DM Bigrin's Shattered Star (Group B) (Inactive)

Game Master bigrin42


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Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

Harbug dodges to the side, clearing Shabbezz' line of fire, then begins a flurry of vicious swings at the bug, leaving huge gashes and spurts of bloody goo with each strike.

Falchion: 1d20 + 6 ⇒ (18) + 6 = 24; Damage if hit: 2d4 + 6 ⇒ (1, 4) + 6 = 11 Potential crit!
Falchion, crot confirmation: 1d20 + 6 ⇒ (19) + 6 = 25; Damage if hit: 2d4 + 6 ⇒ (1, 3) + 6 = 10 Woo! crit!


The last shriezyx was buried under a combination of attacks, and fell in a collapsed heap. The spiny legs curled under the body and it lay still, with fluid leaking out. Other than the dead shriezyx and yourselves, the only thing in the oval room was the altar or shrine, with the black shard laying in one of the points of the seven-pointed star carved into the stone.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

I had one spell left, and I was torn between casting sanctuary on Jak or converting it to a cure. I wasn't sure which would keep him alive if we did t finish the critter. Thankfully that's not an issue now.

Zaph breathes a sigh of relief as the monster falls, and heals Jakscar with his remaining spell. 1d8 + 4 ⇒ (2) + 4 = 6

He then gets excited about the altar and is torn between administering further healing for the poison damage and rushing up to inspect the object on the shrine. "Could that be it?" he says excitedly.


AC:22,t:14,ff:18; f:6,r:7,w:0 (+1vs fear); Init:4; Per:9 Catfolk Fighter 5/Rogue (Rake) 1 (HP57/57)

Once the creature collapses, Jakscar slumps to his knees, exhausted. As Zaph's divine power rushes into him, Jakscar feels muscles knit and his body create more blood to replace that which he had lost, and slowly raises his head. "Well that hurt! Could someone help me get out of this web, i'm not sure i have the energy left."

He then works a potion out of his sash and drains it, more wounds healing as it does it's work.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Female Changeling "Varisian" Burglar 4/Fighter 2 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 49/49; F+4, R+7 (+2 vs traps), W+1 (+2 vs Illusions/Fear); Init: +3; Perc: +16 [+18/+20], 60' darkvision)

Angelica recovers her dropped weapons, and works to help Jaks extricate himself from the webbing with either claw or knife, whichever helps more. Meanwhile, she nods in the direction of the symbol in the middle of the room, "Well, my shard is telling me that the other one is right there." She smirks at her own humor while winking at Harbug.

Then her eyes go wide and she yells, "Wait! I haven't thoroughly checked this room for any dangers beyond these big nasty bug things." She stops helping Jakscar and circles the dais, looking at both it, and the walls of the chamber.

Perception 1d20 + 9 ⇒ (3) + 9 = 12
+2 vs traps, and +4 vs stone like creatures

"Well, everything looks safe. The only protection must have been these bastards. Fat lot of good that did them, right?" She pats Jaks on the shoulder, to indicate how well he did against them.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

At the mention of it being safe, Zaphomil cannot restrain himself any longer. He rushes up to the altar and reverently picks up the next shard.

Sorry, but obsessive gnome, here!


Zaphomil:

As you pick up the shard, you feel a tingling in your hands. The shard belongs to you. to you, and no one else. In fact, most of the treasure from this place should go to you. After all, if it wasn't for your timely spells and healing magic, the others would never have made it this far. You resolve to bring that up when the treasure is sold and the proceeds passed out. Speaking of which, you notice a paucity of jewelry on your person. You deserve to be decked out with gems as colorful as your gnomish hair. After all, gnomes like to make an impression.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Zaphomil's eyes go impossibly wide as he examined the shard in his hands. Nodding affirmative, he keeps it clutched tight in his hands and smiles. "Well, I've got what I came for. Gather up any other treasure in this chamber, and we should head out."


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

"So it's genuine?" Shabbezz questions the priest as she approaches him. "I'd like to have a look for myself, if you don't mind."

Assuming he lets her look at it:

Knowledge (Arcana): 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (History): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Planes): 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (Religion): 1d20 + 9 ⇒ (13) + 9 = 22

And if we have the time:

Casting detect magic on the wand.

Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23


What wand?


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

"It's as genuine as I am." He holds it out, but snatches it back before too long. "That's enough. Are we going?" He looks ready to move out.


AC:22,t:14,ff:18; f:6,r:7,w:0 (+1vs fear); Init:4; Per:9 Catfolk Fighter 5/Rogue (Rake) 1 (HP57/57)

"Careful, it's stuck to my fur! Ouch don't pull it out! What have you done to me, I'm going to need a decent haircut when we get out of here, rather than this, this butcher's job! Ok, ok that's enough, I'll get the barber to remove the rest."
Collecting his weapons and trying his best to rub the blood and ichor from his armour and weapons with a rag. Jakscar prepares to move out.


Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

A cat-like snicker comes from around Harbug's head. "Hey, remember, those shards do funny things to people's heads until they've got the stone in them--let's get Zaphomil and the shard back to the manor ASAP."


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

"Shard." It should have been "shard." It was a bad copy-paste; my fault, I've been preoccupied with finals. Moving on...

"Fine, let's just hope we can get out of here without any more setbacks," she replies to the orc.


