Hello GM, inspired by Grumbaki’s suggestion earlier, I would like present my character Sadaf Kargar, a dwarven Druid with average Charisma for a Dwarf, but a very diplomatic attitude through his empathetic approach and Dwarven upbringing. ;-)
About me as a player :
Thanks for starting this game - I know how much dedication a GM needs. ;-) I’ve been a tabletop gamer for most of my life, starting with AD&D back in my teens, and now in my forties I’ve settled comfortably into Pathfinder 1st Edition as my favorite system.
I really enjoy rich character immersion, moral depth, and long-form campaigns like the Adventure Paths that let stories grow over time.
I love beginning at level one and seeing both the characters and the party evolve naturally through challenges, victories, and failures alike.
For me, roleplaying is at its best when the story feels alive, and of course shaped by the people around the table.
Sadaf’s Background Story :
Sadaf was born into a Kelish merchant family that crossed the deserts with long caravans of spices, silks, and gemstones. His parents were practical people who believed a good bargain was the truest form of wisdom. But while others haggled over prices, the young Sadaf often wandered off into the dunes, chasing the strange lizards that basked in the sun. He felt something ancient in them and there was a quiet strength that the world of trade could maybe never touch. Because of those behaviors deep down, Sadaf’s family knew that he was meant to live in a merchant tent, but also needed the desert just as much.
Everything changed one day when the Dwarven caravan was ambushed in the desert. A sandstorm had just passed when the raiders came merciless. Sadaf froze, certain he’d die there among the camels and burning wagons, but a halfling Paladin that was coincidentally traveling through the desert charged out of nowhere and the tiny warrior fought like the desert itself and somehow dragged Sadaf to safety. That halfling, Dirges, a follower of Chaldira Zuzaristan, became a touch point to Sadaf over many years and also became a close friend to Sadaf’s parents and a mentor to the young Sadaf. From Dirges, Sadaf learned that faith wasn’t about temples or sermons, but it was about the courage to stand up when you’re small and afraid. When his mentor later died, Sadaf received a holy symbol of Chaldira and under the open sky he swore to follow Chaldira’s teachings based on the courage that his mentor taught him.
After that, Sadaf left the trade routes behind. He wandered deep into the wild desert, and he followed his instincts and the whispers of the lizards and there he found the dinosaurs. They were massive, not always calm, and utterly unreal. Sadaf learned from them over time, he prayed with them, and somehow called one to his side: Danduun, a young triceratops with an even gentler heart than his own. Together, they became inseparable over time, and now Danduun is a protector and companion as they are bound by an inexplicable understanding.
Now, years later, Sadaf walks the world again, no longer a boy, but a dwarf who’s seen both the cruelty and the beauty of the world. He still wears no metal armor, still prefers words to weapons, but his eyes carry a weight that silences arguments before they start. He helps where he can with his empathy, and tries to guide travelers, sometimes he heals the hurt, and sometimes he even tries to keep peace in a world that too often forgets it. But balance is also part of nature.
~ ~ ~
Please see his full character sheet in the profile. I did not roll any dice because I had already posted earlier under my GM Nowruz account so I’m just using 20 point buy.
GM, she is one of my last PFS characters that I created so I dumped almost all of my boons on her. Just FYI because she also has an Archetype which is not PFS legal, but that I unlocked through a boon.
—-------------- BOONS —-------------
Boon for future DR vs. critical hits:
Brutal Reputation: You have developed a reputation as an intimidating figure and fierce combatant. Once
per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate
check that is written in to an adventure or successfully demoralize two or more foes during one combat.
Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater
than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at
least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of
these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society
number on the blanks below.
Scenario Name GM Number
____________________________________________________ ___________
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____________________________________________________ ___________
____________________________________________________ ___________
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Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with
an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
• Your reputation gives weight to your threats. You gain a +1 bonus on Intimidate checks to demoralize
creatures. This bonus increases to +2 if you have dealt damage to them within the last minute.
• Your thick scars partially deflect blows. You gain DR 3/— that applies only against critical hits and
stacks with other forms of damage reduction.
• Your fearsome reputation inspires your opponents to flee from battle sooner. Show this boon to your
GM at the beginning of the adventure. When you are fighting a foe whose morale condition indicates
that they flee or surrender when reduced to a specific number of hit points, this number increases by
10% of their maximum hit points. For example, if a foe with 90 hit points has a morale condition that
he flees when reduced to 10 hit points or fewer, he instead flees when reduced to 19 hit points or fewer.
