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This game is part of Outpost VII. Don't sign up here--sign up here first! Any GM Glyphs to share?
In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I will bot that character. I will not use any consumable resources unless asked. If you'd like to share some bot instructions, please include them in your profile! On the Slides (linked in the header), you'll find space to add your character information and token and to set a general marching order.
Make sure there's a character sheet accessible in your profile.
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Paizo Handle:
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A Pathfinder Society Scenario designed for levels 3-4. In the jungles of the Mwangi Expanse, a large group of Pathfinders stands ready to travel beyond a magical gateway whose mysteries stymied a group of the Pathfinder Society's founders. What lies beyond the doorway is also the crux of the plot of an ancient evil fey, the Thorned Monarch. Will the Pathfinders unlock lost fey magic, restore buried secrets from the Society's history, and purge the world of the Monarch's evil, or will they fall before the fey's minions and tricks?
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Paizo Handle:
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A Pathfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4). Swindler, rogue, and occasional Pathfinder ally Guaril Karela has approached the Society with an opportunity that Valais Durant, the leader of the Society's Radiant Oath faction, can't refuse. Guaril has been charging refugees to sneak them out of Xin Edasseril, a city ruled by the Runelord of Envy, and now it looks like Guaril won't be able to fulfill his contracts. Society agents are charged with sneaking into the dangerous city and sneaking out with a handful of its citizens before their absence is noticed so that the Radiant Oath can help them find new lives beyond their current ruler's tyrannical reach.
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A Starfinder Society Scenario designed for levels 7-10. During a routine investigation on the false moon of Salvation's End, the PCs encounter an emissary from the vault's mysterious guiding intelligence. Directed to stop an ongoing invasion of another vault, the PCs find themselves caught in the middle of a conflict that could determine the fate of the false moon. Only through the PCs' actions can the machinations of the mysterious Vault Lord be halted.
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Welcome to Siege of Gallowspire! My goal is for you to have fun while playing a balanced Pathfinder Society game. Please review the below, which covers some special rules for the special as well as my expectations as a GM. Siege of Gallowspire Rules About Champion Mode This event has two difficulties: Soldier and Champion. Soldier is slightly more challenging than a typical Pathfinder Society special event. Champion is this scenario’s “hard mode,” with increased challenge throughout. As usual for scenarios with increased difficulty, all players at the table must agree to that difficulty. Players who begin in Champion Mode who find the challenges too great can choose to switch to Soldier Mode. This is a Soldier table. Aid Characters There are two kinds of character you can play during the special: a Primary Character (the PC who personally faces the scenario’s encounters and earns a Chronicle sheet at the end of the scenario), and an Aid Character, who helps with tasks and AiD Tokens throughout. A player can designate up to 3 of their PCs of 5th level or higher as Aid Characters. Aid Characters must be different PCs from the Primary Character (the character playing the special). The player does not need all of their Chronicle sheets for their Aid Characters—they only need the Aid Character’s most recently earned Chronicle sheet. The only information from this sheet that is relevant is the Aid Character’s name, number, and level. The Chronicle sheet is also a place to record whether anything bad happens to the Aid Character in the course of the scenario. Note that all risks Aid Characters take are opt-in. Aid Characters have two functions in this scenario: to generate Aid Tokens, and to provide support in Aid Missions that occur during the adventure. When the player designates a character as an Aid Character, the player chooses one of the following roles and assigns the character to that role. Each table may assign up to 5 Aid Characters to each role. This restriction represents the expedition’s need for agent to take on a balanced variety of roles, and also helps to ensure that there are enough Aid Characters of each type to succeed at Aid Missions. Your Aid Characters cannot participate in other Pathfinder Society adventures while in the Siege, and risks death. A character’s class and character build does not dictate what roles he can take, though players are likely to want to pick roles that fit with their characters’ themes. If a player does not have 3 Aid Characters available, she can fill any remaining slots with generic 4th-level NPC Pathfinders of any role. These 4th-level NPCs are less likely to succeed than PC Aid Characters at all tasks, but they give all players a way to participate in this scenario’s mechanics. The descriptions below give some examples of the types of routine tasks that Aid Characters in each role perform during the mission, but these characters also perform heroic actions when they grant Aid Tokens or attempt Aid Missions. Guard: The combat encounters detailed in this scenario are handled by the Primary Characters, but there is still plenty of danger to deal with. A character assigned to this role helps provide security for the expedition. Characters in this role drive off minor threats that crop up, protect the rear of the expedition, and generally ensure