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Grand Lodge

Will there still be PFS games that will have open slots if I go and buy my PaizoCon badge on Saturday?

Or, am I totally blocked?

Grand Lodge

I Have 2 - PaizoCon 2014 Paizo Preview Banquet Tickets...

Might be willing to part with them for a good offer.

Grand Lodge

Draft#7 of my Pathfinder Society Level-7 "Sum Sum Noir the Half-Elf"
and the Eidolon "Commander Red Lioness"

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
is the dominant, with "Sum Sum" willingly being mostly subservient.

Commander does have a saddle, but currently lacks the Mount evolution - intentionally.
She will accept a rider when enlarged and it is clear that speed or manuverability
is required.

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
those out due to GM's wanting the Eidolon to go on Players initiative, and it sucks
a lemon to be denied use of your feats.

I did get Haste and Black Tentacles due to grabbing Epanded Arcana, and
taking 2 extra spells since they are both below my maximum spell casting level. #WINNING

--------------------
Sum Sum Noir the Half-Elf Stat Block

Spoiler:

Male Half-Elf Summoner 7
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 52 (7d8+14)
Fort +5, Ref +4, Will +7; +2 vs. enchantments
Defensive Abilities shield ally; Immune sleep; Resist shield ally

--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20) and
lance +5 (1d8/×3) and
longspear +5 (1d8/×3) and
quarterstaff +5 (1d6) and
unarmed strike +5 (1d3 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Spell-Like Abilities (CL 7th; concentration +11)
7/day—summon monster
Summoner Spells Known (CL 7th; concentration +11):
3rd (2/day)—black tentacles, [battlefield control]
3rd (2/day)—greater invisibility [Help out the folks with Sneak Attack]
2nd (4/day)—bull's strength,
2nd (4/day)-glitterdust (DC 16), [defeat invisible enemies]
2nd (4/day)-haste, [buff]
2nd (4/day)-lesser restore eidolon (DC 16), [Commander Red Lioness support]
2nd (4/day)-see invisibility, [see invisible enemies]
2nd (4/day)-slow (DC 16) [battlefield control]
1st (5/day)—enlarge person (DC 15),
1st (5/day)—grease, [battlefield control, disable enemy held weapons]
1st (5/day)—lesser rejuvenate eidolon, [Commander Red Lioness support]
1st (5/day)—life conduit, [Commander Red Lioness support]
1st (5/day)—mage armor [buff]
0 (at will)—daze (DC 14),
0 (at will)—detect magic,
0 (at will)—guidance,
0 (at will)—light,
0 (at will)—mage hand,
0 (at will)—read magic

--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 13, Wis 12, Cha 18
Base Atk +5; CMB +5; CMD 16
Feats:
Expanded Arcana,
Extra Evolution,
Martial Weapon Proficiency (lance),
Resilient Eidolon,
Skill Focus (Use Magic Device)

Traits:
ease of faith,
greater link

Skills:
Diplomacy +15,
Handle Animal +9,
Heal +2,
Knowledge (arcana) +5,
Knowledge (dungeoneering) +5,
Knowledge (local) +5,
Knowledge (nature) +5,
Knowledge (planes) +5,
Knowledge (religion) +5,
Perception +5,
Ride +5,
Spellcraft +6,
Use Magic Device +17;

Racial Modifiers: +2 Perception

///////////////////////////////////////////////////////////////

--------------------
Commander Red Lioness Stat Block

Spoiler:

Quadruped
NG Medium outsider
Init +9; Senses darkvision 60 ft.; Perception +9

--------------------
Evolutions 11 of 11
--------------------
Natural Attacks Allowed: 4 of 4
Limbs (Legs) - Adds 2 Legs
Limbs (Legs) - Adds 2 Legs
Bite
2 pts - Limbs (Arms)
1 pts - Claws - Gain 2 claw attacks [on front legs]
1 pts - Slam - Gain a slam attack [with arms, either SLAM / or WEAPONS not both]
1 pts - Pounce (Full attack after a CHARGE]
1 pts - Improved Damage (Claws x2)
1 pts - Improved Damage (Slam)
2 pts - Energy Attacks - Electricity (Natural Attacks deal extra 1d6 additional damage)
2 pts - Weapon Trainng (Simple) [so I can utilize weapons as needed for specific threats]

--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 39 (+6)
Fort +6, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +12 (1d6 + 6 + 1d6 electricity)
2 claws +12 (1d6 + 6 + 1d6 electricity)
heavy silver mace +1 (b) +12/+7 (1d8 + 6) [with arms, either SLAM / or WEAPONS not both]
mw cold iron longspear (reach) (p) +12/+7 (1d8 +7/×3) [with arms, either SLAM / or WEAPONS not both]
mw cold iron sickle (s) +12/+7 (1d6 + 5) [with arms, either SLAM / or WEAPONS not both]
slam +12 (2d6 + 6 + 1d6 electricity) [with arms, either SLAM / or WEAPONS not both]
unarmed strike +12/+7 (1d3 + 6 nonlethal)
Special Attacks energy attacks

