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Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

1 person marked this as a favorite.

Congratulations Landon and Eric!

Wayfinders

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This is the gameplay thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Wayfinders

This is the Recruitment thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. Here's the link to sign up:

PF2 3-17 Sign-In Sheet!

Once you're "in" please come say hi in the Discussion thread and "dot and delete" in the Gameplay thread. Thanks very much!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the Discussion thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. If you're already part of the game on the Google Sign-In Sheet, come on in and say hello!

(Sign-In Sheet linked in Recruitment Thread)

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for PaizoCon 2022 PF2 Bounty #17 - Sodden Stories (author table)! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Soundtrack #1: Pre-Game - Chamber of the Kings

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Note that my Google Slides aren't 100% done yet, but will be soon!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 17 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Starfinder Bounty 2 - Test Flight (author table) as part of PaizoCon 2022. If you're part of the game, please feel free to "dot and delete" while we wait to get underway!

Sonudtrack #1: Pre-Game - Mass Effect 2 OST: Normandy Reborn

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Test Flight Scenery, Maps, & Handouts

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 2 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use rerolls before learning the result of the roll, feel free to set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Red Fields as a part of PaizoCon 2022. If you are signed up on our Warhorn, feel free to "dot and delete" prior to game play!

Soundtrack #1 - Pre-Game: A New Operation

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for Red Fields - the Wayfinder 22 Side Trek Adventure, offered as an co-author-run table as part of PaizoCon 2022. If you have a seat at the table on the PaizoCon Warhorn, say hello here!

Wayfinders

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This is the gameplay thread for PFS 2e Bounty #5: Witch's Winter Holiday, set to begin on Monday, April 25th 2022!

Feel free to "dot and delete" if you are part of the game, and look for other information in the Discussion tab!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e Bounty #5: Witch's Winter Holiday!

Recruitment for this game is already closed, but if you're seeing this and are curious, be sure to check out the Cottonseed PFS Online Lodge!

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Feel free to "dot and delete" if you are part of the game, and look for us to begin soon!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #2-20: Breaking the Storm: Bastion in Embers (5-8) as part of Play-by-Post Gameday X). Feel free to "dot and delete" if you are part of the game, and look for us to begin on September 6th, 2021!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e #2-20: Breaking the Storm (part 1): Bastion in Embers (5-8) as part of the Play-by-Post Gameday X event, set to begin on September 6, 2021!

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I was surprised to find this not having been asked anywhere on the rules forum before.

Hideaway Limb wrote:
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.

Does anybody know if the designers have stated any place what the cost is for large+ creatures, or what limitations these augmentations have for such characters?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

3 people marked this as a favorite.

No real major questions on this one. Honestly, this scenario is kind of a breath of fresh air. Easy to read (standard levels of typos in opf adventures nonwithstanding), easy to prep, easy to run in a 4 hour block (so far I've only experienced it running in less than 4 hours, which is also a positive for me). Just noticed a couple of things I found worthy of mention so I figured starting a GM thread might be helpful.

- Players from the last adventure Therseis showed up in (The Protectorate Petition) might be curious as to where the copaxi's drone is, since they were apparently a Mechanic the last time we saw them. This also threw me a little at first until I remembered that copaxi basically have access to a mnemonic editor every time they level up. I was a little sad that aspect of Therseis's story (and its tie to copaxi history) is apparently being left behind, but that's just me.

- My players were also very concerned about parts of the briefing - wondering how much leeway the military was giving them since on the one hand they had ID badges, but on the other Ziggy was implying that they should take clandestine samples (all the while knowing the PCs were being tracked, etc.). Make sure to not let your players get bogged down wondering about smuggling samples since it simply doesn't come up at all during the adventure.

- Another question that came up at one of my games where they learned about the Fallen Hand prior to getting in the submarine - the PCs wanted to search the local infosphere for more information. This was one where I felt I could have done more digging into Near Space prior to GMing...but at the same time GMs shouldn't have to do research before running scenarios to have answers, I think.

Mechanics stuff:

- The vehicle rule sidebar is missing an important part that is 100% necessary for this scenario.

Vehicle Tactical Rules wrote:
Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that’s driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle provides total cover. You can’t use the drive action to move a vehicle through spaces occupied by creatures, even if they’re allies.

Emphasis mine. Both submarine variants provide total cover, so PCs who stay inside of them cannot provoke attacks of opportunity. This led to players wondering if the submarines had viewports or hatches they could use to fire out of. This is a failing of the CRB in that submarines don't get any useful descriptive text or even art (that I'm aware of), so I told them yes (since the vehicle rules allow for passengers to fire from inside vehicles, even ones that provide total cover).

- In the high tier, the gharial seems to be listed with the wrong size ("large") even though its stat block still has space/reach 15 feet.