the mission can continue unhindered. Medic: Most of the healing resources in the expedition are wielded by the Primary Characters for the benefit of further advancing the mission, but the Aid Characters are likely to need healing too. An Aid Character assigned to this role treats wounds, cares for the bodies of the fallen, and dispenses medical supplies. Muscle: Moving what is effectively a small army into hostile terrain is a challenging task. A character assigned to this role helps move heavy objects, clears passageways, and transports equipment. Scout: Little is known about the Gallowgarden and the areas below Gallowspire, and what information does exist is often inaccurate. A character assigned to this role roams ahead of the main expedition, learning what threats are present and giving advice on how best to navigate them. Spellcaster: The sheer number of Pathfinders on this mission presents a heavy demand for spellcasting, particularly spells that can protect agents from harm or remove conditions that they incur. Spellcasters meet up with Pathfinder agents between battles, helping prepare them for the dangers ahead. They may have their own innate spellcasting ability, or they might carry an arsenal of magic items for this purpose. Aid Tokens In this scenario, Aid Tokens work a bit differently from in past scenarios. Instead of having generic Aid Tokens that PCs can improve with their skills, each Aid Token represents the efforts of a specific Aid Character. Each Aid Character role is associated with a specific benefit that Aid Character in that role can provide. After the players assign Aid Characters to roles, the Table GM should place the Aid Token Reference Sheet on the table, which details all of these benefits (Handout will be put on Slides after we assign). Table GMs should also distribute 3 Aid Tokens to each player, corresponding to their Aid Characters’ roles (see above). The player can then write in each of their Aid Characters’ names on the Aid Tokens. For the 4th-level NPC Pathfinders, players can invent names, or just write “Pathfinder.” At this time, each player has the opportunity to commit any number of their PC Aid Characters to a more challenging, heroic task. This task provides greater benefits, but it also introduces a risk that the Aid Character may come to harm and therefore be unable to help out during later opportunities in this scenario. Tasks are particularly difficult for lower-level Aid Characters, who are likely to be injured in the process. The 4th-level NPC Pathfinders are unwilling to attempt the heroic tasks. My Table Expectations Post Frequency Be ready to post at least once a day.
Maturity and communicativeness go a long way! Please post here or in any supplemental channels, the group decides to use. Botting Include botting instructions in your profile. If you have a preference for who runs your character, write that down too. If you or your preferred botter have not posted in more than 24 hours, I will bot your character to keep the game moving. Marching Order & Maps To speed things up I ask the group for a marching order at the beginning of the adventure. Unless otherwise noted I will begin your PCs on the map in this order, where the scenario says to. Initiative I will roll all Initiative checks for PCs and NPCs, sort them, and organize them into blocks. I will bold the names of characters whose turn it is to act. I will include status of HP, etc. When it is your turn to act, post. Do not wait for someone else to post just because they had a higher Initiative inside your initiative block. If you know what you want to do but want to wait for someone else’s action first, just say that. To encourage timely posting and avoid unnecessary delays, I will retroactively include bonuses where it makes sense for allies who are in the same initiative block, even if one player posts before getting that bonus. For example, if a fighter posts right before the bard, and the bard always Inspires Courage, I will include the inspire bonus in the fighter's attack and damage rolls even though the player didn't do so. Where possible, I will update initiatives and note the bonuses each player is receiving. Rolling Saves When asked to roll a save, it must always be the first dice roll on your next post. If you do not do this, I will roll the save for your PC. Character Taglines & Profiles Put your character's gender (so we know which pronouns to use), race (so we know what we see), class (optional) and their status in the fields labeled "Race" and "Class." Status usually means current/maximum hit points, ACs, Saving Throws witj modifiers, Spells or spell slots, and other resources. The status tagline might look like something this (copy/pasted from my oracle) — note that I have not only included spell slots and spell-likes, also important consumables (albeit abbreviated) such as the once-a-day mnemonic vestments and the character's current disguise (which might have an impact on how NPCs interact with them): Quote:
In your character profile, please include the complete stat block as well, so the GM can audit your character. Be prepared to scan or take pictures of any chronicle sheets or boons upon request. Chronicle Information In order to be able to generate a PFS chronicle, I ask that each character please provide me the following information here, in the discussion thread. I would also like you to provide the names and numbers of all Aid Characters, along with a link to their profile. You can fill in the Aid character info piecemeal, just as long as it's there. Player Name:
Rules Questions and OOC Information Please post rules questions in the discussion thread. Try not to interrupt the flow of gameplay. Don’t hesitate to correct me if I make a mistake and/or PM me. Taken from GM Doug
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Chronicle : What chronicle number will this be for your character?
Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Please introduce yourself in gameplay. Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with. Taken from GM Aerondor
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In order to retrieve valuable resources necessary to repair the Wayfinders' flagship, the PCs follow-up on another team's investigative mission to a long-abandoned Starfinder Society lodge on a world in the Vast. Finding the lodge submerged and already partially flooded, the PCs quickly realize they are far from alone in the depths of the distant world's ocean. Scenario Tags: Faction (Wayfinders)
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Chronicle : What chronicle number will this be for your character?
Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Please introduce yourself in gameplay. Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with. Taken from GM Aerondor
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Recovering from its recent trials in the Scoured Stars, the Starfinder Society finds itself the target of a vicious media smear campaign. To combat this unexpected threat, the Society sends a group of agents to build up some standing in the Pact Worlds by taking part in a series of televised events orchestrated by the undead media mogul, Zo!. What these heroic agents don't know, is that their competition is willing to do whatever it takes to stop them from restoring the Society's tattered image. Scenario Tags: Faction (Acquisitives)
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Welcome to Siege of Gallowspire! My goal is for you to have fun while playing a balanced Pathfinder Society game. Please review the below, which covers some special rules for the special as well as my expectations as a GM. Siege of Gallowspire Rules About Champion Mode This event has two difficulties: Soldier and Champion. Soldier is slightly more challenging than a typical Pathfinder Society special event. Champion is this scenario’s “hard mode,” with increased challenge throughout. As usual for scenarios with increased difficulty, all players at the table must agree to that difficulty. Players who begin in Champion Mode who find the challenges too great can choose to switch to Soldier Mode. This is a Soldier table. Aid Characters There are two kinds of character you can play during the special: a Primary Character (the PC who personally faces the scenario’s encounters and earns a Chronicle sheet at the end of the scenario), and an Aid Character, who helps with tasks and AiD Tokens throughout. A player can designate up to 3 of their PCs of 5th level or higher as Aid Characters. Aid Characters must be different PCs from the Primary Character (the character playing the special). The player does not need all of their Chronicle sheets for their Aid Characters—they only need the Aid Character’s most recently earned Chronicle sheet. The only information from this sheet that is relevant is the Aid Character’s name, number, and level. The Chronicle sheet is also a place to record whether anything bad happens to the Aid Character in the course of the scenario. Note that all risks Aid Characters take are opt-in. Aid Characters have two functions in this scenario: to generate Aid Tokens, and to provide support in Aid Missions that occur during the adventure. When the player designates a character as an Aid Character, the player chooses one of the following roles and assigns the character to that role. Each table may assign up to 5 Aid Characters to each role. This restriction represents the expedition’s need for agent to take on a balanced variety of roles, and also helps to ensure that there are enough Aid Characters of each type to succeed at Aid Missions. Your Aid Characters cannot participate in other Pathfinder Society adventures while in the Siege, and risks death. A character’s class and character build does not dictate what roles he can take, though players are likely to want to pick roles that fit with their characters’ themes. If a player does not have 3 Aid Characters available, she can fill any remaining slots with generic 4th-level NPC Pathfinders of any role. These 4th-level NPCs are less likely to succeed than PC Aid Characters at all tasks, but they give all players a way to participate in this scenario’s mechanics. The descriptions below give some examples of the types of routine tasks that Aid Characters in each role perform during the mission, but these characters also perform heroic actions when they grant Aid Tokens or attempt Aid Missions. Guard: The combat encounters detailed in this scenario are handled by the Primary Characters, but there is still plenty of danger to deal with. A character assigned to this role helps provide security for the expedition. Characters in this role drive off minor threats that crop up, protect the rear of the expedition, and generally