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![]() Draft#7 of my Pathfinder Society Level-7 "Sum Sum Noir the Half-Elf"
I'm running this up the flagpole to get a final 'sanity' check. Your thoughts, please? [MY NOTATIONS IN SQUARE BRACKETS for Stat Blocks] After getting a lot of input, this is what I came up with. "Commander Red Lioness - the Eidolon" when on the normal plane
Commander does have a saddle, but currently lacks the Mount evolution - intentionally.
So, this is Draft #7 of my 7th Level Battle Eidolon and Control Summoner. I've got the Initiative Feat and Trait flagged for VL review, to see if I can back
I did get Haste and Black Tentacles due to grabbing Epanded Arcana, and
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Spoiler:
Male Half-Elf Summoner 7
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Traits:
Skills:
Racial Modifiers: +2 Perception /////////////////////////////////////////////////////////////// --------------------
Spoiler: Quadruped NG Medium outsider Init +9; Senses darkvision 60 ft.; Perception +9 --------------------
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Feats: Additional Traits [revamp to fix init issue & Summoner only Loyalty across lifetimes in traits]
Traits: Loyalty across lifetimes [Invalid Selection, this trait is for SUMMONERS - as Eidolon not typically take traits]
Skills Acrobatics +8 (+12 jump),
Combat Gear:
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Her front legs contain powerful claws, while her arms
5 feet long, and standing 4 feet high, with a red fur and cinamon skin
"Commander Red Lioness - the Eidolon" when on the normal plane is the team
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![]() Actually - just questioned the VL, and it's completely backwards from what the table understood last friday. "Question: Wait - I'm confused. Are you saying eidolons DO NOT have a separate initiative? Answer: The do not need to have a separate initiative." *headdesk* As I understand the Eidolon, it's smarter than some barbarians I know - an intelligent creature who is from another plane of reality. He's bonded to me, as I am bonded to him. He can speak, I can speak. He can perceive, I can perceive. He can decide what to do for himself, and he can also obey me. ![]()
![]() https://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/compan ions.html And, everything else I can find says the only varient is Mounts - they go on the riders' init. CipsioN wrote:
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![]() BigNorseWolf wrote: If he's riding the eidolon a la battlecat, its a mount and they use the same initiative as per the mounted combat rules. Rarely riding it Battle Cat style because I've heard that either Summon-Noir gets to attack, OR the Eidolon gets to attack. And, It looks like I will be going to 4 legs and 2 arms if I'm understanding things correctly. So, it will have its own weapon available... ![]()
![]() What the VL said, was there was a ruling - and ALL must have and go on their own initiative. Acedio wrote:
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![]() I have just got the XP to make Level 7. So, I'm wondering... (this character is PATHFINDER SOCIETY, so I want to keep him (them?) PFS Legal) A) How does my build look thus far from people with eyes and experience more excellent than mine? B) If I'm keeping on the current path, what adjustments should I make in my existing Evolutions, and what should I take at Level 7? C) I have the idea of using my Eidolon as a mount some times (when I enlarge-person on him via share spells since he is an outsider), however I've been told that only I would get to attack (with a Lance or some such), or the Eidolon gets his attacks (on Pounce (or full round attack), it is Bite/Claw + Claw/Gore), but not both. Can someone straighten me out on this regarding RAW? (Additionally, since my Summoner isn't really a melee person, putting him in the thick of melee on the back of Red-Lion may be less than wise?) D) I have been giving some consideration to switching to a Biped form. I got the wind knocked out of my sails last night facing against DR10 / Good-Silver which Red Lion could do nearly-nothing against. At least with a Biped, I could have pulled out weapons of correct alignment/material. I had the evolution MAGIC, but apparently that didn't cut the mustard (or the bad guy!) General Info: My Half-Elf is named "Summon-Noir" (like those movies Noir, see?)
