Ruins of Pathfinder: The Shattered Star (Inactive)

Game Master Crustypeanut

Loot Tracker
Roll20 Campaign Link
Magnimar Map
Heidmarch Manor

Natalya's Map of the Crow


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Lantern Lodge RPG Superstar 2014 Top 4

Going with Human homeland for the Samsaran, as he would have to be adopted by merit of how they are born from out of the ether.

Human Homeland
1d100 ⇒ 19: Town of Village (Gain access to Militia Veteran trait)

Human Parents
1d100 ⇒ 38: Both adoptive parents are alive.

Human Siblings:
1d100 ⇒ 96: No siblings.

Circumstances of Birth
Samsaran effectively are cornered into: Reincarnated: You have been reborn in many cycles, and may be reborn in many more until you accomplish the ultimate task for which you are destined. You gain access to the Reincarnated faith trait, the Arisen story feat, and the Forgotten Past story feat.

Parents Profession
1d100 ⇒ 80: Artisans - You gain access to the artisan social trait.

Major Childhood Event
1d100 ⇒ 46: Troubled first love - Your first love was everything you imagined it would be. That is, until you were separated from your beloved. This may have been the result of distance, changing perspectives, death, or differences in class or family. Some have said this made you jaded—you think it has granted you insight on how the world really works. You gain access to the Worldly social trait and you roll a d12 instead of a d20 on Table: Romantic Relationships.

Step 2, Adolescence and Training
Wizard (Close enough for an Arcanist as they are book-taught)
1d100 ⇒ 95: Unquenchable Hunger for Knowledge - For most wizards, magic is an end to which all studies strive, but not for you. For you, magic is a means to an end—and that end is knowledge. Your desire to know all of the secrets of the world requires the ability to cross continents in a blink, ride the winds, breathe water like a fish, and survive any kind of trap. Your unquenching quest for knowledge has made you ever ready for danger. You gain access to the Eldritch Delver magic trait.

Influential Associates
1d100 ⇒ 81: The Wanderer - You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, convict, merchant, outcast, soldier, or sailor. This person brought you wondrous mementos and told you of all the places he had traveled and the people who lived there, inspiring a wanderlust within you. You gain access to the Worldly social trait.

Step 3, Moral Conflicts, Relationships, And Drawbacks
Conflicts
1d20 ⇒ 12: Destroyed a Reputation (5CP) - You deliberately ruined the honor, reputation, or fortunes of another individual or group.

Conflict Subject
1d20 ⇒ 18: Adventurer

Conflict Motivation
1d10 ⇒ 8: Hatred or Malice (4CP)

Resolution (rolling anyway, 1-7 in order, because DICE!)
1d7 ⇒ 1: Regret and Penance (–3CP) - Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Alignment Outcome: Lawful Neutral

Romantic Relationships (restricted to 1d12)
1d12 ⇒ 12: Current Lover - You are currently involved in a romantic relationship. You gain access to the True Love story feat.

(Skipping relationship with fellow adventurers since the story already presumes that)

Character Drawback
1d100 ⇒ 55 Race - You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback. (ha ha ah awkward)


Alright guys, sorry for the delays! Due to a few various things (One of which was me being distracted too much by the playtest), Im' instead going to postpone this campaign until December 2nd. This way, those who are not done can have time to finish, and I can get off me lazy arse and get the Cyphermages Info up. :P

And Rob, that Drawback makes quite a bit of sense! :P


Starting on my birthday. Good omen for this campaign IMO.


Human (Runeslaved Shoanti) Bloodrager (Arcane) 1 AC 18/12/16 / HP 13/13 / F +4 R +2 W +0 (+2 vs arcane spells / +9 vs cold weather) / Init. +2/ Perc. +4 / Sense Motive +0

Ok, sounds good... as is I am falling behind on my background and need to work on it. I swear all of my free time has been spent going to my local Crossfit gym.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Ditto. I got most of the crunch established at least, but I need to put the background together. Looking forward to making some dungeons my b*&&% with this guy. Not looking forward to when the bad guys get to him; he's a spindly lil fella.

