A Wish Upon a Shattered Star

Game Master Dragoncat

Seven devils all around you
Seven devils in your house
See I was dead when I woke up this morning
I'll be dead before the day is done
Before the day is done

Current Date: Starday, 15th of Sarenith, 4714 AR

Curse of the Lady's Light Loot Sheet!
Loot!

Seugathi Ambush!


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Silver Crusade

Ha, good luck with that. Behold my -17 for (1d3-2)! I would have trouble hitting an ooze, even if i dropped the shield for only -7.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Ulfr Uggason wrote:

I have one big fat trick with a few minor side abilities. That one trick though...

As I level I'll buff more, but mainly I enable even the weakest of weaklings to hit like a truck. I could even make a kobold respectable. :)

Get summon monster, I read you


Meh. I'll just make my party into monsters instead. ;)

I'm actually not sure if I get those as a skald. I'll have to check.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Here is my character submission. Ada Melgath half-orc life shaman.

Crunch:
Ada Melgath
Female half-orc (arena-bred) shaman 2 (Pathfinder RPG Advanced Class Guide 35)
N Medium humanoid (human, orc)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 21 (2d8+9)
Fort +2, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+1/19-20) or
scorpion whip +2 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip)
Special Attacks channel positive energy 3/day (DC 13, 1d6), hex (evil eye)
Shaman Spells Prepared (CL 2nd; concentration +5)
1st—bane (DC 14), bless, entangle (DC 14); detect undead[S]
0 (at will)—detect magic, guidance, read magic, stabilize
S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 15, Int 11, Wis 17, Cha 14
Base Atk +1; CMB +2; CMD 13
Feats Toughness
Traits monument scholar, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Heal +7, Intimidate +4, Knowledge (local) +3, Knowledge (nature) +4, Knowledge (planes) +4, Perception +9, Profession (librarian) +7, Spellcraft +5; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc
SQ orc blood, spirit animal (cat named Arcane Familiar), tenacious
Other Gear chain shirt, longsword, scorpion whip[UC], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Gorum, 47 gp, 11 sp, 10 cp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (6 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Shaman Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (cat named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tenacious (1/day) Reroll a failed Fortitude/Will save or Constitution check, must keep second result even if worse.

--------------------
Background:
Ada Melgath was born into a family whose main income was from events held at the hippodrome the Serpents Run. They engage in the mock gladiatorial events, and taking the hard earned money of the patrons. The whole clan has been engaged in these events for generations. It’s not a bad living, but Ada has gotten tired of healing up the bumps and bruises of her extended family. She’s slight for a half-orc, and does not have the ferocious nature that it takes to climb in the clan hierarchy. Her skin barely has the green cast of an orc, and glows with health. Her hair is soft and not rough, and glows when using her shaman skills. She dresses neatly. If she covers her ears and doesn’t smile wildy you aren’t sure what her race is.

She is has an affinity for life. She uses the skills she has been given by the spirits to help her fellow Pathfinders and harm those who take advantage of others.

She met a retired Pathfinder at one of the shows. He had been knocked over and hurt in a rambunctious crowd. Ada healed him up, and they started talking about the history of the orc double axe. Seeing a spark of interest in exploring the old places of the word he sponsored her for an interview to join to the Pathfinder Society. She jumped at the chance, and Asa’s spent the last couple of years working for the society as an apprentice. She found she enjoys searching through the records of the Society and going on missions based on that research. She’s working toward getting her own missions, but knows that can be years in the future.

Liberty's Edge

Flutshy wrote:
Ha, good luck with that. Behold my -17 for (1d3-2)! I would have trouble hitting an ooze, even if i dropped the shield for only -7.

One damage to an ooze that's gonna take a while to kill it and I think it will have eaten you before you really wound it.


Sorry that it has been taking so long... thinking I am going to submit a human oracle (Alabaster Outcast campaign trait - House Vanderale) with the Lore mystery / Tongues Curse. Still working on it, first time I have considered an oracle so its interesting work crafting her. Should be ready by the cut off though.


In no order Finished with Build and Background...

