I've been prepping to play in Horizons of the Vast with my home group and am planning to play a mechanic with the Experimental Vehicle alternate class feature. I think it will be great to have a ready built conveyance for our exploration activities, however I have some concerns for the character at later levels.
Normally, a Mechanic's Drone/Exocortex (or any other alternate class feature that replaces Artificial Intelligence) advances in level with the character at no additional cost.
CRB pg. 74 wrote:
If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills).
The exocortex is automatic and the experimental armor/weapon prototype (from COM) can use looted gear or be changed at each level up with the same omission of cost. I also noted that the Experimental Explosives alternate class feature will never cost the character a single credit. However, the Experimental Vehicle has a very steep cost requirement of the character.
TR pg 22 wrote:
In addition, every time you gain a mechanic level, you can redesign and rebuild your vehicle with the same amount of work, though if the new design's price is higher, you must expend credits equal to the difference between their prices.
The only question I have here is are modifications (which seem to require separate purchase, similar to arming a drone) included in the design price of a given vehicle.
I'm trying to figure out why this particular class feature has a draw on the character's resources and the others do not. I'd like to know what others think or if there has been any specific information about this released. I do not believe this belongs in Rules Questions since I fully understand what the text is saying.
The modifier listed in the table below applies to some checks attempted by the science officer in starship combat as specified in the science officer’s actions ...
Page 325 of the CRB states:
Quote:
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors.
and...
Quote:
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors.
Many of the sample starships provided in this section list a Modifier to Computers in the stat block. It is presumable that this Modifier is from the sensors installed on the ship. However, the way the modifier is listed in the stat block makes it seem as if every computers check on board that vessel benefits from the modifier.
Is this true or are the Science Officer actions listed above the only actions that benefit from the Computers Modifier listed in a starship's stat block?
I have been reviewing my characters recently and found one that I must have entered as a new RPG character when it should have been entered as a Core Character. The only session credited is properly reported. Would it be possible to have the character designation changed to Core in the system.
When: Monday, March 23rd 2015 at 6:30 PM CDT [GMT-6]
Where: Roll20 + G+ Hangout
Who: Characters between levels 5 and 9.
What:The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead, or will the orcs' Second Home be the site of their final mission?
When: Monday, March 9th 2015 at 6:30 PM CST [GMT-6]
Where: Roll20 + G+ Hangout
Who: Characters between levels 5 and 9.
What:When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea?
Thank you for participating. I would ask that each of you please post your PFS character number, initiative modifier and day job roll if you plan to make one for this scenario. If you have any specific purchases you desire before the scenario begins, feel free to announce them here.
I have been GMing PFS Scenarios for the better part of the last two years, but this will be my first foray into GMing a PbP session. If you see something I could do better please don't hesitate to make a recommendation; I really enjoy getting better at this. I expect to post at least once a day (including weekends) and ask the same of you. I will try to post more frequently to keep the pace as quick as you desire it.
Again, thank you for signing up and I hope you have a great time!
As you gather in the Grand Lodge of Absalom a young lad enters with a folded sheaf of parchment. The seal of the open road marks it as a letter from Venture Captain Ambrus Valsin. The youth encourages you to open the letter and pass it around.
Letter from Ambrus Valsin:
Idle Pathfinders are Pathfinders needing work. Having a bit of downtime is no excuse to sit around and let our skills lapse! So I have come up with a training exercise for you and a few others waiting around the Grand Lodge for a job. I trust you are familiar with the Red Redoubt? If not, for shame! It’s an important part of Absalom’s history. You might want to spend a few minutes researching it before heading out. While it is technically a “cleared” ruin, it’s a perfect location to test your skills.
Another team has spent the last few days practicing their own dungeoneering skills by establishing an obstacle course in the Redoubt’s upper levels. Now it’s up to you to go and see how well they've done. The course follows a specific path—if you come across a symbol of three red dots inside a triangle, that means “do not enter.” Don’t go wandering—I do not want to send a third team to find you if you get lost. Otherwise, your response to the challenge is up to you. Bring your own gear, make your own plans, solve the puzzles, and bypass the traps. You’ll know when you reach the finish line. I’d wish you good luck, but skilled Pathfinders don’t need luck.
