The Untethered Harbor is a small island in a mist-shrouded sea. The island is dotted with bright little meadows, tall trees bearing ample fruits and nuts, and clean streams of water that flow from a spring near its center and on over small waterfalls and into little pools. A small stone house sits by the spring, its walls lined with bookshelves, and numerous covered workbenches can be found in various glades and clearings. The night on this island lasts only two hours, while the day lasts twenty-two, and each season lasts only a third as long as on Golarion. Anyone who passes through the fogbank around the island eventually breaks through the mist, only to find themselves back at the island. The entirety of the Untethered Harbor feels to be a place of peace and learning, and any with evil in their hearts who travel there find it unwelcoming.
* * *
In the Untethered Harbor lies a room unlike any other. Even when not present, Raen's intensity hangs in the air. Artifacts mundane and fantastic fill the room, albeit in a well organized fashion. For years now Raen has spent time each day within the room. A presence unknown, abstracted, brooding secret, looks over the contents. Two items in particular stand out.
The first is a massive piece of stone. Upon the stone is a spiral of writing. The spiral takes up the entire stone, spanning a diameter twice the height of a man. The Jotun letters have faded slightly, as the stone is so old that the exhale of Groetius has begun to take its toll. For this is The Tale of the Deathless Frost. It is not a replica.
The other is a notebook, well constructed, but well worn. The left hand page contains a genealogical tree. The hand is not Raen's. The names and notation are written in Hallit. The right hand page contains numerous notes, these in Raen's own hand. There is name upon this page, circled with a question mark next to it. The name is Ilivorr Karanasi. From the mark is an arrow leading to another circled term, Frozen Tears.
Here Raen continues the search for answers. And here Raen will find them...
* * *
Some time after the events at Zephyr Hall, Raen settles into something of routine in her private demesne. Perhaps out of habit, from long months of adventuring in much more deadly locales, she weaves several spells each "morning" that grant her the powers of flight, darksight, great health, secret armor, and even a feeling for when anyone might manage to look over her shoulder. Overland Flight, Darkvision, False Life, Mage Armor, and Detect Scrying. The bulk of her days she spends about the island, studying and reading, crafting and tinkering, gardening and harvesting. For her short nights, she sets an Alarm before taking her rest in a bower among the limbs of her largest fruit tree.
On most days, she chooses one of her old companions to check in on, weaves an image of their likeness, and opens a window to their presence in her mind. Silent Image plus Greater Scrying on Doxon, Hamilton, Ushyle, Vael, or Whistle Pig on each weekday. Effective Will DC 28. On other days, she uses the same magicks to keep tabs on her enemies.
On occasion, usually in the early "spring" and "autumn" -- only once every two weeks, in Raen's world -- she returns briefly to the Material Plane for a closer look at old connections, or else for raw materials or new spells she might need. On these days, she prepares a slightly different suite of spells; somewhat more teleportation magic and somewhat less divination, among other adjustments. With each journey, she puts in place a Contingency: should she ever be rendered helpless, dying, or dead, a Teleport spell shall take her to Torag's Forge in the Mindspin Mountains. With each journey, her confidence grows that her old companions have found their new paths, and will tread them well.
In concert, a conviction that she must meet with unfinished business grows too.
You hold in your hands a potent document. It reads:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, and granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg's Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed this 24th day of Calistril, under the watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.
Having responded to his supercilious summons, a team of peerless Pathfinders now sits in a private conference room at the Grand Lodge across from the enigmatic druid known only as Osprey. "I've summoned you here to perform a task of dire necessity. An influential, uh, venture-captain has been afflicted with a terrible curse, and we can’t seem to break it. I’ve done extensive research and believe I know what needs to be done, however. I’ve collected humors from a number of vile creatures, all with supernatural shape-shifting properties, and hope they can be utilized to revert our dear associate to her rightful form. One of these reagents—the yellow bile of a doppelganger -- I entrusted to an old..."
The druid's face twists in discomfort. "Let’s call her an ‘acquaintance,’ shall we? Her name is Eya Uygroulis, though she is often better known as the Phitoness of Axioms, and she’s an extremely powerful seer. She was to prepare the reagent for the forthcoming reversion ritual and deliver it here three days hence; I have heard nothing from her and the prepared reagent is nowhere to be found."
"Eya lives alone in a sacred hermitage high in the Mindspin Mountains, along the border between Nidal and Molthune. I need you to travel there immediately to speak with her, but be subtle with your investigations. She’s a wily one, and quite powerful. Find out why she hasn’t sent the reagent and what I must do to earn her cooperation." Osprey's expression turns sour once again. "She and I have a ‘history,’ and I fear she may ask more than I can deliver. You are authorized to do whatever you may do within your own means to persuade her to cooperate. If something’s happened to her, of course, I ask that you do your best to ensure her safety, but your priority is the reagent."
