Shieldbreaker

Waymo's page

Organized Play Member. 19 posts. No reviews. No lists. 1 wishlist. 21 Organized Play characters.


RSS

Silver Crusade

It says "This functions as an alchemist level for this ability (alchemist levels stack with bralwer levels for determining the effect of this ability)."

Thanks for the reply Nefreet.

I'm still not sure if that means that it does for the special abilities/bonuses or just for the mutagen time length.

Does that help to clear things up more?

Silver Crusade

I have been looking to see if levels stack for accessing level specific abilities for mutagens. There are so many threads to go through and I haven't had a lot of luck finding the specific answer.

Basically does a Beastmorph (Alchemist Archetype) stack with a Mutagenic Mauler (Brawler archetype)?

A level 3 Beastmorph and a level 3 Mutagenic Mauler's mutagen stacks to level 6, meaning 60 minutes of use time but do the levels stack for access to each classes level 6 Mutagen abilities.

A Beastmorph gains two of the abilities listed in the Beast Shape I spell.

While a Mutagenic Mauler gains a low-light vision and +10ft move at level 4, as well as a +2 bonus on damage at level 6.

Silver Crusade

Scenario: PFS 3-05 Tide of Twilight (Lvl 1-5)

Date/Time: Thursday, December 11, 2014 @ 7:00 PM CST US [-6 UTC]

Game Client: Google Plus Hangout and the Roll20.net VTT

Description: In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.

Written by Ron Lundeen

Sign-ups:

Please sign up on my WARHORN page

Silver Crusade

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.

“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.

Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.

Length of Scenario: 5 Hours

VTT: Roll20.net

Audio: Google +

Tier 3 - 7 (higher tier preferred)

Sign up here on my WARHORN site

Silver Crusade

Just looking for an opinion from everyone.

Is a Barbarian (Drunken Brute archetype)/Alchemist able to consume their extract while raging? The description for using an extract says it is like imbibing a potion.

Secondly, while raging a Drunken Brute can consume a potion as a Move Action that does not draw an AoO.

It's cheesy but one could interpret this to mean that this build could basically cast a spell as a Move action without expending a Feat or using a magic item to do so.

Logically, and in fairness to the game, I would think that the use of an Extract should remain a Standard Action.

Another reason why it could be ruled not to work is that Rage does not allow one to use Intelligence based "skills" or "ability that requires patience or concentration." That is a stretch IMO though.

Thoughts?

(I did try to search for this topic but I didn't have much luck)

Thanks in advance.

Silver Crusade

Just to jump into the fray regarding this Feat, and since no dev has jumped in to clarify, I had a Zen Archer utilize this feat to devastating effect.

An 11 lvl Zen Archer utilizing flurry and haste allowing it seven(?) attacks in a single round. With his high "to hit" roll, he was putting everything down in one round with this feat. If you say four hits with one crit at x3 each for the bow, this feat absolutely needs to be re-defined.

For Monks who aren't Zen Archer's, a x2 bonus isn't as bad, but still at level 11 a hasted monk could still use this to devastating effect with 7 attacks.

Silver Crusade

At level 11 a hasted Zen Archer pretty much puts down anything it hits utilizing this feat in one round including the BBEG.

I have GM'd one in back-to-back scenarios and he could probably one shot both games. High AC, high saves, and now one crit on 7 x (hasted) attacks x3 damage each = over powered.

Just thought I'd share that.

Silver Crusade

Just wanted to say THANK YOU to everyone who organized and ran games for people like myself this past weekend. The beard and wizard's hat made Saturday's "Special" that much more fun. Look forward to the next one and maybe I will have time to GM in order to give back.

Silver Crusade

Scenario: Pathfinder Society Scenario #36: Echoes of the Everwar—Part I: The Prisoner of Skull Hill

Date/Time: Friday, 28 March 2014 @ 1100 AM CDT US

GM: Wayne

Game Client: Roll20 (VTT) and Google+ (voice)

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival.

The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.

Written by Joshua J. Frost

This Scenario will have a maximum of 6 players.

Sign-ups: WARHORN SIGN-UP

(Note: This is my first time using Warhorn so be patient if I mess up the Sign-ups. Thanks!)

Silver Crusade

Scenario: PFS 00-43: 30: The Devil We Know—Part II: Cassomir's Locker

Date/Time: Friday, December 20th, 2013 @ 6:30 PM CST US [-6 GMT]

GM: Wayne M.

