DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


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Fulmen wrote:

+1 Druid

[dice=Hps]1d5 + 3 + 1 + 3 + 2

nowledge (nature)+1
Spellcraft +1
Heal+1
Perception + 1

All looks good, just need a list of your currently memorized spells


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Taking her 2302.5 gold split, Braelex purchases a number of scrolls to learn new extract formulas.

Learn cure light wounds, shield automatic.

Learn Air Step: 1d20 + 14 ⇒ (1) + 14 = 15
Learn Levitate: 1d20 + 14 ⇒ (13) + 14 = 27
Air Step retry (2nd week): 1d20 + 14 ⇒ (5) + 14 = 19

She also sets up her new masterwork laboratory in her apartment and spends time experimenting with new ideas.


Hey all, been under the weather these past few days. Will post when I'm feeling better.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Hey. I am literally "Under the weather." I am stuck in Dallas trying to get home. Storms in the area have delayed a lot of flights. I should be back to normal positing tomorrow.


Before I forget, the Shards you have (and any that you pick up in the future) cast their spells at the user's level for caster level.

For all other things (dispel, identify, analyze dweamor, magic suppression, item saves and other) the shards are minor artifacts with a caster level of 20.

-Posted with Wayfinder


Male Half-elf Druid 3 Monk 2
DM Fflash wrote:


All looks good, just need a list of your currently memorized spells

Memorized spells are listed on my char sheet.

SPELLS
Level 0 (4)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Stabilize: Cause a dying creature to stabilize.

Level 1 (3 + domain)
Obscuring Mist: Fog surrounds you.
Cure Light Wounds x2: Cures 1d8 damage + 1/level (max +5).
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

Level 2 (2 + domain)
Fog Cloud: Fog obscures vision.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage
Hold Animal: Paralyzes one animal for 1 round/level.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Does anyone disagree with taking on Jasper as a guide and dropping Andel? Jasper sounds like he will be more useful in the Mushfens.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Question - When you tell us something has been added to our journal, is that something we can reference somewhere? Or are you just saying that the item has been noted?


For areas where I say "Image added to your journal" in ooc, I mean the journal on Roll 20 ... Should be visible there as a handout.

Specific to character journals as part of this quest, I'm assuming you all take sketches and maps of things as you go along. Pathfinders and all.

For the Canayven quest, I'm looking for you all to call out what you think would be of interest vice handing it over and letting him (I.e. me) give you straight credit. Not because I want it to be a puzzle, but this is a lore-based piece of the game and I like to reward folks who pay attention to nuance and detail vice treasure and monster hunting (nothing wrong with that, BTW).

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

Anyway we can get some stats and class on Jasper before we decide who to bring?

I think adding in another madman to our group could either be awesome or awful :)


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)
DMFflash wrote:

For areas where I say "Image added to your journal" in ooc, I mean the journal on Roll 20 ... Should be visible there as a handout.

Specific to character journals as part of this quest, I'm assuming you all take sketches and maps of things as you go along. Pathfinders and all.

For the Canayven quest, I'm looking for you all to call out what you think would be of interest vice handing it over and letting him (I.e. me) give you straight credit. Not because I want it to be a puzzle, but this is a lore-based piece of the game and I like to reward folks who pay attention to nuance and detail vice treasure and monster hunting (nothing wrong with that, BTW).

-Posted with Wayfinder

I Understand, but those things are much harder to keep track of when we are in PBP passed game. I have noted (at the time) certain things that seemed relevant. I will take more than an hour to go find them again though…


True ... but me just doing it is crazily unsatisfying for both of us ..

Jasper Rough Stats:

Human Cleric of Groteus Lev 4

Str 10, Dex 14, Con 12, Int 8, Wis 17, Cha 13
Feats Extra Channel, Selective Channeling, Toughness
Skills Knowledge (geography) +1, Knowledge (history) +4,
Knowledge (religion) +3, Linguistics +4, Survival +5
Languages Common, Thassilonian, Varisian
Combat Gear potions of cure light wounds (3), potion of cure
moderate wounds, scroll of cure moderate wounds, scroll of
neutralize poison; Other Gear padded armor, +1 heavy flail,
whispering coin (bears the symbol of lust)
SPECIAL ABILITIES
Schizophrenia Jasper suffers from schizophrenia


Aidon was going to do some crafting? Need those rolls/expenses before you depart Magnimar.

Will check Vuloos roll at founders honor, anyone else using a monument? Bonuses last for the next 24 hours.

And there will be some more cash for the 2 quests yours turning in once we work out the details.

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Not sure what the deal is for the monument. Did I miss that?

Relan has very little gold after buying 2500 gp of bling.


Male Aasimar Master Summoner / 6

Could the bling have been magic bling or does it have to be non-magical?

Aidon will make a Cha Headband +2 - DC - 13 1d20 + 10 ⇒ (20) + 10 = 30 Total cost 2k


Probably, it was early on. Magnimar has 12 monuments around the city that have unique artistry and are infused with some level of empyreal lords' remnant power.

Two documents in your Roll 20 journal, one has the detailed info and one is a quick crunch snapshot. Basically perform the skill check, gain the benefit for 1 day. Each monument can be used only 1/day succeed or fail. You can only have 1 monument effect at a time. They last for 24 hours.

Aidon: shriezyx, for summon list, CR4 aberration. Can't decide between sm4 or sm5. Sticking point is the ridiculous # of attacks combined with defensive abilities. Interested in your (and anyone else's opinion) on where it belongs.

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)
Aidon Jade Davian wrote:

Could the bling have been magic bling or does it have to be non-magical?

Aidon will make a Cha Headband +2 - DC - 13 d20+10 Total cost 2k

non-magical bling.