I have recently been taken with the bug to play more PFS than my daily schedule will allow. I would like to do some play by post (or e-mail) but can't seem to find anyone getting started.
Is there a site (please provide URL) that people use to advertise?
I did notice that I just missed the PbP Gameday 2. Any plans to have another one some time soon?
If you can point me in the right direction or have need of another player, please let me know. I would be happy to try any manner of PbP and am currently a member of Obsidian Portal.
I am hoping for some starting level stuff (level 1 (0.0 exp) brawler), but have some characters (11 others) I might be willing to use in particular scenarios.
Honestly, thanks for reading this far and if you can provide any assistance feel free to double my thanks!
It gives me great pleasure to introduce Bryan Robinett of Jonesboro, Arkansas as my newest Venture Lieutenant. He has shown me such excitement for the Society and has already begun organizing games for me.
I expect to see great growth and prosperity in that area now.
Please take a moment and welcome him to our great Society.
A Pathfinder Society Scenario designed for levels 1–5.
Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.
“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.
Send an email to pfswesttn@gmail.com with the following information:
- Name
- Character Name
- Character PFS#
- Race/Class/Level
- Pre-mission purchases if any
- A token, if any
- Any unusual abilities/tactics you think I should know about so that we can minimize debate during gametime
This will be my first time running a PFS game on VTT, but I have some experience playing. I am using the free version of Roll 20 right now and am trying to decide if I want to upgrade. I also know this is kind of short notice, but if it goes well I may run Part 2 early next month.
Playing around with this software by myself has been rewarding and fun, but this is for use as a RPG interface and without other people it is just no fun.
I am starting this post so people have a place to invite others to join them for exploration and sharing knowledge of Gamespace.
I would like to be the first to extend an invitation to anyone that would like to join me for a taste of Gamespace. I will be online to run a tutorial/demonstration game on Sunday between 6:00pm and 10:00pm CST (GMT - 6 hours [I think]). I think I will have four characters available to play through the dungeon or just run through an encounter, your choice. Even if you don't want to play, stop by and ask some questions or just chat.
Hello everyone. I thought it might be a nice idea to start a thread where we can share advice and ask questions about do stuff in Gamespace.
My first bit of advice is to maximize your Gamespace window so that you can make the most use of being able to drag the two panes around and have plenty of room for your map.
My first question is how do I close a scene I have created? I would think that minimizing the number of scenes I have active would be helpful to Paizo's servers, but I haven't been able to figure out how to "close" them. Additionally, I haven't found any way to remove (delete) a token when I am done using it. I suppose you could just rename it and change the token, but if you prepped everything before hand, you might want to delete it so it doesn't become clutter.
Anyway, if you have an answer to my question, or one of your own, post it here along with any neat tricks you have figured out.
1. After clicking on the button to create a scene, the site loads and the buttons for "main" "chat this description" and "done" appear along with the tabs for players, initiative, tokens, groups, and draw. However, no map is displayed (loaded?). There is an "x" in the upper left corner of the window that when clicked seems to close a window that isn't there.
2. The URL for the scene is displayed as a link, haven't asked anyone else to join yet, but have clicked it myself and got sent to the sign in portion of the gamespace site.
3. The text "Added fog to scene." is displayed just after an "x" below the link to the scene. Clicking this "x" removes the text, but I see no way to restore it.
4. The "Main" button opens what may be a chat display, but it is hard to tell as no borders are evident, but clicking on the button the first time does display a bit of text showing "/" commands as well as listing the current day and time and telling me I am the GM. Opening the "Main" window also creates a text entry box on the right side of the window across from an icon/avatar on the left. I have found that I can drag this entire plane about the window, but without borders it is hard to determine if the dimensions of it can be adjusted.
5. While I have managed to locate a spot where I can click and drag the tabs, the "Chat this description" and "Done" buttons seem to be fixed in position. Again, since there are no borders (adjustable or otherwise) on the chat display it is difficult to position it such that the button will not obscure text.