Female Changeling "Varisian" Burglar 4/Fighter 2 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 49/49; F+4, R+7 (+2 vs traps), W+1 (+2 vs Illusions/Fear); Init: +3; Perc: +16 [+18/+20], 60' darkvision)

Ahh, geez, Whiskers, quit your fussing. You can take a hit, but can't deal with a little hair pulling, you pus... snicker... wimp. When Zaph grabs the shard, Angelica eyes him warily, "Yeah, Buggy, don't know if we warned them adequately. Them shards can get all up in your head, trust me. The sooner we get back the better. Besides, we got it, that's what we came for, so now we can get out of this blasted pillar." Knowing haste is recommended when dealing with the shards, she recovers her dropped weapons, and heads out of the place by the fastest route possible. Most likely, it is the tunnel to the sewers.


The trip back to the Pathfinder Lodge was relatively uneventful, especially compared to the adventures of the last few days. It was a long trek, made longer by the bags of gear and artifacts that you had found in your explorations of The Crow and its lower levels. Zaphomil made sure that every piece was taken with you, and he inventoried it as you walked, occasionally stopping to pull and item out and ask Angelica how much she thought it was worth.

One outside of the sewers and into the clean air f the city above, you realize that it is night time. Questioning a nearby watchman gets you some strange looks, as well as the information that it is about 2 hours after sundown...nearing 10 o'clock. From there it was simply a matter of trudging across most of the city, a goodly distance in the best of conditions, which these weren't.

Tired, sore, and ready to collapse into a bed, you finally reached the Heidmarch manner and announced yourselves. The steward led you straight to a side room - not the plush library you had destroyed only a few days before, but a more rustic room better suited for dingy adventurers and mugs of splashing ale. That latter came quickly enough, along with a platter of sliced chicken and root vegetables.

"The Countess had just retired, but she will be with you shortly. Is there anything else you need? Healing, perhaps, or a curse broken? The laundry bit is obvious, and someone will be by your rooms later to clean those garments. At your expense, of course." The steward didn't wait for any response before leaving.

About fifteen minutes later, Shiela Heidmarch walked in. Her normally exquisite attire had been replaced by a comfortable robe and house slippers, both still of high quality. The excitement in her eyes was plain as she immediately asked, "What do you have to report? Did you find it?"


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Zaphomil jumps in the front of the line as the food is brought out and he immediately takes the best cuts and portions on his plate.

When the steward tries to leave, Zaph speaks up, affronted. "My expense? After I march all the way into the ancient ruins of Thassilon, extract some of the greatest secrets and treasures lost to time, get extraordinarily filthy doing so, and you're going to make me pay for my own laundry? I'll have your job for this!"

He settles down a bit by staking his claim to the last of the food on the table. When Heidmarch arrives, he eyes her suspiciously. "Perhaps."


Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

"We got it, and Zaphomil is currently under its power. I hope you have another stone ready, if he doesn't get to take one of those, he'll probably take everything else in this building that isn't nailed down. Right now he's worse than our Angel" Harbug looks at Angelica and winks with a wry smile playing on his lips.


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

"Yes, the sooner that thing's where it belongs, the better," Shabbezz concedes, eyeing the gnome.


"Yes, well I have done some research, and I think I now know which ioun stones mix with which shards. This shard is the shard of greed, I believe. It takes a pale blue rhomboid like the one I have here." She held out the stone to Zaphomil. "Here, why don't you take this and see if it fits?"


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Zaphomil scoffs. "Shard of greed? So I presume you think that my simply expecting to be compensated for my considerable efforts in keeping this lot alive and whole to be mere greed? Oh, think that if you like, but if it hadn't been for my magics, we'd be dragging out a number of corpses rather than a sizable amount of treasure. Treasure that, in light of my contributions, deserve to go to me."

He snatches the stone out of Sheila's hands and appraises it in his own. "Hmph. An acceptable trinket, and only partial payment for my services, certainly."

Taking several steps back, he compares the shard and the blue rhomboid stone. "Will this stone fit in this depression here? If it increases the shard's power, I can definitely see if it's worthy of my--" he trails off when the stone clicks into place on the shard.

Zaphomil stares at the combined artifact for several seconds. "Wow."


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

After waiting a bit while Zaphomil stares in wonder at the altered shard, Shabbezz sidles up to one of her remaining teammates and whispers out of the corner of her mouth:

"I take it he's been 'deactivated?'"


Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

"Well, since he shut his mouth, probably so." Harbug smiles a bit and looks at the cleric. "Congratulations! You can now help triangulate the next shard's location! After we get some sleep I think."


As soon as Zaphomil slots the ioun stone into the shard, his increasingly haughty and greedy demeanor changes. Before everyone's eyes, the gnome reverts back to his normal, somewhat humble, personality.

Internally, Zaphomil feels attuned to the shard in a way that he hadn't when it was without its stone. He intuitively grasped its innate powers, and a sense of wonder flitted through his mind at the possibilities. Even so, the thought of parting from the shard made him feel somewhat sick to his stomach.

Zaphomil:

Congratulations! You are now bonded to the Shard of Greed.

The Shard of Greed is made of black adamantine. As long as the Shard of Greed is carried, its owner can use haste as a spell-like ability once
per day, gains a +2 insight bonus on saves versus transmutation spells, and gains a +1 insight bonus on attack rolls.

You also have a pale blue rhomboid permanently attached to the shard. It may not be the best bonus for you, but this isn't about maxing bonuses, is it?


