GM Brunoreturns' Shattered Star (Inactive)

Game Master brunoreturns

Venture Captain Sheila Heidmarch needs your help to recover a lost field agent.

Do you have what it takes to serve the Pathfinder Society and save the world?

Party Loot Spreadsheet
Player Handouts


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Shattered Star Maps

A "brief" note on character creation guidelines.

This is my first time GMing, so go easy on me. I know that you are all very experienced and ready to help. I appreciate any tips as we go along.

-Background Skills are IN.
-Unchained Classes are preferred (Required for Summoner).
-Standard 2 traits, or 3 and a drawback. One trait needs to be a campaign trait.
- Traits should be incorporated into your backstory and roleplayed (especially drawbacks).
-Other options may be allowed on a case by case basis, just ask.

-Occult Adventures and Technology Guide are not allowed.

Non-core races will be allowed, but remember that you need to be able to function in human society. A party of goblins or strix are going to have a VERY hard time getting anything done in town, and if races like that are included in your group, Diplomacy DCs will be adjusted accordingly.

-Other Allowed Content
- I don't have a lot of supplemental material, so the best bet is to keep it close to core
- If the book is in the PRD, there is a good bet that I either have it or am willing to get it.
- Other currently owned content: Adventurer's Armory, Faiths of Balance, Familiar Folio, Inner Sea Gods, Inner Sea Guide.
- If the rule has a link on d20pfsrd, post the link when you ask if it will be allowed, I may allow it.

Shattered Star assumes that your characters are new Pathfinder Society agents or prospective agents. If you want to create a character that will not be affiliated with the Society, you will need to provide a STRONG justification why VC Heidmarch would be sending you on a mission.

I noticed in the Player's Guide that Fame was mentioned and even that it will be awarded at a rate of 8 per book. That didn't happen in my FtF group, but it seems like a great idea.

Since everything revolves around PFS, let's just use PFS creation guidelines. Content disallowed by PFS may be allowed on a case by case basis, just ask.

A note on power builds: I'm not a fan, but if that is your thing, I won't argue with you. Please roleplay your selections though, especially if you are picking a trait that says you are a devout follower of a specific religion.


Shattered Star Maps

Player responsibility:
- I expect players to track their supplies, HPs, etc
- I will expect a player to track loot and distributions of that loot. One of you will need to step up and take on that responsibility.
- Keeping track of expendable resources, like we have done before is a great idea.
- I will expect a player to keep track of player encumbrance due to weight. If you are carrying 20 sets of full plate armor around, I need to know how, and who is slowed down because of it.
- Coin encumbrance will be ignored. I will also assume that the party can store funds with the Church of Abadar and that the balance will be recorded on specially coded arcane marks on the player's inner arm. Attempts to alter these marks should really consider if they want to risk offending the god that controls their finances ;)
- Loot will be sold directly to the Society. You won't have to worry about the time required to find places to sell loot or whether anyone really has a use for 20 used sets of full plate armor. For this convenience, the Society will take a 10% cut of the sale value.
- You will be allowed to keep any items that you want, but if you end up selling them at a later time, the sale will be to the Society.
- Buying items can similarly be expedited, but you will need to follow Fame rules (which will not keep up with your level at a rate of 8 per book). You can also go out to buy items on your own in whatever city you happen to be in at the time.


male Snows of Summer

Ok everyone I want to play a Paladin...like I said I've never played one. I'll take a first level dip in the 'Lorewarden' fighter archtype which automatically connects me to the Pathfinders. I had already planned on taking one campaign trait and one regional trait so I've got a decent start on my backstory already. (I'm from Magnimar) ...

I really don't know much about this adventure Path so I'm relatively un-spoiled...
If all 6 of us are going to play I would advise Myth to increase a lot of the encounters by +1 CR....
Lastly ...I wouldn't rely on my Paladin for the primary healer of the group...I will not be focusing on healing...I want to play a front line fighter type (which I almost never do) I fully expect to die several times (i'd through in an LOL but yeah seriously going in this with the idea I'm dead meat...maybe I'll incorporate a little fatalism in my character concept)


Shattered Star Maps
lucklesshero wrote:
If all 6 of us are going to play I would advise Myth to increase a lot of the encounters by +1 CR....

If everyone joins, yes, encounters will have their difficulty adjusted accordingly. I am still looking for the CR rules, though. I expected them to be in the Gamemastery Guide. Are they in the Bestiary or something?


male Snows of Summer
GM Brunoreturns wrote:
lucklesshero wrote:
If all 6 of us are going to play I would advise Myth to increase a lot of the encounters by +1 CR....
If everyone joins, yes, encounters will have their difficulty adjusted accordingly. I am still looking for the CR rules, though. I expected them to be in the Gamemastery Guide. Are they in the Bestiary or something?

I've found there are no solid rules for this...if your party is OP adjust a little higher on the next encounter..if they're struggling best to leave the encounters how they are written...

A warning: it is very easy to over-power an encounter with an extra minion or two. I've found things like 'advanced template' and just giving the creature an extra magic item to be far more balanced...than adding extra guys...sometimes just adding 1 or two HD (not class levels) is also a good way to go..

Liberty's Edge

I have found this invaluable for adjustments in my Runelords campaign:

GM's Guide to Creating Challenging Encounters by Alexander Agunas.

