Winter-Touched Sprite

Phwyss's page

24 posts. Alias of DM Fflash.




My long running Shattered Star campaign is searching for a 4th to round out an empty (and apparently somewhat rotational) slot.

Looking for applications in the recruitment thread for the campaign.

Link to recruitment thread post here

Thanks all!

F-Flash


Leroy heads off to return the young pig farmer to his parents, stopping to chat for a few moments.

The rest of the party awaits his return as the slowly cooling body of the traitor, Daktani eventually stops losing blood from the throat as the blood begins to pool and congeal on the floor of the half-started tunnel.

I assume once Leroy returns, you are exploring the last remaining room?


Initial post for our invite only campaign. This tab is for out of character discussions threads.

Create an alias and a profile and add your characters here and then pop over to Gameplay when able. I'll send out formatted character sheets for your profile once I load the gear from the weekend.


I was out of country when the order arrived. Mailman left it on the doorstep instead of in the mailbox. Sat through 3 rain storms. The book is ruined.

Any chance I could get a resend?


I'm looking to swap out some older 3.5 temple/cult content with some Norgorber content in Golarion.

Since I don't design stuff from the ground up any more, I'm curious if there's any 12-15th level Norgorber content that Paizo has published either in a regular adventure module or part of a PFS Season (or anywhere else for that matter).

I've run across the Rise of the Runelords Skinsaw Murders and the Shadows Fall on Absalom. The first doesn't quite fit, the second is lower level and a bit blah.

Can anyone point me to something else?


The Sputtering Torch

The most important recent event in Torch is the loss of the town’s eponymous feature. A strange violet flame has long burned atop the hill the town is built around, and these fires burn hot enough to allow the smelting of skymetal. This has given Torch a singular source of income. Smiths, metalworkers, and scavengers from miles around come to Torch to use its flame to smelt and work with skymetals.

Now and then, the flame has pulsed and blasted a beam of fire into the skies above town, during which time it isn’t safe to be atop the hill, but until a week ago, the flame has never gone out. Now it has, and no one in town knows why.

Without the flame, the town’s primary source of income has been removed, and with a number of significant tithes to the Technic League coming due soon, the town’s leaders are growing desperate to re-light the violet fires. One of Torch’s most beloved leaders, the wizard Khonnir Baine, discovered strange activity in a number of hitherto unknown caves below the city’s central hill, and even recovered a deactivated automaton now stored in his home behind his tavern, The Foundry. But when Khonnir returned to these strange caves to try to learn more, he vanished. The town has grown increasingly desperate for answers, and now looks for the return of their missing wizard as well, but with so many other local and visiting adventurers having gone missing in the caves, fewer and fewer volunteers are stepping forward.

The Town Council has posted notices offering a 4,000 gp reward for the return of Khonnir (alive or dead) and another 4,000 gp reward for reigniting the Torch.

Feel free to discuss or ask questions of me. You are free to move about town as you wish ... it is late afternoon, but most everything is open. Once you have a DM-approved character built and avatar selected, post here by rolling a d20


An invitation only campaign for a few friends. Start player discussions here.


I've been running a Shattered Star PBP for a few years now. We're about 10-15% the way into Curse of the Lady's Light and need to replace one of our characters.

If you're interested, you can find the character creation rules and recruitment thread here and the rest of the campaign info here

Please post your character submissions in the recruitment thread linked above.

Thanks!


Post in game comments here.


An invitation only campaign for a few friends. Start player discussions here.


I resurrected my Recruitment Thread here but since it's a year old, thought I'd post a new link as well. Feel free to drop a suggested character in either post.

We've been playing this for a bit over a year and I've been running another campaign (Shackled City) for several years between play by email and play by post, so if you're looking for a game that will go the distance, I'm your guy.


I play entirely online these days and am looking for the subject map. My artistic skills are crap, so I use my wallet to augment.

Looking through the various map packs and flip mat descriptions, I didn't see any that would meet the intent.

Anyone who owns them, can you tell me if I can find a pseudo-similar map to purchase as a .pdf?


Is there a way to remove yourself from a campaign where the DM is unresponsive so it no longer shows on the Campaign Tab?


