DM Bigrin's Shattered Star (Inactive)

Game Master bigrin42

In Varisia's bustling frontier city ofMagnimar, the Pathfinder Society's newest lodge recruits a team of rookie Pathfinders to track down rogue agent Natalya Vancaskerkin-who also happens to be one of the Varisian criminals known as the Sczarni. Yet


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Grand Lodge

Alright Bedwyr is almost reaady... I'll finish his stat block and equip him tomorrow but for now here is his backstory

Appearance/Personality:
Bedwyr Glimerbeard was born in the Lands of the Linnorm Kings and is well adapted to the fridgid enviroment of the northern Inner Sea. He is shorter and thiner then most other dwarfs with his height creasing just over 4 feet and weighing only 158 pounds. As with all members of the Glimerbeard Clan Bedwyr hair is an impressive mane the color of hay that seems to have thousands of tiny gold flecks throughout. Bedwyr does his best to maintain his locks brushing religiously every morning but by noon his hair is a windswept tangled mess. His face is not appealing to gaze upon. Even as a small child he had pock marked cheeks and blotchy completion, but on the night he discovered his patron Bedwyr lost most of his nose, ears and nearly 3 fingers to frostbite. Bedwyr conceals most of his face behind a thick bushy beard that he has woven into 2 impressive braids that flank his chin.

Bedwyr has become used to being treated poorly for his appearance. In social situations he usually is curt, crass and nearly rude when he engages in conversation at all. He is extreme slow to trust but the few friends he has he is loyal beyond reproach. He hides his arcane witch powers as much as possible for fear that he will be shunned further. Most of Bedwyr's attitude is a front to protect himself. He acts like he doesn't care but in truth he desperately wants to be accepted. That being said Bedwyr is nothing but smart. He hates to loose at anything and carefully chooses his side to be most advantageous for him. Bedwyr has long ago come to the realization of life's eternal circle of death and rebirth. He believes that all creatures are neither inherently good or evil but it is their actions on the mortal planes that determine their scales during final judgement of the soul.

Background/History:
Bedwyr has never heard the calling of the stone or his Dwarven ancestorial gods. He was born on the surface and much prefers the salt air of the oceans to the cramped confinement of a life below the earth. His family makes their home in Halgrim and Bedwyr comes from a long line of master shipwrights in service to the Linnorm Kings.

Bedwyr has never been one for making friends and has always been a loner and outsider. Once as a child he built himself a boat and attempted to sail away from home, only to sail directly into the maw of a fierce winter storm. The storm capsized his small boat and plunged the young Dwarf into an ocean so cold that when Bedwyr surfaced he clung to an iceberg to keep from drowning. Even in the storms rage and bitter cold that should have brought his death Bedwyr hung onto the floating hunk of ice. He held for hours refusing to die. Then for the first time he heard the whisper of his patron in his bones.

It told him it was Kal-Ua of the Everfrozen Oceans on the plane of water. It bid him to cling to the ice till his fingers broke from his hands and it would reward him with the power to survive and more. And so Bedwyr clung till the morning sun and passing storm brought a miracle. A ship of Pathfinders on their final leg of a long sea journey to Halgrim discovered Bedwyr blue as a Madrid with frostbite claiming most of his nose and ears, but still alive and still clinging to the iceberg.

From that day Bedwyr has been able to summon arcane powers of a Witch. At first he was frightened of the ability to manipulate the universe to his will. And for years he tried to ignore the gift, deciding instead to move further from proper society onto the fringe. He started spending more and more time alone taking long walks in winter out onto the frozen ice shelf alone. It was here that Bedwyr discovered he could commune with the animals that make their homes adjacent and in his beloved sea. It was also on one of his ice shelf walks that he found his first true friend and constant companion the frostbite water spider Rebecca.

Bedwyr is a rare Dwarf who does not handle his liquor well. He has been known to drink away his loneliness until he stumbles out of the local tavern to pass out in an alley. Many a would be cut purse has found Bedwyr in the inebriated slumber and thought him an easy mark only to come face to face with his familiar Rebecca, who loves to makes her nest in the folds of his cloak at he nape of his neck hidden under the locks of his hair.