I need to go read that journal. I have not even looked at it yet. Will do so tonight.


Male Aasimar Master Summoner / 6

Everyone let me know what you would like made so I can make some rolls and move this along.

+10 so most things we can afford right now I should be almost an auto success

I think I remember I can take 10 right Tike, just not 20.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

But you cannot make ioun stones, right?


Male Aasimar Master Summoner / 6
Relan* wrote:
But you cannot make ioun stones, right?

No sadly those do have a minimum level to make, I think it's 12.

I am not sure if making a flawed/cracked one reduces that or not


Still need to be level 12 per RAW. I'll hunt through the boards and see if I see anything else.

Relan: I lied about the quick ref monument spreadsheet ... I recall now that I tried to load it but failed. The text document has all the information and it's pretty easy to find the crunch at the bottom of each section titled: Monument Boon

Vuloo's attempt at the Founder's Honor is successful and he'll gain a +1 morale bonus on all Diplomacy checks for 24 hours starting when you depart Magnimar.

Aidon: yes you can take 10 on item crafting.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

On second thought, having a mad cleric of Groteus may not be the best fit for the party. That, and I think we could use a Bard more than a cleric NPC. I'm leaning on keeping Andel now.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Aidon, can you also make Vuloo a +2 Cha Headband?


Male Aasimar Master Summoner / 6

Aidon will make another Cha Headband +2 - DC - 13 - 1d20 + 10 ⇒ (10) + 10 = 20

Total cost 2k


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Agree on Andel over the madman...


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Mayor's Reward: 194 plat / 5 = 38 plat, 8 gold each

Canayven Reward: 1000 gold / 5 = 200 gold each


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Sorry, no time to go digging for old clues. Been supper busy at work and home. Working too much and seem to be coming down with a cold.


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Very sorry about the cold, my wife is picking up one too even though its in the 80s here... we'll press with the game, if you guys do dig it up, its another 500gp. Nothing earth shattering since you missed the one area (to get the "full"reward).

Looks like we're going with Andel ... stats are adjusted here using Vuloo's inputs.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Thank you Aidon. Vuloo pays the 2K in gold.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

So, with the way money came trickling in I am unsure of the total for each PC. Does someone have a number we can all use? Relan needs to allocate 2500 for jewelry but I think he has at least a 1000gp above that after all the rewards were collected.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

The only other gold we received was for the mayor's reward? If correct, the total split is 2302.5+200=2502.5.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo will swap his 2nd level spell from Lessor Restoration to Burst of Radiance (Pathfinder Player Companion: Champions of Purity).

He will procure the following scrolls:
Remove paralysis
Silence
Delay Poison

He will stock up with the following provisions:
Rations x7
Alchemist Fire
Antitoxin
Rope/spikes

His gear has been updated in his profile.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan will pick up an antiplague and antitoxin, spending 100 of his 188 gold. Plus he now wears pretty darn nice clothing and jewelry. He is ready to proceed


Male Aasimar Master Summoner / 6

Sorry for my delayed posting, end of a school year is always stupid around here.

FYI I leave on Sat for vacation. Will be in Vegas for 2 days then the Grand Canyon for 5 and will have no access to the internet at all for those days.

Tike feel free to play Aidon as needed to keep the story moving.


Ok, have fun!

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

I promise to be active this week though as much as possible


That's great! Now go post in Gameplay.

-Posted with Wayfinder


Sorry all for the delay. Combo of new high pressure job and some indigestion problems as well as telling myself I was giving Fulmen time to post. I'm feeling better and am moving forward with the game.

For now, I'm going to simply ignore Fulmen character. If he hasn't responded to me (he's a real life friend, have sent him several texts) or in game by 18 July (2 months since his last post), I'm gonna write him out of the campaign.

At that point, the question is do you want to recruit another character? If so, what requirements? I'm ambivalent between 4 active players (ahem, Aidon) or 5. Totally up to you all. I won't change the game or loot for either one, so.consider that as well.

-Posted with Wayfinder


I'll be out of town this weekend starting tomorrow. Unlikely to post.

-Posted with Wayfinder


Almost 18 July. No word from Fulmen so I'm assuming he is out.

Vote on
1. Keeping just you 4
2. Targeted solicitation of a player/friend
3. Open solicitation of a player

Cote for what you prefer and if applicable what class limitations you wish to impose on the new party member.

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

I would vote for 2 or 3 equally. Sometimes it's nice to add in some new blood

I have no limits I would place on a new player as far as class or anything. Play what's fun I say.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Ditto with Aidon.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Open solicitation is fine by me unless you have someone in mind. I wouldn't place class limitations. Better to keep it open and select the most interesting character.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I am in favor of recruiting. I'd challenge a new player to look at what the 4 of us are playing and try to complement that. A good candidate would not propose a duplicate of what we already have.


DM Fflash wrote:
Vuloo wrote:

@Aidon: Yes, that would be appreciated - thanks. Vuloo could use several wondrous items (Boots of the Earth).

[dice=Level 5 HP]1d8

Skills: +4 Knowledge (religion)
Feat: Divine Protection
Spells: Protection from Evil, Lesser Restoration

You chose 2 lev 1 spells: you need 1 level 0, 1 level 1, and 1 level 2.

Also, choose a Revelation.

Vuloo, did you ever update this?


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Yes, his 5th level stats should be correct.


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Hi folks, here is Levelle my hunter, thanks for the invite!

I've been having some trouble with Paizo's site so I have just transferred that very basic crunch to Levelle's profile. DM Fflash mentioned there were questions around the crunch so I wanted to get feedback before I finalize everything.