I had Frozen Stars shipped to an address that I was moving out of and I believe I missed it in transition. Since my mail was held as of 30 May and forwarded as of 10 June, I don't believe they forward packages. Did it get returned to you all? Is there any way for me to find out where it is?


Hello, all. Recently had a surprise drop out from my campaign and given it was a critical character, I'd like to replace him.

As the thread above mentions, this is Shattered Star, played fairly reliably from the AP, with small changes made by myself to augment flow of play on a Play By Post forum. I'd prefer if you haven't read the AP. I'd ask that you tell me up front if you have.

Character that left was an elven cleric of Desna who had intent of becoming a specialist wizard of some sort and then switching to mystic theurge. Additionally, he was the sole source of Diplomacy in the party.

    Other party members
  • Bralex, tiefling alchemist
  • Relan, human fighter
  • Fulmen, half-elf druid (weather domain) who intends to multi-class monk
  • Clarence, a human ranger (trapper)
  • Andel, NPC human expert to become bard, also party scribe

I'm looking for experienced, committed posters. I'll evaluate character applications first on whether they meet the party's requirements of a healer and diplomacy user. Second, on the poster's ability to write well and communicate effectively. Third, based on your posts and your character writeup, whether I think you'd be a good fit with my current players.

I recommend you read through some of the gameplay and discussion tabs to determine how you should draft your background.

    My basic rules:
  • No gunslingers, no guns.
  • Raise Dead doesn't exist in this campaign. All other reincarnation and resurrection spells do.
  • I'm currently not using any 3PP material and I'd ask that you don't either. I'm always open to exceptions but expect my initial answer to be no, with justification required on your part, not mine.
  • Characters start at 2nd level, (1st lev Max HP, 2nd lev rolled on the discussion tab once accepted), 750 gp worth of money/equipment, 15-point buy, 2 traits (1 is campaign) and can use Core Pathfinder races, Core Rulebook, Ultimate Combat, Ultimate Magic, Ultimate Equipment and the Advanced Player's Guide. Other Paizo produced material can be considered if you ask, I have access to it, and I approve it. I'm not as draconian about this as I am about the 3PP stuff above.
  • Character will enter the party just after they level up to 2nd

Campaign link

Thanks for your consideration in advance, I intend to choose a replacement by Friday, 22 March.


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Golarion

From the Inner Sea World Guide

Just over a century ago, the god of humanity died. His name was Aroden, and he not only lifted humanity out of the ashes and terror of the Age of Darkness (an age that followed the meteoric cataclysm known as Earthfall), but founded the greatest city in the world—Absalom. He defeated the foul wizardking Tar-Baphon. He drove back the demon lord of the Locust Host from the nation of Sarkoris. He eventually left the world to join the divine host after setting humanity on course for a great destiny. Prophecies said that when humanity was ready to ascend back to the pinnacle it once held in the ancient times of Old Azlant, Aroden would return to the world to usher in a new Age of Glory.

But instead of returning at the appointed time, Aroden, the god of humanity, died.

Welcome to the Inner Sea.

The death of the god of humanity marked the beginning of a new age. The previous ages had names to inspire and bolster the spirit—the Age of Destiny, the Age of Enthronement. But this new age is not a time of plenty. It is the Age of Lost Omens, for if a god cannot fulfill his own prophecy, what chance have any others of coming true? Aroden’s death scarred the world with storms and madness. To the north, the world split open and the festering armies of the Abyss spilled out through a tear in reality known today as the Worldwound. To the south, the idyllic gulf of Abendego was consumed by a perpetual hurricane whose winds and waves drowned nations. And in the heartland of the Inner Sea region, Cheliax, where Aroden had been prophesied to return, civil war erupted and thousands died before the diabolic House of Thrune seized power.

The Age of Lost Omens has now entered its second century, and in the 11 decades since Aroden’s death, the world has become a darker place. A place where ancient, sinful wizards known as runelords threaten to waken from 10,000 years of slumber. A place where nations are ruled by criminals or devil worshipers or worse. A place where once-great empires now wallow in self-indulgent paranoia or bloody, endless revolutions. A place where nothing is foretold, and anything can happen.