Recently, Bedwyr has decided to leave his native northern lands. He chose to leave partly due to fear that like his father and father before him, he would spend his entire live in the dry docks, building beautiful wondrous sea going vessels so that others may seek adventure and partly due to the debt he feels to the Pathfinders for plucking him from the ocean after the night he discovered his powers many years ago. To this point, Bedwyr has enlisted himself into the Pathfinder Society Grand Lodge.

The Society Has chosen to use Bedwyr's great knowledge and skill as a shipwright to use immediately. Sending him to Magnimar to examine and repair the Society's galley Shinning Enterprise which was run a ground in Varisa and barely limped into the Magnimar's harbor. The repairs on the vessel will take more than a month to complete, unless Bedwyr will be needed for something else...


Class: Gunslinger(Musket master)
Race: Aasimar
Alignment: CN
Traits: Exchange Agent(Campaign) and reactionary.
Ability Scores:10 str, 18 dex, 13 con, 10 int, 14 wis, 10 cha


Interesting combo, I'll have a character tomorrow.


Great! I'll come up with a background to fit the setting by Monday.


Joseph here.

character is almost ready, just need to jot down his history but I'll get on that tomorrow. Basic stats are in my profile, everything else is being transferred over.


Here's Sarusa Almanthis, half-elf Menhir Savant druid.

Sarusa:
Sarusa Almanthis
Female Half-Elf Druid 1
NG Medium Humanoid (elf, human)
Init +5; Senses Low-Light Vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Curve Blade, Elven +2 (1d10+3/18-20/x2) and
. . Spear +2 (1d8+3/x3)
Druid Spells Prepared (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shillelagh (DC 15), Entangle (DC 15)
0 (at will) Read Magic, Detect Magic, Light
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Druid Weapon Proficiencies, Improved Initiative, Skill Focus (Handle Animal) (Adaptability)
Traits Dirty Fighter, Monument Scholar
Skills Acrobatics +0, Climb +1, Escape Artist +0, Fly +0, Handle Animal +7, Knowledge (history) +1, Knowledge (nature) +4, Perception +10, Ride +0, Spellcraft +4, Stealth +0
Languages Common, Druidic, Elven
SQ Animal Companion Link, Elf Blood, Share Spells with Companion, Spirit Sense, Spontaneous Casting
Combat Gear Curve Blade, Elven, Spear, Wooden Armor;
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dirty Fighter +1 damage when flanking.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monument Scholar +1 Know (hist) in varisia, +2 if related to Magnimar. +2 to recieve Magnimar monument boon.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
--------------------
Sarusa is a "pure" half-elf, born to half-elven parents in Magnimar who did their small share of adventuring in their day. She and her brother grew up in a household that moved with the seasons; her father, a sculptor of stone, preferred the city during the colder seasons, but as the days grew longer and warmer, her mother, a ranger of some renown, would bring them out upriver, travelling along the Yondabaraki, sometimes as far as Sanos Forest. It was on these trips that Sarusa discovered her connection to the invisible lines of force that connect and criss-cross the land and water, and even the sky and planes beyond. Ruins just hidden within the Mushfens, or on the rolling hills, would sometimes catch her eye and call to her, humming with an imperceptible deep resonance.

During her times back in Magnimar, Sarusa spent days wandering the city, missing the wilderness. To her surprise. she found the same mystic sensation in monuments scattered throughout the city. Enthralled, she apprenticed herself to two mentors: Ebenthor, a scholar of the stones and statues of Magnimar, and a friend of her father, and Kelithe, a druid of the Mushfens, who assisted her in drawing out her companion, Gellig, a giant and imperturbable frog, from the murk of the Fens.

Sarusa quickly realized that Eben and Kel, as she came to know them, were training her to be an Initiate into a secret society she had heard of, but never seen: The Pathfinder Society. Within their ranks, she was assigned a third mentor, an elf of Kyonin named Indulé, who taught her the ways of the elven curve blade. Excelling in her tests, she soon found herself kneeling before them, in a hidden chamber, accepting the oath of allegiance and ready for her first mission.