Carimac - Ada Melgath Half - Orc Life Shamen
Jesse Heinig - Azura Celestine - Aasimar Bard (arcane healer)
William Nightmoon - Kip Whitetongue - Kobold ALchemist (trapbreaker)
Kevin O'rourke 440- Mitabu - Human Arcanist (Magaambyan Initiate)
Jesper Roland Sørensen - Rex Jamuson Human cleric (herald caller)
Seth 86 - Lamb and Wolf - RP 14 - unchained summoner
Kroama - Flutshy of house Kaddren - Gnome Oracle (life)

Build No Background

Mokshai - Thomas Leafbearer - 1/2 cleric1/wizard1

Work still in progress -
Joseph Soltz - Sphere of might something alchemist based i believe
The Emerald Duke - Human Oracle
Ouachitonian - Oracle or Alchemist
Raltus -
Helikon

If i missed you let me know and my apologies!


Mine is still in process, as I have been at work the last few days.

I can have him finished by tomorrow evening.

the problem with working nights. :(


Quivers with antici-


I've made an alias for Rex to keep his build and background together with easy access.


Codrian Versade:

Male Human Scholar 2

Codrian CR 1
N M Humanoid (human)
Init +1; Perception +7
===== Defense =====
AC 11, touch 11, flat-footed 10;
hp 16 (2d6+4);
Fort +2, Ref +4, Will +4
===== Offense =====
Spd 30 ft., other types of movement
Melee Quarterstaff +0 (1d6-1), Ranged Flashbang +2 (1d4)
Special Attacks Flashbang
===== Statistics =====
Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 10
Base Atk +1; CMB +0
Feats Skill Focus: Heal, Additional Traits
Traits Alabaster Outcast (Campaign), Alchemical Adept (Magic), Clever Wordplay (Social), Roof Racer (Regional)
Skills Acrobatics +6, Appraise +10, Climb +4, Craft:Alchemy +10 (+2 when Crafting, +1 using lab), Diplomacy +10, Heal +13 (+2 Healer's Kit), Kn:Arcana +10, Kn:Dungeoneering +10, Kn:Local +10, Kn:Nature +10, Kn:Planes +10, Kn:Religion +10, Linguistics +10, Perception +6, Spellcraft +10, Stealth +6, Survival +6, Use Magic Device +5
Languages Common, Infernal, Celestial, Elven, Dwarven, Draconic, Aquan, Gnome
Combat Gear gear used in combat; Other Gear gear not used in combat (or just Gear if no division)
===== Special Abilities =====
Careful Packer (Ex) A scholar knows that being prepared for any eventuality with a variety of tools is essential for success. Treat the storage space of backpacks and similar containers as though they were twice the size, and use Intelligence in place of strength when determining carrying capacity.
Medical Training (Ex) The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. The scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
Flashbangs (Ex) At 2nd level, the scholar learns how to make unstable preparations she can hurl at a creature as a ranged touhc attack, range 30ft + 10ft/class level, dealing 1d4 B+P damage and forcing the target to succeed on a Fortitude Save (DC 10+1/2 Level+Int Mod) or be deafened and dazzled for 1d4 rounds; if a creature fails this saving throw, she may recover her martial focus as an immediate action. Preparing and Throwing is a standard action, and if the scholar has 5+ Ranks in the Craft:Alchemy skill, it deals 1d8 B+P damage and blinds and deafens, instead.
Alchemy Sphere (Formulae) (Ex) You may craft any item whose formulae you know in 30 minutes, or 15 minutes with access to an Alchemist's lab. Due to the volatile nature of Formulae, you can only have a number prepared equal to 1/2 your ranks in Craft:Alchemy + the number of formulae talents you possess.
Focusing Formula (Formulae) (Ex) Craft DC 15 You create a concoction you can draw and drink as a move action to restore your martial focus. You can increase the Craft DC for this item in increments of 10; each time you do so, the focusing formula becomes more potent, allowing you to drink less for the same effects, giving you an additional use of the item before it is consumed.
Improved Acid Flasks (Formulae) (Ex) You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10ft, dealing 1d6 acid damage +1d6 per two Craft:Alchemy ranks you possess to the targert of a direct hit, half that damage to targets 5ft away from the point of contact, and one point of damage per die of damage the weapon deals on a direct hit to targets 10ft away from the point of contact (max half of direct hit damage). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again the following round. You can increase the Craft DC in increments of 10, each time you do so, the range for each damage increment is increased by 5 ft.
