
DM Bigrin |

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.

Azure_Zero |

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.

Dirge Of Hubris |

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.

DM Bigrin |

@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.

Dirge Of Hubris |

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.

Stalwart |

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.

Stalwart |

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

Stalwart |

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.

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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.

Waterhammer |

I'd be into this...
I have a stat-block.
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
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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
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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.
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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.
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.

Wilhelm Shieldbreaker |

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'.
A well polished breastplate covers his chest with a sword hanging from each hip.
Think your more typical errol flynn swashbuckler type, with a dose more grit and a little less cheese!
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.

DM Bigrin |

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?

Azure_Zero |

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.

Wilhelm Shieldbreaker |

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.
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.

Azure_Zero |

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 -> ??

DM Bigrin |

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.