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A little more for Sarusa.

Hooks:

Sarusa has run afoul of the forces at work in Magnimar due to her obstreperous nature--she is a crusader for animal freedom, among other justices. After meditating at the Celwynvian Charge in Lowcleft, she chanced upon the bullpens of the Matador's Lodge, and impulsively decided to free several animals. The resulting stampede and chaos was legendary; regrettably, only one animal actually made it to freedom, but that was sufficient for Sarusa. The Lodge has a standing warrant to shake down any "half elf trollops" who wander near ever since. Dogs have gone missing from the Serpent's Run as well, usually given to wandering Varisian caravans as pets (or so Sarusa hopes).

Liberty's Edge

Hi GM, applying for the role. I am a very committed and can post multiple times per day thrpugh my phone. I can do randomised or I can try this character I created too.


Hey Bigrin

Here is the completed Rameth the Delver. I hope you consider me.


My randomized entry: Male Orc Beast-bonded Witch. The stats etc. are almost finished, but posting background here now since it's done.

Background:

Harbug was raised in a tribe of orcs in the Hold of Belkzen. He fought for strength, as orcs are known to do, but his intellect proved to be almost as strong. He found a conduit to the Blood God through communion with a small black cat and through that gained power; he thought enough power to control his tribe as their shaman.

He was wrong--the tribe's shaman, Carrug Bloodletter easily bested him in combat and banished him from the tribe. Banished by fiat and his own shame, Harbug left on a journey to find greater strength from the Blood God and swore to return to his tribe and take his place as shaman.

Harbug wandered the Cinderlands for some weeks, barely able to keep himself alive. Eventually he followed a river and ended up near the town of Kaer Maga where he met some travelling Pathfinders, including a half-orc Sorceress, Zeljka. He quickly became infatuated with her arcane prowess and her ferocious beauty. After much prodding (and several beat-downs by the sorceress) she agreed to let him learn from her _if_ he proved himself as a Pathfinder first. He joined the Pathfinder society and after some initial arcane training was assigned to the new lodge in Magnimar...


Master summoner, synthesist, brood master, regular summoner.


Fallen_Mage:

Storm Druid ,Menhir Savant,Wolf Shaman, Standard Druid 4d100 ⇒ (72, 95, 5, 51) = 223 = Menhir Savant

Congratulations Fallen_Mage, your random character is a Female Catfolk Menhir Savant

LackofFocus:

Crusader, Merciful Healer, Separatist, Plain 4d100 ⇒ (89, 12, 50, 12) = 163 = Crusader

Congratulations LackofFocus, your random character is a Female Half-Elf Crusader

Kozaric:

Samurai, Gunslinger, Bard, Inquisitor 4d100 ⇒ (52, 61, 78, 86) = 277 = Inquisitor
Paladin, Witch , Alchemist, Summoner 4d100 ⇒ (91, 39, 51, 55) = 236 = Paladin
might, magic 2d100 ⇒ (10, 57) = 67 = Paladin

Human, Half orc, Half elf, Strix 4d100 ⇒ (5, 21, 21, 3) = 50 = Half elf
tiebreaker 2d100 ⇒ (28, 93) = 121

M/F 2d100 ⇒ (81, 79) = 160 = male

Congratulations Kozaric , you rolled a Male Half elf Paladin. Now, give me 4 archetypes (plain can be one)

mittean:

Master summoner, synthesist, brood master, regular summoner 4d100 ⇒ (51, 77, 60, 88) = 276 = plain

Congratulations mittean, your random character is a Male Goblin Summoner

@Thordan Silentail The Neverfail - Your choice.

@everyone - If you have had me roll your character, or at least given me bare bones for a concept, you should be listed in the "Interest Only" area below. If you have at least given me some fleshed out background or more, your character should be listed under its category. If you think it is in the wrong category, please let me know.