Discussion thread

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

I want to play a psychic android gunslinger! PLEEEEEEEEZZZZZ????

Naw, just kidding. I don’t know what I want just yet - I’ll figure it out soon though.

Silver Crusade

I've never played this campaign so I'm mostly free of spoilers, but I've heard that Shattered Star is a loose spiritual successor to Rise of the Runelords and Second Darkness.

I've read the latter and am currently playing through Book 1 of the former, is that knowledge going to be useful or problematic?

EDIT: wait, I think it's Curse of the Crimson Throne this one references, not Second Darkness. Since I haven't played that one either, nevermind!

Silver Crusade

Question: looking at the player's guide it lists campaign traits & PFS traits. If I take a PFS trait, do I still need to take one of the campaign traits?

I'm thinking about trying an Eldritch Archer or Archaeologist elf from the Mordant Spire. She'd hardly be the first Pathfinder to serve multiple masters.

Liberty's Edge

CrusaderWolf wrote:

I've never played this campaign so I'm mostly free of spoilers, but I've heard that Shattered Star is a loose spiritual successor to Rise of the Runelords and Second Darkness.

I've read the latter and am currently playing through Book 1 of the former, is that knowledge going to be useful or problematic?

EDIT: wait, I think it's Curse of the Crimson Throne this one references, not Second Darkness. Since I haven't played that one either, nevermind!

From what I’ve read in connection with the upcoming Return of the Runelords AP, Shattered Star is a fairly direct successor to Rise, and assumes that the events in all three of the previous Varisia-based APs have already occurred (Rise, Curse, and Second Darkness) and that the heroes were successful in each. I think the question is whether playing SS would spoil anything in Rise for you, and - without knowing anything more about the details of the SS AP beyond what’s on the backs of the books and skimming the first half of book 1 about a year ago - based on what I know from GMing Rise, I would bet that as long as you are roughly a book ahead in your Runelords game, you should be fine (especially if it is a F2F game that makes faster progress than a PbP game will).

EDIT: I forgot to mention Jade Regent, which starts in Varisia, but should not be a spoiler problem in either direction. James Jacobs has said Jade Regent is assumed to take place after Shattered Star, even though it was published earlier.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

The end of the Players Guide mentions some boons that you can purchase using your Fame and Prestige Points. One of them (at 5 Fame and for 1 PP) is swapping out one of your starting traits for one of the Pathfinder-specific traits. I like that feel of organically-evolving a character based on their actual experience. I'm planning on using that mechanic.

Liberty's Edge

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I have not made up my mind about a character for this one. I really liked the hunter I came up with for Mummy’s Mask, but he would not fit in Magnimar (and I would not want Alezandru to be booked if Houston still decides to run MM). I am currently fiddling with some possibilities - probably a charisma-based arcane caster, such as a sorcerer (seeker archetype), or an unchained summoner. However, as I am only committing to play book 1 at this point, I would be happy to pick something else to fill a gap based on what the rest of you decide to play.

Or perhaps I should just play an arcane duelist bard - Jamir, but taller and with 6-level spellcasting.

Liberty's Edge

dinketry wrote:

The end of the Players Guide mentions some boons that you can purchase using your Fame and Prestige Points. One of them (at 5 Fame and for 1 PP) is swapping out one of your starting traits for one of the Pathfinder-specific traits. I like that feel of organically-evolving a character based on their actual experience. I'm planning on using that mechanic.

Oh, that’s a good one. If PCs receive 8 Fame and Presige for each book, I assume that Fame and PP are awarded at 2/2 for each chapter?

EDIT to add: Brunoreturns, if you open the gameplay thread, we can ninja-dot in (post & delete), which will let us see the campaign on our Campaigns pages, including the parenthetical showing new posts on this discussion thread.

Silver Crusade

Tusk wrote:
I really liked the hunter I came up with for Mummy’s Mask, but he would not fit in Magnimar (and I would not want Alezandru to be booked if Houston still decides to run MM).

I hear that, I very much enjoy my suli inquisitor of Thoth concept. I took the Magic Domain for him, so he gains the Hand of the Master ability and can telekinetically hurl his bardiche at enemies! That'll be a hoot if I get to play him.


Shattered Star Maps
Tusk the Half-Orc wrote:
dinketry wrote:

The end of the Players Guide mentions some boons that you can purchase using your Fame and Prestige Points. One of them (at 5 Fame and for 1 PP) is swapping out one of your starting traits for one of the Pathfinder-specific traits. I like that feel of organically-evolving a character based on their actual experience. I'm planning on using that mechanic.

Oh, that’s a good one. If PCs receive 8 Fame and Presige for each book, I assume that Fame and PP are awarded at 2/2 for each chapter?

EDIT to add: Brunoreturns, if you open the gameplay thread, we can ninja-dot in (post & delete), which will let us see the campaign on our Campaigns pages, including the parenthetical showing new posts on this discussion thread.

Book 2 only has 3 chapters, so I have to fudge it a bit, but yes, I am planning on 2 PP per chapter.

Society traits are NOT campaign traits. I think Hero Lab classifies most of them as combat traits, though I'm not sure if there is a rationale for that.

I'll look up the mechanic dinketry is referencing. That does sound like a great way to handle the Society traits.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

I was hoping to go summoner. I’ve dithered but now I’ve got a concept that I’m excited about.