1 person marked this as a favorite.

This thread is for the start up of the closed campaign led by DM Fflash. If you don't personally know either Fflash, m3mnoch, or nomadicc, please kindly refrain from posting character input here.

Invitees, once you've created a profile (not necessarily a character) please post here and we'll start with deciding which adventure path we will run and then allow the group of you to develop a cohesive party makeup before diving into detailed character development.

Character creation rules to follow once we've determined what we're playing.

A reminder: the PRD trumps all other rules and house rules will hopefully be kept to a minimum, I'm pretty happy with the balance that Paizo has struck. I reserve the right to disallow anything outside the PRD, but most assuredly will not allow anything that isn't Paizo or Fflash produced.

Basic posting rules:

Gameplay Tab: In character commentary only (with small ooc-flagged injects where required)

Discussion Tab (i.e. this one): Out of character discussion, level ups, non role-played loot dissemination and announcement of real-life interruptions to posting ability

"Indicates speaking"
Indicates thinking
Used for out of character commentary

All rolls will be used with the in-game dice roller.
DM rolls initiative for everyone
All saving throws will be the affected individuals very next post and roll else it's an automatic failure. Prevents abuse of the preview feature and sets priority for rolls.

We will be using flex time and dungeon crawl mode for expedited posting but I'll explain that later. I use Picasa albums for distributing handouts and maps (generally built with MapTools)

Welcome to the game!


Please cancel my Pathfinder Modules subscription. I just don't find it to be on par with your other products.

Do NOT cancel my AP subscription.

Thanks much!


1 person marked this as a favorite.

Day 1 of the Flood Festival
Gonna kinda throw the whole week out here, flex time in effect, so jump around as you wish

Following the Stormblade encounter, you set off to enjoy the festivities and get some much-needed down time
In the evening, Dalamus swaggers into the Tipped Tankard to the roar of many of his hometown supporters, both old acquaintances and newfound fans due to the party’s exploits.

Dalamus/Drink Down the Flood:

The rolls below (and for each of the following days) are your competition’s. These are Con checks, if you make at least one more than him, you win for the day and move on to Day 2, if you fail, stop rolling  If you have anything you want to do to help yourself win (i.e. cheat), throw that out there as well
DC:5 1d20 ⇒ 10
DC:6 1d20 ⇒ 13
DC:7 1d20 ⇒ 4
DC:8 1d20 ⇒ 6

In the afternoon, while watching Nemoris take yet more money from another archery game causing the poor man to shut down his shop, you notice a man leaning up against another booth staring intently at the party from about 30 feet away.[/b]
Malcolm:
You recognize Dalamus from a decade ago.

Day 2
Dalamus/Drink Down the Flood:

DC:5 1d20 + 1 ⇒ (1) + 1 = 2
DC:6 1d20 + 1 ⇒ (16) + 1 = 17
DC:7 1d20 + 1 ⇒ (20) + 1 = 21

Crater Lake Monster Hunt Round 1:

The first round’s festivities start with a ton of pomp and circumstance. The town gathers around as local hedge wizards, artisans, and even some grifters set up games, booths, and entertainment to support the opening ceremony’s of the city’s favorite festival event. A 1-hour display of fireworks and acrobats precedes the first 2 competing teams. Your team (named Magma plus 3 since you lack a party designation currently) is faced up early against a group of Town Guardsman. A couple you recognize, with some distaste, from your time in Prison and they don’t seem eager to see you either. Stripping off their clothes, they chomp at the bit to swim for the win.
The goal is to find the proper match between the chits you’ve been issued and the boats in the water. Again as before, if you wish to aid yourselves in any illegitimate way (magical augmentation/divination etc.), let me know. Barring that, make 5 swim checks and 5 to-hit rolls for each of the 4 competitors (Magma, Nemoris, Epik & either Malcolm or Dalamus(hungover likely)].

Day 3
Dalamus/Drink Down the Flood:

DC:5 1d20 + 2 ⇒ (13) + 2 = 15
DC:6 1d20 + 2 ⇒ (2) + 2 = 4
DC:7 1d20 + 2 ⇒ (7) + 2 = 9
DC:8 1d20 + 2 ⇒ (11) + 2 = 13

Knowledge Local: DC 15:
You notice a knot of half-orcs in multiple places today, well-equipped, orderly and with a blue-tusked boarhead-emblazoned arms. Cauldron’s population of half-orcs last you checked was less than you could count on 1 hand.

