GM Lithrac's Shattered Star (Inactive)

Game Master Cyril Corbaz


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Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Hahaha. Probably something a bit more original than that, hehe. :) I'll brainstorm tonight after work and get back with something soon. Shattered Star has always seemed very interesting. Anything Thassilonian gets me excited.

Though, to be honest, Gluttony kinda sounds like the most interesting sin to be influenced by... going to excess in what you enjoy. Hmm.


Trying to avoid the obvious cliché of taking Desna as a deity, I was thinking of taking Sinashakti -- though I thought I'd double check with the GM first.

I thought that the Empyreal Lord of Journeys and Exploration made sense both for a Pilgrim and a Pathfinder -- and plus, we're starting in Magnamar, where there are a bunch of Cults worhsipping the Empyreal Lords.

(I know she's PFS legal and in the Inner Sea World Guide, but some GM's tend to worry that people picking alternate gods are just min/maxing their domains so I thought I'd confirm...)

Grand Lodge

To be honest I don't mind Desna, but your take is certainly original and interesting. Time to look it up Chronicle of the Righteous! Besides if you want to min/max your domains, Desna is an excellent choice.


Broken Prince wrote:
Awesome entry Hilde love the PDF and great writing. Can I ask what program/method you used for the PDF?

I'm always willing to share. 8)

I use Adobe Illustrator and Adobe Photoshop for everything I do. I was an artist for 20 years before becoming a medical student and I build all of my characters this way. You can download the pdf from my site and it will give you the basic template if you open it in illustrator.

It's not as easy as filling in a regular pdf, but if you've got Illustrator and a little creativity, you can do a lot of cool things with it. 8)


1) I apologize for being so scatterbrained and missing your questions. I take my State Medical Licensing Boards in two days and it determines if I continue on to year 3-4 in medical school. I'm doing 120 questions a day and freaking out during my breaks.

2) Defender of the Society - You are absolutely right that this is not a campaign trait. This was an oversight. I will probably keep it and ditch Vermin Wrangler as it was pretty much only a roleplaying trait. I'll get back to you on which campaign trait I pick.

3) She wears scale mail, but it's an unusual type as it's from the Darklands. Same stats, just made strangely.

4) Morrigan - Morrigyn is what you get when I'm completely nerve wracked and don't have time to proofread. I hate typos but type so quickly that they are inevitable when I don't have time to go back and read what I've written. 8(

5) My story - You mentioned that this was a Pathfinder Society based adventure and you'd like everyone to be part of the society for one reason or another. I assumed, correctly, that the character on the front of the adventure was probably part of the society and a little checking showed she was the Venture-Captain. I then did a little more looking and found a site for another game that reproduced the starting scene as background for players, and I took that and ran with it. It pretty much came out of my head as whole cloth but I'm glad it was somewhat accurate.

I have never played any of the APs you mentioned but have strongly considered them. I'd love to play Second Darkness and I've got a character I made that is a Skinsaw Cultist, but I've never actually played any of the APs.

6) Gear - I will buy the little nick-knacks of her gear if she's selected. I find that this is the longest part of character prep and so I always save this for last. I have a special sheet for it, so everything will be real clear once I've done so.

I'm glad everyone likes my character sheets. I put a lot of time in them, but since I enjoy it, it's hardly work.

Scarab Sages

He bowed his head towards the approaching Half-Orc, turning his attention from the pair over towards Adsal once it was clear that Ragthoa wasn't addressing the group. "Oh? What drew you to old Thassilon? You don't encounter many people that know how to speak such an old tongue."

Grand Lodge

Thanks for the quick answer Hilde! No worries about picking the rest of your gear later.


Telka clears her throat and waits until the chatter has died down.

"In the Realms of the Mammoth Lords are many a fierce and wild warrior, their enemies are many. To the east demons, the west witches, the north giants, the south... orcs." She says the last with a little pause before moving on. "Even the winter winds are death, for their chill will steal breath away."

Telka pulls out a drum and begins to slowly beat it as she continues the tale.

"A thousand winters ago the warrior Hrunga fought; fought and led the Slothjaws. Giant blood in his veins and the blessings of the Lord of Battle, none could stand before him. None save old age: the axe in his hand became heavy and the fire in his heart dimmed. He traveled West, to the witches lands. Troll, wolf and witch would he slay, eventually to fall in honorable death."

"But not alone was he, for his son accompanied him. Fair Anok, fierce with the sword but gentle of heart, and he worshiped Mother Moon. In honor would he fight by Hrunga, and aid his lord and father until his death. They fought many a troll, many a wolf. Mother moon smiled as they traveled; the Lord of Battle brought glory as they fought. Troll and witch spoke their name in fear."

"One night under a full moon, Anok hunted alone. In the cold night and under dark trees he found a strange white wolf and the two fought. The teeth of the beast found their mark, but Anok smote the wolf to the ground with one blow of his axe. The wolf was his to finish, but a glimmer of moonlight fell upon his brow and his heart was softened. Anok bound the creatures wounds, and he bore it to his camp."

"Hrunga was angry and amazed, for his son was surely mad or enspelled. Yet in the light of Mother Moon, the wolf became a woman as some foul magic was broken. The two left the land of the witches with this wounded woman to celebrate the miracle."

"Kanat Wolf-Woman, for that was her name, healed. She was beautiful and fierce; Anok loved her for this and taught her to speak. He taught her the ways of humans and how to worship Mother Moon. Kanat became a mighty huntress and the tribe honored her skill. Winters passed by and Anok and Kanat decided to be bound to each other, and they bore sons and daughters."

"More winters passed, and one night the two walked under under Mother Moon. Kanat declared that she would like to visit where she had been found, for they were not far from the lands of the witches. Anok grew angry and fearful to travel to such an evil place. But Kanat would not be swayed, for she was curious about her past. Anok relented and they travelled west for many hours."

Telka drums a complex, ominous beat for a few minutes before continuing.

"In the place where they first met, a cloud blocked the face of Mother Moon. In the darkness, a madness took Kanat. She fell and and she shed her skin, to once again become a wolf. When she howled witches, trolls and wolves came in great number. They slew Anok then, in the darkness."

"After days of waiting for Anok and Kanat to return, Hrunga sought them out. He followed them through the night and into the witches' land without pause. There he found his son's corpse, and cursed in anger. He burned the body of Anok and the fire called the trolls, witches and wolves. He fought them until his death, the blood of ten witches, fifty trolls and a hundred wolves on his axe. Lord Gorum laughed and snatched his soul up to join him in battle."

Telka slows her drum beat.

"When the cloud passed Kanat had regained her mind, but not her body. Grief took her then, and she howled in sadness. She had been given love, she had been given a human form, and she had lost both for she dared to walk again in the witches lands once again. She died of grief, and her ghost haunts that place still. Angry at the death of faithful Anok, Mother Moon became furious. In her anger, she cursed Kanat's children to be half wolf, half man. Still they wander the forests, howling at full moons at their mothers sorrow and foolishness and begging Mother Moon for forgiveness."

She brings her drumbeat to slow finish.