ensure the mission can continue unhindered. Medic: Most of the healing resources in the expedition are wielded by the Primary Characters for the benefit of further advancing the mission, but the Aid Characters are likely to need healing too. An Aid Character assigned to this role treats wounds, cares for the bodies of the fallen, and dispenses medical supplies. Muscle: Moving what is effectively a small army into hostile terrain is a challenging task. A character assigned to this role helps move heavy objects, clears passageways, and transports equipment. Scout: Little is known about the Gallowgarden and the areas below Gallowspire, and what information does exist is often inaccurate. A character assigned to this role roams ahead of the main expedition, learning what threats are present and giving advice on how best to navigate them. Spellcaster: The sheer number of Pathfinders on this mission presents a heavy demand for spellcasting, particularly spells that can protect agents from harm or remove conditions that they incur. Spellcasters meet up with Pathfinder agents between battles, helping prepare them for the dangers ahead. They may have their own innate spellcasting ability, or they might carry an arsenal of magic items for this purpose. Aid Tokens In this scenario, Aid Tokens work a bit differently from in past scenarios. Instead of having generic Aid Tokens that PCs can improve with their skills, each Aid Token represents the efforts of a specific Aid Character. Each Aid Character role is associated with a specific benefit that Aid Character in that role can provide. After the players assign Aid Characters to roles, the Table GM should place the Aid Token Reference Sheet on the table, which details all of these benefits (Handout will be put on Slides after we assign). Table GMs should also distribute 3 Aid Tokens to each player, corresponding to their Aid Characters’ roles (see above). The player can then write in each of their Aid Characters’ names on the Aid Tokens. For the 4th-level NPC Pathfinders, players can invent names, or just write “Pathfinder.” At this time, each player has the opportunity to commit any number of their PC Aid Characters to a more challenging, heroic task. This task provides greater benefits, but it also introduces a risk that the Aid Character may come to harm and therefore be unable to help out during later opportunities in this scenario. Tasks are particularly difficult for lower-level Aid Characters, who are likely to be injured in the process. The 4th-level NPC Pathfinders are unwilling to attempt the heroic tasks. My Table Expectations Post Frequency Be ready to post at least once a day.
Maturity and communicativeness go a long way! Please post here or in any supplemental channels, the group decides to use. Botting Include botting instructions in your profile. If you have a preference for who runs your character, write that down too. If you or your preferred botter have not posted in more than 24 hours, I will bot your character to keep the game moving. Marching Order & Maps To speed things up I ask the group for a marching order at the beginning of the adventure. Unless otherwise noted I will begin your PCs on the map in this order, where the scenario says to. Initiative I will roll all Initiative checks for PCs and NPCs, sort them, and organize them into blocks. I will bold the names of characters whose turn it is to act. I will include status of HP, etc. When it is your turn to act, post. Do not wait for someone else to post just because they had a higher Initiative inside your initiative block. If you know what you want to do but want to wait for someone else’s action first, just say that. To encourage timely posting and avoid unnecessary delays, I will retroactively include bonuses where it makes sense for allies who are in the same initiative block, even if one player posts before getting that bonus. For example, if a fighter posts right before the bard, and the bard always Inspires Courage, I will include the inspire bonus in the fighter's attack and damage rolls even though the player didn't do so. Where possible, I will update initiatives and note the bonuses each player is receiving. Rolling Saves When asked to roll a save, it must always be the first dice roll on your next post. If you do not do this, I will roll the save for your PC. Character Taglines & Profiles Put your character's gender (so we know which pronouns to use), race (so we know what we see), class (optional) and their status in the fields labeled "Race" and "Class." Status usually means current/maximum hit points, ACs, Saving Throws witj modifiers, Spells or spell slots, and other resources. The status tagline might look like something this (copy/pasted from my oracle) — note that I have not only included spell slots and spell-likes, also important consumables (albeit abbreviated) such as the