GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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I could get on board creating a character for an all arcane group and/or creating a character for a dwarf base group. Let me know if any are interested and I can start working toward that goal.


I'd be on board for a dwarf based group.

Probably as either a Stonelord Paladin(1st choice) or as a Tetori Monk

Thoughts?


Artor will be proud to stand with his brethren. (Stats in profile)


Artor wrote:
Artor will be proud to stand with his brethren. (Stats in profile)

I would lean toward being either a Drunken Master (Monk), Monk of the Sacred Mountain (Monk), or an Armor Master (Fighter).

If we needed divine I could be persuaded into a Boar Shaman Druid and if we needed Arcane I could be persuaded into a Elementalist (Earth) Wizard.

Biophilia - I think Stonelord Paladin would be very cool.


I think a dwarf wizard would be a very interesting character.


Black Thom here, sample dwarf wizard.

Arcane group is cool.

Maybe as a B group, if not A group. I think the Wizards would rock, personally. Got a bunch of high Int dudes. High Str Earth Wizard, Evocation Wizard, Shadow and Transmutation? Always wanted to do a group like that.

Dwarf, Elf, Half-Orc... Human. Half-Ogres allowed? LOL.

School was attacked and destroyed, can't find or contact their superiors... Making their way.

Weapons are diverse (race), scribe scroll up the wazzu. 1st level should be cool. Level 2 a couple guys/gals multi, Rogue & Monk. Level 3, 2 guys can craft.

Heavy on the ranged weapons. Control spells.


paladin may be on the way in creation.

Love the house rule on the Paladins


Eldritch Knight, Arcane Archer, Spire Defender...


Veteran player here, would love to have a shot at playing in this AP. This character is my longest standing and up for perusal (Not to be used) if you like my posting style I don't mind putting together something as quickly as I can. I work in a remote oilfield so pbp is my only way to escape really lol!


2 Magus, 2 Wizard?


We need at least one character with a good fort save who can stand up in melee though. All arcane party is cool and all, but I've heard shattered star is pretty dungeon crawfish, so we need at least a modicum of healing and and 1 heavy.

That being said, if everybody wanted to all multiclass or something that could be cool.


Min Bein'Meleth Rámalóce wrote:
Veteran player here, would love to have a shot at playing in this AP. This character is my longest standing and up for perusal (Not to be used) if you like my posting style I don't mind putting together something as quickly as I can. I work in a remote oilfield so pbp is my only way to escape really lol!

No concerns regarding your posts. Please feel free to work up a character.

So, so far there is some talk of an all dwarf group submission and possibly an all arcane submission (not sure how you're going to deal with healing...)

Things are looking good.


Just putting this out there for an arcane healer - bards.


AZ's Submission.


Hey folks... In all seriousness GM Fanguar is awesome. I am in a couple of games. And I don't want to deprive anyone of the opportunity.

You folks have fun, I'll focus on my current two characters for him.


My drunken dwarf monk for submission. I can do an arcane type or something else if needed.

Background to come soon.


But we also need to form groups.


I am willing to be in an all dwarf group or a generic group.


I think a list of characters and what group they are in would help those not in a group to make groups.


Applying with this character.

He is a Ranger, but will multi-class into Alchemist at level 2. With DMs approval, I would like him to have a mechanical arm at level 3, using the Vestigeal Arm Alchemist Discovery. Hope you will be onboard with that little refluff.

I am applying together with:

Denlin Longarm, Human Barbarian

Artor, Samsaran Cleric

And we have a fourth who is putting together a Bard


Gregory Paltaris wrote:


Applying with this character.

He is a Ranger, but will multi-class into Alchemist at level 2. With DMs approval, I would like him to have a mechanical arm at level 3, using the Vestigeal Arm Alchemist Discovery. Hope you will be onboard with that little refluff.

I am applying together with:

Denlin Longarm, Human Barbarian

Artor, Samsaran Cleric

And we have a fourth who is putting together a Bard

The re-skinning the vestigial arm works for me. I look forward to seeing the bard. Did you mean Algar Lysandris' Samsaran Cleric?


I think he is getting my dwarf ranger confused with someone else, or we have 2 artor characters (which would be very confusing)


As per AZ's request,

Finished Parties:
Gregory Paltaris, Algar’s cleric, Denlin Longarm, TBA Bard

Finished PCs:

Noya Aurora Evangeline Bridget (Paladin)
Grumil Handerfull (monk)
Artor (ranger)

People who’ve expressed interest:

Dalton the Thirsty
Min Bein'Meleth Rámalóce
Artorius Pavo
bi0philia
Signboy77
Black Dow

Let me know if I missed anyone.