Liberty's Edge

dinketry wrote:
I was hoping to go summoner. I’ve dithered but now I’ve got a concept that I’m excited about.

Go for it!


Shattered Star Maps

Yes, I think that I like Dinketry's idea.

The Society traits may not be selected at Level 1. Once you reach Fame 5, you will be able to spend 1 PP in order to switch one of your traits to a Society trait.

Note that the Society traits list their type after the name:
Berserker of the Society (combat)
Stalwart of the Society (faith)
etc.

You still won't be able to have two combat traits, so plan ahead accordingly.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

The players guide notes that you don’t have to switch like traits (e.g. combat trait for combat trait) when you take that PFS trait upgrade, either.


Shattered Star Maps
CrusaderWolf wrote:
I've never played this campaign so I'm mostly free of spoilers, but I've heard that Shattered Star is a loose spiritual successor to Rise of the Runelords and Second Darkness.

Rise of the Runelords, Curse of the Crimson Throne, and Second Darkness all take place in Varisia (I think) and are assumed to happen before Shattered Star.

What happens in those books influences what happens in these books, but only as setup. Knowing the results of those adventures should not really be a spoiler for anything in here.

Silver Crusade

Alright, so I like my Mordant Spire elf idea, I'm waffling between two build concepts though so I thought I'd ask for the group's input. Both builds will be archery-oriented, but obviously one will trend towards combat while the other does knowledge/trapfinding. Both would max out Use Magic Device for extra versatility.

Brunoreturns, are you okay with alternate racial features? Specifically:
Keeper of Secrets (Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts.This racial trait replaces elven magic. Source PZO1135)
OR
Arcane Focus (Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.)

Eldritch Archer Version:

Riallana Myerishil: LN elf Eldritch-Archer1; hp9, F +2, R +3, W +2, Ini +5; Spd30
Str12 Dex16 Con10 Int16 Wis10 Cha10; BAB +1, CMB +2, CMD16
AC17 (+3 Dex, +1 buckler, +3 studded leather); Touch13, Flat-Footed14
Attacks: +4 longbow (1d8) or +2 trident (1d8+1) or handaxe +2 (1d6+1)
Feats: Point Blank Shot,
Skills (5/lvl): Perception +6, Knowledge [Arcana/Dungeoneering] +7, Spellcraft +7, Use Magic Device +5
Abilities: Racial Abilities; Cantrips, Ranged Weapon Bond, Arcane Pool 4, Spell Combat;
Traits: Ruin Raider (+1 Appraise; +4 perception to distinguish statues from creatures); Dangerously Curious (+1 UMD, class skill); Warrior of Old (+2 Initiative); Xenophobic ([Drawback] -2 Diplomacy & Sense Motive vs others of different race)
Languages: Elven, Common, Azlanti, Draconic, Aquan,
Spells: */2/-/-/-/-/-
[0]: Detect Magic, Read Magic, Dancing Lights
[1]: Feather Fall, Shocking Grasp
Spellbook: 10/100pgs
[0]: all
[1]: Feather Fall, Shocking Grasp, Magic Missile
Equipment:

Archaeologist Version:

Riallana Myerishil: LN elf Archaeologist1; hp9, F +1, R +4, W +2, Ini +4; Spd30
Str10 Dex15 Con12 Int12 Wis10 Cha15; BAB +0, CMB +0, CMD 12
AC16 (+2 Dex, +3 studded leather, +1 buckler); Touch12, Flat-Footed14
Attacks: +2 shortbow (1d6) or +0 dagger (1d4)
Feats: Point Blank Shot,
Skills (7/lvl): Diplomacy +6, Linguistics +6, Spellcraft +6, Stealth +4*, Sense Motive +4, Use Magic Device +6, Bluff +6, Perception +6
Traits: Ruin Raider (+1 Appraise; +4 perception to distinguish statues from creatures); Warrior of Old (+2 Initiative); {third trait} (); Paranoid ([Drawback] Aid Another DC15 instead of 10)
Languages: Elven, Common, Azlanti, Aquan, Draconic,
Abilities: Racial Traits; Cantrips, Bardic Knowledge, Archaeologist’s Luck +1,
Spells: 2/-/-/-/-/-
[0]: Know Direction, Resistance, Mending, Message
[1]: Cure Light Wounds, Summon Monster 1
Equipment:

Comments & criticism always welcome!


Shattered Star Maps
CrusaderWolf wrote:
Brunoreturns, are you okay with alternate racial features? Specifically:

Arcane Focus is definitely fine. I don't have Horror Adventures, but I would permit Keeper of Secrets.

I personally don't think it is worth giving up Elven Magic, but it is your character.

Liberty's Edge

I have a really bad idea, but I kind of love it. Bruno, before I go too far down the rabbit hole with this, would you allow the Whimsy mystery and related revelations from Legacy of the First World? Not on the PRD, but as you can see from the link, the mystery and revelations are available on d20PFSRD.

Liberty's Edge

Bruno, this is a less bad idea that I think would fit the flavor of the AP: what do you think of the Streets mystery and related revelations (link to d20PFSRD) from the Heroes of the Streets player companion?

Liberty's Edge

Depending on our GM's answer to my last question, this is a rough draft of the character I'm considering: Zarendeshor Boulevardier, oracle of the streets.