Submitted Characters:

Assault:
Petronicus di Baradin - Human Fighter
Malena Imoroa - Human (Varisian) Kapenia Dancer
Woiak - Half-orc magus
Bimbur Longstrike - Dwarf Zen Archer
Bandon - Human Gunslinger
Jon Lo - Aasimar Musket Master
Crugold Battlebeard - Dwarf Monk

Skill:
Angelica Nenaviste - Human (Varisian) Burglar
Caradrien - Elf Rogue
Rameth the Delver - Human (Varisian) Archaeologist

Divine:
Lefig - Human Oracle of the Heavens
Bedwyr Glimerbeard - Dwarf Sea Witch
Cassim Deschain - Aasimar Divine Hunter
Sarusa Almanthis - Half-elf Menhir Savant
Harbug - Orc Beast-bonded Witch

Arcane:
Raven - Peri-blooded Aasimar Illusionist
Tynan Kaddren - Fetchling Wizard

Incomplete/Interest Only:
Arknight
Oterisk
EntropyRules
Thornborn
godsDMit
Odea
sunshadow21
Camris
Spazmodeus
LackofFocus
pH unbalanced
Axolotl
Ridge
wolfman1911
Bob Evil
Valkur
Fallen_Mage
Akihiro
Smite
mittean


Thank you DM Bigrin. Will have the character up either later tonight or tomorrow morning at the latest.


Rolling for alternate traits
3d100 ⇒ (53, 21, 99) = 173


Archetypes:
Divine Hunter,
Oath Bound - Oath of Vengeance,
Warrior of the Holy Light,
No Archetype


Archetypes: Plain, Divine Strategist, Evangelist, Cloistered Cleric

Silver Crusade

DM Bigrin:
Just a note, Raven was my original submissions, so not in the running anymore. Thanks though.


For clarification, Angelica is a Changeling. I realized it wasn't spelled out in her profile beyond her backstory. It was the reason she had "Varisian" in quotes.

I would like to think they are not very common, and not everyone automatically knows that mismatched eyes equal changelings. She is written as not even knowing the truth herself.

Also, updated to max starting gold.


Kozaric:

Divine Hunter, Oath Bound - Oath of Vengeance, Warrior of the Holy Light, No Archetype 4d100 ⇒ (29, 74, 87, 11) = 201 = ??

Congratulations Kozaric, your random character is a Male Half-elf Warrior of the Holy Light

Akihiro:

Plain, Divine Strategist, Evangelist, Cloistered Cleric 4d100 ⇒ (54, 28, 22, 3) = 107 = plain

Congratulations Akihiro, your random character is a Female Human Cleric

@Xzaral - Thanks for the heads-up

@Angelica Nenaviste - Noted


I'm intrigued by the randomness, but more just to see what the result would be. So, if it's okay, here is my random selection just for fun, and I might just put something together off of it.

Basically going with the stuff I wouldn't normally play.

Classes
Barbarian, Monk
Inquisitor, Ranger
Oracle, Witch
Alchemist, Sorcerer

Race
Catfolk, Drow, Kobold, Orc


Hey DM Bigrin,

Here's Spazmodeus' sin-eater for you consideration.


I made a couple small changes. I added the appearance, which I had neglected and fixed an error I had made. I forgot that Archaeologist's Luck is a Swift not a standard, so Removed Arcane Strike for Scholar, which I think fits for a Ruins Delver anyhow.

I am continuing to flesh Rameth out as he simmers in my brain.

Thanks


With luck, I should have a completed character up by tomorrow, though the mechanics of alchemists kind of throw me for a loop. I'll warn you now, the background is fairly long, and I'm not finished yet. I'll try and pare it down a little before I post it.

Anyway, the gist of it is that she is from Mendev, and has over time become something between a Dystheist and a Misotheist depending on her mood. She was an apprentice cleric of Shelyn, focused on healing, but she abandoned that to pursue alchemy after she met a man from Alkenstar that filled her head with stories of Rahadoum. Her loss of faith comes from her view that everyday, Mendev is flooded with new soldiers eager to pour out their veins in the forlorn hope that they will make a difference, meanwhile the good gods apparently do nothing.

I think that's about as far as I can get without knowing what skills she has invested in.


