortable, include '[X-Card]' in your post or message me privately.

9. Regular posting keeps the game flowing. Kindly inform us of any absences. Provide botting instructions if you'll be away.

10. Remember, the goal is to have fun! :)

Thank you, and let's embark on this exciting adventure!


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Race

HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14

Classes/Levels

+2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

About Figgy Greasefitter

Figgy Greasefitter:

Figgy Greasefitter
Male traveler gnome alchemist (tinkerer) 9 ( Pathfinder Campaign Setting: Inner Sea Intrigue 46, Pathfinder
RPG Advanced Player's Guide 26)
LN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +14

Defense:

AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 72 (9d8+24) (currently 64)
Fort +10, Ref +10, Will +5; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells


Offense:

Speed 20 ft.

Melee gnome pincher +7/2 (1d4-1)

Ranged bomb +10 (4d6+5 fire) or

light crossbow +9 (1d6/19-20)

Special Attacks bomb 13/day (4d6+5 fire, DC 19)

Spell-Like Abilities (CL 8th; concentration +9)

1/day—arcane mark , comprehend languages , message, read magic

Alchemist (Tinkerer) Extracts Prepared (CL 9th; concentration +14)

3rd—bouncing bomb admixture , fly, protection from energy , thorn body

2nd—barkskin, bull's strength , cat's grace , cure moderate wounds , invisibility

1st—cure light wounds (2), heightened awareness ACG (2), shield (2), true strike


Statistics:

Str 8, Dex 14, Con 14, Int 18, Wis 11, Cha 12

Base Atk +5; CMB +3; CMD 15

Feats Brew Potion, Craft Cybernetics, Craft Technological Arms And Armor, Craft Technological Item, Deft Hands, Technologist, Throw Anything

Traits efficient packer, local ties

Skills: Acrobatics +3 (-5 to jump), Climb -2, Craft (alchemy) +21 (+30 to create alchemical items), Craft (clockwork) +13, Craft (mechanical) +23, Disable Device +13, Heal +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +7, Knowledge (engineering) +23, Knowledge (local) +9, Knowledge (nature) +15, Knowledge (religion) +6, Linguistics +6, Perception +14, Spellcraft +15, Stealth +4, Survival +5, Use Magic Device +13

Racial Modifiers +2 Perception

Languages Androffan, Common, Draconic, Dwarven, Gnome, Goblin, Orc, Sylvan

SQ alchemy (alchemy crafting +9), anointing uses, clockwork bond (2d6), discoveries (essence booster, infusion, mercurial oil, precise bombs [5 squares]), greater tinkering, magical linguist APG, master tinker APG, swift alchemy, tinkering (2 enhancements)

Combat Gear boro bead (1st level) UE, explosion pocket , potion of cure light wounds , potion of eagle's
splendor, potion of fox's cunning , potion of owl's wisdom , sipping jacket UE, acid, black nanite hypogun,
concussion grenade (7), impact foam UE; Other Gear +1 mithral chain shirt , crossbow bolts (10), gnome pincher, laser torch, light crossbow, cloak of resistance +2 , formula alembic UE, handy haversack , headband of vast intelligence +2 , hybridization funnelUE, preserving flask (1st level) UE, traveler's anytoolUE, alchemist starting formula book, alchemy crafting kit APG, backpack, bandolier UE, battery (2), bedroll, belt pouch, black veemod, flashlight, flint and steel, ink, inkpen, masterwork mechanic tools, masterwork thieves' tools, medlance, mess kit UE, nanite canister (3), pot, power cable (2), silver holy symbol of Brigh, soap, trail rations (5), trauma pack plus, veemod goggles, waterskin, 3,494 gp, 4 sp, 10 cp
Mithril Chain shirt +1


Special Abilities:

Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Anointing Uses (12/day) An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an

Bomb 5d6+5 (14/day, DC 19) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.

Clockwork Bond (1d6) (Ex) 1 minute and DC 15 Heal check to restore clockwork companion HP.

Craft Cybernetics You can create and install cybertech.

Craft Technological Arms and Armor You can create technological weapons and armor.

Craft Technological Item You can create technological items.

Essence Booster (Su) Increase rank of a tiered item power by 1 step (+1 enhance if none).

Infusion Create an extract can be used by anyone but takes up a slot until used.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.

Master Tinker You are proficient with any weapon you have personally crafted.

Mercurial Oil (Su) Increase weapon damage 1 step, or add DR 2/— to armor.

Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.

Swift Alchemy (Ex) Construct alchemical items in half the normal time.

Technologist You are familiar with the basic mechanics of technology.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Tinkering (1 enhancement) (Ex) You can apply an enhancement to your familiar. One hour to change enhancements.


Springy:

Clockwork spy ( Pathfinder RPG Bestiary 3 58)
N Tiny construct (clockwork)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1
—————
Defense
—————
AC 16, touch 15, flat-footed 13 (+1 Dex, +2 dodge, +1 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +5, Will +0
Immune construct traits
Weaknesses vulnerability to electricity
—————
Offense
—————
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Space 2½ ft.; Reach 0 ft.
Special Attacks record audio, self-destruction
—————
Statistics
—————
Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative B, Lightning Reflexes B
Skills Climb +3, Disable Device +0, Fly -3, Heal +1, Perception +1, Spellcraft +1, Stealth +11, Use Magic
Device -4; Racial Modifiers +2 Climb, +2 Stealth
SQ difficult to create, improved evasion, swift reactions, winding
Other Gear backpack, folding shovel UE
—————
Special Abilities
—————
Construct Traits (+0 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over
normal.
Fly (30 feet, Clumsy) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Record Audio (Su) Record up to 1 hr/HD of sound in 20 ft spread, on programmed trigger.
Self-Destruction (DC 10) (Su) Explode next turn if <0 hp, 1d6 fire dam in 5 ft (Ref half). Disable device
halts.
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain
Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Winding Active for 1 day/HD, can be recharged with a special key.
Damage Reduction - 2/Adamantine

consumables:

Battery (5 charges)
Battery (8 charges)
Nanite canister
Alchemists Fire (3)
Acid (6)
Black Nanite Hypogun 4/5 (2d8+3, Lesser Resto)
Gas Grenade
Arc Grenade
Frost Grenade
Flechette Grenade
Black Veemod Goggles (10/10 charges, +2 perception)