To Date: I've been focusing on the " Pouncer (Cat Form) " from "[3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner". Here are my stat blocks as they exist: Summon-Noir the Half-Elf
Summon-Noir Stat Block:
NG Medium humanoid (elf, human) Init +1; Senses bond senses, low-light vision; Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 45 (6d8+12) Fort +5, Ref +4, Will +7; +2 vs. enchantments Defensive Abilities shield ally; Immune sleep; Resist shield ally -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4/19-20) and lance +0 (1d8/×3) and longspear +4 (1d8/×3) and quarterstaff +4 (1d6) Ranged light crossbow +5 (1d8/19-20) Spell-Like Abilities (CL 6th; concentration +10) 7/day—summon monster Summoner Spells Known (CL 6th; concentration +10): 2nd (4/day)—bull's strength, lesser restore eidolon (DC 16), see invisibility, slow (DC 16) 1st (5/day)—enlarge person (DC 15), lesser rejuvenate eidolon, life conduit, mage armor 0 (at will)—daze (DC 14), detect magic, guidance, light, mage hand, read magic -------------------- Statistics -------------------- Str 10, Dex 13, Con 14, Int 13, Wis 12, Cha 18 Base Atk +4; CMB +4; CMD 15 Feats Extra Evolution, Extra Evolution, Resilient Eidolon, Skill Focus (Use Magic Device) Traits ease of faith, greater link Skills Diplomacy +14, Handle Animal +9, Heal +2, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +5, Ride +5, Spellcraft +6, Use Magic Device +16; Racial Modifiers +2 Perception Languages Catfolk, Common, Elven SQ eidolon link, elf blood, life link, maker's call, share spells with eidolon Combat Gear cold iron crossbow bolts (50), snapleaf, wand of cure light wounds, wand of cure moderate wounds; Other Gear mithral chain shirt, dagger, lance, light crossbow, longspear, quarterstaff, bracers of armor +1, cloak of resistance +1, handy haversack, wayfinder, artisan's tools, noble's outfit, summoner's kit, 9,443 gp -------------------- Special Abilities -------------------- Bond Senses (6 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane. Caravan (1 @ 5 lbs) (Diplomacy) Can use the chosen skill to make Day Job rolls. Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Greater Link The link between you and your eidolon is stronger than most. Your eidolon’s current and maximum hit point totals are not reduced by 50% until you are separated by 110 feet or more. Your eidolon’s current and maximum hit point totals are not reduced b Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door. Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells. Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach. Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). --------------------
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Red Lion Stat Block:
NG Medium outsider Init +9; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 24, touch 14, flat-footed 21 (+3 Dex, +10 natural, +1 deflection) hp 32 (+5) Fort +5, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft., climb 40 ft. Melee bite +8 (1d6+3) and 2 claws +8 (1d6+3) and gore +8 (1d6+3) -------------------- Statistics -------------------- Str 17, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Base Atk +5; CMB +8; CMD 22 (26 vs. trip) Feats Additional Traits, Improved Initiative, Iron Will Traits loyalty across lifetimes, reactionary Skills Acrobatics +8 (+12 jump), Climb +12, Escape Artist +7, Intimidate +8, Knowledge (planes) +2, Perception +8, Sense Motive +4, Stealth +7, Use Magic Device +6 Languages Common SQ devotion, magic attacks, pounce Other Gear ring of protection +1, summoner's kit -------------------- Special Abilities -------------------- Climbing (40 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments. Evasion (Ex) No damage on successful reflex save. Loyalty across Lifetimes Eidolon treats Constitution score as 2 higher when dying. Magic Attacks (Ex) Your natural attacks are magic. Pounce (Ex) You can make a full attack after a charge. Trip (Ex) You can make a trip attempt on a successful attack. -------------------- The Red Lion Eidolon represents fire, fear, and fortitude. The Eidolon is a fantastical "Red Lion", who is a quadruped with a saddle-like depression between his shoulder blades, which functions as a saddle if Summon-Noir is Reduced or Red-Lion is Enlarged. Thank you in advance for any insight you can share! ![]()
![]() My wife and I will be playing this exact build on our two characters. She is very new to RPG's in general. So, the goal is a kick-butt monk that is effective, fun, yet easy to play. I was directed here for the best advice. Thanks in advance! ------------------- Here is the build: Name: Mojo-Mojo
Dwarf Monk 2 LN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped) hp 19 (2d8+6) Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), evasion -------------------- Offense -------------------- Speed 20 ft. Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and unarmed strike +4 (1d6+3) Ranged shuriken +3 (1d2+3) Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, stunning fist (2/day, DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8 Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip) Feats: Dodge, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist Traits: observant, reactionary Skills: Acrobatics +6 (+2 jump), Climb +7, Knowledge (dungeoneering) +0, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework) Languages: Common, Dwarven SQ ac bonus, stunning fist (stun), unarmed strike Other Gear masterwork cold iron temple sword, shuriken (50), wayfinder, 1,225 gp -------------------- Special Abilities -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