Scarab Sages

Suin Ko blinked, turning his attention towards Telka as she started her tale. He wasn't quite sure what the proper response was to such a tail to show appreciation. The Tiefling wasn't precisely the most cultured man on the planet, and he had never met someone that told tales quite like her. So he decided on the tried and true method of applause, grinning widely at the end of the tale, revealing a fanged mouth. "That was a magnificent tale Telka! How many tales such as those do you know? I would love to hear them sometime."


Birch33 here…

I’ll start by stating that I am a PFS player – I’ve played a few PbP adventures on these boards with a Ranger character. And I’m currently GMing Rise of the Runelords and Curse of the Crimson Throne.

I love to play ‘standard’ races and ‘standard’ classes and use their character to make them interesting, rather than rely on the stats to do the work. I’ve picked a skill-set that is under-represented in the submissions thus far but that was by coincidence as the character took days to develop from an initial idea and just ended up that way (that’s why I used the deadline to its fullest).

I have to work out equipment properly and I’d be open to help on which languages to settle for – ones that help thematically without breaking the AP.

Appearance:

Chelios represents perfectly the bloodline of a race that owes its heritage to the descendents of Azlanti refugees whose blood mixed with that of pale-skinned Ulfen raider merchants from the northern climes.

He has dark hair, dark eyes, and pale skin. He could also be described as having sharp features — a slightly narrow jaw; a strong nose; and thin, arched eyebrows. And he carries this look well – and he knows it (but more of that later).

What is not evident at first glance is that his body is almost entirely covered with burns – only his face and hands are free from scarring – but once more we’re getting ahead of ourselves.

Background:

To understand Cheliax you have to know that there isn’t just a desire for power, it’s a need. For centuries, the people of this land have paid tribute to the notion that power in any form is the highest achievement in life – even to the point of believing in the goal of power for its own sake.

And when power becomes the goal, concerns about the way one achieves it fall by the wayside. Those outside Cheliax accuse the country of serving Hell – and up to a point they’d be right (Chelish would maintain that Hell serves it!).

Against this perceived backdrop of twisted evil all Chelish are “ambitious.” The lower classes yearn to better themselves so that they can lift themselves from the muck of the ghettos and slums and live the life of the wealthy, free from care or want. The wealthy want to be wealthier; to acquire more power, more land, and more holdings. Those with power want to make their mark on history and let the world know that they have trod upon its surface.

Chelios’ parents were merchants. Somewhere in the middle of the social ladder. And later we’ll find out how that proved to be Chelios’ undoing. His parents had ambition – there’s that word again – and wanted more for their only son.

Born and raised in Corentyn, it is primarily a military town. Central to the rise of the diabolic Chelish Empire, Corentyn is an occupied ruin, a major trade centre and a host to the busiest shipping lane in the known world all rolled into one.

The people of Corentyn see little of the wealth their city generates. The nobles in the capital look down their noses at the very people responsible for their prosperity and security, and the residents of Corentyn grudgingly accept this condescension.

Chelios’ parents were fortunate enough to live in Mercanto – the largest and richest trading houses have shops here on the waterfront, selling gems and jewellery, rugs, furniture, fine clothes, perfumes, spices, magic items, spells, and more. Chelios’ parents traded in artefacts – items recovered from abandoned ruins and long-forgotten dungeons – and there’s the first clue as to his choice of vocation.

From a young age, Chelios was fascinated by knowledge – particularly ancient knowledge. He’d read any book or manuscript to develop his knowledge of languages (arguably his first love) and ancient lore. And so, at the tender age of ten he decided to become a Pathfinder.

In Cheliax there was only one faction that you were allowed to join openly – the Cheliax faction. Despite his lack of comfort in much of what he saw around him (the worship of Adsmodeus and the keeping of slaves seemed at odds what all that he had learned) – the promise of power and riches lured him in and met the approval of his parents. For Chelios it was a means to an end – money and position equalled access to knowledge.

Finding patronage in the factions’ leader Paracountess Zarta Dralneen, Chelios started life as a Pathfinder at the tender age of fourteen.

They say a Pathfinder’s training is his true testing. For the next few years, he lived a spartan life but literally worshipped the ground the Master of Lore walked on.

By the time he was ready for confirmation, Chelios was truly in two minds. He loved the life of a Pathfinder in theory but in practice his learning now made him at odds with the aspiration of the Cheliax faction. Fortunately he was quick-witted enough to always be able to bluff his way out of awkward conversations when his allegiance was in question – he never truly lied but he didn’t tell the whole truth either.

Personality:

We’ve already seen what drives Chelios and this manifests itself in many ways. In two minds over his life as a Pathfinder, he has lived his life balancing opposing thoughts and ideals. You could argue this makes him a fatalist and perhaps you’d be right. He never fights what fate has to offer but that doesn’t mean he just takes what life throws at him. His ambition is typically Chelish. And that means making choices – not waiting for others to make them for him.

He knows when to challenge and when to hold his tongue – every Chelish still alive has learned this most cardinal of rules.

Chelios’ Story:

There was poignancy in calling languages Chelios’ first love. It was his second love that resulted in him ending up in Magnimar.

As a newly appointed Pathfinder, Chelios got to travel all over Cheliax. While Imperial Cheliax disapproves of Society interference on its own soil (as they consider investigations into the history of the empire prior to the ascendance of the Thrice-Damned House of Thrune a cultural insult), outside its borders the empire enthusiastically supports Pathfinder activity.

So his early activity was relatively mundane, cataloguing this and translating that. And at the house of a Chelish Lord, Chelios met Portia. Their love was clearly unacceptable to her father – his daughter was his primary asset and would be used to prop up his failing finances with a marriage to a richer house. Love simply didn’t enter into it.

But as young lovers are prone to do, they ignored parental advice and the Lord used his influence to both arrange a swift marriage for his daughter but also to ensure the noble’s son he betrothed her to was aware of the relationship.

Keen to nip this dalliance in the bud, the noble’s son pulled some strings of his own and Chelios was assigned to a dig nearby (hoping that being away from Portia would cool the relationship). Offering the prospect of uncovering long-lost manuscripts, Chelios threw himself into the new assignment and invited Portia to join him at the site, to show her what true Pathfinders do ‘for a living.’

The new assignment was a trap – but oddly not of the noble’s son’s doing. The Aspis Consortium had planted bogus artefacts in the underground caves – oddly something rivals of the Pathfinders do, just to distract them.

And so Chelios and Portia were together in a makeshift office, poring over documents when Chelios realised the ruse. The papers were written in an ancient hand but the syntax was modern. These were clearly forgeries. As he shared this knowledge with Portia, an Aspis mage, posing as a humble digger overheard his discovery and sent a terrible fireball into the room – engulfing the pair. Chelios threw his hands up to his face instinctively. At that very moment a beam fell from the ceiling and passed between the fireball and his head – protecting it from the force of the blast. Half-dead, he carried his beloved from the dungeon, his tears evaporating before they could fall onto her dead body.

Chelios instantly suspected the noble’s son and predicted what would happen. His life would now be forfeit. And so he made his way slowly to the faction’s headquarters. Gaining a clandestine audience with Paracountess Zarta Dralneen, he told her the truth (as he knew it) and awaited his fate. He was shocked when she took pity on him and arranged for him to move abroad – offering a letter of recommendation to the Grand Lodge, and surprisingly recommending a change to his faction.