For technical information, I am trying out the site utilizing a PC with an AMDx64 dual core processor 6400+ at 3.20GHz with an NVIDIA GeForce GTS 450 video card and 4.00 GB of RAM, running Windows 7 and Internet Explorer 10, and connected to the internet through a ether net router and a cable modem (using a high bit rate plan).
PFS will be represented at MidSouthCon in Memphis, Tennessee on March 22 through march 24 2013. There will be 9 slots, starting Friday at 2:00 pm and ending Sunday at 6:00pm, with 3 to 4 tables each slot! We will be offering a complete run of Santioned Module: Feast of Ravenmoor as well as all four parts of Eyes of the Ten (part 1 on Friday and the remained on Saturady). There are still openings at both of these tables and great GM's signed up to run them! Season 4 will be represented with Scenario #4-09 through #4-15 being run over the course of the weekend. Additionally, I will be running the exclusive, Day of the Demon, every day! For more information on the Con, please visit thier website at: www.midsouthcon.org
MidSouthCon is offering reduced badge sales for volunteering to judge/GM events; half off for 1 four hour event, $5 badge for 2 four hour events, and free admission for 3 or more four hour events.
PFS STILL NEEDS GMS Please sign up to GM an event if you plan to be at the Con and have the slot free. We still need GMs for six tables. Signups are being controlled through Warhorn, please visit www.warhorn.net to help out! Thank you.
Also, plenty of seats are available for all of our tables. Again, signups are being taken via Warhorn. Please feel free to sign up for any scenario you want to play, even if it is already filled. We will do everything we can to get any wait listed players accomodated!
... invite the Known World to their annual party, the SCA / Sci-Fi convention, ShadowCon XVII!
Come join us for a winter weekend indoors! There will be fencing, heavy weapons and tourneys. There will be gaming, D&D, Vampire LARP, computer gaming, board games, an International game room, Merchants Masquerade (Historical, Sci-Fi, and Fantasy), Hall costume contest, Belly Dance lessons, Friday night dance with a DJ, Saturday night Haffla (Belly dance party), Kane's Auction of the Strange and Unusual, and MORE.
Addendum from Captain Ron (aka Phillip Goettsch) Venture Captain of Memphis Tennessee.
Know that many opportunities to participate in Pathfinder Society events will be presented! Twenty-one sessions have been planned and everyone is welcome to come join the fun. Show up to a slot early and we will do everything we can to get you a unique character to play in the game, not just some off-the-shelf warrior or wizard!
For more information on the convention itself, including badge fees and hotel reservations, visit thier webpage.
Signups will be available at Warhorn very soon. With 20 or more tables of Pathfinder Society Organized Play GM help will certainly be needed. In this regard, ShadowCon offers reduced Badge Fees for GM's; 1/2 off for one session and FREE for only two sessions.
We are gearing up to bring in new players and have planned for mostly low level games, but we are in real need of some GMs to assist with judging. If you are interested, please check out the FORGE website and the schedule at Warhorn.
For your information running scheduled events for FORGE at MCFC entitles the GM to a number of benefits:
If you GM for one 4-hour session, you get into the convention for only $20.
If you GM for two 4-hour sessions, you get into the convention for only $5.
If you GM for three or more 4-hour sessions, you get into the convention for FREE!
Warhorn signup will remain open until midnight on the 7th of Novmeber.
If you have any questions, feel free to contact me or alan.black@forgeweb.org.
See you at the Con!
Phillip Goettsch
Venture Captain - Memphis, TN
I will be running a couple Season 4 scenarios next weekend and due to complications have not been able to review them yet. I was looking for some help so that I may purchase useful flip mats for #4-01 and #4-03.
Please post which flip mats I should use for these two scnearios.
If the maps are small, let me know if I can get away with using a battle mat or something similar.
Pathfinder Society will be in full swing at GameCon in Memphis TN again this year. Sessions are scheduled starting Friday September 28th through Sunday September 30. Check out the GameCon Website for more details. The schedule of sessions is online at Warhorn.
I hope to meet a lot of Society members from the area as well as from afar. If you are planning to attend or have questions about the event feel free to comment on this post.
I will be there Friday and Saturday nights and Sunday morning.