Day 4
Dalamus/Drink Down the Flood:

DC:5 1d20 + 3 ⇒ (8) + 3 = 11
DC:6 1d20 + 3 ⇒ (17) + 3 = 20
DC:7 1d20 + 3 ⇒ (4) + 3 = 7
DC:8 1d20 + 3 ⇒ (7) + 3 = 10
DC:9 1d20 + 3 ⇒ (17) + 3 = 20
DC:10 1d20 + 3 ⇒ (4) + 3 = 7
DC:11 1d20 + 3 ⇒ (11) + 3 = 14
DC:12 1d20 + 3 ⇒ (20) + 3 = 23
DC:13 1d20 + 3 ⇒ (11) + 3 = 14

Day 5
Dalamus/Drink Down the Flood:

DC:5 1d20 + 4 ⇒ (19) + 4 = 23
DC:6 1d20 + 4 ⇒ (5) + 4 = 9

If you decided to enter the street performance:
Perform: DC 20:
You’ve been working at your entertainment it all week, and it seems you have caught the eye of someone important.

Day 6
Dalamus/Drink Down the Flood:

DC:5 1d20 + 5 ⇒ (6) + 5 = 11
DC:6 1d20 + 5 ⇒ (10) + 5 = 15
DC:7 1d20 + 5 ⇒ (17) + 5 = 22
DC:8 1d20 + 5 ⇒ (10) + 5 = 15
DC:9 1d20 + 5 ⇒ (19) + 5 = 24
DC:10 1d20 + 5 ⇒ (4) + 5 = 9
DC:11 1d20 + 5 ⇒ (4) + 5 = 9

You hear rumors and talk of a fantastic costume party this evening known as the "Demonskar Ball," but try as you might, you can't seem to get an invite. Even Skie, who is invited, says that the invitations are very particular and no "additional guests" are allowed. She seems sad that you aren't participating.
Nowzai:
As a member of the nobility, you talk to a couple lesser nobles and find that the Aslaxins are hosting this event. Zachary Aslaxin, the Stormblade, put out an message to explicitly ensure the members of the party weren't invited.

Day 7
Jenya has returned and is available to meet with you.

Nowzai:
You receive an embossed invitation from the Bluecrater Academy. It says you have an appointment this afternoon for an entrance exam. It mentions bringing an exam fee but doesn't say how. much


Ready to get this going again. Thanks to everyone for allowing the break for me to take care of my computer issues, and thanks again for allowing the transition to the paizo messageboards. I really think the tools here will make the game smoother for all of us. But to be honest, it will make things a LOT easier for me. Which is key to keep this thing going.

Note there is no recruitment thread, since we are taking the existing party from the play-by-email group and moving forward. If we end up with a vacancy, we'll discuss as a party and recruit if necessary.

Please post here to let me know you've found the site and created a profile. We'll work out any bugs and I'll get the campaign up and going before the end of the day!

The actual campaign site will still be in use, with the exception of the Party status page. You'll be tracking your own status from here on out.