AC:22,t:14,ff:18; f:6,r:7,w:0 (+1vs fear); Init:4; Per:9 Catfolk Fighter 5/Rogue (Rake) 1 (HP57/57)

His mind and body exhausted from the last couple of fights, Jakscar offers little on returning to the lodge, even failing to react much to the obvious change in his friend's character. His ears prick up at the sight of the food and his nose twitches at the smells and yet he struggles to eat much. A smile crosses his face when the gnome is returned to his usual self, and at Harbug's comment he stands and stretches.
" Sleep yes, I think I need my beauty sleep after Angelica's disgraceful attempt at a trim and the attempt of those arachnids to remove my shoulder forcibly. I am sure I will be ready again tomorrow, for restocking our supplies and the next shard."


Before she lets you trundle off to bed, the Venture Captain asked for at least the highlights of your recent travels into the Crow. She was amazed to hear about the derros, and looked thoughtful at mention of the shriezyx. She mumbled something about needing to talk to the Mayor before allowing you to head off to your rooms for a well-deserved rest.

As you collapsed into your beds, each of you could not help but think about your adventures over the last few days, and wonder at what might be coming in the near future.

Book 1 Completed!:

Congratulations! We have (finally) finished the first module of the Shattered Star AP.

I want to thank everyone who stuck with this over the last 3 years. I've learned a lot as a GM, and had a lot of fun doing it.

Let me know in the OOC thread or via PM as soon as possible whether or not you plan on continuing with this AP. I have all the materials ready to start the next chapter, but I want to make sure everyone is ready to go before I move on. Once I know who all is staying, I'll give you a full breakdown on loot and give you a chance to resupply.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

After staring in silence at the shard, he then perks back up. "That was amazing! It felt so natural! I was under the influence of an ancient Thassilonian relic! How singularly unique!"

He paces back and forth as he draws an understanding of the state's power by just possessing it. "The shard of greed, I see. Using its power, I can give everyone a boost of speed -- making time seem to slow for everyone under its effects. Quite useful, I'd imagine." He looks at everyone. "And it might make up for my earlier comments when I was feeling... greedy." He looks somewhat abashed for a moment, but his usual excitement returns quickly.


The next day dawned, and you find yourselves rested and refreshed. The healing potions and curatives provided by the Lodge's majordomo seemed to have done the trick, with none of you worse for the experience in the Crow barring a bit of stiffness.

Around lunchtime, the steward came to each of you with a request to attend the Venture Captain for lunch. Present at the table alongside Shiela Heidmarch was an oily-looking man whose bearing and clothing screamed merchant sycophant. Opposite him lKoriah Azmeren - whom you had previously seen on your first audience in the Venture Captain's study - leaned casually on a chair, an appraising look in her eyes.

The table was empty of food, and held only a large drawstring purse, placed elegantly in front of the merchant.

Shiela motioned you to take a seat, and Koriah sat as well. Before anyone could say a word, however, the smarmy man spoke.

"Lord-Mayor Grobaras wishes to thank the Pathfinders responsible for determining the source of our citizens' diappearance, and putting paid to those scandalous rumors that the City Watch has little to no feelings for those unfortunate enough to go missing, either through their own capacity or another's. This mystery has hounded the city for months, and we at the Lord-Mayor's office are glad to finally have it put to rest. We wish to offer this gift as a token of our gratitude, and a reminder to all citizens of Magnimar that no one is beneath the notice - nor care - of the Lord-Mayor's office."

He pushed the purse gently towards the nearest of you, and you could hear the clinking sounds of coins within the plush bag.

The Venture Captain said, "Martellus here is very concerned about the citizenry, as you can tell. Please, take his gift in the spirit in which it was offered."

Martellus stood, bowed deeply, and then left the dining room.

Koriah smirked, and said, "I'll wager my sword against that purple bag of coins that more than a few platinum fell out while he was counting them. Still, it was a decent gesture, and I am a cynical b@*+@, so there you go. I also have something for you, though in not quite as nice of a package as Master Greaseball, Esquire there. Lord Canavan - you know, the Venture Captain's husband? - has heard of your findings in the crow and is hurrying back to Magnimar as fast as magic and ship can take him. He's been interested in Thalassion ruins for ages, and hopes to learn as much as he can before others beat him to it. He sent word by magical messenger that I am to offer you 4000 gold pieces to split, plus a single item from his personal stores for each of you if you will document everything you remember from the ruins. That means everything - entrances, traps, frescoes, tapestries, anything at all. Deal?"

The bag contains 500 platinum coins. This module is short on items, so a lump sum is given out at the end. Enjoy *makes it rain*


Female Changeling "Varisian" Burglar 4/Fighter 2 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 49/49; F+4, R+7 (+2 vs traps), W+1 (+2 vs Illusions/Fear); Init: +3; Perc: +16 [+18/+20], 60' darkvision)

Earlier:

As Zaph addresses his previous behavior, Angelica waves it off, "Don't you worry none about how that shard made you act, you little cherub." She gives his cheek a light and playful pinch. "I know what it's like. The shard I carry is Pride. Now just imagine how much of a b#$*$ I was with that influence over me before the magic stone put it in check." She cocks her head toward Harbug and Shabbezz, as if to say, 'just ask these guys'.

---------------
Present:

Angelica, more at ease in clean clothes and a fresh night's rest, leans back casually with her feet up on any furniture she's allowed to rest them on. Her eyes widen with glee as she sees and hears the heavy bag being pushed across the table. Given her laid-back positioning, she wasn't close enough to snatch up the bag before one of the others grabbed it, but that didn't mean she lost interest.