Zarendeshor Boulevardier:

Male gnome oracle (seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42)
CG Small humanoid (gnome)
Init +3 (+2 when last of your allies to act in a round of combat.); Senses darkvision 30 ft., low-light vision; Perception +3 (+2 when last of your allies to act in a round of combat.)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 shield, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3; -1 when last of your allies to act in a round of combat., +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Oracle (Seeker) Spells Known (CL 1st; concentration +4)
1st (4/day)—bless, cure light wounds, ears of the city
0 (at will)—guidance, read magic, sotto voce (DC 13), stabilize
Mystery Streets
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Extra Revelation[APG]
Traits ex-sczarni, rapscallion, urban acolyte
Skills Acrobatics +0 (-1 when last of your allies to act in a round of combat., -4 to jump), Appraise +1 (+0 when last of your allies to act in a round of combat.), Bluff +3 (+2 when last of your allies to act in a round of combat.), Climb -2 (-3 when last of your allies to act in a round of combat.), Craft (toys) +5 (+4 when last of your allies to act in a round of combat.), Diplomacy +7 (+6 when last of your allies to act in a round of combat.), Disable Device +3 (+2 when last of your allies to act in a round of combat.), Disguise +3 (+2 when last of your allies to act in a round of combat.), Escape Artist +1 (+0 when last of your allies to act in a round of combat.), Fly +2 (+1 when last of your allies to act in a round of combat.), Heal +1 (+0 when last of your allies to act in a round of combat.), Intimidate +3 (+2 when last of your allies to act in a round of combat.), Knowledge (local) +5 (+4 when last of your allies to act in a round of combat.), Knowledge (religion) +5 (+4 when last of your allies to act in a round of combat.), Perception +3 (+2 when last of your allies to act in a round of combat.), Ride +0 (-1 when last of your allies to act in a round of combat.), Sense Motive +1 (+0 when last of your allies to act in a round of combat.), Spellcraft +5 (+4 when last of your allies to act in a round of combat.), Stealth +4 (+3 when last of your allies to act in a round of combat.), Survival +1 (+0 when last of your allies to act in a round of combat.), Swim -2 (-3 when last of your allies to act in a round of combat.); Racial Modifiers +2 Craft (toys), +2 Perception
Languages Common, Gnome, Goblin, Sylvan
SQ gnome magic, impatient, oracle's curse (clouded vision), revelations (eyes of the streets, the city provides), trapfinding +1
Other Gear studded leather, buckler, crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spell component pouch, string or twine[APG], thread (50 ft.), tindertwig (2), trail rations (5), trail rations (2), waterskin, whetstone, wooden holy symbol of golden lantern, 64 gp
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eyes of the Streets (full rd action, 1/day) (Su) Summon tiny creature spirit to act as your eyes as arcane eye.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Impatient Can't delay or ready action. -1 on ability checks, attack rolls, saving throws, and skill checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystery (Streets) Deities: Cayden Cailean, Milani, Norgorber.

Class Skills: An oracle with the streets mystery adds Bluff, Knowledge (local), Perception, and Stealth to her list of class skills.
The City Provides (full rd action, 1/day) (Ex) Scrounge up tattered but functional mundane item up to 10 gp value.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

CrusaderWolf, I'm looking forward to checking out your ideas in the morning.


Shattered Star Maps
Tusk the Half-Orc wrote:
Bruno, this is a less bad idea that I think would fit the flavor of the AP: what do you think of the Streets mystery and related revelations (link to d20PFSRD) from the Heroes of the Streets player companion?

Sure, that would be fine.

I'll point out that the transition from "building" to "dungeon" is not always obvious. An Oracle would be pretty aware of the loss of connection to the city, though, so I'll try to point out when it happens.

It definitely is thematic for the beginning of the mission.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

Can I take something from the Magnimar, City of Monuments campaign setting guide? It’s the worship of one of the Empyreal Lords tied to Magnimar - Ylimancha.


Shattered Star Maps

Would it have any impact on your character other than flavor?

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

Yup. It’s the cornerstone of his origin story.


Shattered Star Maps

What I was asking is whether or not there is some mechanical benefit derived from the worship.

The name is referenced in Inner Sea Gods, and I see some small basic elements of her domains and worshipers. So, I have enough to add a little flavor, but not enough if there are mechanics involved.

Including it in your backstory is perfectly fine. If there is more, I'll need to get the book.

I have been considering getting that book anyways, but have not made up my mind yet.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

No immediate gameplay effects.

Silver Crusade

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Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

Here he is: Squint!

Lots of Reading:
Jacobadiah, or “Squint” as he prefers to be known, is an older halfling late to the adventuring game. He’s been busy working as a crew member on fishing ships going in and out of Magnimar’s ports for many years. Only recently has Squint heard adventure’s call, but his story needs a proper start.

Squint was born Jacobadiah Nicodemoremus Nirodin, the third child to Stalewskalex and Violetta Nirodin, halfling members of the Naos-centred Nirodin family of Magnimar. Violetta’s father had been a well-loved squire to Sir Edvard Nirodin, and upon his passing, by his last will and testament, Violetta’s father had been made a fully-named member of the Nirodin family. It caused a social stir, but halflings are nothing if not social, and within a few years worries were smoothed over, if not superficially.