Osprey comes to an abrupt halt, staring intently in the direction of the assembled adventurers.
A summons is posted in most places about the grounds of the Grand Lodge of Absalom, instructing all available Pathfinders to gather outside the front gates of Skyreach in the early morn.
The light from the rising sun performs a splendid dance upon the windows of Venture-Captain Sheila Heidmarch’s Magnimarian manor house as she pours the coffee. Her young servant brings in a platter of fine pastries and well-ripened fruits, setting it within easy reach before withdrawing quietly.
The light from the rising sun performs a splendid dance upon the windows of Venture-Captain Sheila Heidmarch’s Magnimarian manor house as she pours the coffee. Her young servant brings in a platter of fine pastries and well-ripened fruits, setting them within easy reach before withdrawing quietly.
A letter nailed to the board of the Flaxseed Lodge in Cassomir calls for a team of Pathfinders to the Winding Road Lodge outside Katapesh. The next boat bound for the distant trade city leaves on tomorrow's morning tide.
Nailed to the board in the Flaxseed Lodge's lounge is a letter from Venture-Captain Shiela Heidmarch, calling a team of Pathfinders to Varisia with haste. The next ship leaves on the tide's turning in two hours.
Welcome all! I'm looking forward to running this adventure. As we are aiming to finish before Game Day V starts on August 27th, I need everyone to commit to posting twice per day (or at least keeping pace with me) including weekends. I plan to post once around 7am and once around 9pm US Central time. If all goes well, this will be brief and fun run.
Please post:
Character Name:
PFS #: XXXXX-X
Faction:
Day Job: (go ahead and roll)
Initiative Mod: +X
Perception Mod: +X
The air grows still as Hamshanks rolls into a meeting room deep inside the Pathfinder Lodge in Cassomir, his jowls flowing and his enormous axe clanking against his thigh. The man’s black eyes scan the room. "You lot?" Hamshanks spits. "Well, maybe you’ll surprise me. Your boat leaves in an hour, so I’ll be brief. One of the Society’s contacts in Andoran sent us an interesting little nugget this morning. A druid named Hemzel swept into Augustana’s Civic Library last week, demanding his right of research. Our contact learned that Hemzel acquired a lorestone from somewhere in the Verduran Forest. Heard of such a thing?" Hamshanks pauses expectantly and spits again. "Of course not. Heard of druids, at least? And their crazy stone circles? Well thank Gorum for that. Lorestones are somehow connected to them -- supposedly they can bestow you with all of the knowledge of the druids. We’d like to know how, so we want that stone and you’re going to get it for us.
"Unfortunately, the Society is not a friend to Hemzel. He’s the self-declared protector of the Verduran Forest inside Andoran’s borders and some of our more eager explorers have angered him and his little band of gnomes. He’s sworn a blood feud with the Pathfinders.
“Break out your skills of persuasion and get me that lorestone. Do what you need to -- sweep the floors or plant some trees for the old man. Something nice -- let him know we’re there to study and not to slash and burn."
"Right. That's enough chit-chat. Do what you need to do and get to the Gozreh's Thunder down by the docks. The tide won't be waiting if you're late."
Please check in over in the Discussion thread as well. We'll start as soon as everyone arrives.
A fire crackles merrily in the hearth of a small sitting room somewhere in the bowels of Skyreach. The busy noise of Absalom's thronging streets remains but a vague afterthought whispering in through the open window, which lets in the pleasant sunlight of an early spring morning. The comfortable chairs of this room are, as of yet, unattended.
The step off the wharf brings the brisk reminder of every Pathfinder's second home. The smell of Absalom air rushes the nostrils, the sights and sounds of the busy Docks district already leaving the thoughts of the ship far behind. The great Irorium looms in the distance of the Foreign Quarter, but there are a hundred thronged streets filled with jubilant revelers between here and there. A stop at the Lodge first to pay respects at the Wall of Names? To the Coins, to spend on that which could not be bought in the field? To the Temple of Cayden Cailean for a quick ale and some good cheer?
But then again, perhaps all the good seats will be taken...
Welcome, welcome! The games will officially begin in a week's time. In the meantime, please check into the Discussion thread and feel free to post in-character here.
The rowboat Boom has commandeered is cramped and wet. Her furious splashing with the oars doesn't help much with the wetness, either, but it does send the boat clipping along at a prodigious rate.