She smiles at the way Koriah interprets the irritating man, giving the woman a knowing wink. Yet when the woman tells of the offer for the telling of what they found, her mouth goes agape. She has been learning that this line of work, albeit a long sight more dangerous, is well worth some hearty coin. Besides, the burglar business just got to be a little boring, and she always loves a challenge. "Sugar-pie, I will draw the hell out of every cobwebbed corner of that bug-infested pillar for a reward like that." Then with a point of order she reminds the others, "Don't forget guys, we need to inform poor Liza Jane about the brooch we found of her 'long-lost' husband Lockerbie." She adds a little wink toward Jaks for being the one that had accepted the offer.

Okay, so the platinum and the money from documenting the ruins are outside the 2500 given in the Discussion thread? Does the 2500 represent the item from the personal stores? Nevermind, found it in discussion.


Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

"Well, I suppose I'm happy to tell you what we saw in there, and, at the very least, to warn the venture captain to bring a few men with him--at least one of the derro could still be in there." Harbug looks at the purple bag, clearly interested, and waits to tell what he recalls of the last few days.


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

Before she heads to bed that evening, Shabbezz arranges her writing tools and a fresh sheet of parchment in front of her spellbook and opens one of her scrolls, settling in to copy the spell to her spellbook.

Casting read magic (CL5, duration 50 minutes, automatically decipher all magical writing).

Spend one hour studying the scroll of web and make a Spellcraft check at DC 15 + spell's level (2):

Spellcraft vs. DC17: 1d20 + 12 ⇒ (17) + 12 = 29 Success.

The spell disappears from the scroll. Shabbezz spends 40 gp's worth of materials to copy the spell into her spellbook.

With a smile of satisfaction she closes the book and prepares for a well-earned night's rest.

*****************************

The next morning before breakfast but after washing up, Shabbezz spends her customary hour memorizing her spells for the day.

Diviner Spells Prepared (CL 5th; concentration +11)
3rd—clairaudience/clairvoyance, lightning bolt (DC 17), lightning bolt (DC 17)
2nd—flaming sphere (DC 16), glitterdust (DC 16), locate object, web (DC 16)
1st—burning hands (DC 15), detect secret doors, grease, mage armor, magic missile
0 (at will)—acid splash, dancing lights, detect magic, read magic

*****************************

"The terms are more than acceptable," Shabbezz comments to all present. "It's my personal belief that you'll find what we've discovered so far quite interesting."


AC:22,t:14,ff:18; f:6,r:7,w:0 (+1vs fear); Init:4; Per:9 Catfolk Fighter 5/Rogue (Rake) 1 (HP57/57)

"For that money I would even have a go at doing the drawing, but to be honest you don't want that, believe me! I will however help the others, but although i am a brilliant swordsman, I am no artist!"

"But of course Angelica, I may be a rogue on the relationship front, after all who wouldn't when you look this good, but even I wouldn't stand in the way of true love."


With the excitement of the rewards, and the sheer pleasure of ransacking Lord Canayvan's personal treasure room, the details of the shard now in Zaphomil's possession were sort of...disregarded. Still, the gnome occasionally felt its pull when he looked upon a bejeweled weapon, or saw the trunks filled with coin. It was a queasy sort of feeling. And Not one that he was used to.

Eventually, everything settled down and it was time for Them to seriously consider the next steps. The venture captain was anxious that they move on to collecting shard. The troubled look on her face showed that she had other information in hand that she was unwilling to share at the moment.

Concentrating on the shard, and opening himself up to it, Zaphomil sought the location of the next shard. In his mind's eye, he saw a vision of a towering statue. It was a statue of a beautiful woman holding aloft a stone scepter, standing atop a bluff surrounded by a tangled seaside swampland.

K. Local or K. Geography 15:

This site is a relatively well-known monument known as the Lady's Light. It is a towering 200 foot tall statue looming at the southwestern most point of the mainland of Varisia. The image of the statue is known to many, and sailors often use it as a lighthouse of sorts as it denotes the presence of several dangerous reefs and rock Scholes, but the monument itself is relatively mysterious. The swamps and marshland surrounding the area are known to house numerous tribes of boggards, troglodytes, and other monsters. The ladies light is just over 50 miles away from Magnimar as the crow flies, but approaching it on foot or by sea presents different hurdles.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Earlier, regarding Lord Canavan's offer

"I was planning on transcribing my notes and documenting our exploration anyway! I look forward to sharing my experiences with him!"

After getting the vision

Zaph describes his vision in detail, perhaps a bit colorfully and with an almost lecherous grin as he relates the statue's beauty.

"A lovely woman standing above the sea, holding a scepter. I don't know if I've heard of that landmark."

Any chance Knowledge (history) will help?
Know(history): 1d20 + 10 ⇒ (12) + 10 = 22


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

Knowledge (geography): 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge (local): 1d20 + 8 ⇒ (19) + 8 = 27

"It sounds like the Lady's Light," Shabbezz interjects. "It's a large statue about 200 feet high located southwest of the mainland, 50 miles from the city as the crow flies; sailors use it as a landmark to avoid dangerous reefs and shoals. The swamps and marshlands surrounding the area are a haven for tribes of boggards, troglodytes, and other monsters. Just getting there is going to prove a challenge whether we approach by land or sea."


"Ah yes, another of the famous Thassilonian monuments. As Shabbezz says, it is not quite as easy a trek as it might seem. The shoals around the Lady's Light are indeed treacherous, and most captains wouldn't even consider landing you there for any payment. Going overland makes the trip last for a couple of weeks at least, and the lands are treacherous."