GM Fanguar wrote:
The re-skinning the vestigial arm works for me. I look forward to seeing the bard. Did you mean Algar Lysandris' Samsaran Cleric?
Artor wrote:
I think he is getting my dwarf ranger confused with someone else, or we have 2 artor characters (which would be very confusing)

Blargh yeah Algar it is, silly me.

Also, now that you are ok with the arm being of a mechanical nature (albiet grafted onto him with horrible scars :O), how would you feel about my Familiar (Which I will also be getting at leve 3 through the Xtra Discovery Feat) being mechanical as well? Sorta like a little golem / robot / thingamabob? Still just cosmetic ofcourse.

Grand Lodge

Yup our team is ready and complete GM Fanguar:

Gregory Paltaris-1/2 Elf Ranger
Oberst 1/2 elf Bard
Denlin Longarm Human Barbarian
Esther Pennycoat Human Cleric (made a few minor change to domain)


Dot, mm will have to think of something. Is there still room in either the arcane or dwarf group?


Well, if we are doing an all dwarf group it looks like so far that would be Grumil and Artor. Would likely need a healer and arcane caster to finish off the group.


Working on a Goblin Rogue. Gonna go straight Rogue, after all if this is to be a Dungeon crawl we'll need trap finding.


Alex Mack wrote:
Working on a Goblin Rogue. Gonna go straight Rogue, after all if this is to be a Dungeon crawl we'll need trap finding.

Sounds like a great character, to go with a demon touched paladin of Korada, the empyreal lord of foresight, forgiveness, and peace.

Good gravy I could image the RP potential there.


My submission Sznas the hedonistic Goblin Rogue.

Background:

Snaz grew up on the streets of Maginmar. As anywhere Goblins were on the bottom of the food chain and Snaz, being orphaned at young age had to learn to run fast, make himself disappear and make friends. His talents were particularly popular among street gangs and at age 9 Snaz was introduced into a Varisiaon thieves guild where he served as a pick pocket and cat burglar. However with his guild being disbanded in a gang war he had to find other gainful employment and exploring ruins seemed like a good source of profit. After having collected a few nice trinkets, but getting ripped off by dubious middlemen Snaz decided joining the pathfinders might prove worthwhile

Personality:

Like all Goblins Snaz likes shiny things. But not only does he like shiny things but also the prestige and symbolism attached to wealth. To him, coming from the lowest rungs of society, wealth seems the only option to become respectable. While he knows no other Goblins who have become respectable members of society he has seen all manner of crooks establish themselves and buying fine houses in good neighborhoods. So Snaz is there to take what he can. Rules are only a nuisance to him.
While Snaz is a goblin he grew up in a large city surrounded all types of races and with friends from all across Gollarion. He has no real link to Goblin culture, his command of the Goblin language is rather broken and he can read and write and thinks nothing of it. For him Goblin is mainly the swear word he hears when chased out of a tavern or spit on, tribal Goblins to him are prejudiced dim wits whom he loathes for what they mean to his life.
Longshanks on the other hand are friends, or at least that is what Snaz must make them believe. The bigger, the stronger a compatriot the more Snaz will seek that person’s favor. The one thing he has learned on the streets of Maginmar is that a Goblin is only as strong as his friends.

Crunch:

Snaz
CN Goblin Rogue 1
Init: +5 AC: 19 HP: 10 CMB: +0 CMD: 15
Fort +2 Ref +7 Will +0 (Varisian Tatoo)
Attack +6 Starknife 1d4(x2)

Stats:
Str 10 (2)
Dex 20 (10)
Con 14 (5)
Int 8 (-2)
Wis 10 (0)
Cha 8 (0)

Skills:
Perception +8
Stealth +13
Acrobatics +9
Disable Device +9
Climb + 3
Swim + 3
Knowledge Local +3

Racial Abilities:
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Oversized Ears: Golins with this racial trait gain a +4 racial bonus to perception.

