Player Name | Character Name | PFS# | Character# | Day Job Roll Result | Day Job Gold | Faction | Character class and Level, race | E-Mail for osp reporting and potential boons | Progression (normal or slow) | Purchases (incl. gp amount) and other things to note on chronicle sheet. |
Ietsuna | Kinshasa | 204997 | 15 | 19 | 10GP | Sov Court | Cavalier (3) | epi.gunpla@gmail.com | Normal | Cloak of Resistance +1 |
Tom G | Marius | 213261 | 11 | none | | Liberty’s Edge | Shifter (2) | tom.pudding@gmail.com | Normal | |
Scott/Curaigh | Fichaed Sadha’ | 25879 | 8 | tbd | | Grand Lodge | Dwarf Wiz 1/Summoner 1 | | normal | tbd |
Watery Soup | Rossby Num | 2358909 | 2 | none | | Silver Crusade | Fighter 1 / Oracle 2 | pfswaterysoup@gmail.com | Normal | none |
Hawthwile | Drelluandast | 264524 | 11 | TBD | | Dark Archives | Wizard 3 | hawthwile.pfs@gmail.com | Normal | |
Saashaa | Figg | 78886 | 22 | | | Sov C | Mesmerist 2 | thepitt1@gmail.com | N | |
You start left of here.
GM Nowruz
[spoiler=GM]Sense Motive
[dice=SM(Marius)]d20+3[/dice]
[dice=SM(Kinshasa)]d20-1[/dice]
[dice=SM(Fichaed)] 1d20+2[/dice]
[dice=SM(Rossby)]1d20+4[/dice]
[dice=SM(Drelluandast)]d20+2[/dice]
[dice=SM(Figg)]1d20+5[/dice]
[/spoiler]
[spoiler=GM]Perception
[dice=Perc(Marius)]d20+8[/dice]
[dice=Perc(Kinshasa)]d20+1[/dice]
[dice=Perc(Fichaed)]1d20+7[/dice] +2 v stonework
[dice=Perc (Rossby)]1d20+0[/dice]
[dice=Perc (Drelluandast)]d20+5[/dice]
[dice=Perc(Figg)]1d20+8[/dice]
[/spoiler]
[spoiler=GM]Initiative
[dice=Ini(Marius)]d20+2[/dice]
[dice=Ini(Kinshasa)]d20+1[/dice]
[dice=Init(Fichaed)]1d20+1[/dice]]
[dice=Init(Rossby)]1d20+2[/dice]
[dice=Init(Drelluandast)]d20+4[/dice]
[dice=Init(Figg)]1d20+1[/dice]
[/spoiler]
[spoiler=GM]Fort save
[dice=Fort (Marius)]d20+5[/dice]
[dice=Fort (Kinshasa)]d20+6[/dice]
[dice=Fort (Fichaed)]1d20+3[/dice] (+2 vs. poisons, spells, SLA)
[dice=Fort (Rossby)]1d20+6[/dice]
[dice=Fort (Drelluandast)]d20+8[/dice]
[dice=Fort()]1d20+5[/dice]
[dice=Fort (Figg)]1d20+0[/dice]
[/spoiler]
[spoiler=GM]Ref save
[dice=Ref (Marius)]d20+5[/dice]
[dice=Ref (Kinshasa)]d20+3[/dice]
[dice=Ref (Fichaed)]1d20+1[/dice] (+2 vs. poisons, spells, SLA)
[dice=Ref (Rossby)]1d20+4[/dice]
[dice=Ref (Drelluandast)]d20+4[/dice]
[dice=Ref ()]1d20+9[/dice] [dice=Ref (Figg)]1d20+4[/dice]
[/spoiler]
[spoiler=GM]Will save
[dice=Will (Marius)]d20+3[/dice] (+2 vs. fear)
[dice=Will (Kinshasa)]d20+1[/dice]
[dice=Will (Fichaed)]1d20+1[/dice] (+2 vs. poisons, spells, SLA)
[dice=Will (Rossby)]1d20+4[/dice]
[dice=Will (Drelluandast)]d20+4[/dice]
[dice=Will (Figg)]1d20+5[/dice] [/spoiler]
If there are conditions please write e.g.:
(+2 vs illusion)
Marching Order
Character Marching Orders: (please place your tokens here)
1 (front) | 2 | 3 | 4 | 5 | 6 (back) |
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Senses | low-light vision, darkvision(range), etc |
AC | Total AC, and which is worse (Touch/Flat-Footed) |
Hit Dice | Number and Size of Die, but no added modifier |
Saves | Ranked in order, but no numbers |
One Specific Save | Exact number, no info on the other two |
Resistances | Spell, Damage and Energy |
Immunities | Immunities |
Weaknesses | Weakness and Vulnerabilities |
Speed | All relevant movement rates and quantities |
Special Attacks | All special attacks |
Special Defenses | fast healing, regeneration, evasion |
Special Abilities | Anything not covered under special attacks or defenses |
Spell-Like Abilities | All SLA's including caster level |
Statistics | In order, no numbers. |