Game Client: Google Plus Hangout and the Roll20.net VTT

Description:

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

Written by Joshua J. Frost

Notes:

I am running this table specifically for someone who has a lvl 6 character and is therefore the reason I am keeping the table set for the high tier. Players with level 5 character's are also welcome to sign up.

If there are not enough sign-ups for Friday, I will look at opening the level range for the scenario.

Free Roll20.net account required: http://roll20.net/

Sign-ups on the Google Group page only for this one.

Silver Crusade

#4-19 Night March of Kalkamedes
When
: Sunday, November 10, 2013, 0800 AM EST (GMT-5)
Where: Roll20 + G+ Hangout
Who: PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

Written by Michael Kortes.

I will contact everyone with the Roll20 page after signups are complete and will make Google+ available approx. 15 minutes before game.

In response I will require Name, Character Name, PFS #'s, Token's, and Faction.

Signups at the PFS Google Group page only please. Just hit the link.

Silver Crusade

A Pathfinder Society Scenario designed for levels 1–5.

The Mendevian Crusade draws heavily on the Pathfinder Society's resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father's goodwill and support in upcoming endeavors.

Written by David N. Ross.

Signups at the PFS Google Group page only, just click the link.

The Roll20 link and Google+ page will be sent out Saturday to everyone who signs up on the Google+ page.

Silver Crusade

#2-17: Shades of Ice—Part II: Exiles of Winte
When :
Monday, October 28, 2013, 0800 AM EDT (GMT-4)
Where : Roll20 + G+ Hangout
Who : PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5
What : Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s kidnapper. Can they get past the city’s defenses, infiltrate the Shadow Lodge headquarters and rescue the Pathfinder Society’s valuable ally, or will they—like so many before them—find their bones ground to make Baba Yaga’s bread?

Written by Joshua J. Frost.

Sign-ups:

Please sign up on the 9 to 5ers Warhorn, if interested: WARHORN SIGN-UP HERE.

Silver Crusade

#3-13 - The Quest for Perfection, Part III: Defenders of Nesting Swallow
When :
Monday, October 28, 2013, 9PM EDT (GMT-4)
Where : Roll20 + G+ Hangout
Who : PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5
What : As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

Written by Sean McGowan

Sign-ups:

Please sign up on the 9 to 5ers Warhorn, if interested: WARHORN SIGN-UP HERE.

Silver Crusade

#3-13 - The Quest for Perfection, Part III: Defenders of Nesting Swallow
When :
Thursday, October 24th, 2013, 0830 AM EDT (GMT-4)
Where : Roll20 + G+ Hangout
Who : PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5
What : As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

Written by Sean McGowan

**Please sign-up at the PFS Google Group page ONLY. Please sign-up by copying the roster, adding your name to it, and repost it to this list** **Do not email me to secure a spot.**

I will review the timestamp of the post to determine the sign up order.

This game will take a maximum of 6 players.

Silver Crusade

#3-09 - The Quest for Perfection, Part II: On Hostile Waters
When : Wednesday, October 23rd, 2013, 0830 AM EDT (GMT-4)
Where : Roll20 + G+ Hangout
Who : PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5
What : With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia?

Written by Benjamin Bruck.

Sorry for the late update as this game is for tomorrow morning.

**Please sign-up at the link ONLY (Google Group PFS page). Please sign-up by copying the roster, adding your name to it, and repost it to this list** **Do not email me to secure a spot.**

I will review the timestamp of the post to determine the sign up order.

This game will take a maximum of 6 players.

Silver Crusade

#2-15 - Shades of Ice - Part I
When : Thursday, October 17th, 2013, 12PM EDT (GMT-4) or 1200hrs for those military types
Where : Roll20 + G+ Hangout
Who : PCs can be anywhere between lvls 1 and 5, sub-tiers 1-2 and 4-5
What : When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city... or worse?

Written by Joshua J. Frost.

**Please sign-up at the link HERE. Please sign-up by copying the roster, adding your name to it, and repost it to this list** **Do not email me to secure a spot.**

I will keep a running roster as I am able. I will review the timestamp of the post to determine the sign up order. This game will take a maximum of 6 players.

Silver Crusade

With 16 of us signed up on Saturday's game on the IronHelixx page, many of us are missing out. So I am going to try my hand at GMing online for the first time, so be gentle.