Boon for future bonus to diplomacy to gather information:
Subtle Reputation: You have developed a reputation for solving problems with subtlety and finesse—
not among the public at large, but among employers and other professionals who have taken notice of
your skill. Once per adventure, when you succeed at a Disguise, Sleight of Hand, or Stealth check that
is written into a scenario or use one of those skills to circumvent a combat encounter, ask your GM to
record the adventure’s name and her Pathfinder Society number on a line below.
Scenario Name GM Number
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
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____________________________________________________ ___________
Once you have successfully built your reputation in 10 adventures, word of your deeds provide with an
enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
You have developed a reputation as one who can be trusted with secrets. You gain a +1 bonus on
Diplomacy checks to gather information. This bonus increases to +3 if the information pertains to
illegal activity.
Your underworld contacts pave the way for your smuggling operations. You gain a +3 bonus on skill
checks pertaining to smuggling contraband into a settlement. You can also purchase items that are
illegal in a settlement without extra cost, such as divine items in Rahadoum.
Conflicting tales of your exploits shrouds your identity in mystery. You gain a +1 bonus on Disguise
checks to pretend to be a specific person. If you are disguising yourself as a generic individual, this
bonus increases to +2.
Boon for future bonus to diplomacy to convince/influence:
Professional Reputation: You have developed a reputation for solving problems with honeyed words.
Once per adventure, when you succeed at a Bluff of Diplomacy check that is written into a scenario or
use one of those skills to circumvent a combat encounter, ask your GM to record the scenario’s name and
her Pathfinder Society number on a line below. You do not gain credit toward this boon for Diplomacy
checks used to gather information or Bluff checks to conceal lies that are not specifically called out in
the adventure.
Scenario Name GM Number
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
____________________________________________________ ___________
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Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with
an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
• Your reputation as a reasonable negotiator makes others more likely to trust you. You gain a +1 bonus
on Diplomacy checks to improve a creature’s attitude. You gain a +2 bonus on Diplomacy checks to
make requests of creatures whose attitude is friendly or better.
• Your false reputation of trustworthiness bolsters your future lies. You gain a +1 bonus on Bluff checks
to deceive others. If the lie is unlikely, your bonus increases to +2. If it is far-fetched or impossible,
your bonus increases to +3.
• You are skilled at gaining access to places and avoiding the typical fees. You gain a +2 bonus on all
skill checks to negotiate permission to enter a location and to all skill checks to lower fees, fines,
or tolls.
Boon to be able to know more about monsters that were identified in other adventures:
Seen it Once: Even if your formal education in creature lore is limited, you have a good memory and
can quickly recall experiential trivia about common creatures when you encounter them a second time.
Whenever you encounter one of the creature types listed below, and either you or an ally identifies the
creature, you may check the box next to that creature’s name below. When you do so, record the name
of one of the creature’s special abilities (breath weapon, damage reduction, resistances, etc.) next to the
name. Whenever you encounter and positively identify this creature type in the future, you automatically
recall this piece of information; remembering this fact is in addition to any other facts you may remember
with a successful Knowledge check.
Basilisk
Dark naga
Demon, babau
Demon, succubus
Demon, vrock
Derro
Devil, bearded
Devil, bone
Devil, imp
Doppelganger
Elemental, air
Elemental, earth
Elemental, fire
Elemental, water
Ghost
Ghoul
Golem flesh
Golem, stone
Gray ooze
Harpy
Hill giant
Mummy
Otyugh
Rakshasa
Rust monster
Shadow
Skeleton
Sphinx
Vampire
Zombie
Boon to increase one ability score by 2 as the protege of Venture Captain Zaarah Katsu ;-):
☐ Venture-Captain: You are honored by the Decemvirate with a promotion to the rank of
venture-captain. While not granted your own lodge immediately, you nevertheless gain
an unparalleled amount of influence within the Society and among its allied factions.
You gain 5 bonus PA for this accomplishment on top of those earned through the regular
completion of faction missions.
Additionally, you may designate one newly created PC under your Pathfinder Society
number as a protege. This tutelage manifests in a +2 bonus to a single ability score of your
choice at character creation. You must include a copy of this Chronicle among the records
of the new PC, though the PC gains access to no other boons, equipment, or wealth from
this Chronicle.