I am getting ready to run this adventure and without spoiling anything I have a couple of questions about overland travel and the use of environmental effects.
As I have never played this scenario I was wondering if most GM's require survival checks of the party to determine if they become lost. It seems to me that with the provided items the party should be able to easily accomplish this task and stay on course, but I could see how with poor rolls and loose reins a party could end up in Osiria or some place else as crazy!
*wink*
So basically I would like to know if the rules from the Pathfinder Core Rulebook (page 424) with regard to getting lost were used when you played or GMed this scenario.
Before you get rankled about me leading a party astray and using 2 to 3 hours of play time making continued survival checks as the party becomes more and more astray, I would be reasonable. I was expecting that the DCs for the checks would actually be quite low due to the circumstances and if too many "unlucky" rolls were made I would simply "nudge" the party in the correct direction to keep the game on track and fun.
Please let me know your thoughts on this aspect of wilderness adventures.
Full Name
Adsal Featherhair
Race
Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Classes/Levels
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20
Name: Adsal little eyes
Race: Aasimar
Job: Arcanist (Occultist)
Age: 92
Height: 5´4"
Weight: 120 lbs
Alignment: NG
Personality: Curious, a bit snobish, not very careful
Likes: History, Reading, Puzzles, meditation
Dislikes: Danger, melee, bad body odor, hectic moments.
Favorite foods: Roasted chicken in honeymustard, Dwarven cooking
Hobbies: Reading, learning, new languages, trashy human novels
Physical Description: Honey colored hair, held back in the neck with a amber clip matching his eyes, almost pure white skin
Deity: Sheylyn
Colours: White and golden
Heraldry: A golden Phoenix on a white field surrounded by ten stars
Clothing Style: White silken Robes, embroided in goldenthread with the symbols of the pathfinder society on the left breast and the grand Lodge on the right and the Mockingbird of Shaylyn on the back. Them hems are all embroided in celestial prayers to his goddess.
Soft walking boots, and a strong belt of snake skin. A golden holy symbol of Shaylyn around his neck.
Languages: Common, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, Aquan, Terran, Fuegan, Auran, Infernal, Abyssal, Protean, Thassalonian, Ancient Osirian, Osirian, Necril, Varisian, Giant, Goblin, Undercommen, Aklo, Aboleth, Cyclops, Dark Folk, Scribe Languages Cont. Gnoll, Orc,
XP: 27
Combat:
--------------------
DEFENSE
--------------------
AC 18, (+2 armor, +2 Dex+2 Shield+1Defl+1dodge)
touch 14, flat-footed 15
hp 82 (5d6+15+5FCB+5d8+15)
Fort +9, Ref +9, Will +9
--------------------
OFFENSE
--------------------
Spd 30 ft. (30 ft.)
Melee:
• Glaive +5 (1d10/20/x3/reach/disarm)
• Dagger +0/+2 (1d4/19-20/x2)
Ranged:
• Sling +7 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 08, Dex 14, Con 16, Int 24, Wis 10, Cha 14
Base Atk +5 ; CMB +4; CMD 17
Hit Points: 74
Initiative: +3
Armor Check Penalty: -0
Speed: 30 feet
Armor Class:
14 T13 FF13 (10 +1 Armor +2 Dex+1Shield+1Defl)
Saves:
Fortitude: +7 (3 +3 Con+2Ma)
Reflex: +8 (4 +2 Dex+2Mag)
Will: +7 (5 +0 Wis+2Mag)
Aasimar:
Aasimar (Garuda blooded) Ability Score Racial Traits:
Aasimars are insightful, confident, and personable. They gain +2 Intelligence and +2 Charisma.
Size:
Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Aasimars have a base speed of 30 feet.
Languages:
Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled
Spell-Like Ability (Sp):
Aasimars can use Pyrotechnique once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision:
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Arcanist(Occulist):
Conjurer’s Focus (Sp):
An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
Arcane Reservoir (Su): 5
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can nevern hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. Shecan expend no more than one point from her reservoir ona given spell in this way.