Salve (Formulae) (Ex) You create a poultice that can be used to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft:Alchemy you possess (minimum 1d8) plus your practitioner modifier. You can only attept to heal a particular creature with this ability a number of times per day equal to half the number of ranks you posses in Craft:Alchemy (Minimum 1) plus practitioner modifier.You can increase the Craft DC of this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Staff Mastery (Ex)You can wield a quarterstaff as a one-handed weapon; Make this decision at the start of your turn. When you wield as a one-handed weapon, your other hand is free and you cannot use the staff as a double weapon. In your hands, a quarterstaff is treated as a trip weapon.
Scout Sphere Gain ranks in Stealth equal to total HD; whenever you gain a Hit Die,you gain an additional rank. When identifying a creature's weaknesses (DC 10+Creature's CR), a scout may substitute a Perception check for the appropriate Knowledge check at a -5 penalty as a swift action. Once you have succeeded at a scout attempt or knowledge check against a target, talents or effects that require you to scout a target may be used against the target for the neext 24 hours.
Sudden Acuity (Ex) You gain a bonus to Perception checks equal to 1/2 your total Hit Dice. As a swift action, you may increase this bonus to be equal to your total HD for one round. You may expend martial focus to use this ability as a free action that can be taken even when it's not your turn.
Athletics Sphere (Ex) Whenever you take the withdraw action, you regain martial focus. Each package has an associatedMovement Mode and an associated skill. When you gain a package, you gain full ranks in it's associated skill. If you possess both leap and Run training packages, you gain a competence bonus on Acrobatics checks equal to halk your BAB instead of retraining again. Climb: Retain Dex to AC while climbing, double speed of climbing. Leap: You may reduce the effective height of any fall by 20ft on a successful DC 15 Acrobatics cheeck rather than 10. In addition, the fall is reduced by an additional 10 ft for every 10 points this check exceeds the target DC. Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times if wearing heavy armor or carrying a heavy load. If you make a running jump, gain +4 on your cheeck. Retain Dex bonus to AC while running.
Wall Stunt (Ex) If you possess the leap training package, wheen jumping or falling, you may make an acrobatics check to jump as a swift action, provided there is a solid object other than a ceiling adjacent to you at that point.You may treat spaces occupied by creatures of your size or largeer as containing such an object byt yoour movement provokes attacks of opportunity as normal. Fall damage is calculated after removing the height of the swift action jump. Run: As long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but movement provokes as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground; if there is no ground present, you fall. Climb: You may attempt to cling to the wall at the end of your movement. If you possess the leap training package, you may make Acrobatics checks to jump as part of this movement as normal.

Got a little hasty typing some of that out at the end; I've got to be leaving shortly. I'll hopefully get a chance to type something up for a background better written out than what I've got right now, but the long and short of Codrian's adventuring life beginnings are as follows.

Backstory:
Growing up in the luxury of the Alabaster District, Codrian was treated to an exceptionally distinguished education, learning as much as he could in all disciplines. Even with all the books, and diagrams, and graphs that could be mustered for him, however, he always wished to learn more, oftentimes even lusting after some of the shadier sources of knowledge. Before long, the temptation grew to be too much, and he pursued less... savory sources of education, including, but not limited to, some lesser Sczarni "officials" that exchanged the knowledge for his skills in Alchemy, mostly, though a smattering of forgeries had also made their way into the open that he'd created.

When one of these documents was found, and traced back to the Versade family, of course it was covered up. It had to be covered up, and along with it, him. He wasn't left to law enforcement, but he was given his belongings, a small "severance package" of sorts, and strict instructions not to involve the family in any of his dealings, either above or below the table. As such, he generally introduces himself as Codrian Ionescu, though if he's had a few drinks, he may get a bit bitter and foolhardy.