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![]() YogoZuno, DesolateHarmony, Derwalt - Was NOT designing this build to be a primary grappler. I had been shying away from Archtypes because both my Wife (very new to ALL role playing) and myself are going to be playing the VERY same build (on two different characters with two different PFS #'s, of course). I was shying away, wanting to avoid complications / confusion. Tetori (Archetype) = "The style of the tetori is that of the majestic wrestler—a warrior with a dizzying array of grabs, holds, and locks with which to bewilder and incapacitate his foes." Reason I didn't pick Tetori: Grappling seems to hang up a LOT of GM's and Players. I know there is "Grapple, Grab, Constrict!: Pathfinder Grapple Rules Explained"which is very helpful, but I'm concerned about making things that complex. She likes 1)Have weapon or unarmed strike 2)5 foot shift 3)FLURRY! (lots of fun dice to roll!) Attack Roll / Damage Roll. Drunken Fist = Okay, is this the same as "Drunken Master"? I've searched the PRD for "Drunken Fist" and got nada. I'm using Hero Labs, and I buy the PDF's as needed, where do I find the information for "Drunken Fist"? ![]()
![]() Dwarf-Monk, Re-Building before Level 2 - Looking for comments good/bad/ugly My wife and I are playing exactly the same build, so before we sit for the first game as Level 2's, I want to see if this is a "good" build, or if I'm missing something HORRENDOUS, or just get some additional ideas. Character Block Output here:
Name:09-Mojo-Mojo Dwarf Monk 2 LN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped) hp 19 (2d8+6) Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion -------------------- Offense -------------------- Speed 20 ft. Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and unarmed strike +4 (1d6+3) Ranged shuriken +3 (1d2+3) Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, stunning fist (2/day, DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8 Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip) Feats Dodge, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist Traits observant, reactionary Skills Acrobatics +6 (+2 jump), Climb +7, Knowledge (dungeoneering) +0, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework) Languages Common, Dwarven SQ ac bonus, stunning fist (stun), unarmed strike Other Gear masterwork cold iron temple sword, shuriken (50), wayfinder, 1,225 gp -------------------- Special Abilities -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Wayfinder (empty) Thanks in advance for your time. (also, if this was the wrong forum for posting this, please redirect me so I can fix!) ![]()
![]() [Roll20_G+]PF Mod Murder's Mark - SAT, May 24, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu ![]()
![]() [Roll20_G+]PF Mod Crypt of the Everflame (levels 1-2) - SAT, MAY 17, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu ![]()
![]() [Roll20_G+]PFS Intro 1 First Steps—Part I In Service to Lore - SAT, MAY 10, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu ![]()
![]() [Roll20_G+]PFS 5-08 The Confirmation (levels 1-2) - SAT, MAY 3, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu ![]()
![]() [Roll20_G+]PFS-We Be Goblins - SAT, APR 26, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu ![]()
![]() [Roll20_G+]PFS-Master of the Fallen Fortress - SAT, APR 19, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
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![]() [Roll20_G+]PFS-Master of the Fallen Fortress-1 pm, Pacific 2014-03-21 Friday Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is via WARHORN at:
Player Name:
GM-Scosu P.S.= - If you have Warhorn sign on problems, let me know ! ![]()
![]() [Roll20_G+] PFS-We Be Goblins-8 am Pacific 2014-03-21 Friday Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is via WARHORN - at the following link: https://warhorn.net/events/scosu-pfs/schedule/2014/03/21#session-22794 Player Name:
Thank you! GM-Scosu P.S.= - If you have Warhorn sign on problems, let me know ! ![]()
![]() [Roll20_G+]PFS: The Confirmation, Short Notice - Today Tuesday March 18 12:30 PM Pacific I've got one new person to run through the confirmation, if you want to join up -
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![]() Okay - why does everyone say "The Accursed Halls" is the Level 1 beginning - when it starts on page 30? What are "The Forest Stronghold" and "The Echo Wood", chopped liver? Can someone explain this to me. I'm trying to binder-up one binder of repeatable so that I'm ALWAYS ready in case we have a GM Shortage at the weekly sessions @ the gamers haven in Spokane. Thank you! Scosu PFS ![]()
![]() [Roll20_G+] Zero Level Character Trilogy (1 of 3 - We Be Goblins - PREGENERATED GOBLINS) - Sunday 2014-03-16 @ 10_45 PM PST (UTC/GMT -7 hours)
Pathfinder Society Online games using Roll20.net and Google+ Hangout for Voice Chat. I am running these three back-to-back-to-back so that you can take a NEW character all the way to Level 2 ! Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) The "We Be Goblins" uses Paizo-Pregenerated Goblin Characters, but the Chronicle sheet will be applied to your character. (Exception, if your Goblin dies/gains a condition, etc you DO NOT carry the negatives onto your character.