once-a-day mnemonic vestments and the character's current disguise (which might have an impact on how NPCs interact with them): Quote: Gen. Neut. Oracle (they) | HP 56/56 | Init+ 5 | F:+9 R: +9 W: +10 (+18 vs chm/compul.; +12 vs illus/fear/desp.) | AC 21 T 16 F 19 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 6/8 2: 6/8 3: 6/7 4: 3/4 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils, Longstrider, Heroism, 6 Mirror Images, Shld. Faith, Death Ward In your character profile, please include the complete stat block as well, so the GM can audit your character. Be prepared to scan or take pictures of any chronicle sheets or boons upon request. Chronicle Information In order to be able to generate a PFS chronicle, I ask that each character please provide me the following information here, in the discussion thread. I would also like you to provide the names and numbers of all Aid Characters, along with a link to their profile. You can fill in the Aid character info piecemeal, just as long as it's there. Player Name:
Rules Questions and OOC Information Please post rules questions in the discussion thread. Try not to interrupt the flow of gameplay. Don’t hesitate to correct me if I make a mistake and/or PM me. Taken from GM Doug
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Please, give me : Player name:
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The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?
#6-00 ACTUAL MAP
Chronicle: What chronicle number will this be for your character?
Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Please introduce yourself in gameplay. Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with. Taken from GM Aerondor
#6-00 ACTUAL MAP
Chronicle: What chronicle number will this be for your character?
Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Please introduce yourself in gameplay. Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with. Taken from GM Aerondor
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To make it easy for me to fill in the chronicles, could you please provide for the character you want to credit this to... Chronicle: What chronicle number will this be for your character?
Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Please introduce yourself in gameplay. Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with. Taken from GM Aerondor
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Please put your character's info here Player Name:
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Each of you received the same missive directing you to the Grand Lodge in Absalom. These messages were hand-delivered by couriers to wherever you were in the world. As each of you arrives at the grounds of the Grand Lodge, you’re informed that Marcos Farabellus, the Master of Swords, awaits at the Wall of Names. As you arrives at the Wall of Names, you spot Farabellus pacing the length of the wall, inspecting the names inscribed upon it with grim solemnity. By the time you approaches, Farabellus nears the end of the wall, and the most recent inscriptions.
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The City of Absalom is abuzz with excitement. The streets are full of revelers and feasting, as residents celebrate the city’s independence from tyranny. All seem most eager to witness the evening’s biggest event, the annual Passion of the First Siege of Absalom, where hundreds dress in elaborate costume, don fake armor and weaponry, and crowd the Irorium floor to participate in a mock combat, reenacting the first siege of Absalom.
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To make my life easier when it comes to filling in chronicles, if you could each put in a single post with: Chronicle: What chronicle number this is for the character
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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.
Hi, fellow DM I just finish running the Midnight Mirror module. Spoiler:
All players except for one survive but they let escape the other BBEG who just kill Anya and Stepan. They manage to save the boy and after discovering the truth about the "true heir" decide to let him become the next Baron Boroi. So, how can I manage the result in PFS ? I think they all earn their 3 XP, but I think they don't deserve their 4 PA. Can I gave only 2 PA for this module, or 3 or 1 ? The guide doesn't gave any answer to my thought ...
PFS Blog wrote: (...) Keep in mind you may still only perform the free action on your turn, so even if your animal wins initiative, it's not going to automatically do what you want before can you order it. This sentence on the newest PFS blog make me think at a rule question I just asked on the Rules messageboard, here. Can I, in PFS, make a free action as part of an AoO ? I know that no FAQ answered this question, but what's your opinion on this topic fellow MJ ?
