RPG Superstar 2010 Top 16, 2011 Top 32. Pathfinder Society Member. 1,097 posts (4,794 including aliases). 1 review. No lists. 1 wishlist. 4 Pathfinder Society characters. 44 aliases.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Thinking about Meilin, I think I will change her from a White-haired witch archetype to a straight witch class. I think the beast-speech Hex will work better than the hair in the long run for her. The modified Meilin is below:
Meilin:
Meilin
NG Human (Tian-Shu) Female Witch 1
Init +2; Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (1d6+1+1)
Fort +1, Ref +4, Will +3
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OFFENSE
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Spd 30'
Melee Staff +0 (1d6)
Ranged Sling +2 (1d4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
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Str 10, Dex 14, Con 13, Int 17, Wis 13, Cha 12
BAB +0; CMB +0; CMD 12
Feats (2) extra hex (healing), merciful spell
Skills (6 skills) Appraise +4, Heal +5, Intimidate +5, Knowledge (Nature) +7, Profession: herbalist +5, Survival +6, Use Magic Device +5
Spells/Day (3/2, DC 13+level)
0th level known: all (usually detect magic, light, spark)
1st level known (6): burning hands, cure light wounds, ear piercing scream, mage armor, sleep, unseen servant
Special Abilities: Patron: Animals, Hex: feral speech, Hex: healing, familiar: Fox (Minko)
Traits: Szaezan Crags Miner, Child of Nature
Languages: Tien, Sylvan, Terran, Auran
Possessions (x gp) staff, sling, 10 stones, clothing, small knife, cooking materials,
------------------------------------------------------------------------
Stat Math:
Str 10 (0 points)
Dex 14 (5 points)
Con 13 (3 points)
Int 17 (7 points +2 racial)
Wis 13 (3 points)
Cha 12 (2 points)
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Okay, here goes:
Meilin, Forest Orphan:
Meilin
NG Human (Tian-Shu) Female Witch 1 (white-haired witch)
Init +2; Senses Perception +1
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (1d6+1+1)
Fort +1, Ref +4, Will +3
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee Hair +2 (1d4+3) or staff +0 (1d6)
Ranged Sling +2 (1d4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 14, Con 13, Int 17, Wis 13, Cha 12
BAB +0; CMB +0 (+3 to grapple w/hair); CMD 12
Feats (2) weapon finesse, merciful spell
Skills (6 skills) Appraise +4, Heal +5, Intimidate +5, Knowledge (Nature) +7, Profession: herbalist +5, Survival +6, Use Magic Device +5
Spells/Day (3/2, DC 13+level)
0th level known: all (usually detect magic, light, spark)
1st level known (6): burning hands, cure light wounds, ear piercing scream, mage armor, sleep, unseen servant, charm animals*
Special Abilities: Patron: Animals, White Hair, familiar: Fox (Minko)
Traits: Szaezan Crags Miner, Child of Nature
Languages: Tien, Sylvan, Terran, Auran
Possessions (x gp) staff, sling, 10 stones, clothing, small knife, cooking materials,
------------------------------------------------------------------------
Stat Math:
Str 10 (0 points)
Dex 14 (5 points)
Con 13 (3 points)
Int 17 (7 points +2 racial)
Wis 13 (3 points)
Cha 12 (2 points)
Meilin was 10 when her parents did not return from the mines. They were poor, barely scraping by and living in a small hut in the woods, but they were happy. Meilin was their blessing, a beautiful girl child with hair as white as snow. She was a polite, dutiful daughter, nevertheless prone to long walks in the woods, fearing none of the creatures that lived there. When her parents did not return from the mine, she waited, making tea as she was taught and keeping the fire going. On the third day the firewood ran out. On the seventh day, the food ran out. Meilin waited still, her duty overwhelming her hunger. On the tenth day the animals of the forest came to the hut, bringing honey and berries. They adopted the girl, guarding her and becoming her companions. In return she ate only what the woods provided: berries, fish, root vegetables, eschewing meat that might have once been a friend. She also sang to them and told them stories, long tales she had heard from her parents. In time, the spirits of the forest came too, and they taught her the languages of the woods, and spoke to her of a new duty, a duty to serve the spirits and the animals. Now, grown to the mature age of 17, she is ready to leave the forest and seek the destiny the spirits have spoken of to her.
Meilin is polite and dutiful, but the years of self sufficiency have given her a steel spine. She knows little of civilization, but much of the woods, and of the animals. She is honest and forthright, not prone to lies or subterfuge. She knows little of politics, only that there is a human world beyond the woods. She knows only what little she has heard of Grandmother Pei from travelers or the spirits. She has no real opinion either way.