Character number receiving this boon: 314670–32 (GM Initials: DP)
Boon to give the 'THE PESSIMIST' trait as an extra trait:
Favorite of Roslar’s Coffer: Whether you grew up in Lastwall, have spent several years training there, or
picked up similar lessons through hard experience, you have gained valuable insights that are a boon to any
adventurer. You gain an additional trait selected from those on pages 6–7 of Tyrant’s Grasp Player’s Guide. The
Outsider trait cannot increase the bonus granted by aid another checks higher than +4.
Write the selected trait on the line below. Include this Chronicle sheet along with your records for the
character who gains this boon.
Character Number: ____________________________ Trait Selected: _________________________________________________________
• THE PESSIMIST (Campaign via ‘Favorite of Roslar’s Coffer’ Boon): You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.
Boon to give the 'Ease of Faith' trait as an extra trait:
Pathfinder Apprentice:
One of the Pathfinder Society’s finest agents took an interest in your success, and helped prepare you for a dangerous but rewarding career as a member of Society. Select one of your PCs of at least 12th level to be a mentor to a new 1st-level PC, and apply this Chronicle sheet to the 1st-level PC.
That PC receives one of the following traits as a bonus trait: Canter, Dirty Fighter, Ease of Faith, Fencer, Gifted Adept, or Magical Talent. This trait cannot belong to the same type as another trait that the PC
possesses. All of these traits appear in the Pathfinder RPG Advanced Player’s Guide as well as in the free Character Traits Web Enhancement.
Boon to allow taking the 'Soulbound Summoner' archetype which is not PFS legal:
Legendary Access: Thank you for GMing at a Premier Plus Convention! Your heroic efforts have given you access to the following special options. Check the box next to the option of your choice and then cross the others off of this sheet. You can have multiple copies of this boon attached to a single character, but each must have a different option selected. All options from this boon are drawn from Pathfinder Adventure Path #144: Midwives to Death, and available at www.paizo.com/prd.
▫ Archetype and Prestige Class Access: You are a patron to heroes of the war against the Whispering Tyrant. You may attach a copy of this boon to any of your Pathfinder First Edition characters to give them access to the mortal usher prestige class, the phoenix bloodline (bloodrager), and the soulbound summoner unchained summoner archetype.
@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?
I'm not the GM obviously, but I see that the class errata appendix for EitR has rules for what an Unchained Rogue does to replace the finesse training. Is that what you're asking about?
Here is the complete copy/paste text from Elephant in the Room p. 34:
Rogue (Unchained)
The rogue’s finesse training class feature has been
adjusted to account for equipment rule changes -
specifically in regard to finesse and agile weapons.
Additionally, the combat swipe rogue talent is no
longer available.
Finesse Training
At 1st level, a rogue gains Deft Maneuvers as a bonus
feat. In addition, starting at 3rd level, she can select any
one weapon group listed under the fighter’s Weapon
Training class feature. Once this choice is made, it cannot
be changed. Whenever she makes a successful melee
attack with a finesse weapon or an agile weapon from
this group, she adds her Dexterity modifier instead of her
Strength modifier to the damage roll. If any effect would
prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier.
The rogue can select a second weapon group at 11th level
and a third at 19th level.
Hello GM, thanks a lot for the list of submissions!
I just wanted to point out that you listed Karda as “Divine”, although I believe that Karda is a Ranged Combatant first. She is a Warpriest who’ll take primarily Archer feats and is more Ranged Fighter than Cleric. :-D
aka “SCARAB“ | Male LG follower of Irori | Wolfscarred Ifrit | Outsider (Native) | Paladin 5, Ninja 2, Oracle 1 | HP 55/70 | AC 15 T 8 FF 15 | CMB +9 | CMD 17 | F: +13, R: +8, W: +15 | Init: +2 | Reroll 0/1 |Perc: +0, SM: +0, Dipl: +21 | Oracle Spells 1st 0/5 | Paladin Spells 3/3 | Channel 6/8 | Ki Pool 3/6 | Trance 5/5 | LoH 0/7 | Smite 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Kenji takes off his chain mail and packs it up, he then suddenly concentrates and focuses his ki and climbs up!
Spending 2 ki on forgotten Trick ninja trick to gain Wall Climber Ninja Trick.