Arcanist Exploit:
By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Familiar (Ex):
An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other)
School Understanding:
Reveal Weakness (Su): 4
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
cantrips consume spells
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Planar Contact (SP)
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level.
Evangelist:
Class Features
The following are class features of the evangelist prestige class.
Weapon and Armor Proficiency
An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity's favored weapon.
Obedience (Ex)
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
Skilled
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed.
Aligned Class (Ex)
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su)
The evangelist's chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC.
This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Divine Boon
Where are the Divine Boons?
For details regarding divine boons, please see the source material.
As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist's chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat for details on divine boons. When a divine boon grants a spell-like ability, the evangelist's caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Gift of Tongues
At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can't remove the evangelist's gift of tongues.
Feats, Traits &Skills:
Feats: Spell Focus (Conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the conjuration school
Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Deific Obiance
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
Improved Familiar Extra Exploit Traits: Observant:Perception
Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Arcane Temper:
You gain a +1 trait bonus on concentration and initiative checks.
Skills:
Skillpoints gained/level (90) 5x (2+ 5(int)) + 5x(6+5(int)) +10 Fly +10 sense M
• Acrobatics: +2 (0 ranks; ; +2 Dex; 0 armor)
• *Appraise: +11 (1 ranks; +3 trained; +6 Int)
• Bluff: +0 (0 ranks; +0 trained; +0 Cha)
• Climb: +0 (0 ranks; 0 trained; 0 Str; 0 armor)
• *Craft (Illumination): +27 (7 ranks; +3 trained; +6 Int+2 MW Tools+4 Deific Obiance +5 Crafter´s Fortune +1 Shop (Absolom)
• Diplomacy: +8 (3 ranks; +3 trained; +2 Cha)
• Disguise: +0 (0 ranks; +0 trained; +0 Cha)
• Escape Artist: +3 (0 ranks; +0 trained; +3 Dex; 0 armor)
• *Fly: 14 (9 ranks; +3 trained; +2 Dex; -0 armor)
• Heal: +4 (1 ranks; +3 trained; +0 Wis)
• Intimidate: +2 (0 ranks; +0 trained; +2 Cha)
• *Know (arcana): +21 (9 ranks; +3 trained; +7 Int+2Item)
• *Know (dungeoneering): +13 (1 ranks; +3 trained; +7 Int+ 2 Item)
• *Know (local): +13 (1 ranks; +3 trained; +7 Int2Item)
• *Know (history): +13 (1 ranks; +3 trained; +7 Int)
• *Know (nature): +13 (1 ranks; +3 trained; +7 Int2Item)
• *Know (planes): +21 (9 ranks; +3 trained; +7 Int2Item)+2 to identify Daemons, Demons and Devils.
• *Know (religion): +17 /19)(5 ranks; +3 trained; +7 Int+2 to identify undead2Item)
• *Linguistics: +21 (9 ranks; +3 trained; +7 Int+2rac)
• Perform (): +0 (0 ranks; +0 trained; +0 Cha)
• *Perception: +20 (9 ranks; +3 trained; +0 Wis +1 Trait+2 Feat +5Item)
• Ride: +3 (0 ranks; +0 trained; +3 Dex; 0 armor)
• Sense Motive: +15 (9 ranks; +3 trained; +0 Wis +2 Feat +1 Item)
• Stealth: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
• *Spellcraft: 19 (9 ranks; +3 trained; +7 Int)
• Survival: 0 (0 ranks; +0 trained; +0 Wis)
• Swim: 0 (0 ranks; +0 trained; +0 Str; 0 armor)
• *Use magic device +14 (9 ranks; +3 trained; +2 Cha)
Spells:
Concentration:1d20 +19 +9 level +7 stat +1 trait +2 racial
Cantrips: (8)
Known: All
Prepared: Acid Splash, Detect Magic, Prestidigation, Read Magic
Cantrips per Day: 4
Level 1: (5/6)*
Known:Burning Hands, Colour Spray, Comprehend L.Crafters Fortune, Disguise Self, Endure Elements, Enlarge Person, grease, Hypnotism, Identify, Mage Armor, Magic Missle, Magic Weapon, Mount, Protection from Evil, Ray of Enfeeblement, Shield, Sleep, Snow Ball, Silent Image, Summon Monster I, Unseen Servant, Snapdragon Fireworks, Alarm, Feather Fall
Prepared: Mage Armor, Magic Missle, Grease, Ray of Enfeeblement, Silent Image
Level 2: (4/6)**
Burning Arc, Bulls Strength, Glitterdust, Create Pit, Scare, Summon Monster II, Acid Arrow, False Life, Scorching Ray, Darkvision
Prepared: Burning Arc, Glitterdust, False Life, Summon Monster II
Level 3: (3/6)***
Known: Fly, Haste, Summon Monster III, Dispel Magic, Fireball, Stinking Cloud, Wind Wall, Heroism, Keen Edge, Summon Monster III
Prepared: Haste, Heroism, Fly
Level 4: (2/4)
Known: Dimensional Anchor, Black Tentacles, Fear, Summon Monster 4, Dimension Door, Wall of fire
Prepared
Dimension Door, Black Tentacles.