Slowly and painfully, Chelios travelled to Magnimar. The physical scars healed but not the mental ones. Life in Magnimar was wonderful in comparison to his home. He could discuss his thoughts freely and debate without fear of reprisal. Careful to cover his burns (he still recoiled subconsciously from open flames), he found that in this relatively classless society, he received a lot of attention from women and although his heart would never surrender to any of them, he enjoyed their company – so much so that he gained a reputation as a lothario – something he played up, so as to avoid telling the truth.

And so he settled into life at Heidmarch Manor and spent as much time with its owners Sheila and her husband Sir Canayven Heidmarch, soaking up their stories of travel around the world. And he has learned so much from them, from how to disable traps to the best techniques for sneaking around dungeons undetected.

Secrets/Plot Hooks:

Rarely do things appear as simple as they seem. The forged documents were planted by the Aspis Consortium – that much is the truth. The spider’s web that emanates from this single fact is less well known.

First of all Paracountess Zarta Dralneen knows it was the Aspis Consortium – which is why she took pity on Chelios. Having him in her debt and in the bosom of the Pathfinder Lodge in Magnimar was an opportunity too good to miss. He doesn’t know it, but at some point in the future, she’ll call in that favour.

And the noble’s son does blame Chelios for Portia’s death. A blame that would go so deep as to consume the young man in his desire for retribution. And hints and rumours have reached Chelios’ ears to this effect and the young Pathfinder knows that – sooner or later – one of them must die. For you see Chelios blames the young noble for Portia’s death with an equal passion (not realising it was the Aspis Consortium who were to blame).

Crunch:

Male Rogue 1
CN Medium Human / Humanoid (Human)
Init +6; Senses Perception +4
==DEFENSE==
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 9 (1d8)
Fort +0, Ref +4, Will +0
Armor Leather, Light
==OFFENSE==
Spd 30 ft/x4
Melee Rapier +2 (1d6) 18-20/x2
Melee Melee Dagger +2 (1d4) 19-20/x2
Ranged Cold Iron Thrown Dagger +2 (1d4) 19-20/x2
Ranged Shortbow +2 (1d6) 20/x3
Special Attacks Sneak Attack [1d6] (PFCR 68)
==STATISTICS==
Str 10, Dex 14, Con 10, Int 18, Wis 10, Cha 14
BAB +0, CMB +0, CMD +12
Feats Armor Proficiency (LIGHT) (PFCR 118), Improved Initiative (PFCR 127), Nemesis (PFUCgn 71), Weapon Finesse (PFCR 136)
Skills Acrobatics +2, Appraise +5, Bluff +6 [w/ persons attracted to you +7], Diplomacy +6 [w/ persons attracted to you +7], Disable Device +7, Disguise +2, Escape Artist +6, Intimidate +2, Knowledge (dungeoneering) +8, Knowledge (history) +5, Knowledge (local) +8, Linguistics +9, Perception +4 [Find Traps +5], Perform (act) +2, Profession (researcher) +4, Ride +2, Sense Motive +4, Sleight of Hand +6, Stealth +6
SQ Trapfinding (PFCR 68)
Traits Charming (Social) (PFAPG 330), Exchange Agent (Campaign: Shattered Star) (PFCo: VBoL 31)
Languages Celestial, Chelaxian, Common, Draconic, Elven, Goblin, Polyglot, Thassilonian


Telka growls in laughter.

"I know enough stories to teach a warrior caution, and a few more to put food in my belly when I travel in the cities of the south."

Scarab Sages

"Bah!" Ramenhotep exclaims as Telka finishes her performance and he looks up from his book, clearly distracted now. He taps his staff on the ground a few times. "What's with all the racket? Can't you folks just have a civil conversation? Is this the way things are done in Varisia?" Once again he mumbles, "What I wouldn't give for the sands of Sothis. . ." He looks around at everyone sharing beverages and puts away his reading material, The Book of Magic, calling out, "Page! Page! What is that confounded servant boy? Bring me some coffee! Black!"

Grand Lodge

Chelios:
Welcome Chelios, and thanks for your application! I must admit I was a bit bluffed, because I read the background first and tried to figure out what class Chelios would be. When you mentioned the burnt hands, I couldn't help but think about my own RotRL character who's a loracle with never-healing burnt hands as his curse. I had quite a surprise when I opened the crunch spoiler!

The servant comes back carrying a tray covered with beverages of all kinds. It seems these were thoughtfully hand-picked for each guest now waiting in Heidmarch manor, a probable attempt to soothe their impatience as the waiting time comes slowly bt surely to an end. "Venture-Captain Heidmarch will be with you shortly. It won't be long now." With a bow, the servant takes his leave.

Less than a day until the deadline for submissions!

Arcane
Broken Prince - Varisian Diviner with skills
Pirate Rob - Varisian Arcanist
Adsal - Peri-Blooded Aasimar Arcanist
Eris - prideful Chelaxian Arcane Sorcerer
Katrina - Changeling Dreamweaver witch

Melee
EndlessForms - Osiriani Staff Magus
drBuzzard - Dwarven Barbarian
Ilmakis - Spireborn Half-Elf Fighter
Hilde - Svirfneblin or Bleachling Gnome Cavalier
pH unbalanced - Fetching Flowing Monk WIP
Mighty Beowolf - Human Barbarian

Divine
WerePox47 - Half-Orc Shaman of Battle
TexNess - Human Cleric of Abadar WIP
Tilnar - Varisian Pilgrim Cleric WIP

Skill Monkey
Tangaroa - Half-orc Badger Speaker Bard
Wrong John Silver - Halfling Alchemist
Aruetii - Pitborn Tiefling Dervish Dancer Bard
Birch33 - Chelaxian Rogue

Interested
Double Gold
Kenji
The Morphling


I've been working a bit on Rose's backstory, so here's an updated version. Also, her father was Varisian and her mother was Chelaxian. In case you were confused about her ethnicity.

Rose's Backstory:
Twenty years ago, it had to be. I was young, almost too young to remember. It’s interesting how time not only fades your memories, but warps them too. I know that I could only feasibly remember the tears blurring my vision as I did everything I could to keep my sobbing silent, I know that’s all I could have done. For some reason my memories seem almost omnipresent, like I know more about everything that happened than I could have witnessed. Perhaps it’s my blind rage preventing me from admitting that I know nothing and that I was useless and filling that hole with ‘might have beens’. I can’t be sure, but what I can be sure of is that I f~~#ing hate witches.

I was no older than three when the monastery took me in. They were kind and generous to a suffering orphan. They kept what happened a secret for a long time, but I grew tough. I became a monk and learned their ways, but curiosity burned at my bones. I know now why they didn’t want to tell me. They knew the curiosity would grow into fear and fear into hatred.

“You’re a good girl.” They’d say. “You can do anything you want with your life.”

"I want to find my mommy and daddy!" I would reply. I daydreamed about them. My father was tall and handsome with dark hair and tanned skin, my mother had fair skin and pitch black hair. They were kind, they loved to play with me, and they always had something witty to say (because I never do). They were farmers, but I always imagined we did well for ourselves. I would pretend some of the other children in the monastery were my younger siblings and that my parents had just sent us outside to play until they had dinner prepared for us.