Boom accompanies her clutch of Absalom-bound agents to Cassomir's docks, clearly relishing the salty sea air. "SO!" she booms, "What made you decide to be a Pathfinder?! Hee hee, did you come across a PATH?!" Boom giggles furiously at her own terrible joke.
"I haven't seen any of you much at the Lodge! Must be new. Or new-ish! Hee, NEWSH! Any of you done a Confirmation yet? Field Commissions?!?!" The excitement in her voice is so effervescent you can almost hear the bubbles popping. "I DID!!!"
Six weeks ago, a team of Pathfinders was gathered at the Sothis Pathfinder Lodge in Osirion and ordered to travel far to the north into the decidedly unfriendly Hold of Belkzen. Venture-Captain Norden Balentiir gave the team two missions: first, to uncover the whereabouts of a Pathfinder delver named Heralt who was last seen working out of a hidden Chelish fort called Skull Hill, and second, to investigate claims in a long-ago published volume of the Pathfinder Chronicles that a lost tomb rests beneath the fort’s timber tower--a tomb that holds the body of Akila, a legendary Osirian sorceress, and her magic ring that was said to have brought death to Skull Hill the day Akila was laid to rest.
After weeks aboard a smelly Katapeshi galley crossing the Inner Sea, winding up the Sellen River, bravely traversing stormy Lake Encarthan, slipping up The Path, and finally docking in Vigil, the Pathfinders then crossed the Belkzen frontier into a region the orcs call the Skittering Mounds, carefully avoiding orcish patrols. Now they stand atop a ridge overlooking a low river valley and stare down at the fort called Skull Hill.
The stifling heat of the afternoon sun in Sothis blankets the landscape. Ahead, the Sothis Pathfinder lodge, the Sandswept Hall, rises above the surrounding market stalls and tents of this small Sothis bazaar.
Even in these wee hours of the morning, the sounds of reveling throughout the Grand Lodge are growing louder. Arliss Hall is busier than seemingly ever before, and the pre-Convocation parties never really stopped last night.
Gameplay thread for dotting and such! This game is part of PbP Gameday IV and will begin officially November 5th.
Miaka, Drystan, Isabella, and Grenda find themselves in Venture-Captain Hestia Themis's office in Cassomir yet again, wondering what the heck has gone wrong this time...
The tabs lie! This is no recruitment thread! Below is the in media res late-beginning-ish of Kargen and Oriandor's Rahadoumi Adventure!
Kargen and Oriandor finish a tasty lunch, smacking their lips and draining the last of the wine. Separated from their party, they nevertheless have a plan!
Hi everybody! I'm Andrew. I've gamed with some of you before, some I haven't yet had the pleasure. I'm looking forward to running your adventure!
This will be a Normal Mode PFS (not Core) game. We'll be starting as soon as folks are ready. Upkeep business:
1. This will be a party of 4 players at subtier 5-6. Please post here with the following info:
Character Name
PFS # XXXXX-X
Faction
Day Job roll (if applicable)
Initiative Mod +X
Perception Mod +X
2. If you haven't done so already, please put a few of your stats into your character subheading. Please include current/total hit points, armor class (all three), CMD, saving throw modifiers, initiative modifier, and perception modifier. Feel free to add other stuff, such as per diem spells or ki points or expendable other resources.
2. On your character's page, please include a stat block or link or some other arrangement so that I can find your character's full stats in some fashion. Stat block is easiest for me but if you have a preferred arrangement (such as a link to your character sheet), that's fine too.
3. Introduce yourselves and your characters in-character in the gameplay thread. Thanks for getting us started on that!
Secondly, a few basic expectations:
1. A quick-moving thread is more fun for everyone. Please post at least once per day, and the more the merrier. Take your time and roleplay your hearts out, but do post regularly and keep the game moving. I'll make sure to do the same. If you know you'll be unable to post for a while, please let us all know here and consider giving march orders to the party (especially if we're in combat) and know that the game will likely still keep moving.
2. I've gotten pretty familiar with the PFS/Pathfinder rules over the years, but obviously I haven't dealt regularly with every class or situation. So if you are concerned that I've messed up somewhere in a way that really impacts gameplay (which is entirely possible), please feel free to raise the issue here in the Discussion thread or privately and I'll do my best to correct the issue. It's all about learning!
3. Please pay attention to text formatting and the thread tabs. Use Gameplay for gameplay and Discussion for non-gameplay discussion. Use the [b] tag and quotes for in-character speech and the [ooc] tag for out-of-character commentary. Use spoiler tags when necessary and open them only when appropriate.