"We might see if we can find a captain to drop you off near the Lady's Light, just north of the shoals, but bypassing all but the southernmost edge of the moors. That would be the best of both worlds, giving a short initial travel and minimal time in the swamplands."

"I'm no expert regarding the lands surrounding the monument. We have several books and treatises on it, I believe, but nothing too recent. There's only one person I know of in Magnimar that could be considered an expert on the area, though I am afraid he's not exactly a reliable resource."

"His name is Jasper Kandamerous, and if he is in a lucid state, he could certainly be a good information resource for you. Unfortunately, he didn't deal with the blows life handed him very well, and I am afraid his mind broke with the strain. On good days, you can find him at Beacon's Point, arguing a bit of philosophy or offering his talents as guide. On bad days...well, he'll be in Beacon's Point one way or another."


AC:22,t:14,ff:18; f:6,r:7,w:0 (+1vs fear); Init:4; Per:9 Catfolk Fighter 5/Rogue (Rake) 1 (HP57/57)

Know local: 1d20 + 6 ⇒ (20) + 6 = 26
" Right, well no time like the present. I know Beacon's Point and it sounds like we may need a few visits if we are to catch him sober."


Male Orc
Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

"Well then let's go find the man; we can do some shopping while we're out and about. I want to pick up a few things with some of this cash."


Female Changeling "Varisian" Burglar 4/Fighter 2 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 49/49; F+4, R+7 (+2 vs traps), W+1 (+2 vs Illusions/Fear); Init: +3; Perc: +16 [+18/+20], 60' darkvision)

Angelica raises an eyebrow, "We got to talk to this guy, but let's not forget Liza Jane while we're out."


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

"Angelica's right, we did make a deal with Lockerbie Brast. Perhaps we should attend to that matter first."


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Zaph nods. "Sure, let's take care of both those errands before we charter our ship."

Ready to move on to the next scene!


If you are headed to look for Lockerbie Brast's widow, I need some gather info checks


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10

That's it for me. Someone else with more ranks want to take a crack at it?


Female Changeling "Varisian" Burglar 4/Fighter 2 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 49/49; F+4, R+7 (+2 vs traps), W+1 (+2 vs Illusions/Fear); Init: +3; Perc: +16 [+18/+20], 60' darkvision)

Diplomacy (to gather info) 1d20 + 10 ⇒ (6) + 10 = 16


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18


Zaphomil, with the aid of Anglelica and Shabbezz, spent several hours trying to find Liza Jane. Starting at the docks at the Bazaar of Sails, you made your way through the press of leaning buildings to an area in Beacon's Point known as Washer's Row. The entire area reeks of chemicals and soaps used for everything from clothing to ship sails.

There, you came across a young woman named Elizabeth. When you explained who you were and what your mission was, she burst into tears.

"Liza Jane's my ma. She died about 5 years ago. We never knew what happened to da, though o' course we figgered it to be a shipwreck. Either that, or he took up with some floozy in Riddleport, my ma always said. It's break her heart to know he died just a stone's throw away. How'd you come by this brooch anyhow?"


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

::Casts haste and runs away:: -- Kidding!

"I'm so sorry to hear that. We came across him in some ruins. Looks like he spent his last days there, painting and pining for his lost wife. It was obvious that there was no floozy, I can tell you that," Zaph says diplomatically, leaving out a particularly distressing detail.

Bluff?: 1d20 + 4 ⇒ (12) + 4 = 16


"Thank you for that. It's very kind of you to bring this back. Can I offer you a reward? I don't have much money, but I could clean some clothes, or do some mending...?"

5 days and nothing else? Are you guys done here? Headed to find the street preacher?


Female Grippli Diviner (Scroll Scholar) 6 / Fort +4, Ref +4, Will +7 / AC 17*, touch 13*, flat 15 (mage armor) / HP 40 of 40 / Init +9 / Perc +8 (darkvision 60 ft) / Status: none

I was waiting for a response to Zaphomil's Bluff check before answering (didn't know if she was going to freak out or not to hear that her father is alive), but yes, we can be done. Let's go find the street preacher.

"Quite unnecessary, ma'am. A good deed is its own reward and all that."

Shabbezz looks meaningfully at her companions, eager to leave now that their bargain is fufilled.


HP: 5/42, AC 19 t:13 ff:17, f+7 r+3w+8(+2vs illusions, +2 vs transmutations) Perc +12, init +1 Gnome Cleric of Desna 6

I was trying to make it sound like we found him dead -- which we did -- and learned about his last days -- which we did -- without also letting on that he was UNdead.

Zaph nods in agreement with Shabbezz, eager to move on and avoid any further uncomfortable questions.

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Well, we are almost 2 years into the game and nearly at the end of the first module and RL has finally caught up to us. We just lost 2 players and would like to fill those slots.

Here is a link to the original recruitment thread, but sorry, I don't have time to do random character creation at this time.

What we need is a tank and a healer to replace those that are leaving us.

I'll leave the recruitment open for a few days until I can get enough submissions to flesh out the party. I'll give a 24-hour notice when I decide to close submissions.

Please submit a level 3 character. Let's keep the non-human theme going too. No human races. Any standard race with 15RP or less is acceptable.

Here is the gameplay thread if you want to catch up.


You have a Wizard, a Witch, and a Rogue. Am I missing anyone else?


Dotting, will have a think.


Nope, that's it. The fighter and the druid are dropping out.


Dotting,
Thinking either Bloodrager or Brawler.