Class Abilities:
Sneak Attack +1d6
Trapfinding
Goblin Rogue Favored Class bonus: +1 to Sneak attack damage in surprise round or against opponents who have not acted

Feats:
Weapon Finesse

Traits:
Mother’s Teeth: Gain a bite attack as secondary natural weapon that deals 1d2.
Varisian Tatoo: +1 to saves vs. compulsion and mind affecting effects. Proficient with Starknives and bladed Scarves.

Equipment:
Studded Leather Armor
Thieves tools
4 Starknives
Rogue’s Kit


Sznas looks and sounds great.
And the background and persona I find realistic to each other.


Unfortunately, I am having a very difficult time working up any ideas for a divine or arcane based dwarf who would be interesting to play for me. I might be able to work up an alchemist, but that only barely covers an Arcane slot. If I go fighter, we will have a major slot missing.

EDIT: Maybe a Menhir Savant druid? For simplicity sake I'll probably not take an animal companion and go with the Caves domain - do you think we will be underground during this campaign?


I think this AP is slightly more underground than above ground.


Dwarves make awesome Divine Chars. Dwarven Inquisitors are great! Also Dwarves make for good and thematic Battle Clerics. You should check out the Dwarven gods if in need of inspiration.


You guys feel free to put together any kind of party submissions , I don't think the Dwarven or all arcane parties actually made it past the hypothetical point.

@AP: Each part of the AP has a short free form part where the Party finds the location of a particular dungeon, followed by a massive dungeon crawl. Most of these dungeons aren't underground. They are usually in ruins from the Thassilonian empire.

@AM: Sznas looks good.


We could have the starting of an Outcast party;
Sznas, a goblin rogue, and Noya, a tiefling Paladin.

So the All dwarf, the all Arcane or the Outcast party could be made.


Artorius if you want to go melee for a whole dwarven party I wouldn't mind doing a cleric. I like clerics personally and can put one together reasonably quick.


Artor would be proud to stand with his brethren


Okay, I've actually been making a Half-Elven born Aasimar for this campaign, and pretty much finished it last night.

Half-Elves although shunned by society are often seen as the most beautiful of races, and when mixed with the celestial blood of an Angel, the looks of such a creature are unmatched.

She's a beautiful woman. One who looks to be innocent at all times, while behind the scenes she's stealing from dungeons and many wealthy people to build up fame and fortune under the employment of the Pathfinder's.

It's on 20pt build, has the Azata alternate racial type (only with the Aasimar's base +2 Diplomacy and +2 Perception, representing both bloodlines) and has the Lillend racial type swapped out for innocent, which is also in the list of selection for Aasimar.

On top of the +2 Dex and +2 Cha, she has another +2 Dex due to the ability to swap out the spell like ability for something else, which in this case was an additional +2 Dex. As far as I know this is all within the rules, so here's my character for submission.

Etheria:

Race: Aasimar
Class: Rogue (Burglar)
Gender: Female
Alignment: NG
Hair: light brown, shimmering golden blonde in well lit areas
Eyes: Green (sea blue towards the pupil)
Height: 5'7

HP: 8
AC: 18, Touch: 15. FF: 13

Str: 14
Dex: 20 (+2 race, additional +2 replacing spell like ability)
Con: 10
Int: 10
Wis: 12
Cha: 15 (+2 race)

Bab: 0
Cmb: 2
Cmd: 16

Fort: 0
Ref: 7
Will: 1

Traits:

Campaign: Blade of the Society - +1 dmg on Sneak Attacks
Choice: Armour Expert - negate -1acp from wearing armour

Skills:

Acrobatics: 9
Bluff: 6 (11 when lying in a believable or unlikely way)
Climb: 6
Disable Device: 9 (10 disable traps)
Knowledge (Dungeoneering): 7
Knowledge (Local): 4
Perception: 7 (8 locate traps)
Stealth: 9

Feats:

1. Skill Focus: Knowledge (Dungeoneering)

Gear: White Studded Leather Corset (Studded Leather armour), paralysing poison vials, sleep potion maybe, sap?, Rapier or Dagger....Falchion for bigger weapon.

Azata-Blooded (Musetouched)

The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

Ancestry Azata (Musetouched)

Typical Alignment Cg
Ability Modifiers +2 Dex, +2 Perception
Skill Modifiers: +2 Diplomacy +2 Perception
Replaces Alternate Spell-Like Ability for Musetouched: You gain an additional +2 racial bonus to your Dexterity score.
Musetouched Race Traits: Bralani's Step, Innocent

The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.

Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes.

Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander. their distaste for oppression and innate love of good draws many musetouched to Andoran and the River Kingdoms, and their beauty and free-roaming spirits endear them to the fortune-tellers and vagabonds of Varisia. Their drive to visit new lands leads azata-blooded aasimars to explore the farthest shores of Golarion; musetouched from the Inner Sea can be found in Vudra and Tian Xia, as well as the crystalline city of Dehrukani in southern Garund, where they are seen as holy beings truly worthy of worship.

Innocent (Aasimar)
No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm.

Benefit: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

Bralani's Step (Aasimar)
Your ancestor was a bralani, an azata known for its untamed speed in battle.

When in combat, you feel a fierce surge of energy through your limbs.
Benefit: Once per day, you may move an additional 5 feet as part of a move action.

If you like the look of her and choose her for the campaign, I'll get her sorted out fully with gear up to the amount of wealth we're allowed to work with.

She's a Tomb Raiding, Treasure Hunting thief who works best alone, but makes for an invaluable scout alone or within a team. She runs off ahead with her stealthy tactics, so she can report back to those she works with without enemies noticing. That is of course when she's not stealing treasure for herself, such as old relics, paintings, armour and weapons or anything that looks old or valuable.

When working with others: She usually waits for the party to get into combat, hanging about in the background before disappearing and then striking from the shadows/engaging when it looks safe to.

When working alone: If she has no choice but to engage people in combat/confrontation, she hides and strikes gracefully, paralysing her opponents long enough to steal from them and escape.

Morality: She doesn't ever try to kill people (if it can be helped). Instead, she coats her blade in paralysing poison to incapacitate all of her enemies before taking what she's after and escaping. She's also quite knowledgeable.


@Apollo

you need to form a group as part of the submission requirements.

You could form up with me, a NG paladin.


Alright, I'll just join your group then. Seems easiest, although it's worth mentioning that I'm happy to join any, and after seeing another Rogue (Sznas) in this possible party, I'm wondering how worthwhile it is to have two Rogues in the same team. It's good for flanking damage, but I doubt two Scouts are necessary. A party without a Scout/Rogue/Trapfinder might benefit more. We'll see. :)

Also, I looked at the requirements and noticed 15pt buy instead of 20 point buy. So, because I spent 10 points in Dex and it's at 20, I'll drop it by 5 (16 down to 14), giving myself an 18 instead.

This lowers my Acrobatics, Stealth and Disable Device by 1, along with my AC and Reflex Saves. Everything else remains the same. :)

A little bit more info about Ethyria:
In her past, Ethyria has boarded many ships ranging from fishing boats to cargo ships and even Pirate Ships in search of treasure.

She always acts as if to help work towards the same cause, but has always used her looks to deceive those she travels with, disembarking ships before all passengers she travels with, to raid and loot the fortunes that await her, before anyone else can get to them.

Now working for the Pathfinder's she has a little more holding her down in way of rules, but she still takes advantage of treasure hunting situations when she can.

Updated build to 15pt buy:

Race: Aasimar
Class: Rogue (Burglar)
Gender: Female
Alignment: NG
Hair: light brown, shimmering golden blonde in well lit areas
Eyes: Green (sea blue towards the pupil)
Height: 5'7
HP: 8
AC: 17, Touch: 14, FF: 13

Str: 14
Dex: 18 (+2 race, additional +2 replacing spell like ability)
Con: 10
Int: 10
Wis: 12
Cha: 15 (+2 race)

Bab: 0
Cmb: 2
Cmd: 16

Fort: 0
Ref: 6
Will: 1

Traits:

Campaign: Blade of the Society - +1 dmg on Sneak Attacks
Choice: Armour Expert - negate -1acp from wearing armour

Skills:

Acrobatics: 8
Bluff: 6 (11 when lying in a believable or unlikely way)
Climb: 6
Disable Device: 8 (9 disable traps)
Knowledge (Dungeoneering): 7
Knowledge (Local): 4
Perception: 7 (8 locate traps)
Stealth: 8

Feats:

1. Skill Focus: Knowledge (Dungeoneering)

Gear: White Studded Leather Corset (Studded Leather armour), paralysing poison vials, sleep potion maybe, sap?, Rapier or Dagger....Falchion for bigger weapon.