Yesterday, during a PFS session, I had an argument with a player on the fact that I can use the grab hability (which is a free action) of a monster as part of its AoO. I know that the only free action you can do - when it's not your turn - is speaking a short sentence.
PRD wrote: Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally Make me think that I was right to do that (using a free action as a part of another action which is an AoO). But when I searched this messagebord for an obvious answer (and may be an official), I found only speculation and hot debate. So I was wondering if I was wrong or not. Did somebody have an official answer / ruling which can close this argument between my player and I ? Or it's a DM call ?
Hi everybody, Hello, I have a question for the imp as a "companion animal". The PrC Diabolist give an Imp as companion animal with the level from PrC and the class. But this Companion Imp is still a creature of the Devil, outsider, Evil and Law types ? If it is, he gain all the benefits and drawbacks of theses types of creature right ? (immunity to fire and poison, see in darkness and others) If not what type of creature is it ? Only outsider or a mix between outsider and an animal ? Thanks for yours answers
Hi everybody, I live in Paris, France and my local retailer can't sell me your fantastic miniatures from wizkids for the simple reason that noone distribute them in France. So my question is, for me and my local retailer : Where can I command or find these miniatures in France or in Europe ? Thanks for your answer
Hi everybody During one of our session my Asmodeus Cleric wanted to use its channel negative energy against Vermin (in this case some Spider).
My question is : Is the daze effect of this variant channeling a mind affecting effect or some Negative Energy effect of the channeling ? Thanks for your answer.
About Nebbin Elsbet[dice=Perception]1d20+9[/dice] [ spoiler=Quick stats]
Favored Class: Barbarian (invulnerable rager) Hit Points: 92 -- Half+1 HP / level (7 hp / level) +3 Con (10 hp/level)
Attacks:
BAB: +8/+3 Melee: +12/+7 Ranged: +10/+5 CMB: +13 or +15 to grapple (inc. +1 trait bonus) Halberd: 1d10/x3; P or S; brace, trip Greatsword:
Greatsword, power attack:
Greatsword, power attack, vital strike:
Greatsword, raging:
Greatsword, raging, power attack:
Greatsword, raging, power attack, vital strike:
Defense:
DR: 4/- Cold resistance: 2 AC: 20 (+6 armor, +3 Dex, +1 natural) Touch: 13 Flat-footed: 17 CMD: 24 or 26 vs. grapple (10 +7 BAB +4 Str +2 Dex) Armor: +2 mithral chain shirt (Armor Bonus: +5; Max Dex: +4; Check Penalty: 0; Type: Light; Weight: 25 lbs.) Fortitude save: 10 (6 base, 3 Con, 1 resistance)
* Defiant luck
Class abilities:
+10 feet movement Rage: 24 rounds/day At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends. Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements. In addition, the barbarian gains 1 point of cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Rage powers: Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.
Rage powers to consider: energy resistance, quick reflexes, regenerative stance, renewed vigor, renewed vitality, roused anger, shove aside, taunting stance (12th), terrifying howl Harrow points: Harrow Points are used as a free action, with no limit to the number of points that can be spent in one turn (limited at the DM's discretion). You can use your harrow points for different things in each adventure of this AP. In the Edge of Anarchy, you can use them for the following purposes: Reroll dexterity-based attacks, dexterity-based skill checks, initiative or reflex save rolls. The new roll must be accepted (unless another point is spent to reroll again). Gain a +1 dodge bonus to AC for one encounter. You can spend up to three points in this manner in a single encounter. Gain 10 to your base speed for one encounter.