Squint’s older sister and brother fit in well within the Naos social scene. Amberley and Emeretto shared their father’s musical talents and were highly-sought after for their performances, often travelling away from Magnimar with their father to Korvosa and Westcrown. Squint did not share their talents. Squint did not speak.

For the first 20 years of his life, Squint was mute. It was assumed that he was addled as well, as he had no interest in books, and only a passing interest in many of the toys presented to him. His typical response to well-meaning attempts at educative play was a stereotyped stare - hence his nickname. He only seemed to take delight in wandering along the waterways of Magnimar, a walk that he and his mother shared daily for many of these years. As he grew older, Squint’s parents, along with well-meaning but nosy relatives, argued over what was best for the mute young halfling man. The decision was made to see if animal husbandry was good for him.

It was. Squint was talented with the animals, especially the horses of the Nirodin family. Difficult mounts brought by other Naosian families to the Nirodin stables were somehow less difficult with the mute stablehand. It seemed that Fate’s fickle nature had given where she had taken away as well. Squint’s father, a devotee of the halfling deity Chaldira Zuzaristan, believed firmly that his youngest child was touched by the gods.

And then he was gone. Stalewskalex Nirodin, unbeknownst to his family, had been spying within Cheliax for freedom faction cells operating within Korvosa (with the assent of Cheiskia Nirodin, matriarch of the family) while travelling as a performer. He was arrested and executed publicly in Westcrown for espionage. His children disappeared, and for all Squint and his mother know, are still in hiding to this day. It was during this dark time that Squint started speaking, much to his mother’s amazement.

Cheliax sympathisers in Naos outnumbered the Korvosan revolutionaries at the time, and the weight of public opinion came crashing down on Cheiskia. To save face, she deflected some of the blame onto Squint’s father, and like that, his mother and Squint were out of social graces in Magnimar. Still supported by their family, Squint was sent off to work on long-haul fishing boats while Squint’s mother became a widowed recluse within House Nirodin’s manor, relegated to little more than a house-servant.

The years went by, and Squint learned the seas, or at least attempted to do so. He was not a natural sailor; he couldn’t even swim. His affable attitude and his willingness to attempt even the most difficult work earned him respect and friendship amongst the rough crews. He never did share his last name. He worked a handful of boats, but the Osprey’s Clutch was the ship he spent the most time on, and this was the ship off of which he drowned.

Squint went overboard during a particularly violent storm off the Lost Coast just north of Magnimar. He had been climbing the rigging to the crow’s nest when lightning struck, highlighting a pair of massive wings on a dark shadow flying in the sky above the ship - Squint assumed that he had seen a dragon. What he had seen, in fact, was the avatar of the empyreal lord Ylimancha. She had been drawn to the unnatural storm by the demonic energies of the spawn of Pazuzu, her natural enemy, who had been waging the storm for their own abyssal reasons. Squint knew (and still knows) none of this, but went overboard unseen to his death.

But he did not die. Squint awoke, high up on the lost coast, tended over by a curiously-large bird with golden plumage - an osprey, but unlike one that Squint had ever seen or heard. Then the osprey spoke to Squint and introduced itself as Ulyi. For Squint had not died, but in fact, had been saved by Ylimancha and blessed with some of her powers in the form of an eidolon named Ulyi.

Squint spent time in the wilds of the Lost Coast trying to live off the land as he learned his new fate. Squint was, much in the same way he has been with books, with sailing, and with social graces, inept in his survival skills, and needed to return to Magnimar so as to not starve in the wild. So as to mask Ulyi’s true nature, Squint and Ulyi chose to appear as mount and rider, as if Squint had tamed an axe-beak.

Squint’s return from apparent death has not rekindled interest in he or his mother within social circles, but the Nirodin family recognised a mounted knight when he returned home. When Squint announced his plans to join the Pathfinder Society, Cheiskia Nirodin surprised Squint (and his mother) with the presentation of her great uncle’s heirloom silver lance - the Refrain of Silver (as named after the Korvosan Song of Silver) - to Squint and his unorthodox mount.

Off to join the Pathfinder Society, the older Squint is open to adventure, but aware of the missing members of his family still. Keen to see the will of Ylimancha and Chaldira Zuzaristan brought forward, Squint remains an odd bird, odder still due to his numerous unspokens.


Shattered Star Maps

Pretty cool idea, Squint.

Questions: The lance is just a silver lance, right?

I was going to ask why it wasn't doing a point less damage, but then I realized it was assuming two-handed. I guess that will do 1 point less damage when used while mounted?

You have three traits, but I don't see a Drawback. Did I miss it? Ah, now I see it. Unlearned, interesting. Surprised it doesn't list it with the traits.

Ok, he seems interesting and fun. Do you have stats for the eidolon?

If you have a portfolio, could you email it to my username AT gmail?

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

The lance is just a silver lance. You’re correct: it should do one point less damage. I’ll be using it only while mounted, and it’s considered a one-handed weapon while mounted. I’ll adjust the stat block.

I do have stats for the Eidolon. I simply failed to include them. I’ll update my stat block for Ulyi and email you both characters’ information.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

Well, I've done a bit of reading. Turns out that lances always apply the 1.5x strength modifier, whether used two-handed or on horseback (as a one-handed weapon), so the weapon damage is correct! A regular lance would do a +3 modifier to my damage.

I've included Ulyi's stats in my profile, and I'm emailing both to your email address, GM.