Meilin is a slight girl, willowy and slender, with long white flowing hair and eyes so blue as to be almost clear. She wears very rough homespun dresses and no shoes, even in the cold months. Her constant companion is a fox named Minko, whose mate was killed in a hunter's trap and who has adopted Meilin as a family. It is he who imparts the spirits' knowledge to her, teaching her to tame the wild beasts who may not know her and to heal the wounds of those in need.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I'll have a character for you tomorrow. I'm changing the Spirits patron to the Animals patron. I like the idea of a Snow White-like girl who was raised by the forest animals when her parents died.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Hooray! I'll look over the Primer and give this a good think. I'm definitely interested, though!
EDIT: I'm leaning toward a Human Witch (white-haired witch archetype) with the Spirit patron. Perhaps a young woman who was orphaned and raised in the woods by the spirits themselves, who gave to her a familiar to watch over her. Now she is grown and the spirits wish her to go into the world, though she does not know what purpose.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I would be interested in this. Not sure what I would play, but I dig the Primer and would love to try my hand at an Eastern flavored campaign. Is there a specific land you're thinking of starting it in?
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
What sort of game are you interested in? Do you have a character in mind? Does it have to be a homebrew world or is Golarion something you're interested in? And what is your play style, which is to say, what do you envision this game to look like? These answers might help you find a GM that fits your play style.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Vic Wertz wrote:
To be accurate, I said we didn't have updated information on its arrival date because of the Chinese New Year. Right now, we're assuming it will just miss March, but they might tell us otherwise when they're back.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Lord Fyre wrote:
Ayrphish wrote:
Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...
That will mean that there will be no Adventure Path book for March!
In another thread Master Wertz stated that this is due to their printer taking an extra long break for Chinese New Year. Can't fault the people their holidays can we?
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Brambleman wrote:
I see alot revolving around the rough beast's prison.
I think that certain gods would take it better than others. I see Iori and Cayen taking mortality better than Iomedae or Norgober.
In fact Iori is unique in that not only did he go from mortal to god without assistance, but he would know exactly how to do it again.
Irori did, but would he do it again? And when is the question. I see Irori realizing that the fulcrum of affairs in on the mortal plane and therefore forgoing his immediate return to divinity to act as a mortal in the struggle to come.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I would imagine that the concepts of Good, Evil and Neutrality espoused by the people's belief would still power the clerical spells.
In the case of Cayden Cailean, I would imagine that being mortal again would be a wonderful challenge and that he wouldn't be in such a hurry to re-divine up. In Pharasma's case, she should fall, but her bureaucracy would still keep everything going.
Of course, Rovagug may still become mortal as well, which would be the perfect opportunity to kill him off once and for all, which I imagine most of the gods of Good and some of Evil would make their primary mission during this situation.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
With respect, I submitted the Holster of Goblinkind.
Holster of Goblinkind Aura Faint enchantment; CL 1st
Slot belt; Price 2,400 gp; Weight 1 lb
Description
This leather belt with attached empty holster always looks chewed upon and poorly made, no matter how new. Three times per day, as a standard action, the wearer can place an empty hand in the empty holster, then draw and point it at a target within 30 feet as if pantomiming drawing a gun. The wearer must then shout “BANG” loudly. The target of the effect must make a Will Save (DC 10) or immediately fall prone. The holster must be empty for this effect to work, and the wearer may, as a move action, dump the contents of the holster onto the ground. These items appear in the square that the wearer is in. Alternatively a single ranged weapon or wand may be stored in the holster. The wearer gains the benefits of the Quick Draw feat with these weapons or wands only.
Construction Requirements Craft Wondrous Item, Quick Draw, daze; Cost 1,200 gp
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I concur, Neil is an incredibly astute observer of writing styles and design-fu. The feedback I got from him during my runs at Superstar-dom were very helpful and spot-on. I look forward to seeing the judges' critique of this year's submission.
Ank-hore's hit is true, but the priest seems to shrug off the effects, not even pausing to vomit. The ghouls spring forward, their maws slavering with the imminent taste of flesh!
G2 - Attacks Ank-Hore 1d20 + 5 ⇒ (17) + 5 = 22 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
G3 - attacks Splurg 1d20 + 5 ⇒ (8) + 5 = 13 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
G4 - attacks Crang 1d20 + 5 ⇒ (19) + 5 = 24 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
G5 - attacks Greblak 1d20 + 5 ⇒ (5) + 5 = 10 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
If hit, please make 2 Fort saves, please!