Fighting Abilities | BAB, CMB, CMD |
Feats | All feats |
Skills | What skills are trained. What skills have a racial modifier. |
Knowledge checks
(2D and 3D Pythagorean Theorem)
Emanation
(center on character)
Burst
(center on intersection)
5’
10’
15’
20’
30’
Cone A
(diagonal from corner)
Cone B
(orthogonal from edge)
60’
Line
Emanations from Large characters expand to center on the character’s 10’x10’ space
15’
30’
Area Effect Templates
Copy and paste to slide, then stretch to correct size and rotate/flip as needed for direction.
For bursts, align + sign to selected intersection. For all others, align any of the face icons to the character.
60’
30’
6
3+3
2+2+1
1+1+1+1
12
6+6
5+5+1
4+4+3
3+3+3+2
2+2+2+2+2
1+1+1+1+1+1+1+1
40 ft. radius
20 ft. radius
10 ft. radius
5 ft. radius
30 ft. radius
15 ft. cone
30 ft. cone
60 ft. cone
30 ft. line
1. Gate: A pair of massive, steel doors stands open during all but the greatest emergencies. This is the only official entrance to the Grand Lodge.
2. Skyreach: This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.
3. Water Palace: This low, pagoda-roofed manor is a place of quiet study and meditation. It also houses many of the Society’s relics from beyond the Inner Sea region.
4. The Center House: This home of Ustalavic design has remained off-limits by order of the Decemvirate for as long as anyone can remember. On some nights, lights shine from within, suggesting its two towers are haunted.
5. The Mausoleum: This stone-columned fortress is dedicated to unlocking the greatest mystery of all—death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare.
6. The Quadrangle: Many of the dormitories and classrooms for initiates in training are in this set of ivy-covered stone buildings.
7. Arliss Hall: Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that none other than venture-captains are allowed into the central courtyard.
8. Starhall: This keep has a high, domed tower on its east end, and it holds much of the Society’s knowledge about worlds beyond Golarion and the Material Plane.
9. Outbuildings: These include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more.
10. Menagerie: Pathfinders sometimes bring back exotic creatures for study or domestication. Many of these animals and magical beasts are dangerous and must be corralled. The zoo’s rotating population attracts visitors from across the city.
11. Training Arena: Only a wooden fence and benches surround this dirt-floored arena. It is here that Pathfinders spar and practice their fighting techniques.
12. Temporary Structures: When the outbuildings are insufficient to house visitors, tents spring up here to manage the overflow.
13. Wall of Names: This curving wall of black glass is a memorial to Pathfinders who have perished in the pursuit of knowledge, and each such name appears on its surface. A thick copse of trees provides visitors some privacy at this solemn place of reflection.
14. Seeker’s Plaza: This small shrine houses bronze statues of some of the Society’s most important members.
15. Baphory’s Walk: This pathway is infamous for its waist-high carved heads from the Mwangi Expanse. At random intervals and when nobody is watching, the faces can change their expressions in an instant.
16. Statue of Durvin Gest: This 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer.
17. Repository: This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.
18. Southgrove: This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city space to retreat.