Also, thanks again for letting me join. My last foray into Shattered Star ended super prematurely so I am glad to get in.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Welcome!! =)


Levels, a few things.

Send me a PM when able with an email address for access to our Roll 20 site. It's where we keep maps and images.

Spend your money for gear.

Finish your companion stats

Only crunch issues I see: bowyer is a craft not a profession. Aspect of the falcon is a special ability, you don't have to use it as a lev 1 spell freeing that up for something else.

For character concept, you will be a Pathfinder on task from Sheila Heidmarch in Magnimaar. You will have a couple tasks, the main one will be brokering a merchant deal with a native tribe in the Mushfens. She sent you to catch the party before they left on ship but you just missed them. Instead you hired a team of porters and guides who took you by canoe overland. You were set upon by a manticore and the rest of your group was slaughtered. You slew the manticore but found yourself injured and alone. You are approaching the bridge to an island with a small hut on it, having caught the party's spoor.

Also, roll Hps


The rest of you, this might be a good chance for a recap. Let's do it this way. Brawler stet from the beginning until Aidon arrived (right after rescuing Natalya and recovering the first shard). Aidon take it from there until Vuloo entered (middle of various Tower girl fights). Vuloo take it until Relan arrived (entering the final 2 levels if the crow). Relan take it from there until current time.

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The Exchange

Man I lost a post and everything in this thread. Ah well. Good luck folks, lol.


OK all, we've made a selection. I'll quickly walk you through the process of elimination we went through.

First, the party decided that Braelex and Aidon covered enough arcane capability, Braelex (and to a lesser degree Amiculus, the eidolon) can cover traps/locks.

With that, it left us with deciding between Adney and Levelle. Each of the party members were 50/50 on the two, with each character bringing their own strengths.

Ultimately I decided based on PirateDevon's longevity on the boards.

So congrats to PirateDevon, please come on over to Discussion with your character. There are a few question the players want to ask you about your crunch and I'll need a bit more info as well to incorporate you into the game quickly.


Well darn it good luck all keep me in mind if you lose another player


Congrats, enjoy the game!


OK, so it's been several years since we've had to replace anyone and here we are half way through the Adventure Path, getting ready to start Part 4. Looking for a new player, who is willing to hop in half way through and has the staying power.

My basic character creation rules:
No gunslingers, no guns.
Raise Dead doesn't exist in this campaign. All other reincarnation and resurrection spells do.
I'm currently not using any 3PP material and I'd ask that you don't either. I'm always open to exceptions but expect my initial answer to be no, with justification required on your part, not mine.
The new character will start at 10th level
1st lev Max HP, other level hps rolled on the discussion tab once accepted per campaign tab rules
45,000gp in gear
15-point buy, 2 traits (1 can be campaign, doesn't have to be at this point)
Can use Core Pathfinder races, Core Rulebook, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Advanced Player's Guide, and the Advanced Class Guide (although ACG archetypes may be restricted, ask first).
Other Paizo produced material can be considered if you ask, I have access to it, and I approve it. I'm not as draconian about this as I am about the 3PP stuff above.
Character will enter the party as a Pathfinder in Magnimar assigned as a replacement on this next step of the quest.
Player expectation/how I recruit:
Goal is to be able to post a couple times a week, but some times the game moves slower or faster than that. Please expect that. I know how to make a game last, but sometimes there will be lulls.
Communicate effectively, role play when required, advance the plot always.
Argue your point or your rule whenever you disagree, but once I make a decision, let it go
Your character crunch is only important to me that it meets the ruleset above,it's complete/accurate, and it's something the party needs

More important is how you post. I will look at your other posts on various aliases to see how you interact with other posters and how you play the game.

If you have a low post count, I recommend a PM to me giving me your experience/desire. I've been playing some form of this game for 35 years, I prefer experienced players, although it's not a hard/fast requirement. It just helps eliminate unnecessary rerecruiting
...
Additionally, I push maps and images via Roll20.

Party currently consists of a tiefling alchemist, a human fighter (lorewarden) (reach fighter), a halfling oracle (dual cursed), and an NPC human expert/bard accompanying as a scribe. Pick your class based on how you would best fit with the party. Current party members will get to be involved in the selection process.

I'll leave this recruiting open for at least a week


DM Fflash wrote:

...

Other Paizo produced material can be considered if you ask, I have access to it, and I approve it. I'm not as draconian about this as I am about the 3PP stuff above.
...

1) I have a psychic build (Occult Adventures, obviously), who was intended for a lower level start of Shattered Star... (Obviously, his background fits, IMO. I think his abilities would fit the party needs). Would you consider such a build for this recruitment? The build does use material from assorted Paizo splatbooks; the single biggest element being the rebirth discipline from Occult Origins.

2) Although it's not in the lower level version of the build, as you are looking for a 10th level character, the intent was to branch out into the Loremaster prestige class, looking to use the feat Secret of Magical Disciplines from the Chronicle of Legends splatbook. If you don't want that, I can happily do the build without...


This upcoming part of Shattered Star would lend well to an Occult Build. Let me look into Chronicle of Legends. I don't have it, myself, but it won't be a discriminator either way.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looks like you have a smattering of everything with the current pc's and NPC. Any particular void you would like filled? (Tank, rogue, cleric, magic-user)?

I'll look over the Player's Companion for this AP and read some of the past game highlights to get a feel.

Cheers!


The PC departing is an enchanter so they will be light on arcane, but ultimately they'll be selecting the character themselves. I'll invite them to chime in as required.


Do you have a preference for standard rogue, or unchained?


I'll allow unchained rogues.


Questions
Does item creation affect starting gold?
Familiar Archetypes, Yes or No?