Or I'll randomise it.

Class: 5d100 ⇒ (100, 90, 90, 74, 55) = 409 *Brawler, Bloodrager, Paladin, Warpriest, Cleric
Race: 6d100 ⇒ (76, 97, 64, 11, 70, 24) = 342 Half-Elf, *Half-Drow, Suli, Changeling, Aasimar, tiefling.

So I'll make a Half-drow Brawler


Interested, going for healer role. Perhaps a shaman?


For the heck of it I'll make two concepts and pick the better one.

Class: 5d100 ⇒ (31, 33, 10, 62, 89) = 225 Brawler, Bloodrager, Paladin, Warpriest, *Cleric
Race: 6d100 ⇒ (67, 35, 55, 11, 77, 73) = 318 Half-Elf, Half-Drow, Suli, Changeling, *Aasimar, tiefling.

or so either a Half-drow Brawler or an Aasimar Cleric...

internally debating whether the Current players decide on which, or I pick one.


Yay for bumps. It would appear everyone wants to roll the Advanced Class Guide right now.

If I gave up Nanite Surge (3 RP because an Android is 16 rp,) would you mind an Android Barbarian? I have a pretty nice image of a post-apocalyptic wandering, Numerian-plate mail wearing robot wielding a slab of sharpened black metal.


@Dirge - Sorry, that would fall under the ban of "custom" races.


Even though it was in the Inner Sea Bestiary? I figured scrapping a single ability was different than constructing your own.

Sczarni

How does an Oracle of Life sound? Aasimar perhaps.


@Dirge - I don't have a problem with the android (though I think it might be out of place in this AP), it's the modification of a published class that I object to. I have a history of being somewhat rigid with the "no custom" tag, largely because if you let one thing slide under, then it becomes easier for the next person to argue for their little trick. If not for that, then I would have no problem with it. That said, if you really want to do android, and all of the existing players agreed to it, I might let it go just this once (and the slope to hell begins...)

@Darksmokepuncher - I love the Life Oracle.

@AZ - That's entirely up to you.


I took that personally for some reason. I don't know why. It seemed simple to sacrifice something for roleplay principle, but I forget that sets a precedent for actual cheese. I will make that character and another. I would prefer to play a cool barbarian robot man-thing, but I get what you are saying. If you like my story, we can go from there.

*Edit* It seemed like a cool idea until I saw that Androids cannot benefit from Morale bonuses. All that rage with no bonuses.


Pathfinder Adventure Path Subscriber

I'm very interested. I'll skim the gameplay thread this evening and come up with someone who will hopefully mesh well with the group.

Sczarni

Should we apply any mythic tiers yet?


Pathfinder Adventure Path Subscriber

Hmm. I think I may suggest a Gnome cleric of Desna who focuses on channeling energy, both to heal and do damage to undead and outsiders with alignment channel. I'll really focus on being the heal-bot, but I with the Travel and Liberation domains, I should be able to get in and out of spots to keep the other party members healed up nicely.

My understanding of the Shattered Star AP is that it's a lot of dungeon crawling around Varisia, and I've got a familiarity with the setting. I think making him an enthusiast of old Thassilonnian ruins and legends would give him an easy hook and direct the gnomish obsession nicely (I wouldn't play him as too manic, but he would certainly be excited about exploring the ruins of Old Thassilon). With a high Charisma, he could also potentially do some time as the party face, once he earns their trust of course.

I know this is a pretty straightforward concept, but hopefully a useful addition to the group.


@Darksmokepuncher - no. there are no mythic tiers in this game.

@Stalwart - it is a good concept.


I will have to think of a character concept but looks interesting. Will you hand out pfs credit?

Cheers


I'm not offering PFS credit on this, largely because I haven't done so. (that's the way we've always done it, sonny!) None of the other characters were created with PFS in mind, and I really don't have the time right now to learn the PFS ins and outs.


dotting for later.


Pathfinder Adventure Path Subscriber

Thanks! I'll get some crunch up later today.


You do not have to change the characters or anything though. You can just fill in the chronicle sheets and everyone gets free credit that they can assign to characters if they like.

So you don't need to learn any ins nor outs :)

Think I will make a shield champion from the new book. Seems fun.


Pathfinder Adventure Path Subscriber

Zaphomil Collander:

Male Gnome Cleric of Desna 3
S 8
D 12
C 14
I 12
W 15
Ch 17

HP 24 (3d8+6)
AC 17 (+4 armor, +1 Dex, +1 shield, +1 size)

Melee: Mwk Starknife +3 (1d3-1 x3)
Ranged: Mwk Starknife +4 (1d3-1 x3)
Ranged: light crossbow +3 (1d6 19-20/x2)

BAB +2 CMB +0 CMD 11

Feats: Alignment Channel, Selective Channeling

Skills: 12
Diplomacy 1 rank, 3 Cha, 3 class = +7
Kno (arcana) 2 ranks, 1 Int, 3 class = +6
Kno (history) 3 ranks, 1 Int, 3 class +2 racial = +9
Kno (planes) 1 rank, 1 Int, 3 class = +5
Kno (religion) 2 ranks, 1 Int, 3 class = +6
Linguistics 1 rank, 1 Int, 3 class = +5
Perception 0 ranks, 2 Wis, 2 racial = +4
Sense Motive 1 rank, 2 Wis, 3 class = +6
Spellcraft 1 rank, 1 Int, 3 class = +5