Finished character submission by Odea; stats are in profile:

Background repeated from above:
Harbug was raised in a tribe of orcs in the Hold of Belkzen. He fought for strength, as orcs are known to do, but his intellect proved to be almost as strong. He found a conduit to the Blood God through communion with a small black cat and through that gained power; he thought enough power to control his tribe as their shaman.
He was wrong--the tribe's shaman, Carrug Bloodletter easily bested him in combat and banished him from the tribe. Banished by fiat and his own shame, Harbug left on a journey to find greater strength from the Blood God and swore to return to his tribe and take his place as shaman.

Harbug wandered the Cinderlands for some weeks, barely able to keep himself alive. Eventually he followed a river and ended up near the town of Kaer Maga where he met some travelling Pathfinders, including a half-orc Sorceress, Zeljka. He quickly became infatuated with her arcane prowess and her ferocious beauty. After much prodding (and several beat-downs by the sorceress) she agreed to let him learn from her _if_ he proved himself as a Pathfinder first. He joined the Pathfinder society and after some initial arcane training was assigned to the new lodge in Magnimar...


Angelica Nenaviste:

Sure, why not?

Barbarian, Monk, Inquisitor, Ranger 4d100 ⇒ (34, 19, 5, 31) = 89 = Barbarian
Oracle, Witch ,Alchemist, Sorcerer 4d100 ⇒ (96, 31, 59, 9) = 195 = Oracle
might, magic 2d100 ⇒ (98, 17) = 115 = Barbarian

Catfolk, Drow, Kobold, Orc 4d100 ⇒ (36, 99, 81, 44) = 260 = Drow

m/f 2d100 ⇒ (13, 59) = 72 = female

Congratulations Angelica Nenaviste, you rolled a Female Drow Barbarian. Now, give me 4 archetypes (plain can be one), and 4 races


I'm an old grognard; I love the random idea.

Assault: Paladin, Samurai
Skilled: Bard, Inquisitor
Divine: Cleric, Oracle
Arcane: Witch, Sorcerer

Races: Human, Hobgoblin, Oread, Tengu


Sir Jolt:

Paladin, Samurai , Bard, Inquisitor 4d100 ⇒ (17, 16, 60, 74) = 167 = Inquisitor
Cleric, Oracle ,Witch, Sorcerer 4d100 ⇒ (45, 93, 67, 29) = 234 = Oracle
might, magic 2d100 ⇒ (48, 33) = 81 = Inquisitor

Human, Hobgoblin, Oread, Tengu 4d100 ⇒ (84, 42, 74, 77) = 277 = human

m/f 2d100 ⇒ (62, 32) = 94 = male

Congratulations Sir Jolt, you rolled a Male Human Inquisitor. Now, give me 4 archetypes (plain can be one), and 4 races

@Amaranthine Witch - I'm not keen on specifically contradicting world lore.


Archetypes
Brutal Pugilist/Urban Barbarian
Scarred Rager/Totem Warrior (Spirit)
Brutal Pugilist/Totem Warrior (Fiend)
Urban Barbarian/Superstitious

I'm kind of liking the method, not sure how it will turn out, but I have an idea of how I would backstory each option.


I had to look up misotheism. Fascinating.


DM Bigrin wrote:

** spoiler omitted **

@Amaranthine Witch - I'm not keen on specifically contradicting world lore.

I thought it better and deleted the question.

This is Aloys Kaddren, a white-haired witch going into eldritch knight.


Angelica Nenaviste:

Brutal Pugilist/Urban Barbarian,Scarred Rager/Totem Warrior (Spirit),Brutal Pugilist/Totem Warrior (Fiend), Urban Barbarian/Superstitious 4d100 ⇒ (90, 60, 86, 36) = 272 = Brutal Pugilist/Urban Barbarian

Congratulations Angelica Nenaviste, your random character is a Female Drow Brutal Pugilist/Urban Barbarian

@Amaranthine Witch - No problem.


May I present Adyn Abette, Sylph Ninja for your consideration? (Previously under the alias "Smite") Background and Crunch are both available on the alias.