Familiar Archetypes = I haven't used them before (Animal Archive, right?). We can discuss, certainly.

The 40K is the amount of wealth you have, not the amount of money you spend. So regardless if crafted or not, use the item price.


Dotting


DM Fflash wrote:

Familiar Archetypes = I haven't used them before (Animal Archive, right?). We can discuss, certainly.

The 40K is the amount of wealth you have, not the amount of money you spend. So regardless if crafted or not, use the item price.

You said 45K in your initial post and 40K here, which?


Whatever my initial post said. 45k it is.


The remaining current party is a trap breaker alchemist (myself), a life oracle and trip-build lore warden fighter. We also have an NPC along mainly for lore purposes. Our outgoing PC was a wizard, so we definitely have an arcane/caster gap to fill.


Three submissions, since some are a bit different.

Konghruul:

His fur stands on end, as his dark eyes glint in the light of the inns' fire. "Yeah. I'm a bloody bugbear." His voice is deep, soft. Gravelly. "I wasn't always. For close to 90 years I worked for Cheliax, for the crown. I was there when Abrogail took the crown after the Civil war. Not the current Queen, her grandmother. I helped put that crown on her head. No one suspected an elf to be a spy for the infernal country. It was good. I was rich and powerful. I was a terror, given missions of stealth, espionage, assassination..."

"But all that was taken from me. I lost my money, my connections, my friends...I lost my life. I was betrayed. By the very people, I put in power. I was discarded."

"And then...I was reincarnated, and I came back as the beast everyone called me...the Bugbear. Look, this is pretty simple...I was sent here by...the person who brought me back. I have a certain set of skills." His teeth glint wickedly. "You should use them".

Konghruul is obviously a long-shot, but I thought I'd throw him up here. He was an elf who was killed and reincarnated as a Bugbear (1% chance). He is a mutagenic mauler brawler and a Primalist blood conduit bloodrager. He of course (if accepted) would have a few fewer levels.

My idea for him is to be sort of a governmental insider on this...perhaps someone from Magnimar, or Korvosa who has gotten wind and wants to infiltrate someone working for them. Or he may be trying to STOP a government he thinks is interfering. Or perhaps he feels this is a way to get back at the crown in Cheliax. The person who resurrected him is likely dead, killed by someone unknown. They were a druid, I think. He may want to do this mission because of a prophecy they made, or to finish their final desires as a way of honoring them or repaying them for bringing him back. Perhaps he feels there is a way to reverse the curse of his race. It could be a little bit of all of them. These are all hooks I'd work with with the DM to develop where he sees fit.

Konghruul is a front-line fighter with some spell casting and alchemical abilities. Also, he may or may not have an addiction.

Aliyah:

A memory of fire and fall – My uncle believed very...different things...from my father. He believed my father was mistaken for recognizing his illegitimate children. His whore-son, he called me. The fact I was a girl didn't seem to matter.
At the end of his...I guess you have to call it a rebellion...I was the only one who stood between him and my mother. She was wounded – gravely, though I did not realize at the time – and I confronted him in the courtyard. The red autumn leaves danced around us as they fell from their branches in the wind, as the buildings behind us burned. It was so beautiful. There was no way I could beat him. He was a master swordsman. His grace, his speed, his raw power...I've never seen the like in my life since. It was everything I could do to defend myself. To turn his blade from my skin. To retaliate, and counter, and parry.
I don't remember striking the final blow.
When it was over, I found her where I'd left her. Her blood was the color of the leaves that surrounded her.

Aliyah is a tiefling, the illegitimate daughter of a lesser branch of Chelaxian nobility. The daughter of Merrim Atranta and Lord Asher Merovingian, she grew up a bastard – a well to do one, but a bastard nonetheless. Her family's sigil was a valknut, two triangles in a knot, meant to signify freedom, family, and glory. Her father's family was an ancient tree, signifying the roots and the pedigree of the house. She took these and combined them with a snake eating itself, hand-painted over the top of the upside-down tree, growing out of the stone valknut. The tree is upside down to represent the fact the family is old and "dead" in this new world, and that she is a bastard of it. And the snake because of her lineage, eating itself because, despite all of the claimants in Cheliax that devils and tieflings were lifted up, she saw too much racism. Despite their adherence to laws, she saw the same corruption in her own country as she did in all the countries Cheliax looked down upon...they were all in the same place, pointing the fingers at everyone else.

Her family worshiped the Asmodeus, and she served the church investigating corruption among its own ranks. This has disillusioned her to religion in general, as she sees those who disobey and play the system achieve just as much as those with genuinely good intentions.

She is willing to do bad things for the sake of the greater good, and knows how to do it within the system.

Aliyah is a Monk Master of many styles, Magus Bladebound Kensai. She believes sword work to be an art form.

Meiric Mthunzi Ken Umthakathi:

His name was a descriptor moniker. It means Dark-skinned (Meiric, an Ulfen word) Shadow (Mthunzi, a Mwangi word) Sword (Ken, a Minkaian word) Witch (Umthakathi, a Mwangi word from a different tribe).
He goes by any of these names, as they are not a first middle last or last middle first as you see in many countries. They are literally the single word names he was called in different parts of the world.
Hatima. Fate. His right arm.
Kothama. Death. His left arm.
The tattoos are on the insides of either of his biceps, in his native tongue.
Meiric is a giant of a man, at 6'3" with coal dark skin, he is lean and muscular. He has white dreadlocks, swept back from his head, and a white beard. His eyes are also so pale as to appear white. He dresses in full armor from his days in Minkai, and always wears his masked helmet...that of a demon oni. He does not take it off in public.