Bastards, who were they to keep me from what was rightfully mine to know? Maybe I was too naïve to tell back then, but they knew I wasn’t cut out for the monk livelihood. I know they knew it and that’s why they wouldn’t tell me. I wasn’t interested in their schooling, I wanted the training. I wanted to be a strong warrior like Ayumusensai and little else mattered to me. That is, until they thought they had rid me of my chaotic nature enough to trust me with what I wanted to know. I was a teenager, those a*%~*&*s. I was practically an adult.

“Your parents… They were killed by a witch. They didn’t abandon you.” Ayumu told me softly. “We found their bodies shortly before we found you under your bed. We didn’t want to sever your hope after such a traumatic experience.”

That makes perfect sense, let me believe they left me there for two days all alone instead. Lying sons-of-b#%+$es. My memory flooded back all at once and the pain stung me almost as much as it did back then. My mother had told me to hide under the bed and all this time they let me think that they were just abandoning me? It’s like I could feel the flames that killed my parents. 'Altering one’s own consciousness is only difficult if you try to prevent it.' That’s what they taught me. They couldn’t stop my need for vengeance. That’s what they were afraid of and they thought they could train me well enough for me to discipline myself against it. They were wrong, I’m not narrow-minded like they are, no. I’m proud and I’m strong. I wasn’t about to sit around and pray for good things in the world, I was going to go out there and do good things. I was going to go find that evil son of a b**#& and kill her myself.

It’s interesting what such hate can do to an otherwise good person. It creates irrational thoughts and unnecessary superstitious beliefs. No matter how much you tell yourself that what you’re thinking is crazy, the rage surges through your veins. That’s something those monks never understood. Don’t fear your rage, harness it. If you give yourself just one thing to care about and to think about, it rules your life. Why does that have to be a bad thing?

I ran away from that place in search of that witch and I plan to kill every evil soul on my path there. I will train with armor and weapons and I will learn to use my anger and my lust for vengeance to become a righteous destroyer of the wicked more capable than the disciplined nut-jobs and their codes and statutes. I fight for freedom, I fight for justice, and I fight regardless.

And to any evil-doers I might encounter, remember this; the only difference between me and a paladin is that I don’t have a silly code holding me back from killing every last one of you.

Scarab Sages

Suin Ko turned his attention over towards Ramenhotep upon hearing the man mentioning the sands of Sothis, with a grin he wandered over to the man, extending a gloved hand to him. "Greetings friend, are you from the Osirion lodge as well?"

Sczarni

Okay time to put it all together in an application post!

About me as a Player:
I am a 31 year old English player and DM who picked up the hobby while I lived in Florida primarily in 3.5. As I live in a fairly small town, and sadly Pathfinder is not that common in the U.K, I play pretty much exclusively online. I have been playing PFS for about 6 months, and love it, I have eleven active characters and one dead one - poor Rellen *sob* curse you GM Lithrac ;)

I am probably guilty of being a cranky S.O.B, a rules lawyer, and a power gamer, but like to think that as I am aware of these tendencies I can mitigate them. On the positive side I am a prolific poster who believes in driving the action and maintaining momentum, I enjoy RP and hope I am a polite and pleasant fellow for the most part.

Vandilo's Personality:

To an extent I am reluctant to codify a personality before play, as I find they often develop out of my control as I find mannerisms an tendencies that suit in play.

Vandilo is impatient and condescending, and prefers books to people with a few rare exceptions. Having a large number of younger sisters he tends to be protective of young women, but only interested in intelligent women, at least intellectually. He is secretly a romantic at heart having a love for the romance novels popular amongst the Taldan aristocracy.

He remains concerned with his Scarzni family, because they are family, and though he wishes he was not entangled with them they are family and he invariably answers when they call. His morals are fairly flexible having been raised the odd duality of policing the Bizarre of Sails and still being intimately involved with crime. If forced to codify his beliefs he would say that stealing from those who can afford it is acceptable if you are prepared to take the consequences.

Vandilo believes that information is incredibly valuable, and that a well thought out plan factoring in all available information and potential variables is almost always the best solution. He finds others tendencies to wing it and "strike while the iron is hot" endlessly exasperating.

Character Sheet:

Vandilo Kalmeralm
Male Human (Varisian) Wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +5):
1st—color spray (DC 15), gravity bow, true strike [S]
0 (at will)—dancing lights, detect magic, ghost sound (DC 14)
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Base Atk +0; CMB +0; CMD 12
Feats Fast Learner, Improvisation, Scribe Scroll, Truth Seeker
Traits alabaster outcast, extremely fashionable, student of philosophy
Skills Acrobatics +4, Appraise +6, Bluff +1(+6 to lie), Climb +2, Diplomacy +6(+11 to persuade), Disable Device +2, Disguise +1, Escape Artist +4, Fly +4, Handle Animal +1, Heal +2, Intimidate +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8 (+10 to make forgeries), Perception +4, Ride +4, Sense Motive +4, Sleight of Hand +4, Spellcraft +8, Stealth +4, Survival +2, Swim +2, Use Magic Device +1
Languages Azlanti, Common, Draconic, Elven, Infernal, Thassilonian, Varisian
SQ arcane bonds (arcane bond [familiar]), forewarned, opposition schools (enchantment, necromancy), prescience, specialized schools (foresight)
Combat Gear scroll of infernal healing; Other Gear crossbow bolts (10), dagger, light crossbow, forger's kit, noble's outfit, signet ring, spell component pouch, spellbook, 2 gp
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Scroll of infernal healing Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Background:

Present
Vandilo Kalmeralm returned to the city of his birth wearing a scowl. Having spent the last decade after completing his Pathfinder training working in the Societies archives Janira's constant badgering had finally persuaded him to try his hand at field work. But before he began creating his own Chronicles he wanted to revisit the place that had inspired him to become a Pathfinder. Of course he would also have to visit Master Leis Nivlandis and the old Alma Mata, Magnimar's most respected Wizard's school The Stone of the Seers. But most of all he was here to avoid his mother.

His mother though was not so easily avoided, and she found him as he had known she would as he approached his beloved Seerspring Gardens. A handsome woman even in her late forties Sabriya Kalmeralm shared her son's noble demeanor and swarthy Varisian looks,

"So you have returned Vandi, can I presume you are ready to assume our place as my successor? Have you yet realized that magic is a means to an end and not an end in itself? Work with me Vandi and you will have coin enough to buy any scroll you wish, you will do well, you are my son."

"Mother I have no interest in policing bickering merchants and thieves, The Bizarre of Sails is your Kingdom and shall remain so I have no doubt for any decades. I am a Pathfinder now I shall carve my own path, I will write Chronicles, improve my magics, and one day restore the oracle to the Seerspring, or secure it a new one. I am your son, but I will not work for you. You have my sisters in anycase, anyone of those vipers is more suited to the roll than I."

"Vandi for an intelligent man you are a fool. When you realize that you are achieving nothing come back to me. I should never have let you study magic, such a waste, such a waste."

"I must disagree mother, for all you influence this city you have created nothing. I will leave my mark upon this city with something tangible and eternal, like Master Bhreacher, or Master Nivlandis. While I do not doubt the Bizarre of Sails is the better for your efforts you cannot claim it would not exist without you, but The Golemworks and The Stone of Seers are gifts that Magnimar can be proud of, and one day I shall add another jewel to their number."