Thanks for a fun randomization to play with.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

And here, for your consideration is Zerazin, a female Kayal (Fetchling) Staff Magus. *Definitely* not a character I would have made normally, but I quite like her.

GENERAL:
Female Fetchling (Staff) Magus 1
LN Medium Outsider (Native)
Init: +2; Senses: Low-Light Vision, Darkvision 60' Perception +4 (+6 in dim light)
Languages: Common, Aklo, Terran, Varisian
Str 14, Dex 14, Con 11, Int 16, Wis 10, Cha 12

BOOKKEEPING:

Feats: Quarterstaff Mastery (Bonus from Staff Magus), Combat Expertise (Lvl 1)
Traits: Monument Scholar, Underbridge Dweller
Favored Class: Bard (+1 Skill)
Skills Purchased: 1 Rank each in Acrobatics, Diplomacy, Know: History, Perception, Spellcraft, & Stealth,)
Spells Known: 0th Level x all, 1st Level x6
Spells per Day: 0 Level x4, 1st Level x2

COMBAT INFO:

DEFENSE

AC:15, Touch 12, Flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +2
CMD 14
Cold Resistance 5, Electricity Resistance 5

OFFENSE

BAB +0; CMB +2;
Spd 30 ft.

Melee Weapons:
Quarterstaff (1H)+2 (1d6+2/x2)
Quarterstaff (2H Single)+2 (1d6+3/x2)
Quarterstaff (2H Double)-2/-6 (1d6+2/1d6+1/x2)

EQUIPMENT:

In Hand:Quarterstaff
Worn:Studded Leather Armor

other tbd

SKILLS:

Acrobatics: +2*
Appraise: +3
Bluff: +1
Climb: +1*
Craft(any) +3
Diplomacy: +2
Disguise: +1
Escape Artist: +1*
Fly: +1*
Intimidate: +1
Knowledge: History: +4 (Varisia +5, Magnimar +6)
Perception: +4 (Low Light +6)
Perform: +1
Ride: +1
Spellcraft: +7
Stealth: +4*
Swim: +1*

*includes -1 Armor Check Penalty

SPELLS IN SPELLBOOK:

Level 0:
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

Level 1:
Color Spray
Corrosive Touch
Expeditious Retreat
Illusion of Calm
Magic Missle
Shock Shield

SPELLS MEMORIZED:

Level 0:
Detect Magic
Flare
Mage Hand
Prestidigitation

Level 1:
Color Spray
Shock Shield

SPECIAL ABILITIES:

Arcane Pool
4 pts/day

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

FETCHLING ABILITIES

Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-like Abilities: A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
World Walker: Fetchlings who have spent most of their lives on the Material Plane can become more acclimated to their new environments. Instead of gaining a +2 racial bonus on Knowledge (planes) checks, these fetchlings gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks. This racial trait modifies the skilled racial trait.(Which also gives +2 racial bonus on Stealth.)

TRAITS & FEATS

Monument Scholar: As a child in Magnimar, the city’s ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you’ve studied these colossal works extensively, developing an in-depth knowledge of some of the city’s most famous landmarks. You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments (see Magnimar, City of Monuments for more details).
Underbridge Dweller: You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Quarterstaff Mastery: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

BACKGROUND:
Zerazin returned from the Plane of Shadow at sunset, the intense oranges and reds painting the sky presenting her with more color in five seconds than she had seen in the previous four years. She gaped at it in wonder until the sun disappeared and the stars came out. Then she entered her parents' house, a modest shop of extraordinary goods in the Underbridge of Magnimar, where the local kayal families felt most at home.

Zerazin's dreams had always been of exploration, and understanding the secrets locked within the monuments of stone scattered throughout Varisia. Her parents knew the value such knowledge could bring, and encouraged her to develop her talents and become a treasure hunter. So they sacrificed and paid much to send her to one of the prestigious Shadow Academies back in their homeland.

When she entered, Zerazin's father froze, then he wrapped his arms around her tightly."My dear girl! I almost didn't recognize you. For a moment I thought you Grandmother Crow."