"You do not need to see my face. It is the face of death, umunto ofile. I see your face, that is enough. It is the same face as a man I slew in the battle of Kurotakibashi Bridge. Perhaps we've met?"
His back is covered in a tattoo, and also in burns from a great fire.
He was trafficked out of Mwangi as a young boy, living in Casmaran for years as they traveled across the great Kelesh Empire. Eventually, he boarded a ship, sold to Minkaian lord. Used as a slave warrior in Tian, he worked his way into the service of a Shogun. When that Shogun was slane in front of Meiric, he was sold to a trader, traveling by wagon caravan back over the Crown of the world to the Lands of the Linnorm Kings, where again he fought for other men's wars, other men's politics, other men's destinies. He caused death wherever he went.

"The deserts of the Kelesh Empire are an inferno, and the Crown of the world is a frozen cemetery. I have been in the desert freezing, colder than I've ever been, Baridi, I tell you, and I have crossed an icy tundra, sweating out of my clothes, desperate for a breeze or some shade. Everyone's perception of the world is like this - full of expectations that are incorrect. Full of assumptions. Full of lies."
He grew tired of men arguing politics, arguing morals, arguing laws, all the while justifying others to suffer and die. He follows Pharasma, believing he is reborn every time he gains a new name. He has read the prophecies and believes that Varisia was where he should be, especially after all of the recent chaos happening there.
He is a mix of his Mwangi heritage with his fighting styles from Casmaran and Tian and the north, sprinkled with his interpretations of Pharasma all tinted through the worldview of a slave-warrior.
If there was death, he would usher it in. If there was a prophecy, he would follow it. This is how he would be reborn again. This is his fate.

"I remember a girl. Smaller than me, with eyes like mine. Zuri. She may have been just some random girl. I could not have been more than...four, perhaps five. Such eyes. Her smile was in them. In my memories, she is my sister. But she was probably just some other slave."
He is a Vanguard Slayer and will possibly take levels as an Inquisitor of Pharasma, possibly as a Hexenhammer, as he draws upon his Mwangi roots, mixing them with his faith, and his fighting skills. I have also considered a ninja scout mixed in there. He is fast and mobile, but armored, bringing down curses and judgments, and bonding with his traveling companions.
He fights with a Naginata, and a katana and wakizashi, or perhaps the bow. Haven't fully decided on ranged vs. melee.


This sounds fun.

I have an idea for an Eldritch Knight but it do comes with a question:

How would you feel about an Aphorite? They are basically the Axis variant of the Tiefling and Aasimar. They were originally published in Planar Adventures and expanded upon in Plane-Hopper's Handbook (but AoN has it all).

He'd be a researcher that's very much into runes and glyphs, something of a natural predilection, and joined the Pathfinder's for a better chance at researching just that.


Aphorites are fine


Ok, a preliminary build. There are a couple of points in there that DM Fflash should look at, IMO. I have called them out with for your convenience.

Gemel Valdemar
Concept – Psychic (Rebirth) who will advance into loremaster

Background:

Gemel was born in Magnimar to the merchants of the Valdemar family.. His mother and father, Alyssia and Gheremul Valdemar, are traveling merchants, who generally trades between Magnimar and Sandpoint (mostly farm products and brewing to Magnimar, luxury items and specialized craftsmanship to Sandpoint).

Gemel spent his formative years travelling back and forth between Magnimar and Sandpoint with the family’s shipments. Pranks from the fey along these journeys led to him developing a wariness about possible imposters (Imposter Wary racial trait) .

What makes him special is that he has memories that are not his own (Past-Life Memories). He remembers fragments of not being himself, rather of lives lived in a strange, magical, empire (Thassilon). Of being a Shoanti shaman living on the plains. Of being an elf, who’d never met a human, in a forest called Mierani… and so many more. It is from this ocean of reincarnations that his psychic abilities have sprung from ( Rebirth Discipline ).

His past life memories led him into the pathfinder society, as they are exceedingly valuable when dealing with historical objects, like those the Pathfinder Society collects. When he was 17, he left Magnimar for Absalom to take his pathfinder training, and his initial ventures forth from the main chapterhouse were explorations of the Cairnlands around Absalom. He has developed a reputation inside the society of being an absolute font of arcane knowledge, even by pathfinder standards. He was invited back to Magnimar by Sheila Heidmarch, who is hoping to take advantage of his past life memories and his psychic skills in the search for the Sihedron.

Description:

5’11”, 159 lbs (quite skinny), brown-blond hair, hazel eyes (that harden to flint when he gets mad). He’s 28 years old and looks weathered.

Demeanour:

Outgoing, friendly, happy to talk to people. Has boughts of introspectiveness when his past-life memories come upon him.

Mechanical:

Gemel Valdemar
CG Male Human, Favored Class : Psychic
Psychic 8 (rebirth) Loremaster 2