Side note: points to the artist for the mutated gharial. I'm fortunate enough to have a paleontology professor in my lodge who specializes in crocodilians. Upon seeing the art, they applauded the art for correctly portraying a female, "based on the shape of the snout alone." :)

- Lastly, this scenario falls into the same trap SFS #2-11 did with the use of vracineas as enemies. One of their most powerful abilities is scent-based, but both groups I've seen had their environmental seals up from either the moment they got into the submarine, or from when they got to the mangrove swamp (since the players knew how bad those stink), the fight turned into a somewhat boring stand-still slug-fest once everyone made their saves versus the lures.

In the grand scheme of things, while all of the above are minor issues, I still felt that other GMs might benefit from seeing them. Especially since it only uses published flip-mats, this one is definitely joining "Duskmire Accord 9" as one of my "quick pick" scenarios for whenever I need to run a game on short notice or when I want something for a shorter time slot!

Shadow Lodge Contributor

Hello,

I've had a minor financial hiccup, and if possible (I know you all have a huge backlog you're working through right now) I'd like to cancel the remaining part of this order that isn't slated to ship until mid-September. I fully understand that you might not see this message for a bit, and it's on me if I've posted this too late to catch the order before it ships.

Thanks very much either way, and I hope you all get a breather sooner or later!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to "dot and delete" if you are part of the game, and look for us to begin in a couple of days!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to pop in and say hello if you're part of the game!


Out of curiosity, does anybody happen to know if there is any significance to all of the text in an online campaign / pbp being red versus normal? To try and verify that it was the site and not my computer/firefox, I made sure to check the game with multiple browsers/devices, and they all appear the same.

Thanks in advance!

Shadow Lodge Contributor

Hello,

I've been trying to add reporters to a couple of events, but it's not working. I have attempted this on Firefox and Chrome, using regular and incognito browser windows, as well as once on my phone. Whenever I enter their paizo.com user name and click "Find" - nothing happens.

Thank you very much in advance for any help or suggestions.

Mike Bramnik
VC Southern IN

Shadow Lodge Contributor

Hello,

I'm trying to buy a SFS scenario for a new GM in my lodge (normally I'd loan them a printed hard copy, but current real-world circumstances make that difficult on several levels), but when I go to check out, "Find a friend to invite" doesn't seem to work like it did in the past. I enter their Paizo user name, hit "Find"...and nothing happens.

I've tried it on Firefox, Chrome, and on my phone; on both regular and incognito windows. Any assistance or advice would be appreciated. Thanks very much in advance!


2 people marked this as FAQ candidate.
Ectoplasmic Snare wrote:
You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC. If you hit, the target can attempt a Reflex save. On a successful save, the target is entangled for the duration. If the target fails, it is grappled and takes 2d6 bludgeoning damage each round it remains so. If the target escapes the grapple, it remains entangled for the duration. While the target remains grappled, you can move it up to 15 feet each time you concentrate on the spell. If the distance between you and the target ever exceeds the spell’s range, the snare disappears. This spell affects ethereal and incorporeal creatures.

Normally, the DC to escape a grapple is 10 + the grappler's KAC. Alternatively, when restrained by bindings/rope it becomes 20 + 1.5 the opponent's CR.

Any thoughts on how to calculate an escape DC from this spell if a target is hit and fails their initial saving throw? Without further guidance, the tendril of ectoplasm is sort of a "binding" and thus 20 + 1.5 the caster's CR, I guess (which seems a bit high to me in the middle of combat)?

Thanks in advance!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #2-10: Corporate Interests (Tie 3-6) as part of Outpost III, set to begin on March 30, 2020!

Recruitment for this game is handled through the OutPost III Google spreadsheet located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #2-10: Corporate Interests (Tier 3-6) as part of OutPost III. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of March 30th, 2020!

Register for this table here!


2 people marked this as FAQ candidate.

Question is in the subject line.

For the Biohacker Genetics Field of Study, the Booster lists a 60 minute duration. But for the inhibitor:

Quote:
Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Table-experience suggests that the duration may not matter if this is used by a PC on a monster or enemy. However, for campaigns and longer adventures, knowing the duration could be important.

Thanks very much in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Success condition question:

Page 24 wrote:

Primary Objective

If the PCs complete the Balgirdtrek without being caught
cheating or interfering with the other teams progress they
complete the primary objective of this scenario. Doing so
earns each PC 2 Fame and 1 Reputation for any faction
associated with their currently slotted faction boon.

Secondary Objectives
Winning the Balgirdtrek grants the PCs the Tarnbreaker
Champions boon on their Chronicle sheet and earns each
PC 2 Fame and 1 Reputation for any faction associated
with their currently slotted faction boon.

Is this scenario supposed to be worth a maximum of 4 Fame and 2 Reputation, or are these numbers in error?

Thanks in advance!

Side-observation from the chronicle sheet:
If the spell "snowball" is made legal when the Lost Omens World Guide is sanctioned for play, players may grumble at their only (non-boon) reward being something that is already always available (if they own the book).