4. Initiative! I've fiddled with a few different initiative systems and I think I've found one I like--you can act when your name is bolded at the bottom of my most recent initiative post. If you need to post out of turn due to limited internet access later or something similar, please put your whole turn in a spoiler so that everyone else (including me) can ignore it until it's your turn.
5. If you cast a spell on a baddie, please tell me the save and DC as appropriate so that I don't have to try to dig it out of your statblock. Same goes for other similar effects.
6. Have fun and be the awesome Pathfinders you are!
Having arrived on assignment in Katapesh only days ago, you have received an urgent message from Venture-Captain Wulessa Yuul requesting your immediate presence at her headquarters. Ripped from your previous duties, you anxiously await the Venture-Captain's arrival in a private meeting room of the Farseer Tower.
Hi everybody! I'm Andrew. I've gamed with some of you before, some I haven't yet had the pleasure. I'm looking forward to running your adventure!
This will be a Normal Mode PFS (not Core) game. We'll be starting as soon as folks are ready. Upkeep business:
1. This will be a party of 5 PCs and played at Subtier 5-6.
2. If you haven't done so already, please put a few of your stats into your character subheading. Please include current/total hit points, armor class (all three), CMD, saving throw modifiers, initiative modifier, and perception modifier. Feel free to add other stuff, such as per diem spells or ki points or expendable other resources.
2. On your character's page, please include a stat block or link or some other arrangement so that I can find your character's full stats in some fashion. Stat block is easiest for me but if you have a preferred arrangement (such as a link to your character sheet), that's fine too.
3. Introduce yourselves and your characters in-character in the gameplay thread.
Secondly, a few basic expectations:
1. A quick-moving thread is more fun for everyone. Please post at least once per day, and the more the merrier. Take your time and roleplay your hearts out, but do post regularly and keep the game moving. I'll make sure to do the same. If you know you'll be unable to post for a while, please let us all know here and consider giving march orders to the party (especially if we're in combat) and know that the game will likely still keep moving.
2. I've gotten pretty familiar with the PFS/Pathfinder rules over the years, but obviously I haven't dealt regularly with every class or situation. So if you are concerned that I've messed up somewhere in a way that really impacts gameplay (which is entirely possible), please feel free to raise the issue here in the Discussion thread or privately and I'll do my best to correct the issue. It's all about learning!
3. Please pay attention to text formatting and the thread tabs. Use Gameplay for gameplay and Discussion for non-gameplay discussion. Use the [b] tag and quotes for in-character speech and the [ooc] tag for out-of-character commentary. Use spoiler tags when necessary and open them only when appropriate.
4. Initiative! I've fiddled with a few different initiative systems and I think I've found one I like--you can act when your name is bolded at the bottom of my most recent initiative post. If you need to post out of turn due to limited internet access later or something similar, please put your whole turn in a spoiler so that everyone else (including me) can ignore it until it's your turn.
5. If you cast a spell on a baddie, please tell me the save and DC as appropriate so that I don't have to try to dig it out of your statblock. Same goes for other similar effects.
6. Have fun and be the awesome Pathfinders you are!
Having arrived on assignment in Katapesh only days ago, you have received an urgent message from Venture-Captain Wulessa Yuul requesting your immediate presence at her headquarters. Ripped from your previous duties, you anxiously await the Venture-Captain's arrival in a private meeting room of the Farseer Tower.
Hi everybody! I'm Andrew. I've gamed with some of you before, some I haven't yet had the pleasure. I'm looking forward to running your adventure!
This will be a Normal Mode PFS (not Core) game. We'll be starting as soon as folks are ready. Upkeep business:
1. Please post here in the Discussion with the following info:
Character Name
PFS # XXXXX-X
Faction
Day Job roll (or "No Day Job")
Initiative mod
Perception mod
2. If you haven't done so already, please put a few of your stats into your character subheading. Please include current/total hit points, armor class (all three), CMD, saving throw modifiers, initiative modifier, and perception modifier. Feel free to add other stuff, such as per diem spells or ki points or expendable other resources.
2. On your character's page, please include a stat block or link or some other arrangement so that I can find your character's full stats in some fashion. Stat block is easiest for me but if you have a preferred arrangement (such as a link to your character sheet), that's fine too.
3. Introduce yourselves and your characters in-character in the gameplay thread. Thanks for getting us started on that!
Secondly, a few basic expectations:
1. A quick-moving thread is more fun for everyone. Please post at least once per day, and the more the merrier. Take your time and roleplay your hearts out, but do post regularly and keep the game moving. I'll make sure to do the same. If you know you'll be unable to post for a while, please let us all know here and consider giving march orders to the party (especially if we're in combat) and know that the game will likely still keep moving.