Shattered Star Maps

As far as I can tell, you can decide to still wield it two-handed while mounted, but if you are wielding it one-handed, the strength modifier is only 1x.

Would probably only matter if you are worried about the Ride check to guide with your knees or wanted to cast a spell with the other hand.


Shattered Star Maps

So, the idea of Ulyi is that he looks like an Axe Beak, but has front legs as well, like a feathered velociraptor, maybe?

I don't suppose there are any rules that say a quadruped is forced to walk/run on all four legs.

I'll look at the profile and make sure there aren't any values that need to be modified (Trip DC comes to mind).

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

Yup. Squint rides Ulyi like an axe beak, but Ulyi would go 4-legged in combat.


Shattered Star Maps
Jacobadiah 'Squint' Nirodin wrote:
Yup. Squint rides Ulyi like an axe beak, but Ulyi would go 4-legged in combat.

Ok. I think I have a mental picture. I'm dubious that a saddle could be designed to support a rider both while standing on hind legs and while on four legs in combat, but I'll hand wave that.

What is your SOP going to be regarding Ulti's presence?
Will Ulyi normally be summoned unless you state otherwise? Is in town different than not-in-town?
Will you take steps to hide the summoning glyph on your forehead?


Shattered Star Maps
Tusk the Half-Orc wrote:
EDIT to add: Brunoreturns, if you open the gameplay thread, we can ninja-dot in (post & delete), which will let us see the campaign on our Campaigns pages, including the parenthetical showing new posts on this discussion thread.

Sorry, I didn't realize this wasn't showing up on your campaign pages. The Gameplay thread is now open for dotting.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

If it would make things easier, then Ulyi could be mounted and ridden as a 4-legged mount. Squint would just have to explain things.

What’s a SOP?

Silver Crusade

Standard Operating Procedure


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Shattered Star Maps
Jacobadiah 'Squint' Nirodin wrote:
If it would make things easier, then Ulyi could be mounted and ridden as a 4-legged mount.

No need. "Logic" should never get in the way of enjoying a fantasy game. We will just assume that the saddle has a clever pivot of some kind built into it. It is an "exotic" saddle, after all.


Shattered Star Maps
CrusaderWolf wrote:
Standard Operating Procedure

Exactly. :)

The main question was trying to figure out if you planned to summon him every morning or only when you thought he might be needed.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

Squint bought a caparison for Ulyi that has a hood built into it. That leaves him with 2gp and 4sp.

I think Squint would plan on summoning him each morning. He is a close friend and confidante.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Backalley Barkot is ready for action.

Just don't touch him, and everything will be fine.

Backalley Barkot
Male half-orc oracle (seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------

Defense:

--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities orc ferocity

--------------------
Offense:

--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
quarterstaff +1 (1d6+1)
Ranged light crossbow +2 (1d8/19-20)
Oracle (Seeker) Spells Known (CL 1st; concentration +4)
1st (4/day)—bless, cure light wounds, ears of the city
0 (at will)—guidance, purify food and drink (DC 13), read magic, sotto voce (DC 13)
Mystery Streets

--------------------
Statistics:

--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Endurance, Extra Revelation[APG]
Traits monument scholar, seeker, urban acolyte
Skills Diplomacy +7, Disable Device +6, Knowledge (local) +5, Knowledge (religion) +5, Perception +5, Spellcraft +5
Languages Common, Goblin, Orc
SQ oracle's curse (reclusive), orc blood, paranoid, revelations (eyes of the streets, the city provides), trapfinding +1
Other Gear studded leather, crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spell component pouch, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (4), trail rations (3), waterskin, whetstone, wooden holy symbol of Milani, 41 gp

--------------------
Special Abilities:

--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eyes of the Streets (full rd action, 1/day) (Su) Summon tiny creature spirit to act as your eyes as arcane eye.
Mystery (Streets) Deities: Cayden Cailean, Milani, Norgorber.

Class Skills: An oracle with the streets mystery adds Bluff, Knowledge (local), Perception, and Stealth to her list of class skills. Replaced by archetype
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paranoid Aid Another DC 15 for attempts to help you.
Reclusive Allies must succed with melee touch attack to affect you with touch spells in combat, and must attempt save vs. all spells not cast by you.
The City Provides (full rd action, 1/day) (Ex) Scrounge up tattered but functional mundane item up to 10 gp value.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


--------------------
Backalley Barkot - the backstory:

Few of the denizens of Underbridge remember when Barkot first appeared in the shadowy district beneath the remains of the Irespan. This is not because he has been there so long that it is beyond human memory, but only that he is not very noticeable. He looks like any number of down-on-their-luck half-orcs in the seedier parts of Magnimar: bigger and greener than the average human, unkempt second-hand clothes, no visible means of support, which suggests that he is just another dime-a-dozen petty thug who isn't quite tough enough or intimidating enough to make it with any of the really successful gangs. Most residents of Underbridge simply don't give him a second glance. Except...

Most of those who have noticed Barkot since he arrived in Underbridge a few years back have noted the ways in which he is different from the stereotype of a poor Magnimarian tough. For one thing, he never sleeps in the same spot for more than a few nights in a row before moving on, from a flophouse, to the common room floor in a seedy tavern, to the debris-filled alley behind a row of abandoned shops.