Which wasn't surprising. The Empyreal Lords were not well-regarded in Shadow, and Zerazin's veneration of Aboletta had been a matter of much scorn. Soon after she arrived, her instructors had presented her with a willow staff and told her it was the only weapon she was be allowed until she publicly denounced the Empyreals as 'pretender gods'. Too stubborn for her own good, Zerazin refused, and spent her entire time in Shadow using that one weapon. But she passed every test put to her with no more than that simple staff.

"Where's Mother?" Zerazin asked. "I thought she'd be here. I thought she'd be happy to see me."

"She's away. On business. In Shadow." Her father looked down uncomfortably. "We had debts. Much more than we expected. So..." He shrugged.

When Zerazin had been accepted to the Academy, her parents had told her not to worry about the cost, because they would take care of it. It appeared she needed to worry about it after all.

"Is it money? Do they need money? Because I can get that." Zerazin shook her head in exasperation. "I'd hoped to spend some time in Magnimar. I've missed you. I've missed home. But if money is what we need, I know how to start earning it." She gave her father one last hug, then pulled away. "It's time to join the Pathfinders."


Maybe someone can answer an Urban Barbarian question for my randomized character. Under controlled rage it says "When an urban barbarian rages, instead of making a normal rage she MAY apply..." (emphasis mine). Does that mean that they can rage normal, OR if they so choose, rage under control? Or does it just replace normal rage completely?

Dark Archive

@ DM Bigrin I Just got invited to a Shattered Star Game at my FLGS so I am going to be Stepping down. Thanks for the Random Character Creation that was fun and good luck.

Lack of Focus


@ Angelica: I posed the same question before (not here) but the consensus answer I got was yes you can use either. much like the varient channleing. you can channel normal or you can apply the varient.


@Adyn Abette - The dice and I both say "you're welcome".

@Angelica Nenaviste - Either/Or is how I read it

@LackofFocus Sorry to see you go, but a sure thing is better than a 1/20 chance. Good luck and have fun.

@everyone - If you have had me roll your character, or at least given me bare bones for a concept, you should be listed in the "Interest Only" area below. If you have at least given me some fleshed out background or more, your character should be listed under its category. If you think it is in the wrong category, please let me know. Please let me know when your character is finalized (or near enough) and I will start reviewing them tonight.

Submitted Characters:

Assault:
Petronicus di Baradin - Human Fighter
Malena Imoroa - Human (Varisian) Kapenia Dancer
Woiak - Half-orc magus
Bimbur Longstrike - Dwarf Zen Archer
Bandon - Human Gunslinger
Jon Lo - Aasimar Musket Master
Crugold Battlebeard - Dwarf Monk
Eowithe Mournegrym - Human (Varisian) inquisitor

Skill:
Angelica Nenaviste - Changeling ("Varisian") Burglar
Caradrien - Elf Rogue
Rameth the Delver - Human (Varisian) Archaeologist
Adyn Abette - Sylph Ninja

Divine:
Lefig - Human Oracle of the Heavens
Bedwyr Glimerbeard - Dwarf Sea Witch
Cassim Deschain - Aasimar Divine Hunter
Sarusa Almanthis - Half-elf Menhir Savant
Harbug the Slasher - Orc Beast-bonded Witch
Aloys Kaddren - Male Half-elf Witch

Arcane:
Tynan Kaddren - Fetchling Wizard
Zerazin - Fetchling Staff Magus

Incomplete/Interest Only:
Arknight
Oterisk
EntropyRules
Thornborn
godsDMit
sunshadow21
Camris
Axolotl
Ridge
wolfman1911
Bob Evil
Valkur
Fallen_Mage
Akihiro
mittean


looks like all the arcane applicats are Fetchlings


This is Angelica's random character. She is still a work in progress mechanically.