Splurg lashes out at the ghoul attacking him, cutting him down with his wicked scimitar! Spots alters his attack, springing at a nearby ghoul (G2) and biting him viciously. His attack doesn't kill the undead thing, but it does pull him from his feet! Meanwhile the ant grabs hold of the priest and vicious stings at him, 1d20 + 8 ⇒ (9) + 8 = 17, but the priest shrugs off the poison. He is, however, grabbed!
Greblak's screaming flaming skulls erupt from his outstretched hand and fly toward the priest! 1d20 + 5 ⇒ (6) + 5 = 11 However, curiously they evaporate before hitting the Priest, doing no damage at all!
Crang I need your Fort saves before resolving your action!
Whosi holds his action, waiting for the perfect time to spring his trap!
The Priest, grappled by the ant, attempts to struggle free! CMB 1d20 + 10 ⇒ (8) + 10 = 18 vs a DC of 17. With a vicious burst of strength, the Priest breaks free of the ant! He shudders, his obese bulk shivering oddly and staggers forward toward the party. He'll be in melee range next round.
I still need Fort Saves from Crang and Ank-Hore, but everyone go ahead and post round 2 actions, please!
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
The thing with gun-related items is that there's not a lot of them and they cater very specifically to groups/characters that use guns. A subset of a subset, if you will. The key is to making items that are cool and available to a lot of different characters.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
See, that's what I fear will happen with 5e: WotC will try to be Paizo, and fail and then we have another edition change. I want WotC to make a really good game that doesn't have anything to do with 3e or 4e or 1e, but is its own beast. I don't want to have anything to do with it, mind you, but I want it to rise or fall on its own merits.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Scott Betts wrote:
John Kretzer wrote:
Scott Betts wrote:
On a potentially related note, there are rumors circulating that a major D&D announcement will take place tomorrow - major enough to receive both CNN and NY Times article coverage.
I'm betting against an announcement of 5e. I don't see the telltale signs yet.
And you would have lost that bet.
I definitely did.
Ooo, ooo! Do you have to cosplay as one of the female Pathfinder iconics at GenCon now? Or name your firstborn ErikMona? Or compose an 'Ode to the Many Deaths of Regdar'?
I hesitated to comment on this thread, since I don't play 4th edition, but here goes:
5th is coming and I wish it well. However, I won't be participating. I have an edition I enjoy playing (Pathfinder) and I don't need another one. I hope it does well, for the sake of the hobby and I hope Wizards continues to learn from its competitors' successes. I hope they create a new OGL for this edition, but I feel sorry for the 4e players who, because of a lack of OGL for that edition, have just become orphaned. Still, you've got a lot of stuff to play and if you ever want to try something new, you've now got a choice of D&D5 and Pathfinder.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Detect undead is a useful spell. True strike is always good for those 'I absolutely must hit' moments. Burning hands is a great area effect spell. Magic weapon is terribly useful at low levels to bypass magic damage reduction. Magic missile and mage armor are must haves, both to hit insubstantial foes and to defend against them, since MA is a force effect.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
You can't beat disrupt undead. Cantrip, at will, 1d6 damage, heck yeah.
Also, grease is good for both keep enemies from being able to attack and also for when you get grappled to add that bonus to escape. Whenever I play a sorcerer I like to go for spells that have more than one use, so you've always got an option ready.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I submitted an item I thought was pretty fun, but honestly, if I get in again I'm going to buy a lottery ticket and avoid electrical storms, because wow, I'm due for one or the other.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Captain Quan Jenkins wrote:
" As part of the Imperial Army, your equipment will be supplied. Using my rank as Warrant Officer I have secured a further 8,000 credits worth of gear. You will each be issued with Stormtrooper armour, and blasters and other gear appropriate to the mission. That being said, I am waiting for the Mission Brief before I submit the final requisition.
"The details have not yet been finalised, so I can listen to requests. However, as bureaucracy imposes it's red tape to all, the group budget will be the final consideration. Despite the limitations this can bring, it is the most efficient way to equip a small group of commandos."
Sir, much as I enjoy being very bright and noticeable, would it be possible for the sniper to procure a Shadowsuit instead? It would make me less of a target for opposing snipers, sir.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I'd like to participate, please. I'm thinking of playing a scout/sniper type, since I don't think I've ever played one before in a Saga game.