Game Client

Roll20 / Google Plus Hangout

Description

A Pathfinder Society Scenario designed for Levels 1–5.

In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest.

Sign ups HERE on the PFS Google Collective

Silver Crusade

1 person marked this as a favorite.

I haven't had a chance to read through everything but I'm sure this suggestion came up in regards to Weapon Cords, just make it a Move Action recover the weapon that does NOT provoke an attack of opportunity.

I'm not sure how this would effect the issue in regards to the Gunslinger though.

Classes/Levels

Sin Mage (Gluttony) 3

Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

About Fenyx Dagannauth

Tracking:

4/5MYTHIC POWER
7/7channel energy
7/7bolster undead
3/3touch of fatigue (DC 16)
1/1detect magic

2ndblindness/deafness, blindness/deafness, defending bone, defending bone
1stburning hands, mage armor, magic missile, ray of enfeeblement, ray of enfeeblement, vanish

  
 
         R U I N S  OF  P A T H F I N D E R
      R E I G N   O F   W I N T E R
                 AMBASSADOR FENYX
  
 
 

"Fenyx"
Feyronix Dagannauth
Human Sin Mage of Gluttony (Necromancy; Undead) 3rd ——— [Archmage 1]
LN Medium humanoid (human)
Init +1; Senses Perception +4
XP: 5431

______DEFENSE______
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (3d6+6)
Fort +4, Ref +2, Will +4
Resist cold 2

______OFFENSE______
Speed
30 ft.
Melee Dirge (mwk scythe) -3 (2d4-1, x4)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks channel negative energy 7/day (DC 13, command undead only), mythic power, wild arcana

Arcane School Spell-Like Abilities (CL 3rd, concentration +9)

7/daybolster undead

Spell-Like Abilities (CL 3rd, concentration +8;+9 Necromancy)

3/daytouch of fatigue (DC 16)
1/daydetect magic

Spells Prepared (CL 3rd/4th Necromancy, concentration +8/+9 Necromancy)

2ndblindness/deafness (DC 19), blindness/deafness (DC 19), defending bone, defending bone
1stburning hands (DC 16), mage armor, magic missile, ray of enfeeblement (DC 18), ray of enfeeblement (DC 18), vanish
0 (at will)—disrupt undead, message, prestidigitation, read magic

Banned Schools Abjuration, Enchantment

______STATISTICS______
Str
8, Dex 12, Con 14, Int 20, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 11

Feats:

  • Scribe Scroll
  • Command Undead
  • Spell Focus (Necromancy)
  • Mage's Tattoo (Necromancy)
  • Spell Specialization (defending bone)

    MYTHIC FEATS:

  • Spell Focus (Necromancy)

    Skills (6 Ranks + 15 [Int] + 3 [Human] + 3 [Favored Class] = 27)
    +12 Craft: Tattooist (3 [Ranks] + 4 [Int] + 3 [Class] + 2 [Tools])
    +9 Diplomacy (3 [Ranks] + 2 [Cha] + 3 [Class] + 1 [Trait])
    +7 Fly (3 [Ranks] + 1 [Dex] + 3 [Class])
    +2 Heal (1 [Ranks] + 1 [Wis])
    +11 Knowledge: Arcana (3 [Ranks] + 4 [Int] + 3 [Class] + 1 [Trait])
    +8 Knowledge: Dungeoneering (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Geography (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: History (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Nature (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Planes (1 [Ranks] + 4 [Int] + 3 [Class])
    +8 Knowledge: Religion (1 [Ranks] + 4 [Int] + 3 [Class])
    +9 Linguistics (2 [Ranks] + 4 [Int] + 3 [Class])
    +4 Perception (3 [Ranks] + 1 [Wis])
    +10 Spellcraft (3 [Ranks] + 4 [Int] + 3 [Class])

    Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Sylvan, Thassilonian
    SQ arcane bond (dirge; scythe), power over undead, hard to kill

    ______SPECIAL ABILITIES______

    Arcane Bond (Dirge): Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
          A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
          A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
          If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Mythic Spellcasting (Ex): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

  • Potent: Any spell you cast as a mythic spell can also be cast in a potent form that is harder to resist. By expending one additional use of mythic power, you increase the spell's save DC by 2 and gain a +2 bonus on your caster level check to overcome spell resistance.
  • Resilient: Any spell you cast as a mythic spell can also be cast in a resilient form that is harder to dispel or counters pell. Expend one additional use of mythic power; any check attempted in order to dispel the spell then takes a -4 penalty, and the spell can't be countered unless the opposing caster also expends a use of mythic power to overcome your spell's resilience (in which case the normal rules for counterspelling apply). You may combine the potent and resilient forms of a spell; to do so, you must expend a total of two additional uses of mythic power. You can cast potent and resilient forms of augmented mythic spells in the same manner.

    Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

    Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
          You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Gear:

    Weight carried: 28 lbs.; Light Load: 30 lbs. or less; Medium Load: 31-60 lbs.; Heavy Load: 61-90 lbs.

    "Dirge," masterwork scythe (arcane bond) (10 lbs.)
    wand of magic missile (5)
    ioun torch (dull gray sphere)
    sleeves of many garments
    traveler's any-tool (2 lbs.)
    potion of endure elements
    sunrod
    backpack, masterwork (4 lbs.)
    beltpouch (0.5 lbs)
    scholar's outfit (6 lbs.)
    scroll case (leather) (0.5 lbs.)
    spellbook (3 lbs.)
    spell component pouch (2 lbs.)
    ____________
    light horse (bit & bridle, saddle, saddle blanket, saddlebags) 113 lbs. carried (light load)
    feed (2 days)
    mwk artisan's tools (tattoo kit) (5 lbs.)
    bedroll (5 lbs)
    flint & steel -
    ink vial -
    inkpen -
    iron pot (4 lbs.)
    light crossbow (4 lbs.)
    mess kit (1 lbs.)
    soap -
    torches (10) (10 lbs.)
    rations (5) (5 lbs.)
    scrivener's kit (1 lbs.)
    small tent (20 lbs.)
    waterskin (4 lbs.)

    347 gp


    Spellbook:
    Necromancy spells are in bold
    • Cantrips: acid splash, arcane mark, bleed, breeze, dancing lights, detect magic, detect poison, disrupt undead, drench, flare, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark, touch of fatigue
    • 1st Level: burning hands, cause fear, crafter's fortune, featherfall, mage armor, magic missile, magic weapon, ray of enfeeblement, vanish
    • 2nd Level: blindness/deafness, defending bone

    Traits/Drawbacks:

    Power-Hungry: Fenyx's thirst for knowledge and an ever deeper understanding of the power available to him have always been foremost in his dealings. His devotion to the cause of Thassilon's rebirth would not have come to fruition were it not for the promise of a magocracy not seen in ten thousand years. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

    Gifted Adept (finger of death): Sinmaster Semenon possessed an uncanny mastery of spells dealing with raw, negative energy. Fenyx was fortunate enough to witness this mastery on several occasions, though none were more pronounced than when the wizard ended a defiant hill giant with a single spell. Though the workings of the spell are far beyond his ken, he works diligently towards the hope of one day mastering it himself. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

    Herald of the Claimer: Even the mighty kingdom of Shalast trembles under the weight of ice and snow. Karzoug the Claimer has sent you as his personal emissary and representative of the Kingdom of Shalast (what was once northwestern Varisia). You are marked with a Sihedron rune on your brow that grants you use of detect magic 1/day as a spell like ability and a +1 trait bonus on Knowledge (arcana) checks, and spellcraft is always considered a class skill for you.

    Northern Ancestry: Several hundred years ago, one of Fenyx's ancestors dabbled in winter witchcraft, forming pacts with a power whose influence still permeates the family's blood. You gain a +1 trait bonus on Fortitute saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

    Honeyed Tongue: As a representative of Shalast to Absalom, Fenyx has been trained to comport himself accordingly. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.


    Appearance:

    Towering above the rest of the assembly from Shalast was a much younger man, an air of foreboding swimming about him like a dark miasma...

    Fenyx is extremely tall and lanky, the former owing to a touch of ulfen ancestry and the latter owing to a life of arcane pursuits. His sharp brows and prominent nose give his facial features a decidedly hawkish tone, made all the worse by his unnaturally pale skin and cold, blue eyes. His hair provides stark contrast to his visage; jet black hair as dark as a raven, its wispy strands slicked back and pouring uninterrupted down into the flaring collar of his immaculate robes. Fenyx, not surprisingly, chooses to adorn himself almost entirely in black and dark shades of grey, though his dress and demeanor are always that of someone of high social station. The net effect leans a bit towards the ominous end of the spectrum, which is exactly what he prefers.