Languages: Common, Gnome, Sylvan, Ancient Thassilonian, Varisian

Special:
Channel Energy (6/day, DC 15, 2d6)
Aura
Domains: Liberation, Travel
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
0-Level: 4 (DC 12)
1-Level: 3 (+1 domain) (DC 13)
2-Level: 2 (+1 domain) (DC 14)

Traits: Nontraditional Native (Varisian) -- Probably reskinned a bit to reflect travels with the Varisian people -- perhaps even being temporarily adopted for a time.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Racial:
Low-Light Vision
Defensive Training +4 dodge vs. giants
Gnome Magic (+1 DC to Illusion spells, plus 1/day dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice (history). This racial trait replaces hatred and obsessive.
Illusion Resistance: +2 on saves vs. illusions.
Keen Senses: +2 Perception
Weapon Familiarity
Languages: Common, Gnome, Sylvan


I am going to close submissions at midnight tomorrow. I don't need the crunch done by then, but I do need concept and background.


Pathfinder Adventure Path Subscriber

Background:

Zaphomil was orphaned at a young age, and left in the care of a traveling group of Varisians who wandered across the lands of Varisia. Zaph's formative years were spent learning to love the wandering spirit of Desna and the wild and fascinating lands of his home. While so much of his life was on the road, he became obsessed with the history that one just needs to scratch the surface to expose the ancient works lying just beneath the soil.

From the strange glyph-covered arch in Riddleport to the mysteries of the Old Light of Sandpoint, to the giant pyramid of Korvosa to the ruined giant bridge of Magnimar, the relics of Old Thassilon whispered and promised amazing things to Zaphomil. As he grew older, he researched and gathered as much lost lore as he could -- even finding a few scholars who could teach him how to translate the old Thassilonian writings. His crowning achievement in his young life was the discovery and exploration of an ancient chamber deep beneath Korvosa. While his subsequent research determined it had been merely used as a granary, he still achieved a minor bit of notoriety as an expert in Thassilonian ruins. But he knew there was much more out there. Desna's will would guide him on his travels throughout Varisia, he was certain. But lying just below the road, well, that was where the true journey would begin.

Grand Lodge

Background:
Spines was born in a small orc village and didn't get much time to know his parents. At a very young age, his village was raided and his father killed along with most of the male orcs. The children were seized from their homes and taken to the city to be raised in a more "civilized" environment.

While in the city, Spines was taught in the monasteries among the monks in the way of unarmed combat. He enjoyed hurting things with his hands, but he knew he didn't fit in with everyone else. He felt unintelligent and different.

After years of internal struggle, his primal instincts overfilled him, and he flew into a rage. He ran away into the wild to find some sort of peace. While out on his own he discovered an abandoned village and searched through it. There he found several things he recognized from his earliest memories.

He didn't see any signs of struggle in the house, so he had no way of knowing whether his mother was still alive or not. To this day, he continues searching for his mother, just hoping she is alive somewhere.

Personality:
Spines believes that the pack is more powerful than the lone wolf, so gladly welcomes others to join him while traveling. What he learned in the monasteries frequently pop into his head while confronted, but his instincts usually overpower any book knowledge he's gained. He likes everything to be in order, and becomes infuriated when something is out of place. While he isn't quite sure what he want's all the time, he hates when others try to decide what he wants for him.

Grand Lodge

@DM Bigrin
Standard wealth for 3rd level characters?


I'd be into this...

I have a stat-block.

Spoiler:
Nyssa Arkurna
Female Suli Fighter 2/Ranger 1 (Pathfinder RPG Advanced Race Guide 0)
CG Medium outsider (native)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 27 (3d10+5)
Fort +6, Ref +4, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork falchion +8 (2d4+4/18-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +6; CMD 19
Feats Alertness, Dodge, Iron Will, Weapon Focus (falchion)
Traits alabaster outcast, fencer
Skills Climb +8, Craft (weapons) +3, Diplomacy +3, Handle Animal +5, Heal +5, Intimidate +5, Perception +8, Ride +3, Sense Motive +5, Stealth +4, Survival +5, Swim +4; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Ignan
SQ elemental assault, track +1, wild empathy +2
Other Gear masterwork agile breastplate, masterwork falchion, 2,075 gp
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Bravery +1 (Ex) +1 to Will save vs. Fear
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 3 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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I'll buy the rest of my equipment when I see the answer to Spines' question.
Also I need to do the background, appearance, and personality, stuff. I have an idea already, but I'll let it simmer for tonight, and tomorrow at work. I can't post from work.

Edit: Hmm... Midnight tomorrow might be after I get off from work. I guess i'd best do the background stuff tonight.

Background:
Nyssa was born to a minor, but legitimate branch of House Scarnetti. If her unusual heritage had not manifested, she would have had a fair chance to maneuver her way up the hierarchy of that clan. Instead when Nyssa reached puberty, her birthright (from several generations earlier actually), manifested itself. Nyssa's hair changed from a dark-brown to fiery red. From her brow sprouted tiny sharp horns. Needless to say, her parents were mortified.
Nyssa was sent out of Magnamar, to one of the Scarnetti holdings. A place where she would be out of sight. The farm where Nyssa was sent just happened to be a safe house for agents of the Scarnetti, as well as a training compound. The gruff fellow who ran the place took young Nyssa under his wing, giving her instruction in the arts, martial.

Nyssa then took her training to to the field, she has worked various covert jobs, both for the Scarnetti, and other concerns. With sorrow, Nyssa came to realize that she would never gain acceptance in her own family. Her ambition undiminished, Nyssa resolved to join the Pathfinders. They at least, accepted people for their merit, not their appearance.