6700 AR
Vandilo had learned to detect magic from an assortment of sheisters fortune tellers and thieves, hardly ideal, but in the end it had proved sufficient. All he needed was to be able to see magic, wizards were famously arrogant and trusted in their magics too much, they were also renowned for their collections of valuable magic items spell components content in the fact the mere knowledge of their power.
While not the most accomplished thief Vandilo made up for it with intelligence and patience, information was more valuable than the quickest fingers. It had taken a week for him to acquire Master Nivlandis's schedule, another to survey his home, a bribe to a dismissed servant, and even a visit into the building pretending to deliver a message he had had Jonis swipe from its actual messenger. And so it was easy for him to break into the Master wizard's home.

Nerris expected him to return with something worth in excess of 100gp. Vandilo had spent a little over a thousand hundred gold pieces, borrowing from three of his sisters and extorting the rest from Lerro - who did not wish the Princess to know he had been behind the burning of a rival's storefront.

Getting into the wizards study was simple requiring only picking the door to the servants quarters and brazenly taking the back stairway. But entering the study set off the alarm, which was what Vandilo counted on. He snatched up the crystal ball smeared it in the costly oil that would conceal its magic and plonked it into his special backpack popping the nonmagical replacement into place before reaching towards the books freezing and going wild eyed.

"Can I help you young man?" Said the wizard as he appeared in the corner of the room staff in hand.

"Ah, I just..."

"It takes a very foolish or a very braze man to rob a wizard, which are you boy?"

"I just wanted to know..."

"Oh, so you are a scholar, and here I was thinking you a thief..."

Now the scroll of glibness, that had cost him a small fortune and required the services of a half dozen helpers to ensure he could use it properly, had to pay for itself,

"Please Master, I just wanted to learn, you would never have someone like me at your academy and I've mastered a few cantrips... I want to see, I need to! I don't want to be a thief all my life, but I can feel everything closing in around me and if I don't find a way out I am going to... dwindle. I want to be a wizard! I haven't taken anything I was just going to read..."

Nilvandis looked at him for a long time, every second seeming an eternity as Vandilo counted off the seconds left on his glibness spell, knowing he had to get the timing just right....

"I am always on the look out for talent boy, if you do indeed possess it we might be able to take you even if you cannot pay. but for that to happen you would need to impress me, and you are off to a poor start. Come to the school tomorrow and we shall talk, but first kindly empty your pockets, own up now if you have taken anything everything in here is magic and I will be able to detect it."

Vandilo complied meekly opening his pack and turning it upside down to shake it, thankful that his secret compartment held up to the job. He turned out all his pockets, stripped off to his skivvies and then endured ten minutes of interrogation, lying like a politician, before being kicked out with a note he was to present at the academy on the morrow. He dismissed his glibness spell as soon as he heard the mage began to cast detect magic.

It had worked, he ought to be able to get fifteen thousand gold pieces easy for a crystal ball. It was all about expectations, nobody expected a thief to utilize expensive magics, especially not a young one. He would be the greatest thief in history, he would rise to rule the Sczarni!

The next day at noon his mother woke him with a slap and dragged him out half naked into the street where Master Nivlandis waited,

"You are a precocious young man it seems. I had to utilize some powerful magics to see you. I still do not know how you managed to conceal your theft from me, but if anyone could track you down it would be a Diviner, knowledge is power my boy and divination is a ready key to knowing. You had best pray you still have my magic ball else you will be spending the rest of your days upon a lily pad."

Negotiations ensued and half an hour later a befuddled Vandilo found himself indentured as Master Nivlandis's Page for the next decade. Fortunately the Wizard had little need for a Page and was unable to resist teaching an inquiring mind...

6704 AR
Vandilo now truly apprenticed to Master Nivlandis for several years, began to get more and more grief from his mother. Sabriya had long imagined him her heir apparent, but though Vandilo showed aptitude for the complex wranglings needed to keep the Bizarre of Sails in line he found little satisfaction in it. Meanwhile his younger sisters Janna and Keryn were both eminently suited to the role, but due to, in Vandilo's opinion, possessing personalities too similar to their formidable mother's Sabriya constantly clashed with the her daughters.

So it was when Vandilo began assisting in earnest in his Master's attempts to divine the location of the water spirit oracle he was tasked with reading hundreds of Pathfinder Chronicles. Nivlandis was obsessed with the oracle and the prophecy it had given him before vanishing all those years ago, but would never reveal the prophecy to his curious apprentice. But reading The Chronicles hooked Vandilo, they were both entertaining and filled with fascinating information, and of course only a fraction of them were available to the public.

It was probably inevitable that he would join the Society, and Master Nivlandis encouraged his apprentice when the young Varisian asked him about it. His Master teleported him to Absalom and gave him a caged thrush as a parting gift, which Vandilo dubbed Chachimos, meaning Truth in Varisian. He would spend the next decade immersed in the archives devouring tomb after tomb. Only some pointed chiding from Janira Gavix, featuring the words "atrophying" and "stagnating" spurred him to tear himself from his beloved Chronicles.

He booked passage for Varisia resolving to pay his respects to his old Master, visit his sisters and then join the ranks of Pathfinder Chroniclers.


Hey, GM - seems I made it just under the crunch. May I present Anaristiel Teladren, Elven Oracle of Time and Ancient Lorekeeper?

Crunch:

STATS
Str: 16
Dex: 14
Con: 10
Int: 12
Wis: 9
Cha: 15

COMBAT
HP: 9/9
Init: +2 (2 (Dex))
AC: 15 (Touch: 12, Flat-footed: 13) (+2 Dex, +3 Armor)
Fort: +0, Ref: +2, Will: +1
BAB: +0
CMB: +3 (0 (BAB) + 3 (Str))
CMD: 15 (10 + 0 (BAB) + 3 (Str) + 2 (Dex))

ATTACKS
Melee
Cestus, Cold Iron (+3 to hit, 1d4+3 damage (B or P), 19-20/x2 crit.)
Longspear (2H) (+3 to hit, 1d8+4 damage (P), brace/reach, x3 crit.)

Ranged
Shortbow (+2 to hit, 1d6 damage (B or P), x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

CLASS FEATURES
Mystery (Time): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Haunted, Ex): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Feats, Traits, and Skills:

FEATS
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Lost Legacy (Story): What once belonged to your family shall be yours again. You gain a +1 bonus on Charisma-based ability checks and skill checks.