2. I've gotten pretty familiar with the PFS/Pathfinder rules over the years, but obviously I haven't dealt regularly with every class or situation. So if you are concerned that I've messed up somewhere in a way that really impacts gameplay (which is entirely possible), please feel free to raise the issue here in the Discussion thread or privately and I'll do my best to correct the issue. It's all about learning!
3. Please pay attention to text formatting and the thread tabs. Use Gameplay for gameplay and Discussion for non-gameplay discussion. Use the [b] tag and quotes for in-character speech and the [ooc] tag for out-of-character commentary. Use spoiler tags when necessary and open them only when appropriate.
4. Initiative! I've fiddled with a few different initiative systems and I think I've found one I like--you can act when your name is bolded at the bottom of my most recent initiative post. If you need to post out of turn due to limited internet access later or something similar, please put your whole turn in a spoiler so that everyone else (including me) can ignore it until it's your turn.
5. If you cast a spell on a baddie, please tell me the save and DC as appropriate so that I don't have to try to dig it out of your statblock. Same goes for other similar effects.
6. Have fun and be the awesome Pathfinders you are!
The cool shade beneath the roof of Manaket's Swordmeet Lodge provides a welcome respite against the dry heat of Rahadoum. Here, incense burns in the corners of this well-adorned meeting room and soft cushioned chairs provide comfortable landing pads for the bottoms of travel-weary Pathfinder bottoms.
Hi everybody! I'm Andrew. I've gamed with some of you before, some I haven't yet had the pleasure. I'm looking forward to running your adventure!
This will be a standard PFS (not Core) game. We'll be starting as soon as folks are ready. Upkeep business:
1. Figure out who you'd like to play with so we can figure out the subtier. It looks pretty solidly 1-2 but just want to check.
2. If you haven't done so already, please put a few of your stats into your character subheading. Please include current/total hit points, armor class (all three), CMD, saving throw modifiers, initiative modifier, and perception modifier. Feel free to add other stuff, such as per diem spells or ki points or expendable other resources.
2. On your character's page, please include a stat block or link or some other arrangement so that I can find your character's full stats in some fashion. Stat block is easiest for me but if you have a preferred arrangement (such as a link to your character sheet), that's fine too.
3. Introduce yourselves and your characters in-character in the gameplay thread. Thanks for getting us started on that!
4. Please post here with:
Character Name
PFS # XXXXX-X
Faction
Day Job roll (if applicable)
Initiative mod
Perception mod
Secondly, a few basic expectations:
1. A quick-moving thread is more fun for everyone. Please post at least once per day, and the more the merrier. Take your time and roleplay your hearts out, but do post regularly and keep the game moving. I'll make sure to do the same. If you know you'll be unable to post for a while, please let us all know here and consider giving march orders to the party (especially if we're in combat) and know that the game will likely still keep moving.
2. I've gotten pretty familiar with the PFS/Pathfinder rules over the years, but obviously I haven't dealt regularly with every class or situation. So if you are concerned that I've messed up somewhere in a way that really impacts gameplay (which is entirely possible), please feel free to raise the issue here in the Discussion thread or privately and I'll do my best to correct the issue. It's all about learning!
3. Please pay attention to text formatting and the thread tabs. Use Gameplay for gameplay and Discussion for non-gameplay discussion. Use the [b] tag and quotes for in-character speech and the [ooc] tag for out-of-character commentary. Use spoiler tags when necessary and open them only when appropriate.
4. Initiative! I've fiddled with a few different initiative systems and I think I've found one I like--you can act when your name is bolded at the bottom of my most recent initiative post. If you need to post out of turn due to limited internet access later or something similar, please put your whole turn in a spoiler so that everyone else (including me) can ignore it until it's your turn.
5. If you cast a spell on a baddie, please tell me the save and DC as appropriate so that I don't have to try to dig it out of your statblock. Same goes for other similar effects.
6. Have fun and be the awesome Pathfinders you are!
The light coffee served in the Katheer Lodge is a welcome refreshment against the famed heat of the Qadiran sun. Arriving here only days ago from Absalom, the Pathfinders await news of their imminent assignment.
Gameplay thread! Please take a look at the Discussion thread as well.
In this well-lit hall of Skyreach stand several wooden tables adorned with pastries, fruits, and other delightful breakfast foods, whose pleasant aromas waft through the air as the sun streams in through the skylights.