Init +2 = +2 (Dex)
Speed 30 ft

Defense
AC : 18 =10+4 (armor) +2 Shield +2 Dex
HP:*** = 6 +9d6 (dice) +20 (con) + 3 FCB + 10 Toughness
Fort +8 = +2 (Psychic 8) + 1 (Loremaster 2) + 2 (con) +1 (Trait) +2 (Enhancement)
Ref +7 = +2 (Psychic 8) + 1 (Loremaster 2)+ 2 (dex) +2 Enhancement
Will +8 = +6 (Psychic 8) + 1 (Loremaster 2) - 1 (wis) +2 (Enhancement) ( +2 vs illusion, racial)
CMD : 17 = 10 + 5 (bab)+ 2 (dex)
Offense
Melee: Cestus (+4, 1d4-1)
Ranged: Crossbow ( +7, 1d8)
BAB : +5
CMB : +4 = +5 (BAB) -1 (STR)
Psychic Spells
Knacks (L0, DC 17, */day, 9 Known) : Detect Magic, Stabilize, Sift, Message, Mending, Read Magic, Mage Hand, Prestigidation, Detect Psychic Significance [/ooc]
L1 (DC 18, 6+2/day, 5+1+2 FCB Known) : Burst of Insight (Discipline), Murderous Command, Ill Omen, Adhesive Spittle, Burst of Adrenaline, Magic Missile, Heightened Awareness, Hermean Potential
L2 (DC 19, 6+2/day, 4+1+2 FCB Known) : False Life (Discipline), Mirror Image, Silence, Invisibility, See Invisible, Instigate Psychic Duel GM should review this , Euphoric Cloud
L3 (DC 20, 6+2/day, 3+1+1 FCB Known) : Contact Other Plane (Discipline), Dispel Magic, Haste, Debilitating Pain, Major Image,
L4 (DC 21, 5+1/day, 2+1 Known) : Ancestral Memory (Discipline), Confusion, Dimension Door, Telekinesis
L5 (DC 22, 3+1/day, 1 Known) : Summon Monster V, Mass Debilitating Pain, Suffocate, Etheric Shards

Stats

Str 8 = 8 (-2 pts)
Dex 14 = 12 (2 pts)+2 Enhancement
Con 14 = 12 (2 pts) +2 Enhancement
Int 24 = 16 (10 pts) +2 Racial +2 lvl4,8+4 Enhancement
Wis 8 = 8 (-2 pts)
Cha 14 = 14 (5 pts)

Feats : Reach Spell (1st), Skill Focus (K Arcana) (Focused Study, 1st), ???Eldritch Heritage (Arcane)??? (3ed), Craft Wondrous Item (5th), Persistent Spell (7th), Skill Focus (Perception) (Focused Study, 8th), Toughness (Secret: Secret Health) , Secret of Magical Discipline (9th),

Traits : Favoured Son: Tavern Owner (Campaign Trait) or Ruin Raider Dm’s Call if he’s allowing the generic campaign traits from the APG , Resilient (Combat)

Skills (74 = 8*(2)+ 2*(4) + 10*5(int)) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (10,+18)
Spellcraft (10,+20)
K Arcana (10, +25)
Diplomacy (10,+15)
K Planes (10,+25)
Linguistics (4, +14 )
Ride (7,+9)
Appraise (5, +15 )
K Nature (1, +16 )
K Local(1, +16)
K Dungeoneering (1, +16)
K History (1, +16)
K Religion (1, +16 )
K Engineering (1, +16)
K Geography (1, +16)
K Nobility (1, +16)
Sense Motive (10,+12) (Impostor Wary)
Headband Bonuses : Use Magic Device (10,+15) , Bluff (10, +15 )
Languages : Varisian, Common, Elf, Shoanti, Draconic, Giant, Thassilonian, Azlanti, Celestial, Abyssal
Class Special Abilities :

Psychic Discipline : Rebirth

Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level. (wizard list)

Phrenic Pool : 6 = 4 (psychic lvl/2) + 2 (Cha)

Phrenic Amplifications :
Overpowering Mind (Ex) (1st): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Will of the Dead (Su) (3ed): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Relentless Casting (Su) (7th): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Resurgence (Su): At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Secret (Secret Health): Toughness as a bonus feat.

Lore: At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.

Racial Abilities :
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.

Build Progression

Psychic 1st, Discipline power (Mnemonic Esoterica, Past Life Memories), discipline spell(Burst of Insight), knacks, phrenic amplification (overpowering Mind), phrenic pool, psychic discipline (Rebirth
Psychic 2nd, Detect thoughts,
Psychic 3rd, Phrenic amplification : (Will of the Dead)
Psychic 4th, Discipline spell (False Life)
Psychic 5th, Discipline power
Psychic 6th, Discipline spell (Contact Other Plane)
Psychic 7th, Phrenic amplification (Relentless Casting)
Loremaster 1st, Secret(Bonus Feat)
Loremaster 2nd, Lore
Psychic 8th, Discipline spell(Ancestral Memories)

I am not decided on the eldritch heritage Arcane, so I have not specified the familiar... It may change to scribe scroll....

Equipment (45000 gp, incomplete):

Magic Items
Handy Haversack 2000 gp
Headband of Vast Intelligence +4 16000 gp
Belt of Physical Might +2 (Dex, Con) 10000gp
Cloak of Resistance +2 5000 gp
Lesser Rod of Extend 3000 gp
Sleeves of Many Garments (200 gp)
2x Potion of Resist Fear (100 gp)
Potion of Touch of the Sea in Potion Sponge (52 gp)

Weapons(51 gp): Cestus (5gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 Crossbow Bolts (2 gp),
Armor : Mithral Chain Shirt Armor (1100 gp), Darkwood Heavy Wooden Shield (257gp)

Equipment
(51) Explorer’s outfit, String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Swarmsuit (20 gp), Cold weather Outfit (8gp),
(24) Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations 9 days (4.5 gp), ), waterskin (1 gp), 20 Crossbow Bolts ( 2 gp), 50 ft of hemp rope (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp),
Exotic Military Saddle (60 gp), Masterwork studded leather barding 250 gp
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying a 3 symbol combination (holy symbol of Cayden Cailean, holy symbol of Nethys, holy symbol of Irori). – 500 gp
1 planchette with a pre-cast Symbol of Slowing on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination
Several thousand left to spend

Note that the equipment is incomplete - he has several (roughly 6) thousand left to spend. You should carefully consider the symbol spells.