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Welcome nufriends to another fun and slightly loopy module called SKITTER CRASH! I will once more be your conductor of this crazy space train into six-armed furry fury, part deux!

Rather than copy my introduction post from the Skitter Shot discussion, I'll just link it...which I just did? ^^;

Also, the link to the Skitter Crash character sheets, cheat sheets, and some art can be found HERE

~~~~~

One thing I will copy and paste, however...

Dire's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception and sense motive whenever you want, and if you have a reroll, feel free to use that anytime as well.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Also, please post the following information in this discussion thread:

Player Name/Alias:
Organized Play # / Character # (that you want to apply this chronicle sheet to - any level 3-4 SFS character is allowed, or we can "drop" the chronicle down to a 1st level character with reduced credits)
What faction are you slotting for this adventure:
Do you have a promotional boon to slot for this adventure / what is it:

Unlike most SFS adventures, the only boons you can use here are basic Faction boons (to earn Reputation), and Promotional boons such as T-shirts, messenger bags, etc.

Thanks very much in advance for that info. At this time, please feel free to say hi and get settled. Once everyone has checked in, we can get this party started! I'm looking forward to running this for all of you, and hope you enjoy it as much or even more than the last one!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Skitter Crash (using pregenerated Skittermander characters or your own level 3-4 skittermanders), set to begin during the week of December 15th, 2019!

If you are one of the four invited players, please feel free to "dot and delete" and look for us to begin soon!


Just fishing for opinions (a truly dangerous catch) -

Create Darkness (Alien Archive) wrote:
As a standard action, the creature can create a 20-foot-radius area of darkness centered on itself, which negates the effects of all nonmagical light sources in that area. This darkness lasts for a number of minutes equal to the creature’s CR, and the creature can dismiss the effect as a standard action. The darkness doesn’t move with the creature. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.

Emphasis mine.

Solar Manifestation (Su) wrote:
...You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately.

Emphasis also mine.

In a area under the effect of Create Darkness, would a glowing solar manifestation would increase the light level from dark to dim in a 20 foot radius, due to its supernatural source?

The SFS game where this occurred (#2-03) has already passed, and all present at the table agreed on a solution - I'm just curious to see if there are other opinions or things that we didn't take in to account.

Thanks in advance!


Looking at the rules for Investing an Item, it seems clear that if you remove the investiture from an item you previously invested, it still counts against your limit of 10 items per day. Can you reinvest that item if you have not yet reached your limit?

As an example - you invested a Bracers of Missile Deflection (Greater) during your daily preparations, but during your adventuring day, decide that a different party member would benefit from borrowing it, so you remove your investiture and let them take it on. Later that day your party finds a different magical item that does something similar and they return it to you...can you get its benefits back if you invest it like it was a new item (i.e. having the second investment count separately against your limit of 10/day)?

Thanks in advance for any thoughts on this one!


During a PFS game last evening, an interesting situation came up.

PC A (a cleric) was fending off a Skeletal Champion, while PC B (a monk) was fighting two Skeletal Guards. Both PCs were engaged in melee with their opponents. One of the Skeletal Guards rolled a natural 20 in an attack against PC B. PC A declared they were casting the Protector's Sacrifice focus spell as a reaction in order to absorb some of that damage.

The GM, looking at the spell, noted that it had somatic components, giving it the manipulate trait thus meaning that it could provoke the Attack of Opportunity reaction from the Skeletal Champion. However, then the question came up about whether a reaction can trigger another reaction, and whether that reaction could in turn trigger any other reactions...so the GM decided to let that one go (since the PCs were rolling rather poorly during that encounter anyway).

Doing a search through the forums, I haven't seen a question like this yet (or my search fu is weak). Does anybody happen to know the answer on this one?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Just gave this my first read-through, and I have a couple of early questions:

LOCKDOWN wrote:


In a single turn, several things happen at once.
D All the lights on the floor go out. The only light is what the PCs bring with them—most likely flashlights in their armor’s personal comm unit, which raise the light level by one step (from darkness to dim light, for example) in a 15-foot cone.

I've heard several players and other GMs since Starfinder's launch mention that armor has built-in flashlights and other systems, but the only thing I've ever been able to find in the actual rules (beyond standard environmental protections/seals) are the anchor functionality of the boots. While I think that modern/sci-fi armor should have built-in comms and/or lights (and I know I'd want them), I can't find this in the CRB or Armory...does anybody happen to know where this rule might be that I have yet to locate?

LOCKDOWN wrote:
D A jammer activates on an adjacent floor, preventing the PCs and other surviving employees from communicating beyond the confines of the office floor.

Several of my own PCs like to carry level 1 signal jammers to block enemy comms while on missions, and when in-game time allows, they turn them on in advance so the party can take 1 minute to cut through the jamming with Engineering checks so their own aren't affected. Normal signal jammers can be overcome with DCs dependent on how powerful they are. If we have players who are savvy as to how this game mechanic works, are there any details we can give them about why they can't attempt to bypass it (since the scenario does not appear to take into account that characters can do that with normal signal jammers)?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

While helping a group of new players learn how to build characters and play 2nd edition last week, I was looking for online resources to assist (since there were originally going to be 4-6 players in attendance and only one me). Through reddit, I stumbled on this amazing resource, which was originally formatted for the PF2 playtest. I reached out to its creator, who just finished updating it for the PF2E Core Rulebook and gave me permission to share it with the PFS community.

I hope you find it helpful!

https://pathfinder2abilitycalculator.com/

PS - If you have feedback or requests, the creator is missionz3r0#0887 on discord and missionz3r0 on reddit.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for Skitter Shot (Tier 1-2: using pregenerated Skittermander characters or your own level 1-2 skittermanders) as part of the PbP GameDay VIII, set to begin on August 26th, 2019!

Sorry for only getting this page up now, but post-Gen Con 2019 has been a bit insane for me - moving, medical/back issues, and other things I won't bore you with.

Feel free to pop in and say hello if you're part of the game from the Signup Spreadsheet!

Full Name

Pandora Soulkeeper

Race

| Senses +12

Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17

Classes/Levels

Female Human Bard 11 | - (Inactive)

Gender

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6

Size

M

Age

27

Special Abilities

Bardic knowledge, bardic performance, versatile performance, well-versed, traits (resilient, charming)

Strength 14
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 7
Charisma 18

About Pandora Soulkeeper

PFS Chronicles (id: 134452-2):

Prestige points: 53.5 (CLW wand)
Fame: 55.5
Chronicles: - Chronicles copy archive

1) 1.1/2; #5-08 The Confirmation
2) 1.2/4; #1-47 The Darkest Vengeance
3) 2.0/6; Intro 1: First Steps Part I: In Service to Lore
4) 2.1/8; #0-05 Mists of Mwangi
5) 2.2/10; #0-04 The Frozen Fingers of Midnight
6) 3.0/11; Module - We be Goblins! - GM
7) 3.1/13; #3-01 The Frostfur Captives - PbP - GM
8) 3.2/15; #2-01: Before the Dawn, Part I - The Bloodcove Disguise
9) 4.0/17; #4–02: In Wrath’s Shadow - PbP - GM
10) 4.1/19; #2-15: Shades of Ice, Part I - Written in Blood - PbP
11) 4.2/21; #6-09: By Way of Bloodcove
12) 5.0/23; #2-17: Shades of Ice, Part II - Exiles of Winter - PbP
13) Weapon familiarity boon - Gameday 3
14) 5.1/25; #2-19: Shades of Ice, Part III-Keep of the Hurcarl King - PbP
15) 5.2/27; #6-15: The Overflow Archives
16) 6.0/29; #5-07: Port Godless - PbP
17) 6.1/31; #1-31: Sniper in the Deep - PbP
18) 6.2/33; #0-14: The many fortunes of Grandmaster Torch - PbP - GM
19) 7.0/35; #6-19: Test of Tar Kuata
20) 7.1/37; #5-14: The Day of the Demon - PbP
21) 7.2/39; #6-98: Serpent's Rise
22) 8.0/41; #4-23: Rivalry's End - PbP - GM
23) 8.1/42; #1-50: Fortune's Blight
24) 8.2/44; #6-97: Siege of serpents - PbP
25) 9.0/46; #4–08: The Cultist's Kiss - PbP - GM
26) 9.0/46; Ritual of Stardust (p)
27) 9.1/48; #7-11: Ancient's Anguish
28) 9.15/48.5; #7-17: Thralls of the Shattered God - RL
29) 9.20/49.5; #2-00: Year of the Shadow Lodge - PbP (p)
30) 9.25/50.5; #7-28: Ageless Ambitions
31)10.00/51.5; #4-17: Tower of the Ironwood Watch - DAU 2016 - GM
32)10.05/52.5; #6-20: Returned to Sky - PbP (p)
33)10.10/53.5; #3-99: Blood Under Absalom - GM