Level 5: (0/0)
Known: Overland Flight, Summon Monster V
Equipment:
Retrain Occultist 10 500
Retrain Feat 5 350
Spells 0 30
Spells 0 20
Spells 0 250
MW Silken Cermonial Armor+1 0 1180
Mithral Buckler+1 (light Fort) 0 5005
Adventurers J x6 0 300
MW Tools 0 50
Scrolls x12 0 300
Headband of Intelligence +4 0 16000
Wayfinder 0 250
Cold Iron 0 5
Cold Iron 0 5
Glaive +1 0 2308
Cure Disease 0 150
Ring of Prot+1 0 2000
Cloak of Res +3 0 9000
2 scrolls of haste 0 600
cracked Amethyst Pyramid 0 150
Rod of extend spells lesser 0 3000
Handy Haversack 0 2000
cracked Dark blue Rhomboid 0 400
Belt of Con+2 0 4000
Clear Spindle (in Wayfinder) 0 4000
wand of summon monster 3 (12ch) 0 2700
scroll of disp magic (11level) 0 825
Wand Infernal healing 2 0
Wand Cure light wounds 2 0
Wand of enervation (used) 0 3260
Eyes of the eagle 2500
Artisans Shop 5 0
wand of resist energy 0 2100
24 60738
Carrying Capacity:
Light Load: 0 lbs - 26 lbs
Medium Load: 27 lbs - 53 lbs
Heavy Load: 54 lbs - 80 lbs
Lift Over Head: 80 lbs
Lift Off Ground: 160 lbs
Push or Drag: 400 lbs
Lyrakien CR 2
XP 600
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend
SPECIAL ABILITIES
Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.
Backstory:
Adsal has lived in Absolom his whole live. His mother Edasal was a clerk in the Grand Lodge for many, many years. In those years she met Adsals father Leonius Brightlight, one of the many explorers in the pathfinder society. Over the years they got closer, the petite, bookish woman with the bright eyes and ironic humor and the witty and charming sorcerer. Whenever he could he spend some time together and when Mary-Am announced, that she was in good hope, he tried to reduce his time away even more. For a couple of decades everything was fine, but then wanderlust gripped Leonius again and he was gone for months and years. But after 40 years the woman and the child were a common sight in the grand lodge and quite soon Adsal was to be found in one of the librarys reading irreplaceable books.
There was no topic he wasn´t interested in, but he loved to read stories of other pathfinders and the historical books. After 20 years he aided the staff in indexing the books, looking like a 4 year old human boy. It seemed that the path of a wizard would be a natural one, but his sorcerous heritage proved too strong and after some unfruitful months he was introduced to another master to learn from. “Mighty Marlious” was a Halfling who followed the path of the Arcane and who was eager to show his new pupil the superiority of his teachings.
The two became fast friends and Adsal, repressed as a wizard flourished under his tutelage.
Marlious also encourage him to learn the scribes craft, hinting that a scribe very often had access to otherwise difficult to reach tomes. Over the many years of his apperenticeship Adsal dreamed about the stories he had read or heard hidden in the back of the grand lodge.
The stories successful, or lucky pathfinders told after a mission in fantastic places near and far.
