[LFP] Shattered Star AP CTZ Weekends in the evenings on Roll20.net


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From the ashes of Thassilon, an ancient power shall rise again!

The ancient empire of the runelords may be long dead, yet the legacy of Thassilon continues to haunt the frontier realm of Varisia. With the rise of one runelord only narrowly thwarted, Korvosa reeling after the curse of the Crimson Throne nearly brought the city to its knees, and Riddleport rebuilding after a close call with a falling star, the people of Varisia fear that the greatest threat to their land has yet to play its hand. When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star. For if the greatest prize of Thassilon's first ruler cannot save Varisia... what can?

The Shattered Star Adventure Path is a first in Paizo's Adventure Path line—a complete campaign set after the events of previous Adventure Paths. Shattered Star serves as a spiritual sequel to Rise of the Runelords, Curse of the Crimson Throne, and Second Darkness alike, yet it delves into a brand new storyline, making it as good as a group's first introduction to Varisia as a return to old stomping grounds. The Shattered Star Adventure Path focuses on the hunt for a sundered artifact, its pieces scattered throughout the land in some of its most dangerous and notorious dungeons—with the exception of the city of Magnimar, every location featured in the Shattered Star Adventure Path is brand new and filled with both dangers and treasures alike!

Rules:

25 point buy

3 traits, 1 drawback

The following races are permitted:

Core Races
Dwarves
Elves
Gnomes
Half-elves
Halflings
Half-orcs
Humans

Other Races

Featured Races
Aasimar (15 RP)
Catfolk (9 RP)
Dhampir (11 RP)
Drow (14/41 RP)
Fetchling (17 RP)
Goblin (10 RP)
Hobgoblin (9 RP)
Ifrit (6 RP)
Kobold (5 RP)
Orc (8 RP)
Oread (6 RP)
Ratfolk (9 RP)
Sylph (6 RP)
Tengu (13 RP)
Tiefling (13 RP)
Undine (7 RP)

Uncommon Races
Changelings
Duergar (8 RP)
Grippli (6 RP)
Kitsune
Svirfneblin (24 RP)
Vishkanya (13 RP)

All classes but Gunslinger (with the exception of Bolt Ace) are permitted. Gunpowder/firearms are not present in this campaign.

Feat Revisions:

Martial Mastery
Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.

Weapon Finesse
Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).

Agile Maneuvers
Gone. A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.

Combat Expertise
Gone. Now simple a combat option for any class with at least +1 BAB.

Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
Gone. Replaced with Deft Maneuvers.

Deft Maneuvers
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Power Attack
Gone. Now simply a combat option for any class with at least +1 BAB.

Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder
Gone. Replaced with Powerful Maneuvers.

Powerful Maneuvers
New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Point-Blank Shot
Merged with Precise Shot. Precise Shot replaces it as a prerequisite for further archery feats.

Deadly Aim
Gone. Now simply a combat option for any class with at least +1 BAB.

Mobility
Gone. Merged with Dodge.

Dodge
Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Two-Weapon Fighting
Gone. Merged with Greater Two-Weapon Fighting

Greater Two-Weapon Fighting
Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.

Communication will be text for in character, and voice for out of character.

Starting at level one.

Average starting wealth.

Standard alignments, non-evil only!


Still taking submissions? Or cancelled because not enough interest?

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