Lantern Lodge RPG Superstar 2014 Top 4

Crusty, what should I do in regards to the Arcanist?

They are getting a big overhaul at some point. Should I just use them as printed for now and when make the necessary changes once the updates appear?


Just make it as is for now, and when they do the overhaul you can make the necessary changes. Though hopefully they'll get the overhaul posted before next week to save us hassle :P

Though, if the overhaul comes out and you end up preferring it as-is, I'll allow you to keep it - at least until the official rules come out way later.


From the **Official Query** Arcanist Revision thread posted about 24 hours ago.

Jason Bulmahn wrote:

...

As an aside, I am hoping to get the revision out this week.

Jason Bulmahn
Lead Designer

So hopefully it will be done in time. I've been keeping a keen eye out for Jason's posts for just this reason :)


Disclaimer:

If I end up brutally murdering you guys thanks to my modifications in order to make this somewhat challenging, I'm sorry. But.. since you guys are in the middle of a city with easier access to stuff... I think you'll be ok. But if not? Weeellll at least replacements are easy to come by. ;)

...I will warn you though, that when it comes to making adjustments for twice as many people, I'm kind of winging it. Though I'll try to test out the encounters with your characters before hand, to see if you guys can survive it.

I'm not designing encounters from scratch, though - merely modifying existing ones. So at least you won't have to worry about the same shit they do in Road to Damnation. Hehehe


Heh, yeah the CR system doesn't handle parties outside 3-5 PCs too well :p I guess we can look at it this way, it'll give us a chance to playtest more of the ACG classes :p


More like stresstest 'em. :P


Alright guys, got info up on the Cyphermages! Should you have any more questions, please hollar.


Ooooh. Having lived in Kaer Maga prior to Karzoug's reemergence is my character likely to know anything else about the Ardoc brothers? Mainly interested in who they may have been affiliated with in KM, or at the least what district they operated out of. I'll be sticking with the ties to the Therassic Spire for my Arcanist either way but it may provide an 'in' for my character if they could have crossed paths in the past.

Really hoping Bulmahn gets the updated Arcanist out tomorrow.


Basically everything here is common enough knowledge. It hasn't changed much, except where mentioned on the campaign tab.

Taros wasn't specifically well known amongst the Ardocs - except for the fact that he effectively betrayed them when he left to join Karzoug.


Alright guys, so just to clarify, this is what we've got so far:


  • Rob - Samsaran Arcanist
  • Biowolf - Human Skald or Halfling Swashbuckler
  • Jubal - Half-giant Warpriest
  • Thron - Human Fighter
  • Celeador - Human Bloodrager
  • Kagehiro - Half-Elf Investigator
  • Peanuts - Arcanist?
  • Winwaar - Human Dirge Bard

I think.

You still have till next Monday (Have your characters done by Sunday though) - but I would rather not delay it further than that. :P If anyone is having trouble coming up with ideas, just hollar and we can work on something.

Themes in this campaign, for those of you who aren't reading the Player's Guide thoroughly, include:

Ruins Explorer: This campaign will take you through a number of ancient dungeons. Knowledge (history) and racial low-light vision or darkvision might come in handy. Classes that rely on animal companions or mounts might find Large creatures a liability in tight underground corridors. If you’re going to play such a class, consider an archetype that trades in your animal for other abilities, or playing a Small race whose Medium mounts work better in such conditions. Shattered Star is far from being exclusively a dungeon-crawl campaign, however—there will also be significant amounts of travel and exploration into urban and swamp environments.

Ruthless Rivals: The Shattered Star Adventure Path features a grab bag of classic monsters, so be ready for anything! You’ll face many different creature types— from vermin, humanoids, and fey at low levels to giants, undead, constructs, aberrations, and evil outsiders at higher levels.

Thassilon: Ancient Thassilon is a major element of this campaign, so a character interested in research (or studying Thassilonian magic, as presented on page 17 of Pathfinder Campaign Setting: Inner Sea Magic) might be particularly fun.