    Ht: 6'4"
    Wt: 190 lbs
    Age: 25
    Eyes: cold blue
    Hair: black
    Complexion: pale white


    Personality:

    ...he spoke seldom during that night, though when he did it was as an emperor addressing his destitute subjects, self-important and walking a fine line between monotonous and composed. Measured words and endearments dripped from his mouth as if the man actually believed them; a rhetorical formality for those with the wits to hear...

    In a word: haughty. He is a part of something far greater than himself: the rebirth of the greatest civilization Golarion has never known. He has little regard for such a frivolous thing as morality, though he appreciates that order and structure are paramount to a truly civilized culture. Though great tumult is often necessary to facilitate true and lasting change, chaos and disorder exist to be rectified. Fenyx approaches his studies from the same perspective: magic is an entirely chaotic force. And yet, with the proper application, order and form can be imposed upon it for those with the patience and understanding to do such; raw, unmitigated power transformed into a tool with specific purpose and function.

    As an aside, and in terms of faith, Fenyx isn't a devout follower of any one religion. Suffice to say, he has a greater respect for the following than most of the other gods, and in no particular order: Abadar, Asmodeus, Irori, Nethys, Lissala, and Urgathoa.


    Background:

    ...as the ambassador from Shalast spoke, only the unwise could find fault in his words, though it left a sour taste in our mouths. Karzoug wasn't going anywhere, and the collective threats we each faced made any hopes of his removal a flight of fancy. With winter's threat looming, there came only a grudging acceptance from everyone assembled: it had to be dealt with now, and quickly, or there would be nothing left worth saving.

    Fenyx was a student in the Korvosan Academy when Karzoug returned. Ever fascinated by the lectures on Ancient Thassilon, and having long harbored an immutable desire to delve into the empire's myriad ruins and histories, the decision to abandon his studies and home in Korvosa in favor of the reappearance of Shalast was an easy one. Something of a know-it-all in the Academy, Fenyx did not make many friends, and had been long enough away from his immediate family in Magnimar that he effectively had no ties to hold him back - no regrets or second guesses.

    He was nearly slain outright for his naive trip northwards. The immense boulder that crashed through a nearby outcropping is all the warning he had of the approaching patrol of giants. He was beyond fortunate the beast's aim was untrue, for it would have surely reduced the would-be wizard into a pulpy mess. Even more fortuitous was the fact that a contingent of Karzoug's less savage servants were numbered among the pack of brutes, a wizard named Abernicus included. Fenyx eventually made apparent his will to surrender and serve, and Abernicus accepted graciously with shackles and chain. Though someone so lowly was not initially brought before the Runelord Karzoug himself, Fenyx was spared from the death and carnage that would ravage Varisia in the years to come. After impressing many of his overseers and masters with his invaluable wit and unceasing willingness to serve, Fenyx was finally given the chance to escape the shackles and begin truly pursuing his arcane research under the auspices of a reborn Shalast. Though their tactics and tutelage were much more severe and "hands-on" than that of the Korvosan Academy, Fenyx proved a prodigal apprentice, and was granted with increasing frequency positions of esteem and prominence, culminating in his appointment as one of the necromancers charged with devising counters and contingencies for combatting the threats posed by Tar-Baphon, the Whispering Tyrant.

    The recent years have been fairly boring by comparison. Fenyx has not been involved in any of the fighting on the frontlines, nor has he been directly involved with any countermeasures against Tar-Baphon's hordes. Indeed, most of his time has been spent studying and practicing dweomers, poring over recovered Thassilonian libraries, and positing theories for the task assigned him. Recently he was afforded the honor of attending the diplomatic summit in Absalom tasked with solving the problem of the encroaching winter. Though part of him questions why someone tasked with combatting Tar-Baphon's influence would be selected for such an assignment, the pragmatist in him has long realized the answer: he is one of the least experienced of a circle of wizards whose talents are largely academic for the time being; the worst reports confirm that an incident involving direct conflict with Ustalav's new master is years away, which makes his organization's countermeasures less immediately pressing.

    __________________________________________________

    Intense Training: You've pushed yourself to the limit and have gained greatly for your efforts. Benefit: You gain a +1 inherent bonus to Intelligence.