Okay, here goes:
Hosh Iggins, Scout/Sniper:
Hosh Iggins
Destiny 5 Force Points 7 Dark Side 0
Medium Human Scout 5
Init +11; Perception +10
Languages Basic, Military Call Sign
–––––––––––––––––––––––––
Defenses Reflex 21, Will 18, Fortitude 18
Hit Points 26+4d8+8; Threshold 18
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Spd 6 squares
Melee stun baton +3 (1d6+2)
Ranged Heavy Blaster Rifle +8 (3d12+2) or blaster pistol +7 (3d6+2)
Base Attack +3; Grapple +3
–––––––––––––––––––––––––
Abilities STR 10 DEX 18 CON 14 INT 13 WIS 16 CHA 9
Talents (3 talent) Acute Senses, Keen Shot, Evasion
Feats (3 feats + 2 class) Shake it off, Weapon prof (pistols, rifles, simple), Point Blank Shot, Precise Shot, Riflemaster, Careful Shot, Weapon Focus (rifles)
Skills (7 trained skills) Endurance +9, Initiative +11, Mechanics +8, Perception +10, Pilot +11, Stealth +11, Survival +10
Possessions
Racial
–––––––––––––––––––––––––
Experience 0
–––––––––––––––––––––––––
Appearance Hosh is a slight, bookish man, with thick glasses and an accountant's look about him. He squints quite a bit and his black hair is thinning on top. Still, he's a wizard with a rifle. Deemed too small for stormtrooper duty, he knuckled down to use his innate knowledge of mathematics and angles to make himself an excellent marksman and scout.
Background Hosh grew up on Coruscant, the son of an Imperial functionary. He dreamed of serving the Empire from a young age, and when old enough, applied for the Stormtrooper training class. He was rejected due to his slight size and lack of upper body strength. Still, he was smart and patient, and so when six months had passed and he was able to apply again, he amazed the testing officials with his accuracy and skill with a rifle and was put into scout trooper training. Serving the Empire is in his blood and he intends to make every shot count. For the Empire!
Stat Array:
17, 15, 14, 13, 10, 9
Don't forget to add 1 to Two stats at Lvl 4
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
AdamWarnock wrote:
Just thinking about it (note: I do not plan on turning this in as my entry, I've got something else for that) just to clarify, creature = any thing that can be swayed by a Diplomacy, Handle Animal, or Wild Empathy check.
Sword of Peace
A broken longsword that glows with a faint holy aura. A prayer for peace is etched in Celestial on the blade. It calms those around its wielder, but curses those who have evil in their hearts.
The Sword of Peace grants its wielder a +2 bonus on all Diplomacy checks made to improve the attitude of a creature. Any creature within 30ft acts as if unfriendly if hostile. Any creature attacking the wielder must make a DC 25 Will save or fail to attack. The Sword of Peace must be wielded for the effects to take place. no other weapons can be wielded while the sword is out. Anyone attacking with the Sword of Peace takes a -6 on the attack roll and damage roll, but is otherwise treated as a broken +1 Holy Longsword. On a successful hit, the Sword of Peace shatters dealing 6d6 damage to its wielder. The wielder takes a permanent -8 on all attack rolls and must make a DC 25 Will save to attack any creature. The Sword then reforms at the site of the closest large-scale battle sticking out of the ground.
Probably a lot of problems with this, but it was just an idea for a weapon shaped wondrous item.
Also, my concern wouldn't be that this is a weapon masquerading, but that it's an artifact.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
David,
Are you still searching for players? I'm a recent transplant to Eldridge and looking for a game. Email me if you need players, or I can DM. anthro78 at gmail dot com
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
If you're still looking for players or a DM, I'm in Eldridge and wouldn't mind driving, depending on the day. I've been gaming at Games Plus One, but I'm looking for a stable group.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Tam's walking toward the house. I figure the others are having their discussion behind us. If they want to stop us, that's cool, but Tam's being brave, dammit! It's rare and he's trying it out.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Kthulhu wrote:
Since they've ruled that you can take 20 to detect traps, doing a whole book full of things that only serve to make your journey through the dungeon maddeningly slow would seem rather...tedious. Much like spending three weeks to walk through a medium sized dungeon.
It doesn't sound up your alley. Fair enough. I would like a good traps book. Pit traps and slamming walls are nice, but a really memorable trap is as good as a memorable monster or villain. Plus haunts and hazards are also excellent plot pushers.
I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Zeldones wrote:
I will, though it may take a bit longer to start than next week--depends on how much time I have this weekend. (I'd interpreted what you were going to do next week as running the intro for everybody, so we were all on the same page, then we'd break it up.)
Works for me.