Even with the regional changes thanks to Ruins of Pathfinder, these are all still true - though in addition to these, you'll now have to worry more about weather and food issues, at least at low levels. Prepare to freeze your balls off.

As for levels, the books expect us to each level 17-18 by the end of the campaign - this likely might not change even with my changes, though we'll see. And I will say right now that I won't throw a curve ball and make us Mythic, though I seriously thought about it. ;)

Lantern Lodge RPG Superstar 2014 Top 4

Revised Arcanist is up. I will be building to these (awesome) specifications.


Male Samsaran Arcanist

Also alias set. Will fill out once build is complete. I'm going to take a look at what others have done for background with focus on that intertwining Celeador spoke of.


..That Graveknight picture is terrifying and awesome at the same time. o.O

Checking out the revision now!


Oh my. I like this.. I like this alot.

Quote:
Counterspell (Su): By expending one point from her arcane reservoir to attempt to counterspell a spell as it is being cast. The arcanist must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level equal to or higher than the level of the spell being cast. To counterspell the spell, the arcanist must make dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she receives a +5 bonus on the dispel check.

No need to ready an action? Nice!


Aww man, less spells :( Everything else is incredibly awesome however! I should be able to finish up my character tonight at work now :)

Yeah I saw that Crusty. It gets even better with the 11th level trick (you get points back depending on the level of the spell you counter)

My character is a Human Arcanist btw, who is trying to resurrect/rediscover/inherit the powers of the Peacock Spirit :) (though I guess that last bit would require Mythic tiers)


Male Samsaran Arcanist

Crusty, would you allow the expanded spellbook rules presented here? It is basically how to make a spellbook out of superior materials. I'd like Isroth to eventually build some ungodly 500lb adamantine spellbook and turn it into a magic item. Right now he's just going to have the standard variety, but for long-term I thought it'd be cool. There's some neat options in there.


I'm working on tying the background together now.


Looks fine to me Rob! I think those rules were once from the 3.0 D&D book Tome and Blood.. some of 'em at least. I always did like out-of-the-ordinary spellbooks.

I can just see it now - an Adamantine Bound Spellbook with Gold sheets for pages.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Alrighty, got the Background finished up. Wasn't too bad trying to make the generator results fit, except for the bit about his parents being Entertainers, haha. Not terribly happy with how that fit, but it's a very minor quibble in the grand scheme of things.


Male Samsaran Arcanist

I have this vision in my head of building it with ioun stones embedded in the cover so that the book can float around Isroth or something.


Uh ok.. I have no idea who 'Cosmic Dream Lord' is.. o.O

Lantern Lodge RPG Superstar 2014 Top 4

Who in the what now?

Lantern Lodge RPG Superstar 2014 Top 4

Oh, him. Man, idk.


He's so dreamy.

*girlish sigh*


Anyone hear from winwaar lately?


Preliminary character stats and partial background for Wilhem Versade

Some spoilery questions that occured to me and may help my background:
Question for Crusty (filtered to what my character might know)
How long has/when did Kaer Maga come/been under siege?
Is the library refered to in City of Strangers (page 18 bottom of left column) the one the PCs discover at the end of AP 04 Fortress of the Stone Giants. What has happened to this library, it's 'guardian' (the Black Monk), and the item he protected (the Emerald Codex of the Therassic Order)? (I expect it has come under the sway of the Cyphermages, but is it's existence public knowledge, or even private knowledge to the Therrasic Spire monks? Have things actually changed at all for them since Karzoug's return given their isolation in Kaer Maga?)
What has happened to the Revelation Quill found by the PCs in AP 05 Sins of the Saviors
What has happened to the Runeforge and Vraxeris' collection of religious books from AP 05 Sins of the Saviors