TRAITS
Exchange Agent (Shattered Star Campaign Trait, Linguistics): Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Observant (Grand Lodge, Perception): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

SKILLS - Current ACP: -1
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 1 (0 + 1 (Int))
Bluff: 2 (0 + 2 (Cha))
Climb: 3 (0 + 3 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 6 (1 + 3 (Class Skill) + 2 (Cha))
Disguise: 2 (0 + 2 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal*: -1 (0 + -1 (Wis))
Intimidate: 2 (0 + 2 (Cha))
Knowledge (Arcana)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (History)*: 5* (1 + 3 (Class Skill) + 1 (Int)) (* - + level/2 to checks regarding elves)
Knowledge (Local)*: 1 (0 + 1 (Int)) (Untrained)
Knowledge (Planes)*: 1 (0 + 1 (Int)) (Untrained)
Knowledge (Religion)*: 1 (0 + 1 (Int)) (Untrained)
Linguistics*: 6 (1 + 3 (Class Skill) + 1 (Int) + 1 (Trait))
Perception*: 6 (1 + 3 (Class Skill) + -1 (Wis) + 2 (Racial) + 1 (Trait))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: -1 (0 + -1 (Wis))
Spellcraft*: 5 (1 + 3 (Class Skill) + 1 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival: -1 (0 + -1 (Wis))
Swim: 3 (0 + 3 (Str)) (ACP)

Spells:

Racial SLA's (1/day each)
Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. (Personal, 10 min/level)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. (Close range, One creature/object/5' cube, Instantaneous)
Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. (Personal, 10 min/level)

0-level (unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Ghost Sound: Produce sounds equivalent in volume to 4 humans/CL. (Close range, 1 round/level, Will save to disbelieve)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Mage Hand: 5-pound telekinesis. (Close range, 1 object less than 5 pounds, Concentration)

1st-level (4/day):
Cure Light Wounds: Cures 1d8 damage + 1/level (max 5). (Touch, Instantaneous)
Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 minute)
Shield of Faith: Aura grants +2 or higher deflection bonus. (Touch, 1 min/level)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Studded Leather Armor (20 lbs.)
Cestus, Cold Iron (1 lb.)
Longspear (9 lbs.)
Shortbow (2 lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Flint and Steel (- lbs.)
- Money (6 gp 3 sp)

Quiver (Total: 6 lbs.)
- Arrows, Blunt (20) (3 lbs.)
- Arrows, Cold Iron (20) (3 lbs.)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION
Anaristiel is an attractive elf with golden-blonde hair and fair skin. She appears quite a bit stronger than the average elf, but carries herself with the grace attributed to her race. She is generally shy - a result of her interactions with the spirits that haunt her, no doubt - and perhaps a little too trusting, but she is well-meaning and able to act forcefully when the situation demands it.

PHYSICAL CHARACTERISTICS
Height: 5'10"
Weight: 120 lbs.
Skin: Fair
Hair: Golden-blonde
Eyes: Blue

Background:

Anaristiel was born in Kyonin, in a small village on the southern end of the Fireani Forest. There, she was taught those things that young elves are normally taught - music, poetry, skill at arms, and the like - but she was always most interested in the lore of her people. If there was a book she could read, or a story she could hear, she would sit, enraptured, until she had absorbed it in its entirety. She had just started reading through a particularly obscure text about events that happened in and around her wood, when she came upon a reference to one of the aiudara, the fabled "elf gates", on the edge of the nearby Tanglebriar. What made this reference spectacular was the clue to the gate's key, a particular celestial event that was going to happen only two nights hence.

The next day, she rose early and made her way south, just inside the edge of the Tanglebriar, keeping silent and watchful of any of Treerazer's agents. Eventually, as the moon was rising, she came upon the aiudara. She waited patiently, knowing that she was going to see something that precious few had seen since the elves' return to Golarion.

Finally, it happened.

The runes on the aiudara began to glow, blue lines tracing sylvan scenes and ancient runes. Then, a spectacular flash of light, and she could see the morning sun breaking over rolling hills on the other side of the arch. She could hear birds chirping, and see a shepherd tending his flock on a distant hill. It was beautiful...until things went horribly, horribly wrong. The twisted spirits of the Tanglebriar rose up in protest, unable to stand the pure elven magic that was present. Anaristiel was horrified as the scene unfolding before her, and tried in vain to stop the aiudara's magic from itself being twisted. She flung herself at the gate, hugging it to herself, trying to shield it with her body, but she was completely overwhelmed and unconscious within moments.

When she awoke several hours later, the aiudara was silent once more. The twisted plants around her were a grim reminder of the events of the previous night, and she checked herself for any wounds, but found none. As she rose, however, she felt...different. She shrugged, attributing it to the events of the night before, and began to head home. However, as she walked, mysterious sounds found her ears; faint breezes ruffled her hair, but left the leaves on nearby trees alone. It wasn't until she dropped an apple core to the ground, when she heard a wild cackling and watched the apple core fly several yards away, that she realized the extent of what this meant. She was being haunted by the spirits of the Tanglebriar.

She spent the next few months studying her affliction, eventually realizing that she had been chosen to be an oracle of Time, the same force that had operated the aiudara. She had been granted great powers, but was cursed by the same powers that granted them. She left her family, then, and made her way to Greengold, and to the Pathfinder Society lodge there - for if anyone needed to find their path, it was her - where she was accepted and taught how to master her gifts, putting her forever in their debt. So, when they declared her ready and sent her to Magnimar for an urgent mission, she could hardly refuse...

About Me, the Player:

Well, you know some of this, I'm sure, but I'll elaborate. I'm 39 years old, live in the US, and have been doing PbP on these boards for about a year and a half, but playing PFS extensively for only about the past year. I am participating in a couple of long-term PbP's, including a homebrew campaign and a couple of AP's (Carrion Crown and Way of the Wicked), and I frequent the boards several times a day, though I don't always have time to post.

Anyway, I'm excited by the prospect of joining several of these other applicants!

Grand Lodge

Presenting Valarael Shadowsong, elven alchemist. Her party role will be ranged damage, diplomacy, and various knowledge skills. She is a very devout follower of Calistria.

Stat Block:

Valarael Shadowsong
Female Elf Alchemist (Mindchemist) 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged bomb +5 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Mindchemist) Spells Prepared (CL 1st; concentration +5):
1st—shield (2)
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 10, Int 18, Wis 9, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits calistrian courtesan, exchange agent, firebug
Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +6 (+7 to gather information, +4 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +8, Knowledge (geography) +9, Knowledge (nature) +8, Perception +5, Profession (courtesean) +3, Sense Motive +0, Spellcraft +8, Use Magic Device +6 (+4 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception, alchemy
Languages Common, Elven, Gnome, Goblin, Kelish, Sylvan, Varisian
SQ cognatogen, weapon familiarity, vain
Other Gear studded leather, rapier, belt pouch, flint and steel, wooden holy symbol (Calistria), trail rations, mule, alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day), formula book, lamp, mess kit, night tea, oil, pack saddle, pack saddle, rope, soap, sunrod, trail rations, waterskin, 7 gp, 1.5 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) becomes a class skill.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

Mule Stat Block:

Flagg
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
Combat Gear oil (2); Other Gear alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day) (3), formula book, lamp, mess kit, night tea (10), pack saddle, pack saddle, rope, soap, sunrod, trail rations (2), waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:

Valarael is a tall, thin, elven woman, with long, straight, platinum-blonde hair. She has a beautiful, angular face, with striking blue, tilted eyes. Her skin is very fair, smooth, and unmarred. She wears well-cut but utilitarian yellow linen, with a black leather vest and overskirt. Her studded leather armor is black with studs of yellow-dyed metal. Her belt and boots are of the same black leather, and a painted wooden holy symbol is displayed prominently on thong around her neck. She carries many small vials in slots on her belt and bandoleers, and carries a sheathed rapier at her waist.