34)10.15/54.5; #5-05: The Elven Entanglement - PbP
35)10.20/55.5; #0-20: King Xeros of Old Azlant - PbP
36)10.25/56.5; #4-12: The Refuge of Time - PbP
37)11.00/57.5; #10-17: On Sevenfingers's Sails - PbP (p)
38)11.05/58.5; #4-20: Words of the Ancients - PbP - GM (p)

Relevant boons
- Friend of Janira Gavix #1: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #1: Free wayfinder acquired. Vanity purchases for the wayfinder are reduced by 1PP.
- Explore, Report, Cooperate #1: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Yagvena family help #5: +2 circumstance bonus to Diplomacy while in Irrisen and mentioning how you helped the Yagvena family.
- ¡You are goblin! #6: You understand goblin behaviour, +2 to Sense Motives, Diplomacy, Bluff and Intimidate against goblins.
- The favor of Cartahegn #8: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% disccount.
- Dragonkiller #12: You defeated Aralantryx and gained insight on how to kill others of her kind. Add 1d6 of damage to any roll and then cross this boon.
- Adopted weapon training (elven) #13: You passed a extended period of time with this culture and gained insight on how to use their weapons. Treat yourself as if having their weapon familiarity (for elves longsword, rapier, shortbow and longbow). You apply a -1 when attacking with other weapons unless you have a Weapon Focus feat or weapon training specialization affecting them.
- Snowmask induction #14: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
- Accumulating an Army #16: You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
- Riftwarden Magic #16: In gratitude for your heroism, the Riftwardens have shared several of their organizations' spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from PPC: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
- Grandmaster Torch owed favor #18: You owe him a favor, one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class or alignment.
- Enlightened Ambassador #19: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
- Tar Kuata Initiate #19: Some retraining special rules to get monk levels…
- Scholar of The Gates Ajar #20: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.
- Fool Me Once #22: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you-particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
- Spoils of the Siege (Joliryn) #21: If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Joliryn or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect Joliryn's increased resources.
- Trusted Pathfinder #21 [ ]: In the wake of the Aspis Consortium's siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most tursted agents. You may check the box preceding this boon in order to purchase one of the following items: Armor of luck +18.500 gp, Circlet of persuasive disguise 7200 gp, Elven rune-cloak +3750 gp, Lesser versatile metamagic rod 6000 gp.
- Pathfinder Excellence (Resilience) #24 [ ][ ]: As a swift action, check a box to gain 1d8+2*level temporary hit points for 10 min (do not stack with other temporary hp). As long as 1 of this temporary hp remains, gain DR 2/- against Aspis Consortium members and those under their direct employ. Alternatively, as a standard action heal 1d2 of ability damage.
- Pathfinder Excellence (Skill) #24 [ ][ ]: Before attempting a skill check, check a box to roll twice and take the better result. If used to oppose an Aspis Consortium member or someone under their employ, also gain half your level as a bonus to the roll.
- Lissalan Library #25: Amid the Feasters of the Heart’s prized possessions is a collection on ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
- Sihedron brand (endurance) #25: This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. Displaying the arcane tattoo grants a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.
- Guiding Stars #26: As a standard action, you can throw the stardust sand into the air sparkling 1 minute in a 40-foot radius centered on your space. All creatures gain a +2 luck on saving throws against confusion and any confused creature that would act normally or babble incoherently receive a new saving throw in their turn.
- Sacred Scorpion Tattoo #27: You have earned the trust and respect of Anahita and Ardashir girtablilu siblings and they printed the scorpion tattoo in your shoulder. Gain wild empathy (using character level) against scorpions and +2 Diplomacy with girtablilus. But suffer -2 to Fortitude saves against girtablilu and scorpion venom.
- Valais Wisdom #28: You helped Valais overcome Laktharis's control. In return, she taught you some of ther tricks for resisting demonic influence. When you fail a saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.
- Skill boon #29 [ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Secrets of Thuvian Alchemy #30: You may create PC's with the Thuvian alchemist prestige class. You can retrain levels of your PC.