Appearance:
Nyssa is 5' 8" tall and athletic. Her hair is a bright fiery red, and long, flowing halfway down her back. Her small, red-black horns are almost buried in her mass of thick hair. Nyssa's face is dominated by her striking blue eyes, they seem to flicker like gas-lit fire. Nyssa's blue eyes are a stark contrast to her dark-brown skin.

Personality:
Nyssa is driven by ambition. Her place in her family was stolen, by fate and bigotry. Nysaa is determined to forge a name for herself in history, and perhaps gain control of her family's fortune on the way. However, Nyssa values friendship, she has a kind heart, that tempers her ambition and steers her away from betrayals and utter ruthlessness.


Spines wrote:

@DM Bigrin

Standard wealth for 3rd level characters?

Yes


Ok, so hoping to get crunch up today as well (if painting gets finished first!), but here are concept and background etc for Jakscar 'Steelclaw'.

Appearance:
Lithe and slender like all catfolk, yet with steely strong muscles running under his pure black fur, Jakscar stands 5ft 8in tall. A single duelling scar runs under his left eye and his white whiskers are plaited together in imitation of a human moustache.
A well polished breastplate covers his chest with a sword hanging from each hip.

Concept:
Jakscar is a finesse fighter wielding a duelling sword and short sword/daggers. Although his lack of common sense and downright recklessness often get him into trouble, his agility supplemented by his wit and charm (and some thick armour) usually get him out again. Although likely to fidget and get bored easily, his chivalric attitude and community spirit normally keep him playing the team game. Vain and slightly arrogant, Jakscar is also quick to laugh, even at himself.

Think your more typical errol flynn swashbuckler type, with a dose more grit and a little less cheese!

Background:
Jakscar knows very little of where he came from as he was shipwrecked in the Mushfens at a very young age. Rescued by an innkeeper from Ordellia the following morning from amongst the wreckage, Jakscar grew up tending bar and constantly hearing the tales of wanderers passing through.

Determined to give something back to the community that had taken him in, Jakscar joined the militia where he developed a talent for duelling and the use of light blades. This coupled with his lust for adventure led him to compete in duelling competitions within the Serpent's Run where he gained the nickname 'Steelclaw' and this in turn has led him to Heidmarch Manor and the Pathfinder Society. Recently returned from a mission under the Fenwall mountains, Jakscar has quickly bored of being back in the city and is keen to head back out exploring.


Can we take drawbacks to gain another trait?


Yes, 1 drawback is allowed. Note that you are still restricted to not having more than 1 trait i a single category. Note also that I expect any drawbacks to be roleplayed in the game.

Also, I would prefer (not enforcing, but prefer) that you take something that actually is a drawback for you. Taking anxious (-2 penalty to Diplo checks) on a character with charisma as a dump stat isn't exactly a drawback, now is it?


Would Naive be a good one for a Brawler who spent most of her time fighting in the Serpent’s Run, Magnimar’s grand hippodrome.

I make characters with no stat below 12, as I dislike a weak stat or a weakness.

All of the crunch is done, sans equipment, working on backstory and description.


that would be a great trait for such a character, especially as it affects Dirty Tricks (which I love to use).


Half-drow Brawler
Ayla Noya Valerius.


Unfortunately I won't be able to get my crunch up properly until Monday, due to work and girlfriend commitments, I hope that doesn't rule me out, but I would understand.
The core crunch to give a clue is below.

basic crunch:

Str 14
Dex 17
Con 14
Int 13
Wis 8
Cha 12

Traits- Serpent runner and Defender of the society
Feats- Black cat, Exotic wpn prof: duelling sword, wpn finesse, 2 wpn fighting.

AC: 21
HP: 31 (inc favoured class)

Mstwk duelling sword +6 (+7 not duel wield); dmg d8+2
Mstwk short sword +5 (+7 not dual wield); dmg d6+1

Gear so far:
+1 agile breastplate
Mstwk duelling sword
Mstwk short sword
Cold iron dagger
Silver dagger
Dagger
2x cure light (1d8+1)
1x cure moderate (2d8+2)

Also as I figure there can't be that many catfolk in Maginmar without them knowing each other, I figure I could adapt my background depending on how you bow out the druid. Didn't want to be presumptuous though.


Submission List:

AZ -> Ayla Noya Valerius -> Half-Drow Brawler
Wilhelm Shieldbreaker -> Jakscar 'Steelclaw -> Catfolk Fighter
ScubaSteve93 -> Spines -> Orc Monk 1/Barbarian 2

Stalwart -> Zaphomil Collander -> Gnome Cleric

Darksmokepuncher -> Oracle of Life, Aasimar
Waterhammer -> Fighter 2/Ranger 1

Jolly Roger -> ??
Dirge Of Hubris -> ??
Nilesr -> ??
DoubleGold -> ??


Recruitment is officially over. I will have my decisions by tomorrow.


All right, I think I have chosen the ones that will best fit with the party, and fill the roles necessary.

Wilhelm Shieldbreaker with Jakscar 'Steelclaw' has the fighter/melee spot.
Stalwart with Zaphomil Collander has the healer/support spot.

If you two would finish fleshing out your characters and head over to the discussion thread to introduce yourselves, I will get you into the game shortly.

Thanks to everyone who responded. There were some good character ideas.


Congrats, Jakscar 'Steelclaw and Zaphomil Collander

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