Personality:

Valarael tries to embody the detached, feylike nature of the elves like her goddess, Calistria. She chooses her path and holds to it, not because of some higher calling or sense of duty, but because she chooses it. While she harbors a grudge once given reason, she is not cruel to those who do not deserve it, and she has a soft spot for children, slaves, and mistreated animals. She is a sensual being, charismatic and beautiful, and she uses that aspect of herself to hide her intellect and agility from others. Valarael lacks strong moral convictions, and any appearance of a moral code is simply expediency and self-preservation. For example, senseless killing and slavery go past her bounds, as both things would merely cause another to visit vengeance upon her.

Backstory:

Though born in Kyonin, Valarael Shadowsong remembers almost nothing of it. At only a few years of age, her parents left the land of the elves to live in the City at the Center of the World after her father had been invited to join the Pathfinder Society. In her adolescence, Val's mother also joined the society, leaving the young elf in the care of a few elven priests at a temple of Calistria in Absolom. Although she never became a priest herself, these experiences left Val an extremely devout worshiper of the Savored Sting. A side effect of her duties at the temple was exposure to various alchemical and black market substances used by the sacred prostitutes. This kindled the young elf's interest in alchemy, and she proved extremely adept at the skills required for what became her passion.

Once she reached her majority, Valarael became a sacred prostitute for a five years. During this time she learned to leverage her beauty and magnetism to get what she wanted, as well as the value of serving others for one's own gain. Eventually, like her parents, Val was invited to join the pathfinder society. After her three years of training, she completed her confirmation and shortly thereafter was transferred to Magnimar, Varisia, where she now awaits her first assignment from Sheila Heidmarch.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Not sure I'll be able to have it in before you close submissions (It's been a busy week!), but if not, good luck to all those who applied!


Half-Orc Fighter, Unbreakable archetype.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

OK, here's my submission -- Z'zin, a Fetchling Flowing Monk. I'll hit the answers to your questions in a separate post.

GENERAL:
Female Fetchling (Flowing) Monk 1
LN Medium Outsider (Native)
Init: +2; Senses: Low-Light Vision, Darkvision 60' Perception +4 (+6 in dim light)
Languages: Common, Varisian, Aklo
Str 14, Dex 15, Con 10, Int 13, Wis 14, Cha 11

BOOKKEEPING:

Feats: Combat Reflexes (Lvl 1), Improved Reposition (Monk Bonus Lvl 1), Improved Unarmed Strike (Monk Bonus)
Traits: Monastic, Monument Scholar, Underbridge Dweller
Drawback: Provincial
Story Feat: Unforgotten
Favored Class: Monk (+1 hp)
Skills Purchased: 1 Rank each in Acrobatics, Know: History, Know: Planes, Perception, & Stealth

COMBAT INFO:

DEFENSE

AC:14, Touch 14, Flat-footed 12 (+2 Dex, +2 Wis)
hp 9 (1d8)
Fort +2, Ref +4, Will +5
CMD 14
Cold Resistance 5, Electricity Resistance 5
DR 1(nonlethal)

OFFENSE

BAB +0; CMB +2;
Spd 30 ft.

Melee:
Unarmed Strike +2 (1d6+2/x2)
Unarmed Strike (Flurry) +1/+1 (1d6+2/1d6+2/x2)
Quarterstaff +2 (1d6+2/x2)
Quarterstaff (Flurry) +1/+1 (1d6+2/1d6+2/x2)


EQUIPMENT:

tbd, but not much. Quarterstaff and Monk's Kit for sure, and then probably a few alchemical goodies

SKILLS:

Acrobatics: +6
Appraise: +1
Climb: +2
Craft(any) +1
Diplomacy: -2
Escape Artist: +2
Fly: +2
Heal: +2
Knowledge: History: +5 (Varisia +6, Magnimar +7)
Knowledge: Planes: +4
Perception: +6 (Low Light +8)
Ride: +2
Stealth: +8
Survival: +2
Swim: +2

MONK ABILITIES:

AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Redirection: At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

FETCHLING ABILITIES:

Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-like Abilities: A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

TRAITS, FEATS & DRAWBACK:

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Improved Reposition: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.

Monastic: Either your parents sent you to be raised in a monastery, or you traveled there yourself later in life in order to escape the conf lict and distractions of the greater world. There you learned to eschew the material concerns that plague so many and cloud their minds, instead embracing an ascetic lifestyle. You readily let go and step away from trouble, free from any tie or baggage that might slow your path to enlightenment—figuratively or literally. Once per day as a swift action, you gain a +1 trait bonus to Armor Class as long as you are wearing no armor, not using a shield, carrying a light load, and have nothing in your hands. This bonus lasts for 1 minute.

Monument Scholar: As a child in Magnimar, the city’s ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you’ve studied these colossal works extensively, developing an in-depth knowledge of some of the city’s most famous landmarks. You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Provincial: You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Underbridge Dweller: You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Unforgotten: You search for a person dear to you—lost, but you pray not dead.
Prerequisite: You must have a close relative, spouse, or other person dear to your heart who never returned from a journey, was captured, or otherwise vanished with little trace, or you have the Major Disaster background.
(Due to debts incurred for Z'zin's studies, her mother has been...taken. Initially to the Plane of Shadow, though that may well have just been a first stop. What use her creditors would have for a talented kayal merchant and shopkeeper is unknown to Z'zin.)
Benefit: Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.
Goal: Find your lost loved one alive, and in the process, decisively defeat a challenging foe who kept you apart.
Completion Benefit: You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will saves. If you find your loved one dead, you lose all benefits from this feat until you put the body and possibly soul to proper rest. Putting the body to rest restores the completion benefit, but you don't regain the ability to reduce nonlethal damage.

Background:
Z'zin returned from the Plane of Shadow at sunset, the intense oranges and reds painting the sky presenting her with more color in five seconds than she had seen in the previous six years. She gaped at it in wonder until the sun disappeared and the stars came out. Then she entered her parents' house, a modest shop of extraordinary goods in the Underbridge of Magnimar, where the local kayal families felt most at home.

Z'zin's dreams had always been of exploration, and understanding the secrets locked within the monuments of stone scattered throughout Varisia. Her parents knew the value such knowledge could bring, and encouraged her to develop her talents and become a treasure hunter. So they sacrificed and paid much to send her to one of the prestigious Shadow Academies back in their homeland -- a place where she could learn exotic magic, combat techniques, and hidden knowledge.

When she entered, Z'zin's father froze, then he wrapped his arms around her tightly."My dear girl! I almost didn't recognize you. For a moment I thought you Grandmother Crow."

Which wasn't surprising. The Empyreal Lords were not well-regarded in Shadow, and Z'zin's veneration of Andoletta had been a matter of much scorn. Soon after she arrived, her instructors had presented her with a willow staff and told her it was the only weapon she was be allowed until she publicly denounced the Empyreals as 'pretender gods'. Too stubborn for her own good, Z'zin refused, and spent her entire time in Shadow using that one weapon, or more often her bare hands.

In the end, she missed out on many of the things the Shadow Academy offered. She learned no magic, and observed but never practiced most of the exotic combat styles. But after years of staring down serrated Kuthites, inflexible Hellknights, and talented spellwrights, she had learned much of discipline. In the end, she passed every test put to her with no more than that simple staff.

"Where's Mother?" Z'zin asked. "I thought she'd be here. I thought she'd be happy to see me."

"She's...away. In Shadow." Her father looked down uncomfortably. "We had debts. Much more than we expected. So..." He shrugged.