As you stated Ethyria is a tomb raider and quite knowledgeable,
I'm surprised that she's not a Bard(Archaeologist)


Ha, I don't play those. Oddly, I prefer Charm Clerics to Bards, and I don't usually make knowledge based characters, but a Rogue just seemed to really fit the bill here.

I don't like Bards however. I've not ever used one because singing characters to boost party members isn't really my thing, neither is Bardic Performance. I prefer either good team playing characters or lone wolves with good survivability.

This girl isn't Lara Croft. She has her own ideals and goals, and can fill either of the above roles. :)

Classes I've played: Fighter, Barbarian, Magus, Sorceress, Ranger and Cleric.

This'll be my first Rogue, and her tactics aren't about killing or dealing colossal damage. It's about incapacitation. A poisoned blade could probably put most things out for the count, even with a pin prick.


You'd be surprised at Bard(Archaeologist) it's not a singing bard, but a bard that is more rogue, or a rogue with a few spells.

Funny thing is I don't really like the bard class, but the first and only bard that I played was a Bard(Archaeologist) because it was unlike any of the other archetypes and I enjoyed it.


Yea, I looked at it and it looks pretty interesting, but I'm liking the idea of having a Rogue Talent every even level, so will stick with that.

A few things I want to do require intelligence (which she lacks, due to a focus in Dex), but the main focus is to hide, use acrobatics to get out of dangerous situations fast and poison enemies. So, I think that's fine.

She should be a relatively successful Pathfinder....or at least I hope so!


I would drop the poisoning jig as you risk poisoning yourself because you don't have the Poison Use class feature, it's not a Rogue talent, poison is expensive, and Poison Use is a very rare class feature and only 2 races have it as a basic.

That and at later levels everything will be passing the poison save and thus the tactic that you spent some resources on will be ineffective.

If you want incapacitation, take rogue talents that damage a foes stats, or be a Combat Maneuver master that Disarms, Trips, Grapples or even Sunders an opponent.


Poisoner Rogue can solve that issue, but how likely are you to poison yourself anyway?

I'm going with the Str damage talent later on anyway, so that should be fine.


It's a 5% chance per *application, and on a Natural 1 you get poisoned.
One application equals the First hit only

That And I don't think Paladins or other Good characters think highly of poison use.
Sznas I could accept RP wise using poison as he's CN, that and a fart or belch from him could be poison.
Your NG and an aasimar, RP wise I don't think poison use is possible.

I also don't think you can chose what replaces your spell-like ability unless you asked the GM and he cleared it, otherwise you have to roll it as per the base rule for variant abilities.
As it is the GM's game anything that modifies the base rules the GM has say, and is best asked before hand (I would since I do GM some games)


Neutral Good means you may use good or evil tactics as you're not swayed by either (Neutral), but your intentions are good (not killing those you steal from), but nothing is ever black and white.

It's said that people dislike the use of poison, seeing it as dishonourable, but the concept is to use non-lethal poisons to freely take the treasures.

If the Paladin doesn't agree, well it just adds to the roleplaying.

As for the spell-like ability thing, that's why I've posted it, to get clearance.

Non-lethal poisons and incapacitation is this character's concept as much as the tomb raiding and treasure hunting is, so it's not something I'd want to change. It's also the only type of character I'd like to play in Shattered Star, but I don't personally see an issue with it, though if you're worried about it not working in your party, like I said, I'm happy to work with any party.

I'm also not worried about accidentally paralysing myself, as I won't be applying poison in combat. Not often at least. Though I know my Fortitude saves will suck. I'd have gone with the Poisoner Archetype if I was overly worried about that, but I don't like what I'd have to sacrifice for that, so I'll either go straight Rogue or Prestige later on into either Shadowdancer, Spy Master or Duelist.

Not decided yet.

Edit: I didn't realise poisoning was so expensive, but Drow Poison and Large Scorpion Venom are the types I'm going for (75gp-200gp range).


Apollo Randasian wrote:
Neutral Good means you may use good or evil tactics as you're not swayed by either (Neutral), but your intentions are good (not killing those you steal from), but nothing is ever black and white.

Funny, Hitler and Ramesses II had the best intentions for his people, but did some of the worse things a human could do to another human to prop up his people.

Good and Evil are not based on intent it is based on ones actions.

PRD wrote:

Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good means doing what is good and right without bias for or against order.

Neutral Good can not use evil tactics, but it not held to Order or Chaos

What you were thinking of is either True Neutral or Chaotic Neutral

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