LINK to SC Google Site

Full Name

Mr. Copperpot

About Wretchedly Wretched Wretch

Mr. Copperpot
Male Gnome Sorcerer 5
CG Small Humanoid (Gnome)
Init +8 (Excitable, Familiar); Senses Darkvision; Perception +10 (Alertness)
Languages Common, Gnome, Sylvan, Draconic, Undercommon
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 17, touch 13, flat-footed 15
    (+4 mage armor, +2 Dex, +1 size)
hp 37 (5d6, +10 Con, +5 favored)
Fort +4, Ref +4, Will +3 (+5 vs. illusion, fear and despair effects)
Defensive Abilities
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 20 ft. (6 squares)
Melee Spiked Gauntlet +1 (1d3-2)
Ranged Sling +5 (1d4-2)
Base Atk +2; CMB -1; CMD 11
Special Attacks Bloodline Arcana (metamagic feats increase the spell's DC by +1, apply metamagic feat to spell without increasing casting time 1/day)
Bloodline Arcane
Known Sorcerer Spells (CL 5, concentration +11):
    2nd (6/day) - glitterdust, haunting mists (DC 20), invisibility
    1st (8/day) - color spray (DC 19), grease, identify, magic missile, silent image (DC 19)
    0th (at will) - acid splash, daze, detect magic, dancing lights (1/day), ghost sound (DC 18), mage hand, prestidigitation (1/day), read magic, speak with animals (1/day)
Scrolls: air bubble, animate rope, ant haul, comprehend languages, erase, endure elements, expeditious excavation, hold portal, mount, obscuring mist, protection from evil, touch of the sea, ventriloquism
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 6, DEX 14, CON 14, INT 12, WIS 7, CHA 22
Feats Effortless Trickery, Eschew Materials*, Alertness*, Spell Focus (Illusion), Threatening Illusion
Traits Excitable, Magical Lineage (major image)
Skills Acrobatics +2, Appraise +1, Bluff +11, Climb -2, Diplomacy +6, Disguise +6, Escape Artist +2, Fly +4, Handle Animal +10, Heal -2, Intimidate +9, Knowledge (Arcana) +7, Linguistics +5, Perception +10, Ride +2, Sense Motive +0, Spellcraft +5, Stealth +10, Survival -2, Swim -2, Use Magic Device +12
SQ Eternal Hope (reroll 1/day)
Combat Gear metamagic rod (toppling, lesser), wand of magic missile [47/50], wand of mage armor [49/50], wand of infernal healing [50/50], wand of vanish [50/50], potion of cure light wounds, acid flask (x3) Other Gear +2 headband of alluring charisma, +1 cloak of resistance, dagger (cold iron), sling, bullets (10), haramaki, outfit (cold-weather), MW backpack, bandolier, scroll case (x3), rope (silk/50'), bedroll, rations (trail/per day)(x3), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smoked goggles, earplugs, MW perception tool, tindertwig, spring-loaded wrist sheath (x2, loaded with wands of infernal healing, vanish), pipe, 2,157 gp

FAMILIAR:

Ripley (alertness, improved evasion, share spells, empathic link, deliver touch spells)
Compsognathus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 18 (4d8)
Fort +4, Ref +4 (improved evasion), Will +3

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +4 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 11
Feats Improved Initiative
Skills: use master's skill ranks

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

SPECIAL ABILITIES:

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. Has selected Knowledge: Arcana.
Arcane Bloodline: Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su): You have selected to establish a powerful arcane bond with a creature.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Excitable: You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people's sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it's also trained you to start moving a split second before everyone else, and that's saved your hide a few times as well.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Has chosen Perception and Stealth.
Familiar: A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Gnome Magic (Sp): Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Illusion Resistance (Ex): Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Silent Image, treat its actual level as 1 lower for determining the spell's final adjusted level.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

BACKGROUND:

A surly-looking, battle-hardened dwarf with scars and tattoos stands silently. He seems to be protecting a skittish-looking gnome, perhaps as a bodyguard.

The gnome speaks up apprehensively.

"Say, is there something hiding under the desk, Ripley?" the gnome asks. A small, draconic creature perches on the gnome's shoulder. It looks weary, as if it hasn't slept in days. It almost seems to sigh, then looks under the desk.

It all started when a brick flew through the window. Tied around the brick was a note, reading “You’re a dead gnome!”

It was time to run…again.

Who had found him now, despite his abundance of caution? The Whispering Way? Dami-Anaeshem? The Red Mantis? Auntie Baltwin? It didn’t matter…he hadn’t much time.

He already knew who he would be next. The voluptuous elven red-head, Kyriani, and if anyone saw through the illusion, he would now be 'Mr. Copperpot.'

Where to? Aunt Tessy’s? Join The Silver Crusade? What about that land rush south of Brevoy? Far away and with no inhabitants! Perfect! He would venture forth to these ‘Stolen Lands,’ far from whoever had tracked him down. This burgeoning kingdom in the wild had need of Councilors, Diplomats, Magisters…it didn’t really matter, so long as he could get out of here.