The Pathfinder society sought him out soon after he was excommunicated from his family, and while he resisted at first, once he decided that it was time to prove to his family that his skills were valuable, and his thirst for knowledge entirely justified, he wholeheartedly dove into the world of the Pathfinders.

I've still got a bit left to do; namely, gear for the most part.

Edit: If allowed, I'd also like to take the Variant Multiclass option for Alchemist.


Somewhat more bare bones than I would like (still need to get items, pick spells, and refine the backstory) but here is Marisa Vanderale, Oracle of Nethys.

Crunch:

Stats:
STR: 13
DEX: 12
CON: 14
INT: 14
WIS: 14
CHA: 16
Skills:
Diplomacy: 7 / 8 within Magnimar
Heal: 7
Knowledge - Arcane: 6
Knowledge - Nobility: 7
Knowledge - Local: 7
Knowledge - Religion: 6
Spellcraft: 6
Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing the component. Casting still provokes AoO as normal, and spells that have material components costing greater than 1 gp still require the component.
Traits:
Civilized: You gain a +1 trait bonus on Knowledge - Nobility and Knowledge: Local checks, and Knowledge - Local is always a class skill for you.
Alabaster Outcast: Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Mystery: Lore (Add Appraise and all Knowledge skills to list of class skills)
Curse: Tongues (Only understands and speaks Celestial when in combat.)
Revelations: Sidestep Secret (Use CHA score instead of DEX score for purposes of AC and Reflex Saving Throws.
Spells: TBD, 5 lvl 0, 2 lvl 1, all with 'Cure' in the title, Identify

Background:

Born into the wealthy Vanderale family, Marisa's future seemed to be set from birth. Fate, however, had other plans. 'Blessed' by Nethys with knowledge of the world around her, she often would spontaniously start speaking in celestial when stressed or pressured. Her family managed to hide this for the most part while she was growing up, but it came to the forefront when she was surprised by her betrothed at 17. To save face, she has been disowned from the house and sent to the Pathfinder society for 'help' with her problem.


Codrian is incredibly support oriented, as can be seen. In addition to other support options he has, he's got about... 57 points of free healing per person per day, possible, with another almost seventy per person possible at the expense of healing kit uses. He's also got the major Knowledge skills covered, and down the road, will be picking up a pseudo-Bardic Knowledge to cover the others reasonably well, too. His flashbangs are a little weak at the moment, but deafening spellcasters and such is reasonably useful, and they're a good way for him to recover martial focus. Once he gets into material impositions they'll get a good bit of utility, if he wasn't utilitarian enough already.

I will say, I've never had a less feat dependent character. I'm still trying to figure out where his remaining feats might go if I'm able to VMC.

Edit: His direct offense and defense aren't terribly impressive, and will continue not to be. I may keep a few vials of acid on hand to have an option for damage, but it will never be my focus.

His mobility is pretty good too, for a mundane. Not specifically fast, but definitely able to get places.


Codrian looks well enough as is, sadly my grasp of VMC covers about as much as I know about spheres of power, so mixing the two would be a bit much.... for now at least, if selected down the road if i get a better handle on things we might relook into it.

looking good folks, the shop will be closing up on applicants tomorrow at appx midnight, I hope to have selections by the 22nd in the morning.


DM The nines wrote:

Codrian looks well enough as is, sadly my grasp of VMC covers about as much as I know about spheres of power, so mixing the two would be a bit much.... for now at least, if selected down the road if i get a better handle on things we might relook into it.

looking good folks, the shop will be closing up on applicants tomorrow at appx midnight, I hope to have selections by the 22nd in the morning.

The long and short of it is that you give up every other progression feat for things from the selected base class, advancing as you go forward. Alchemist, for instance, grants you a scaling bonus to craft :Alchemy at level three, weaker bombs than an Alchemist at level 7,etc.

Either way, I'm not that worried about it, and it doesn't come into play until level three anyway. If I get in, and you decide not to allow it, I'll just have to figure out something to spend feats upon.