Check in! If we're quick enough, we can finish by Feb 1st and count this game towards PbP Gameday 3!
Race
| HP 58 (-0) | AC/Tch/FF 19/12/17 | F/R/W +11/+8/+10 (+1 vs. Confusion, Immune Fear & Disease) | CMD 20 (Talisman or Teamwork Boon)
Classes/Levels
| LoH: 6/6 (4d6 no Mercy, 3d6 w/ Sickened or Diseased Mercy) | +5 Diverse Training 1/1 | Init +2 | Perc: +1 (LL, +2 by Chance), SM: +5 (+2 by Chance)
Gender
LG Male Kitsune Paladin 6 (Fox Form) | Mods: Aura of Courage | Speed 20ft in Armor | Smite Evil 2/2, 2 Star Reroll 1/1 (share?)
About Kenta Faux
Scenario Notes: NA
To Buy/Do: 100g spent on Carriage, 110g on a Combat Trained Light Horse to pull it with Chance and 1g on Wooden Holy Symbol. 2PP spent on 2x cast of Daylight Scroll. Get the next GM Star Boon when I hit 3 stars.
Kenta is a friendly enough chap. Quite obviously a Kitsune and no one can even remember seeing him shift into a human form like most Kitsune do when in public. He doesn’t seem to know much about anything other than driving a carriage and taking care of horses but he tries to listen well when those that do know more speak.
Dressed in a basic traveling outfit, you can see sturdy armor covering his upper body. He is also heavily armed, strapped to his back is a large 2-handed sword and at his waist are a longsword and morningstar. The only other thing of note is an obviously visible brand on his forearm with the word "FREEDOM" tattooed over it.
__________________________________________________
Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
__________________________________________________
SPELLCASTING(Caster Level 6, Concentration Check +9) Level 1 (2 prepared per day, DC 14 or DC 15 if Enchantment, Don’t Forget Pearl of Power I) Hero’s Defiance (Verbal & Immediate)
Grace (Verbal & Swift)
Wands: Cure Light Wounds (27), Endure Elements (42), Bed of Iron (47)
Oils & Potions: Oil of Bless Weapon, Touch of the Sea (in potion sponge), Oil of Magic Weapon, Monkey-Fish, Fly
Scrolls: 5x Lesser Restoration, Bless Weapon, Magic Weapon, Protection from Evil, Veil of Positive Energy, Diagnose Disease, 2x Remove Blindness/Deafness, 5x Resist Energy, 2x Air Bubble (not on caster list)
__________________________________________________
OFFENSE Base Atk +6/+1, CMB +8
Melee Possible Mods: Power Attack -2 hit for +4 or +6 damage (remember furious focus)
+1 Merciful Greatsword +9 (2d6+4, 19-20x2, Slashing)
MW Cold Iron Longsword +9 (1d8+3, 19-20x2, Cold Iron/Slashing)
MW Alchemical Silver Morningstar +9 (1d8+2, x2, Silver/B & P)
Bite +8 (1d4+2, 20x2, BPS)
[dice=+1 Merciful Greatsword - Power Attack w/ Furious Focus]1d20+9[/dice] for [dice=NL/Slashing + PA]3d6+4+6[/dice] +I.C. or Smite?
[i][dice=+1 Greatsword - Power Attack w/ Furious Focus]1d20+9[/dice] for [dice=Slashing + PA]2d6+4+6[/dice] +I.C. or Smite?
[i][dice=+1 Greatsword - Power Attack - Iterative]1d20+9-2-5[/dice] for [dice=Slashing + PA]2d6+4+6[/dice]
[dice=Bite - Power Attack - Natural]1d20+8-2-5[/dice] for [dice=BPS + PA]1d4+1+2[/dice] +I.C. or Smite? Ranged
MW Darkwood Composite Longbow +2 Str +9 Hit, 1d8+2 Piercing, x3 Crit, 110 ft
[dice=MW Darkwood Composite Longbow]1d20+9[/dice] for [dice=Piercing/Cold Iron/Silver]1d8+2[/dice] I.C. or Smite?