--------------------
Statistics
--------------------
Str 20, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +11; CMD 24 (28 vs. trip)

Feats: Additional Traits [revamp to fix init issue & Summoner only Loyalty across lifetimes in traits]
Feats: Improved Initiative [due to Eidolon going on Summoner init, going to ask VL for free revamp for unusable Init Bonus]
Feats: Iron Will [I like this, think I'd like to keep it]

Traits: Loyalty across lifetimes [Invalid Selection, this trait is for SUMMONERS - as Eidolon not typically take traits]
Traits: Reactionary [due to Eidolon going on Summoner init, going to ask VL for free revamp for unusable Init Bonus]

Skills Acrobatics +8 (+12 jump),
Climb +6,
Escape Artist +7,
Intimidate +8,
Knowledge (planes) +2,
Perception +9,
Sense Motive +4,
Stealth +7,
Use Magic Device +9 [Eidolon has arms, she may want to use wands, heal front line fighters, etc]

Combat Gear:
*wand of cure light wounds in wrist sheath
*wand of enlarge person in wrist sheath
*amulet of mighty fists +1,
*belt of giant strength +2,
*saddlebags [to justify where to put stuff]
*handy haversack, [to justify where to put stuff]
*explorer's outfit, [to justify human portion clothing]
*military saddle, exotic, [Mount Evolution not yet, will get later or just Evolution Surge spell into it]

--------------------
Description
--------------------
Red Lioness is a fantastical melding of humanistic head
and torso with a Lion Quadraped form.

Her front legs contain powerful claws, while her arms
provide a devestating slam attack. And her mouth can render a painful bite.

5 feet long, and standing 4 feet high, with a red fur and cinamon skin
mixed to create a beautiful natural armor.

"Commander Red Lioness - the Eidolon" when on the normal plane is the team
dominant, with "Sum Sum" willingly being mostly subservient.

Grand Lodge

Huge thanks to EVERYONE!

I've got a LOT of information, and will not be responding to each posting just yet - but it is really appreciated.

I'm going to let my mind think over things (that will be a first - usually it's act first, think during the trial after the arrest!)

Again, thank you!

Grand Lodge

I'm giving up the mount part, that's for sure.

And running on the same init is fine with the latest clarifications from my VL.

Maybe I'll just multi-class the Summoner and take single levels of other classes... see what turns up. :-)

Grand Lodge

Doesn't the Amulet of Mighty Fists have to be the +3 (36,000 gp) version before it can bypass cold iron and silver damage reduction?

Grand Lodge

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.

Grand Lodge

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:

Looking at your build it seems ok, there are a few things I would point out however.

1. Your feats for Summon-Noir include two Extra Evolution feats. You can only have one for every 5 levels, and since you would have received your feats at lvl 1, 3, 5, you would have to select the feat as your 7th lvl feat.

2. Doing the math on your HP 8+5*5.5+12=47.5 which rounds down to 47.

3. Not certain what evolutions you took but it looks fine.

I would be interested to see the ruling on having each act on an independent initiative roll for PFS. I was not aware that you could have multiple positions on the initiative track.

Grand Lodge

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...

Grand Lodge

What the VL said, was there was a ruling - and ALL must have and go on their own initiative.

Acedio wrote:


EDIT 2: I don't know that improved initiative on your eidolon was a good choice. A lot of GMs I've seen have eidolons act on the summoner's initiative as the summoner has a mental link with the eidolon through which commands are issued.

Grand Lodge

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?)
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.

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
Male Half-Elf Summoner 6

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).

--------------------
Pathfinder Society Wayfinder Bonus
+ 1 on knowledge checks on weaknesses and abilities of creatures
Diplomacy is my Day Job Roll, due to my Caravan ownership

--------------------------------------------------------------------------- -----

Red Lion - EIDOLON
Male Quadruped

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!

Grand Lodge

1 person marked this as a favorite.

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
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder

Grand Lodge

2 people marked this as a favorite.

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"?

Grand Lodge

1 person marked this as a favorite.

Dump CHA to 5 - can that be done?

I thought in PFS that you could only go down to 7.

How can you go to 5?

Grand Lodge

1 person marked this as a favorite.

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!)

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

[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/
1) Go to http://warhorn.net/events/scosu-pfs/
2) Sign up for Warhorn.net (or log in)
3) Click REGISTER FOR THIS EVENT, then enter your info, click "Register"
4) Click "Get started by browsing the event schedule"
5) Sign up for the game you want to play! (Times are WEST COAST / USA, If you gave

correct information when you joined Warhorn.net, the timezone will automatically adjust)
(* If there are hicups in signing up, please e-mail scosuPFS@gmail.com)

Thank you!

GM-Scosu

Grand Lodge 1/5

CANCELED - no takers before I'm heading off to sleep, so I'll not be running it.