A question - how much "downtime" is there in play? (For things like crafting.) Should money be spent on things from the Ultimate campaign downtime rules (are we using them)?


@pad300. I'll leave this open until Wednesday. Assuming no other entrants, I'll answer your crunch questions after selection.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am still interested as well, just giving it some thought. I have it narrowed down to a Half-Orc Magus or a Human Sorcerer. Any preference from the group?


I revised what i was going to submit, I’m through the crunch on an elven generalist wizard, and am working on a backstory! I’ll have it up by Tuesday at the latest


Excellent! Choices!


DM Fflash wrote:
Excellent! Choices!

[Snark]

Boo! Competition!
[/Snark]


Also still working on my Aphorite.

I'm turning him into a Pathfinder Savant instead of an Eldritch Knight.
He'll actually take the Exchange Agent Campaign trait as he hails from Nex originally and has been stationed in many places, including an interplanar stint on Axis.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

GM:
I am working on my Half-orc Magus. According to the Pathfinder Core Rulebook, Dwarven is not a bonus language option for a Half-Orc. My character was born in the City of Urgir in the Orc-held lands of Belkzen which was originally built by Dwarves. A core part of my character involves finding dwarf tomes of magic and weapons while exploring ancient catacombs in the city. With his high intelligence score, I am thinking he could teach himself while reviewing ancient tombs.

I am requesting the allowance to add Dwarf to the bonus language options.

Thanks for the consideration.


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Mioki wrote:
** spoiler omitted **

Alternative : put a single skill point into linguistics...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks pad300!


I spent some time today and worked up the background of my submission I present Felaelrel Mistweaver

Crunch:
Elf (Varisian – Favored class: Wizard) Wizard 10
NG
Str – 9
Dex – 14
Con – 10
Int – 22
Wis – 12
Cha – 10
AC: 13 (+2 DX +1 Natural)
Hp: 6/6 +9d6+10
Base Attack Bonus: 5
Fort 3+0+3 Reflex 3+2+3 Will 7+1+3
Move 30’; Low Light Vision; Immune Sleep Effects, +2 sv vs Enchantment Spells; +2 Caster Check to overcome Spell Resistance; +2 Spellcraft to Identify magic items; +2 Perception Checks; Arcane Focus (+2 to concentration checks to cast defensively – replaces weapon familiarity ARG)
Arcane Bond – Familiar; Arcane School – Universalist; Hand of the Apprentice – standard action to make ranged attack with melee weapon (Attack with Int, dmg w/Str) 8/day;
Traits: Regional Recluse (Crying Leaf) - +1 Survival, +1 Perception checks at night; Exchange Agent - +1 Linguistics checks, additional language (Polyglot)
Feats: Scribe Scroll (Free), Improved Initiative (1st), Spell Penetration (3rd), Heighten Spell (5), Preferred Spell (Haste) (5b), Improved Familiar (7), Cypher Magic (9th), Reach Spell (10)
Skills: 20+60 = 80 total
Knowledge (Arcana) 10+6+3
Linguistics 4+6+3+1
Spellcraft 10+6+3*
Perception 3+1+2
Knowledge (History) 10+6+3
Knowledge (Planes) 10+6+3
Knowledge (local) 4+6+3
Knowledge (Geography) 3+6+3
Knowledge (religion) 3+6+3
Knowledge (Nobility) 4+6+3
Knowledge (Nature) 3+6+3
Knowledge (Dungeoneering) 7+5+3
Knowledge (Engineering) 3+6+3
Appraise 2+6+3
Craft: (alchemy) 4+6+3
Languages: Common (Taldan), Elven, Celestial, Draconic, Sylvan, Hallit, Gnome, Thasillonian, Aklo, Polyglot, Varisian, Abyssal,
Equipment:
Bedroll, pouch, flint & Steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, waterskin, spellbook, Quarterstaff, Dagger, light crossbow (20 bolts), scroll case, springloaded wrist sheath, Journal,
Money: 39 PP, 58 GP, 9 SP, 10 CP
Magical Equipment:
Handy Haversack, Ring of Sustenance, Cloak of Resistance (+3), Pearl of Power (1st), Wand of Mirror Image (50), Wayfinder, Ring of Feather Falling, Amulet of Natural Armor (+1), scroll: Erase, scroll: Scorching Ray, scroll: Grease, scroll: burning hands,
Permanent spell effects:
See Invisible, Read Magic, Detect Magic

Spellbook:
All/10/4/4/4/4
1st 1st (cont) 2nd 2nd Cont 3rd 4th 5th
Mage armor Magic missile Mirror Image Stone call Phantom St Enervation Teleport
Grease Comprehend L Invisibility Bulls str Haste Dimensional Anchor Icy Prison
Enlarge Person Unseen Serv Hideous Laugh Levitate Slow Dimension Door Permanency
Feather fall Prot Evil glitterdust pyrotechnics Sleet Storm Greater invis Telepathic link
Erase Ray of Enfeeblement See invisible Acid Arrow Dispel Magic Confusion
Silent Image Snapdragon fireworks Resist energy Glitterdust Lightning Bolt Ice Storm