- Kitio's Foe #30: You defeated Kitio Aspenthi and recovered a unique set of goggles given to him by the Aspis contractor Shohiraj. You gain access to the Goggles of the certain shot at discounted prize.
- Rare Generator #32: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
- Sky Key Component (Numeria) #32: You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
- Starmetal Stockpile [ ] #32: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
- Skill boon #33 [ ][ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Accumulating an Army (Elven Uprooters) #34: You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.
- Orcher Romboid Ioun Stone #36: You gained a cursed ioun stone that shifted your alignment to evil but conceded you the Clustered Shots feat.
- All Aboard the Voracious! #37 [ ][ ][ ]: Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne. If you become captain of the Voracious, you gain some bonuses and can use its rubies to plane shift to the Material Plane.
-

Background:

Pandora was born in the Mammoth lands, in a nomad tribe. She is of Kellid and Tian ascendancy mixture, and travelled to the South pushed both by the repulse of her people to the inner magic she was developing. She sheltered with the elves for a long time after leaving home when her mother left with her looking for a better life.
Some relevant background threads:
- Origin area and fey ascendancy nature of her magic

Short description: Pandora is a bard with a focus on range weakening the enemy while using her spells and abilities to battle control and buff the party. She is also skillfull in resolving diplomatic encounters, and has resources to appropriately support on skills, healer and melee roles when needed.

Character sheet
---------------
N Medium humanoid (human)
Bard 11
Init +6 (+5 Dex, +1 c. ioun); Senses +12

DEFENSE
AC 24, touch 16, flat-footed 19 (fortification 25%) [+5 Dex, +5 chain shirt, +3 buckler, +1 deflection]
HP 94 (11d8+33+3)
Fort +11 (3 class, 3 Con, 3 resistance, 2 profane), Ref +15 (7 class, 5 Dex, 3 resistance), Will +9 (7 class, -2 Wis, 1 trait, 3 resistance) [evasion, +4 vs. sonic and language effects]

OFFENSE
Speed 30 ft.
Melee Longsword masterwork +11/+6 (1d8+5) 19/x2 slashing/magical, or
Club +10/+5 (1d6+5) 20/x2 bludgeoning/magical, or
Whip +10/+5 (1d3+5) non-lethal 20/x2 slashing/magical disarm trip, or
Cold Iron Dagger +10/+5 (1d4+5) 19/x2 slashing/piercing/magical/cold-iron
Ranged +1 ataptative composite longbow 20/x3 piercing/magical 110':
precise shot +15 (1d8+3+1d6) [+8 BAB, +5 Dex, +1 enhancement, +1 untyped (+2 Str, +1 enhancement, shock)]
point-blank shot+PS +16 (1d8+4+1d6) [+8 BAB, +5 Dex, +1 enhancement, +2 untyped (+2 Str, +1 enhancement, +1 untyped, shock)]
inspire courage shot+PB+PS +19 (1d8+7+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence +2 untyped (+2 Str, +1 enhancement, +3 competence, +1 untyped, shock)]
arcane strike shot+PB+IC+PS +19 (1d8+10+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped (+2 Str, +1 enhancement, +3 competence, +4 untyped, shock)]
deadly aim shot+PB+IC+AS+PS +16 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
heroism shot+PB+IC+AS-DA+PS +18 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 moral, +2 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
haste shot+PB+IC+AS-DA+HR+PS +19 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 moral, +3 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
Ranged full attack
rapid shot+PB+IC+AS-DA+PS +14/+14/+9 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
heroism shot+PB+IC+AS-DA-RS+PS +16/+16/+11 (1d8+15+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 morale, +2 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
haste shot+PB+IC+AS-DA-RS+HR+PS +17/+17/+17/+12 (1d8+13+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 morale, +3 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]

Rolling array:

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA]1d20+15+1+3-3[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock (manyshot)]2d8+6+2+6+6+12+2d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA]1d20+10+1+3-3[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

Rapid shot and heroism
[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+15+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock (manyshot)]2d8+6+3+4+6+12+2d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+15+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+10+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

STATISTICS
Str 14, Dex 20, Con 16, Int 10, Wis 7, Cha 18
Ability increments
+2 racial Dex, +1 Cha (4th), +2 item Cha, +2 item Dex/Con, +1 Dex (8th)
Base Atk +8/+3; CMB +10; CMD 26 (10 base, 8 BAB, 2 Str, 5 Dex, 1 deflection)
Feats Point-blank shot, Precise shot, Rapid Shot, Arcane strike, Deadly Aim, Manyshot, Clustered Shots (ioun stone feat #36), Weapon Focus (longbow)