Acid Flasks +8 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft
__________________________________________________
STATISTICS Str 15, Dex 14, Con 14, Int 7, Wis 12, Cha 16
AC Calc 7 Armor, 2 Dex
HP Calc 1) 10, 2-6) 30, Con 12, Fav 6
Saves Calc Class: 5/2/5, Ability: 2/2/1, Divine Grace: 3/3/3, +1 Cloak Resistance 1/1/1
Feats: 1) Power Attack, 3) Furious Focus, 5) Greater Mercy, Alertness Near Mount
Traits: Magical Knack (Paladin), Armor Expert
Favored Class: 1-6) Hit Points
__________________________________________________
Skills:
Diverse Training Boon for a Flat +5 on any skill check once per scenario
[dice=Acrobatics - ACP]1d20+4-2[/dice] (No Tumbling)
[dice=Acrobatics to Jump - Speed]1d20+4-4[/dice]
[dice=Appraise]1d20-2[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb]1d20+2[/dice] No ACP Penalty
[dice=Craft: Anything]1d20-2[/dice]
[dice=Diplomacy]1d20+7[/dice] +2 Gather Info in Riddleport, +4 vs. lower level PFS
[dice=Disguise]1d20+3[/dice] Racial Ability?
Disable Device Faction Pin?
[dice=Escape Artist - ACP]1d20+2-2[/dice] (Faction Pin?)
[dice=Fly - ACP]1d20+2-2[/dice]
[dice=Handle Animal]1d20+7[/dice]
[dice=Handle Animal - Chance]1d20+7+4[/dice]
[dice=Heal]1d20+5[/dice] +2 w/ Kit
[dice=Intimidate]1d20+3[/dice] +2 in Riddleport, +2 vs. Zyphus Followers, +4 vs. lower level PFS
[dice=Common Knowledge Any, capped at DC 10]1d20-2[/dice]
[dice=Knowledge: Nobility]NA[/dice]
[dice=Knowledge: Religion]NA[/dice]
[dice=Linguistics]NA[/dice] +2 in Riddleport after consulting Gurukaza
[dice=Perception]1d20+1[/dice] +2 Near Chance
[dice=Perform: Any]1d20+3[/dice] (Faction Pin?)
[dice=Profession: Coachman]1d20+5[/dice] +2 w/ Tool for Dayjob Check
[dice=Ride - ACP]1d20+6-2[/dice] +2 to stay in saddle, 75% chance to stay in if unconscious
[dice=Sense Motive]1d20+5[/dice] +2 Near Chance
[dice=Sleight of Hand - ACP]1d20+2-2[/dice]
[dice=Stealth - ACP]1d20+2-2[/dice]
[dice=Survival]1d20+1[/dice]
[dice=Swim - ACP]1d20+2-2[/dice]
Languages: Common, Sylvan, Celestial
__________________________________________________
EQUIPMENT AND GOLD On person: MW Backpack (4), +1 Agile Breastplate (25), Waterskin (4), Silk Rope (50 ft) w/ Grappling Arrow (9), 2x Acid Flask (2), Alkali Flask (1), Explorer's Outfit, +1 Greatsword (8), MW Cold Iron Longsword (4), MW Alch. Silver Morningstar (6), MW Darkwood Composite Longbow +2 Str (3), 20 Cold Iron/Silver Blanched Arrows (4), Flint & Steel (0), Heal Kit 10/10 (1), +1 Cloak of Resistance (1), Antitoxin, Universal Solvent, Scroll Box, Rations (1), Sun Shogun Talisman of Freedom
Left at Lodge: Sap, Club, MW Tool for Profession, Greatsword, Hot Weather Outfit, MW Chain Shirt Starting GP: 554.55 gold (updated after Carrion Hill)
Weight Carried: 73 lbs
Carrying Capacity: Light (76), Medium (153), Heavy (230), LoH (200), Lift (400), Drag/Push (1000)
__________________________________________________
APPEARANCE Height 5’10”
Weight 160
Eye Color Brown
Fur Color Brown w/ White Patches
Region of Origin Cheliax
Deity Lady Taramyth
Favorite meal Freedom Cakes (pancakes served at Liberty’s Edge Lodge)
Paladin 'Code':
Kenta turns to the human with a smile, "Thank you for asking! I seek most to break the bonds of those enslaved. Additionally, those who willingly follow evil must be punished, though through grace there may be an opportunity given for repentance. But when all is said and done, I simply try to do the right thing and live with the consequences. As for deities, I pray to Lady Taramyth, though you may have heard her called The Singing Flame. I know now that she blesses me, as well as has had kept an eye out for me my whole life. I was raised on stories of her watching over all fox-folk and it is now easy enough to look at the things that have happened to me as more than just luck."
Special Abilities:
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. HIs trait boosts this by 2 so C.L. is level -1 instead.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Level 3 Sickened: The target is no longer sickened.
Level 6 Diseased: Free cast of Remove Disease at Pally Level Caster Level.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
Listen well, attempt to aid Diplomacy efforts
Use Dancing Lights if Necessary
Combat
Move action Detect Evil
If Evil, use SMITE EVIL YAR!