Wilhem Versade
Male Human (Chelaxian) Wizard 1
NE Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1 (+5 circumstance bonus vs. cold weather), Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee hanbo -1 (1d6-1)
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +5):
1st (3/day)—mage armor, ray of enfeeblement (DC 16)
0 (at will)—mage hand, detect magic, dancing lights, sotto voce (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Combat Casting, Spell Focus (necromancy)
Traits alabaster outcast, devotee of a dead god
Skills Appraise +8, Diplomacy +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +9, Spellcraft +8, Use Magic Device +5
Languages Common, Giant, Necril, Thassilonian, Varisian
Other Gear Haramaki, Crossbow bolts (25), Hanbo, Light crossbow, Adventurer's sash (5 @ 6.28 lbs), Cold weather outfit, Signet ring, Spell component pouch, Spellbook, Trail rations, 9 GP, 5 SP
Carried by guards: Noble's outfit, Trail rations (5), Wizard's kit
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.

Arcane Reservoir:
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.


Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Devotee of a Dead God (Diplomacy) You simply cannot and will not accept that Arodenthe Peacock Spirit is dead.
Your faith in his teachings and religion are stronger than ever. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill
Potent Magic (Su) Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:
Born the 10th day of Gozran, 4686 in Magnimar Wilhem was priveleged to grow up as the second child of the noble Versade family. All was not quite as it seemed for the Versades however, the family struggling to keep up the facade of an afluent house, while the extravagant parties and celebrations they threw for the elite of Magnimar continued to empty their dwindling coffers. Welhem, a quiet, studious boy fell squarely in his elder sister's shadow; an outgoing, convivial girl who had inherited seemingly all of the family's reputed talent she was lavished with their parents attentions as the potential savior of the family's fortunes.

Ignored by his mother Savasha Welhem nevertheless received some support from his father, until he passed away as Wilhem approached manhood. To the young man's eye his mother wasted no time in moving on, betraying her husband's memory as she married a wealthy elven merchant. Wilhem remained in the family home for a few more years, but eventually he could stand it no more. He informed his mother--now pregnant with twin boys to her new husband—that he was leaving to seek his own fortune in the world. He almost reconsidered when he saw her shocked expression, but little more than a week later he found himself venturing forth accompanied by Gralk, a particularly bestial looking Half-Orc gladiator who the family had employed in the past, and—what seemed to him at least—a rather meager amount of money and supplies.

Wilhem and Gralk wandered for some time, the young scholar seeking aimlessly for a mentor beyond the bounds of Magnimar. Finally after half a year their weary feet carried them to the City of Strangers, where Gralk originally hailed from. It was his suggestion that there were several arcane organizations and groups amongst the chaotic mishmash of it's inhabitants.

A few weeks later Wilhem found himself apprenticed to one of Ankar-Te's necromancers-for-hire (to be completed)


You don't plan on bringing guards with you on the adventures, do you Peanuts? With eight players in a dungeon crawl meant for 4.. thats gonna be cramped as all hell >.>

Also, sending you a message in regards to your questions.


Umm, I guess not, no. I figured they'd be more for outside the dungeon. A squad is five it says, but I'm happy to only have 3, which i have concepts for already, just need some refinements. Are you okay with one of them having different stats/feats/equipment etc. to the other two? (it would be Gralk. The other two are a pair of Ulfen fraternal twins that he hired/purchased in Kaer Maga)


Customizing them is getting into the domain of followers - keep them all the same if you would. Their names/ethnicities can be different, obviously.


Hey guys, the Roll20 link is up! So far, the only thing for you guys to see is the map of Magnimar - scaled accurately to the measuring tool, at that!

There is a key, and if you guys get the time, please take a moment to familiarize yourself with the city. You'll be there the entirety of the first book, and it'll be your homebase for this entire campaign.

Even with Karzoug claiming the city, the layout has remained the same - as for where you guys'll be staying in particular, look for #12 - Heidmarch Manor. Its in the Alabaster District, or the eastern portion of the city.

*Edit* Well, theres definitely one change - the Temple of Iomedae would have been.. resanctioned as a temple for Lisalla.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Blah, gotta subscribe to use that on a tablet. With my computer down all I have operating ATM is my iPad.