Wall Climber (Su) (Ultimate Combat pg. 16): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
aka “SCARAB“ | Male LG follower of Irori | Wolfscarred Ifrit | Outsider (Native) | Paladin 5, Ninja 2, Oracle 1 | HP 55/70 | AC 15 T 8 FF 15 | CMB +9 | CMD 17 | F: +13, R: +8, W: +15 | Init: +2 | Reroll 0/1 |Perc: +0, SM: +0, Dipl: +21 | Oracle Spells 1st 0/5 | Paladin Spells 3/3 | Channel 6/8 | Ki Pool 3/6 | Trance 5/5 | LoH 0/7 | Smite 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Kenji listens intently to the Captain's words.
“Captain, we understand the gravity of the situation and the importance of securing the Menador Gap. We cannot let Barzillai's reinforcements reach Kintargo and further oppress its people. We are willing to do whatever it takes to ensure the success of our movement and protect the freedoms of our people!“
Kenji casts guidance on himself and suddenly blanks out and enters a trance for half a minute.
Oracle revelation FOCUSED TRANCE (Ex):
You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
“I … I saw something!! A vision from Irori!! The original Silver Ravens … they learned of a failsafe in the last days of the Chelish Civil War, but by then they were in no position to take advantage of it. They did make notes of their discovery, though!! I thank we can use this information when trying to secure the Menador Gap!!“ he says shaking.
aka “SCARAB“ | Male LG follower of Irori | Wolfscarred Ifrit | Outsider (Native) | Paladin 5, Ninja 2, Oracle 1 | HP 55/70 | AC 15 T 8 FF 15 | CMB +9 | CMD 17 | F: +13, R: +8, W: +15 | Init: +2 | Reroll 0/1 |Perc: +0, SM: +0, Dipl: +21 | Oracle Spells 1st 0/5 | Paladin Spells 3/3 | Channel 6/8 | Ki Pool 3/6 | Trance 5/5 | LoH 0/7 | Smite 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Kenji takes a deep breath, his eyes meeting the Queen of Delights with an earnest expression.
“Your Majesty, we are truly grateful for your warm hospitality and the opportunity to share this wonderful evening with you and your esteemed guests. We come before you not only as admirers of your grace and wisdom but also as humble petitioners seeking your support!“
He pauses for a moment, ensuring that he has her attention.
“We are a group dedicated to the well-being and prosperity of our people. Our city, Kintargo, faces great challenges and hardships, and we have fought tirelessly to restore peace and stability to our beloved home!“
Kenji's voice becomes impassioned as he continues, “However, we cannot do this alone. We believe that an alliance with you, Your Majesty, and your powerful and influential domain, would be invaluable in our struggle. Your support would not only strengthen our cause but also help bring about lasting change to benefit all those who call our city home against House Thrune!“
He takes a moment to gauge her reaction before continuing, “We understand that this request is not made lightly, and we assure you that our intentions are sincere. We have come to you tonight, bearing gifts and sharing our stories, in the hopes of earning your trust and friendship. We know that your word carries weight in this realm, and your endorsement would mean more to our cause than any treasure we could amass!!“
Weeks after you return from Kandirion’s Pyre, you receive a letter of gratitude!
You investigate and realize that it is a ring of air elemental command made of white gold and bearing a surviving fragment of the Untouchable Opal — Ranginori’s promised token of his favor.
This then appears on the Chronicle sheet at a significant discount.
You are truly praised by those that know of this mission and also receive a note from the Decemvirate that you truly are among the Society’s most promising and valuable agents!!
Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:
Suddenly, Troy’s eyes open wide!
”Ukufa!!! Oh this is some gathering here! Wee Jas be praised!! Ukufa, you won’t believe it!! No more than an hour or two ago I witnessed a green mist come billowing into the chamber. It filled my vision and I felt an alien, ravenous presence in my mind that filled me with an all-consuming rage. It lasted but a moment, but when I came to my senses, some of these other prisoners had been turned into monsters that fell upon their unchanged cellmates!! It was so horrible!! I was so scared!!! Did you notice anything when you came in here?!?“ he asks with some fear in his voice.
Male CG Hybrid Human / Deinonychus | Shifter 4, Warpriest 2 | Follower of Lythertida | Speed 40ft | Scent 30 ft | Low-light Vision | HP 56/56 | With Crane Style AC 32, T 20, FF 25 / AC 28, T 16, FF 25 | CMB +11 | CMD 26 | F +11 R +8 W +10 | Init +2 | Perc +13, Sense Motive +8, Dipl +2 | Reroll 0/1 | Blessings 5/5 | Fervor 2/5 | Wild Shape 3/8 | Aspect 8/8 | Div. Training 1/1 | Ret. Abj. 1/1 | Active Conditions: Celestial template (SR 12, DR 5/Evil, Darkvision, Smite 1/1, Resist 5 Cold, Acid, and Electricity)
Ejtehah is now blushing after Gnarlpaw's explanations.