Alright, three DMs: Zeldones, Ulgulanoth and me. We'll draw lots or just cut them players up Solomon style and see who loves who.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Indeed, I'll see if I can't things campaigned... New formats to learn!
I think I'll plan to get started on this on Monday. This last half of the week is turning a bit busy, but next week should be cleared for takeoff! So get the characters done and let's save the world(s)!
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
GM, I'm going to withdraw my submission since I just got a slot in another KIngmaker game and it would be unfair to double-dip. Thanks for the opportunity and have a great game!
Okay, now that the Blakros Museum has been in THREE Society Scenarios and is a somewhat beloved location, why is there not a flipmat of it yet? I for one would love one, or perhaps even a Map Pack of Museum Rooms...
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
In order to inspire character ideas, and since I think I'll start the game out, I'll put up some flavor text for the opening scene:
It all began with dreams.
At first it was just dreams of fire, of bright lights followed by darkness. Then it was dreams of screams, of terror, feelings of loss and entrapment, of peril and pain. The thing was, EVERYONE had the dreams. Even the elves, who sleep only rarely and never for long, had the dreams.
Then came the sound. Every day, a long drawn out keening sound, as if the sky was being rent in twain. It happened at the same time, everywhere, echoing from here and there.
Then came the dragons. Flights of dragons, all converging in the sky to talk. Deadly enemies, longtime foes, all came to speak on the omens it portended.
Last came the rips, tears in space that vomited forth strange creatures and strange men who spoke of other worlds and other places, of things that had never been and places that no longer existed: of Azlant Victorious, of the flying cities of Garund, of the lost city of Absolom, or the Disappearing Trails of Old Cheliax. Of cataclysms, catastrophes and things even worse.
The world began to buzz with talk of the ending of this age and whether a new one would arise. The fey began to speak of the Third World, a refuge to flee to when this world was no more. In the midst of all this talk, a meeting was convened by a little old man who called himself Prester Gallowsmith. You've been a message, delivered by a thrush, that invites you to come to Absolom, to the home of Prester Gallowsmith in one month's time to discuss the end of the world. The letter is signed with a signature and a sigil: three interlocking circles with a spiral at the center. It's not a symbol you're familiar with, but it seems to evoke a sense of familiarity none the less.
Against your doubts, or perhaps because of them, you've decided to attend. You choose your travel methods carefully, but you know that you may never pass this way again.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I think it's a viable game. Weekends always lead to posting lulls.
Okay, let's have everyone create a level 4 PC, coming from the prime Golarion. 20 point buy, usual 4th level PC gold. Paizo Classes and races are available, others available on a per-case basis.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Hello everyone! Buz was kind enough to start and keep this thread going, so first off, a big thanks to him!
Second, I dig the concepts. Blarg, Crang and Ank-hore (heh, anchor.), you are all in! Get levelled up to 2nd level and head over to the game thread and post your initiatives.
We'll play it this way: you are all members of the Gullchoker tribe, or were stowaways on the good ship Victorious before the unfortunate plague wiped out the crew and turned the captain mad. Your choice!
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I like that, PC. And when you've fixed enough locations, it brings something else into focus, something that may have caused the instability to begin with?
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I don't think there needs to be rails. Rules would be that each DM has to keep the same basic "Find the McGuffin" trick, but can do what they will. Since each Golarion will be self-contained, each DM can change what they want and call it a new world. Each DM would build off the one before them and the final DM would be responsible for bringing what they can together. Of course, if the players fail, it just sets up the next game to fix what came before or live with it.
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
Okay, we've got enough interest, so let's discuss gritty details. I think 1st level is a bit low, so I propose 3rd level as a good starting point. Anyone have a good idea for the McGuffin of Many Parts? Rods are traditional. Of course the new SHattered Star AP has a star. Perhaps the skull of a dead hero or god?
Also, DMing experience isn't necessary, it can be learned!
James Martin(RPG Superstar 2010 Top 16, 2011 Top 32)
I've been thinking about alternate histories recently, and I began to think about Alternate Golarions. Golarions where the Whispering Tyrant yet rules, where Aroden never died, where Rovagug is freed, where Cheliax rules the Inner Sea with an iron first, etc.
Here's the thing. I'm not recruiting yet, but I'd like to assemble a team of player/DMs who would take turns using the same set of players in a situation where (for reasons to be determined) they're shuffled from Golarion to Golarion in an effort to avert some cataclysm or event from destroying their own reality. Perhaps they must assemble pieces of some broken multi-planar device that can stop the Big Bad, or perhaps they're searching for the absolute best ale to placate Cayden Cailean's thirst. However it happens, who's in?