Skills (7/level = 77) Acrobatics +12 (=Perform dance), Bluff +18 (=Perform sing; +4 vs Lissala worshippers), Climb +6 (2 Str, 1 rank, 3 class), Diplomacy +19 (4 Cha, 11 rank, 3 class, 1 trait; +4 vs Lissala worshippers), Disguise +8 (4 Cha, 1 rank, 3 class), Escape artist +9 (5 Dex, 1 rank, 3 class), Fly +12 (=Perform dance), Handle Animal +12 (=Perform percussion), Intimidate +12 (=Perform percussion), K. arcana +9 (0 Int, 1 rank, 3 class, 5 bard), K. dungeons +9 (0 Int, 1 rank, 3 class, 5 bard), K. history +9 (0 Int, 1 rank, 3 class, 5 bard), K. local +9 (0 Int, 1 rank, 3 class, 5 bard), K. nature +9 (0 Int, 1 rank, 3 class, 5 bard), K. nobility +9 (0 Int, 1 rank, 3 class, 5 bard), K. planes +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils), K. religion +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils; +2 vs Lissala), Linguistics +7 (0 Int, 4 rank, 3 class), Perception +12 (-2 Wis, 11 rank, 3 class), Perform (sing) +18 (4 Cha, 11 rank, 3 class), Perform (percussion) +12 (4 Cha, 5 rank, 3 class), Perform (dance) +12 (4 Cha, 5 rank, 3 class), Sense motives +18 (=Perform sing; +2 vs Pathfinders), Sleight of Hand +9 (5 Dex, 1 rank, 3 class), Spellcraft +9 (0 Int, 6 rank, 3 class), Stealth +9 (5 Dex, 1 rank, 3 class), Use Magical Device +17 (4 Cha, 10 rank, 3 class), Concentration +14 (4 Cha, 10 caster level)
Non-trained
Appraise +0, Heal -2, K. others +5, Mount +4*, Swim +2*
Traits
Charming: Against someone sexually attracted +1 to diplomacy, bluff and CD of language dependant spells
Indomitable Faith: +1 to Will
Languages
Common, Skald, Sylvan, Draconic, Elven, Celestial
Favoured class
hp, hp, hp, L1Spell, L1Spell, L1Spell, L2Spell, L2Spell, L2Spell, L3Spell, L3Spell

SPECIAL ABILITIES
Weapon familiarity boon (elven; see boon in PFS section): Extended training in elven culture, provides proficiency with all bows, longswords and rapiers. -1 penalty to attack with other weapons if not Weapon focus or Weapon training.
Bardic Knowledge (Ex): +1/2 to all knowledges (min. 1) and can use untrained
Bardic Performance (Ex): 2+Car+2*N turns (28 turns) of countersong, distraction, inspire courage +3, fascinate (4 Creatures; Will DC 19), suggestion (Will DC 19), inspire competence +4, DC10+N/2+Cha.
Well-versed (Ex): +4 TS vs. bardic performance, sonic and language dependant effects
Versatile performance (Ex): Use the Perform skill bonus to use other skills (1st; Sing: Handle animal and Sense Motives; 6th; Percussion: Intimidate and Handle Animal; Dance: Acrobatics and Fly)
Jack of all trades (Ex): Can use any skill, even if the skill normally requires him to be trained.
Snowmask induction (Su): Permanently benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above (see Boons).
Lore master (Ex): Can take 10 in any trained knowledge. Can take 20 as a standard action 2/day (even untrained).
Dirge of Doom (Su): Causes all the enemies within 30 feet to become shaken without save.
Inspire greatness (Su): Inspire (level-6)/3 allies (1) within 30 feet. Gains 2 bonus Hit Dice (d10s) and its corresponding temporary hit points (12+Con*2), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. It is a mind-affecting ability and it relies on audible and visual components.
Sihedron Brand: Once per day, activate to receive level * 2 temporal hit points. Permanent effects: +2 profane Fortitude, +4 circumstance on Bluff and Diplomacy checks against worshippers of Lissala.

SPELLS
Known spells swaps: 5th sleep->cure light wounds, 8th -, 11th -
Level 0 (CD 14; 6 known, at will)
Detect magic
Dancing lights
Ghost sound
Mage's hand
Read magic
Message

Level 1 (DC 15; 9 known, 6/day)
Grease (Ref DC 15)
Silent Image (Will DC 15)
Feather Fall
Ear piercing scream (For CD 15)
Cure light wounds (Will DC 15)
Vanish
Saving finale (25'+5'/2N, Immediate, mind-affecting)
Protection from evil

Bestow Insight (+4 insight and double roll skill)

Level 2 (DC 16; 8 known, 5/day)
Alter self - Creatures table
Glitterdust (Will DC 16)
Blur (V)
Heroism
Gallant inspiration (Inmediate; V)
Supress charms and compulsions
Mirror image
Cure moderate wounds
Delay poison

Level 3 (DC 17; 6 known, 5/day)
Haste
Dispel magic
Blink
Purging Finale
Confusion (Will DC 17)
Phantom Steed

Level 4 (DC 18; 3 known, 3/day)
Dimension door (3 creatures)
Freedom of movement
Legend lore

EQUIPMENT:

Armor
Mithral light fortification Chain Shirt +1, 5100gp (5 AC, max. Dex 6, 0 penalty, 10%, fortification 25%)
Buckler +2, 4155gp
Ring of protection +1, 2000gp

Weapons
+1 adaptative composite shocking longbow, 9400 gp (make it keen next)
masterwork Longsword, 315gp
40 30x arrows
26 22x cold iron arrows
18x silver arrows
2x +1 seeking arrow (#11), 167gp
Club, 0gp
Whip, 1gp
Cold iron dagger (hidden in boot), 4gp

Worn
Cloak of resistance +3, 9000gp
Headband of alluring Charisma (Cha +2), 4000gp
Belt of Physical Might (Dex/Con +2), 10000gp
Ring of evasion, 25000gp
Summoner outfit, 1gp 2 lbs
Spell components pouch, 5gp 2 lbs
Wayfinder (rose ioun), 0gp (boon)
Cracked dusty rose prism ioun stone, 500gp (+1 competence to initiative)
Orcher Romboid Ioun Stone (grants Clustered Shots feat, see chronicle #36)

Backpack