I should probably explain my presence. I read the notice in the RoP: RoW campaign (I've been following that since I ended up in a campaign with Rob being DMed by Jelani), and I wanted to see if I could apply. I had no idea that this was more or less private recruitment until reading everything in the discussion thread (that probably explains the lack of a recruitment thread). My bad. Just show me the door, and I'll be on my way. :)


Ah well, no worries then - you can keep tabs, though I'm going to mark you as an NPC. I just had no idea who ye were.


Male Human Arcanist 1

Alrighty, this guy should be pretty much done, the only thing I really have to figure out is how he escaped from Kaer Maga and what resulted from that. Any thoughts Crusty? I figured the librarians helped him to do so, but I'm not really sure how hard Karzoug and the other forces would have made it to get out even magically. Would teleportation have been possible at all or was the whole place dimensionally locked? Escape through the tunnels below? If he had of gotten caught what would have happened to him? He was (seemingly) defecting to join the Cyphermages after all :p although he didn't really know about them at the time.


Male Samsaran Arcanist

Oh, CDL is Ophelia! I know you! :D

Also all PC details are filled out. I didn't wind up intertwining anything with Celeador since I had a hard time connecting stuff based on the pre-rolled background elements. Though I figure the two of them could have an interesting relationship as the story progresses.

I'm going to try out the whole toppling spell/magic missile nonsense I've heard about before with an Arcanist, since by expending a point of arcane whatnots, he can boost it to two missiles. Being able to trip two non-adjacent creatures from the back ranks at 1st level seems pretty neat.

If it winds up being craptastic I might opt to retrain out.


Male Human Arcanist 1

Heh, Potent magic is pretty hard to resist at 1st level :) Hmm, you went a bit more for Charisma I see :) Would Havoc of the Society/Cyphermages mean +1 to each magic missile? Or I guess you'd pick which target takes the extra damage...

Good to see we haven't overlapped on spells too much :) In fact... just Mage Armor I think. Uhh, I didn't post my spellbook did I? Lemme do that.

How'd you get Cure Light Wounds?

The Exchange

Male Elf Fighter 3

@Isroth: I see your using the Toppling + Magic Missile + Magical Lineage + Havoc of the Cyphermages combo. My wizard currently does the same thing via pearls of power. When you can cast multiple Missiles and each one has a chance to trip and your able to do it multiple times a day its very strong.

@Wilhem: He got it via his racial trait "Mystic Past Life"


Male Human Arcanist 1

Ahhh, cool. Been a while since I'd looked at Samsaran, and I only tend to skim other people's character sheets :)

Wow, Nine Lives is awesome!


At first it made me think of "The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to.", so CLW couldn't work, but then I remembered Bard.

F*@%ing bards, hahahaha.

:P


Human (Runeslaved Shoanti) Bloodrager (Arcane) 1 AC 18/12/16 / HP 13/13 / F +4 R +2 W +0 (+2 vs arcane spells / +9 vs cold weather) / Init. +2/ Perc. +4 / Sense Motive +0

I signed up for RollD20 and I am on there now. I need to work on my background!

Lantern Lodge RPG Superstar 2014 Top 4

Bard and witch. I am contemplating removing one of the spells for Raise Dead. If anyone has other suggestions for Mystic Past Life let me know.

The Exchange

Male Elf Fighter 3

Al'cazar's background is all done.


Witches with the Healing Patron also get Lesser Restoration on their list, like Andrezi here. In fact, this witch of mine is the group's main healer - their cleric/ranger not included.

:D


Hey btw, Celeador - just a minor nitpick with your character.

Its 'legionnaire', not 'legionare' :P

Everything else looks good! (Checking out the others shortly)


So we have...

Rob - Isroth of Xin-Shalast, Samsaran Arcanist
Biowolf - Human Skald or Halfling Swashbuckler
Jubal - Charbonardent, Half-giant Warpriest
Thron - Radyx Felston, Human Fighter
Celeador - Al'cazar the Sihedron Legionnaire, Shoanti Bloodrager
Kagehiro - Valko van Richten, Half-Elf Investigator
Peanuts - Wilhem Versade, Human Arcanist
Winwaar - Human Dirge Bard

Almost ready to go :)

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