My main goal was to get a character up, and all the pieces are pretty much in place. A Quarterstaff for vaulting and maybe an AoO at some point, a healing kit or a few, a portable alchemist's lab... In the event I'm chosen, I wouldn't happen to be able to use some of the money for crafting, would I?


I have no problem with you using some of your money for crafting... or anyone else for that matter, though if you are making gear i would like to see a few crafting rolls just in case the dice gods love you or hate you. :)


1 person marked this as a favorite.

-pation!


Background and revamp to your requirements are done. :)

Mokshai.


Didn't have the time I was hoping for to polish my submission's crunch, but here is a refined backstory.

Marisa's better backstory:

Noble families have come and gone in the city of Magnimar, but few have endured the test of time. One of those sits above the rest in prolonged power, influence, and notability: House Vanderale.

As such, Marisa should have had a relatively carefree and easy life. The best tutors, the finest living conditions, and the prestige and respect that came from her family name were her birthrights. Her physical appearance was charming, and her manners were of the caliber only those born into wealth have the time to attain.

Underneath the surface appearances, however, lurked a family secret that none outside of House Vanderale's retainers and members knew: Marisa was cursed. When studies became frustrating, when infighting broke out around her, or when she was startled, she would become... strange. Unable to understand those around her, she would speak in a foreign tongue not native to Golarian itself. A local aasimar was able to identify the language as celestial, and have entire conversations with her when she was frightened. When the fits passed, so did the language barrier, but it was something that the House did its best to hide.

Sadly, secrets rarely are able to be kept forever, and in Marisa's case it was revealed at the worst possible time. House Kaddren was seeking an alliance of blood between the two houses, and their envoy startled Marisa with the betrothal proposition. The ensuing reaction in celestial doomed the prospect, and further embarrassed her house as the tale of the "possessed tongue speaking heathen" spread from the loose lipped page.

In an effort to save face, Marisa was banished from the House. She now seeks her fortune with the Pathfinder Society, both to better understand her condition and to find her way in a much less bright world.


I think I've decided what several of my remaining feat slots could be, whether VMC is involved or not. Master Alchemist and Signature Skill:Craft (Alchemy) are both super appealing to me. I need to really dig through a list of alchemical items/weapons, and see what interesting sorts of shenanigans I might be able to get into.


Applications are closed to newcomers, if you havent finished yet hurry by midnight tomorrow i plan on have selections done. :)


Not gonna bother doing crafting rolls unless I'm picked, but what's your stance on taking ten on craft? I've had some GMs allow it, and others not take so kindly to it. Not worried either way, I'd just like to know.

Edit: Good luck everyone! I'm hoping I've actually got a shot at this, but there are some awfully good applicants for this game. Whoever gets in:Have fun!


Well good luck everyone.

I plan to pick if I go with the high dex or wis array once I'm picked and see the finished group. I might start the first levels being a support caster with archery as backup and swift that around as I evolve my char.


Good luck folks! :D


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yes good luck all.

Silver Crusade

You could say that, as we wait, we're all wishing... upon that star.


What is it with gnomes and puns? Here! I'll sing it!

When you wish upon a star
It doesn't matter who you are
It just matters
What
You
Wish

(Thanks Disney)


Just a little longer of a wait folks, stuck at work for a bit more...


So mean, to pop in here with a bunch of waiting people and tell them it's just a little while longer...

The anticipation is killing me!


Wait for it.... :P


heh... this is fun to watch if nothing else...


So after great internal debate i have chosen . . .

Azura Celestine -

Ada Melgath,

and Marisa Vanderale.

feel free to go ahead and dot the things, I will have your incoming posts up after this silly luncheon i have to attend. I am sorry everyone else, as It is I am squeezing in one more. I do have something else in the works (give it a month or two) and I did appreaciate your time and effort. If people end up dropping or the like i will totally consider your applications first and foremost beyond others... thank you


Aww, darn. I thought I had a chance. Have fun, those who were selected!


Very cool! Will have the avatar built and dotted in shortly!

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