If not, but need to kill use Power Attack w/ Greatsword or the appropriate DR penetrating weapon
If not evil and don’t need to kill, use Power Attack with Sap
Daily Preparation:
Yawn really big.
Bathe if available, brush out fur, get dressed, eat breakfast and check gear and weapons.
PFS Boons:
☐ - use for check boxes
Student of Swords (GM Star Boon, when I hit 3 stars I can gain an extra boon if I spend 1 PP or forego a Dayjob check) Diverse Training (1st level, 1 star): Marcos Farabellus teaches that a Pathfinder must be prepared for anything while in the field; if the guide vanishes or the cleric falls to her death, someone needs to be able to step up and get the job done. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc...).
Work as a Team (3rd-Level, 2 Stars): Marcos Farabellus has taught you special techniques for acting with tactical precision even when working with an eclectic team. You may spend your free reroll (Guide to Pathfinder Society Organized Play 26) to allow another player to reroll one d20 roll using your GM star bonus, even if she has already used her own free reroll. In addition, once per scenario as a swift action you may coordinate your tactics with an ally within 30 feet. You treat your ally as though she possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats; your ally gains the same benefit with respect to you. If neither you nor your ally has any teamwork feats, you each gain a +2 bonus to CMD while adjacent to one another. This ability lasts five rounds.
Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
Insight Into the Dark Tapestry: Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.
Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.
Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.
Harvestman’s Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshippers of Zyphus.
Twin Tomes: Used after the session to learn Celestial. See Song of the Sea Witch Chronicle.
Careful Archaeologist: When the reckless Pathfinder Lumketal Simset ransacked the Muschkal Sepulcher, he dealt significant damage to the Pathfinder Society’s reputation among the Shoanit. Fortunately, you were able to pick up the pieces. You don’t want to wind up causing a blunder like that yourself, so you are careful and thorough. When your table would fail the secondary success condition of a scenario, you can cross this boon off your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.
Bonus Items from Debt to the Quah:
Flameleaf Extract (500g) - 20 fire resistance but penalties to cold
Scavenger’s Stone (2000g) - Stone that does ‘mending’ cantrip or ‘make whole’ spell
☐ Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar HIrako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of RIddleport’s more powerful criminal elements also provide you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
☐ Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
☐ ☐ ☐ Storm Rider: Having braved the Eye of Abendego and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.
Kaghaze Redeemed: By destroying the altar of Camazotz, you broke the dark god’s sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifs that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region
Ekujae’s Blessing: You rescued Ekujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle Sheet.
Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle Sheet.
☐ ☐ ☐ Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shukuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900g), talisman of good fortune (1680g), or talisman of warrior’s courage (450g). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle Sheet.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Scenario List:
The Confirmation: 1 XP, 2 PP, 5g Dayjob, 2PP on wand CLW
House of Harmonious Wisdom: 1 XP, 2 PP, 20g Dayjob
Murder on the Silken Caravan: 1 XP, 2 PP, 50g Dayjob
Dead Man’s Debt: 1 XP, 2 PP, 5g Dayjob
Grotto of the Deluged God (GM Credit): 1 XP, 2 PP, NA Dayjob
The Cyphermage Dilemma: 1 XP, 2 PP, 50g Dayjob, +1PP from boon, 2PP on wand endure elements
The Traitor’s Lodge: 1 XP, 2 PP, 20g Dayjob, 2PP on 5x scroll Lesser Resto
Debt to the Quah (GM Credit): 1 XP, 2 PP, NA Dayjob, 2PP Wand of Bed of Iron, 1PP Student of the Sword 1 star
The Infernal Vault: 1 XP, 2 PP, 50g Dayjob, 2PP on Fancy Longbow
Song of the Sea Witch: 1 XP, 2 PP, 5g Dayjob, 1PP on Learning Celestial
Among the Gods: 1 XP, 2 PP, 20g Dayjob, 2PP on 2x Scroll Remove Blind/Deaf
The Midnight Mauler (GM Credit): 1 XP, 2 PP, No Dayjob, 2PP on 5x Scroll Remove Paralysis, 1PP Student of the Sword 2-stars
Carrion Hill: 3 XP, 4 PP, 1g Dayjob, 2PP on Potion of Fly
Total XP: 15
Total Fame: 28 (11750g cap, next cap at 31)
Current Prestige:10
Chronicle Info:
Player: Pete H.
Character Name: Kenta Faux
PFS #: 123584-13
Faction: Liberty’s Edge
Day Job: See skills (Profession - Coachman)
Normal Progression