Hurrying to grab some cases of scrolls, his pipe, and of course, his familiar Ripley, the gnome rushed out into the night, never to return again. His new life would be in the Stolen Lands, as ‘Mr. Copperpot.’

Mr. Copperpot is, in a word, paranoid. He suffers from a long-standing pattern of pervasive distrust and suspiciousness of others. He will nearly always believe that other people’s motives are suspect or even malevolent. He worries that others will exploit, harm, or deceive him, even if little or no evidence exists to support this expectation. Mr. Copperpot is hypervigilant for potential threats, and often acts in a guarded, secretive, or devious manner. To protect himself, he uses his powerful illusions to create a veil he lives behind. He can be anything…anyone.

Although often he may appear to be cooperative, rational, and unemotional, under the surface boil hostility, stubbornness, and sarcastic expressions. What caused this inherent distrust? Can he learn to cooperate and trust others? Can he make friends and contribute? All of this remains to be seen, and Mr. Copperpot does not share many answers. Who could he trust to share them with?

PFS:

Boons and Vanities:
Confirmed Field Agent: You may acquire a wayfinder 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).
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Elixir of Treasure Seeking: Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure. When you use this boon, cross it off your Chronicle sheet.
Impressive Find: Once you ear 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 lost.
Trusted in Tamran: You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
+1 human bane ammunition
+1 seeking ammunition
+1 flaming ammunition
+1 holy ammunition (limit 1)
You Be Goblin Whelp: Choose one of the badges below, and cross the others off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges' rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
Goblin Bane: BYou gain a +2 bonus to intimidate checks to humanoids with the goblin subtype.

PFS# 132076-29
XP 13
Prestige/Fame 14/21
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of infernal healing [-2 PP], potion of cure light wounds [-50 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought wand of magic missile [-2 PP]
*First Steps: In Service to Lore [1 XP, 2 PP, 417 gp]
-Bought wand of mage armor [-2 PP], +1 cloak of resistance [-1000 gp]
*Trouble in Tamran [1 XP, 2 PP, 500 gp]
-Bought 13 lvl-1 scrolls [-325 gp], wand of vanish [-2 PP]
*We B4 Goblins! [1 XP, 1 PP, 504 gp]
*The Emerald Spire Superdungeon: The Tower Ruins [3 XP, 4 PP, 1398 gp]
*From the Tome of Righteous Repose [1 XP, 2 PP, 1300 gp]
*Emerald Spire Superdungeon: Splinterden [3 XP, 4 PP, 3711 gp]
-Bought +2 headband of alluring charisma [-4000 gp], metamagic rod (toppling, lesser) [-3000 gp]
*Wrath of the Fleshwarped Queen [1 XP, 2 PP, 1853 gp]

Level Progression:

Level 1:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, cantrips, eschew materials
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): bluff (1), perception (1), use magic device (1)
Feats: effortless trickery, eschew materials*

Level 2:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): knowledge (arcana)(1), perception (1), spellcraft (1)

Level 3:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, bloodline spell
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): perception (1), stealth (1), use magic device (1)
Feat: spell focus

Level 4:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): intimidate (1), perception (1), use magic device (1)

Level 5:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): bluff (1), perception (1), use magic device (1)
Feat: threatening illusion

Dice:

[dice=ranged touch attack]1d20+5[/dice]

*shadow gambit, greater spell focus (illusion), versatile spontaneity, improved initiative, toughness, focused spell, solid shadows feats
*Shadow Enchantment, Shadow Conjuration, and Shadow Evocation spells
*figments aren't on the list that mindless things are immune to
* read the guide on shadow evocation and conjuration, look them up. They're on the Guide to the Class Guides thread.
*http://paizo.com/threads/rzs2opb4?Gnome-Illusionist-Build#1

*http://paizo.com/threads/rzs2ql0d?Guide-to-an-Illusionist-build

*http://paizo.com/threads/rzs2pe88?Gnome-veiled-illusionist-build

*https://www.reddit.com/r/Pathfinder_RPG/comments/14gn4z/ways_to_use_silent _image_as_a_combat_spell/

•phantasmagoric gem