TL;DR Background until I finish her:
She was an adolescent in the darklands (that's the drow border territory right?). She was a mamber of one of the scout/raid families. She was captured, and spared, then sold into slavery. As a female drow, they knew there was strong potential but she refused to cooperate, ever. After constant punishment, beatings, and property damage they gave up and sold her to someone else who saw the fight in her. She was thrown into pit fights, but her determination helped her survive. When the slavers came to Magnimar they got into trouble with the law, and she was kept in custody, and used in the Serpent's run fights. One of the Pathfinders (Lord or Lady Heidmarch) heard/saw/learned about her, and thought, that with reasoned control she can be a boon. The society taught her common, and how to harness her anger into something reasonable. She learned to temper herself, and give up some of her hatred. She still bears some of the old scars of her earlier life, but she tries to maintain when she should and shouldn't use that rage.

Dark Archive

Sorry to go but had to go with the sure thing, But on the character note I am going to be playing a Crusader Cleric.


OK I don't know why but whenever I see "grappling Hook" on a character sheet I think: Grappling Hook !!!.


DM Bigrin wrote:

@Adyn Abette - The dice and I both say "you're welcome".

@Angelica Nenaviste - Either/Or is how I read it

@LackofFocus Sorry to see you go, but a sure thing is better than a 1/20 chance. Good luck and have fun.

@everyone - If you have had me roll your character, or at least given me bare bones for a concept, you should be listed in the "Interest Only" area below. If you have at least given me some fleshed out background or more, your character should be listed under its category. If you think it is in the wrong category, please let me know. Please let me know when your character is finalized (or near enough) and I will start reviewing them tonight.

** spoiler omitted **...

Profile's all done Bigrin. :)


Working on the crunch (to be added soon) but here's Akihiro's submission. Will update with the stat block/equipment tomorrow.


Bob Evil here with another one for the Arcane spot. Click the name for Shabbezz Whirlpad, Nexian Scholar.

Edit: Rearranged the scores a bit; almost made the mistake of completely dumping Charisma for an enchanter.


i could be arcane as well.... but ya i would say assault fits fairly well , so any thing else you would like to see from Malena to make for a better char?


Fallen_Mage here, Tialara is up.

Background:

Tialara was born into a family of tomb raiders. Well guides to be more precise. Her father and mother led expeditions, of mainly gnomes, into the various ruins of Varisia. These journeys into the depths of ancient times, honed her sense danger, giving her faster reactions to the various dangers of the underground. On top of that, she developed an eye for valuable artifacts.
On one particular journey into the depths, Tialara became separated from the rest of the group. She found herself in an ancient chamber, which turned out to be a nexus point for the ley lines associated to the element of water. It was here that she discovered her natural affinity to water and became fascinated with the power of the ancient ley lines. Once she regrouped with her expedition, she informed them that it was time for her to leave.

After leaving, she came across an old human Druid named Carlenon. "You are the one from my vision," he said to her. From that point on, he instructed her in the ways of the Druids. Then one day, he simply vanished. All Tialara could find was a note that said, "Follow the path, and find your destiny." She had no idea what he meant.

After several days, she came across a Pathfinder way station. It was then, that she knew what Carlenon was saying. She joined the Pathfinder Society that day and has seen many wonders, but has yet to find what her destiny is, and what it has to do with the ancient ley lines.


Okay, I put all her info up on the page and Paizo ate it. I will try to redo it tomorrow. I'm a bit frustrated. Golems shouldn't need to eat. But I should know better.


I'd like to express interest in this, if it's not too late! I'm feelin' particularly conflicted for ideas, but I'm sure I'll drum up something here soon :)

EDIT: Actually, y'know what? Let's do that whole random generation deal. My only request is that I'd like to not roll randomly for a gender; I'd just prefer a choice therein, if it's not too much to ask. Beyond that, I'm honestly willing to play whatever those fickle dice gods give me :D

So, let's see, let's see... something I haven't played yet...

Assault: Fighter, Monk
Skilled: Inquisitor, Rogue
Divine: Cleric, Ranger
Arcane: Alchemist, Sorcerer

Races: Aasimar, Half-Elf, Human, Suli

Grand Lodge

Dotting for interest, will try post a character up tonight


I will submit this character, needs to be slightly edited for this AP, as soon as I figure how to read it on my phone and see what the traits and BG are. Already from magnimar just need to skip going to sandpoint for the festival and the BG should be good base already.

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