Player Name:
How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this/these scenario before at all? Thank you! GM-Scosu ![]()
![]() I'm in -
Preference HIGHEST to Lowest =
- My Name: Scott Summers
AndreasForster@gmx.net ![]()
![]() 2014-02-18 [Roll20_G+] Master of the Fallen Fortress - 2014-02-18 Tuesday @ 6:30 PM Pacific Time Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) A dungeon-based adventure for 1st-level characters. The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress? Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within. This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010. Written by Rob McCreary. This special 16-page Pathfinder Module was initially made available for Free RPG Day on June 19, 2010.
INFO TO SEND ------------------------------ Player Name:
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![]() [Roll20_G+] In Service to Lore- SUN, FEB 16, 2014 @ 12_15 PM PST (GMT - 8_00) - Event 39493 Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) [it was by Warhorn earlier, but since this is same day - just e-mail me now] A Pathfinder Society Scenario designed for "1st level" characters. As long as you have yet to reach Level 2, you are OK to PLAY! In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge. This scenario IS replayable with a different character.
assigned to another character who has NOT completed this scenario. Player Name:
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![]() STILL 3 SLOTS AVAIL - waiting for at least 2 more RIGHT NOT so we have a legal table - Re: [Roll20 / G+] #5-08: The Confirmation (Tier 1-2) - Sat, Feb 15, 2014 @ ASAP PST email me (scosups) (@) (gmail) (.) (com) with this info - COME AND GET IT YOU PUG PEEPS! Player Name:
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![]() [Roll20 / G+] #5-08: The Confirmation (Tier 1-2) - Sat, Feb 15, 2014 @ 6:45pm PST Event -39498 Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by https://warhorn.net/events/scosu-pfs/schedule/2014/02 A Pathfinder Society Scenario designed for level 1-2. Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. Written by Kyle Baird. Player Name:
How did you hear of this game? (e-mail from GM / Google Group / Paizo Group / Facebook (which group on FB) / other)? How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this scenario before at all? Have you played this scenario before on THIS Character? (if so, that's typically not good...) Thank you! GM-Scosu ![]()
![]() [Roll20_G+] The Confirmatinon - Wed, Feb 12, 2014 @ 12_45 pm PST ONLY 5 available slots Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) A Pathfinder Society Scenario designed for "1st-2nd level" characters. This is repeatable by Players using Level 1 characters. This scenario IS replayable with a different character.
Player Name:
How did you hear of this game? (e-mail from GM / Google Group / Paizo Group / Facebook (which group on FB) / other)? How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this scenario before at all? Have you played this scenario before on THIS Character? (if so, that's typically not good...) Thank you! GM-Scosu ![]()
![]() [Roll20 / G+] #5–08: The Confirmation (Tier 1-2) - Wed, Feb 5, 2014 @ 6:45pm PST (GMT - 8:00) [PRE-GEN Characters Preferred, but NOT Required] To sign up: E-MAIL DIRECTLY to "SCOSUPFS (at) gmail (dot) com" Second time GM for Pathfinder and first time GM on Roll20. PRE-GEN Characters Preferred, but NOT Required !! 7 Slots - PRE-GEN Characters Preferred, but NOT Required; I would like to see a table full of Pre-Generated go through this, for entertainment sake! (Even duplicate Pre-Generated Characters would be slick!)
Please Include: Player Name:
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![]() [Roll20_G+] #5–08: The Confirmation (Tier 1-2) - Mon, Feb 3, 2014 @ 7:30 pm PST (GMT - 8:00) Event Description:
(Include if you saw this on Paizo, Facebook, or Google Groups) Need: Your Name / Character Name / Character Level / Class / Race - thank you! 1. 2. 3. 4. 5. 6. Alt 1. Alt 2. Event Sign Up / RSVP via DIRECT E-MAIL ONLY to: scosuPFS (at) gmail (dot) com Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone.
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![]() [Roll20_G+] #5–08_ The Confirmation (Tier 1-2) - Sun, Feb 2, 2014 @ 5_45pm PST (GMT - 8_00) Event Description:
(Include if you saw this on Paizo, Facebook, or Google Groups) Need: Your Name / Character Name / Character Level / Class / Race - thank you! 1. 2. 3. 4. 5. 6. Alt 1. Alt 2. RSVP via DIRECT E-MAIL ONLY to: scosuPFS (at) gmail (dot) com Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
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