Feats and traits:
Power Attack (Human): -3 to hit/+6 (or 9) damage Defiant Luck: (First): Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. Improved Grapple (Third): You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Weapon Focus: Greatsword (Fifth): +1 to attack rolls with chosen weapon. Vital Strike (Seventh): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. To consider: Furious focus, Combat Reflexes, Dazing Assault (11th), Improved Sunder, Iron Will, Hammer the Gap, Raging Brutality (12th level), Stunning irruption (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Stunning%20Irrup tion).[/ooc] --- Traits
Skills:
Skill points/level: 5 (4 + 0 Int +1 human) Acrobatics (5 ranks, 3 class skill, 3 Dex)
Climb (5 ranks, 3 class skill, 4 Str)
Diplomacy (4 ranks, 1 Cha)
Intimidate (6 ranks, 3 class skill, 1 Cha, 1 trait)
Knowledge (local) (6 ranks, 3 class skill, 0 Int, +1 trait)
Perception (6 ranks, 3 class skill, 0 Wis)
Stealth (5 ranks, 3 Dex)
Swim (3 ranks, 3 class skill, 4 Str)
Other class skills: Craft (Int), Handle Animal (Cha), Knowledge (nature) (Int), Ride (Dex), Survival (Wis)
Gear:
Magic items Amulet of natural armor +1 Cloak of resistance +1 Potion of CSW Ring of jumping (2,500 gp) Belt of incredible dexterity +2 (4,000 gp) Combat gear
Non-combat gear
527.1 gp Other things to consider: Torc of lionheart fury, cord of stubborn resolve
Racial traits:
+2 to One Ability Score: Applied to Strength. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Background:
Growing up on the streets is difficult, a constant effort to find food and shelter and all the other things a child needs to grow up strong and healthy. Despite that, Nebbin Elsbet grew and grew, becoming a virtual giant of a man. His size opened the door for Nebbin to have just about anything he could have wanted. More than one gang vied for his attention, seeking to having him join and giving them an edge in the constant fighting of Korvosa's slums. Nebbin Elsbet could have been a bully, terrorizing everyone around him. But he's not. Nebbin, somehow, amid the muck and the mire of Bridgefront, came out clean. He puts his strength to work on the docks, hauling items on his own that would normally take two -- or even three -- men to carry, and trying to avoid drawing attention to himself. Because attention where he's from is bad. That brings the gangs, and with them the violence, even if Nebbin just wants to be left alone. He took a few beatings along the way as he grew up, and some say that's affected him. Maybe knocked something loose in his head, made him a bit slow. But others say he just doesn't get mad, or make hasty decisions, because he knows what can happen. He doesn't bother anyone and doesn't seem to be bothered by anyone. If you push him, he just ... moves. Try to push someone else, though, someone smaller than him? Well, then Nebbin will do something about it. Recently, he was walking home when he saw some some thug trying to take advantage of a girl strung out on Shiver that he knew, Carawyn. Grabbing the closest thing he could find -- a massive board -- Nebbin rushed over, that makeshift club of his almost caving in the man's chest. Maybe the thug would have killed Nebbin if he'd had his sword out, but he just lay there on the ground, eyes rolled up in the back of his head. Got what he deserved, of course. Nebbin even felt a little bad -- didn't mean to hit him that hard but just didn't know his own strength. A couple of the thug's friends later said Nebbin was out of control, a madness in his eyes, but no one really believed them. Mad? Nebbin? Doesn't seem likely. After all, Nebbin's as nice a man as you could ever hope to meet, in a place where that's even rarer than a couple gold pieces to rub together. Unfortunately, as nice as Nebbin is, the thug was one of Gaedren Lamm's men. And Gaedren Lamm doesn't take well to his men being challenged, especially by someone who he never could get into his gang when he was a child. Now Lamm and his thugs are out to get Nebbin. Some of his friends are looking after him, fortunately. They pooled some money and bought Nebbin some armor and other equipment -- told him he had to wear it to keep himself safe and he couldn't go home because Lamm's thugs were waiting for him there -- but that might not be enough. TO make matters worse, now Nebbin hasn't seen Carawyn in some time, and he's not sure Gaedren didn't take her, as part of his revenge or to send a message or maybe just to punish poor Nebbin. Height: 6 ft. 4 inches
Campaign notes:
Meeting Amin after Master Orsini's home was torched by Red Mantis assassins. Learning about artist named Salvator Scream Trinia reappears; we learn more about Orsini, and Marcus, and the seneschal A dream of spiders, plus the Careless Curiosities The second Harrow reading by Madame Carrington Getting the second Harrow card Leveling:
Half+1 HP / level (7 hp / level) +3 Con (10 hp/level) Favored class bonus:
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