For another, he eats trash. People say they have seen him making a meal from scraps tossed by innkeepers into an alley, suitable for no one other than the local rats. He never seems to be sick, though, despite his unusual diet.

Bartok's aversion to being touched has also occasionally led him to act in ways that draw unwanted attention, such as the barmaid who remembers the quiet customer who nursed a small, watered-down ale for an entire afternoon to keep a seat near the fire in the common room, only give it up and go back into the snow because of a drunken dwarf who squeezed himself onto the bench next to him, causing the half-orc to flinch away every time the dwarf roared with laughter and bumped into him.

Nobody has ever seen Barkot start a fight, although he has been known to finish a couple; he avoids confrontations - and any conversation beyond a few words necessary to complete a transaction - whenever possible. He carries a crossbow, a dagger, and a long, heavy staff, but rarely draws his weapons. Instead, most of those who cross Barkot, or threaten him - or threaten somebody weaker or smaller while Barkot passes by on one of his long, rambling walks around the city, muttering to himself, pausing only to stare for hours at the city's great monuments - find themselves stopping whatever they are doing, unaccountably afraid of something they are later unable to identify.

The urchins of the slums have long since decided that - however frightening or odd he may seem to adults - he poses no threat to them. They have spied him appearing to talk to the urban wildlife, such as pigeons, rats, and raccoons. Once or twice, after they have seen Barkot commune with a creature of the gutter or rooftop for a particularly long time, an anxious, well-dressed servant from a wealthier part of town has appeared, walking cautiously into the shadows under the Giant's Bridge, and handed Barkot a bulging pouch that the kids imagine (correctly) is filled with coins; these servants never stay long, and Barkot doesn't speak with them before the skitter back to the sunlight districts as fast as they can go. The children who have seen him receive these pouches have yet to figure out what he does with the money. He certainly doesn't seem to spend it on himself.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

@Brunoreturns - Do the characters know what the skill checks and boons are for the monuments around town? The Players’ Guide implies that we do - or at least a PC with the Monument Scholar campaign trait should, by referring players who choose that trait to the relevant parts of the Magnimar campaign setting book. The Magnimar book (in the Magic of the Monuments sidebar) says that the source of the boons is “hotly debated,” which implies that they are not secret.

I’m asking because I would like Barkot to attempt at least one monument boon check each day he is in Magnimar and has the opportunity to do so (probably early in the morning, when his spells refresh). If he has the time, if he fails his first attempt he would move on to a different monument and try again until he succeeds.

EDIT: Oh for crying out loud, I just reread your opening post and saw that background skills are IN. Will make some adjustments to Barkot’s skills and repost his statblock shortly.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Backalley Barkot is REVISED and ready for action.

Seriously, do not touch him.

Backalley Barkot
Male half-orc oracle (seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------

Defense:

--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities orc ferocity

--------------------
Offense:

--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
quarterstaff +1 (1d6+1)
Ranged light crossbow +2 (1d8/19-20)
Oracle (Seeker) Spells Known (CL 1st; concentration +4)
1st (4/day)—bless, cure light wounds, ears of the city
0 (at will)—guidance, purify food and drink (DC 13), read magic, sotto voce (DC 13)
Mystery Streets

--------------------
Statistics:

--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Endurance, Extra Revelation[APG]
Traits monument scholar, seeker, urban acolyte
Skills Diplomacy +7, Disable Device +6, Knowledge (history) +5, Knowledge (local) +5, Knowledge (religion) +5, Perception +5, Sleight of Hand +2, Spellcraft +5
Languages Common, Goblin, Orc
SQ oracle's curse (reclusive), orc blood, paranoid, revelations (eyes of the streets, the city provides), trapfinding +1
Other Gear studded leather, crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, spell component pouch, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (4), trail rations (3), waterskin, whetstone, wooden holy symbol of Milani, 41 gp

--------------------
Special Abilities:

--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eyes of the Streets (full rd action, 1/day) (Su) Summon tiny creature spirit to act as your eyes as arcane eye.
Mystery (Streets) Deities: Cayden Cailean, Milani, Norgorber.

Class Skills: An oracle with the streets mystery adds Bluff, Knowledge (local), Perception, and Stealth to her list of class skills. Replaced by archetype
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paranoid Aid Another DC 15 for attempts to help you.
Reclusive Allies must succed with melee touch attack to affect you with touch spells in combat, and must attempt save vs. all spells not cast by you.
The City Provides (full rd action, 1/day) (Ex) Scrounge up tattered but functional mundane item up to 10 gp value.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


--------------------
Backalley Barkot - the backstory:

Few of the denizens of Underbridge remember when Barkot first appeared in the shadowy district beneath the remains of the Irespan. This is not because he has been there so long that it is beyond human memory, but only that he is not very noticeable. He looks like any number of down-on-their-luck half-orcs in the seedier parts of Magnimar: bigger and greener than the average human, unkempt second-hand clothes, no visible means of support, which suggests that he is just another dime-a-dozen petty thug who isn't quite tough enough or intimidating enough to make it with any of the really successful gangs. Most residents of Underbridge simply don't give him a second glance. Except...

Most of those who have noticed Barkot since he arrived in Underbridge a few years back have noted the ways in which he is different from the stereotype of a poor Magnimarian tough. For one thing, he never sleeps in the same spot for more than a few nights in a row before moving on, from a flophouse, to the common room floor in a seedy tavern, to the debris-filled alley behind a row of abandoned shops.