He dreamed of travelling the world and be the explorer himself, not the one who was copying stories. Investigating old Ruins and unearthing old artifacts. How glorious it would be to present such an artifact, tell the stories and the honor he would gain for his father and old master.
Go out and explore the world, make a name for himself. When his old mentor came knocking on his door, asking him to do him a favor, Adsal basically begged him to do it.
It took just a few days to arrange his things and then, he took the next ship to his first Adventure.
PFS Secenarios:
Starting Funds 150gp
2-01:The Bloodcove Disguise: 1XP, 2PP, 506GP, Favor of Cartaghen Mwangi Expanse 3-21Tempel of Empyrial E.: 1XP, 2PP, 562 GP
We be Goblins: 1XP, 1PP, 500GP
We be Goblins2: 1XP, 1PP, 1237GP
The horn of Aroden: 1XP 2PP, 561 GP -30GP (Spells) Brevoy The Infernal Vault: 1XP 2PP, 613 GP - 20GP (spells)Absolom Risen from the Sands 1XP 2PP,Osirion The Devil We Know—Part II: Cassomir's Locker 1XP 2PP, Taldor Mists of Mwangi 1XP 2PP,
The Devil We Know—Part III: Crypt of Fools 1XP 2PP,Taldor The Devil We Know—Part IV: Rules of the Swift 1XP 2PP,Taldor Slave Ships of Absolom 1XP 2PP, 1901Absolom Fangwood Keep 3XP 4PP 4800 Riverlands Day of the demon 1XP 2PP Cheliax SS RotFS 3X 4PP Shackles The haunting of Hinojai 1XP 2PPMinkai Portal ofthe Sacred Rune 1XP 2PP Demiplanw The Fabric of Reality 1XP 2PP Varisia Storming the Diamond Gate 1XP 2PP Hao Jin Tapestry Of Kirin and Kraken 1XP 2PP Wanshou Darkest Abduction 1XP 1PPUstalav The Waking Rune 1XP 2PP
[/B][/B]
Wand of Infernal Healing 2PP
Funds : 2136/3516
Spend:
Wayfinder 250gp
Mithral Buckler 1005
MW Silken Cermonial Armor 180
MW Backpack 50
MW Tools Scribe
spring loaded Wrist sheath 5
Books Adventurers Chronicles:
Arcane, Nature, Religion, Local, Planes
Scrolls: (1) [10/12] 300gp
Burning Hands x2
Comprehend Language
Endure Elements
Identify
Grease
Mage Armor 5 (2Used)
Mount
Summon MonsterI
Grand Lodge FactionS7:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the
Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
[][][]EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
--------------------------------------------------------------------
[x][x][x][X][X][X][X][X] Adventure in a nation other than Absalom.You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[][][]Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[x]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[x]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Recover a piece of the Numerian device known as the Sky Key.
[X]Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your
character level.
[]Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Knowledge (any), Linguistics, or Perception.
[][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Grand Lodge FactionS8:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an
effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on
subsequent saves against such effects equal to 1 for every three goals you have completed.
EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently
visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success
condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
--------------------------------------------------------------------
[][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
[]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Adsal Featherhair is a young man, about 5`8`` with maybe 140 pounds. His heritage is obvious, as he has white swanfeathers for hairs, and white orbs for eyes. He dresses usually in white robes of highest craftmanship, embroyeded at the hems with tiny prayers to his goddess Shaelyn, held together with belt of woven strands of golden hair with a beltbuckle showing a stone golem . If on a mission he adds a silken armor in the same colour, with the symbol of the pathfinders cleverly embroided on his left breast and the grand lodge on the other and a buckler of mithral, embossened with the paradise bird of Shaelyn, together with a glaive with a pearly white haft. On his left hip there is a haversack holding his many books and writing utensils. Rarely are his long fineboned hands without the one or the other inkstain, although he wears soft deerskin gloves for protection while adventuring.
His voice is a light tenor and he usually speaks quite agited, no matter to whom he talks.
He is accompanied by Darter, his trusted Familiar and best friend.
If he has vanity, it is his talent for languages.