Background and Personality:
Felaelrel Mistweaver
Felaelrel is from the town of Crying Leaf, an elven enclave in western Varisia, where he studied magic and alchemy. While Felaelrel wasn’t a martially inclined young elf, he was an astute scholar, like his uncle, Radamathel. While Falaelrel’s parents were disappointed that the boy didn’t enjoy walking among the trees as much as others, they took delight in his efforts to learn as much as possible. This was catapulted into the forefront when he journeyed to Riddleport for the first time, and saw the wonders there. This experience catapulted him even more deeply into his studies and he sought to learn more and more of the ancient world, and the history not only of the elven people, but of all races and teachings.
As he grew and aged, Felaelrel met many young humans, and watched them age much faster than he, and came to understand the complications of the younger-lived races, and began to see what motivated them. Their energy and passions interested Falaelrel, even as it saddened him that their lives passed so quickly from day to day and year to year.
His uncle, Radamathel, brought the young wizard from Crying Leaf to the Mwangi Expanses, where he trained with the mystics of the jungle for many years. While he was a student there, he came to understand the role that magic plays in nature, and while he did not fully study the their ways, he came to appreciate the learnings of those mystics and the elves which lived amongst them. During his time in the Mwangi expanse is where he met his trusted companion Qualezel “The Fearsome”, his fun-loving Faerie Dragon companion.
While in Nantambu, Felaelrel met with Neiford Sharrowsmith, and apprenticed as a Pathfinder with he Gnome illusionist, Gramble Falsesight. Felaelrel learned of the Pathfinders and joined the loose organization of Pathfinders, even traveling to Absalom to be initiated into the organization. He returned to Nantambu for a few years, and worked alongside Gramble uncovering lost relics from the jungles, but balanced with his understanding of the sympathetic links between magic and nature, and respecting the history of those ancient places.
Returning to Varisia, Felaelrel, took up his studies on his own and worked as an associate Pathfinder at times, travelling as far as the Academae in Korvosa, and to Kaer Maga, before returning to Crying Leaf. Dissatisfied with the smallness of his town, he set out for Magnimar, to study the sights and mysteries of that city. In Magnimar, he received a courier from Gramble, sending him to the aid of the Pathfinder Lodge there.

Felaelrel is bookish and intelligent, sometimes awkward among the shorter-lived races, but is fascinated with things which occurred before he was born. His scholarly bent drives him to want to know more about his companions, and to intake and record their trials and tribulations. Some would consider him reserved, but Qual brings out the best in him at social moments, especially when there are no outside stimuli for the elf to be studying.

Qualezel The Fearsome:
Qualezel “the Fearsome”
Familiar: Dragon, Faerie
HP: 22/22 AC: 23 T: 16 FF: 19
F: +4 R: +6 W: +5
Immune Paralysis, sleep, SR 13
Move: 10’ Fly 60’ (Perfect), Swim 30’
Melee: Bite +4 (1d3-1)
Breath Weapon: 5’ cone, euphoria, Fort DC 12, useable 1d4 rnds; 3/day Invisibility,
Spells: 6/day
Grease (DC 14), Silent Image (DC 14), Sleep (DC 14)
Spells at will:
Dancing Lights, Flare (Dc 13), ghost sound (DC 13), mage hand, open/close
Str: 9 Dex 17 Con 13 Int 16 Wis 14 Cha 16
Feats: Acrobatic, Dodge, Alertness, Improved Evasion, Share Spells, Emphatic Link, Deliver Touch Spells,
Skills:
Acrobatic +8 , Bluff +9, Diplomacy +9, Fly +23, Perception +10, Sense Motive +10, Stealth +17, Swim +17, UMD +9. Languages: Common, Elven, Draconic, Sylvan, Telepathy 100’
Equipment: Wrist sheath, Wand of Magic missile (10th level) (50)
Qualezel is a fun-loving Faerie Dragon, who serves as a great foil for the sometimes withdrawn Fel, and uses the moniker “the Fearsome” when trying to impress others with his toothy, yet wry grin. Qual can be somewhat sarcastic, but often wins others over with his charm. The two have been adventuring together for almost ten years, and work well together. Qual often complains about missing the heat and humidity of the jungles, and jokes that the temperate climate of Varisia is cracking his scales and he needs coconut oil – of course rare in Varisia…


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Mioki, I think pad300 answered your question effectively.

1300 Eastern tomorrow is the cutoff for submittals and then I'll take it to the party for decision.

Some of you have outstanding questions about your crunch and we can work through those after selection, if needed. None of those will be instrumental in the decision process.

Again, I will remind you that my biggest concern is staying power. If you look at my record, I know how to make a game last. You wont see this DM abandon ship on a game. My concern is players who cant go the distance. If your post record doesnt support that, id suggest sending me a note to explain why this game will he different.


DM Fflash wrote:

Mioki, I think pad300 answered your question effectively.

pad300 sure did!

one Half-Orc Magus will be ready before the end of day today.

This is what I have so far, but I need to review spells, flesh out his background and personality (not attached yet).


Here is my finished submission for consideration.

Either accepted or not, I had a great time creating this character. I was unfamiliar with the Magus Class, and I am glad I took the time to delve in. What a really cool Class concept, and I cannot wait to play this character either here or in game sometime in the future.

I wish all of the submissions the best of the luck, and Thank You again pad300 for assisting this noob with some questions.

Cheers!


I'll back out of this one.

I'm working on another submission for another game that has captured my imagination way more than the guy I envisioned for this game. Considering my current weird schedule I wouldn't have time for both so I'll leave this one to the very good other submissions.


Well, we are past the deadline. Good luck to everyone...


Recruitment is closed. We have our candidates. Ill turn it over to the party to decide.


Jakar 'Sad'. jk

Have fun with the game. Thanks for the opportunity.

Be safe everyone.

Cheers!


Good luck to everyone!


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The group chose pad300's psychic pretty much unanimously. Build a profile and come join us in discussion where I will work through your and my crunch questions.

To the others, thanks so much. I know quite a bit of work goes into creating a level 10 character and I appreciate your willingness to submit. Alas, we have but one slot.

See you around on the boards.


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Thank you DM Fflash and group. Good luck to the other participants in their future recruitments. I will build the profile shortly.


Best of luck to you all!

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