"You ... you thinking n.... nooooo?? This babies come me with ... but for now protection important! Better there .. .not blood anymore!!" he says protectively and really follows Betty's suggestion and puts them in a room that he can lock so that they cannot be attacked.
Male LN Warpriest 7 of Erastil | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 56/56 | AC 20, T 16, FF 14 | CMD 22 | F +11 R +11 W +14 | Init +6 | Perc +13, Sense Motive +10, Diplomacy +16 | Reroll 1/1 | Sacred Weapon 7/7 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions:
Thanks Quince, in case you want my personal opinion then I would say that I would rather go in with the minimum amount of NPCs that you legitimately feel comfortable with.
Two reasons:
1) We have just met each other as characters and the less NPCs are around to distract us the more we can focus on each other to build relationships and potentially even share some of our history / likes / dislikes and also show our edges. :-D
2) Our characters are already very powerful as it seems and I did not have the feeling - based on the gameplay history - that you really had problems defeating any of your opponents which means that keeping the party balanced with less NPCs will allow for some challange that I personally appreciate. ;-)
Hi! I would like to GM scenario #6–10: The Wounded Wisp (TIER 1-2)
About me: I am from Germany and thus not a native speaker so excuse small mistakes in my posts.
Interested players: Please provide the following information in this thread.
BASICS:
a) Experience in PbP:
b) Class(es) / Level:
c) As this is a repeatable scenario - have you played or GMed this scenario before?
You can ask me questions anytime!
I will accept up to four players with a preference to players that have neither player nor GMed this scenario before and there are two spots reserved on top of the four for 7thGate and Mustaparta.
Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:
Ukufa wrote:
@Troy: Ukufa's not the "sharing a beer" type, but she often carried out tasks for the Temple of Wee Jas as they needed. More than likely she's come across you when tempe and academy business intertwined. Likely that rarer components for rituals or Jasdian services could have been something you'd have been asked to prepare (and Ukufa entrusted to collect). Easily that they are known to each other, and have exchanged pleasantries more than once?
The scenario began in Lodehollow, one of the outermost outposts of the shaitans’ Peerless Empire on the Plane of Earth.
Here you confered with the Master of Spells, Sorrina Westyr, about your objectives. Sorrina outlined the known threats—Ayrzul and Ymeri’s combined forces—and the general layout of Kandirion’s Pyre, allowing you Pathfinders to confer with one another and collaborate to form an
effective plan of attack.
Sorrina escorted you as close to Kandirion’s Pyre as a previous trailblazing team explored, but from there on it was up to you to safely reach the Pyre and contest with the forces therein. Your journey to Kandirion’s Pyre was relatively uneventful, but as you closed in on the location you contended with a literal army of earth and fire elementals in service to the elemental lords.
Once you defeated these enemies, you decided to enter Kandirion’s Pyre by uncovering a hidden entrance to bypass the main defenses but you had to fight some elder fire elementals.
You then realized that Ymeri’s agents had dismantled part of the forge that channeled the trueflame. You needed to recalibrate the arcane devices in order to crack the Untouchable Opal and were successful.
In the heart of Kandirion’s Pyre, you discovered the efreeti Isah, who led an ill-fated Aspis Consortium mission into the Pyre and was imprisoned, kept alive for his knowledge of the site’s inner workings. You chose to free Isah and gained three wishes.
Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones
Zaarah waves a hand.
”Ah well, Alie is the cutie. I’m the dorky one. Yes. So we are looking for kidnappers that kidnapped people from Golarion and we’re obviously going to kill everyone one in our way until we find those responsible! You understand, right?! I mean I’d really appreciate a change but my companions really like killing things so it’s hard to circumvent that. Do you have any questions or concerns about the potential violence breaking out soon?“ she asks with honest curiosity.
Galahad & Noral are amazing GMs/Players and I wouldn't want them to be axed. Jacen was meant to provide a character with a unique focus on the flight magic of Sharn which would also dovetail with the mystery & politics of having a Dragonmark in the group: that said, I would be more than happy to have him guest-star at some point in flow of events.