Maybe we will get some takers for the afternoon game...

Grand Lodge 1/5

[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:
https://warhorn.net/events/scosu-pfs/schedule/2014/03/21#session-22795

Player Name:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (be prepaired to e-mail it with RSVP):

GM-Scosu

P.S.= - If you have Warhorn sign on problems, let me know !

Grand Lodge 1/5

[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:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (be prepaired to e-mail it with RSVP):

Thank you!

GM-Scosu

P.S.= - If you have Warhorn sign on problems, let me know !

Grand Lodge 1/5

[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 -
E-mail me (scosuPFS) (@) (gmail) (dot) (com)

Player Name:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Character Name:
Character Level:
Character Class:
Character Race:
Your Faction:
Do you have a token? (attach to e-mail please)

Grand Lodge 1/5

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

Grand Lodge 1/5

[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)
[Roll20_G+] Zero Level Character Trilogy (2 of 3 - Master of the Fallen Fortress) - Monday 2014-03-17 @ 2_45 PM PST (UTC/GMT -7 hours)
[Roll20_G+] Zero Level Character Trilogy (3 of 3 - The Confirmation) - Tuesday 2014-03-18 @ 12_15 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.
This scenario IS replayable with a different character.

Player Name:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (attach to e-mail please)
Helpful Notes:
Init Bonus:
Perception:
Acrobatics:
Sense Motive:
Light Source:

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

Grand Lodge 1/5

I'm in -
for [Roll20 / Google+]Pathfinder Module: We be Goblins! (1-2) Saturday 8 Mar 8 pm EST [-5 GMT] (which will be 5 pm Pacific Time locally for me)

Preference HIGHEST to Lowest =
1) Fighter
2) Rogue
3) Alchemist
4) Cleric

- My Name: Scott Summers
- Character Name: Monki Oh-No
- PFS #: 120698-9
- PFS Faction: Grand Lodge

AndreasForster@gmx.net

Grand Lodge 1/5

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.
This awards 1 XP, 1 PP, and the Gold as listed on the Chronicle Sheet

INFO TO SEND ------------------------------

Player Name:
Player E-Mail:
PFS ID Number - Character Number *(example 120123 - 15)* :
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (attach to e-mail please / if not, I can provide one)
Helpful Notes:
Init Bonus:
Perception:
Light Source/s:

GM-Scosu

Grand Lodge 1/5

[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.
This scenario MAY be played with a pre-generated character, and the credit

assigned to another character who has NOT completed this scenario.

Player Name:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (please attach to e-mail)

GM-Scosu

Grand Lodge 1/5

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:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (attach to e-mail please)

GM-Scosu

Grand Lodge 1/5

[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:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race:
Character Faction:
Do you have a token? (attach to e-mail please)
Helpful Notes:
Init Bonus:
Perception:
Acrobatics:
Sense Motive:
Light Source:

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

Grand Lodge 1/5

[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.
This scenario MAY be played with a pre-generated character, and the credit
assigned to another character who has NOT completed this scenario.

Player Name:
Player E-Mail:
PFS ID Number (yournumber + character number)( ie 012345-29):
Pathfinder Society CHARACTER Number (yes, I'm asking twice):
Character Name:
Character Level:
Character Class:
Character Race: Faction:
Do you have a token? (attach to e-mail please)
Helpful Notes:
Init Bonus:
Perception:
Acrobatics:
Sense Motive:
Light Source:

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

Grand Lodge 1/5

[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!)
2 Alternate Slots

Please Include:

Player Name:
Player E-Mail:
Pathfinder Society ID Number (for the character who will receive credit / the chronicle, especially if using a Pre-Gen):
Character Name (Feel free to put in your own Character Name, not required to use the name of the Pre-Gen):
Character Level (Should be ideally be Level 1 - especially if you will be utilizing a Pre-Gen for this special engagement):
Character Class:
Character Race:
Faction:
Token (I have the tokens for the Pre-Generated Characters Already): [include as attachment if you will NOT be using a Pre-Gen Level 1 Character]:
Init Bonus:
Perception:
Acrobatic:
Sense Motive:
Light Source(s):
How did you find this notification (Paizo.com / Facebook (which group) / Google Group / other)?:
Helpful Notes:

Grand Lodge 1/5

[Roll20_G+] #5–08: The Confirmation (Tier 1-2) - Mon, Feb 3, 2014 @ 7:30 pm PST (GMT - 8:00)

Event Description:
First time GM for Pathfinder and first time GM on Roll20. You have been warned.

(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.
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.

Grand Lodge 1/5

Sorry to announce: Postponing Game: Insufficient Number of Players to make a Legal Table.

Grand Lodge 1/5

[Roll20_G+] #5–08_ The Confirmation (Tier 1-2) - Sun, Feb 2, 2014 @ 5_45pm PST (GMT - 8_00)

Event Description:
First time GM for Pathfinder and first time GM on Roll20. You have been warned. :-)

(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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