Waterskin, 4 lbs
Rations x2, 2 lbs
Page of spell knowledge (delay poison), 4000 gp

Belt pouch
Cure light wounds wand (44 36 charges)
Disguise self wand (5 5 charges; #3)
Air step potion

Bandolier (4/8)
Acid flask, 10 gp 1 lbs (1d6 acid splash weapon)
Protection from evil potion, 50 gp
Bless weapon oil, 50 gp
Antitoxin, 50 gp (+5 For vs poison for 1 h)
Vermin repellent [x2], 5 gp

Scroll case (backpack) (4/4)
Comprehend languages scroll, 25 gp
Undetectable alignment scroll, 25 gp
Cure light wounds scroll, 25 gp
Invisible Servant scroll, 25 gp
Erase scroll, 25 gp

Scroll case 1 (4/4)
Align weapon scroll (UMD DC 23), 150 gp
Remove sickness scroll [x2] (UMD DC 21), 150 gp
Gust of Wind scroll (UMD DC 23), 150 gp
Remove blindness/deafness scroll (UMD DC 25), 375 gp

Scroll case 2 (4/4)
Remove fear scroll, 25 gp
Expeditious retreat scroll, 25 gp
Remove paralysis scroll, 150 gp
Feather fall scroll, 25 gp
heart metal scroll, 475 gp

Mule
Mule, bit and briddle and packsaddle, setting her back a whopping, 12gp

Gold: 8345+3242(#19)+50=11637-4000(belt)-3000(cloak)-1000(buckler)-500(ioun)-334( seeking)=2803gp
2803+4000(#21)+3205(#20)+20+3321(#22)=13349gp-6000(belt Con upgrade)-6000(bow upgrade)
1349+5349(#23)+5359(#24)+4401(#25)+6145(#27)=22593-25000(evasion)+3980(#38)
Gold remaining: ~11600-3000(light fortification)-3000(+2 shield)-5000(cloak +3)-150(align weapon)-50(remove sickness x2)-150(gust of wind)-375(remove blindness)-50(antitoxin)-475(heart metal)-4000(page of spell knowledge 2nd)-10(vermin repellent)-2(cold iron arrows)
Gold earned:

Equipment obtained during current adventure
Amulet of natural armor +1

Progression ideas:

Get an adaptive bow to profit the strength bonus (+1000gp, and +2000gp to make it magical=3000gp over current bow).

Scrolls: Detect Secret Doors, Expeditious retreat, Feather step, Heightened Awareness, Remove fear, Erase

Favourite class: Once unlocked level 2 spells, start getting level 1 spells
Spells: Level 1: (at 5th level swap out Sleep) Cure light wounds (fall back heal), Charm person, Alarm, Borrow skill, Chord of Shards, Cultural Adaptation, Ear-piercing scream, Saving finale, Timely inspiration, Unbreakable heart, Vanish, Bestow Insight (add bonuses to skills and use them as if trained); Level 2: invisibility (utility+combat+retreat), heroism (buff), sound burst (battle control), summon monster II (combat flexibility+utility+useful while blinded), calm emotions (vs confusion and ready a first assault), blur (vs sneak attacks), calm emotions (keep at bay multiple emotion effects and remove confusion), anticipate thoughts (increasing AC, attack and damage bonus)
Level 3: phantom steed/summon monster III (some poor way to get flying), good hope (doesn't stack with heroism though...), tiny hut (concealment), arcane concordance (enhance allies arcane spells, and apply extend, still, enlarge or silent metamagic), Jester's jaunt (teleport someone 30'), purging finale (finish performance to remove certain conditions), reviving finale (2d6 group healing), thundering drums (5d8 damage and prone), Wall of nausea (wall can nauseate and prone), dispel magic
Feats: Arcane strike (+2 damage&magic bypass), Deadly aim (+4 damage -2 hit), Heighten spell (battle control+higher level light+overpass by level defenses), Spell focus (conjuration) (battle control help), Toughness (need to improve hp), Manyshot

Solutions to?
ethereal plane: blink
grapple: dimension door
sneak attack: blur
walls: dispel | blink
slow: Twitch Tonic | Smelling Salts
paralysis: remove paralysis | Twitch Tonic
charm: dispel | suppress charm and compulsion
nauseated: remove sickness | Wismuth Salix
disease: remove sickness | remove disease
blind/deafened: remove blindness/deafness
DR good: oil of bless weapon
swarm: Vermin Repellent | ear-piercing
poison: antitoxin
cloud: gust of wind

    Consumables:
  • Fly potion/scroll
  • Enlarge person potion
  • Faerie fire scroll
  • Protection from chaos scroll
  • Circle of protection from evil scroll
  • Calm emotions scroll
  • Seen invisibility scroll
  • Remove paralysis scroll
  • Remove sickness scroll
  • Remove disease scroll
  • Remove curse scroll
  • Remove blindness/deafness scroll
  • Remove fear scroll (CL 4)
  • Oil of bless weapon
  • Antitoxin
  • Gust of wind scroll
  • Resist energy, Comunal scroll, 375gp

Help overpassing DR: Clustered shots
Even more spells: Expanded arcana
At level 10: Discordant voice
At BAB 11: Improved Precise Shot
If Fighter feats: Point Blank Master
Control: Ranged Trip
Maintains a spell that needs concentration: Spellsong
discordant voice: party extra sonic damage
Access to cleric domain spells: Faith Singer (Bard Archetype)

Cool moments:

Greased goblins on beams and make them fell to the ground, dying on the way
Transformed in adlet and climbed up a wall to avoid an stampede
#15 Send to the floor a spider climbing kitsune with a grease on the ceil, where he will be defeated prone
Face Sevenfinger she is just that badass