When Z'zin had been accepted to the Academy, her parents had told her not to worry about the cost, because they would take care of it. It appeared she now needed to worry about it after all.

"So it's money then? Because I can get that." Z'zin shook her head in exasperation. "I'd hoped to spend some time in Magnimar. I've missed you. I've missed home. But if money is what we need, I know how to start earning it." She gave her father one last hug, then pulled away. "It's time to join the Pathfinders."

Scarab Sages

GM Lithrac wrote:
It seems these were thoughtfully hand-picked for each guest now waiting in Heidmarch manor.

The cranky Osiriani man takes a sip of his coffee and a sour look washes over his face. "What is this sludge? Page! Page! Bring me some new coffee! Galtan-pressed this time!" Ramenhotep seems incapable of accepting the thoughtful gesture for what it was.

:) He's very hard to please.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I am a PFS player -- in fact Z'zin is loosely based on my first PFS character.

I have read through (with the intention of running) most of RotR and CotCT. I also participated in two PbP games of CotCT which sadly died. I've heard war stories of Shattered Star, mostly out of context. I was briefly in a Shattered Star PbP, but withdrew before anything had happened due to RL complications.

I expect to focus on the Repositioning and Bodyguard feat lines -- Flowing Monk works best by suckering people into attacking her, or transferring attacks from allies onto herself. I expect her to function as a scout and second-tier Skill Monkey. She should end up being a Rogue's best friend, as she can be a scouting and flanking buddy, and starting at 2nd level her AoOs leave her target flat-footed.


Oh, whoops, I have read through the entirety of Rise of the Runelords and played the first book. Not familiar with either Shattered Star or Curse of the Crimson Throne.


Ditto on the "whoops". The closest I've been to any of the three AP's is reading the Player's Guides and creating characters that were subsequently not picked.

Good luck to all!

Scarab Sages

The Tiefling shrugged slightly when Ramenhotep decided to carry on about the lack of quality coffee instead of introducing himself. He turned and bowed his head towards the servant with a smile, going to take a drink that reminded him of home. Taking a whiff of the beverage he grinned widely looking towards the servant. "Smells like it had just come from the Malhitu bazaar, thank you." Suin Ko bows his head towards him before taking a sip, the grin still plastered on his face as he goes to take a seat.


As I said originally, I'm a PFS player -- and I've played two books deep in Runelords, and only about half a book into CoCT (not for lack of trying, too many orphanned characters...)

In any case, here's the alias and submission for the aforementionned cleric (Varisian Pilgrim): Zeltyieli

In terms of role, beyond "Hey, look, I can cast divine spells" and (eventually) do the Harrowing, the light armour (only) restriction of the Varisian Pilgrim has him set up as a ranged combattant (with shortbow), or flanker (with bladed scarf). Would probably stay straight cleric, though might do a small dip into Fighter (or, if possible, the ACG Swashbuckler) later.

Personality, he's the anti-brooder -- which is to say, he's optimistic and outgoing -- almost irrepressible, really.

Also, I apologize for sort of "cutting off" the backstory -- it's been a rough week, sadly -- and I thought better a bit of handwaving the end part than not submitting at all.

Grand Lodge

Looks like time is up! Here's the final list of the submissions. I'll choose the team of five over the course of this evening, so the wait shouldn't be long.

Arcane
Broken Prince - Varisian Diviner with skills
Pirate Rob - Varisian Arcanist
Adsal - Peri-Blooded Aasimar Arcanist
Eris - prideful Chelaxian Arcane Sorcerer
Katrina - Changeling Dreamweaver Witch

Melee
EndlessForms - Osiriani Staff Magus
drBuzzard - Dwarven Invulnerable Rager Barbarian
Ilmakis - Spireborn Half-Elf Fighter
Hilde - Bleachling Gnome Gendarme/Beast Rider Cavalier
pH unbalanced - Fetching Flowing Monk
Mighty Beowolf - Human Barbarian
Stone Orcblood - Half-Orc Unbreakable Fighter

Divine
WerePox47 - Half-Orc Shaman of Battle
Pedwiddle - Elf Ancient Lorekeeper Oracle of Time
Tilnar - Half-Elf Varisian Pilgrim Cleric

Skill Monkey
Tangaroa - Half-orc Badger Speaker Bard
Wrong John Silver - Halfling Alchemist
Aruetii - Pitborn Tiefling Dervish Dancer Bard
Birch33 - Chelaxian Rogue
Kenji - Elf Mindchemist Alchemist

Dark Archive

Awaits with baited breath.

Scarab Sages

While waiting for his new cup of coffee, Ranemhotep promptly falls asleep in his chair, his head fallen back and his mouth slacken. He begins to snore loudly.

I'll be at a game tonight but I'll try to keep a watch on the thread.

Grand Lodge

Good afternoon! I have switched Eris from a Pathfinder Society character to a messageboard alias. I also found an avatar picture that I feel fits her slightly better.

Even if I'm not chosen, it's been a lot of fun seeing all the creativity at play in this thread. You guys seem like a bunch of fun players! Good luck to everyone!

Grand Lodge

First off, I want to thank you all for applying. I never thought so many would do so, much less take so much time and effort into their application. Most submissions were great ones, some really amazing, and I feel I could almost make three whole groups with the applications that caught my eye. Please accept my decision without hard feelings if you didn't make it, there were too many great characters!

Picking only five was a very tough thing to do. I considered many aspects before making my definitive choice: originality of the character, quality of background, matching the tone of the campaign, player motivation and investment in his submission, amplitude of PFS play for the character, and so on. In the end, I selected four characters matching the four traditional roles, and added a "wild card" character to the mix-an application that immediately made me want to play with that person regardless of class, role, or the above criteria.

Without further ado, here are the name of the five Pathfinders who will start their quest for the Shattered Star:

  • Ramenhotep the Risen, Staff Magus of Osirion, played by EndlessForms
  • Morrigan, Bleachling Spider Rider and Gendarme Cavalier, played my MPCampbell
  • Zeltyieli Alikathesu, Half-Varisian Pilgrim Cleric of Sinashakti, played by Tilnar
  • Vandilo Kalmeralm, Varisian Diviner Wizard, played by Broken Prince
  • Telka Beast-Talker, Half-orc Badger Speaker Bard, played by Tangaroa

Congratulations to them! They have just received an invitation to join a private boudoir in Heidmarch Manor to meet their hostess.

All others, thank you again for your time and dedication, and stay alert should a seat open at a later date.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Congrats to all of those making the cut. Enjoy!


Excellent, really looking forward to the the game! There were some outstanding applications there and I feel very lucky to have made it through, I hope to play with you all in the future.

Speaking of the future, I will be posting a recruitment for a PFS credit Dragon's Demand game in the next few days.

Liberty's Edge

Turned away Ragthoa gathers her things and begins the long trip back to Andoran.. "Goodluck fellow adventurer's! May you find the path you seek!" and with that she exits the lodge..

Congrats and good luck guys..


Congratulations everyone that got into the party!


Congratulations! Everyone have a blast with the adventure.

Grand Lodge

Grats to all chosen!


I trust you'll all have a great game...

(Trying hard to keep a false smile on my face as the winners are announced - how do they manage it at the Oscars?)


This is how.


Or for the more extreme methods

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