For another, he eats trash. People say they have seen him making a meal from scraps tossed by innkeepers into an alley, suitable for no one other than the local rats. He never seems to be sick, though, despite his unusual diet.

Bartok's aversion to being touched has also occasionally led him to act in ways that draw unwanted attention, such as the barmaid who remembers the quiet customer who nursed a small, watered-down ale for an entire afternoon to keep a seat near the fire in the common room, only give it up and go back into the snow because of a drunken dwarf who squeezed himself onto the bench next to him, causing the half-orc to flinch away every time the dwarf roared with laughter and bumped into him.

Nobody has ever seen Barkot start a fight, although he has been known to finish a couple; he avoids confrontations - and any conversation beyond a few words necessary to complete a transaction - whenever possible. He carries a crossbow, a dagger, and a long, heavy staff, but rarely draws his weapons. Instead, most of those who cross Barkot, or threaten him - or threaten somebody weaker or smaller while Barkot passes by on one of his long, rambling walks around the city, muttering to himself, pausing only to stare for hours at the city's great monuments - find themselves stopping whatever they are doing, unaccountably afraid of something they are later unable to identify.

The urchins of the slums have long since decided that - however frightening or odd he may seem to adults - he poses no threat to them. They have spied him appearing to talk to the urban wildlife, such as pigeons, rats, and raccoons. Once or twice, after they have seen Barkot commune with a creature of the gutter or rooftop for a particularly long time, an anxious, well-dressed servant from a wealthier part of town has appeared, walking cautiously into the shadows under the Giant's Bridge, and handed Barkot a bulging pouch that the kids imagine (correctly) is filled with coins; these servants never stay long, and Barkot doesn't speak with them before the skitter back to the sunlight districts as fast as they can go. The children who have seen him receive these pouches have yet to figure out what he does with the money. He certainly doesn't seem to spend it on himself.


Shattered Star Maps

I'll check it over. I would say that local lore is enough for you (or basically anyone from Magnimar) to know that some people believe that when you do certain things around the monuments, people get "lucky".

It would take the form of a superstition, though, and there would likely be several rumors about any given monument, so we will still need to play that out a bit, in game.

If there is one of those monuments in Underbridge, I'd grant that you have probably figured out how that one works (feel free to pick one).

I may have to mix things up a bit, to avoid metagaming with the monuments...

I'll give the issue some more thought after I have finished reading the source book and consider the specifics of the monument scholar trait.

BTW: Your background doesn't indicate how Sheila would know who you are. Is there some tie in with those mysterious payments?


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Thanks, Bruno.

Regarding the monuments: There does not appear to be a monument in the Underbridge district. The Mapstone Monument in Lowcleft (L7, p. 29, of Magnimar, City of Monuments) is still in the Shadow and would be my preference for a flavorful substitute if that would work for you.

And as to the Pathfinder Society, you're right - I did not make the connection explicit in Barkot's backstory. I think the association with the Pathfinders and the local VC could come through either the full text of the Seeker archetype or the Monument Scholar trait (which go together for Barkot anyway). Both the archetype and the trait refer to them as a reason for the PC to seek out and join the Pathfinders; for Barkot, his spiritual affinity for cities and towns in general and the strange pull of the monuments of Magnimar in particular combined to lead him to the doors of Heidmarch manor. He does not spend much time there, except occasionally to use the library, both because he has major trust issues (note the synergy between his curse and his drawback) and because he senses that he might need to be able to use the local lodge as a sanctuary some day, and doesn't want his as-yet-unknown adversaries to know of his association with the Society. When he visits, he always takes a circuitous route to the mansion from wherever he slept that night and keeps his cloak covering his face. I'll add a second post tonight mentioning it specifically. Will your opening post have a hook to get us there, or should we each have our own reasons for being at Heidmarch Manor at a particular time?

Seeker, from the PFS Field Guide:
Seeker archetype: Oracles gain their magical powers through strange and mysterious ways, be they chosen by fate or blood. While most might be content with their strange powers, some oracles join the Pathfinders specifically to find out more about their mysteries and determine the genesis and history of their eldritch talents. These spellcasters are known among the Spells as seekers, after their obsession with researching ancient texts and obscure ruins for any clues they can find about their heritage and histories.

Monument Scholar, from the Shattered Star Players Guide:
Monument Scholar (Shattered Star/Campaign): 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).

The payments:
I'm still working on the details, but the gist of it is that when Barkot sees one of Magnimar's aristocrats abusing people from the Shadow districts, he learns what he can about them and their secrets with a combination of Ears of the City and Eyes of the Streets and just following them around. If he learns something that his target (or the target's family) would not want generally spread around, he makes a note of it. If he comes across a situation that could be solved by an anonymous purse filled with coins - a family being evicted after the breadwinner is injured or killed, for example - he lets the target know that the secret might come out unless a small sum is delivered to Underbridge. The amounts are always trivial relative to what the target can afford, and he never goes after the same target twice. He has only done this a handful of times - he knows it's risky, and if his targets ever compared notes he realizes he might be tossed into prison or worse, and even in the best case there is far too much opportunity for awkward interpersonal contact. But there are problems that can only be solved with money, and the bastards who live in sunlight have too much of the stuff anyway.

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